
Shizzle69 |

Arg...I have the character almost done but I just can't find a good race. I very much would like something with +2 int/wis but All I can find is Samsaran which doesn't really fit in sigil with their whole religiousness. Any ideas from 3.5? Hopefully something still humanoidish. I'm probably going to end up with human if I can't find a better mechanical fit that also helps with her flavor. But a human in sigil...come on too cliche I need something otherworldly...If only there was some sort of draconic version of the Aasimar. In case you can't tell this chick is sort of based on Game of Thrones. More specifically it's based on a dream that my girlfriend had that was colored by Game of Thrones.

Fanguar |

OK, since this doesn't seem to be all that combat oriented, I've decided to go with a whip build fighter that focuses of combat maneuvers.
I'll throw together the background after I've thought about for a while.
Half-Ogre Fighter (Unbreakable) 6
HP:TBA
Favored Class: Fighter (+1 HP)
Languages: Common,
Str 22 (+6)
Dex 14 (+2)
Con 14 (+2)
Int 13(+1)
Wis 9 (-1)
Cha 8 (-1)
[spoiler=starting stats
(20 point buy)
Str 15 (7 pts) +4(racial) +1(level bonus) +2(item) > 22
Dex 14 (5 pts)
Con 12 (2 pts) +2(racial) >14
Int 15(7 pts) -2(racial) > 13
Wis 11 (1 pts) -2(racial) >9
Cha 8 (-2 pt)
[/spoiler
AC: 22 (+7 Breastplate +1, +3 Large Shield +1, +2 dex)
T: 12 // FF: 20
Fort: +8 // Ref: +5 // Will: +3
BAB: +6
CMB: + 15// CMD: 23
Speed: 30ft (6sq) // Ini: +2
Whip +1 (15ft reach): +12/+7 (1d3+7) x2 [Trip] [Disarm] [Non-lethal] [slashing]
[spoiler=Fighter Class Abilities
Weapon and Armor Proficiency: An unbreakable is not proficient with tower shields.
Tough as Nails: An unbreakable gains Endurance and Die Hard as bonus feats. This ability replaces the fighter's 1st-level bonus feat.
Unflinching (Ex): At 2nd level, an unbreakable gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level). This ability replaces bravery.
Heroic Recovery (Ex): At 5th level, an unbreakable gains the Heroic Recovery feat as a bonus feat, if he does not have it already. If he already has this feat, the unbreakable can choose any combat feat instead. In addition, he may use this feat one additional time per day for every four levels after 5th (to a maximum of 4 times per day at 17th level). This ability replaces weapon training 1.
[/spoiler
Traits, Feats, and Skills
Traits: Heirloom Weapon[whip](gain Weapon prof), Freed Slave (+1 Will), Scholar of the Great beyond (+1 Knowledge(planes) and is class skill), Dangerously Curious (+1 Use Magic device and is class skill)
Feats:Endurance, Diehard, Heroic Recovery, Weapon Focus(whip), Whip Mastery, Improved Whip Mastery, Combat Expertise, Improved Trip, Improved Disarm
Trained Skills: Intimidate +10, Knowledge(planes) +11, Use Magic device +9
Possessions:
Current Coins:979 gp
[spoiler=Starting Equipment
Starting Coins: 16000
Glamoured Breastplate +1 (4050gp)
Heavy Steel Shield +1 (1170gp)
Whip +1(2301gp)
Ring of sustenance (2500gp)
Belt of Giant Strength +2:(4000gp)
Cloak of Resistance +1: (1000gp)
Total Spent: 15021gp
[/spoiler

Shizzle69 |

I've got Bastille Pretty close as well. I just went with Aasimar She has more of a draconic heritage than celestial but there really isn't anything for that. I have no clue what feats to take. I'd like to take the practiced spellcaster feat from 3.5 if possible to get +4 caster level on druid. Spells will come with time too.
Bastile Targarian (aka Batty) Female Aasimar Witch 4/Druid 2
Traits:
Magical Knack: +2 caster Level witch
Survivor: +1 initiative +1 sense motive and is class skill (Planescapeish)
Adopted:Human:World Traveler: +1 Know(local) and is class skill
Deft Dodger: +1 reflex saves
S:7 (-4 points)
D:12 (2 points)
C:12 (2 Points)
W:16 (5 points+2 racial)
I:20 (13 points +1 level +2 item)
C:14 (2 points +2 racial)
HP:6+6+3d6+2d8 Resist Acid,Cold,Electric 5
BAB: +3
AC: 10+1(dex)
Move:30
Ini:2 1+1(trait)
CMB:1` 3-2
CMD:12 10+3-2+1
Fort: 4+1
Refl: 1+1+1(trait)
Will: 7+3
0Craft(alchemy):12---- 1+4+3+4(hex)
Diplomacy:10----- 6+2+2(racial)
0Fly: 8------ 1+1+3+3(familiar)
0Handle Animal:11----- 6+2+3
0Heal:7----- 1+3+3
0Know(arc):10---- 3+4+3
0Know(geo):8---- 1+4+3
0Know(hist):8---- 1+4+3
0Know(loc):11---- 3+4+3+1(trait)
0Know(nat):12---- 3+4+3+2(druid)
0Know(plane):10---- 3+4+3
Linguistics:4----
0Perception:16---- 6+3+3+2(alertness)+2(racial)
0Ride:6------ 2+1+3
0Sense Motive:15---- 6+3+3+2(alertness)+1(trait)
0Spellcraft:13----- 6+4+3
0Survival:9---- 1+3+3+2(druid)
0UMD: Soon to be trained by upgraded headband
Feats
Familiar:Alertness
1:
3:
5:Boon Companion(druid)
Hex:Brew Potion
Languages:Common, Celestial, Druidic, Draconic, Sylvan, Gnome
Abilities:Darkvision 60, Daylight 1/day CL=HD
Hex: 3 known
---Feral Speach: Speak with animals
---Healing Hex: cure light wounds (1d8+4) once every 24 hours to everyone
---Cauldron: gain brew potion and +4 to craft(alchemy)
Patron: Healing-gained spells = Remove Fear, Lesser Restoration
Wild Empathy:1d20 +2+2
Woodland Stride: can move through undergrowth without impairment.
Equipment:10000
Headband of Vast Intelect (+2 int skill=Spellcraft)
Handy Haversack
---
---
Spells:Witch
0th:4/day
1st:3/day +2 bonus
2nd:2/day +1 bonus
Familiar Spells Known:
0th:All
1st:3+int+2, Remove Fear
2nd:4, Lesser Restoration
Spells:Druid
0th:4/day
1st:2/day+1 bonus

The Lady of Pain |

@Scott You do not have to be from Sigil
@Cuàn all fine as I will be OKing PC's one by one, if it looks broken I will ask you to fix :) and others will be looking as well.
@Shizzle69, your not going to get +2 int/wis with out a -2 on some thing
half Elfs have a use here, as like Humans they get +2 on any stat, also new Tiefling with the background feat may help., As Scott says races tend to get one physical plus and one mental getting two mental will be hard, but look at what Cuan is doing that may work. But what you have done looks fine, just needs back ground, then off to the pub with ya. Also there is a Trait that dos the same as the feat but only +2CL forgot the name.
@Fanguar it looks good. Background then once I have looked off to the Pub with ya

Shizzle69 |

Yeh Already snagged the trait for witch. If you want to let me snag it for Druid too I'd be cool with that. Backround is in the works now. I had definitely considered building a custom Aasimar like race but for dragons. I unfortunately do not have the Advanced Race Guide however. I see that they put the race options on the D20PFSRD but I can't find the race building stuff.
Cuan if you have the time and access to that stuff, I'd enjoy if you built me up a race with +2 Int and +2 Wis I don't care what the -stat is unless there is a RP option to not have one. Then perhaps something draconic like fire resist 5 and a +2 to perception. I'm guessing under 15 RP is a good target.

Cuàn |

The +2 to two stats is a "standard" option, you just have to trade in on other features normally.
Hobgoblins for instance have +2 Dex, +2 Con, but beyond that it's only Darkvision and +4 Stealth.
Aasimar is one of the stronger base races, on the same line with Tieflings, Tengus, Sulis, Vishkanya and Fetchlings.

Revial The Architect |

Pain, I built this character off a very similar one from a very old 2.0 DnD Planescape I made years ago, perhaps the background is a little weird, but hey, its Sigil right?
Revial The Architect CR6
Male LN Half-Celestial Human Fighter 5
Male Medium Humanoid (Outsider)
Init+ 9; Perception +11
Darkvision 60'
----------------
DEFENSE
----------------
AC 24, Touch 14, Flat-Footed 22
hp 59 (5d10)
Fort +9, Reflex +9, Will +7
Immunity to Disease; +4 racial bonus on saves vs. poison;
Acid, cold, and Electricity resist 10;
DR 5/magic; Spell Resistance 17
----------------
OFFENSE
----------------
Spd 20 ft, Fly 60ft (good maneuverability)
Melee Masterwork Greatsword +10 (2d6 + 6/19-20/x2)
Ranged +1 Composite Longbow (Str +4) +11/+11 (1d8 + 12/20/x3)
Smite Evil
----------------
STATISTICS
----------------
Str 18, Dex 25, Con 18, Int 12, Wis 14, Cha 10
Base Atk +5; CMB +9; CMD 27
Feats: Armor Proficency (Light, Medium, Heavy), Martial Weapon Proficiency, Iron Will, Deadly Aim, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow), Weapon Specialization (Longbow), Shield Proficiency, Tower Shield Proficiency
Traits: Indomitable Faith, Reactionary, Tomb Raider, Scholar of the Great Beyond
----------------
SKILLS
----------------
Knowledge (dungeoneering) +6, Knowledge (engineering) +5, Knowledge (planes) +10, Perception +11, Profession (Architect) +6, Survival +10
Languages: Common, Celestial, Infernal, Abyssal
----------------
SPECIAL ABILITES
----------------
Bravery (Ex): +1 Bonus on Will saves vs. Fear.
Armor Training (Ex): Reduce armor check penalty by 1 and increase the maxinum bonus allowed by 1 for any armor worn.
Weapon Training (Ex):Gain bonuses to attack and damage rolls for select weapon groups (Bows +1) This is also added to CMB.
Indomitable Faith: +1 trait bonus on Will Saves.
Reactionary: +2 trait bonus on Initative checks.
Tomb Raider: +1 trait bonus to Perception and Knowledge (dungeoneering checks). Perception is always a class skill for you.
Scholar of the Great Beyond: +1 trait bonus to Knowledge (history) and Knowledge (planes) checks. Knowledge (planes) is always a class skill for you.
Iron Will: +2 bonus on all Will saving thows.
Smite Evil (Su): Once per day as a swift action the half-celestial can smite evil as a paladin of the same level as its Hit Dice. The smite persists until the target is dead of the half-celestial rests.
Deadly Aim: -2 to hit for +4 damage
Point Blank Shot: +1 bonus on attack and damage rolls using a ranged weapon at ranges up to 30'
Precise Shot: Can shoot into opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Rapid Shot: As a full attack action you can fire one additional time a round, all of your attack rolls take a -2 penalty when using Rapid Shot.
Weapon Focus (Longbow): +1 bonus on all attack rolls when using the selected weapon.Weapon Specialization (Longbow): +2 bonus on all damage rolls when using the selected weapon.
----------------
SPELLS
----------------
CL: 5
Protection from evil 3/day
Bless
Aid
Detect Evil
Cure Serious Wounds
Neutralize Poison
----------------
COMBAT GEAR
----------------
+1 Composite Longbow (Str +4) - 2800 Gold
+1 Full Plate - 2650 Gold
Belt of Incredible Dexterity +2 - 4000 Gold
Ring of Protection +1 - 2000 Gold
Cloak of Resistance +1 - 1000 Gold
Masterwork Greatsword - 350 Gold
Arrows, Silver - 50 - 5 Gold
Arrows, Cold Iron - 50 - 5 Gold
Arrows - 160 - 5 Gold
----------------
OTHER GEAR
----------------
Handy Haversack - 2000 Gold
Contents: Backpack, Bedroll, Belt pouch, Clay mug, Dagger, 2 Fish hooks, Flint+Steel, Sewing Needle, Signal Whistle, 50ft String, 50ft Thread, Waterskin, 5 Week of rations, WhetstoneCoin on Hand - 1171 Gold
One contact name – why – and what they are? Revial has been known to call on his longtime friend and confidant Ramos the Mongrel when situations arise. Ramos a Hound Archon from the golden plains of Elysium occasionally works as a bounty hunter and a man catcher for the Harmonium and Fraternity of Order.
One enemy – who any why? They say that the worst betrayals are those closest to the heart. In this case the betrayal would be Nesia Varnos, Revial’s sister. Where Revial loved the perfection of law, Nesia saw the chains of oppression. It began at first, slowly over time. A chance word here, a disagreement there. But slowly, the void began to widen between the sibling bonds. You would think that children born with the blood of the divine in their veins would have the predilection towards forgiveness. Rather, their inherent righteousness drove them on other paths. Nesia, has not been seen by Revial since he discovered that she had joined the Anarchists. Since then, every building accidently destroyed in a fire, or collapsed by a freak portal that Revial has built, he has has laid at her feet. With her love of destruction, she should have joined the Doomguard.
Something you care about, and why? Revial has been a longtime member of the Fraternity of Order. Working primarily as an Architect of buildings, Revial sees the strength of stone and mortar as a physical representation of Law and Order. Where the sinkers would see entropy and decay, Revial sees the power or mathematical laws that define reality
The smog was heavy as usual in the foundry district, beggars and cut-purses rife in the streets cat-calling for clipped shillings from berks and bloods alike. ”Cop’per Guv’ner?” mewed a dirty wretch, hand outstretched to Revial.
Shouldering his way thru the crowd, Revial, tall, proud and righteous turned to the beggar ”A copper hrm? Well, perhaps but first let’s see your papers. You do have the proper writ of beggary, and your guild accreditation, yes? No, well that’s a shame. Pray, how many coppers do you have there? Fifteen! As it so happens the fine for begging without accreditation is nine coppers on a first offence. I’ll be happy to take that from you, or you could discuss it with a Harmonium officer.”
Pocketing the coins, Revial, smiled turning away. Berks always assume when they see the white wings that you are some paragon of virtue and kindness, pff more fool them! Right there was the difference between a berk and a blood, Revial though. Don’t trust the obvious. Law, order and discipline, these were the watchwords that Revial devoted his life to not some foolish notion as selflessness and charity. Patting his pocket, Revial nodded to himself. “I’ll have to make sure I get this to the Fraternity ledgers.” Content with himself, and the small amount of order he had imposed Revial continued on his way. Everything in its place, and a place for everything.

Fanguar |

Background:
Born into the great slave pits of the City of Brass, Grune began his life in bondage. Raised to be the biggest and meanest that he could be, Grune’s strength and size caught the eye of the slave masters and he was groomed for greatness. Eventually, he was bought by a wealthy merchant who sent him to the gladiatorial pits, where Grune made a name for himself and the merchant a great deal of money. Eventually, he earned his freedom and was set loose. Thus began his wanderings.
Since those beginnings, Grune has travelled the planes, usually as a bodyguard to this or that wizard, sometimes as a mercenary fighting for this or that cause, occasionally signing on as part of a pirate crew sailing the astral sea. More often than not, these adventures would dump him in Sigil. Recognizing it as nexus of sorts, Grune decided that the Cage would make a good base of operation and source of business. So he settled himself into the Hive Ward at the Roaring Balor, and now enjoys the pleasures of Sigil between jobs.
Appearance:
Grune is a hulking mass of meat. 7’6” and 300lbs he makes for an intimidating character. He has short-cropped, black hair and deep set dark eyes in his coarse featured face. He is missing his left ear and is covered head to toe in crisscrossed scars. His shiny black whip is never far from his side and he almost always wears his breastplate glammered to look like roughspun clothes.
Personality/Mannerisms:
Coarse and crude, but cheerful, Grune is an old campaigner with a been there seen that personality. Lacking anything remotely close to a scruple, some of Grune’s stories might be distasteful to those with delicate sensibilities. Despite his flexible morality, Grune is loyal to fault to his employer, at least until the coin runs out.
One contact name - who - and what are they
Micha a lantern archon member of the Fraternity of Order. The Fraternity are constantly putting together expeditions in search of this or that lost bit of knowledge and Micha almost always has work for Grune whenever he wants it.
One enemy - who and why
Sir Byron Sneed, an officer of the Harmonium. They have had a number of disagreements over the years and have developed a strong dislike for each other. Grune has often considered dropping the man into a hole somewhere, but as of yet, has not decided to cross the Harmonium.
Some thing you care about, what and why
The Roaring Balor inn. It's pretty much the only real home that Grune has ever had and he would probably try to protect it if it came to that.

The Lady of Pain |

head over to The Pub Revial The Architect.
Could some one make me a list of whos Aplying, biulding and done etc.
At work so hard

Cuàn |

Ok, I created a race that I'd love to play and that I think would actually be a pretty good fit for Sigil.
Outsider (Native, Vedalken)
Medium size
30 ft speed
+2 Int, +2 Wis, -2 Con. Vedalken are smart and know their way around but their bodies are frail.
Languages: Common, Vedalken and any for bonus
Dual Minded: +2 Will Saves as their minds can be split in two separate minds.
Gifted Linguist: +4 Linguistics and learn 2 languages per rank in Linguistics
Skill Training: Linguistics and Knowledge (Arcana) are always class skills. Vedalken are trained in lore on the occult and arcane from a very young age and have to learn to decipher many different languages.
Envoy: If Int is 11 or higher, Vedalken get several spell-like abilities: 1/day Comprehend Language, Detect Magic, Detect Poison
Spell-like ability: at-will Read Magic
Vedalken are often sent and used as advisors on many different planes and must have skills to fit.
Low-Light Vision
Darkvision 60 ft
Amphibious: The home world of the Vedalken is a large demiplane that tore lose from the Elemental Plane of Water eons ago and is now adrift in the Astral Plane.
Four Arms. Only one hand is primary, rest are considered off-hands.
The total RP cost would end on 23, which is above Aasimar but should land her below Half-Celestial. The main offenders are the 2 extra arms as they drive up the cost.
My character would be a freelance interrogator and torturer. She'd be Neutral Evil, but that's solely because torture is an evil act. She herself doesn't consider herself evil and doesn't take pleasure in torturing, it's simply a means to get information. She'd most likely be a Wizard, Witch or Magus. Maybe a Sorcerer.

Cuàn |

I made a Dragon Touched race, but personally I think there is one aspect of it that is too strong: The Breath Weapon, it deals 3d6 right away. Now, starting at lvl 6 that is less of a problem, but I'd very strongly advice against using it for a lvl 1 char. That said, it still is a very diluted dragon, so to speak. I'd love to tune it up a bit, but that would mean you'd really need to take a level hit (though likely only 1, as opposed to Half-Dragon's 2)
Dragon, so Darkvision 60 ft, Low-Light Vision and Immunity Sleep, Stun and Paralysis
Medium Size
30 ft speed
+2 Str, +2 Cha, -2 Dex. Dragontouched inherit the strength and presence of their draconic ancestors, but their rough, scaly hide is inhibiting when it comes to shows of legerdemain.
Languages: Common, Draconic. Bonus languages are: Dwarven, Elven and Halfling. Those with a Metallic Dragon ancestor can also choose Celestial, those with a Chromatic Dragon ancestor can pick either Abyssal or Infernal. Those with a Primal or Imperial Dragon ancestor can choose the appropriate elemental language.
Dragon Ancestor: Each Dragontouched has a specific dragon ancestor and the elemental association of this ancestor determines some of her abilities.
Natural Armor +1
Energy Resistance 5 to the appropriate element as listed below.
Fire: Brass, Gold, Sea Magma, Red, Underworld
Cold: Silver, White, Umbral
Acid: Black, Brine, Copper, Forest, Green
Electricity: Blue, Bronze, Cloud, Sky
Sonic: Crystal, Sovereign
Bite: 1d4 Bite attack. Due to their heads being more humanoid than draconic, their bites deal less damage.
Claws: 1d4 Claws 2x
Breath Weapon: 3d6, DC 10+half HD+Con mod Reflex negates
Damage depends on Dragon Ancestor as per the list above, with two exceptions: The breath weapon of those with a Forest Dragon ancestor does piercing damage while those with an Umbral Dragon ancestor deal Negative Energy damage.
Shape also depends on ancestor:
15 ft cone: Crystal, Forest, Gold, Green, Magma, Red, Sea (Steam cloud), Silver, Sky, Sovereign, Umbral, White
20 ft line: Black, Blue, Brine, Bronze, Brass, Cloud, Copper, Underworld
It's a bit complicated, but then most dragons are.

ErikS |
OK, tell me if this concept sounds good & I'll work on the stats.
Name: "Metalbeard" (Actually, Unit 34879721312. But nobody can remember that.)
Race: Modron
His fate changed one day when a gang of interplanar thieves, led by the notorious Carlos of Vane, broke into the museum to steal valuables. In the modron's childlike innocence, when he saw the outlaws enter the museum and open his cage, he asked, "Have you been sent by Pentadrone 23898712 to recover me and return me to duty?" Carlos, being a quick thinker and natural bluffer, replied, "Yes, I have. Your orders are to follow my instructions until we reunite with the Pentadrone." The modron had no skill in sensing deception among humanoids, And thus his new life began.
Not sure what to do with his new pet at first, Carlos soon realized that having a blindly obedient 600lb metal friend with minor magical skills could be quite useful to a group of thieves and pirates. The modron, newly dubbed "metalbeard", became an integral part of the gang: his unique appearance would grab the attention of any witnesses, especially as the gang members talked up his "leadership" and appeared to be taking his orders, making sure they didn't recall details about the other gang members. And in the rare cases when a surviving witness got away, they could just store away the uncomplaining Metalbeard with the luggage for a few months until the heat died down. But gradually over the years, and after experiencing many bizarre and violent events in his career as a thief and gang member, Metalbeard began to actually develop some true free will and a bit of a personality of his own. And the inevitable day came when he realized he did not have to follow Carlos's orders.

ErikS |
OK, if there's still space in the game... I have an attempt at a char sheet for Metalbeard posted at http://irememberaram.pbworks.com/w/file/fetch/55186881/Metalbeard.pdf .
Not sure how to handle the Modron race, I just used Hero Lab's "race builder" feature. Tell me if you think it's overpowered, and I can apply an ECL & lower the class level.

The Lady of Pain |

1: Cuan needs alias.
2: Revial The Architect alias Done
3: Fanguar needs alias.
4: Shizzle AKA Bastille Targarian alias Done
5: Tiny Coffee Golem needs alias.
6: ErikS AKA Metalbeard alias needs to be made PC done and being Reviewed.
OK that recruitment closed unless some one drops
Guy you have until next Saturday to have An alias up and a PC done.
Once you feel you have done that move to Discussion between then and now.
PS the madder the PC the more I like it, but game braking stuff will be rained in, you have all got to be around the same level.
The Lady of Pain.