Recruiting for a High Level Planescape Campaign (dead, see the last post, sorry)

The not killable except on Ghenna part means that (like all other outsiders off of thier home plane) will reform on Ghenna if they are killed elsewhere. They are still dead when you kill them. They just come back again (I rule in a few days).

The main problem with the dragon is the HP & strength and con. 12th level caster or not, an arcanaloth can't deal--or take for that matter--a fraction of what a Huge dragon can. DR 15/good isn't great on the planes. People expect to fight fiends (and incedentaly, not dragons. Many wouldn't have heard of dragons at all.) also, holy weapons aren't uncommon, and a 'loth is a walking celestial magnet too. I'd still play the dragon if this was a combat campaign. Your full attack will hit practically anything and will do more damage than most spells a 12th level caster has access to. Every round.

Honestly, an outsider would fit better, though (it is Planescape). A fallen good outsider is also a great adition to any not-nice party (more plot hooks for me too, many, many more). Outsiders are also much easier for me to eyeball since thier CRs and HD are usually pretty close together.
 

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So, how would you feel about a fallen Ghaele (Eladrin) 13cr+1cleric? They're quite the opposite of the original version of my dragon, they can't take much damage and they can't deal very much, but their flexible and powerful spellcasters.
I considered taking the Trumpet Archon, but figured the trumpet would be too disruptive to both friends and enemies alike. A Barghest would be great too, but the Feed ability would probably be a bit too powerful in the hands of a PC.
 

Nephtys

This works. Since you are fallen, though, you lose your gaze and protective aura abilities but can have three class levels (2 are to make up for the lost abilities--protective aura is a very, very powerful ability, and you only start with 10 HD. Gaze isn't weak either) You should talk with Shayuri to see which caster roles each of you want to fill
 

So that'll make him a 17th level cleric, right? I'll admit, I'd personally want to hesitate at assigning a CR lower that caster level to a Ghaele. I think the Ghaele is a little buggy, frankly, because it gives the effective benefits of a 14th level cleric with full BAB and all good saves on CR 13.
 

Hmm! Well, I could always respec to the scout build...

I haven't been paying attention to the party roles already around.

Right now, nymphadora is spellspecced for blasty, but can spontaneously swap for summoning and healing...

Still, a straight cleric caster would really be a much better healer.
 

I just took another look at the Glabrezu and I could easily make a viable character with that race too, but I'm sure somebody would raise even more objections... Maybe I'll just wait until Nac Mac Feegle has posted his character so I know what the norm is for this game.
 


It's important remember I am eyeballing all of this, pointing stuff out really helps me. Characters will be powerful, but RP'ing will solve (and create) more problems than combat will. If nobody plays kick-in-the-doors or lookit me, I'm a munchkin, I don't think there will be a problem.

The ghalee only casts at 12th level, and has 10 hd, so with 3 levels of cleric, you have 15th level. Using kinem's character as a comparison the two of you are actuall pretty close.

As I see it:

You have a much more useful DR (evil and cold iron). greater physical scores, and higher caster level. (you lose your most powerful two abilities, remember. By my reckoning, protective aura is worth close to a +1 to CR boost in and of itself)

The arcanaloth has considerably better SLAs and better mental ability scores as well as 2 more HD and the poisonous claws.
 

Also, just a heads up, I'm still building the specifics (working out which psionics I have is a headache) but I'll be pretty basic in concept. Elan Psion 11/Ectopic Adept 5, specialist in summoning big nasties to fight for me.

The upshot of this is that I can likely serve essentially as the party tank since it looks like we'll be a team of casters (which frankly seems somewhat the norm for high-levels). If I focus an Astral Construct on defense I can put out a Large Construct with 150hp, AC 37 and DR 15/Magic. The offensive capabilities are a little less crazy, but I can provide excellent meat-shields for us.
 

This should hopefully work as the final version.

[sblock=Harin stats]Harin’awt, male Arcanaloth Wizard 1 (eff ECL 16)

XP: 125,000 (after xp spent on permanencies)

Medium Outsider (Evil)
Hit Dice: 12d8+1d4+78 (144 hp)
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 45 ft. (good)
Armor Class: 32 (+6 dex, +10 natural, +6 belt) (touch 22, ff 26)
AC w/mage armor: 36 (+6 dex, +10 natural, +4 armor, +6 belt) (touch 22, ff 30)
Base Attack/Grapple: +12/+12
Attack: claw +12 melee (1d4+poison)
Full Attack: 2 claws +12 melee (1d4+poison), bite +10 melee (1d6)
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spells, poison, summon yugoloth, spell-like abilities
Special Qualities: Literacy, SR 24, damage reduction 15/good, yugoloth qualities, immunity
Saves: Fort +19, Ref +19, Will +22

Abilities (race modified(enhanced)/+bonus (base, point cost)):
Str 10/+0 (10, 2 pt)
Dex 18(22)/+6 (14, 6 pt)
Con 16(22)/+6 (14, 6 pt)
Int 24(30)/+10 (16, 10 pt)
Wis 20/+5 (12, 4 pt)
Cha 20/+5 (12, 4 pt)

Skills (ranks/total): Spot 16/21, Listen 8/13, Sense Motive +16/21, Concentration 16/22, Disguise (cc) 4/9 (19 w/hat), Diplomacy (cc) 8/17, Gather Information (cc) 5/10, Intimidate 13/20, Bluff +16/21, Move Silently (cc) 8/14, Knowledge (planes) 16/26, Knowledge (Blood War) 16/26, Knowledge (arcana) 16/26, Appraise 3/13, Spellcraft 16/26, Escape Artist 16/22, Use Magic Device 16/21

Feats: Iron Will, Improved Initiative, Multiattack, Spell Penetration, Greater Spell Penetration

Alignment: Neutral Evil

Carry load 33/66/100

Spells: Harin can cast spells as a 13th level wizard (+17 vs. SR).

Spells/day (DC 20 + spell level):
4 0th 4+3 1st 4+3 2nd 4+2 3rd 4+2 4th 3+2 5th 2+2 6th 1+1 7th — —

Spells known: all PHB, etc.

Spells prepared (typically):

7th: finger of death (x2)
6th: chain lighting, disintegrate, greater dispel magic, flesh to stone
5th: dismissal, dominate person, feeblemind, persistent image, mage’s private sanctum
4th: dimensional anchor, black tentacles, greater invisibility (x2), enervation (x2)
3rd: haste, dispel magic, fireball, protection from energy, greater magic weapon, flame arrow
2nd: false life, hideous laughter, glitterdust, web, see invisibility, owl’s wisdom, eagle’s splendor
1st: identify, protection from good, grease, mage armor (x2), obscuring mist, true strike
0th: ghost sound (x2), arcane mark, prestidigitation

Permanent effect:
Arcane sight (1500 xp)

Spell-Like Abilities (sp): Always active- fly;
At will- deeper darkness, heat metal, invisibility, magic missile, quench, shapechange (no su or ex abilities, humanoid forms only), telekinesis, warp wood;
At will- alter self, animate dead, charm person, contagion, silent image, produce flame and greater teleport.
1/day- mirage arcana and fear. These abilities are as the spells cast by a 12th level sorcerer (save DC 15 + spell level).

Poison(Ex): Claw, Fortitude save (DC 22, Con based); initial damage -1 permanent, cumulative penalty to base attack bonus, secondary damage 2d6 temporary Strength.

Summon Yugoloth(Sp): Once per day a arcanaloth can attempt to summon 1d6 mezzoloths, 1d2 dergholoths or one arcanaloth with a 40% chance of succes.

Immunity(Ex): Arcanaloths are immune to all enchantment spells and effects.

Literacy(Ex): Arcanaloth's can speak and write all languages.

They can only be destroyed if fought on the plane of Gehenna.
Yugoloth Immunities(Ex): Acid, fire, poison, iron weapons
Resistance(Ex): Gas 20

Weakness(Ex): Double damage from cold unless saving throw for half is allowed.

Equipment: (260 k gp)
Amulet of health +6 (36 k)
Headband of intellect +6 (36 k)
Cloak of resistance +5 (25 k)
Monk’s belt (13 k)
Gloves of dexterity +4 (16 k)
Silent metamagic rod (11 k, up to 6th level)
Rod of absorption (50 k)
Staff of charming (16.5 k; DC 21/24, CL 13)
Blessed book (12.5 k) (spells are in here)
Wand of cure serious wounds (11.25 k)
Wand of align weapon (4.5 k)
Scrying focus mirror (1 k)
Handy haversack (2 k)
50 sling bullets (1 gp, 25 lb)
50 cold iron sling bullets (2 gp, 25 lb)
50 silver sling bullets (101 gp, 25 lb)
Ring of mind shielding (8 k)
Pearls of power (1st, 2nd, 3rd) (14 k)
Hat of disguise (1.8 k)
MW manacles with amazing lock (0.2 k)
Spellbook (blank) (0.015 k)
Mirror (0.010 k)
Ink, pen & paper (0.010 k)
Wine, fine bottle (0.010 k)
boulder (300 lb) with permanent Shrink Item effect (cost 1500 xp)
MW rapier (320 gp)
Diamond dust (500 gp)
20 pp, 80 gp, 10 sp

total 260,000

Notes:
Sling bullets are normally in 3 bags of 50, stored in central haversack. Bullets seem easier to dump out and gather up than arrows.
When prepared with Greater Magic Weapon, Flame Arrow, and perhaps Align Weapon (from wand), using telekinesis SLA:
Attack 12 sling bullets +25 ranged (1d4+3 + 1d6 fire)

The shrinking boulder is used to smash up golems and the like, as they are immune to spells. 300 lb boulder w/telekinesis:
Attack boulder +22 ranged (12d6)

The rapier is mainly for show. He is not proficient with it, but his general combat skills (BAB) allow him to be reasonably accurate with it when sparring with lesser beings.
Attack rapier +9/+4 melee (1d6, crit 18/x2)[/sblock]

[sblock=description]Harin in his natural form appears as a robed man with a head like that of a fanged brown jackal. However, most of the time while in Sigil he uses his Hat of Disguise to appear humanoid. (He uses it instead of shapechange in order to retain his natural armor and other resistances.)

He often appears as a robed blond human man, giving his name as Allen and admitting to being a wizard.

Another disguise he uses is that of Thallel, a dark-green-haired elf with a rougish appearance who always sports a rapier at his side.

Despite his distain for mortals, these disguises allow him to operate in Sigil while attracting a minimum amount of attention. He does not want to draw the ire of Shemeska by openly appearing as a rival, and does not want his enemies to know where he is. Together with his ring of mind shielding, the disguises also screen him from most random hostility from paladins, celestials and their ilk.

When simply travelling from one are to another, if he does not teleport, he will typically make himself invisible and fly.

Harin is proud of his ability to win battles even against powerful enemies or magic immune creatures, thanks to his clever preparations and carefully gathered items. Of course, he prefers to know well in advance what he will face so he can prepare spells and plans. While he like a good fight on occasion, he knows that it is often important to prevail by less direct means.

Some of his main enemies are Tanarri that he double crossed at some point, but his real fear is that the pit fiend he swindled wishes from – he does not know the Baatzeu’s name - will figure it out and bother to come after him. That was over three centuries ago, but fiends have long memories, and often play subtle games of revenge that take years to play out. Frannisa, the female arcanaloth that used to be a sort of mate to him years ago, was in on the game – equally guilty, but that does not comfort him; they did not part as allies. He has no idea where she is, and divinations always failed when he tried that.

Harin’s curiousity sometimes gets the better of him, and he will sometimes allow himself to travel to strange places even at certain risks to himself. Gehenna is the one plane he would avoid at almost any cost – too many enemies wait for him there, and it is the one plane where he is truely at risk of being slain. Sigil, therefore, is not a bad place to stay while he plots his next move. Nominally, he is currently an agent of the Tower of Arcanaloths and occasionally secures material and items for the library in exchange for the privilege to access certain of the records – and for not having his own location made public.

Recently, he made a foolish investment in “soul food” – which turned out to be a fraud, a mere style of actual food on some obscure Prime plane, not made of souls as he’d been promised and ‘shown’ by the fallen deva turned grifter, now vanished – and this has caused his current cash crunch; he now has few financial assets aside from the magic items on his back. While he seeks revenge, he feels a need to swiftly rebuild his fortune, so he would be open to opportunities should they arise.[/sblock]
 
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