A Tiny Part Of The Dimension Wars (Interplanar Spies Recruitment)


Recruitment

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It’s a cool morning in the village of Meeritan. The crowd of peasants and craftspeople moves listlessly towards workshop and field. No one seems worried. You scan the faces in the passing crowd, looking for any irreversible soul damage. Some eyes seem a bit dead but not dead that way.
You move slowly and sway your cone of awareness from side-to-side, tuning out the smell of sod and the hammering of iron hammers on brass gears. Occasionally you pick-up some witches’ hexes or mending spells but nothing strong. Finding all those infernal clocks hasn’t been easy but now that you’ve paced the entire village, you’re pretty sure you have them. OK, mentally summing the report, it seems the old wood-cutter turned ax murderer and the spice merchant turned poisoner were the only immediate effects. You can head back to the safe house in urban Paritan. The group has to stop putting out fires and get to the root of this. This plane is in the midst of an industrial revolution and when it gets going, stopping soul-trapping objects will be impossible when they get to the consumers. The day seems darker as you ride back.

A Tiny Part Of The Dimension Wars
In a multiverse based on the Planescape setting, using PF1 rules, you will be agents of an ad-hoc group of wizards, priests and occultist aiming to stop plane-destroying effects unleashed by the mysterious and sinister Dark Traders. Your employers are sophisticated interdimensional operators who understand many kinds types of magics and technologies operating on a variety of planes (with their own personal agendas too? Of course!). The operation still resembles a group of gentlemen adventurers than a true bureaucracy and you will operate as your own cell, making your own choices on the ground though guided by your mentors/handlers.

Tone: Sometimes cynical but with light showing through, Sometimes dark but with moments of comedy. Moments of tension but lots of times where your characters can relax and blow off steam (as long as you don’t give away secrets). You are here to literally save the world yet no one knows who you are and you’re OK with that. “Rated PG” - adult themes of all sorts are raised but we will speak elliptically about the details.

World: This is homebrew world based on the old D&D Planescape setting. By "based on" I mean the standard D&D and Pathfinder rule books describing magic, monsters and the Planescape setting actually exist somewhere in this world but they are often unreliable guide for how things really are. EI, all the parts of the Planescape setting are here, somewhere, in some form. Be used to the idea that nothing is guaranteed. The Factions are often talked about. Some groups claim to represent a given Faction and a some groups may actually do so (but neither implies the other).
Most action in this campaign will happen off-Sigil proper and you will likely switch worlds after some period – don’t make your character too terrain or circumstance dependent.

Inspirations: The Black Company series (especially Shadow Linger) by Glen Cooke, Nightwatch/Daywatch Sergie Lukyanenko, The Elder Isle series and other works by Jack Vance, The Dark Tower by Stephen King, The War Hound and The World’s Pain by Michael Moorecook and a number of others.

What will we be doing: Raids, investigation, a bit of exploration, some power-politics/negotiation. As a mix, combat, skills/investigation/exploration/etc and Role playing all going appear and be important (not saying an equal mix but maybe an equal). I will experimenting with a rule mechanic for raids taken from game Blades In The Dark – roll a few dice then step into the parts of the raid you messed-up (usually melee but not always). See preliminary outline, (a work in progress) here:

Campaign
Parameters:
6th Level. 25 point buy. No dumping wisdom, intelligence or charisma below 9. Don’t maximize for initiative (I’m doing ad-hoc initiative for speed). Standard wealth by Core Rule Book.
Campaign Traits (choose at least one of these and one standard trait):
Interplanar Travelers(s); knowledge planes is a class skill.
Minor magic awareness; Can cast detect magic once per day as a spell-like ability and spellcraft is class skill.
Minor technological knowledge; Can use knowledge engineering to determine the principles powering a given technological device. If you are trained in knowledge history, you can use it determine the sort of society which would produce such a device. You may make a Wisdom check to determine how to activate a given device (this does not imbue the character with any skills in the use of the device. It doesn’t teach to use firearms or welding machines, etc).
What's the post rate? One post per day, maybe skip a day/week if everyone agrees. Talk to me about your situation. Taking a week off with warning is better than randomly not posting. You may be NPC’d if you miss a day without warning me. If your character becomes an NPC, you may be able to sometimes play the character as guest.
Posting approach: Most of the time, anyone can start posting after I’ve posted (In melee, anyone can take act first one I give the go-head, just don’t act twice). To a reasonable extent, you can post actions the entire party takes part (we enter the room). Don’t be shy. Always be thinking about how you can post to move forward the action – and feel free to send me suggestions on that as well (I’ll required saving throw levels, AC the monster hits + potential damage etc. You will too).
Learn the narrative standard style – write in the third person present tense, etc. Don’t just name a game mechanic, narrate what you are doing. We creating are creating a story together.

Applying
What's the deadline for applications? I’ll take acceptable concepts after one week.
What kind of players and characters are you after: Put effort into your character and into posting well, be interested in this adventure concept in particular. Be flexible, able to deal with learning the rules and the setting as you go along. Your character should have future goals, be at least a little idealistic and be able to trust and work with other people (PCs and NPCs). Maximizing for power is OK but also consider survivability, see dump stat limits above and avoid super-specialized approaches.
Fun, flavorful characters are nice but not required. No: murder hobos, no evil characters, no chaotic neutral characters, sociopaths, no characters who don’t understand basic things about the world, no mysterious strangers. Work out a basic concept and we’ll do questions and answers together on the thread. Players who are new to Pathfinder are welcome.
How many applications will be accepted? I will take up to five people, if they’re application is acceptable. One earlier player may be returning and they will get priority.

About me: I'm an experienced IRL DM and I've run one online campaign since the Covid stuff started. With the pandemic raging, I have lots of time to post. If you want a long sample of my style, the full transcript for my earlier campaign is here.


Note: If it's not clear, to apply to be in the campaign, post a description of your proposed character and yourself, stating your interest.


What did you have in mind for rule sets here? Paizo content (any restrictions?) Any third party material? I'll probably submit a Blue Cryptic if the psionics rules are allowed, but I'd like to know what the options are in any case.


Similar questions about third party content, though also thinking about Spheres of Power.


I think I'll have to make third party content, including races a case-by-case thing. Which is going to be limited by how much time I have.

Psionics could be a good match for the campaign concept so I will look at that. The Cryptic class looks acceptable as a class OK.

Any unusual race should have the ability to pass as human or as a common humanoid race - that can include character buying a greater hat of disguise but that's on your dime. Common races (Elf, Dwarf, half-Orcs, halfling etc) wouldn't have problem.

Also, I am not allowing the summoner class.


Player: TheWaskally Hello
Character Concept: Failed Hero of Destiny
Synopsis: A young dwarf warrior, prophesied to stand among the great dwarven heroes of legend, was tasked to destroy The Great Evil that threatened his Material Plane world. But like most prophecies, the timing was off by several decades. The dwarven hero was not ready to defeat The Great Evil and was quickly pushed aside, helpless to watch his beloved Material Plane world be destroyed, his destiny unfulfilled.
As the last mountain was to crush the young dwarven hero, he was transported away by mysterious cabal of transdimensional operators, who asked if the lone survivor of his Material Plane world wanted a job.
Years since taking the job as glorified interdimensional fix-it man, the young dwarven hero, now mostly jaded and sullen, runs around the universe with his cell, fighting against the machinations of the Dark Traders.

Build, if given permission:
[u]Race:[/u] Dwarf
[u]Class(es):[/u] Mynrughdaer racial class or the Great Hero fighter archetype. Ideally, this would be a gestalt character.
[u]Personality:[/u] Beaten down by his ineffectiveness in the face of True Evil, The dwarven hero lost a lot of his material world naivety. Whenever not on a mission, the dwarven hero drinks and does drugs to forget his failure of a life, finding solace in the arms of whatever harlot would have him, be she dwarven or not. The dwarven hero perks up whenever he's tasked to recover some dwarven relics and artifacts, but can't look any idol of the dwarven gods in it's face.


TheWaskally wrote:

Player: TheWaskally Hello

Nice character concept. It will take a bit to look at the documents.

One caveat - I am planning to run a normal-powered game, one where ordinary Core Rule Book characters are on a reasonable footing. Third party classes, races and item should bring something different to the table while offering equivalent power to standard class.

That said, I think can offer everyone the chance for great heroism here.


GM Hansj wrote:
One caveat - I am planning to run a normal-powered game, one where ordinary Core Rule Book characters are on a reasonable footing. Third party classes, races and item should bring something different to the table while offering equivalent power to standard class.

Well, take a look at the classes. If none meet the criteria, the character could be a fighter, or disgraced paladin.


TheWaskally wrote:
GM Hansj wrote:
One caveat - I am planning to run a normal-powered game, one where ordinary Core Rule Book characters are on a reasonable footing. Third party classes, races and item should bring something different to the table while offering equivalent power to standard class.
Well, take a look at the classes. If none meet the criteria, the character could be a fighter, or disgraced paladin.

Good flexibility. I'm still downloading. Even as a fighter or ex-paladin, a connection to fate and the divine can part of your back and something that shapes your character's further destiny.


Would you allow THIS?


Interesting! I've got an idea for a character: Spencer, an earnest halfling chronicler recently transferred from the organization's archives department. He'd see himself primarily as a Q-style logistician and equipment-guru, at first feeling a bit out of his depth working in the field, though his studies of swordplay techniques would prove to make him useful in a fight. Build-wise I'd be excited to try out the Pathfinder Chronicler prestige class, and for the base class I'm thinking inspired blade swashbucker, although that's less set in stone. GM Hansj, any thoughts?


How viable would using firearms be with changing dimensions? Alternatively, will look at a DSP Vitalist. (Or something Spheres of Power/Might if those are approved).


TheWaskally wrote:
GM Hansj wrote:
One caveat - I am planning to run a normal-powered game, one where ordinary Core Rule Book characters are on a reasonable footing. Third party classes, races and item should bring something different to the table while offering equivalent power to standard class.
Well, take a look at the classes. If none meet the criteria, the character could be a fighter, or disgraced paladin.

This does read like the Tortured Crusader paladin archetype. I have such a character with a similar character personality.


Ellioti wrote:
TheWaskally wrote:
GM Hansj wrote:
One caveat - I am planning to run a normal-powered game, one where ordinary Core Rule Book characters are on a reasonable footing. Third party classes, races and item should bring something different to the table while offering equivalent power to standard class.
Well, take a look at the classes. If none meet the criteria, the character could be a fighter, or disgraced paladin.
This does read like the Tortured Crusader paladin archetype. I have such a character with a similar character personality.

Hmm. It's an interesting archetype. Definitely a viable option. Looks like a 'Plan B'.


Like the shadow. I am And I am not.

Concept: He starts as a young farmer and stablemaster in the material plane. Never having received any skill or martial training and constantly bullied by his race, he was a gentle and shy fetchling who found comfort dealing with the local animals. At a certain day, however, his town is taken by strange phenomena, when a novice warlock meddles with powers beyond his comprehension. Primal energies were turning the city into a crater of entropy; a group of adventurers was able to stop the effects and save the lives of most inhabitants by transporting it to another mostly inhabited area... Killing the fauna of such new place instead. The character barely survived, and was forever affected by the primal energies.

Behavior and Progress: He's not a man seeking revenge or anything, but rather someone who was the victim of the circumstances. He is still someone gentle, but the event empowered and matured him, and he lives and breathes freedom - probably chaotic or neutral good. His companion was a falcon that died on the events narrated in the concept and was never replaced.

Build: The character is a fetchling, descendent from people once stuck in the Plane of Shadows (or maybe from the Plane itself?). He's a primal hunter without an animal companion, focusing on ranged attacks (so, like, the usuals... Precise Shot, etc.).


I’m interested. With 3pp Psionics on the table, I’d like to consider possibly doing a Soulknife or aegis, if those classes are ok. But a gun-wielding Eldritch Archer Magus is also a possibility.

Dark Archive

Working on an elf occultist focused on healing without magic. Idea is that he was the sole survivor of a past group (he was the healer of the group) and his three implements are objects somewhat haunted by the spirits of his deceased friends.


YoricksRequiem wrote:
How viable would using firearms be with changing dimensions? Alternatively, will look at a DSP Vitalist. (Or something Spheres of Power/Might if those are approved).

Excellent question. The laws of physics vary from plane to plane and so the more advanced a firearm, the more specific to the particular plane the firearm tends to be. Moreover, introducing advanced firearms to a given plane is one of the "planar balance issues" (and your characters, ideally, are on the pro-balance side).

That said, the early firearms that most gunslingers use function in most planes, it's just modern day firearms that are more hit or miss.

You'll be starting in a location with some firearms.


Like I said, I'm inclined to allow 3rd party stuff if it brings in something that Paizo isn't covering. Cryptic seems OK as a "pure" (or general purpose) psionic character and Paizo doesn't do psionics as such.

If you have an alternative that's possible with standard rules, going with that would be desirable.

Also, I may grant a mythic tier to the party at some point (not immediately, of course, you'd at least level first) and that would touch on connections to gods and similar things.


This sounds like this could be a lot of fun. I've got a little planescape experience. I've got some vague ideas to make a skillsy, strikery multiclass character of some sort. Possibly involving sensei monk, and maybe gloomblade fighter. Things might get a little weird. I'm going to do some research, but a higher level start might allow for some weirdness that wouldn't be as easy to build from the ground up, and hopefully it won't break anything.


Oh, forgot about this earlier: Are Background skills in effect?


YoricksRequiem wrote:
Oh, forgot about this earlier: Are Background skills in effect?

As per above - characters get one campaign trait and one trait that can be another campaign trait or a standard trait from the APG or other paizo sources. The campaign traits are pretty good (traits generally give an extra class skill and can give other things). I think the campaign traits are pretty strong.

Also, characters don't need long acquaintance with "the organization", though that is one option. Just about any interesting tail from the multiverse is OK as long as it ends encountering the organization.

Dark Archive

I'm withdrawing my interest from the game. Good luck to all of you!


For clearity, so far

__A. TheWaskally
__B. Mus
__C. TheArchlich

have expressed interest and posted somewhat fleshed-out concepts. Others have asked questions, which is OK but a concept is eventually required.

I'm not necessarily going to do first-come, first served but getting the character concept set helps.

Questions IF you have your character outlined:
1. What was your world of origin like
__A. Technology-level?
__B. "Values"? (honorable? Corrupt? Trading oriented?)
__C. What was geography of the world?
__D. What races existed and how did they relate?
(you don't have to answer all questions, just whatever gives a good story)
2. How does your character manage to keep a low profile in a mostly human plane? What would your *cover* occupation be?
3A. If you were in the orgnization for a while, what was the last world you were in like? How did it end?
3B. If you have NOT been in the organization long, how to you find your way to Sigil or where you were recruited?


Background:

1. What was your world of origin like
__A. Technology-level? Standard fantasy.

__B. "Values"? (honorable? Corrupt? Trading oriented?) Human society was mostly decent people, which caused part of their problem as they would exile people instead of killing them, leading to a huge bandit problem.

__C. What was geography of the world? Mostly forest areas, including a massive forest which spread for hundreds of miles and was occupied almost exclusively by Dragons.
__D. What races existed and how did they relate? Hobgoblins (they are a militant mercenary species/organization; all Hobgoblins belong, and belong for life); Elves (pretty standard, except that they share the planes with Humans as the Dragons kicked them out of the woods in prehistory); Humans (newish race of extradimensional refugees to the planet); Yuan-Ti (weird serpentfolk who live in the crumbling underground ruins of their destroyed empire after the humans drove them there. Considered to be extinct, as they have not been seen for generations); Dragons (conquering force led by a Council of Wyrms).

2. How does your character manage to keep a low profile in a mostly human plane? What would your *cover* occupation be?

I was a spy for the council before joining the Organization. I can shapeshift into Human form, and I have training in several trades.

3B. If you have NOT been in the organization long, how to you find your way to Sigil or where you were recruited?

I accidentally triggered a portal key and ended up in Sigil with no way to return home.


Additional Background:
1. What was your world of origin like
__A. Technology-level?
__B. "Values"? (honorable? Corrupt? Trading oriented?)
__C. What was geography of the world?
__D. What races existed and how did they relate?
(you don't have to answer all questions, just whatever gives a good story)
2. How does your character manage to keep a low profile in a mostly human plane? What would your *cover* occupation be?
3A. If you were in the organization for a while, what was the last world you were in like? How did it end?
3B. If you have NOT been in the organization long, how to you find your way to Sigil or where you were recruited?

[u]1.[/u] The young dwarven hero's Material World of origin was called Žemėia. Until it was destroyed, the young dwarven hero thought it was pretty spectacular, but he has since found out that Žemėia was a standard world in comparison to other Material Plane worlds.
[u]1A.[/u] The majority of Žemėia's technological level was Age of Sail with firearms being Very Rare, although in Žemėia's ancient past, the prevailing cultures had access to high-magic/technological wonders, like teleportation arcs and magical weapon mass production. Automatons like golems could be made, but the process was expensive and time-consuming.
[u]1B.[/u] Žemėia was a world where varied cultural values could exist. For example, the young dwarven hero's dwarven culture was based on hard work, personal and clan honor, and a mixture of god worship with ancestral spirit reverence.
[u]1C.[/u] Žemėia had a large variety of geography and climates. From the bitter cold artic lands to the north to the steamy equatorial jungles in the south, life found a way to flourish all over Žemėia.
[u]1D.[/u] Like other Material Plane worlds, Žemėia also had a wide variety of races walking upon or living underneath it's surface. All core races made up the majority of Žemėia's population, along with featured, uncommon, and standard races having smaller nations to occupy. Throughout Žemėia's history, dwarves have warred against elves, orcs, goblins, giants, and dragonborn, while keeping distant trade compacts with other races.

[u]2.[/u] Depending on the world, The young dwarven hero would play a human with dwarfism in a human-dominant plane, probably relegated to a vocation outside of human society like ratcatcher or street sweeper.

[u]3A.[/u] The young dwarven hero has been with the organization for several years, which may be represented by multiclassing. For the most part the dwarven hero and the organization have had a shared existence that have benefited both parties, but the young dwarven hero's personality would sometime rub the higher officers of the organization the wrong way. In fact, I'd like the dwarven hero to have an antagonistic relationship with one of the organization middle-level lieutenants.
The young dwarven hero's last job with the organization was investigating some ancient old god temples under a material world's artic shelf. The location was guarded by deranged ice trolls who considered the ancient temples sacred. The exploratory party eventually found a huldra village from which to recover and plan an alternate excursion. Though the exploratory party still had to deal with ice trolls, several shobhad tribes, and a tenacious shantak, the party was able to acquire several ancient tomes written on starmetal sheets detailing several newly-discovered Old Gods, along with several other artifacts to be sold to fill the organization's coffers.


Questions:

1. What was your world of origin like
__A. Technology-level?
Regular Pathfinder, low tech fantasy level. Guns were early only and very rare. Over the last couple years he was able to get a lot more exposure to modern technology and weaponry, but he's probably still a bit anachronic.

__B. "Values"? (honorable? Corrupt? Trading oriented?)
Most people were decent, some rare sectors maybe even honorable. But there was also a good chunk of corrupt people. Just a few of the biggest cities were oriented to trading.

__C. What was geography of the world?
Mostly fields and forests. There were still big cities, but the quantity of abandoned ones and ruins was noticeably bigger than the usual.

__D. What races existed and how did they relate?
(you don't have to answer all questions, just whatever gives a good story)
All core, standard and featured Paizo races, and a good chunk of the rare ones as well. It was the regular material plane - and in its last days, with a lot more of the planarbound races.

2. How does your character manage to keep a low profile in a mostly human plane? What would your *cover* occupation be?
I'm hoping that planarbound races may exist; in case not, I hope to invest in some level of disguising. Fetchlings can be fairly close to humans, so hopefully I can figure ways to get it to work. As for occupation, I'd probably try to get him to some sort of animal-related job; maybe a trainer or falconer.

3A. If you were in the orgnization for a while, what was the last world you were in like? How did it end?
He just recently joined, just a couple years ago. He just came from one of the void planes, and the mission unfortunately ended in failure - the entire group had to flee once they lost the gems the organization had given them to protect them from the negative energy. Half of the group perished and their cover was blown.

3B. If you have NOT been in the organization long, how to you find your way to Sigil or where you were recruited?
When the events on his background took place - the phenomenon involving primal energies - it caught attention of the organization. For a couple years he was observed and scouted for recruitment, and they could witness his maturing as an adventurer and his unique abilities. He was basically working as a mercenary/weapon for hire, choosing missions clearly related to the greater good and refusing the shady ones. Finally he was approached by the organization, and his status as a planebound made him a great candidate to be hopping planes in missions.


I've taken a shot at writing up a background to answer some of those questions. I should say up front that I'm not super familiar with the Planescape setting, but from what I'm reading it seems there's a bit of room to maneuver with individual planes. Please do let me know if there's anything about my concept that doesn't work with the larger world!

Background:
What's his world of origin like?
Spencer grew up in a world without magic. And for the first nineteen years of his life, he thought that was all there was.

It's known as the Cluster: not a single planet but an assortment of smaller bodies somewhat akin to an asteroid field, though much more hospitable to life. Populated primarily by halflings and gnomes, but there are also a fair number of goblins, kobolds, ratfolk, and grippli. While their socities are as varied as the rocks they live on, they all share this: throughout the bulk of their history, magic has just been something out of fairy tales.

What they have had, in abundance, is alchemy. They had alchemy before they had agriculture or written language — the physics of their plane is uniquely suited to it. It's what gave them the furnaces that power their cities, the cannons that shoot their vessels from sphere to sphere. There are many areas, of course, where this world is nowhere near what we'd consider modern. But when it comes to technological marvels, they certainly have their share.

It was nonetheless quite the shock for everyone when an otherwise unremarkable patch of space was found to contain a portal to another realm, a realm full of lumbering giants and impossible marvels.

Where does Spencer come in?
Spencer was at university when the discovery broke. Before then he'd been a bright and passionate student but a bit lacking in direction, spending his days competing in fencing tournaments and studying anthropology. But with this mind-blowing news he saw an opportunity to truly make a difference. Spencer devoted himself to learning everything he could about this otherworld, and by the time he graduated he was able to earn a spot on a gnommish exploration mission.

This put him at odds with some family and friends; halfling communities at the time tended to be a bit more wary about the whole prospect of other worlds. And he was definitely sorry to say goodbye. But he knew that they had to learn what was out there, and he wanted to be there to help.

What's happened since?
That was ten years ago. Spencer is no longer that clueless initiate, not remotely. Ever since he met the organization and joined their ranks, he's been soaking up knowledge like a sponge. Each plane he studies is a new source of wonder, and nothing fascinates him more than magic.

In all this time he's rarely been out in the field, instead serving mostly as an archivist and chronicler. That's where he's felt most comfortable: fitting together pieces of other people's stories and helping them help others. Most recently he's been working to untangle the logistics of an operation to save a plane where time is flowing at inconsistant rates — it's been a delightfully infuriating puzzle.

But now he's been given a new assignment... a field assignment. Time to dust off that old fencing sword, and try not mess anything up.


Also, because it didn't end up fitting anywhere else: Spencer will keep a low profile on mostly-human planes by taking advantage of his uncanny resemblance to a human child. Hopefully he can pretend to be the kid of one of the other party members — he has the social skills to back it up, and with luck they'll both be able to help the other seem less out of place. In circumstances where children would be unwelcome, well, that's where a disguise scroll will come in handy.


Right, I've been mulling it over, and if a greater hat of disguise is an option, here's what I'll submit:

Concept (The Patient Lurker):
The patient lurker is a cryptic who thinks he's a goblin, but is actually a blue. He hails from a prime material plane with a mix of standard and psionic races. The magic and tech levels were fairly standard for medieval fantasy, and psionics in his region of the plane were rare but not unheard of. He grew up at the bottom of the social hierarchy in his tribe, and had little love for them. He also found that he noticed things that none of the other goblins around him did; patterns, connections, and details he found either fascinating or alarming were mocked as trivial or crazy when he brought them up, so he soon learned to stop bringing them up to others at all. Instead he learned to lurk in the shadows, watch what unfolded around him and use that information to his advantage.

That's how he came to know of the organization's actions that saved his plane from destruction at the hand of the Dark Traders (or at least delayed it indefinitely.) He watched as people who didn't fit in with the pattern of the rest of the world somehow, took actions to remove objects and suppress events that seemed designed to break that pattern. It was a fascinating process to observe, and the Patient Lurker grew obsessed with finding out what was happening to the point that he was eventually discovered watching by an agent. It was his good fortune that it was an agent of the organization rather than the Dark Traders, and recognizing the curiosity and potential for intelligence gathering, the agent recruited the Patient Lurker as an initiate.

The Patient Lurker had little to tie him to his home plane, and was happy to enlist. Now he gathers information in a variety of planes. Places with goblin populations he learned to infiltrate early, but often he relies on stealth and his ability to manipulate the pattern of reality to remain unseen. In a recent mission he managed to acquire a greater hat of disguise, and how has the ability to pass as whatever race he needs for a mission which has increased his ability to infiltrate communities immensely. He is clever enough to fill almost low skill role in a given village, and doesn't have a preferred disguise.

The Patient Lurker's last mission was in a large cosmopolitan city on a low magic plane. He had gathered significant intelligence on a Dark Trader operation in progress and was well on his way to figuring out the identity of some of the key movers when he was unexpectedly pulled from the case. It's not the first time that he has been replaced before being able to finish an intelligence job, and the Patient Lurker hasn't yet figured out whether this is because some of his superiors don't trust a goblin to carry out a delicate mission, or whether someone is working against the goals of the organization from inside. Thus far he has kept his suspicions to himself, and continues, as is his way, to observe.

The Patient Lurker can act like a typical goblin, and has plenty of practice at it, but it's only a front. He's equal parts curious and calculating. Finding the patterns in things and figuring out how to exploit them for his interest is a game (often a deadly game given his profession, but a game none the less.) While he does oppose the actions of the Dark Traders, his loyalty to the organization is less strong than his attachment to particular agents in it (with his handler, the agent who first discovered him, being the one he trusts the most.) He can tell that different motives pull at the different members, and seeks to eventually have the power to start to move his own mascinations along as well. Alignment-wise he would be LN, and certainly willing to commit what others might see as evil acts for a greater good as he understands it.


The Archlich wrote:
** spoiler omitted **...

In my case, fetchlings can get a racial "Bound to Golarion", what lets me pass for human without disguise so I should be good to go on this matter too!


Short description of some multiplanar planar principle.


@GM Hansj, oh, and because it seemed not to be something you were familiar with when you answered the question earlier, Background Skills are a tool that gives characters easier access to some skills that aren't typically used while adventuring. They tend to be a big boon to classes that don't get many skills on their own and aren't intelligence based. Given the importance of skills in the play that you're proposing you might think that sounds like a good idea or not.


Zorblag wrote:
@GM Hansj, oh, and because it seemed not to be something you were familiar with when you answered the question earlier, Background Skills are a tool that gives characters easier access to some skills that aren't typically used while adventuring. They tend to be a big boon to classes that don't get many skills on their own and aren't intelligence based. Given the importance of skills in the play that you're proposing you might think that sounds like a good idea or not.

Oh, I remember that from Pathfinder Unchained. Yeah, that would be good. I will officially use that since you folks will need skills...


Player: Simeon
Character Name: Marivain tan Uyakar
Character Concept: Gravity Defying Psionic Bravo
Rough Story: Marivain was born in the city of Ishandia, the largest and strongest of the Free Cities of the Mellian delta. As the dispossessed son of a minor noble house, Marivain constantly wanted to fight against the status quo. It began with becoming a bravo, street duelists with a skill for extreme mobility. As he developed psionic abilities, his talents drew the eye of the organization, which he’s worked with for a year at this point.
Personality: Marivain is an affable, charming fellow. He’s quite certain of his talents, proud to a degree that borders on egotism. Despite that, he wants to ensure that people can live freely and happily, and he’ll stop at nothing to make sure that comes to pass. In combat, he maintains his bravado with gravity-defying stunts, rapid strikes, and unusual movement thanks to his psionic teleportation.

World:

Homeworld Details:
1. A. Tech Level: Late Renaissance. Arcane and divine magic are almost nonexistent, so psionics are the most common.
B. Values: Independence, industriousness, and psionic skill in the delta. The Three Crowns across the Altain are a repressive, superstitious force, and the Free Cities formed to counter that.
C. Geography: Varied, though Mellia was arid badlands with fertile river valleys.
D. Races: Humans are most populous in the delta, though the badlands surrounding it are inhabited by a confederation of gnolls and ratfolk. Humans displaced the native beast races when they came across the Altain Ocean, and relations are tense, though trade is common.
2. As a human, Marivain is able to blend in fairly well. With his naturally affable disposition, he makes friends easily where he goes. His mercantile upbringing gives him a fair amount of talent in creating a cover for himself, and a few well placed lies seal the deal.
3. The Free Cities maintain infrequent trade with other planes. One trader that arrived in Ishandia was a member of the organization named Umar, and the two of them struck up a friendship. Umar recruited Marivain as a result of his talent for psionics, combat, and charm.

Build:

Marivain is a courser swashbuckler/nomad psion, highly mobile with some magical effects. I plan to go into the elocator prestige class, further enhancing my speed and mobility. Out of combat utility comes mostly from strong social skills.


Just a note and recap: I've looked at one specific psionic class I'm approving, the Cryptic (with the proviso that I'll modify if some weird hidden OP thing appears, fair warning).

I don't want to do "racial paragon" 3rd party classes because I don't see them adding anything not in regular Pathfinder. I'd like to have Psionic classes not duplicate regular Pathfinder classes - IE, you can find a lot in Occult Adventures.

I am allowing Background skills as suggested by Zorbag.

Vrog, you have answered the world questions but I can't see the character synopsis itself.


I was waiting for your answer to see if I could play a dragon, and it looks like you just gave it. I'll have to rethink and come up with something else.

EDIT: what are your thoughts on high technology (i.e. the technology guide).


GM Hansj wrote:
3B. If you have NOT been in the organization long, how to you find your way to Sigil or where you were recruited?

What's Sigil actually like? Trying to determine what may have brought me there.


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Sigil (prounced sig-ill) is a city run by an unknown entity known as the lady of pain, someone who even gods fear. She is relatively hands off, and many parts of the city are actually run by a variety of factions, who represent different philosophies.

It's also known as the city of doors, as there are millions of portals, and anything can be a portal key, including mortals from the prime material plane.

It's a melding pot, where you can find Solars rubbing shoulders with Balors and mostly getting along (although they're obviously plotting each other's demise), and it sits at the top of an infinitely tall pillar at the center of a confluence between the various aligned planes.

In short, it's a beautiful clusterfork.


Apologies for not checking with you about the Psion class. My intention with it wasn’t to replace the Psychic class, rather, it’s to qualify for the Elocator prestige class, which is one I’ve always wanted to try.


Hey, Mus here with an alias. Not sure if you're looking at statblocks yet but I've put one together in the profile.


Vrog Skyreaver wrote:

I was waiting for your answer to see if I could play a dragon, and it looks like you just gave it. I'll have to rethink and come up with something else.

EDIT: what are your thoughts on high technology (i.e. the technology guide).

Well, I'm used to races and classes being different. Dragonborn is standard for 5e and think other systems. An actual dragon would probably going too far afield, I wasn't intending to open that door at this time.

The description I posted above gives a guide to typical multiplanar effects on tech in my multiverse. TL;DR; The higher the tech, the less likely it is function between planes except if someone from a high tech plane carries their personal stuff around. Then it will likely function for them only but still often not as well as if was in the plane of origin.

Edit: A character that works out technologies specific to each plane you visit would be quite nice, actually. Make the tech effects more than a "bucket of powers".


Simeon wrote:
Apologies for not checking with you about the Psion class. My intention with it wasn’t to replace the Psychic class, rather, it’s to qualify for the Elocator prestige class, which is one I’ve always wanted to try.

It's OK. Psionics have a different flavor than Occult classes, so I do want to allow them. It would help if you gave a link but I've got it.

Psion seems like a "generalist" psionic class. The classes that just give "psychic sword" or similar things would be what I'd shy away from.

Edit: OTOH Characters to explore the "weird psychic field" of a person, place or thing would be useful.


Portrait of Moira:
Moira is a tall woman with an easy smile that draws people in, anywhere from a knowing smirk to a full-blown open-mouthed grin. Short red-brown hair with the first streaks of gray tops her head, the first lines of aging crease her eyes as she smiles. Her typical attire, a short jacket and blouse over riding pants and sturdy boots, flattering but unremarkable against a wide number of crowds.

A short introduction to Moira Monday:
Where and to whom Moira Monday was born is anyone's guess. There may, in hindsight, even be a question of when. She was first found as an infant on the steps of St. Luther's Waifarium, the one in the shadow of the foundry that makes the screws for the big transoceanic airships. They found her screaming bloody murder clutching the corner of a green silk knot, looking as though it had been torn from something bigger. The nuns took her in, saw to her education along with the rest of the children, raised her as best they could. They did not know where she slipped off to when she left. They certainly did not believe her when she told them she visited her Teachers, dismissing her wild adventures as the fanciful stories of a precocious child. She was never gone long enough to have spent even a third of the time she claimed. But the nuns had taught her not to lie, and the lesson stuck with her more than they realized. Her Teachers had merely provided Moira with paths to visit them along a golden thread that the nuns were never willing to see, much less comprehend. "We'll hear no more of these fairytales, Moira dear," the half-orc matron of St. Luther's would say with a smile, as any notion of punishment would evaporate in the fervent warmth of the child's charm.
And so the waif grew up to become a woman free. She left on an airship for parts unknown, and she tried the things forbidden by the nuns. She experimented with lying, and she found that it suited her. But her world, grimy and sour, disappointed her. She stopped believing in her fairytales. Her fairytales, as luck would have it, never stopped believing in her. On the eve of her third decade, her world looked to the sky and found it burning. Moira Monday looked to her heart, and she found her green silk knot. Once more, it trailed a golden thread. At the other end, she once again found her Teachers, for the first time within her own world. One pulled golden threads from across her world, tarnished and twisted and wrong. One prepared the shears. One held Moira's golden fate and beckoned her onward. "Come, my child," they said. "Your world has doomed itself, that is fate. But you have not, not yet. As a child, I tought you to seek truth. I will teach you to seek fate, and you will make right what must be." Without looking back, the young Moira joined them.

Once their duty was done, she followed her Teachers, the Norns, into the First World, the realm of the fey. A realm constant and timeless, yet full of ever-shifting variation. For an unknowable time, Moira learned. In her world, Moira's education had consisted of Facts and Subjects and Topics. These things were ephemeral and different everywhere, she found, and in the First World they were. From the Norns she learned Truths, she learned of Laws and of Fate. These, while not unbreakable she learned, had immeasurable costs for violating. They taught her of their mother, Magdh, from whom they had learned their Truths. The Norns found Moira distracted, for in the exuberant First World, she also learned about Life. She also learned about death, in this place where death comes cheap and never lasts. At one point in her education, Moira swore herself to Magdh. To uphold Fate, and Truth. She added for herself, to uphold Life. At one point, she moved on, and her time in the Forst World ended.
Moira found Sigil, the City of Doors. In ways, it reminded her of her old world, grimy and sour. While her world was fated to be destroyed, Sigil's fate was to exist, a punishment for all those who called it home. It gave Moira a lot to work with. Fates to be fulfilled or enforced, Truths to seek, Life to protect. Portals to anywhere and everywhere, and everywhere in need of help. Many places in need of a reckoning. Along the way, she has inevitably drawn a small horde of friends and allies to herself. Of course, she has made enemies as well, as few good deeds go unpunished across the many planes. Now, she's reached her middle years, but how long she has taken to get here is anyone's guess. She runs with a small cabal of good-hearted operatives working to set wrongs right wherever they may happen, rarely resting but often taking time to enjoy living.


Build Notes:
I'm planning to make Moira as an almost entirely charisma-based character, adept at social skills but also a capable grappler. I'm planning on starting the character out with two levels of monk with the nornkith and sensei archetypes, two levels of brawler with the strangler and verdant grappler archetypes, and two levels of paladin with the Faithful Wanderer archetype, worshipping Magdh of the Eldest.


Here’s a link to the psion and to the elocater.


This looks like a lot of fun. If there is still time I would like to put forward a PC.

Character Concept
Futuristic Andriod [AI] Detective,
Think 'Decker' from Blade Runner meets The Witcher

GM I have an idea but have to ask, would you allow an Andriod

Name "Al-eon Sal-Del Hil-leen." Image person here.

As a class, I am thinking of an Investigator.
I like the idea person has high tech weapons but they only work on plans that allow it. So person has to work out other ways to keep themselve safe on basic plans.

Portrait of Al-eon Sal-Del Hil-leen:

She is an Andriod but a very well made one. Al-eon is superficially identical to a human in many ways, and to the uninformed, it can be difficult to differentiate. In the right light, though, Al-eon's alien nature is revealed by the metallic sheen in their eyes and the biological, tattoo-like circuitry that riddles their skin. Al-eon is very tall standing some 7' and eyes that seldom blink. Age-wise, Looks Human mid 20's, Gender, hard to say. Somewhere between male and female. Al-eon is also overly still, sometimes standing still all night as others sleep. Her clothing is odd. It seems part of her in some way and has lights on it from time to time. She has weapons when one looks close but what they are and do? hard to tell.

Personily:

Al-eon has a stillness, a quietness, Person talks softly and takes diligent time asses and do things. In conversation, Al-eon seems bright and clever. There is a deepness there, a thinking mind behind the stillness.

History:

Al-eon had been organic once, the memories were still there. Birth youth, growing. Al-eon has uploaded the virtual as soon as person was at and age too. Spending person's schooling years there. Al-eon had liked virtual at the start, everyone dose. So much to try and do but over time, things ware thin. the thrill of life seems to fade, Most stay until the course to end. A lot leave for the real, Seeking that which as lacking. Al-eon was one such. Person had gone out and traveled the starts, on ships, and jumpdoor. Most while their lives away doing this. Person had taken a job with law. Finding those who brake the few that were still needed. Al-eon liked the work, but was told person needed a more robust body. So Al-eon made the move to Mecha. Space became less of a problem. The work was rewarding but again Al-eon found life wearing thin. Person thought about ending. But then a request was sent out for skilled agents to go on a one-way mission. Not into the vertical or real but to another place, the other. Al-eon had applied at once and been excepted. The team that the multi-verse science research institute had formed was small. Of them, Al-eon was the only Mecha. They were shown the Singularity JumpDoor. Told what nothing came back. But that this was to test the system. If they could by some means get back they were asked to. All were willing and all entered. The odd feeling of falling and not falling that all Jumpdoors had. Then Al-eon was in a strange city, looking around Al-eon found person was alone. None of the others wherewith `Person. Then realizing person was had not ended but was still in being. Al-eon started to explore.

Questions IF you have your character outlined:
1. What was your world of origin like

__A. Technology-level?
"Any sufficiently advanced technology is indistinguishable from magic.” So all that magic dose just with the flavor of Sifi tech.

__B. "Values"? (honorable? Corrupt? Trading oriented?)
Socialist utopia, where Mecha and Orga co-live, in both Real and Virtual in a galaxy-spanning civilization

__C. What was the geography of the world?
Space born, lived and worked on a space habitat city/ship

__D. What races existed and how did they relate?
(you don't have to answer all questions, just whatever gives a good story)
Sentince can chouse and change the forms they wish to take, anything that can be designed and uploaded too. The idea of 'race' Gender and organic or Nonorganic had little or no meaning.

2. How does your character manage to keep a low profile in a mostly human plane? What would your *cover* occupation be?
Looks and acts human, it's hard to spot that person is an Andriod [Mecha]

3A. If you were in the organization for a while, what was the last world you were in like? How did it end?
Intelligence operative, last mission, blood wars recon. Bloody, what started as recon ending in a fight to the exit portal.

3B. If you have NOT been in the organization long, how do you find your way to Sigil or where you were recruited?
Araved in Sigil as part of an extradition exploration team. Other information redated.

Ongoing mission.
1: To find out what person can about this realm and its plans.
2: Fine a 'door' to her own plane. In a city of doors.


Character Concept:

Engineered Superhuman warrior built to fight an invading force.

Think Master Chief from Halo, or Captain America; someone engineered to battle an alien threat.

Mechanically, he will be a Cyber-Soldier fighter.

My homeworld:

Questions IF you have your character outlined:
1. What was your world of origin like
A. Technology-level?

Modern day earth, with some different technologies (nanites are a thing, widespread computer/internet usage isn't)

B. "Values"? (honorable? Corrupt? Trading oriented?)

Mixed. Before the invaders showed up, there were 4 unique nations; afterwards, Humanity was huddled in underground bunkers using satellite communications to coordinate strikes.

C. What was geography of the world?

Alot like modern day earth.

_D. What races existed and how did they relate?

Humans.

2. How does your character manage to keep a low profile in a mostly human plane? What would your *cover* occupation be?

Not including his built-in weaponry, he looks like a human wearing odd-looking fullplate armor.

3B. If you have NOT been in the organization long, how to you find your way to Sigil or where you were recruited?

Okay, so here's the premise of the setting, and how I came to reside in Sigil: My character's world was more-or-less a modern day Earth, with a couple of differences that I mentioned above, and the fact that the governments of the world had recently hit the level of technology required to actually be able to create cybernetic implants and have grown organs that would not be rejected by the host.

Life was pretty well going along like it would: each of the four nations had something amounting to a peace treaty with each other, and all four nations belonging to the United Nations, a governing body that set rules that each of the nations then applied according to their cultural beliefs.

Everything changed when massive rips in the sky appeared accross the planet, and an many Elven wizards acting as generals commanding a staggering number of Golems began their systematic annihilation of the local population, for who knows what reason.

In one of the small research labs/bunkers a decision was made to try and create enhanced humans to fight the invaders while the world tried to organize enough to mount some kind of counter offensive; everyone knew it was a suicide mission meant to buy some time, and yet one hundred adults volunteered for the program. Of the five survivors, two went mad, one was left in a catatonic state, one gained the power to control fire and immediately left the base (presumably to battle the enemies, but it turned out that she just left and went into hiding), and my character was the last. The nanites in his body rebuilt both his bones (turning them from bone to ceramics), increased his muscle density and reflexes to superhuman levels, rebuilt his arms to be made entirely of metal and have a built-in weapon systems, and made him almost impervious to pain (he did still feel it, but it was more of a "Hnnn" and less of a "oh god oh god why!".

Considered the only successful trial candidate, the former engineer was given a suit of custom-built heavy armor and sent to fight against the invaders: again, the project was meant to be a doorstop to keep the invaders busy while the Earth had time to mount a defense. His life expectancy was less than five months.

He had survived two years by the time the accident happened.

The invaders had moved into formerly occupied cities and were living comfortably while directing their golems to rebuild the city. My character began a war of hit-and-run, waiting for lone golems and then destroying them. After a two year period, he finally planned an assault on the tower where the Wizard lived; by this point the wizard had grown paranoid and had pulled the remaining 5% of his golems back into the skyscraper where he lived.

The explosion of the tower was a beautiful thing.

As the wizard escaped into the sky, my character engaged him in battle. The desperate wizard cast a planeshift spell, my character failed a save, and wound up on the streets of Sigil. Seeing where he was and what was going on around him was all too much to him, and he passed out. Fortunately, a member of the organization found him and took him to their base.

That was a year ago, and after a brief period of adjustment, my character agreed to work for the organization in exchange for two pieces of information:

1) the plane of origin of the Elven invading army; and
2) a way back home.


Annnd here's my possibly bonkers out-of-left-field submission


So, I know something about Sigil! It's an old setting that I have enough familiarity with to go sprinting with.

I have two class ideas that I'd like to pitch since you're allowing 3rd party content:

A) An artificer class of some sort, something focused on engineering / tinkering vs. magic, if that's allowed;
B) A conversion of the Beguiler class from 3.5 D&D (light armor full arcane caster that casts spontaneously from a full list of Enchantment/Illusion spells).

Do either of those sound tenable?


@Shorticus, have you looked at the Mesmerist? They're an occult class that might cover a lot of what you would want in a Beguiler that's already in Pathfinder.


Zorblag wrote:
@Shorticus, have you looked at the Mesmerist? They're an occult class that might cover a lot of what you would want in a Beguiler that's already in Pathfinder.

I'm familiar with 'em and have played 'em, but they don't quite fill the same niche. Don't get me wrong, the Mesmerist is one of my favorite classes; but the Beguiler is all able subtle/sneaky casting, and they get 9th level spells where the Mesmerist gets 6th.

Plus, the Mesmerist is a psychic caster rather than Arcane, which is a very different vibe. (It does have a really cool druidic spellcasting archetype, though.)

If the 3rd party options I have in mind aren't allowed, then I'll probably go for a half-caster class like the Mesmerist, Eldritch Scoundrel Rogue (I know, not a strong option), or a Bard.

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