Planescape!

Sophist: Thankyou... :D The new name is much better.

Arken: I can't seem to access that portion of the site now, but I'm sure the Bariaur given at Planewalker.com are ECL 5 - because I haven't read about them anywhere else, and I already knew that they had 3 monstrous HD and +2 ECL. Still, if you can't find it then just use the Bariaur from BoED, I'm sure it won't be too much of a problem.

Samantha: Good, I like it. Should fit right in.

WizWrm: Wow, that's pretty much something. :) It's good to see so much thought put in to the background.
 

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Yeah, notice how I cleverly avoided actually having to write a real background. :D

[Edit]: Completed character is posted. I haven't found a good name yet, but I'll tack it on as soon as I think of one.
 
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Okay, that all looks fine except that I can't seem to access any of the linked information on wizards.com. It's not just your links, because I've tried just goign to the site and looking around, and I still can't seem to acess them. It's very strange... but anyway, do you think you could just post them up here? I assume they're open content, since you posted up the links.

Oh, and I'm starting a thread in the rogues' gallery for these Planescape characters. Could everyone who has had a character approved please just copy them over to there? Post them up here please. Just to make my life a bit easier when I need to reference all those sheets. Work on the campaign from my side has been going along a little bit slowly as I've had an awful lot of work, but it's now the weekend and I should be able to do a substantial amount of work on it. I'm aiming to have it ready by the middle of next week, all things being equal (which they have a good chance of not being, to be scrupulously honest)...
 
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Improved Inertial Armor [Psionic]

You upgrade your Inertial Armor.

Prerequisite: Inertial Armor, reserve power points (see text).

Benefits: The improved field of protective energy provides a +2 armor bonus. This bonus stacks with the bonus from the Inertial Armor feat. The reserve power points requirement from Inertial Armor is increased by 2.

Special: You can take this feat multiple times. Each time this feat is taken, it provides a +2 armor bonus. The bonus stacks with that of Inertial Armor and Improved Inertial Armor. The reserve power points requirement from Inertial Armor is increased by 2 each time the feat is taken.

For example, a psychic warrior has the inertial armor feat and has taken Improved Inertial Armor 3 times. As long as she keeps 7 power points in reserve, her armor bonus is +10. If she has only 3 power points in reserve, the armor bonus is +6.

Call Item
Psychoportation (Dex) [Teleportation]
Level: Psion 1/Psychic Warrior 1
Display: Au, Ma
Manifestation Time: 1 standard action
Range: Touch
Effect: 1 unattended item (see text)
Duration: 1 hour/level (see text) (D)
Saving Throw: None
Power Resistance: No
Power Points: 1 (see text)

You call a piece of nonmagical equipment "from thin air" into your waiting hand. (Actually, it is a real item hailing from some other random location in the multiverse.) You don't have to see or know of the item to call it -- in fact, you can't ever call a specific item. You just specify the type. This power cannot call weapons, armor, psionic items, masterwork items, living creatures, or valuable treasures (see Table 7-8 in the Player's Handbook for typical items called by this power). Using called items as spell components causes the spell to fail. If you relinquish your grip on the item you called for 2 or more rounds, it automatically returns to wherever it originally came from.

As your level increases, you can call better and better items, although the power point cost is also greater.

Level Item Cost Example PP
1-3 10 gp Silk rope 1
4-6 100 gp Musical instrument 3
7+ 1,000 gp Spyglass 5

Items gained by call item are distinctive due to the low hum they emit.

Ectogoo
Metacreativity (Int)
Level: Psion 1 / Psychic Warrior 1
Display: Vi, Ma
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./level)
Target: Single creature
Duration: 1 minute
Saving Throw: Reflex negates
Power Resistance: Yes
Power Points: 1
You draw forth a glob of ectoplasmic goo from the Astral Plane and immediately throw it as a ranged touch attack. On a successful hit, the subject is entangled in goo. An entangled creature suffers a -2 penalty to attack rolls and a -4 penalty to effective Dexterity. The entangled creature must make a Reflex save (DC 15) or is glued to the floor, unable to move. Even with a successful save, it can move only at half speed.
A creature who is glued to the floor can break free with a successful Strength check (DC 27) or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off himself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature who hit makes a damage roll to see how much of the goo he scraped off. Once free, a creature can move at half speed. A creature capable of manifesting powers who is bound by the goo must make a Concentration check (DC 15) to manifest a power. The goo becomes brittle, fragile, and inert after 1 minute. The goo can also be negated.

Vim
Psychometabolism (Str)
Level: Psion 2/Psychic Warrior 2
Display: Ma, Ol
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Power Points: 3

You suffuse yourself with power, gaining 3 temporary hit points per manifester level (maximum 24 hit points). These hit points do not stack with temporary hit points from other sources or with additional uses of vim. See Chapter 8 of the Player's Handbook for more on temporary hit points.
 

Hmmm... You got anything for me yet Arken?

I'm going to get down to some serious plotting and designing tonight, and then I'll have Monday night and Tuesday night to polish up, which would leave us set up for a Wednesday start assuming that I get Arken's character in the next couple of days.

Oh, and on reflection I have no issues with you joining in from the start, Sophist. If you'll just post your character up in my rogues gallery thread, you'll be ready to start with everybody else.
 

Here's the bariaur stats from PS3e if you're still having trouble with it.

BARIAUR RACIAL TRAITS
  • +4 Strength, +2 Constitution, -2 Charisma: Bariaur are stronger than average humans, but their carefree nature often makes them poor leaders.
  • Large-size monstrous humanoid. As large creatures, bariaur receive a -1 penalty to Armor Class and attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, and lifting and carrying limits are double that of Medium creatures.
  • Space/Reach: 10 feet/10 feet.
  • Bariaur base speed is 40 feet.
  • Spell resistance 11 + class level.
  • +2 racial bonus to Will saves against spells and spell-like abilities.
  • Quadruped: As quadrupeds, bariaurs gain a +4 bonus on checks to resist bull rush and trip attacks. They have a carrying capacity 1 ½ times greater than normal for their Strength. They must wear barding instead of normal armor and cannot wear boots designed for humanoids.
  • Powerful Charge (Ex): A bariaur often begins a battle by charging at an opponent, lowering its head to smash its rams’ horns against a foe. In addition to the normal benefits and hazards of a charge, this allows the bariaur to make a single gore attack that deals 2d6 + Strength modifier points of bludgeoning damage.
  • Darkvision up to 60 feet.
  • +2 racial bonus to Spot and Listen checks.
  • Automatic Languages: Bariaur, Planar Trade, home region. Bonus Languages: Elven, Giant, Sylvan.
  • Plane of Origin: Often Arborea or Ysgard.
  • Favored Class: Ranger.
  • Monster Hit Dice: Bariaur have 3d8 + Con modifier hit points in addition to class levels. From these Hit Dice, they have a BAB +3 and base saves of Fortitude +1, Reflex +3, and Will +3. They also have (2 + Int modifier) x 6 skill points. Their class skills for these skill points are Handle Animal, Hide, Jump, Listen, Knowledge (the planes), Move Silently, Sense Motive, Spot, and Wilderness Lore. They also have 2 feats and proficiency with all simple weapons.
  • Level Adjustment +2. With their 3 Hit Dice, bariaur have an ECL of 5, so a 1st level bariaur ranger will have 4 Hit Dice (3 from race, 1 from class) and be equivalent to a 5th level character.
 

Great, thanks a lot for that WizWrm. One thing, though - is there a typo in the description of a Bariaur's ECL, or have I wildly misunderstood the rules? I would have calculated it class level 1 + HD 3 + ECL +2 = 6. Hence a 1st level Bariaur character would be ECL 6. Correct?
 


Phew, that's a relief. For a moment there I was worried that my understanding of either D&D rules or elementary mathematics had gone out the window at some point without me noticing... :D
 

This game is closed, I'm guessing? If you have any need for an alternate, I'd be more than happy to join in. I ate, slept and breathed Planescape from its release until it died. Without a doubt the best setting ever. It's a shame WoTC is just sticking with Tolkien-based setting for 3rd edition. After Greyhawk and FR, who the hell needs Dragonlance?
Anyway, my e-mail is mpickett@alumni.unc.edu if you need an alternate or if someone is starting another game.
 
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