DM Delmoth's Planescape

Game Master Delmoth

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Grand Lodge

Flaw: Quadron is a tinker first, new devices and traps make him want to study them first before anything else, almost as if it's an unnatural compulsion
Positive trait: Quadron is very supportive and will fix or research things for his friends and allies with diligent expedience. He even reels in his process to try and not 'improve' the devices too much.

Secrets:
Quadron Knows:P Secrets to break the bonds of magic dependence on Krynn with his formulas' with Alchemy and other lost methods lost. He knows that through these strange methods would potentially change the world of Kyrnn forever.

Quadron Doesn't: He doesn't realize he was sent here via magical teleportation, do to his belief that he willed himself there[Thanks Signers] But he was forced here by the Gnomes of Nevermind to hopefully have him killed.

Grand Lodge

Its okay Baggageboy, Quadron, if picked, will go into Alchemist as he believes his Science-Magic will end dependence on both Arcane and Divine Magics.


Well my guys with be a shadow suli phantom blade. Shadow suli is my custom race, on one of it's attributes is the damphier negative energy affinity. So he'll be healed by inflict spells like he was undead. It makes for in interesting mess lol.


Athar: When a divine caster who worships a specific deity casts a divine spell targeting a Defiler, the Defiler rolls two saving throws and takes the higher result. If the spell doesn't allow a save the Defiler may make a Will save, rolling once, to negate the effect. A Defiler must always attempt to save vs a divine spell from a divine caster from a specific deity. If she chooses to not save even against a harmless effect she loses access to any Athar traits, feats, or abilities until an atonement spell is cast on her. From an Athar cleric who gets their power from the Great Unknown ;)


Interesting, it's a very strong trait for both good and bad. I think I can roll with it.


DM Delmoth Does Sigil have any sort of sewers or other common/far-reaching subterranean system?


The Tick in the Barrel wrote:
DM Delmoth Does Sigil have any sort of sewers or other common/far-reaching subterranean system?

OMG yes. It's called UnderSigil, its a combination of sewer system, built over buildings and streets, catacombs, cranium rat nests, and worse. It's rumored that that the Dabus have warrens in UnderSigil, but no one has found it yet.


Anyone remember how Githzerai names are constructed?


Can you take a race and modify it. I was thinking ratfolk witch, making her feyblooded and tiny and whatver else I can think of to make her interesting


miteke wrote:
Can you take a race and modify it. I was thinking ratfolk witch, making her feyblooded and tiny and whatver else I can think of to make her interesting

This is fine


ShadeKyubi wrote:
Anyone remember how Githzerai names are constructed?

Not off the top of my head. I do remember a lot of apostrophes though. Barely pronouncable with lots of hash consonents. Shrak'kt'lor is the biggest githzerai city for example.


My basic fluff for Evie, ratfolk shaman. For crunch I'd probably build a "city ratfolk" racial variant. (Sorry, miteke, great minds think alike!)

DM Delmoth please let me know if you have any issues or suggestions.

100 word summary:
Evie is a young ratfolk shaman (slums spirit) with a rat spirit animal. She believes she draws her powers from the spirit of Sigil itself, and attempts to serve the city as best she can. A creature of stealth and cunning rather than of force, she sniffs out threats to the city from above and below and tries to put a stop to them – though so far this has amounted only to minor brickwork repairs and the thwarting of petty vandalism. While she’s sure of her purpose she’s vague on its execution, and is indecisive when matters aren’t clear cut.

Faction, 3X3, Fear:
Faction: Currently attends meetings of the Free League, but is open to listening to (eavesdropping on) the philosophies of other factions.

3 Friends:

  • Zeke, a wererat cut-throat of the Hive with a soft spot for his “li’l lady”;
  • Reclam, an elderly human vendor of gently used merchandise in the Great Bazaar, whom Evie brings minor serviceable items she’s scavenged from the city’s refuse;
  • Geda Glumfist, a female dwarf of the Lower Ward who has mentored Evie in stonemasonry.
  • 3 Contacts:

  • The Bilge Street Us, a Lower Ward cranium rat swarm Evie pays for information and advice;
  • Indolin, an elven waitress at Imel’s Happy Tongue and Evie's go-to source for cheeses;
  • Ataxia, a tiefling scholar and Sigil historian who shares Evie's passion for the city.
  • 3 Rivals:

  • Nero Red, a tiefling petty thief whom Evie stopped from pilfering Reclam and who now holds a grudge;
  • The Snare-Boggin, an ettercap that hunts the tunnels beneath the Lower Ward and whose webs Evie has escaped;
  • Rossi Cinderclaw, a catfolk hardhead convinced Evie's guilty of something and uses her authority to harass the young ratfolk.
  • Fear: Public speaking, public recognition – anything that puts the attention of large numbers of people (say 6+) on her. The more people, the greater her fear.


    I like the concept.

    The Tick in the Barrel wrote:
    She believes she draws her powers from the spirit of Sigil itself

    This might be dangerously close to worshiping the Lady of Pain even though I'm sure you mean minor spirits that inhabit things in the Cage. Depending on how Evie describes her abilities to others they may shun her for it.

    Free League Trait - The Indep gains a +2 trait bonus to saves vs charm and compulsion effects. She may roll a will save vs effects that don't allow a save with no trait bonus. Since Indeps are not an 'official' faction they are not afforded any special rights or privileges given official faction members, though they can usually count on their Indep friends to help them out.


    DM_Delmoth wrote:

    I like the concept.

    The Tick in the Barrel wrote:
    She believes she draws her powers from the spirit of Sigil itself
    This might be dangerously close to worshiping the Lady of Pain even though I'm sure you mean minor spirits that inhabit things in the Cage.

    Yeah, didn't want to dive too deep into her animist beliefs in 100 words or less. She definitely doesn't worship anything, more along the view that the city is alive and provides for her, and in return she feels it's her duty to protect it. My original concept was a parasite protecting its host, though she'd never put it that way.

    DM Delmoth wrote:

    Depending on how Evie describes her abilities to others they may shun her for it.

    This is the sort of thing I imagine her being able to clearly explain to an individual and totally mucking up when trying to explain to a group of people, like say in a Fraternity of Order courtroom :)

    Thanks for the feedback - I'll make an alias for her and try to work up her crunch and a more detailed backstory in the next few days. Will post a link when I've got it more or less complete.


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    Submission for

    Lichen intro:

    "Hey, could I get a moment of your time. I was wondering, do you think you might want to have a little extra support for your group? The thing is," Lichen pauses to preen for a moment, "the thing is, I hate the damp scummy conditions my fellows seem to enjoy living in. Nothing against them, but it stinks and I'm constantly getting slime in my fur. I can't EVEN believe that they would choose to move to the SEWERS! From the swamp to the sewers! And Banner here," she says, referring to a small shrew poking its head out of a front pocket and nibbling away at some sort of dried insect, a solemn look in its eyes, At least you think its solemn, for what passes as solemn for a shrew? "Well, banner here doesn't like it neither. He's been sick for a few days. Seems like he's always sick. And if Banner's sick, I'm sick. Even worse, when he's really sick I can't get any new spells out of him. It's been days since my last prestidigitation spell!" Her voice rises in a shrill squeak until it disappears into registers unnoticeable by human ears, her consternation evident. "I hear, I HEAR, that you lot sleep in dry cozy beds most of the time. Is it true. Is it true that you take warm baths and dry off next to toasty fires? Could I... do you think maybe, that you.. Pleeeaaase, pleeeaaasse let me join you!"


    Lichen technical details:

    Lichen is a female fey blooded ratfolk witch with a high int and dex and the following breakdown

    Devotion: Enchantment
    Hexes:

  • 1 - Cauldron
    Feats:
  • 1 - Fey Foundling

    Ratfolk (9 rp)

  • +2 Dexterity, +2 Intelligence, –2 Strength: Ratfolk are agile and clever, yet physically weak.
  • Ratfolk: Ratfolk are humanoids with the ratfolk subtype.
  • Small: Ratfolk are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Slow Speed: Ratfolk have a base speed of 20 feet.
  • Darkvision: Ratfolk can see in the dark up to 60 feet.
  • Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
  • Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
  • Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.

    Extra race purchases

  • -1 RP: lose swarming
  • 2 RP: Fey
  • 1 RP: Ratfolk strive to keep themselves and each other immaculately clean, to make it difficult for disease to spread. A ratfolk with this racial trait gains a +2 bonus on saving throws against disease, and whenever she exceeds the save DC to recover from a disease effect by 5 or more, she is treated as though she had succeeded at two consecutive saving throws.
  • 3 RP: Fey damage resistance, Members of this race gain DR 5/cold iron.

    Languages: Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following languages: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.

  • She has recently decided to make a move from the sewers to topside society, not really fitting in with the swarm below, being more independent minded and despising the damp filthy environment of the sewers. She is hyperactive and very naive and curious and will be treating this whole thing as a horizon broadening adventure.

    Silver Crusade

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    Thanks for the PM, GM.
    Wouldn't have noticed this, otherwise.

    I'm going to think on a character


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    Spoiler:
    Name: Yomi
    Race: Sal'awaan
    Class:Mesmarist
    Faction: Bleak Cabel
    Short concept: Yomi has been traveling and performing across the planes for much of Xer young life however Xe has never found a circus Xe really felt any attachment to, after finding Xerself in Sigill Yomi left Xer most recent group behind and was drawn to the Cabel in the hopes of meeting a circus Xe feels like Xe belongs with

    3 friends:
    Tethra [Male Kitsune NG] A teal-furred fan of clowns [and Yomi in particular] whom Yomi has taken notice of, Yomi intends to try and convince him to perform with Xer the next time they meet.
    Shy and Excitable

    Rbbusok [Male Half-Giant [Hill] CN, Bleak Cabel] A member of the Cabel who is immensely proud of his strength, Yomi Hopes to perform with him in the future.
    Loyal and Vain

    Friedra [Female Bariaur LG Harmonium]
    A member of the “town guard” who is a little more friendly to Chaotic beings than most of the Harmonium [unless they’re breaking “common” laws like murder]
    Calm and Friendly

    3 contacts:
    Giz [Female Half-Orc CN]
    One of Sigil’s portal guides who is commonly found near the Cabel’s headquarters, not any cheaper than any other but easy to find.
    Loud and Brazen

    Kez’La’Tere [Unknown Unknown LE]
    A tall cloaked black insectoid creature who works as an assassin, will only target thieves but will bring what you lost back to you.
    Hard to read to say the least

    Icitettle [Female Kobold CG [Ik-E-Tettle]]
    A merchant who sells food and water; people have learned to leave her alone less they have to deal with Friedra
    Friendly and Chatty

    3 rivals:
    Kash’Sek’Fagek [Male Githzerai NE]
    A Githzerai who is investigating the Cabel’s resistance to Mind-affecting abilities by abducting and experimenting upon it’s members.
    Obsessvive and Focused

    Philip [Male Human N]
    A commoner who doesn’t believe that Yomi’s powers are real and often tries to disrupt her performances
    Arrogant and Dismissive

    Netra [Female Sal'awaan CG]
    A former military commander who went mad after losing her troops, mistakenly believes that Yomi is a member of her forces
    Serious and Brave

    Fear: Yomi’s greatest fear is losing someone she actually cares about


    Bleak Cabal: When targeted by a compulsion spell or effect, or a madness inducing effect the Bleaker may roll two saving throws and choose to take either the highest or lowest roll. If the effect doesn’t allow a save the Bleaker may choose to roll a Will save to negate the effect. Once everyday at the same time the Bleaker must roll a d20, on a 1 she is overcome with melancholia for the next day. She can only be motivated to act normally if convinced with a diplomacy, intimidate, or bluff of DC 25 plus the Bleaker’s Cha modifier.


    Mechanics will be on this Alias as I sort them out


    DM Delmoth I'm working on my crunch and would like your ruling/advice on a race building question. I'd like to add a mechanic to my ratfolk variant to reflect their ability to weave under/around obstacles and creatures. My current thoughts are purchasing either Terrain Stride (urban) or simply Skill Training for Acrobatics and Climb.

    I might also be interested in purchasing an ability mechanically identical to part of the alternate human racial trait Heart of the Streets, depending on RP cost. This racial ability reads:

    d20pfsrd.com wrote:
    Humans from bustling cities are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces skilled.

    The trait as a whole replaces Skilled, which costs 4 RP. My interest is just in crowds not counting as difficult terrain. Would you allow this aspect to be purchased separately at 2 RP?

    Any other thoughts/suggestions on ways to accomplish what I'm attempting are welcome!


    Both of those solutions sound good to me.


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    Hello, DM.
    I shall endeavor to get caught up on this thread; and, perhaps, figure something out.

    Thank you for running!

    Ok. My initial thought is Haplo; the Patryn from DeathGate Cycle series by Wies and Hickman...


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    Researching...

    Class

    Future Feat

    Most likely, I shall build the race.


    All done


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    Nobody's chosen one of my favorite factions yet but I couldn't help but work out the trait.

    Xaositects: 1/day when someone asks the Chaosmen where they’ve lost something the Chaosmen may make a wisdom check DC 10 or higher as determined by the GM, if the check succeeds she know the location of the object. The item must be truly lost, if it was stolen or moved by some outside agency this ability fails. What the Chaosmen knows may be as vague or specific as the GM wants.

    or

    Xaositects: 1/day cast Lesser Confusion as a spell-like ability with caster level equal to the Choasmen’s character level. The spell’s DC is charisma based.

    or

    Something else entirely they aren't known for being consistent, but some clumping does happen.


    Ooh, that does sound like a fun faction. I had a Bard once who would have fit that perfect, or the slightly (completely) crazy oracle/bloodrager I ran for a campaign that sadly died early (the campaign, not the oracle stuck with a head full of bickering ghosts)


    I'm putting my submission together ATM. He's a weapons merchant and crafter (Sounds like the Free League would be the most attractive not-a-faction for him on first glance) who tried his hand at making a magic weapon, but ended up just cursing it, and tracked the thing to sigil. Thinking about a tiefling bard/magus, but I ran into two questions. Would I be able to roll (in this thread of course) on the variant ability table? And can I choose a variant heritage?


    I am planning on doing his Fluff today....


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    Green Smashomancer wrote:
    Would I be able to roll (in this thread of course) on the variant ability table? And can I choose a variant heritage?

    I am delighted by these options. So go for it.


    This is Theophilus' work in progress....I shall be adding to it as inspiration hits...lol.


    What am I doing most of these are weird: 1d100 ⇒ 81

    "Once per day, you can use rage on yourself as a spell-like ability."

    Welp, one SLA for another. Them's the brakes. I'll be finishing up for now.


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    I put together the race. I feel that it represents the Cannon. I used Human as the Base, then added 6 RPs.

    Any questions or comments?


    Akrynn wrote:

    I put together the race. I feel that it represents the Cannon. I used Human as the Base, then added 6 RPs.

    Any questions or comments?

    Were you thinking Akrynn was just recently dumped in Sigil?


    Yes. I am thinking 6 months ago. He apprentice with Fell.


    Here's my completed submission. Let me know what you think!

    Name/Race/Class: Alessandro Vercci, Tiefling (Div-spawn) bard.

    Faction: Free League. A good set of contacts to pick up for one looking to establish financial connections in Sigil. (Side question: Was the 50% faction membership you wanted a goal, or minimum? I can go either way, but the Free League seems right up Vercci's alley.)

    Concept: An up-and-coming weapon merchant and crafter of his own wares. He took inspiration from high-class swordsmen back home, and his grandfather. Spending most of his time exploring the city handing out flyers, or at his tiny stall in the Great Bazaar. What he really wants, is to locate a particular product he made. Foolishly, he attempted making a sword and imbuing it with arcane power without finishing his training in such, and sold it. And so he tracked it here to the melting pot of the multiverse. Surely someone here has to know where to look?

    3x3 of known people in a spoiler for length:
    Allied:
  • Alessandro Vercci. Human. His father, who warned against the boy's ambition to rebuild his grandfathers empire. The only person allowed to call him "junior". Sick and elderly.

  • Nartoth the Fog-weaver. Elf. Probably. Called Fog-weaver for the massive pipe always on his person. Vercci's first investor who knew his grandfather. Very interested in seeing Vercci succeed, and knowing quite a few folks who could get him the right material. Vercci had no idea the Fog-weaver received materials from elementals in the Plane of Earth itself. He didn't question it of course, Vercci knew there was more to Nartoth than he let on but he wasn't about to risk losing his best ally.

  • Mazen. Half-orc. No last name given. Came to Vercci's shop after she heard the "Merchant of Death" opened shop again. Vercci explained this wasn't the case, and she concurred, because the original Vercci's work was far more impressive. And yet she kept returning. Having need for more and more weapons, but living alone on a mountain, what could one possibly need them all for?

    Known:

  • Gremory Ainsworth. Tiefling. Came by Vercci's shop as a prospective buyer. Wouldn't say where she was from, but he didn't much care. Her gold was as good as any, and it was plentiful.

  • Goro Hashima. Lizardfolk. Large. Former Bodyguard of Vercci's. They had a falling out after Vercci stepped over the bounds of what Goro considered a reputable choice in customers. To reiterate; Large.

  • Aleksandria Zaitsev. Ratfolk. One-eyed, and somehow just as intimidating as Goro. While shopping she said she was from somewhere called "Earth." Not a very interesting sounding place, Vercci thought. Paid in entire bars of gold then vanished, apparently this place didn't even have gold coins. Crazy.

    Enemies:

  • Angelo Vercci. Undead. Grandfather of Alessandro (the younger one). Called the "Merchant of Death" by neighboring nations in his life. So named due to the massive shipments of weapons he distributed to every side in times of war. Grew mad in his later years and though long dead, his wraith jealously guards his hoard that he gathered on a remote island off the coast of the Sodden Lands.

  • Ciarán Whitbourne. Half-celestial Elf. Vercci proudly specializes in the making of longswords, and when [timmy] came to his shop and saw a special "novelty" longsword for sale at a measly 17 gold, he happily took the deal. Unknown to both of them was the violent mind-altering reaction the cursed blade would later have in the hands of one with angelic blood.

  • Sharok Kal. Dwarf. The deeds of Vercci's grandfather Angelo, the unscrupulous greed and bloodshed by his work left an everlasting impression on this dwarf, who lost everything in an attack almost entirely financed by the Merchant of Death. And in his bitter rage Sharok left a curse upon the Vercci lineage.


  • Fear: Having his budding reputation ruined irrevocably. Or losing a lot of money.

    Secrets:
    1 Secret he keeps: The angry spirit of Vercci's mad grandfather jealously hoards enormous wealth. He knows there's a curse on his family due to the mans actions, and his current plan is to amass his own resources to destroy Angelo's hoard may be incredibly short-sighted, but he has to do something.
    1 Kept from him: When he created the sword he hunts for, the enchantment was so weak, it didn't even register when he held it up to detect magic. And so he sold it as a novelty. But the truth is that it affects each race differently. In some hands it grows stronger. And bloodthirsty.

    I do have a question, we have the option to take existing races and tweak them for the character as long as the total stays 15 RP or lower, is that right? If so, it seems like I could tweak the Tiefling a little further to be more specific to Vercci. I'd primarily want to get rid of Fiendish Sorcery, which does nothing for a bard for some reason, and use the 3 RP for something else more interesting. If not, that's fine with me.


    Green Smashomancer wrote:
    Side question: Was the 50% faction membership you wanted a goal, or minimum? I can go either way, but the Free League seems right up Vercci's alley.

    Getting more than 50% is fine. So far all of the submissions except 1 have faction ties. In the past whenever I've run Planescape (in the 90s and early aughts lol) my players mostly just shrugged at them.

    Its fine if a submission doesn't have faction affiliation, especially if your character is new to the planes and Sigil. I just wanted to avoid no one having ties.


    If its OK with you DM I've been holding off fully crunching out my Githzerai Samurai until after selection to reduce Alias bloat.

    Plus I'm still debating if I want to use the Ward Speaker archetype as well.


    Remnar wrote:

    If its OK with you DM I've been holding off fully crunching out my Githzerai Samurai until after selection to reduce Alias bloat.

    Plus I'm still debating if I want to use the Ward Speaker archetype as well.

    This is fine, I wasn't planning on asking for crunch until after selection anyway.


    Also, what say you to my question about tweaking the tiefling's RP for flavor? Yea, or nay? I was thinking a slight weakness to curses, and some slight benefit in place of Fiendish sorcery.


    Green Smashomancer wrote:
    Also, what say you to my question about tweaking the tiefling's RP for flavor? Yea, or nay? I was thinking a slight weakness to curses, and some slight benefit in place of Fiendish sorcery.

    Sorry I missed the question before! And of course it's fine.

    Shadow Lodge

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    Howdy, Akrynn clued me in on this recruitment. I can't say I've had any Planescape experience before but it looks very fun.

    My gut impulse when I read the OP was to revisit the first race I made out of the race builder, the Schrodinger's Catfolk. It's a catfolk caught in stable quantum superposition between alive and undead because of some godforsaken wizard, mechanically built as a half-undead catfolk. I'd probably do something roguish, and j think the concept lends itself well to either the dustmen or xaositects.


    zefig wrote:

    Howdy, Akrynn clued me in on this recruitment. I can't say I've had any Planescape experience before but it looks very fun.

    My gut impulse when I read the OP was to revisit the first race I made out of the race builder, the Schrodinger's Catfolk. It's a catfolk caught in stable quantum superposition between alive and undead because of some godforsaken wizard, mechanically built as a half-undead catfolk. I'd probably do something roguish, and j think the concept lends itself well to either the dustmen or xaositects.

    lol, the Dustmen would love Schrodinger's Khajiit.

    Shadow Lodge

    Ah, but would she love them? I lean towards no, they sound dreadfully boring meow don't they? Plot hook!

    Race Builder: Schrodinger's Catfolk:

    Humanoid (Catfolk) 0 pts - They were once normal everyday catfolk
    Half-Undead 5 pts - They are in a stable state of quantum superposition between life and undeath after exposure to quantum negative energy
    >Darkvision 60
    >+2 vs Disease, Mind Affecting
    >No penalty from energy drain
    >Negative Energy Affinity
    Medium Size - 0 pts
    Normal Base Speed - 0 pts
    Specialized Ability Scores (+2 Dex, +2 Con, -2 Wis) 1 pt - Like normal catfolk they are quick but impulsive. The lingering effects of overcoming death leaves them tougher but more eccentric than most catfolk
    Standard Languages (Common, Catfolk) 0 pts
    Dual-Minded 1 pt - One living! One dead! It's okay, cats change their minds.
    Low-Light Vision 1 pt - Cat-vision!
    See in Darkness 4 pts - ....the box was very dark.
    Light Blindness -2 pts - Also it wasn't very light
    Nimble Faller 2 pts - They always land on their feet
    Claws 2 pts - The claws did not help them get out of the box
    Fast 1 pt - They want to get away from the box


    Schrodinger's Catfolk is approved, lol.


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    I made some Racial build adjustments. I think Flexibility grants the superior to humans vibe I am looking for.


    Would a Darklands/Underdark enhanced Earth Gensai be okay?

    Race Points:
    3 Outsider (Native)
    0 Size: Medium
    -1 Slow Speed
    4 Advanced Attributes (+2 Str, Dex, Con, +4 Int, -2 Cha)
    4 Advanced Wisdom (+2 Wis)
    1 Energy Resistance Acid
    3 Deep Magic (+2 Caster level checks to bypass SR and dispel checks)
    2 Stone Seer (+1 CL for Earth Spells, spell like abilities)
    1 Stone Singer (+1 level for casting earth spells, and earth domain/bloodline/oracle mystery etc)
    2 Darkvision
    -2 Light Blindness
    -2 Elemental Vulnerability Electricity

    I'd be wanting to pair it with wizard, probably with the Worldseeker archetype from Planar Adventures. Not sure about a faction, probably Ciphers since they have always been my go to faction.


    @Krigare approved


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    I feel like he should just go Varisian Tattoo Tattoo Sorcerer Impossible bloodline; just blast sheet...lol

    Psychic just isn't feeling quite right....off to see EndGame!


    Just a little over a week to finalize submissions

    We have so far, at least a complete enough to consider:

    Eleven_Zee_Alpha: A Tech Slinger Android from a high tech (and magic) world.
    Yomi No Kyubi: A performing Sal'awaan Mesmerist, recently joined the Bleak Cabal
    Quadron: A Gnome Experimental Gun Smith, who was exiled (unbeknownst to Quadron) from his homeworld of Krynn
    Vaascht: A Githzerai Brawling Blademaster Samurai for hire.
    Evie: A Ratfolk Slums Shaman who believes Sigil is a living being that she serves and protects.
    Akrynn: Fresh from the hellish Labyrinth, a Patryn (looks human) Tattooed Sorcerer.
    Alessandro Vercci: A Tiefling weapons merchant who is trying to track down a past mistake.

    Let me know if I missed anyone!


    So this is Krigare. Other than picking a familiar, I think Adaephon is mostly done crunch wise. I dropped the Worldseeker thing because I'd like a valet familiar at some point for crafting, not sure how you feel about an improved familiar getting that template since they don't get speak with animals of its kind. Let me know what you think and if I missed something.

    *Edit (Knew I forgot something)
    Faction: Transcendent Order
    Short concept: A runaway from home, Adaephon came to the planes out of a desire for adventure and fortune. He wants to explore the multiverse, and looks at Sigil as the best place to start from.
    A 3x3:

    Friends:
    Jinakern-A fellow Earth Gensai from back home. The one who talked Adaephon into making the jump and moving to the planes.
    Annaketh-The asimaar who brought Adaephon into the Ciphers. He has a bit of a crush on her.
    Zinn-The innkeeper where Adaephon stays. The one responsible for acclimating Adaephon to life in the Cage. Keeps a somewhat paternal eye on him.

    Contacts:
    Cait-Tiefling shop owner, she runs a library/magic shop for the magically inclined.
    Sinnarth-Dustman necromancer, he is good for spell components and random magical lore. Bit creepy though.
    Faerin-A half celestial Sensate, he's been around and is willing to share a tale or three for the cheap price of a few drinks.

    Rivals:
    Donner-A fellow Cipher who can't get past Adaephon's origins on the Prime. Determined to prove he is better.
    Tolver-A Mercykiller who is convinced Adaephon is a criminal waiting to happen. Determined to be there when Adaephon crosses the line.
    Lianertha-A Signer who Adaephon didn't (and doesn't) take seriously, he is convinced she is a seriously delusional individual who might need to be locked up for her own safety.

    Fear: Being stuck in one place, living out a day to day mundane life, never going anywhere and never finding out what is over the next horizon.

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