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

Yikes! I'm of the opinion that psions are very powerful. Not that you took some of the really broken stuff like Energy Stun.

You don't get the ability increases for levelling up from racial HD.

Also, you can't wear a cloak of charisma and a cloak of resistance at the same time. Don't just list the bonuses, list the items.

I just noticed that I have the same problem with my hat of disguise vs. my headband.

ACF, could Harin use his shapechange ability to disguise himself without losing his racial abiliies? Also, are we using rules that allow items with alternative slots for higher prices?
 
Last edited:

log in or register to remove this ad

I edited the stats, I'm going to wait on CF's call on whether we can get other-slot items for a surcharge. By the d20 SRD (taken from the core books) it's x1.5 for a different slot, x2 for taking up no slot at all.
 

Mew...I'm torn...

I love the idea of a teefer beguiler...

But I'm thinking I might make a decent warrior out of a nymph blackguard. AC and saves would be just -stupidly- high.

I dunno. Hard for me to get a grip on this group. It seems kind of random. What holds us together? Why do we cooperate? What are our mutual goals and so on?
 

There is a Vest of Resistance in the MIC, it can be used in conjunction with a Cloak of Charisma.

I thought about the same thing, Shayuri. I figure my Slaad will most likely be a mercenary for hire, but we should mutually come up with a joint background when we flesh out all our characters.
 

I was hoping ACF would weave some awesome contrivance out of backstory and GM fiat.

If not, we should probably begin thinking about that, heh.

On another note, I've been poking around with low/no racial hit die options, since my concept is class-level heavy, and dang is it hard to keep up with you people! Outsider/aberration hit dice, skills, & abilities plus racial caster/manifester levels is not easily caught up to with two extra class levels.

If this is by design, ACF, that's cool, I'll play something with more innate ass-kick, like a Grell grapple-monkey, or one of the few sane beholders. If not, you might want to take another look at how you're balancing non-monstrous characters against monstrous ones. (I think you're doing a pretty good job of balancing the monsters against each other.)
 

Everyone:

Blackmail and mutual self interest is the only way to keep a party of mixed alignments, etc. together, a shared background would would help, but only within reason. I have that reasonably thought out, but the particulars may change as character concepts become more detailed


Scurry:

I think you're right that the PCs and monsters aren't really equal (it's a learning experience, I guess)


Nac Mac Feegle:

Yes, you can get items on diferent slots for the price bump.


kinem:
You can look like annother arcanaloth using your alter self ability while keeping your resistances, etc, but you'd need the hat otherwise
 

I think the main problem with balancing the monstrous PCs is that (for example) the Arcanoloth and the Ghaele have all the benefits of being a full spellcaster, but they have all good saves, full BAB, and a host of crazy abilities on top to boot. Lord knows I'm doing the same thing, I just had to be an Aberration instead of an Outsider to get a guy that was a psion instead of a sorcerer or a cleric.

As for the items, rejiggering now.
 

[sblock=Levin aka Seran aka Morick Selverdon, etc, Fallen Ghaele Cleric 3]

Alignment: CN/CE
HD 13d8+91 (159 hp)
Initiative: +3
Speed: 50ft, fly 150ft (perfect)
AC/touch/ff: 39/13/36 (+3 dex, +14 natural, +9 armour, +3 shield)

Bab/grapple/trip: 12/23/27
Attack: Xaostongue +24 melee (+26 vs LawO) (2d4+19/15-20 +2d6+2 vs LawO) or light ray +15 ranged touch (2d12)
Full Attack: Xaostongue +24/+19/+14 melee (+26/+21/+16 vs LawO) (2d4+19/15-20 +2d6+2 vs LawO) or 2 light rays +15 ranged touch (2d12)
Space/Reach: 5ft/5ft

Special Attacks: Spell-like abilities, spells, turn undead 12/day.
Special Qualities: alternate form, damage reduction 10/evil and cold iron, darkvision 60 ft, immunity to electricity and petrification, low-light vision, protective aura, resistance to cold 10 and fire 10 spell resistance 28, tongues.
A ghaele’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.

Saves: Fort 22 (7+3+7+5), Ref 16 (7+1+3+5), Will 24(26) (7+3+9+5)(+2 vs enchantments)

Abilities:
Str:32/+11 (14+14+4)
Dex:16/+3 (10+2+4)
Con:24/+7 (14+4+6)
Int:16/+3 (10+6)
Wis:28/+9 (16+6+6)
Cha:26/+8 (14+6+6)

Skills:11x13+5x3
Bluff +21 (+13+8)
Concentration +23 (+13+3+7)
Diplomacy +28 (+13+3+8+2+2)
Knowlege (The Planes) +19 (+13+3+3)
Knowlege (Local, Sigil) +19 (+13+3+3)
Knowlege (Arcana) +16 (+13+3)
Knowlege (Religion) +16 (+13+3)
Listen +22 (+13+9)
Sense Motive +25 (+13+3+9)
Spellcraft +18 (+13+3+2)
Spot +22 (+13+9)

Feats: 1 3 6 9 12

Power Attack
Divine Might
Combat Expertise
Improved Trip
Knock-Down

Languages (written): Celestial, Infernal, Abyssal, Draconic

Spell-Like Abilities
At will—aid, charm monster (DC 22), color spray (DC 19), comprehend languages, continual flame, cure light wounds (DC 19), dancing lights, detect evil, detect thoughts (DC 20), disguise self, dispel magic, hold monster (DC 23), greater invisibility (self only), major image (DC 22), see invisibility, greater teleport (self plus 50 pounds of objects only);
1/day—chain lightning (DC 24), prismatic spray (DC 25), wall of force. Caster level 12th. The save DCs are Charisma-based.

Spells as 15th lvl cleric with the domains Liberation and Trickery
0:6.......
1: (5+3)+1:
2: (5+2)+1:
3: (5+2)+1:
4: (4+2)+1:
5: (4+2)+1:
6: (3+1)+1:
7: (2+1)+1:
8: (1+1)+1:

Domains: by deity or:
Air, Animal, Chaos, Good, or Plant

Light Ray (Ex)
A ghaele in globe form can project light rays with a range of 300 feet. This attack overcomes damage reduction of any type.

Alternate Form (Su)
A ghaele can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form.

A ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.

Tongues (Su)
Ghaeles can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.


Equip: 260k
Belt +4 str, +6 Con 60000 (1lb)
Amulet +6 wis 36000
Cloak +6 cha 36000 (1lb)
Gloves +4 dex 16000
Vest of Resistance +5 (1lb)
Mithral Full Plate armour +1 of Heavy Fortification 10200+36000=46200gp (25lb) (AC+9)
Animated heavy Mithral Shield +1 10000gp (7,5lb) (AC +3)
Handy Haversack: 2000 (1lb)
Xaostongue
Silvered Falchion +1 (2d4+1 15-20x2, +2d6+2 vs lawful outsiders) (Keen, Lawful outsider Bane): 18500 gp (8lb)

10300gp

Weight: 45,5 lb
[/sblock]

[sblock=appearance, background and personality]
Levin, in his flesh-form, appears in a beautiful mithral full-plate armour covered by a cloak of purest white Arborean silk. With large and expressive eyes, luminous with light and shadow, hair as black as the darkest night and a perfect masculine face chiseled out of mortals' belief in freedom, compassion and love he looks like the ideal Ghaele champion. A Fact that he makes good use of.

He saw the multiverse, and he fell. He saw the evil inherent in good, the law inherent in chaos, and he fell. He questioned what even entities of pure freedom are not allowed to question and he fell. Disillusioned with the slavery to the ideal of freedom that chained his fellow Eladrin and the authoritarian symbol of Morwel as the "Queen of freedom" he set out to free himself. For without freedom from ideals, freedom from morality, a cutter can never be truly free.
Recklessly severing all his ties to the past he fall fast and he fell hard. Nothing was beyond him, no cruelty and no kindness, no act of stoisism or perversion. Though a part of him cried out in horror he resolved to gain freedom even from his conscience. For a time he became like a demon as he spiraled ever deeper into new and fascinating depths of cruelty until at last he was sated. Having purged himself of all his ties to Good he set out to free himself from Evil, not out of regret or revulsion but simply to once again assert his autonomy. But what is done cannot so easily be reversed and he had grown comfortable in his new mindset. Turning once again towards Good to free himself from Evil could be seen as a form of slavery to Change itself, an obsession of revolutions. Having systematically jaded himself he found that he no longer cared as much for bold and demonstrative acts of rebellion and begun to settle down into his new state of being. Though he occasionally looks back on what he was with a sense of wry amusement he is no longer nostalgic for what he has lost.

Factions, friends and enemies

Refusing to tie himself down to any single faction Levin has dabbled in many of them. The ones he are closest to philosophically and has the most allies in are the Sensates and the Fated, but has associated with the Doomguard, Athar, Bleakers, the Free League, the Revolutionary League and even briefly the Mercykillers. He has little but contempt for the Xaositects (regarding their antics as meaningless and counterproductive), the Dustmen (finding their attitude towards immortal outsiders irksome) and the Godsmen (considering them hopelessly naive) but has some sympathies for the Transcendent order and the Sign of One. He regards the Lawful factions with a somewhat detached condescending tolerance, tempered with a healthy respect for the Fraternity of Order.




[/sblock]


[sblock=Feats and spells for reference]

Trickery Domain
Granted Power
Add Bluff, Disguise, and Hide to your list of cleric class skills.

Trickery Domain Spells
Disguise Self: Disguise own appearance.
Invisibility: Subject invisible 1 min./level or until it attacks.
Nondetection M: Hides subject from divination, scrying.
Confusion: Subjects behave oddly for 1 round/level.
False Vision M: Fools scrying with an illusion.
Mislead: Turns you invisible and creates illusory double.
Screen: Illusion hides area from vision, scrying.
Polymorph Any Object: Changes any subject into anything else.
Time Stop: You act freely for 1d4+1 rounds.


Liberation Domain
Granted Power
The character gains a +2 morale bonus on all saving throws against enchantment spells or effects.

Liberation Domain Spells
Remove fear
Remove paralysis
Remove curse
Freedom of movement
Break enchantment
Greater dispel magic
Refuge
Mind blank
Freedom




Divine Might [Divine]
Prerequisites
Str 13, turn or rebuke undead ability, Power Attack.
Benefit
As a free action, spend one of your turn or rebuke undead attempts to add your Charisma bonus to your weapon damage for 1 full round.


Improved Trip [General]
Prerequisites
Int 13, Combat Expertise.
Benefit
You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Normal
Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.


Knock-Down [General]
Prerequisites
Base attack bonus +2, Improved Trip, Str 15.
Benefit
Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip attack as a free action against the same target. [/sblock]
 
Last edited:



Remove ads

Top