3.5e Planescape - Cold Black Mask OOC Thread

A character idea finally occurred to me. He's a prime, though raised on one of the Outer Planes. I hope that--and his choice of class--are acceptable.

His name is Cang Lao, a human from Shou Lung in Kara-Tur who was accidentally stranded in Limbo as a child, but saved by a group of githzerai and taken to their monastery. The gith raised him, although his childhood was not easy; he was worked hard by the monks and the zerths, doing all of those "you will clean this mile-long hallway with a toothbrush" sorts of tasks that monks seem to assign. The gith also trained him in the martial and psionic arts, eventually becoming a Psychic Warrior. After quite a long time, he became restless, however, and left the monastery behind to venture outside of its walls for the first time in more than a decade. His first stop: Sigil.

He will be, in some ways, even more naïve than a proper prime; he knows very little of the world beyond the history of the githzerai, the teachings of the monks, and the harshness of Limbo. He also has an occasional tendency to drift into gith-like speech patterns. Those who have played Torment shall *know* of what I speak...
 

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HandofMystra: There are no physical rules to it; it's more of me building on top of a flavor concept mentioned briefly in some of the 2e Planescape supplements, on how creatures native to the planes tend to absorb some of the philosophy of that plane. If you summon, say, a mole on both Mount Olympus and a mole in Carceri, they'll both do your bidding to the best of their capabilities, but they'd have different attitudes about it -- the upper-planar mole in a "Yay, I'm helping," sort of way, and the lower-planar mole in a "If I were six feet tall, then you'd be sorry," sort of way.
Facetiousness aside, hopefully you ge the gist of what I'm saying. :)

Nac Mac Feegle: The Ordained Champion looks fine to me. Thanks for posting that.

Nephtys: Thanks for showing interest. Right now, I'm just taking character concepts and dealing with questions, so you're more than welcome to join the fray. :)

Dire Lemming, Blind Azatoth: Thanks for the concepts. Stay tuned!
 

PLANESCAPE!!!!

Greatest Campaign world by far. I have everything officially released. I love all the box sets.

I won't be playing but I will be reading for sure. This sounds fun!! :p
 

I'm busy writing up a full background/description/character sheet for my submission, but here's the quick rundown:

Sindr Mogh, a tiefling wizard, born of the Storm and child of the Art. There is no known fiendish blood in his ancestry; either the inheritance is from an age now forgotten, or it has something to do with the terrible magical storm that wracked the countryside the night he was born. Despite his blood-red eyes and the stub of a tail at the base of his spine, Sindr's parents chose to keep him and raise him as their own rather than abandon or kill him. Their love was a constant influence on his life, and when he showed signs of magical aptitude, his parents scraped together all of their available cash and apprenticed him to one of the land's most renowned archmagi (alternately, they enrolled him in a school for mages).

Sindr will be a specialist evoker (losing Enchantment and Necromancy), focused on blasting and battlefield control. With the 5th level bonus feat he'll grab Born of the Three Thunders, which is a neat little metamagic from Complete Arcane. Eventually he'll get Energy Admixture as well, and probably a few Sudden metamagics. I havn't decided whether he's going to go for any prestige classes or not, yet. The two most likely are Archmage (hah, that'll be years away at PbP speeds) and Elemental Savant.
 
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Having mulled over my initial ideas, I'll shelve the warshaper unless it's decided the Prime PCs are from, like, Ebberon, since I think my idea for that probably wants a Changeling.

That said: Warlock. Probably straight Warlock 5. Manic, personable, bit older than you'd expect: was A Very Bad Person when they were younger, and has the substance addictions and fell power(tm) to prove it. Might have turncoated due to the actions of the Prime Party?

Has to be chaotic to qualify for the class, probably CN since I still associate CG with silly buggers playing kender. Also, CN lets him lapse occasionally and dish out the maniacal laughter.

I might nab Able Learner or something and do my best to pick up some social and criminal skills, too. If I did take a non-warlock level or two, the likeliest one is Rogue.

Undecided on race, but I do love me that Human bonus feat.
 
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Concept!

Arcata 'Whispers-From-Shadows' is a self-styled "information broker" in the Cage...a sort of cross between private detective, sage for hire, and reputation hit girl. Boasting she can get anything on anyone, pry up secrets or just plain research questions of import, Arcata backs up her claims with skill, cunning, magical acumen, and a keen sense for who to ask what, when. Most importantly though, she knows enough to make, and keep, some friends handy. It's a dangerous line of work, and she's walked a thin line between gratifying powerful clients and cheesing off powerful victims. As a result, Arcata tends not to advertise her identity or occupation until she has some idea who she's dealing with. She's always in the market for a juicy tidbit, unusual news item, or little known factoid, and is well on her way to developing a small network of eyes and ears to relay such things to her.

Arcata is a tiefling beguiler, focusing on stealth, observation and knowledge skills, with some decent socials for a teefer. Though manipulative by nature, tending to frame things in selfish-sounding terms, she actively tries to cultivate good relations with powerful individuals...figuring she may well depend on such goodwill someday. Potentially moving into Unseen Seer PrC later on. May want Leadership feat if available, for a spymaster and informant network. Wouldn't use Leadership to get combat puppets.

Stats soon!
 


Character for perusal behind the spoiler tag.

[sblock]
Heinrich Stronghand
Male Human Cleric 4/Ordained Champion 1
Alignment: LG
Deity: Heironeous
Height:
Weight:
Hair: Black
Eyes: Brown
Skin: Tanned
Age: 31
XP: 5th level

Str: 14 (+2) [6 points]
Dex: 10 (+0) [2 points]
Con: 14 (+2) [6 points]
Int: 10 (+0) [2 points]
Wis: 18 (+4) [8 points, +1 level boost, +2 item]
Cha: 14 (+2) [6 points]

Racial Abilities: 1 bonus feat at first level, +4 skill points at first level, +1 skill point/level past first

Class Abilities: Turn Undead, Divine Spells, Extra Domain (Good), Combat Feats (Sacrificed Good domain power), Continued Advancement, Modified Spontaneous Casting

Hit Dice: 5d8 + 15
VP: 36/36
WP: 14
AC: 18 (+0 dex, +5 armor, +3 shield)
DR: 4/- (Armor)
Init: +0 (+0 Dex)
Speed: 20 ft

Saves:
Fortitude +8 [+6 base, +2 Con]
Reflex +1 [+1 base, +0 Dex]
Will +10 [+6 base, +4 Wis]

BAB/Grapple: +4/+6
Melee Atk: Longsword +8 [1d8+2, 19-20/x2]


Skills :
Knowledge (religion): +8 [8 ranks, +0 Int]
Concentration: +9 [7 ranks, +2 Con]
Diplomacy: +9 [7 ranks, +2 Cha]
Intimidate: +4 [2 ranks, +2 Cha]
Ride: +1 [1 rank, +0 dex]


Feats:
1st: Spontaneous Healing (CD)
Human Bonus: Divine Vigor (CW)
War Domain: Martial Weapons Proficiency: Longsword (Core)
War Domain: Weapon Focus: Longsword (Core)
3rd: Augment Healing (CD)
Combat Feats: Power Attack (Core)

Spells per day: 5/4+1/3+1

Languages: Common

Equipment:
Masterwork Longsword (315gp)
+1 Heavy Steel Shield (1,170gp)
+1 Full Plate (2,650gp)
Helm of Wisdom +2 (4,000gp)
Sacred Scabbard (4,400)
Bedroll (1sp)
Map Case (1gp)
Flint and Steel (1gp)
Trail Rations, 5 days (25sp)
Tent (10gp)
Heavy Horse (200gp)
Military Saddle (20gp)

Money: 230gp, 4sp

Appearance: When outside the all-concealing heavy plate that normally obscures his form, Heinrich Stronghand is a man of average height and stocky build, with wide, powerful shoulders and a look of calm, strong surety in his dark eyes. Whether in or out of armor, his raiment is unadorned and simple, nothing that could catch on the battlefield or slow him in a fight. His movements are efficient and businesslike, with motion rarely wasted.

Personality: Heinrich is, by and large, a simple man. His beliefs are firm and uncomplicated, that there is evil in the world which must be opposed with every breath, unto death. As a soldier, he understands the necessity of compromise in the short-term, but as a messenger of Heironeous he also knows that in the end all will be brought to the light of virtue or cast down into eternal suffering.

Basic Background: I'm leaving this relatively clear for now so I don't add even more weird-ass variables to getting the Prime party working together. He's a cleric of Heironeous, raised and trained by the church, but I'm open to working out further background details with other PCs.
[/sblock]
 
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Here's my character sheet and background info so far. I'm going to leave the background somewhat vague for the moment just so it's easier to fit backgrounds together with the other clueless berks.

Appearance:
Sindr Mogh looks -- as he puts it -- "like somethin' that crawled outta th' swamp". He's short and stocky, with bronzed skin, red eyes, and a two foot long alligator-like tail at the base of his spine. He wears elaborate blue-grey robes covered in eldritch sigils and arcane marks in geometric designs. His long blue-black hair is cascades loose over his shoulders and down his back.

Personality:
Sindr ("Jus' call me 'Cinder', it's close 'nough.") is unusually cheerful for a tiefling; few things seem to upset or discourage him, and his good intentions bleed through into his demeanor. On the other hand, he has a short attention span and a mischevious streak; much to his teacher's dissatisfaction, Sindr prefers flashy, showy spells and never put in enough time to learn the slower, more delicate arcana required to master spells from the Enchantment and Necromancy schools. He prefers Evocations above all else, although he has plenty of Illusions and Conjurations in his bag of tricks, and after a few acid splash misfires, he developed a healthy respect for Abjurations as well. Sindr would have neglected learning Divinations as well, but his master declared that, should Sindr not at least master the basics of the school, he would be discharged from his apprenticeship.

Sindr typical speaks in a rough country accent, but careful listeners note that, when he casts spells, his pronunciation is absolutely perfect. In fact, the accent is mostly an affectation. Sindr uses it as a way of breaking the ice with people; it's usually harder to hate someone for having the appearance of a demon when they speak like a country bumpkin.

Background: (stub)
There is no known fiendish blood in Sindr's ancestry; either the inheritance is from an age now forgotten, or it has something to do with the terrible magical storm that wracked the countryside the night he was born. Despite his blood-red eyes and the stub of a tail at the base of his spine, Sindr's parents chose to keep him and raise him as their own rather than abandon or kill him. Their love was a constant influence on his life, and when he showed signs of magical aptitude, his parents scraped together all of their available cash and apprenticed him to one of the land's most renowned archmagi (alternately, they enrolled him in a school for mages).

[sblock=Character Sheet]Sindr Mogh
Male Tiefling Evoker 4
Alignment: Chaotic Good
Deity: Boccob
Region: <to be determined> Prime Material Plane
Height: 5'4"
Weight: 144 lbs
Hair: Blue-black, long and wavy
Eyes: Red
Skin: Bronzed
Age: 17
XP: 10,000

Str: 9 (-1) [1 points]
Dex: 14 (+2) [4 points, +2 race]
Con: 14 (+2) [6 points]
Int: 20 (+5) [13 points, +2 race, +1 level]
Wis: 10 (+0) [2 points]
Cha: 10 (+0) [4 points, -2 race]

Class and Racial abilities: Tiefling traits (Outsider type, Darkvision 60', +2 bonus on Bluff and Hide checks, Darkness 1/day, Resistance to cold 5, fire 5, and electricity 5), Counterfire (5 times per day as an immediate action, when a visible enemy within 60 feet attempts a ranged attack or spell against Sindh, he can respond with a glowing arrow of force. On a successful ranged touch attack, this arrow deals 1d6 force damage. Both attacks are simultaneous; neither can disrupt the other). Proficient with all simple weapons. Arcane spellcasting.

Hit Dice: 4d4+8
Vitality Points: 19
Wound Points: 14
AC: 12 (+2 Dex) [Touch 12, Flat-footed 10]
Init: +2 (+2 Dex)
Speed: 30ft

Saves:
Fortitude +3 [+1 base, +2 Con]
Reflex +3 [+1 base, +2 Dex]
Will +4 [+4 base, +0 Wis]

BAB/Grapple: +2/+2
Melee Atk: +2 (1d4/19-20/x2, dagger)
Ranged Atk: +4 (1d4/19-20/x2, dagger)

Skills:
Code:
Appraise +7			[2 ranks, +5 Int]
Bluff +2			[0 ranks, +0 Cha, +2 race]
Concentration +11		[7 ranks, +2 Con, +2 [i]circlet of mages[/i]]
Decipher Script +12		[7 ranks, +5 Int]
Hide +4				[0 ranks, +2 Dex, +2 race]
Knowledge: Arcana +14		[7 ranks, +5 Int, +2 Collegiate Wizard]
Knowledge: Nature +9		[4 ranks, +5 Int]
Knowledge: The Planes +12	[7 ranks, +5 Int]
Spellcraft +12			[7 ranks, +5 Int]
Feats:
Collegiate Wizard (1st Level)
Scribe Scroll (Wizard Bonus)
Energy Substitution: Electricity (3rd Level)

Languages:
Common, Infernal, Draconic, Dwarven, Elven, Gnome, Auran, Abyssal

Spells Known: DC 15+spell level
Prohibited Schools - Enchantment and Necromancy
0th - Resistance, Acid Splash, Caltrops, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Electric Jolt, Flare, Light, Ray of Frost, Sonic Snap, Ghost Sound, Silent Portal, Amanuensis, Launch Bolt, Launch Item, Mage Hand, Mending, Message, Open/Close, Repair Minor Damage, Stick, Arcane Mark, Prestidigitation
1st - Alarm, Endure Elements, Shield, Benign Transposition, Kelgore's Fire Bolt, Grease, Mage Armor, Obscuring Mist, Comprehend Languages, Identify, Burning Hands, Magic Missile, Disguise Self, Nerveskitter
2nd - Glitterdust, Combust, Scorching Ray, Invisibility, Mirror Image, Knock, Rope Trick, Lesser Celerity

Equipment:
arcanist's gloves, 500gp, - lbs
circlet of mages, 5,000gp, - lbs
signet ring, 5gp, - lbs
fancy robes, 50gp, 6 lbs
spell component pouch, 5gp, 2 lbs
2 daggers, 4gp, 2 lbs
Heward's handy haversack, 2,000gp, 5 lbs
(main compartment; contains 22/80 lbs)
~everlasting rations, 300gp, 2 lbs
~everfull mug, 200gp, - lbs
~100ft silk rope, 20gp, 10 lbs
~bedroll, 1gp, 5 lbs
~10 pieces of chalk, 1sp, - lbs
~5 empty vials, 5gp, 0.5 lbs
~3 daggers, 6gp, 3 lbs
~small steel mirror, 10gp, 0.5 lbs
~beeswax, 1sp, 1 lb
(side compartment 1; contains 6/20 lbs)
~pearl of power 1st-level, 1,000gp, - lbs
~5 potions of cure light wounds, 250gp, - lbs
~5 sunrods, 10gp, 5 lbs
~dagger, 2gp, 1 lb
(side compartment 2; contains 9/20 lbs)
~spellbook (55 pages used), free, 3 lbs
~spellbook (blank), 15gp, 3 lbs
~scribing kit, 50gp, 1 lb
~sealing wax, 1gp, 1 lb
~dagger, 2gp, 1 lb
~5 pearls worth 100gp each, 500gp, - lbs
infinite scrollcase, 2,800gp, 3 lbs
~2 scrolls of comprehend languages, 25gp
~2 scrolls of disguise self, 25gp
~scroll of endure elements, 12.5gp
~scroll of benign transposition, 12.5gp
~2 scrolls of invisibility, 150gp
~scroll of rope trick, 75gp
~scroll of knock, 75gp

Load:
18 lbs; light load
0-30 light, 31-60 medium, 61-90 heavy

Money:
94.8gp[/sblock]
 
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