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<blockquote data-quote="darklich7" data-source="post: 4309566" data-attributes="member: 70255"><p>Hey Enworld -- </p><p></p><p>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.</p><p></p><p>Feedback is appreciated, and I'm open on suggestions for what to do next!</p><p></p><p>---</p><p></p><p><strong><u>Mercykiller</u></strong></p><p>"The path to justice is clear and straight."</p><p></p><p>Prerequisites: Hunter's Quarry, Combat Challenge, Divine Challenge, or Warlock's Curse </p><p></p><p>Ability; Member of Mercy Killers</p><p></p><p>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.</p><p></p><p>(Most abilities involve setting the foe as your mark, quarry, or cursed target. Any enemy falling under this status is described as "prey")</p><p></p><p>Mercykiller Path Features</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p><strong>Red Feast</strong> Mercykiller Attack 11</p><p>You focus your judgement on one foe, consuming his vitality for your own power.</p><p></p><p>Encounter * Martial, Weapon / Arcane, Implement</p><p>Standard Action Range 10</p><p>Target: Any foe marked as prey</p><p>Attack: Wisdom or Charisma VS Will</p><p>Hit: 2d10 + Wisdom or Charisma Psychic damage</p><p>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).</p><p></p><p></p><p><strong>Guilt by Association</strong> Mercykiller Utility 12</p><p>Your prey's allies deserve equal justice.</p><p></p><p>Encounter * Martial / Arcane</p><p>Minor Action</p><p>Target: Any three enemies within line of sight</p><p>Effect: These three enemies are designated as prey until the end of the encounter.</p><p></p><p></p><p><strong>Bloody Example</strong> Mercykiller Attack 20</p><p>Your lethal strike causes gore to erupt forth. The blood sustains you and causes your foes to recoil in terror.</p><p></p><p>Daily * Martial, Weapon / Arcane, Implement, Fear</p><p>Immediate Reaction Personal</p><p>Prerequisite: This must follow the death of your prey.</p><p>Effect: You may immediately use a healing surge.</p><p>Secondary Target: All foes within burst 2 of killed enemy</p><p>Secondary Attack: Wisdom or Charisma VS Will</p><p>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.</p><p></p><p>---</p><p></p><p><strong><u>Transcendant Exemplar (Cipher)</u></strong></p><p><em>"Death approaches faster when you wait."</em></p><p></p><p>Prerequisites: Dexterity of 15; Member of The Transcendant Order</p><p></p><p>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.</p><p></p><p></p><p>Transcendant Exemplar Path Features</p><p></p><p> 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.</p><p></p><p> Moment's Grace (11th Level): Any time you avoid damage from an attack on your reflex, you may shift one square.</p><p></p><p> 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.</p><p></p><p><strong>Fluid Strike</strong> Transcendant Exemplar Attack 11</p><p><em>You take advantage of your foe repositioning itself, and move in for a strike.</em></p><p></p><p>Encounter * Martial, Weapon</p><p>Immediate Reaction Melee Weapon</p><p>Target: One Creature</p><p>Trigger: An adjacent foe shifts away from you. </p><p>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.</p><p>Attack: Dexterity or Strength vs. AC </p><p>Hit: 1[W] + Dexterity or Strength modifier damage.</p><p></p><p><strong>Spring Into Action</strong> Transcendant Exemplar Utility 12</p><p><em>A moment's clarity sends you bounding into the fight.</em></p><p></p><p>Daily</p><p>Immediate Interrupt</p><p>Trigger: The group rolls initiative.</p><p>Effect: You act as if you had rolled a 20 on initiative.</p><p></p><p><strong>Ebb and Flow </strong> Transcendant Exemplar Attack 20</p><p><em>Your spacial awareness allows you to direct your foes attacks to where it would most benefit you.</em></p><p></p><p>Daily * Martial</p><p>Standard Action Personal</p><p>Target: All foes that currently threaten with melee attacks.</p><p>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. </p><p>Enemy Hit: You take normal damage and the enemy is knocked prone.</p><p>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.</p><p></p><p>---</p><p></p><p><u><strong>Bariaur </strong></u></p><p></p><p>Average Height: 7'2" to 7'10" </p><p>Average Weight: 280 to 320 lb </p><p>Scores: +2 Constitution, +2 Wisdom </p><p></p><p>Size: Medium </p><p>Speed: 8 Squares </p><p>Vision: Low-Light </p><p>Languages: Bariaur, Common </p><p></p><p>Skill Bonuses: +2 Nature </p><p>Danger Sense: +2 to Initiative </p><p>Goring Charge: You can use the goring charge as an encounter power. </p><p></p><p></p><p><strong>Goring Charge</strong></p><p> Bariaur Racial Power </p><p><em>You lower your torso and gore the enemy with your horns. </em></p><p>Encounter </p><p>Standard Action </p><p>Melee 1 </p><p>Attack: Strength +2 vs AC Increase to +4 at 11th Level, +6 at 21st level </p><p>Special: You must charge as part of the attack. The attack bonuses does not include the charge bonus. </p><p>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.</p><p></p><p>---</p><p></p><p>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.</p><p></p><p><strong><u>Cranium Rat Swarm</u> </strong> Level 3 Artillery</p><p>Medium Magical Beast (Swarm) XP 150</p><p></p><p>Initiative: +4</p><p>Senses: Perception +6; low light vision.</p><p></p><p>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.</p><p></p><p>HP/Bloodied: 38/19</p><p></p><p>AC: 16</p><p>Fort: 15</p><p>Reflex: 15</p><p>Will: 15</p><p></p><p>Resist: 5 psychic, half damage from melee and ranged attacks</p><p>Vulnerable: 5 against close and area attacks</p><p></p><p>Speed: 4 squares, 2 climbing</p><p></p><p>-- Swarm of Teeth (Standard Melee; at-will)</p><p>+7 vs AC; 1d6+3 damage; additional 1d6 psychic damage on dazed targets.</p><p></p><p>-- Psychic Blast (Standard Ranged; at-will)</p><p>+7 vs Will; 1d10+1 damage, target is dazed (save ends).</p><p></p><p>-- Hive-Mind Power</p><p>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.</p><p></p><p>Alignment: Unaligned or Evil</p><p>Str 12 +1</p><p>Con 14 +2</p><p>Dex 17 +3</p><p>Int 8 -1</p><p>Wis 12 +1</p><p>Cha 10 </p><p></p><p><strong>Cranium Rat Swarm Tactics</strong></p><p>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.</p><p></p><p>---</p><p></p><p>Feel free to add your own ideas to this thread!</p><p></p><p>EDIT: I just noticed there is already a thread for Planescape races. Ah well, you can use this one for monsters and paragon paths!</p></blockquote><p></p>
[QUOTE="darklich7, post: 4309566, member: 70255"] 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! --- [B][U]Mercykiller[/U][/B] "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. [b]Red Feast[/b] 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). [b]Guilt by Association[/b] 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. [b]Bloody Example[/b] 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. --- [b][u]Transcendant Exemplar (Cipher)[/u][/b][u][/u] [i]"Death approaches faster when you wait."[/i] 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. [b]Fluid Strike[/b] Transcendant Exemplar Attack 11 [i]You take advantage of your foe repositioning itself, and move in for a strike.[/i] 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. [b]Spring Into Action[/b] Transcendant Exemplar Utility 12 [i]A moment's clarity sends you bounding into the fight.[/i] Daily Immediate Interrupt Trigger: The group rolls initiative. Effect: You act as if you had rolled a 20 on initiative. [b]Ebb and Flow [/b] Transcendant Exemplar Attack 20 [i]Your spacial awareness allows you to direct your foes attacks to where it would most benefit you.[/i] 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. --- [U][B]Bariaur [/B][/U] 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. [b]Goring Charge[/b] Bariaur Racial Power [I]You lower your torso and gore the enemy with your horns. [/I] 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. --- 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. [B][U]Cranium Rat Swarm[/U] [/B] 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 [B]Cranium Rat Swarm Tactics[/B] 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. --- 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! [/QUOTE]
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