Open-Minded Adventurers Wanted for Extravagant Planes-Hopping!


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Just a few quick comments. I'm working on finishing up all of the planar touchstones tonight, and I will also try to get to proofing characters. Lucky for you guys I decided to take tonight off, huh? :p

An Imperial Calculus is a rennamed Gnome Calculus. It costs 50 gp, is exotic, on-handed, weighs 2 pounds, and allows the delivery of alchemical items with a 50-foot range increment.

A character in this campaign can reach 6th level purely through training, so you don't see many adventurers or other highly-skilled people lower than that level; they would be considered improperly trained for someone trying to operate on their own. 8th-level characters are thus skilled professionals in their fields, but hardly top-flight just yet. However, there is also a paucity of higher-level characters, as challenges tend to come fewer and further between at levels above about 13th. What this means is that there's a large concentration of characters in the middle levels, which helps create the proliferation of power groups each vying with each other that I mention in the setting info. As a posse of 8th-level characters you guys will be a credible threat to all but the most powerful of groups and individuals. The downside of this is that there's a huge field of groups and individuals that pose a credible threat to you as well. Here are some sample people, to help you get the idea:

  • The average professional in Dromus is a 3rd-level Expert.
  • The average city guard is a 6th-level Warrior.
  • The average member in good standing of the Craftsman's Guild is an 8th-level Technologist.
  • The leader of the fadac chapter in Dromus is a 12th-level Holy Liberator.
  • The Second Guildmistress of the Tower Sorceire is a 15th-level Wizard, and widely considered to be the best wizard in the city.
  • A Droman elite guardsman (think military Special Ops) is an 6th-level Warrior, 5th-level Expert. Don't tick them off! :uhoh:

Everyone is assumed to start with the higher-order ability of their touchstone, with all uses remaining. I don't want people to go wandering off to recharge until later in the game.
 

update of character.



Name:Kestrel Pathfinder

Race:Tangler [Elf, Wood]
Class: Ranger 2/Martial Artist 6
Level:8
Align:Neutral Good

Str 14 [4] +2 race +2
Dex 24 [10] +2 race +2 levels +4 enhancement +7
Con 12 [6] -2 race +1
Int 13 [8] -2 race +1
Wis 14 [6] +2
Cha 12 [4] +1

Move: 30/60 w/surge
Initiative: +7
Saves:
Fort 9 [+1 con]
Ref 15 [+7 dex]
Will 4 [+2 will]
HP:44
AC:19 [+7 dex, +2 class ]
Parry: +19 [8 B.A.B +7 dex +2 Finessable +2 light +2 enchantment -2 twoweapon style] two-weapon
+18 [+8B.A.B +7 dex +2 Finessable+1 enhancent] Two handed
+20 [+8 B.A.B +7 dex +2 Finessable +3 enhancement] vs Evil Outsiders
all -1 w/flurry
B.A.B +8
Melee +10 +15 w/weapon finesse
Range +15
Spear 17/12 1-8+6 crit 20/x3 P reach
flurry 16/16/11 1-8+6 crit 20/x2 P reach
Two-Weapon +16/16/11 1-8+5 P/1-8+3 B crit 20/x2
Two-Weapon flurry 15/15/15/10 1-8+5 P, 1-8+3 B crit 20/x2
VS. Evil Outsiders 19/14 1-8 +10 +2d6 crit 20/x3 P
flurry 18/18/13 1-8+10 +2d6 crit 20/x3 P
Javelin 15/10 1-6+2 crit 20/x2 P RI 30'


Feats:
Planar Touchstone [bonus]
. Base Ability: You automatically sense the location of any variety of portal within 30 feet, though you gain no further information from this ability. In addition, Whenever someone uses a teleportation or plane-shifting spell or effect to arrive at a spot within 30 feet of you, you may make a DC 10 Wisdom check to predict where they will arrive one round before they do. Recharge Condition: Conquer the Qillathe. Although most of the Tangle is stable as far as portals go, in certain places the vegetation has grown so thick that it forms a web of interlinked passages towering into the sky. These areas, called Qillathes after the famous Tangler ranger who first discovered their potential, are natural labyrinths and homes to all sorts of plant creatures. The fecundity of the areas mean that portals open and close with a frequency unmatched elsewhere on the plane, making these excellent training grounds for natives who wish to hone their natural skills. By meditating in the heart of a Qillathe, the character meets the recharge condition for the higher-order ability of the Tangle. Navigating there requires a complex Survival skill check, with a DC of 17 and requiring 5 successes. Failure means that the unlucky seeker is shunted 2d100 miles in a random direction by a portal he or she failed to catch. Higher-Order Ability: A true Tangler knows that all planes are permeable, and not merely the one he or she calls home. Training in a Qillathe grants the power to use the energies generated by growing plants to move great distances in a short period of time. Once per day, a character with this ability may invoke a tree stride spell as a 15th-level Ranger. Higher-Order Uses: 4
Planar Touchstone [x2]
Tila’kun (Island Tribes) Touchstone:
Tila’kun is awash in positive energy, which sustains the body and comforts the soul. At least, that’s what it does for natives. Those who do not have the awareness of mind, soul, and body necessary to control this embarrassment of riches soon finds that unwanted and ultimately cancerous growth soon causes their health to take a turn for the worst. Still, the experience inclines one to believe the long-standing rumor that the wellsprings of life are to be found somewhere on this plane. This power manifests in different ways, however. So rigidly segmented is life on Tila’kun that two distinct higher-order abilities have evolved, one for the lawful monastery-dwellers and one for the more primitive tribesmen. Whether discipline or freedom leads to the greatest enlightenment is an open question, but it is certain that the life-energy that suffuses this plane makes Tila’kun’s peoples the most resilient and healthy of the various branches of demihumanity, by a wide margin. Initial Encounters: This is a special planar touchstone that covers the entire plane; therefore there are no special encounter tables for the area as there are for more precisely localized touchstones. Instead, any character who spends at least 3 months on the plane, without leaving for more than 24 hours at a time, is considered to have attuned him- or herself to the plane, and automatically gains the base ability without the usual ritual or expenditure of an attuned item. Subsequent Encounters: See above. Base Ability: You recover twice the normal number of hit points and ability points in a day of rest or light activity. Even on days of strenuous activity you regain 1 hit point per level per day and a single ability score point. This also allows you to harmlessly dissipate temporary hit points at will, at a rate of 1 point per round, allowing you to survive even on minor positive dominant planes. Recharge Condition: Defeat all challengers in the sacred Kuolokai ritual. This violent contest generates a controlled reserve of positive energy just as the Astral traveling of the monasteries does, but uses and altogether different method. The ritualized combat entails a group of men, sometimes ranging into the hundreds, beating each other into unconsciousness over a long span of time. Combat takes place normally, except that all contestants strike for nonlethal damage only and each round lasts one full minute. As the day wears on and more and more people fall, those left standing can capitalize on the stressful experience and gain the ability to rapidly heal wounds in future battle. Roll on the chart below to find the character’s opponent; he or she must defeat at least 3 challengers (and take damage in those battles) in order to meet the recharge condition for this higher-order ability: Sample Kuolokai Challengers: d% Encounter 01-20 6th-level Ranger 21-50 7th-level Barbarian 51-75 8th-level Martial Artist 76-90 9th-level Barbarian 91-100 10th-level Monk Higher-Order Ability: The severe and repeated beatings of the Kuolokai ritual prepare your body to quickly spring back from even the most grievous of injuries. Once per day you may use this ability and gain the effects of a vigor spell, as cast by a Druid with a caster level equal to your character level. Higher-Order Uses: 5
Yesheveran (Surface-Dwellers) Touchstone:
The wild growth found throughout Yesheveran is not due to a high level of positive energy, as many have speculated; it’s just hard-fought evolutionary progress, achieved the hard way. In fact, Yesheveran has the opposite problem; small but significant leaks of negative energy create regular plagues that sweep across the surface and the depths of the Underdark, and it is only the adaptability and resilience of the native creatures that gives them any hope for survival. But survive they have, and even thrived, thanks to a deep connection with the plane that has developed over many millennia of inhabitation by sentient beings and due to the omnipresent and surprisingly nutritious plant life, nurtured by the ever-present light that spills out from the very atmosphere of Yesheveran. All this hard evolution has inspired a taste for the finer things in life among the Yesheveran. In fact, they have had so long to adapt to the plane that they have come to see the diseases that constantly recur among them as perfectly normal, and have turned to the pleasures of mercantilism with great joy. The drow create the goods, the surface dwellers buy them, and the nature of the plane itself encourages the status quo, so long has it has it lasted. Initial Encounters: This is a special planar touchstone that covers the entire plane; therefore there are no special encounter tables for the area as there are for more precisely localized touchstones. Instead, any character that spends at least 3 months on the plane, without leaving for more than 24 hours at a time, is considered to have attuned him- or herself to the plane, and automatically gains the base ability without the usual ritual or expenditure of an attuned item. Subsequent Encounters: See above. Base Ability: You gain a +4 bonus on all Fortitude saves versus diseases. In addition, you do not fail saves against diseases on a natural 1; treat the 1 as you would any other number and calculate the results accordingly. Recharge Condition: Most Yesheveran stay within their village, their valley, or at least their range of rocky crags, but some are more adventurous souls. Those surface-dwellers who habitually move around a lot, or who suffer through a particularly vicious plague period, sometimes contract what is known as Yesheveran Zero Plague, an incredibly virulent disease that protects the host even as his body crawls with disease-producing organisms. In a sense, this is the ultimate communion with the plane’s ecosystem, but most see it as a curse as much as a blessing. To contract Yesheveran Zero Plague, someone who has already gained the base ability for this touchstone must make Fortitude saves against at least 3 different diseases in no more than 3 days, regardless of success or failure. Higher-Order Ability: Yesheveran Zero Plague is so virulent that it simply doesn’t allow for any other diseases to take root in your body while you fight it off. This grants you complete immunity to all diseases, and you may cast contagion once per day at your character level (save DC is 10 + ½ your HD + your Con modifier). However, you must periodically “let off steam” and infect another member of your race at least once a week or the rapidly-mutating pathogens overwhelm you, and you immediately develop the symptoms of the Plague. Roll on the chart below to determine how the Plague manifests: Yesheveran Pullulative Plague Symptoms: d% Disease Damage Save DC 01-16 Mindfire 1d4 Int 20 17-32 Shakes 1d8 Dex 21 33-48 Slimy Doom 1d4 Con 22 49-64 Red Ache 1d6 Str 23 65-80 Cackle Fever 1d6 Wis 24 81-96 Suppurative Rash 1d2 Str, 1d6 Cha 25 97-100 Mummy Rot 1d6 Con, 1d6 Cha 26 - MM, p. 190 Higher-Order Uses: 10

Track [Ranger 1]
Weapon Finesse[MA 1]
Weapon Focus Spear [1st]
Two- Weapon Fighting [Ranger 2]
Weapn Specailization, Spear [MA 5]


Skills:
Perception 9 [5 ranger +2race +2wis]
Climb 13 [11 +2 str]
Knowledge, Geograpy 6 [ 5 ranger +1 int]
Knowledge, the Planes 6 [5 ranger +1 int] ranger class skill, no heal or use rope
Planar Geomerty 14 [11 +1 int +2 syn] ranger class skill no hide or move silently, Martial Artist class skill no bluff or Concentration
Survival 7 [5 ranger +2 wis]
Jump 15 [11 + 2 ranger +2 syn]
Balance 15 [6 +7dex +2 syn]
Tumble 15 [6 +7 dex +2 syn]


Racial Abilities:
Low Light Vision
+2 search and perception
Immune to sleep effects

Class Abilities:
Surge +2 str +2 dex double move for 4 rounds 1/day
Finishiing Move AC 11 for additional 2d6 damage
Wild Empathy +3
Combat Style: Two-weapon
Favoured Enemy: Evil Outsiders +2 damage, bluff, etc.
Martial Secerets:
Spear Form


Equipment:
Valkaries Lance +1 Evil Outsider bane two-weapon style long spear 8,415 gp
under Everburning enchantment
18 Javelins 18 gp
Efficient Quiver 1,800 gp
Gloves of the Viper: snake skin gloves of +4 dexterity 16,000 gp
Explorer's Outfit 10 gp
Travelers outfit 1gp
Cold Weather Outfit 8 gp
2 wearks Dry Rations 7 gp
50' silk rope 10 gp
water skin 1 gp
bedroll .5 sp
winter blanket 1 sp
Backpack 2 gp
2 touchstones 500
20 pp
27 gp
4 sp

Background: As his name suggests, Kestrel started as a guide, on his home plane of Tangle. He later expanded to include other planes. He has recently come to Dromus, where he joined the Fadac.
 
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Alrighty, here's what I've been working on all evening: all of the available starting planar touchstones. I want feedback on these, please, since it's really important to me that nobody picks a region based on the power it grants being more powerful than the others. I'd prefer them to be equal in "kewl factor" too, but I doubt there's any way to manage that.

I'm going to start working on parsing the posted characters now, and I'm planning on doing them all before I go to bed tonight. I admire my own dedication! :p

EDIT: Removed the attached documents. They're in the Rogue's Gallery thread, here.
 
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Okay, first up is Isida Kep'Tukari's Maenad Wilder 8:

  • There is an error in your HD - you only have 6 listed, though the Con bonus is correct.
  • You should have an average of 38.5 hps, by my math, though that rounds up to 39. Did I forget to ask for average hit points?
  • You have spent 40 points on your stats instead of 38. Incidentally, if you're wondering where that number comes from, it's the cost for a block of 18, 16, 14, 12, 10, 8.
  • Save DC bonus should be +5 for 20 Cha. Are you using the random roll to set DC or is that following the usual 10 + level + mod convention?
  • Your gold is over by about 65 gp, but that's not a real issue.

Well, that was a pretty short list. Cool character; I rather like the idea of a freelance templar! :)
 

Okay, next up is Zerth's Human Fighter 2/Sorceress 4/Spellsword 2:

  • I'm having a bit of trouble with your stats, but it looks like these are meant to be the final ones, after adjustments. If so, then they're right, but I thought I'd ask to make sure.
  • Sorcerers have Cleric BAB and d8 HDs. It isn't in the house rules due to a flub on my part, but I mentioned it somewhere in here. You need to bump those d4s to d8s. This gives you a hit point total of 58 (1d10 (max) + 7d8 (avg = 31.5) + 16 (Con bonus)).
  • Your Base Attack Bonus should be +7/+2 (+2 Fighter, +3 Sorcerer, +2 Spellsword).
  • Recalculate attack bonuses accordingly.
  • You get the attack bonus of Heaven's Edge when you use it to parry.
  • Speaking of parrying, you have Guarded Defense as a feat, but you don't have the Improved Disarm prereq.
  • Don't forget the Planar Touchstone camapign bonus feat!
  • You should have 55 skill points (5 maxed-out skills at lvl 8), but I only count 51 points spent, unless there are some unmarked cross-class points.
  • Your equipment list is good, if a little sparse (sorry, I'm a big fan of mundane equipment), except for the elemental resistance (fire) effect, which puts you over by 18,000 gold.

Another good character. Did you feel like the bloodline Sorcerer let you get closer to your concept of the character mechanically?
 

Kelleris after reading of your analysis of another character. I had to make changes. Just wanted to make sure you were looking at the correct version of the character. I also had guarded defense, but didn't meet the prereqs. As it stands that will have to be my next feat. Sigh.
 

And now we have Jolmo's Human Martial Artist 8.

  • Go ahead and round your hps up; I don't mind an extra point there, and it's been known to make the difference. Good to see you know the rounding rule, though, that seems to be the hardest thing about average hit points for some people.
  • Your Init bonus is 1 point too low for a 20 Dex.
  • You have Uncanny Dodge listed as a martial secret, but the speed bonus for Cheetah Speed, so I'm not sure which you actually have.
  • Your DR for the righteous might effect should be 3/cold iron, as that spell has been errataed. The bonuses to Str and Con were each halved, and the natural armor bonus reduced to +2.
  • My calculations put you at 27,200 gp, 200 over. It's not a big deal, as long as you're aware of it.

I like this character, especially since I'll get to see the parry rules in action. What was it that drew you to this region and a parry-based character? I hope it wasn't the scent of cheese. ;)
 

Hey rangerjohn! Hopefully you're still awake when I post this:

  • I normally don't like elf subraces, but wood elves work well for the Tangle. Foiled again!
  • You should have base saves of +8/+8/+1 and total saving throw mods of +9/+15/+3.
  • Expertise should be Combat Expertise. How's that for a nitpick?
  • Your feats look good. However, if you are thinking "planar scout," and you seem to be thinking that, please note that you can take Planar Touchstone multiple times. Being able to adapt to another plane and retain your portal sense sounds like a good idea. If you do this, consider buying some 250 gp "attunement items" to avoid the usual 3-month wait.
  • Is the everburning like that on the everburning torch?
  • Your attack bonuses against evil outsiders are too high. When the bane effect boosts you to a +3 enhancement bonus on attacks, that supercedes the +2 style bonus.
  • Hmmm... You also spent 27,200 gold pieces. Did I forget the 200? That number keeps coming up...

Okay, that's everyone who's posted so far! rangerjohn, I've noticed that Guarded Defense is quite popular. Is it just the sweet scent of novelty, or am I underestimating the impact of parrying?

In any case, I'm sure your character will be a lifesaver when the party gets really far afield. Not that I would ever do that. :uhoh:
 

And one more thing (geez this is a lot of posts)...

When do you guys want to get this show on the road? Given the alarmingly rapid response, sometime next week sounds feasible. However, as I've mentioned, I also have another thread with my gaming group here. They've taken forever and a Tuesday to get their characters, but two people have them done, Mad Hatter (who has posted here) and DemonWolfZero (who is playing Adinal, a Psion Thrallherder who works as a fixer in Dromus).

What I'll be doing is picking 3 of the 6 of you once I have everyone's character sheets, and starting a thread with my two original players and 3 of you guys. But all is not lost for everyone else! You have two options there - you can either make a group of your own, or you can wait for the remainder of the people on the other thread to finish up a character. Either way works, and either way I'm going to try to introduce my group when they're ready.

Comments or questions on the arrangement? As I mentioned before, this isn't first-come, first-serve. I'll probably be picking randomly if you don't have an idea amongst yourselves of who should go with who, since pretty much everyone looks like a good bet as a PbP player. :D

Oh, and I need to take down the "RECRUITING" sign now...

@ Sollir Furryfoot - Don't worry about the hassle for the Technologist (well, at least not my hassle). This class has been a pet project of mine for a long time, and I'm delighted to see someone who finds it intriguing. :) What you're looking at is the end result of a process that started with 2 second-edition classes and evolved through a pair of 3.0 PrCs into its current form.
 

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