DM Delmoth's Planescape (Inactive)

Game Master Delmoth

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Planewalker's Handbook


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Greetings bloods and berks alike!

Not too long ago someone started a thread to recruit for a pseudo-Planescape. That game was just starting to get out-of-town and then as frequently happens our GM got mazed. The Dark of it is that it inspired me to revisit some of the old school modules. And well I want to run some of them.

If you're not familiar with the setting that's fine! You can still submit a character from basically any setting. A "brief" overview of the Multiverse, for the clueless. Generally all settings can/do exist, as well as any compatible universes from literature, maybe even the worlds you've dreamed up yourself.

Build rules:
1st level
20 point buy
2 traits
150 start gold
Automatic Bonus Progression
Background skills
Any race with RP 15 or less plus Planescape races (see below)
Custom races allowable with approval, 15 RP or less
All Paizo published options are fair game

What your submission should include
Name/Race/Class, if you have a fully crunched out character that's fine, but it should be in the alias profile not your post.
Faction, if any: See below for details, I'm shooting for 50% faction membership among PCs
Short concept: In 100 words or less. If you have a more in depth background great, but put it in spoiler. Your short concept should briefly explain why they're in Sigil, the City of Doors.
A 3x3: 3 friends, 3 contacts, 3 rivals. These are NPCs (or PCs) that your PC knows or used to know. One or two sentence description is fine.
Fear: at least one thing that your character fears or will avoid if possible
Optional: 2 secrets, one your character keeps from the party, one kept from your character.

Planescape specific races:
Aasimar
Bariaur (see below)
Githzerai (see below)
Fire Genasi (Ifrits)
Earth Genasi (Oreads)
Modron (see below)
Air Genasi (Sylphs)
Tieflings
Water Genasi (Undines)

Size Quality Modified for custom races:
Large (4 RP): Prerequisite: Humanoids taking this quality must have the giant subtype; Benefit: Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.

Tiny (2 RP): Prerequisites: Aberration, construct, dragon, fey, outsider (native), or plant type; Benefit: Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot flank an enemy.

Bariaur

Inspiration: This entry from The Planewalker’s Handbook by Monte Cook, 1996 TSR Inc.:
The bariaur — herbivorous denizens of the Upper Planes — often remind primes of centaurs, their goat-bodies topped by human torsos and arms. Their faces display somewhat more animal-like features than centaurs, and male bariaur sport a fine pair of curling ram's horns. Bariaur can be exceedingly fussy about their appearances, dyeing and shaving their pelts in intricate patterns. They're well known for their wanderlust, building no towns but roaming over several of the Upper Planes in a seemingly random path. Most claim Ysgard as their birthplace, though some herds are native to Elysium, the Beastlands, or Arborea. In personality, bariaur are usually carefree, social, outgoing, and friendly. Though considered frivolous by some, the sturdy bariaur nevertheless are fierce fighters when their families or friends are threatened. Ysgardian bariaur, in particular, hold a special hatred for giants, no doubt due to the predations of the enormous humanoids upon bariaur herds.

PC members of this race possess infravision to a 60-foot range and a movement rate of 15. While most are chaotic good, PC bariaur may be of any nonevil alignment. They may rise to 13th level in any allowable class. Further benefits depend on the sex of the bariaur, as their society maintains traditional roles for males and females. On initial character generation, male bariaur gain a +1 bonus to Strength and Constitution and suffer a -1 penalty to Wisdom and Dexterity. With their horns, they can always attempt to butt an opponent for 1d8 points of damage (plus Strength bonus), tripling this result by charging at least 30 feet in a straight line. If the hit is successful, the charging bariaur must save versus breath weapon or suffer the same damage as the target. Charged creatures size M or smaller are knocked to the ground 50% of the time. Male bariaur can become fighters, rangers, paladins, or priests. Female bariaur, generally somewhat more intellectually inclined, gain a +1 bonus to Intelligence and Wisdom but suffer a -1 penalty to Strength and Dexterity. They lack horns with which to attack opponents, but add +2 to all surprise rolls and +3 to saving throws versus spell. Females can be fighters, priests, or wizards.

ROLE-PLAYING A BARIAUR
The joy of freedom, the love of laughter, and the exultation of victory are your meat and drink. These are things worth dying for — nothing else is more important. These concepts supersede all others, coming even before duty, honor, or gold. Others claim them (and you) frivolous at times, but you cannot imagine life without these treasures; the very thought of losing them chills you to your very bones. But it's best not to dwell upon that. Enjoy life, laughing in the sun, or whatever passes for a sun in the places that you visit. Though things may turn grim, you know that you'll always have the strength of your convictions and what they represent to sustain you.

Bariaur Traits:

Male
Type: Native Outsider (3 RP) ===> Darkvision (60ft) - Bariaur are usually native to Ysgard but are frequently found on good and chaotic aligned planes.
Size: Large (4 RP) space 10ft reach 5ft ===> -1 AC and Att, +1 CMB and CMD - Bariaur are only marginally smaller than horses.
Speed: Normal (0 RP)
Ability Score: Specialized Physical: +2 Str, +2 Con, -2 Wis (1 RP) - Male Bariaur are traditionally the warrior class for their herds.
Language: Standard (0 RP): Common, Bariaur

Traits
Quadruped (2 RP) +10 base speed, +4 vs trip combat maneuvers - Bariaur have four cloven legs and as such move faster and are harder to trip.
Gore (1 RP) 1d8 - Male Bariaur grow a pair of curling ram-like horns from their head, which they frequently use to settle disagreements.
Powerful Charge (2 RP) - When charging with their horns a bariaur deals twice the damage with their gore attack adding 1-½ strength to damage.

Total RP 13

Female
Type: Native Outsider (3 RP) ===> Darkvision (60ft) - Bariaur are usually native to Ysgard but are frequently found on good and chaotic aligned planes.
Size: Large (4 RP) space 10ft reach 5ft ===> -1 AC and Att, +1 CMB and CMD - Bariaur are only marginally smaller than horses.
Speed: Normal (0 RP)
Ability Score: Specialized Mental: +2 Int, +2 Wis, -2 Dex (1 RP) - Female Bariaur are traditionally the shamans and spellcasters for their tribe.
Language: Standard (0 RP): Common, Bariaur

Traits
Quadruped (2 RP) +10 base speed, +4 vs trip combat maneuvers - Bariaur have four cloven legs and as such move faster and are harder to trip.
Skill Bonus (2 RP) - +2 to perception checks.
Hardy, Lesser (2 RP) - +2 racial bonus on saving throws vs spells and spell-like abilities.

Total RP 13

Githzerai

Inspiration: This entry from The Planewalker’s Handbook by Monte Cook, 1996 TSR Inc.:
The history of the githzerai is one of ancient war and ancient slavery. Once of one race with the githyanki under the enslavement of the mind flayers, the githzerai broke away from their illithid masters and then from their gith brethren, sparking a racial war that has continued into the present. The two gith factions separated and found new homes: the githyanki in the emptiness of the Astral Plane, and the githzerai in the swirling chaos of Limbo.

Githzerai are humanoids, thinner and taller than humans with sharp features, long faces, and eyes of gray or yellow. Severe and serious, the githzerai tend toward somberness in their clothing and personalities. They're usually close-mouthed, keeping their own council and trusting
few outside their own kind.

Only a few things stir the githzerai to passion. Their ancient hatreds for the illithids and githyanki erupt violently in any encounter with those races. Similarly, they are sworn to protect their race on their adopted home of Limbo, since that refuge was only won after millennia of hardship and war; any threat against their haven is met with whatever force is necessary to eliminate that threat.

To the githzerai, there are only three truths: that the githyanki and illithids will never be anything but mortal enemies; that they will allow nothing to hinder the survival of their race; and that no one will ever enslave them again.

Githzerai PCs add +1 to Intelligence and Dexterity and subtract -1 from Strength and Wisdom. They have infravision to 60 feet and may be of any nonlawful alignment. They can be fighters, fighter/wizards, wizards, or thieves; githzerai have no priests, but revere their ancient wizard-king as a god.

Githzerai warriors and thieves possess an always-active magic resistance of 5% per level, to a maximum of 95%. This affects any magical items a githzerai tries to use; if the resistance roll is made, the item is useless to that character forever after. Note that this type of magic resistance is specific to githzerai only, as most other creatures can drop it at will. Mages lose their magic resistance in order to learn spellcasting. Fighter/wizards decide whether or not to keep the magic resistance and its attendant penalties; most purge themselves of it, since it interferes with their ability to use magical armor and items.

Finally, PC githzerai utterly lose their native ability to plane shift, perhaps due to their extended time away from their wizard-king.

Role-Playing A Githzerai
All around you there is stagnation. Rigid thought and restricted personal freedom abound. Everyone you know is a slave — but you won't let the shackles of easy conformity and control wrap their seductive chains around you. You'll remain independent, and strike down any who try to enslave you in word or deed. Your people have known oppression in the past, and you'll not bear it again.

Githzerai Traits:

Githzerai
Type: Native Outsider (3 RP) ===> Darkvision (60ft) - Githzerai are native to Limbo but can be found anywhere and Sigil has a sizable population.
Size: Medium (0 RP)
Speed: Normal (0 RP)
Ability Score: Standard (0 RP): +2 Dex, +2 Int, -2 Wis
Language: Standard (0 RP): Common, Githzerai

Traits
Spell Resistance, Lesser (2 RP): Prerequisites: None; Benefit: Members of this race gain spell resistance equal to 6 + their character level.
Ancient Foe (Illithid) (3 RP): Prerequisites: None; Benefit: Choose one monster type or one subtype of the humanoid type. Members of this race gain a +2 dodge bonus to AC against monsters of that type and a +2 racial bonus on combat maneuver checks made to grapple creatures of that type.
Ancient Foe (Githyanki) (3 RP): Prerequisites: None; Benefit: Choose one monster type or one subtype of the humanoid type. Members of this race gain a +2 dodge bonus to AC against monsters of that type and a +2 racial bonus on combat maneuver checks made to grapple creatures of that type.

Total RP: 11

Rogue Modron

Inspiration: This entry from The Planewalker’s Handbook by Monte Cook, 1996 TSR Inc.:
Modrons are the clockwork caretakers of the gears of Mechanus, virtually unthinking in their strict hierarchical order. No beings' minds are as focused on law, stability, repetition, and the security of harmonious regulation. But the multiverse isn't perfect — not even in Mechanus — and sometimes things go wrong. Sometimes a modron receives conflicting orders from two or more superiors, or is confronted with incontrovertible proof that all is not orderly. Sometimes a modron's mind just snaps. These circumstances create rogue modrons.

When modrons go rogue, they lose most of their special abilities and even the normal modron form that designates their position within the clockwork hierarchy. They find themselves cast out of Mechanus, the heart of law and the only world they have ever known, and plunged into the cold, lonely, and (worst of all) chaotic multiverse. Rogue modrons have the forbidden and reprehensible glimmerings of self awareness the only thing that allows them to survive in this new sphere.

Most rogue modrons are not crazed lunatics craving chaos and destruction. On the contrary, most folks can't tell a rogue modron from a "normal" one just by listening to it talk about the multiverse. It still is an extremely ordered being, with law at the center of all of its thoughts and ingrained in the way it feels, acts, and reacts. To another modron, the differences are obvious, and the rogue is some sort of chaotic wild-child; but to other folks, the rogue modron still seems the epitome of order.

Rogue modrons stand exactly 6 feet tall, with cubelike bodies similar to those of quadrone modrons. The cubes are 3 feet on each face, adorned with two thin 3-foot-long legs, two 3-foot-long arms, and a pair of small, vestigial (non-operational) wings on their backs. A vaguely anthropomorphic face can be found on the front cube face.

Modrons are formed from the stuff of order and given clockwork limbs and other parts. Both mechanical and fleshly parts comprise a modron, but the parts meld together to form an orderly whole. In fact, modron bodies aren't much different from any other basher's, other than in their odd appearance. (So curative spells, for example, work just fine on them despite their mechanical components.) Otherwise, modrons are genderless, ageless, and very difficult to distinguish from one another. Thankfully, the latter problem is solved by the fact that very, very few rogue modrons wander the Planes.

Rogue modron player characters present a number of problems and special situations. These beings had no childhood, family, social rank, or even any real history. In fact, rogue modrons begin to lose what memories they have of Mechanus as time passes; as beginning player characters, they have even forgotten what rank they once held in the modron order.

Role-playing rogue modrons requires special attention to their personalities and motivations. As beings of near-absolute order, they need organization, rank, authority, regulation, and harmony to be content. Modrons would never join a group that didn't make its organization and hierarchy clear, including an adventuring group. Modrons need to know exactly where they stand in the group - who ranks above them, and who below. While not as interested in being on top as some berks, they don't necessarily follow orders blindly and won't appreciate being taken advantage of by some peeler who thinks he understands how modrons operate.

Once modrons set a course of action, it's difficult to divert them. They don't become side tracked or distracted. Modrons have a focus that no human can match in intensity. Most modrons also have no concept of self, but this is only partially true of rogues. Though still less motivated by concepts such as greed, personal happiness, and even self preservation than a human would be, they do recognize and (vaguely) comprehend these ideas.

Rogue modrons don't believe in, or even understand, the concept of chance. They never use words or embrace ideas like "luck." To modrons, everything is structured, nothing is random. All creatures abide by a set of rules and regulations — whether they realize it or not. In fact, while modrons might not be able to describe exactly what all the "rules of the cosmos" are, they may try to figure the rules out — a lifelong task at best.

Essentially, rogue modrons are refugees from a completely alien society and world, with completely different outlooks — at least at first. As PC modrons explore the multiverse, they continue to learn and adapt to the rest of the planes. Although they may never accept that there isn't an order to everything, they may adjust the way they view order. Rogue modrons try to impose their own brand of order on everything around them, or simply rationalize explanations that place a veneer of order over the chaos of the Multiverse.

Curiosity may be the one downfall of modrons. Emotions, humor, friendship, and many other concepts familiar to humans and other humanoids are new and very strange to modrons (at least until they find or impose order within or upon them).

Rogue modrons have natural advantages due to their status as creatures of ultimate law. They can readjust their vision, giving them effectively a double normal range of sight, as well as an uncanny ability to detect secret doors and other minutiae. They have a 2 in 6 chance of finding secret doors and a 3 in 6 chance of detecting concealed doors. Modrons have a 30% resistance to illusions, energy drains, charm, sleep, fear, domination, and other similar mind-affecting spells. They gain a +1 bonus to saving throws versus fire, cold, and acid. Modrons have a natural Armor Class of 8 (due to the fact that they're partially constructed of metal), and a movement rate of 15.

Modrons also have a few disadvantages. For example, their structured minds don't allow them to react to surprise situations very well. (This doesn't make them easier than normal to surprise, though.) When modrons are surprised, they remain that way for twice the normal length of time. They don't interact well with individuals of chaotic alignment (despite some Xaositects' adoration
of the term "rogue" modron), usually suffering a -1 reaction penalty toward such people. Modrons also find their size and weight to be a hindrance at times. It is impossible for them to carry out such standard actions as riding a horse, wearing normal armor, or wriggling through a narrow opening.

Rogue modrons can choose classes and gain levels like any PC. This idea of self-improvement and self-advancement is alien to modron society, but it's obviously the way of the outside order, so rogue modrons adapt. From their structured minds and solid forms they gain a +1 bonus to Intelligence and Constitution, but their boxlike bodies and unfamiliarity with other cultures impose a -1 penalty to Dexterity and Charisma. Modrons can be fighters or wizards, but they cannot be multiclassed; even rogues are too focused for such personal diversity. Wizard modrons on Mechanus are virtually unheard of, but outside the clockwork universe, rogue modrons can see an order to magic use, as well as the benefits its use can provide. They may become specialist wizards but (obviously) cannot become wild mages.

Naturally, rogue modrons can only be lawful in alignment, although the range of good, evil, or neutral is open to them as new concepts to explore (and ultimately, probably fear).

ROLE-PLAYING A ROGUE MODRON
Tick. Everything is structured. Tock. Everything is ordered. Tick. Tock. You hear the sounds of the machinery of the multiverse. Despite your exile from Mechanus, the clockwork of creation can never be taken from you. Those around you can provide insight into the structure of the new world you are now forced to live in. Whether or not they realize it, by observing them you see how things work, and what your place is within the structure. You ask questions, observing not only the answers, but the way in which they are answered. Every detail is important, for nothing happens without a reason.

Rogue Modron Traits:

Type: Outsider (native) => unlike most native outsiders rogue modrons don't gain darkvision but instead gain low-light vision instead (2 RP)

Size: Medium rogue modrons are 3 ft cubes with appendages (0 RP)
Normal speed (0 RP)

Ability scores: +2 Con, +2 Int, -2 Cha modron’s bodies are partially metal making them particularly sturdy and their organized mind makes it easy for them to learn, but their minds are also alien to most people making it difficult to relate to them (0 RP)

Languages: Common, Modron, +any from high int

Telescopic Eyes: Rogue modrons are able to focus their eyes beyond human norm and gain a +2 to perception checks and saves vs Illusions (3 RP)

Mechanical Body: Rogue modrons are partially made of metal and other mechanisms, this hardness confers a +1 natural armor bonus. (2 RP)

Alien Mind: Rogue modrons have alien minds and many concepts either don’t exist for them or are known only intellectually, thus they gain a +2 save vs mind affecting effects. They must also be of any lawful alignment. (1 RP)

Source: Modrons don’t have traditional souls and if they die their energy returns to the Source. This both makes them resistant to negative energy and harder to bring back to life. They gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points. Modron corpses cannot be used to animate undead of any type and a True Resurrection, Miracle, or Wish is required to bring a rogue modron back to life. (1 RP)

Elemental Resistance: Rogue modron’s bodies are hardy and gain Fire Resistance 5, Cold Resistance 5, and Acid Resistance 5 (3 RP)

What follows is a quick look at each faction from The Planewalker’s Handbook by Monte Cook, 1996 TSR Inc. This should give you an idea of what each is like. If you want more detail on anyone of them send me a PM and I can get it to you. If you choose a faction you’ll get a faction trait and potentially a drawback. Rather than defining what each is beforehand I’ll write them as needed and characters are submitted but will generally reflect namer abilities and restrictions below. This is largely a role play choice since the character should believe in each factions credo. You are generally considered a citizen of Sigil only if you are a faction member, Free League and Anarchist notwithstanding.

Athar (Defilers, The Lost):

Philosophy: The gods are frauds; the unknowable truth lies beyond the veil.
Factol: Terrance.
Sigil HQ: Shattered Temple (Lower Ward).
Home Field: Astral.
Eligibility: No divine spellcasters of specific deities.
Allies: Believers of the Source.
Enemies: None.
Namer Abilities: Immune to certain faith-based spells: abjure, augury, bestow curse, curse, divination, enthrall, exaction, holy word, and quest.
Restrictions: Can't accept aid (especially healing) from priests of specific deities.
Archetypes:
Bitterly Betrayed: I've wasted my life worshiping false gods! Someone must pay.
Street Preacher: Listen to me. The powers are frauds - I can prove it! Listen to me!

Believers of the Source (Godsmen):

Philosophy: All life springs from the same divine source, ascending and descending in form as it is tested.
Factol: Ambar Vergrove.
Sigil HQ: Great Foundry (Lower Ward).
Home Field: Ethereal.
Eligibility: Anyone can join.
Allies: Athar, Doomguard (temporary ally).
Foes: Bleak Cabal, Dustmen.
Namer Abilities: +2 to reaction adjustments with planars.
Restrictions: Can't be raised or resurrected; priests of specific deities suffer -1 to all saving throws.
Archetypes:
Achiever: How can I improve myself today?
Egoist: I've passed tests other berks can't imagine; I'm well on my way to godhood.

Bleak Cabal (Bleakers, The Cabal, Madmen):

Philosophy: The multiverse ain't supposed to make sense; there's no grand scheme,
no deep meaning, no elusive order. The only truth worth finding lies within.
Factol: Lhar.
Sigil HQ: The Gatehouse (Hive Ward).
Home Field: Pandemonium (in the Madhouse).
Eligibility: No lawful members.
Allies: Doomguard, Dustmen, Rev. League, Xaositects.
Enemies: Guvners, Harmonium, Mercykillers.
Namer Abilities: Immune to chaos, confusion, delude, feeblemind, Otto's irresistible dance, Tasha's uncontrollable hideous laughter, and other madness-inducing spells; gain a saving throw against ESP spells directed at them.
Restrictions: Has a 1 in 20 chance each day of being overcome by melancholia.
Archetypes:
Perpetually Depressed: Nothing means anything, so why bother doing anything?
Perpetually Cheerful: Nothing means anything, so why not do anything?
Perpetually Mad: Nothing means anything, so anything means anything!

Doomguard (Sinkers):

Philosophy: Entropy is ecstasy; decay is divine. The multiverse is supposed to fall apart. We're just here to keep leatherheads from interfering.
Factol: Pentar.
Sigil HQ: Armory (The Lady's Ward).
Home Field: The negative quasiplanes (Ash, Dust, Salt, and Vacuum).
Eligibility: No priests with access to the spheres of healing or creation.
Allies: Bleak Cabal, Dustmen.
Enemies: Guvners, Harmonium.
Namer Abilities: All members, regardless of class, can use a sword with a +1 bonus to their attack rolls.
Restrictions: Must fail a saving throw vs. spell before magical healing will work on them.
Archetypes:
Destroyer: Break it to bits; help entropy along!
Watcher: Think long-term; promote entropy by acting in subtle ways.

Dustmen (The Dead):

Philosophy: We're all dead - some more so than others. We explore our state with patience, purge our passion, and ascend toward the purity of True Death.
Factol: Skall.
Sigil HQ: Mortuary (Hive Ward).
Home Field: Negative Energy Plane.
Eligibility: Anyone can join.
Allies: Bleak Cabal, Doomguard.
Enemies: Society of Sensation, Sign of One.
Namer Abilities: Undead will not attack them.
Restrictions: Half normal chance of surviving resurrection.
Archetypes:
Wide-Eyed: No emotions, no dreams, no hopes to be shattered - it's bliss!
Serene: Fully satisfied . . . comfortably numb.

Fated (Takers, Heartless, Coldbloods):

Philosophy: The multiverse belongs to those who seize it. No one's to blame for
a poor sod's fate but the sorry sod himself.
Factol: Duke Rowan Darkwood.
Sigil HQ: Hall of Records (Clerk's Ward).
Home Field: Ysgard (in Rowan's Hall).
Eligibility: No lawful good members.
Allies: Free League, Mercykillers (loosely).
Enemies: Harmonium.
Namer Abilities: Twice normal starting nonweapon proficiency slots; all categories open to all classes.
Restrictions: Can't accept or perform charity.
Archetypes:
Stoneheart: What's mine is mine, and what's yours is mine, too.
The Doer: I'll get what I want no matter what stands in the way.

Fraternity of Order (Guvners):

Philosophy: Everything has laws; most are dark. Learn the laws of the multiverse
and you can rule it.
Factol: Hashkar.
Sigil HQ: City Court (The Lady's Ward).
Home Field: Mechanus (in the Fortress of Disciplined Enlightenment).
Eligibility: Members must be lawful.
Allies: Harmonium, Mercykillers.
Enemies: Rev. League, Xaositects.
Namer Abilities: Comprehend languages once per day; after 7th level, item (24-
hour duration) once per day.
Restrictions: Can't knowingly break a law.
Archetypes:
The Sage: If knowledge is power, then knowing everything is the key.
The Manipulator: Master the laws of the multiverse, and you'll get whatever you want.

Free League (Indeps):

Philosophy: This ain't no faction, and nobody tells us what to do. Keep your options open; nobody's got the key to the truth.
Factol: None.
Sigil HQ: Great Bazaar (Market Ward).
Home Field: Outlands; informal meetings in Tradegate.
Eligibility: Anyone can join.
Allies: Fated (sometimes).
Enemies: Harmonium.
Namer Abilities: Gain + 2 to save vs. charm; gain a saving throw vs. charms that normally allow none.
Restrictions: No factol, no representatives, no rights.
Archetypes: Any.

Harmonium (Hardheads):

Philosophy: Peace is our goal. But if it takes a little war to get others to see things the Harmonium way, so be it. That's how we'll reach our golden harmony.
Factol: Sarin.
Sigil HQ: City Barracks (The Lady's Ward).
Home Field: Arcadia (in Melodia).
Eligibility: Members must be lawful.
Allies: Guvners, Mercykillers.
Enemies: Free League, Rev. League, Xaositects.
Namer Abilities: Charm person once per day.
Restrictions: Disobedience requires atonement. Refusal is punishable by death.
Archetypes:
The Basheri: There'll be peace if I have to crush everyone's skull to get it.
The Preacher: Think love, peace, and harmony.

Mercykillers (Red Death):

Philosophy: Justice is everything. When properly applied, punishment leads to perfection.
Factol: Alisohn Nilesia.
Sigil HQ: Prison (The Lady's Ward).
Home Field: Acheron (in Vorkehan).
Eligibility: Members must be lawful; thieves and known criminals may not join.
Allies: Guvners, Harmonium.
Enemies: Rev. League, Sensates, Sign of One.
Namer Abilities: Detect lie once per day; shocking grasp (wizards only); command (priests only).
Restrictions: No immunity to the law; can't release a prisoner until he's been properly punished.
Archetypes:
Fanatic: Guilty. The judgment is death.
Crusader: Innocents must not be punished; the guilty must not be punished unfairly.

Revolutionary League (Anarchists):

Philosophy: The status quo is built on lies and greed. Crush the factions. Break 'em down and rebuild with what's left - that's the only way to find real truth.
Factol: None.
Sigil HQ: Many safe houses throughout the city.
Home Field: Carceri (in the Bastion of Last Hope).
Eligibility: No lawful members.
Allies: Doomguard, Xaositects (weak tie).
Enemies: Guvners, Harmonium.
Namer Abilities: Can pose as a member of any other faction without being detected.
Restrictions: Can't hold office or own a business; must give 90% of all wealth to the faction or the oppressed.
Archetypes:
Rebel without a clue: Who needs a reason? Riot, loot, and burn it all down!
The Mole: Worm your way into the heart of power and slowly destroy it from within.

Sign of One (Signers):

Philosophy: The planes exist because the mind imagines them. Any Signer could be the one who creates the multiverse through the power of thought.
Factol: Darius.
Sigil HQ: Hall of Speakers (Clerk's Ward).
Home Field: The Beastlands (in Signpost).
Eligibility: Lawful good and lawful neutral members are unlikely at best.
Allies: Sensates.
Enemies: Bleak Cabal (especially), Harmonium.
Namer Abilities: Gain automatic saving throw vs. illusions.
Restrictions: Suffers -2 penalty to reaction and loyalty adjustments.
Archetypes:
Introspective: Weigh it all carefully; improve yourself, and you improve the multiverse.
Egomaniac: Don't cross me, berk, or I'll think you right out of existence!

Society of Sensation (Sensates):

Philosophy: To know the multiverse, experience it fully. The senses form the path to truth, for the multiverse doesn't exist beyond what can be sensed.
Factol: Erin Montgomery.
Sigil HQ: Civic Festhall (Clerk's Ward).
Home Field: Arborea (in the Gilded Hall).
Eligibility: Anyone can join.
Allies: Sign of One; occasionally Indeps, Guvners.
Enemies: Doomguard; often Dustmen, Mercykillers.
Namer Abilities: Infravision to 60 feet; gain +1 to saves vs. poison and surprise rolls.
Restrictions: Can't refuse offers that lead to new experiences.
Archetypes:
Hedonist: Party, party, party! Pleasureabove all!
Connoisseur: The rarest experiences are best; doing the same thing over and over is foolish.

Transcendent Order (Ciphers):

Philosophy: Action without thought is the purest response. Train body and mind to act in harmony, and the spirit becomes one with the multiverse.
Factol: Rhys.
Sigil HQ: Great Gymnasium (Guildhall Ward).
Home Field: Elysium.
Eligibility: Members must be at least partly neutral.
Allies: Most factions.
Enemies: Harmonium (suspicion).
Namer Abilities: Gain -1 modifier to initiative rolls.
Restrictions: Once an action is stated, Cipher must commit to that action (he can't change his mind).
Archetypes:
Hair-Trigger: Action, reaction. Why think about it?
Zen Master: Patience, grasshopper. With balance comes harmony.

Xaositects (Chaosmen):

Philosophy: Chaos is truth, order delusion. Embracing the randomness of the multiverse, one learns its secrets.
Factol: Karan.
Sigil HQ: Hive (Hive Ward).
Home Field: Limbo.
Eligibility: Members must be chaotic.
Allies: Bleak Cabal, Doomguard.
Enemies: Guvners, Harmonium.
Namer Abilities: Babble once per week.
Restrictions: Can't participate in activities that require long-term organization or discipline.
Archetypes:
Chaosmonger: Do the opposite of what everyone else does; be as loony as possible!
Teaser: Chaos is the expected response; frustrate folks by acting (mostly) normal.

Finally the deadline for submission will be May 11th


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Hi Eleven here from Original game
Just posting in, We alter to suit new PC outline

Still going to play a Android Investigator/tech-slinger I think
Fraternity of Order (Guvners):
Yes I know Android is RP16, will tweak to get to RP15


Hm.... this is a lot to look over, but color me at least interested enough to chime in with a dot and some questions.

Question 1: Never used ABP before, so did a quick google search. Is this page an accurate description? If so, I will probably have questions on application of the rules as we go, but at least we are on the same page.

Question 2: For the traits are there any restricted pools you don't want us pulling from (say, other campaign oriented traits) or is everything fair game? Related question: will you allow a drawback for a third trait as long as it is played out well?

Question 3: I noticed the "archetypes" portion of every faction was blank. Is that something you are planning on giving out later based on interest? Related question: if you have two really good applications from opposed factions (say a Mercykiller and a Sensate) how would you expect them to behave toward one another if you picked both?


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Telin Dotting in :) I won't be pulling him into this one, I'll be submitting another concept I think.


Question GM_Delmoth, I am considering a phantom blade concept, how would you rule the ABP with a class like phantom blade that grants enhancement bonuses as part of the class progression that are otherwise redundant with ABP in place?

Could the weapon bonuses simply be attuned to a different weapon, or something of that nature?


The Emerald Duke wrote:
Question 1: Never used ABP before, so did a quick google search. Is this page an accurate description? If so, I will probably have questions on application of the rules as we go, but at least we are on the same page.

That is what I was referring to. There will likely be a lot of non-standard magic items and I don't want people worrying about getting the needed stat increasing items in lieu of more interesting things.

The Emerald Duke wrote:
Question 2: For the traits are there any restricted pools you don't want us pulling from (say, other campaign oriented traits) or is everything fair game? Related question: will you allow a drawback for a third trait as long as it is played out well?

Any trait pool is fair game even the usually more powerful campaign traits. I want people to not feel restricted about their backgrounds. I'm not terribly impressed with the drawbacks I've seen. I inherited a game that allowed this and the drawbacks haven't had any real impact that I can tell. I'll tentatively allow it but I reserve the right to modify drawbacks as I see them.

The Emerald Duke wrote:
Question 3: I noticed the "archetypes" portion of every faction was blank. Is that something you are planning on giving out later based on interest? Related question: if you have two really good applications from opposed factions (say a Mercykiller and a Sensate) how would you expect them to behave toward one another if you picked both?

They're there, usually two under the archetype line, Hedonist and Connoisseur for Sensates for example. I forget that archetypes have mechanical effect in Pathfinder. Consider that the source of this information was AD&D and they are merely short role play suggestions for typical members.

I would expect PCs to play their faction differences in a similar way to alignment differences. That is keeping it civil and not crossing boundaries that the players aren't comfortable with.


baggageboy wrote:

Question GM_Delmoth, I am considering a phantom blade concept, how would you rule the ABP with a class like phantom blade that grants enhancement bonuses as part of the class progression that are otherwise redundant with ABP in place?

Could the weapon bonuses simply be attuned to a different weapon, or something of that nature?

I think having the enhancement bonuses stack would make for a too powerful option. So as you suggest you would attune to one or two other weapons and then have the class ability for your phantom blade separately.


Eleven-Zee-Alpha wrote:
Yes I know Android is RP16, will tweak to get to RP15

Sounds good!


dot
What posting speed are you asking for?
would you allow a Sal'awaan from Wayfinder 12?


ShadeKyubi wrote:

dot

What posting speed are you asking for?
would you allow a Sal'awaan from Wayfinder 12?

Approved

I plan on making 1-2 posts daily, with the occasional break. I expect players to check for new posts everyday. During combat if I call for your turn and its been more than 24 hours I'll PM you. If you don't respond to that or post within another 24 hours then I will bot you. If its been over a month since we've heard from you without an explanation I'll seek to replace you.


What are you intended themes/goals/storyline for the game? What do you have planned?


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I was planning on adapting the existing published Planescape modules to Pathfinder. As far as themes go it could be anything but there are a few things that I think are integral to a good Planescape game.

1) The power of belief: Things believed in strongly and held by enough people will start to become true. The Powers are the biggest example of this, they wouldn't exist if no one believed in them. But it also effects the terrain itself, with whole towns sliding into other planes because enough of the inhabitants changed what they believed in.

2) Kriegstanz: The cold war between the factions for control of Sigil.

3) The Exotic and Bizarre: Be that location or people you interact with; they should be strange.

I was thinking about starting with The Eternal Boundary by L. Richard Baker III. Here's the description on back of the book:

Welcome to the Cage, friend. You'll want to watch your back in Sigil-it seems every cutter here's got a way to peel a clueless basher, and you're no exception. Besides, there's something happening down in the Hive that's got the factions in an uproar, and word is you're the cutter to look into it: Barmies and bubbers have been waking up in the Dead Book, but they haven't been staying there. They've been returning to Sigil with minds restored, telling tales of the Eternal Boundary. But the air's turning foul here in the Cage, and there'll be blood spilled soon if someone doesn't learn the dark of things, and quick!

After that there are a few adventure anthologies that I've been looking at.


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I think I'll go for a mesmerist [partly because I have one whose story would likely be easy to adapt]


Ok! I... will think on it, and I will get back to you soon with something.


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Aw, Modrons only get two arms... There goes the idea for a bolt ace homage to Nordom...

Delmoth, how would you feel about a variant orc inspired by Wicked Fantasy's orks? Feels like a good fit for the Athar, with the orks having rejected the control of their gods by devouring the orc pantheon after going to orc valhalla.


Belltrap wrote:
Aw, Modrons only get two arms... There goes the idea for a bolt ace homage to Nordom...

An oversight on my part, I had made a mental note to do an alternate racial trait just for this.

Multi-armed: Most rogue modrons have non-functional wings but rarely one will develop an extra set of arms instead. These modrons can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. This replaces telescopic eyes, low-light vision, and elemental resistances.

Belltrap wrote:
Delmoth, how would you feel about a variant orc inspired by Wicked Fantasy's orks? Feels like a good fit for the Athar, with the orks having rejected the control of their gods by devouring the orc pantheon after going to orc valhalla.

This also sounds like a lovely idea. That could fit well for Believer's of the Source too, I think.


Alrighty, I'm back with an idea. It's a little bold, so I think I need permission.

I'd like to play a god.

Specifically, I'd like to play a god who was cursed as unworthy by some foolish mistake that he made and transformed back into a mortal until he can prove himself worthy of a god's power. Ashamed, he fled to Sigil to hide from the rest of his peers, since that city is the only place that his peers can't seee him.

I'd represent this mechanically by being a bard (filidh, faith singer), which is a divine sort of bard that can use performances to give allies precognitive flashes and gains domain spells. Still working out what kind of god it would have been, but I was looking to see if that's the sort of thing that would be allowed.


Also, did I read right that you must make an alias in order to apply?


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Aw yiss. I love me some Planescape. The campaign boxed set was my first introduction to Advanced Dungeons & Dragons back in 1994. I will read over the creation rules and get you a character concept. :)


leinathan wrote:

Alrighty, I'm back with an idea. It's a little bold, so I think I need permission.

I'd like to play a god.

Specifically, I'd like to play a god who was cursed as unworthy by some foolish mistake that he made and transformed back into a mortal until he can prove himself worthy of a god's power. Ashamed, he fled to Sigil to hide from the rest of his peers, since that city is the only place that his peers can't seee him.

I'd represent this mechanically by being a bard (filidh, faith singer), which is a divine sort of bard that can use performances to give allies precognitive flashes and gains domain spells. Still working out what kind of god it would have been, but I was looking to see if that's the sort of thing that would be allowed.

Consider this concept approved. If its not a secret there are a number of splinter groups in the Sign of One that would want to get a hold of you.

leinathan wrote:
Also, did I read right that you must make an alias in order to apply?

Only if you fully stat out your character. I don't really want to slog through crunch in this phase so if you want to fully make the character put the crunchy bits in an alias profile.


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Dotting back in for later submission. Wanna look through things and post something concrete. Would like to give Raleigh his try this time, but inspiration might strike.


This will be my alt for my Tech slinger.


I'd like to run a custom race by you. The Shadow Suli, a suli of human and ShayJian (shadow jian, which i'm also making up, but not stating out right now. They would basically be evil malicious black/grey Shadow genies).

Shadow Suli:

Race Point Costs:
Type: Outsider (native) (3rp) ShayJian are are shadow jian that exist on the Shadow plane. They create a race of ShayJian suli with humans enslaved there. These suli are also enslaved from birth though they are often put in charge over the humans that they came from. Not truely jian and not human they are go betweens, hated by the humans and dismissed by the ShayJian.
Base Speed: Normal(0rp)
Ability Score Modifiers: Standard (+2 Str, +2 Int, -2 Cha) (0rp) Shadow suli inherit strength from their jian parents, but slavery has made them a btter race. They lack the charm and confidence of either of their parents, but circumstances drive them to sharpen their wits quickly.
Languages: Standard, Common, (0rp) Shadow suli lack any language of their own, they grow up speaking the local language whatever that may be.
Shadowy resistance (2rp) Shadow suli inherit some of their jian parents resistance to the elements most common to the Shadow plane.
Shadow Caster (2rp) Shadow suli find that they are more capable than most at crafting shadow substance into believable reality.
Elemental Assault, cold or electric only (1rp) Shadow suli inherit a limited ability to master the elements
Skill Bonus, +2 Bluff (2rp) Shadow suli learn to twist the truth despite lacking charm.
Fell Magic (3rp) The shadow pervaids shadow suli, giving them an ability to manipulate life force.
See in Darkness (4rp) Darkness is ever present to a shadow suli, the absence of Light is normal.
Light sensitivity (-1) Bright light is painful to shadow suli who rarely see such.
Negative Energy Affinity (-1) Shadow is a part of the substance of shadow suli, positive energy is anathama.
Race Point Total: 15

Appearance: Shadow suli are generally built like heavily muscled humans, but their coloring is all shades of grey and black. Their eyes are pupliless white and glow very faintly. Their hair is invariably black.

I have a few racial feat ideas we can chat more about if you approve the concept.


baggageboy wrote:

I'd like to run a custom race by you. The Shadow Suli, a suli of human and ShayJian (shadow jian, which i'm also making up, but not stating out right now. They would basically be evil malicious black/grey Shadow genies).

** spoiler omitted **...

Approved, curious to see where this is going too.


Eleven_Zee_Alpha wrote:
This will be my alt for my Tech slinger.

Fraternity of Order trait was pretty simple to make because its really doesn't change at all.

Fraternity of Order Aide: 1/day the Guvner can cast Comprehend Languages as a spell-like ability with a caster level equal to the Guvner's level. Additionally the Guvner cannot knowingly break any law.

Grand Lodge

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I am kinda working on an idea to make a Gnomish Gunslinger/Alchemist, or an Unchained Rogue/Alchemist who was a Tinker Gnome from Kyrnn who walked through a portal somewhere He'd either be an independant or a Signer. Having the urge to build things and through that improve his life, and possibly the lives of others!!


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Dotting for interest. I would love to see how an Investigator handles the planes. :)

Grand Lodge

Quadron:
Quadrontanttilthisliikiccanis or Quadron
Gnome male 3’5” 56pd.
Gunslinger (Experimental Gunsmith)1st
S-10 D-14 C-14 I-14 W-14 Ch-13
Init:+2 Perception:+8
HP:12 Speed:20ft
AC:17[10+4+2+1]
Bab:+2 Melee:+2 Ranged:+4
CMB: +0 CMD:12 [10+0+0+2]
Fort:+4 Reflex:+4 Will:+2
Weapons:
Clockspringer 1000(Recoiling Musket):+4 1d10 Crit:x4 Range:50ft Misfire:1-2 4lb. Bludgeoning and Piercing Damage
Daggers(3): +2 1d3+0 19-20/x2 Range:10ft 1pd. Piercing
Light Picks:+2 1d3+0 Crit:x4 3pds Piercing
Light Hammer:+2 1d3+0 Crit:x2 Range:20ft 2lbs. Bludgeoning
Cestus:+2 1d3+0 Crit:19-20/x2 1pd. Bludgeoning
Hand Ax: +2 1d4+0 Crit:x3 3lbs. Slashing

Armor:
Chain Shirt:+4 Max Dex:+4 ACP:-2 ASF:10% Wgt.25pds

Traits:
Rich Parents: Was given some of his inheritance (900gp) from his Guild to aid in his studies and journey.

Unblemished Barrel: You gain a +1 trait bonus on Craft (alchemy) and Craft (weapons) checks, and it takes you only 30 minutes to remove the broken condition from a firearm.

Skills:
Acrobatics:+6
Perception:+8
Know(Engineering):+7
Stealth:+10
Sleight of Hand:+6
Disable Device:+4
Sense Motive:+6

Background:
Craft(Alchemy):+7
Craft(Weapon):+9

PP-20 GP-100 SP-9 CP-8
Items:
Obsession Log: Gnomes use these small books to record information about their obsessions. When a gnome consults her obsession log (taking 1 minute), she gains a +2 circumstance bonus on the next Craft or Profession check she makes, as long as that skill was the one chosen for her obsessive racial trait.

Compact Spellbook:The need to be able to record and travel with dozens or even hundreds of spells often forces some wizards to seek lighter spellbooks. Compact spellbooks hold only 70 pages of spells, but they weigh significantly less than an ordinary spellbook.

Traveling Spellbook:A traveling spellbook is lighter and less cumbersome than its full-size counterpart. It has 50 pages

Filter Hood:This snug leather hood has built-in goggles and a filtration tube containing sponges. A filter hood uses your helm slot and imposes a –2 penalty on hearing- and sight-based Perception checks. While the sponges are moist, the hood grants you a +2 resistance bonus on saving throws against inhaled poisons and other airborne attacks that require you to breathe them. Moistening the sponges with water is a standard action. The sponges dry out after 1d4 × 10 minutes and should be thoroughly rinsed after each use.

Alchemy Crafting Kit:An alchemist with an alchemy crafting kit is assumed to have all the material components needed for his extracts, mutagens, and bombs, except for those components that have a specific cost. An alchemy crafting kit provides no bonuses on Craft (alchemy) checks. (This item was previously called an “alchemist’s kit”, and was renamed to avoid confusion with the set of adventuring gear called an “alchemist’s kit.”)

Chroniclers’ Kit:This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months’ duration.

Gear Maintenance Kit:This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.

Grooming Kit: This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.

Gunsmiths Kit:This small kit has all the tools a person needs to create, repair, and restore firearms, except for the necessary raw materials. Without such a kit, you cannot properly construct or provide upkeep for firearms.

Pathfinders Kit:This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone. For Small creatures, the weight of a Pathfinder’s kit is 7-1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.

Artisans’ Tools:These special tools include the items needed to pursue any single craft. Without them, you have to use improvised tools (–2 penalty on Craft checks), if you can do the job at all.

Concealable Thieves’ Tools:Smaller and made of stronger materials than most thieves’ tools, the items in this kit are much easier to conceal. You gain a +4 bonus on Sleight of Hand skill checks to conceal these tools on your body. They otherwise function as masterwork thieves tools (granting a +2 circumstance bonus on Disable Device checks).

Dilettantes’ Outfit:These clothes are favored by gnome inventors and wanderers, and consist of sturdy boots, a pair of stout linen pants or skirt, a cloth shirt, leather gloves, a hat and cloak, and numerous belts, straps, and accessories (such as scarves, a vest, bits of rope or twine, and bandoleers). These items are generally mismatched, each having been selected as “superior” from some other set of clothing, and are rife with pockets and small hidey-holes. It the wearer a +2 circumstance bonus on Sleight of Hand checks made to conceal a small object on her body.

Eyeglasses:Also known as spectacles, eyeglasses compensate for poor vision or magnify small details.

Doctors’ Mask:This mask gives you a +1 circumstance bonus on Fortitude saves made against airborne toxins and scent-based effects. It is sometimes a crime to wear a doctor’s mask in public if you are not a healer or physician.

2 Bandoliers: This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the “retrieve a stored item” action to take an item from a bandolier. You can wear up to two bandoliers at the same time (any more than this and they get in each other’s way and restrict your movement).

Coffee Pot: This tall, teapot-like device contains a small chamber for coffee grounds and a large chamber for water, connected by a small tube. Heating the pot forces boiling water through the tube and into the grounds. A glass knob at the top of the tube allows you to see the color of the brew and stop when it is sufficiently strong. It can brew up to 4 cups of coffee at a time. It can also be used to make tea, steep medicinal herbs, or just boil water.

Waterproof Bag:
This leather sack sealed with tar or pitch keeps delicate items from being ruined by water. Items kept inside remain relatively dry, making the bag ideal for carrying maps, scrolls, spellbooks, and the like, although the bag is not impervious and can only be completely immersed for 10 rounds before enough water seeps in to ruin such items.

Compass:An ordinary compass that points to the magnetic north pole grants you a +2 circumstance bonus on Survival checks made to avoid becoming lost. You can also use it to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.

Pound of Coffee.

Feats:
Gunsmithing.

Abilities:
Weapons and Armor
Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.
Experimental Gunsmith:
At 1st level, an experimental gunsmith begins play with an experimental firearm. This acts as the gunslinger’s gunsmith ability, but the firearm the experimental gunsmith begins with has one innovation (see below). Further, the experimental gunsmith is treated as having the Gunsmithing feat, but only in regard to his beginning firearm (or the construction of a replacement firearm of the same design, if the original is lost).
This ability otherwise works like the standard gunslinger’s gunsmith and Gunsmithing abilities and replaces those abilities.
Innovation:
An experimental gunsmith starts play with one innovation she can make to her experimental firearms, selected from the list below. This innovation is a radical change to the typical design of a firearm, and comes with both additional benefits and noteworthy drawbacks. The experimental gunsmith can maintain only one experimental firearm modified with one or more innovations, as it requires constant adjustments and much of her time is spent maintaining the weapon. If the experimental gunsmith takes the Gunsmithing feat, she can create other firearms using a single innovation she knows (or add one innovation to an existing firearm), though such weapons become unreliable over time. The misfire value of such weapons increases by 1 for each week after its creation, although the experimental gunsmith can return the misfire rate to normal by spending 1 day maintaining the weapon and spending 50 gp in raw materials. For the purposes of crafting such firearms, each innovation is treated as the masterwork weapon quality (with a value of 300 gp).
At 5th level, and every four levels after that (9th, 13th, and 17th level), the experimental gunsmith learns one additional innovation from the list below. These represent constant and increasingly skilled tinkering with a single firearm in her possession, and when the experimental gunsmith gains an innovation, she may immediately apply it to her experimental firearm. Once an innovation has been selected, it cannot be changed.
This ability replaces gun training.
Innovations Known:
Recoilless: The experimental gunsmith’s firearm includes a series of gears, springs, and pistons designed to reduce its recoil and thus improve accuracy. The range increment of the weapon increases by 10 feet. However, the system is fragile, and easily damaged. Anytime the weapon misfires, this system becomes broken and does not function until the experimental gunsmith spends 1 hour repairing it.
Grit:2
Deeds:
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Racial:
+2 Con, +2 Cha,-2 Str
Small: +1 AC, +1 Attack, -1 CMD&CMB, +4 Stealth
Low Light Vision
Master Tinker: +1 Disable Device & Knowledge(Engineering)
Keen Senses:+2 Perception
Obsessive:+2 To Craft(Weapons) especially Guns
Pyromaniac: +1 Level to Bomb Damage. Can cast Dancing Lights, Flare, Prestidigitation, and Produce Flame 1/day
Fey Thoughts: Stealth and Sense Motive are always class skills

Crunch for him.


Just can't get a concept rolling for whatever reason, so going to withdraw. Good luck all.


The Emerald Duke wrote:
Just can't get a concept rolling for whatever reason, so going to withdraw. Good luck all.

Understandable free to stop back if inspiration strikes though.


My Tech slinger is done


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Oh man, I'm very interested in this, I've always wanted to play Planescape.

I'll have to dig out my old source material and refamiliarize myself but my immediate concept is a Githzerai Brawling Blademaster Samurai. Get both the monk and samurai feel I really wanted to go for.

I'll try to get at least a background posted tonight or tomorrow.


Here we go:

Concept is a pretty self centered mercenary Ronin type samurai, who still has the betterment of his race's goals on his mind (plus the killing of very Githyanki or Mind Flayer he sees)

Vaascht - Githzerai Samurai [Brawling Blademaster, Ronin Order]

Vaascht's reason for ending up on Sigil was rather simple and straightforward.  Boredom.

Typical for a warrior of his race, Vaascht was raised in a militaristic monetary devoted to the three tenants of their race.  Killing Githyanki, killing Mind Flayers, and protecting his race.  Simple enough.

Yet Vaascht wanted more.  The, all too rare, patrols were exciting, but the rest of his ascetic existance simply bored him.  Endless training and meditation didnt sate his need for stimulation, so as soon as he could he set out on his own with little more than the clothes on his back and a good blade.

Looking for adventure, money, and power (maybe even in that order) it didnt take him long upon reaching Sigil to stir up some trouble, trying to pit two street gangs against each other in an attempt to make a ton of money.  All he got was 3 enemies.

Later he managed to sign on with The Fated, finding their mercenary philosophy perfectly suited for his own code.

Vaascht is pure mercenary, demanding payment for his services and not much caring which way his blade is pointed, barring it's not pointed at his own kin or against the interest of his race.  It's not that hes racist against non Githzerai, he just doesnt care.

He is generally quiet to newcomers, holding his words, but once he has accepted a companion, he will open up.  Despite the ascetic stereotype of his race, Vaascht has a passion for strong drink and good food, often swilling his earnings away in an evening of debauchery.

Friends:

Yrrshal: a fellow Githzerai monk Vaascht grew up with.  Yrrshal often is exasperated with Vaascht's free wheeling hard drinking habits but they remain friends

Torgal Ironhammer: A dwarven mercenary Vaascht has both fought and drank with on multiple occasions.  Both hope they never end up on the opposite sides of a contract.

Ariel: female Air Genasi bartender who runs Vasscht's favorite watering hole.

Rivals:

Borgal Bloodfang:  Ogre (maybe?) leader of a minor street gang Vaascht tried to trick and swindle

Harsh "Harry" Trundle:  Dapper Tiefling gang leader who Vaascht also tried to swindle and betray.

Glorian:  Aasimar constabulary (Guvner?) who had to clean up the whole Borgal/Vasscht/Harry fiasco.

Contacts

Bjorn Sigurdsson: Vasscht's superior in The Fated.

Drak: Druegar blacksmith Vaascht frequents

Madame Vorquez: proprietor of a brothel Vaascht ... frequents.

Fear:  confinement.  Perhaps it is a racial fear from years of enslavement but Vaascht cant stand the thought of being jailed (or similar) and will almost certainly fight instead of surrender, barring extraordinary circumstances

Feel free to modify as needed, especially names. I hate coming up with names and you ask for 10! ;) and yes, I borrowed the background from Yojimbo

For non PC stuff, I'm a stay at home dad and will easily be able to check multiple times a day nearly all days and usually will post more than once if circumstances dictate


For your consideration, O Wise and Powerful DM Delmoth.

Bladeling

http://www.rilmani.org/timaresh/Bladeling

Medium Outsider (native) (earth) (3 RP)
Speed: 30ft (0 RP)
Ability Scores: +2 Dexterity, +2 Constitution, -2 Charisma (1 RP)
Languages: Bladeling, Common. Bladelings with high Intelligence scores can choose from the following bonus languages: Abyssal, Celestial, Infernal, and Terran (0 RP)

OFFENSIVE TRAITS
Claws: Bladelings gain two claw attacks. These are primary natural attacks that deal 1d6 damage. (2 RP)
Earth Affinity: Bladelings add +1 to the saving throw DCs for their spells and spell-like abilities with the earth descriptor. (1 RP)
Spike Burst (Ex): Once per day, as a swift action, bladelings can violently expel a portion of their body spikes, dealing 1d6 points of piercing damage to all targets within a 10' burst centered on the bladeling. All creatures within the affected area must make a Reflex saving throw for half damage. The save DC is 10 + 1/2 the character level + the bladeling's Constitution modifier. (1 RP)

DEFENSIVE TRAITS
Metallic Skin: Bladeling skin is made of a metallo-organic composite, providing them with impressive protection while remaining as flexible as animal hide. Their skin becomes thicker and tougher with age. Bladelings gain a +3 natural armor bonus at 1st level, and gain an additional +1 bonus every 2 levels after 1st level. (7 RP)
Elemental Immunity (acid) (4 RP)

WEAKNESSES
Equipment Restriction: The spikes covering a bladeling's body hamper their ability to use certain types of equipment. A bladeling cannot equip armor, shirts, pants, robes, bracers, or any other item that would cover their arms or legs (not including hands or feet). (-4 RP)

Total: 15 RP


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Remnar wrote:
Feel free to modify as needed, especially names. I hate coming up with names and you ask for 10!

Lol I suppose I did. You could have cheated a little and used a few NPCs from the books or Torment.


Well that would have been smart. Didnt have either handy on the rocking chair putting my daughter to bed though.


Mr. Rattlebones wrote:


Spike Burst (Ex): Once per week, as a standard action, bladelings can violently expel a portion of their body spikes, dealing 1d8 per 2 character level (1d8 minimum) points of piercing damage to all targets within a 10' burst centered on the bladeling. All creatures within the affected area must make a Reflex saving throw for half damage. The save DC is 10 + 1/2 the character level + the bladeling's Constitution modifier. (3 RP)

DEFENSIVE TRAITS
Metallic Skin: Bladeling skin is made of a metallo-organic composite, providing them with impressive protection while remaining as flexible as animal hide. Their skin becomes thicker and tougher with age. Bladelings gain a +3 natural armor bonus at 1st level, and gain an additional +1 bonus every 2 levels after 1st level. When a bladeling has used her Spike Bust ability reduce the bonus from this ability by 2 (5 RP)

Looks pretty good but here's some changes I'd like to make for this race.


Looks good! Now on to making my character. :)

Grand Lodge

Quadron grew up as a prodigy amongst the fabled gnomes of Mount Nevermind. His mastery of chemistry at first was thought to be far too dangerous as he perfected ways to blow up things. The rest of the chemistry and alchemy guildsmen thought it best to transfer the young child to another guild.

The Guild was that of the Crossbow and Weapon Makers Guild. There he learned to construct his first crossbow. he found it boring but noticed that he could make it better. So he created a smooth tube placed it into a strange wooden handle base with a trigger. However he needed something to propel his new inventions bullets. using a strange chemical concoction he found it was able to propel the bullet far. The kickback was painful so he added some cogs and springs to help absorb the blow making his bullet travel another 10 feet.

This loud unceremoniously called 'Boom Stick' was first a wonder then became loud and dangerous nescience. Quadron instead called the device the Clockspringer 1000. This gun and a few of his other devices made him seem mad even to the already mad Tinker Gnomes! Even after his designs impressed the Knights of Nekreka who was on the verge of taking him and his devices.

The Gnomes a bit saner then the had been in various endeavors, took Quadron into the most strange and experimental of chambers. There the introduced him to a strange wind-up gnome golem, who deposited him into this box that made him appear in a strange city surrounded by the dead. He fought his way free of the Dustmen and wound up in the company of an Aasimar named Lagrouse a SIgner. From there the Gnome was taken to the Hall of Speakers and found himself believing that his mind was capable of not only creating such things as the Clockspringer 1000 but also many many other and exciting things with his mind!

P.S. Quadron has like 28 alchemical shots

Grand Lodge

Friends:
Aggrolell: A strange Nosoi, who occasionally comes and sits with Quadron. They drink and tell tales.

Largouse: Begrudgingly his friend, the Dashing Aasimar Skald humors the gnome and has on occasion been thankful to have a more intelligent friend to aid him.

Eshapeth: A Succubus how took a liking to the destructive knowledge Quadron has. She generally finds his lack of attraction to her charming but his talk of science boring. She has asked if she could get a "Clockspringer" as he calls it, but he has yet to acquiesce to her request.

Foes:

Detrich Kol: A Dustman forced to limp and have but one arm thanks to Quadrons' mysterious appearance and subsequent flight from the Morgue that Detrich sadly was working that night.

Kagssath: A Bearded Devil servitor of the Mighty Mygrothol, a pit fiend, who was inadvertently killed by one of Quadrons prototypes. As the one wielding it died too in the explosion, Kagssath pins the blame not on the dumb adventurer who had taken one of his yet to be tested projects to fight a Pit Fiend, but Quadron the creator of the device.

Xanzisanga: A Drow noble, and former Matriarch of her family as a mortal was stationed here at Lolths' temple in Sigil to help guide those drow in the city to the worship of lolth. Xan hates the gnome with a passion as the Gnome seemed ot come barging in on a session the priestess was having with the Succubus Eshapeth and well he seemed to just write her off and later shove her out the door with no time for her to grab anything. The shame and embarrassment has fueled new hatred in her and seeks to make the gnome pay dearly for such transgressions.

Contacts:

Thaqu: An Azer, known for his quality metals and minerals, who has hooked Quadron up in the past

Lylandrea: An Elven Arcanist of great skill and his second contact in the Signers

Riqaud: A Raksasha storekeeper who has given over some space to the gnome in exchange for 30% of his weapons and alchemical sales. Who has taken a devoted interest to his employee?

Fear: As a crafter and scientist he fears not seeing the great mystery of his devices potential come to an end. Literally the day he can't improve his gun the day he will die of sheer anguish.


Image of Eleven here

Is is a Mercyskiller, clear and simple.

LEVELS 10 min background:

Found this great image of the Prime world Eleven is from. A place where tech and magic are seen as the same thing, in a kind of Edwardian setting. Like of like Lyras world form Pullmans 'His dark Materials' books.

Image of Elevens world

There is a ruling Class of nobles both organic and AI, who over see vast city states, in a world the size of Jupiter. It has over 15 moons, some habituated. The world goes around a Binary star system of an old red Giant and a young yellow star, around which Levels world orbits. It's a very stable world with vast resources, with city states being far apart. taking sometime years to travel between. The fast way to get around is teleporting, but that is closely guarded magic-tech by the ruling classes. It part of what keeps them in power, with aid of the church/faiths. The one key thing about Levels world is the lack of greater gods. Lesser ones about, with most city states have more than one local Demi-god, but world spanning gods there are none. The feeling is that should any one dimi-god get to big or strong it's taken out by the mass of lesser one. Balance is kept and the world moves on. It's a rich world or cults/factions/Corporations/Nobels/Workers Unions and many other sub cultures. Large scale war happens between city states but with a world so big no one power has ever been able to do more than take over a few before falling to internal strife. Eleven was made and owned by a Noble family that ran a policing company, working in one such city state. She is used to crowded city life and the madness of slums.

Description
Eleven-Zee-Alpha looks superficially like a female human. But her alien nature is revealed by the fine metallic sheen in their eyes and the biological, tattoo-like circuitry that covers her synthetic skin. There is a construct feel to her, almost human yet not, more doll like, it can be unnerving and strange. In hight she stands some 6'6", tall and is unusually heavy [200lb]. Her clothing is that of some kind of gunslinger. A Gun Belt that holds an Advanced looking and well made Revolver and a combat Knife.

Personality
Eleven-Zee-Alpha is unusually sill, often just standing and not moving as the world moves around her. But when she moves its with an inhuman grace. Her voice is odd, sounding like its always on Auto-tune, synthetic. Which is even odder, as she likes to sing to music that seems to come from with in her. Eleven can seem cold and deeply logical to the point of being uncaring at times. But she dose have feelings, she is just bad at expressing them, and also understanding them in others .and expressing them to others. Eleven is a little OCD, always cleaning her space. Her morality is a fixed on, she lives by a set of rules she tries very hard not to brake. She dose not trust someone until she has known them for a while, but when she dose its a strong trust.

Mercyskiller

Background:
I would like you to explain your Characters, Not anything in depth, But a simple explanation as to who you are, where your from, and your motivations, with them I'd like you to apply a 5 minute background.shown here:

-:3 concepts that explain your character.

1):She is from a lawful, world where Science and magic had the same meaning. Magic-tech. See above.

2):Made being, deep in a tech tower, Eleven-Zee-Alpha and her sister/clones where designed and built to do the work others felt too dangerous. An AI with a soul, she was given combat trained with firearms, and the skill set of a Agent of law enforcement. then contacted out to work off her birth debt with interest.

3:)She could paid for black market augmented upgrades. But nothing comes with out a problem and she had to deal with the side effects if cheap extreme augmentations

4:)She has a strict set of rules she lives by, and dose her very best to stick to.
A: Keep your word.
B: Once you make a deal, do your best to stick to it.
C: Never harm the innocent knowingly.
D: Always be respectful, it costs nothing to have good manners.

5:)She comes form a place where guns where everywhere, and so ha training in them, to the point she knows how to make them.

2 secrets: one your character keeps from the party, one kept from your character
Known: She had a code that stopped her taking life, but she had a tech remove it.
Unknown: Her manufactures placed a power down switch in her, that she dose not know about.
3-5 people with ties to your character (this one isn't needed as much- but you may apply as many or as few as you like)
1: Killta a Sniffer who finds things v magic, she pays him to help her find burks she is hunting.
2: Malina Suop, an ex -Mercyskiller law enforcement who hires her form time to time,.
3: Demon Meleicup, who hates her guts fro shooting up his gang, and has more than once tried to end her.

1 goal you'd like your character to achieve, 1 goal you'd like the party to Achieve, and 1 goal you'd like to achieve as a player.
1: Get home, find that door and go home.
2: Help her get some chink, v
every little bit helps
3: have a cool investigation to follow.

5)I'd like 1 Fear your character possesses as well as 1 Flaw and 1 Positive Trait
Fear: Going off line, she hates not being conscious at all times
Flaw: Empathy, she lacks it, O she can act it, but really have it. Nope, its way she lives by so many rules.
Positive Trait: She is lawful, will never brake her word, or do other wrong of they keep their word.


Faction traits for those the declared factions so far.

Mercykiller: 1/day cast zone of truth as a spell like ability with caster level equal to the character’s level. The DC for this spell is based off the Mercykiller’s Wisdom or Charisma and targets only one creature. The Mercykiller cannot willingly release a prisoner until they’ve been properly punished, if she does she loses access to any Mercykiller traits, feats, or abilities until an atonement spell is cast on her.

Sign of One: A signer automatically gets a saving throw vs any illusion she encounters without having to interact with it. This roll is made in secret by the GM and if this saving throw fails the Signer may get another saving throw as normal if she interacts with the illusion. Signers suffer a -1 penalty to Diplomacy and Bluff checks.

Fated: The Heartless chooses 1 skill, she gains skill ranks equal to her character level in that skill. This does not stack with any ranks she would otherwise possess for that skill. The Heartless cannot accept or perform charity, if she gives out or receives merchandise or services for free she loses access to any Fated traits, feats, or abilities until an atonement spell is cast on her.


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Let me state again I am excited at the prospect of this campaign :)


Remnar wrote:
Let me state again I am excited at the prospect of this campaign :)

Me too I'm loving the submissions so far.


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Interested, working on a character.


DM_Delmoth Do you have any objections to a PC with scent? I know it can sometimes be a headache to remember in situations where NPCs/enemies are sneaking around.


The Tick in the Barrel wrote:
DM_Delmoth Do you have any objections to a PC with scent? I know it can sometimes be a headache to remember in situations where NPCs/enemies are sneaking around.

Go for it. I'm a big fan of retcons when someone forgets an important thing.


DM_Delmoth wrote:
The Tick in the Barrel wrote:
DM_Delmoth Do you have any objections to a PC with scent? I know it can sometimes be a headache to remember in situations where NPCs/enemies are sneaking around.
Go for it. I'm a big fan of retcons when someone forgets an important thing.

Personally I loathe retcons when I GM, hence my checking with you. I plan to make scent a big part of how the character perceives the world so hopefully (if chosen) it'll be easy to remember :)


So, for my character, I'm still working on personality and backstory(sorry, I've been pretty busy lately), but I think they would be a part of Athar. Nit Necessarily. Believing that there is not divine source of power, just that those that are interacted with are not real gods, simply powerful beings. He will also probably be fairly bitter.

What do you think a trait for the Athar faction would be? Having so save against all divine spells could be pretty rough.

Also, do we have a deadline for completing submissions?


Deadline for submissions is may 11th so you have some time. I'll get back to you about Athar trait sometime later tonight

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