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Planar Heroes; CALLING FERRIX (accepting alternates)

Pyrex

First Post
Lobo, can you give us some info on your cosmology so we have something to work with when writing our backgrounds? Things like who we work for (are we really "Mercenaries", perhaps responding to pleas for aid made via Planar Ally spells? Or are we more of a SWAT/Seal team working for some higher power?), which pantheon you're using (Greyhawk? Faerun? Something else?) and so on.
 

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Lobo Lurker

First Post
Man, coming up with encounters for high-level characters is difficult. I've never DM'd a high-level game before. BUT, that said, I do have something roughly mapped out now. :)
 

Lobo Lurker

First Post
Pyrex said:
Lobo, can you give us some info on your cosmology so we have something to work with when writing our backgrounds? Things like who we work for (are we really "Mercenaries", perhaps responding to pleas for aid made via Planar Ally spells? Or are we more of a SWAT/Seal team working for some higher power?), which pantheon you're using (Greyhawk? Faerun? Something else?) and so on.
Use the Great Wheel cosmology. I don't have any of the planescape stuff, but I've played Torment (the greatest CRPG ever!!!) and I used to own the regular boxed set. It won't be planescape by the book (the cant is optional) but that's okay as I rarely run anything 'exactly' by the book.

You'll be working for an independent mercenary legion that specializes in hero-type work for those who don't have local heroes.
EX: The tuna-men of the prime-world, Atun, are being plagued by a huge sea monster that they can't deal with. They put out the word and soon enough your legion gets sent out to see what they can do with it.​
Everything you do is dangerous and life-threatening, but that's what being a hero is all about.

As far as Pantheons go, the Great Wheel has space for all of them plus some more! :) If you want to serve Ju-Ju-B, multi-colored god of tooth-decay and smiling children, feel free.
 





silentspace

First Post
What about this idea...

I'm thinking of a Half-Celestial Raptoran Cleric 7/ Skypledged 4 (Races of the Wild)

Feats specializing in footbow archery and divine metamagic (persistent)

How does that sound?
 

silentspace

First Post
Sestran Xantiro
Half-Celestial Raptoran
Cleric 3/Church Inquisitor 4/Skypledged 4
Raptoran Cleric Substitution Levels 1 and 3
Lawful Good

Str 24 (+7) (6 pts, +4 half-celestial, +6 enhancement)
Dex 16 (+3) (6 pts, +2 half-celestial)
Con 18 (+4) (6 pts, +4 half-celestial)
Int 13 (+1) (3 pts, +2 half-celestial)
Wis 30 (+10) (16 pts, +4 half-celestial, +2 levels, +6 enhancement)
Cha 18 (+4) (6 pts, +4 half-celestial)

AC 27 [+3 Dex, +8 AC Bonus (+10 Wis, +1 Monk), +1 Dodge, +1 Deflection, +1 Natural], Touch 26, Flat-footed 23

HD: 1d6 + 1d8 + 1d6 + 4d8 + 4d8 + 44 +11 Improved Toughness (6+8+6+16+16+44+11)
HP: 107

Saves
Fort: +12 (3-1/2 Cleric, +1-1/3 Church Inquisitor, +1-1/3 Skypledged, +4 Con, +2 resistance)
Ref: +11 (1 Cleric, +1-1/3 Church Inquisitor, +4 Skypledged, +3 Dex, +2 resistance)
Will: +20 (3-1/2 Cleric, +1-1/3 Church Inquisitor, +4 Skypledged, +10 Wis, +2 resistance)

BAB: +8
Grapple: +15

Atk: +22 Footbow (1d8+9/x3)
Atk: +15 Longspear (1d8+10/x3)
Atk: +15 Unarmed (1d8+7)

Footbow Attack Bonus: +22 [+8 BAB, +10 Wis (Zen Archery), +1 Weapon Focus, +2 Competence (Bracers), +1 weapon]
Footbow Damage Bonus: +9 [+7 Str, +1 Competence (Bracers), +1 weapon]

SA: Air Summoning Talent, Beckon Breeze, Daylight, Dive Attack, Divine Spellpool II, Half-Celestial Spell-like Abilities, Inquisition Domain Special Ability, Smite Evil, Turn Undead

SQ: Air Mastery, Air spells at +1 caster level, Darkvision 60 ft., Detect Evil, DR 5/magic, Empathy of the Winds, Gliding, Half-Celestial Spell-like Abilities, Immune to Charms, Immune to Disease, Instant Supplication, Low-light Vision, Luck Domain Special Ability, Pierce Disguise, Pierce Illusion, Resistance to acid 10, cold 10, electricity 10, Skypledge, SR 21, Unerring Direction, +4 racial bonus on saves vs poison

Feats (11):
Zen Archery
Point Blank Shot
Precise Shot
Rapid Shot
Manyshot
Ranged Disarm
Dodge
Improved Intitiative
Plunging Shot
Improved Toughness
Improved Rapid Shot

Bonus Feats:
Martial Weapon Proficiency (Footbow)
Weapon Focus (Footbow)

Skills:
Max Ranks: 14/7
Diplomacy: 10 ranks +4 Cha = +14
Knowledge (arcana): 4 ranks +1 Int = +5
Knowledge (religion): 4 ranks +1 Int = +5
Listen: 12 ranks +7 Wis = +19
Spellcraft: 4 ranks +1 Int = +5
Sense Motive: 10 ranks +7 Wis = +17
Spot: 14 ranks +2 racial +7 Wis +5 competence = +28

Equipment:
+1 Speed Mighty Serren Footbow (Str +7) (36,850 gp)
Longspear (5 gp)
Arrow (20) (1 gp)
Arrow, Adamantine (20) (61 gp)
Arrow, Alchemical Silver (20) (3 gp)
Arrow, Blunt (20) (1 gp)
Arrow, Dragonsbreath (20) (50 gp)
Arrow, Serpentstongue (20) (3 gp)
Arrow, Swiftwing (20) (20 gp)
Eyes of the Eagle (2,500 gp)
Periapt of Wisdom +6 (36,000 gp)
Vest of Resistance +2 (4,000 gp)
Greater Bracers of Archery (25,000 gp)
Gloves of Strength +6 (36,000)
Ring of Protection +1 (2,000 gp)
Monk's Belt (13,000 gp)
Heward's Handy Haversack (2,000 gp)
Quiver of Ehlonna (1,800 gp)
Bead of Karma (20,000 gp)
Material Components, Foci, cash (20,706 gp)

Total: 200,000 gp

Spells
0-(6): create water, detect magic (3), detect poison, read magic
1-(5+3): bless, command, divine favor, obscuring mist, sanctuary, shield of faith, ?, open slot
2-(4+3): align weapon, augury, endurance, hold person, lesser restoration, ?, open slot
3-(4+2): dispel magic, invsibility purge, magic vestment, searing light, ?, open slot
4-(3+2): death ward, dismissal, greater magic weapon, restoration, open slot
5-(2+2): greater command, plane shift, ?, open slot
6-(1+2): greater dispel magic, heal, vigorous circle

Domain Spells:
1-entropic shield (d)
2-zone of truth (d)
3-protection from energy (d)
4-freedom of movement (d)
5-break enchantment (d)
6-blade barrier (d)

Languages: Common, Tuilvilanuue, Draconic, Auran

Class Features
- Air Mastery (airborn creatures take -1 penalty on attack and damage rolls)
- Empathy of the Winds: Speak Auran, +4 circumstance bonus on Diplomacy with air elementals. Allied air elementals within 60 feet gain +1 morale bonus on attack and damage rolls
- Air Summoning Talent: Summon air elementals with Summon Monster spells (Races of the Wild, p 160-1)
- Turn Undead (7/day)
- War Domain
- Luck Domain
- Detect Evil
- Inquisition Domain
- Immune to Charms
- Pierce Illusion
- Pierce Disguise
- Skypledge
- Divine spellpool II
- Beckon Breeze
- Instant Supplication

Raptoran Traits
- Base land speed 30 ft
- Medium size
- +10 racial bonus on Jump checks
- Gliding (Ex): Ignore damage from any fall. If unconscious or helpless a fall from any height deals only 1d6 damage.
- Dive attack: Like a charge, but must move minimum 30 feet and descend 10 feet. Deals double damage with a piercing weapon.
- Air spells at +1 caster level
- Unerring Direction
- Low-Light Vision
- Footbow treated as martial weapon
- +2 racial bonus on Climb and Spot
- Automatic Languages: Common and Tuilvilanuue.
- Bonus Languages: Draconic, Elven, Gnome, Goblin, Orc, Sylvan
- Favored Class: Cleric

Half-Celestial Traits
- Outsider (Native) Type
- Feathered wings, fly at twice land speed (good maneuverability)
- Natural Armor +1
- Daylight (Su): at will
- Smite Evil (Su): 1/day. Extra damage equal to HD
- Spell-like Abilities: Protection from evil 3/day, bless, aid, detect evil, cure serious wounds, neutralize poison, holy smite, remove disease, dispel evil, holy word
- Darkvision 60 feet
- Immunity to disease
- Resistance to acid 10, cold 10, electricity 10
- DR 5/magic
- Natural weapons treated as magic weapons for the purpose of overcoming damage reduction
- SR 21
- +4 racial bonus on saves vs poison
- Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4
 
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