[Planescape/Gestalt] Coils within Coils

Amazing Triangle

First Post
HP:Coils within Coils (5d4=16) HP is 16

Character Sheet
[sblock=Estrella Mong]
Estrella Mong, Female Wu Jen Sorcerer 5/5

Alignment: Chaotic Good
Type: Humaniod
Speed: 30 ft.
Size: Medium
Space: 5 ft.
Reach: 5 ft.

STR: 11 (+0) 3points
DEX: 14 (+2) 6points
CON: 14 (+2) 6points
INT: 18 (+4) 13points+1 level
WIS: 10 (+0) 2points
CHA: 16 (+3) 10points

HP: 4d4 + 10con =26 hp

Initiative +6 ( 4 improved initiative+2 Dex)

AC:

Fortitude:
Reflex:
Will:

Base Attack Bonus: +2

Attacks:


Spells:
Wu Jen
Level 0 (Prepared marked with an *) (4)
Dancing lights *
Flare *
Ray of Frost
Arcane Mark
Daze
Detect Magic *
Detect Posion
Detect Undead
Ghost Sound
Light
Mage Hand
Message
Open/Close
Prestidigitation
Read Magic*
Resistance

Level 1 (Prepared marked with an *) (3+1)
Elemental Burst *
Magic Missile
Obscuring Mist *
Summon Monster 1*
Disguise Self
Accuracy
True Strike*
Iron Scarf
Smoke Ladder
Comprehend Languages
Jump

Level 2 (Prepared marked with an *) (2+1)
Bear’s Endurance
Bull’s Strength*
Fire Shuriken
Rain of Needles
Ice Knife
Ice Blast
Blur*
Invisibility
Rope Trick
Summon Monster 2*

Level 3 (Prepared marked with an *) (1+1)
Dispel Magic
Displacement
Fireball*
Thorn Skin
Haste*
Summon Monster 3

Sorcerer
Level 0 (6 per day)
Light
Touch of Fatigue
Dancing Lights
Message
Detect Magic
Mending

Level 1 (7 per day)
Mage Armor
Magic Missile
Expeditious Retreat, Swift
Ray of Clumsiness

Level 2 (5 per day)
Orb of Acid
Scorching Ray

Spell-like Abilities:

Skills:
Total Skill Points: 48


Feats:
Level 1
Level1 Human: Improved Initiative
Level 1 MetaMagic
Level 3 Energy Substitution

Sorcerer Alternate: No familiar for adding a metamagic feat with no extra time for 3+int/day (7)


Languages:
Celestial
Draconic
Elven
Dwarven
Common


Gear:


Brief Backstory:
XXXX
Appearance:
XXXX
Personality:
XXXX [/sblock]

I will fill it in soon just been busy...
 

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Shoel Sweeny

First Post
Shayuri said:
Mei Ying's HP: rolled

I'll take that total, if it please the GM. :)

As for the 2nd level feat...I shall update as soon as I peruse the factions. That's the link on the first page?

Lotta HP for a a caster, you'll need it :) :] but the rolls are approved anyway.

There's a link to Planewalkers site in the first post under the spoiler tag "Sources allowed" but I can go ahead and give you a run down of the factions now:

Planescape Campaign Setting Chapter 3 said:
The Current State of the Factions

While the number of "true factions" is hotly debated - with words in the parlors of the planes, and with fists in the drinking halls - sixteen major factions remain post-Faction War. Now that the factions have been expelled, it remains to be seen whether that number will grow or shrink in time. Of the sixteen, twelve formerly held power in Sigil. New or old, all the factions have been forced to reconsider their position and purpose in the multiverse. Sigil is no longer the objective of every faction, at least for the time being. Many of the factions have been forced to look inward for the first time in centuries, questioning both their goals and their methods, as well how they fit in the rest of planar society. A synopsis of the major factions is included below:
The Athar are most commonly found around the Great Spire in the Outlands, but members also travel with relative frequency to the Astral Plane. They believe the deities are unworthy of worship, and to do so reinforces their subjugation of mortals. To the Lost, deities are just incredibly powerful individuals, but are just as flawed as lesser beings and should not be idolized.
The Bleak Cabal is most commonly found in Pandemonium and its gate-town, Bedlam. It’s members believe the multiverse has no purpose or deeper meaning, and every individual must find their own reasons and motivation from within. Though largely humanist in nature, the Bleakers often fall prey to depression and madness due to the implications of their beliefs. They can often be found supporting soup kitchens and other works of relief across the gate-towns and Sigil.
The Doomguard calls the negative Quasielemental Planes its home, though wild rumors place some Sinkers as fortifying in the Abyss as well. Their philosophy revolves around entropy, the force of decay that they believe to be the only constant on the planes. Whether that entropy needs to be assisted or stymied varies from member to member, but they have developed reputation as destruction-mongers.
The Dustmen have their outpost upon the Negative Energy Plane, though a number of them are still active in Sigil's mortuary. They believe that this life is a shadow of real existence, and that everyone has already died and transitioned to this poor substitute. Seeing no value in this life, the Dustmen accept death, and work to prepare themselves for True Death and whatever stage of existence exists beyond it.
The Fated are often found in Ysgard and its gate-town, Glorium. The Takers accept that life is tough, but assert that it's survival of the fittest, and that each individual has the right to do whatever it takes to survive and prosper. The multiverse exists for those that can take it, and those who won't fight for their piece deserve to be shoved aside. The Fated weren't much loved before the Faction War, and now that their former factol is blamed for beginning the war, many across the planes intensely distrust them.
The Fraternity of Order is centered on Mechanus and its gate-town, Automata. Understanding the laws of the multiverse provides influence over it, the Guvners say, and those that learn to exploit these rules will have true power. Their hunger for power is well known, and most folks are watchful of them despite their relatively inoffensive nature.
The Free League is spread evenly around the Outlands and gate-towns, spreading its philosophy of individual independence from the dictates of others. The Indeps believe the minds of the planes should be free from the thought police of the factions, and allowed to develop their own beliefs. While not advocates of revolution like the Revolutionary League, the Free League has often been persecuted by various groups because of its resistance to authority.
The Harmonium is mainly found in Arcadia and the Upper Planes, enforcing its belief in a unified, planes-wide organization. Peace, the Hardheads say, can only be achieved by getting every person across the planes to believe in the same ideals. Naturally, their beliefs are best suited for the task, so peace requires enlisting everyone into being a member of the Harmonium. While seemingly well meaning, the Hardheads have clearly gotten out of hand on a number of occasions, and people across the planes are often polarized between seeing them as saviors or thugs.
The Mind's Eye is a neophyte organization, largely spread evenly across the Hinterlands of the Outlands. Also known as Seekers or Visionaries, they see the multiverse as a testing ground, a place designed to help one pursue self-discovery and personal growth. Only through this path can individuals move up the latter of existence. The catch is, they tend to perceive their surroundings as their personal playground, and their self-centered quality rivals that of their forebears, the Sign of One and the Believers of the Source.
The Revolutionary League is a loosely knit alliance of various anti-authoritarian cells spread across the planes, with its central holdings in Carceri. The Anarchs seek freedom from authority, and the total liberation of the planes from high-ups and hierarchies. Only once the chains of society are cast down will everyone be free to find the truth of the multiverse. Anarchists to a fault, they are rarely trusted. On the other hand, they often find alliances with the oppressed and dispossessed.
The Ring-Givers are a rapidly growing faction from Ysgard and now based in Sigil. Focused on freeing themselves from debt and reliance, the Bargainers believe that by coveting material possessions and convincing ourselves they are necessary, we become beholden to them. True freedom, they say, can only be found by giving everything up. Likewise, by giving everything you've got to the multiverse, the multiverse will be persuaded to act in kind. Though most folks laugh at the idea of tossing power or riches away, it can't be denied that they often seem to end up on top of many deals.
The Society of Sensation is based out of Arborea, where it demonstrates its philosophy that experience equals power. That doesn't mean simply length or depth of experience (though those are nice), but breadth. The Sensates believe experiencing something is the only way to understand it, and so to understand the multiverse one must expose oneself to as much of its experiences as possible.
The Sodkillers are based out of Acheron, and believe firmly that violence is the solution to all life's problems. Whatever the trouble, a suitable amount of force properly utilized will resolve the matter. While not exactly popular, they've come to gain a significant amount of respect and power in Sigil because of the obvious effectiveness of their tactics.
The Sons of Mercy are a well-meaning group of white knights hailing from Bytopia, traveling across the planes on a mission to demonstrate the best qualities of good. While recognizing the role of laws in protecting the well-being of a community, the Martyrs feel that because law is corruptible, it should not be a hindrance in achieving the greater good. Likewise, they realize evil is counterproductive to peace in the multiverse, but believe that the best way to promote good is by living as an example and helping individuals reform. While noble, a gentle approach isn't always an effective one, and this has earned them a reputation as idealistic fumblers.
The Transcendent Order centers in the serene locale of Elysium, seeking to attain unity of mind and thought. Deliberation and hesitation are flaws from the standpoint of their members, and the Ciphers believe that by purifying action into instinct one can discover their role in the multiverse. That role often brings them into the center of conflicts as a mediating force, bringing balance and calm to otherwise unstable situations.
The Xaositects are everywhere, but find their natural home is Limbo. Chaotic in the extreme, they think that disorder is the true state of the multiverse, and the only state worth seeking. True freedom and strength can only be found by loosing the shackles of reason and conformity according to their example, if not precisely their teachings. Most people simply think them mad, and often the Xaositects only back that up with their bizarre actions and schemes.
 
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Shoel Sweeny

First Post
Shayuri: Give me a run down on Mei's current relations with the rest of the cosmos; things like current location, short term ambitions, friends and contacts within The Minds Eye and within her home plane. Has she been around the planes since before the Faction War? (I can provide a run down of it if you need more info) if so did she belong to The Minds Eye mother factions, Godsmen or Sign of One?

Alright ladies and gents, with five out of 6 characters posted and the 6th on the way I think it's about time we moved from character creation and on to the actual game.

Nonamazing & ByteRynn: I'm assuming Ronthias and Halidon are touring the Outlands, hoping for enlightenment, do you have a particular city or location you'd prefer them to start of in once the game begins?

Dog Moon and Kafkonia: Since both of you are well meaning adventurers of good alignment and independant streaks, it would make sense for both of you to be running jobs together. If you'd rather not begin already knowing each other I can oblige the game that way as well, but the most convienant way for you two to start is commrades who've already been on several escapades together. Any thoughts?

Ferrix: Your character's location and current short term goals, if you please.


All: Anything that hasn't yet set into stone on your character sheets/history is going to be fair game for plot hooks and DM interpritation by the 14th, just a fair warning :] .
 

ByteRynn

First Post
I have no preference for where to be in the Outlands. Nonamazing, you care?

Truthfully, I am working on reading through Manual of the Planes and Planar Handbook, getting caught up on what is going on, and learning what is going on.
 

Ferrix

Explorer
Shoel Sweeny said:
Ferrix: Your character's location and current short term goals, if you please.

All: Anything that hasn't yet set into stone on your character sheets/history is going to be fair game for plot hooks and DM interpritation by the 14th, just a fair warning :] .

I'll get right on it!
 

Shoel Sweeny

First Post
ByteRynn said:
Truthfully, I am working on reading through Manual of the Planes and Planar Handbook, getting caught up on what is going on, and learning what is going on.

The Manual of the Planes and Planar Handbook are both rather bland resources for the planes. If you want a good rundown on what's going on in the Campaign you'd be better off reading the 3E planescape netbooks. There's even a few things that supercede what's in the MotP and the Planar Handbook. Some of these things include the way magic works on planes, which spells funciont where and which planes are on which boundries (for instance the ethereal plane touches only the elemental planes and the material, while the Astral touches only the material and the Outer Planes) The Plane of Shadow isn't a "transeint plane" but listed under pseudo-planes as a dimension that touches all planes (the planes of time and Dream are also pseudo-planes) It's explained here: http://www.planewalker.com/downloads/products/released.php Chapter six gives the most specific info on what's happened in the planes lately, while seven gives everything you need to know about post faction war Sigil. Any specific questions can also be fielded my way.
 


Kafkonia

First Post
Shoel Sweeny said:
Dog Moon and Kafkonia: Since both of you are well meaning adventurers of good alignment and independant streaks, it would make sense for both of you to be running jobs together. If you'd rather not begin already knowing each other I can oblige the game that way as well, but the most convienant way for you two to start is commrades who've already been on several escapades together. Any thoughts?

That works for me. Since they'd both have been recent visitors to the Prime, I could see them gravitating towards one another -- especially if she showed Aki any kindness. He's a friendly sort, and not too happy when humanoids run away from him screaming "midget Slaad!" :)
 

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