Planescape Inspired Creations

darklich7

First Post
Hey Enworld --

I made a few Planescape inspired paragon paths and such for another community I participate in, and thought I would share it with you guys.

Feedback is appreciated, and I'm open on suggestions for what to do next!

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Mercykiller
"The path to justice is clear and straight."

Prerequisites: Hunter's Quarry, Combat Challenge, Divine Challenge, or Warlock's Curse

Ability; Member of Mercy Killers

You are the Red Death. The Mercykillers are the self-appointed, justice dispensing cutters of the planes. Your name, a misnomer of your true demeanor, strikes fear into any that might've slighted the law in the past.

(Most abilities involve setting the foe as your mark, quarry, or cursed target. Any enemy falling under this status is described as "prey")

Mercykiller Path Features

Killer's Action (11th Level): When you spend an action point to take an extra attack against your prey, you deal an extra die worth of damage to that foe. This applies only to the second attack.

Justice's Focus (11th Level): You and allies adjacent to you enjoy a +2 bonus to saving throws against all fear and charm effects. The bonus increases to +4 if the foe is marked as prey.

Mob Strength (16th Level): When you attack a foe that is designated as your prey, all allies that attack gain +2 to damage against him until the start of your next turn.


Red Feast Mercykiller Attack 11
You focus your judgement on one foe, consuming his vitality for your own power.

Encounter * Martial, Weapon / Arcane, Implement
Standard Action Range 10
Target: Any foe marked as prey
Attack: Wisdom or Charisma VS Will
Hit: 2d10 + Wisdom or Charisma Psychic damage
Effect: Target is dazed until the end of your next turn. If you deal damage to the foe in the next turn, you regain one encounter power that you've already used (excluding this one).


Guilt by Association Mercykiller Utility 12
Your prey's allies deserve equal justice.

Encounter * Martial / Arcane
Minor Action
Target: Any three enemies within line of sight
Effect: These three enemies are designated as prey until the end of the encounter.


Bloody Example Mercykiller Attack 20
Your lethal strike causes gore to erupt forth. The blood sustains you and causes your foes to recoil in terror.

Daily * Martial, Weapon / Arcane, Implement, Fear
Immediate Reaction Personal
Prerequisite: This must follow the death of your prey.
Effect: You may immediately use a healing surge.
Secondary Target: All foes within burst 2 of killed enemy
Secondary Attack: Wisdom or Charisma VS Will
Secondary Effect: The target moves its speed away from you for one round. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks.

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Transcendant Exemplar (Cipher)
"Death approaches faster when you wait."

Prerequisites: Dexterity of 15; Member of The Transcendant Order

You have refined yourself as a member of the Transcendant Order. The Ciphers know to act with the flow of the planes, do what your heart tells you, and to always trust your immediate instincts. To the Ciphers, there is no greater waste than waiting.


Transcendant Exemplar Path Features

Watchful Action (11th Level): If you are caught unaware during a surprise round, you may use an action point to gain a single action during the round. This may be used at any point following the first foe's action.

Moment's Grace (11th Level): Any time you avoid damage from an attack on your reflex, you may shift one square.

Action Shift (16th Level): After you spend an action point to take an extra action, you can shift as a minor action until the end of the encounter.

Fluid Strike Transcendant Exemplar Attack 11
You take advantage of your foe repositioning itself, and move in for a strike.

Encounter * Martial, Weapon
Immediate Reaction Melee Weapon
Target: One Creature
Trigger: An adjacent foe shifts away from you.
Effect: You may immediately move to any square adjacent to your foe. Your target does not get an opportunity attack against you, although other enemies may.
Attack: Dexterity or Strength vs. AC
Hit: 1[W] + Dexterity or Strength modifier damage.

Spring Into Action Transcendant Exemplar Utility 12
A moment's clarity sends you bounding into the fight.

Daily
Immediate Interrupt
Trigger: The group rolls initiative.
Effect: You act as if you had rolled a 20 on initiative.

Ebb and Flow Transcendant Exemplar Attack 20
Your spacial awareness allows you to direct your foes attacks to where it would most benefit you.

Daily * Martial
Standard Action Personal
Target: All foes that currently threaten with melee attacks.
Effect: All foes get to make a melee attack against you. Your AC increases by 5 and you do not provide combat advantage during this attack.
Enemy Hit: You take normal damage and the enemy is knocked prone.
Enemy Miss: The target makes a melee basic attack as a free action against an adjacent target other than you. You choose the target of its attack. The attack you redirect gains a bonus to the attack roll and the damage roll equal to your dexterity modifier.

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Bariaur

Average Height: 7'2" to 7'10"
Average Weight: 280 to 320 lb
Scores: +2 Constitution, +2 Wisdom

Size: Medium
Speed: 8 Squares
Vision: Low-Light
Languages: Bariaur, Common

Skill Bonuses: +2 Nature
Danger Sense: +2 to Initiative
Goring Charge: You can use the goring charge as an encounter power.


Goring Charge
Bariaur Racial Power
You lower your torso and gore the enemy with your horns.
Encounter
Standard Action
Melee 1
Attack: Strength +2 vs AC Increase to +4 at 11th Level, +6 at 21st level
Special: You must charge as part of the attack. The attack bonuses does not include the charge bonus.
Hit: 1d6 + Strength Modifier Damage and the target is knocked prone. Increase damage to 2d6 + Strength at 11th level and 3d6 + Strength modifier at 21st level.

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Cranium rats are uniquely intelligent rodents that operate as a hive mind. As more gather, they collectively grow stronger and smarter. Most swarms are able of basic psychic attacks, where-as massive colonies have powers that rival some wizards. They typically live underground in magically influenced areas.

Cranium Rat Swarm Level 3 Artillery
Medium Magical Beast (Swarm) XP 150

Initiative: +4
Senses: Perception +6; low light vision.

Swarm Attack: aura 1; the cranium rat swarm makes a basic attack as a free action against each enemy that begins its turn in the aura.

HP/Bloodied: 38/19

AC: 16
Fort: 15
Reflex: 15
Will: 15

Resist: 5 psychic, half damage from melee and ranged attacks
Vulnerable: 5 against close and area attacks

Speed: 4 squares, 2 climbing

-- Swarm of Teeth (Standard Melee; at-will)
+7 vs AC; 1d6+3 damage; additional 1d6 psychic damage on dazed targets.

-- Psychic Blast (Standard Ranged; at-will)
+7 vs Will; 1d10+1 damage, target is dazed (save ends).

-- Hive-Mind Power
For each additional cranium rat swarm within 10 squares, this cranium rat swarm gains a +1 to hit on the Psychic Blast attack, and gains an +1 reflex and will defenses.

Alignment: Unaligned or Evil
Str 12 +1
Con 14 +2
Dex 17 +3
Int 8 -1
Wis 12 +1
Cha 10

Cranium Rat Swarm Tactics
Cranium rats are unusually intelligent hunters, and swarms will often work with each other for a kill. These swarms will work together to daze a target, and then feast upon it in its weakened state.

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Feel free to add your own ideas to this thread!

EDIT: I just noticed there is already a thread for Planescape races. Ah well, you can use this one for monsters and paragon paths!
 
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Fimmtiu

First Post
Excellent work! Might want to put some size limit on the bariaur's "knock prone" ability, though -- don't want a bariaur player saying "I charge the gargantuan red dragon and knock it down!"

Also, the cranium rats should probably scale more nastily as their numbers increase. Other than that, it looks good... I like the paragon paths.
 

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