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

I'm tossing around a couple concepts. The Mindflayer would probably be a Monk 6, and it's looking pretty good. Also looking into a Githzerai Warlock 11, Hellfire Warlock 3, which also looks good. This campaign idea rocks, but what to choose as a character is hell. :lol:

WarShrike
 

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Everyone: Remember, I need pretty detailed backgrounds for this game (where you live, allies, enemies, history, potential blackmail information, etc.) And again just to make absolutely sure, it is absolutely essential that everyone is reasonably familiar with the setting. I really don't want to explain Sigil or it's major NPCs. If I say Shemeska, Zadra, or Jeremo the Natterer (etc.), I expect you to know who they are and a reasonable amount of information about them.


Shayuri:
Leadership is cool. I don't think a human familiar works well without a few feats. (unless you wanted a small child. Heh.)

WarShrike:
Mind flayers tend to look down on physical combat. That would be something to remember (I also despise the monk class, but if you really want to...) I don't know the hellfire warlock it's not in my books.

kinem:
Imp sorc 12 is straight out. Any Baatezu with that much power would have been promoted. Ice devil is tentatively okay, but with no class levels for the moment. It's a pretty nasty cr 13. Also remember that gelugons primarily serve Mephistophles or fight in the Blood War. They don't do anything that would be likely to bring them into Sigil and Baatezu really don't like exceptions to the rule.
 

So my slaad should get two more feats, if I'm assuming correctly:

8HD:
1st-Feat (Dodge, as per MM)
3rd-Feat (Mobility)
6th-Feat (Multiattack)

6 Class Levels:
9th-Feat
12th-Feat

Which leaves me at 14HD right now. What would you think about my Slaad having an exotic mount?
 

ethandrew:

Your feats are correct. A Huge mount isn't really feasable in Sigil, I don't think, and you probably won't have any oportunity to use it even if you had one.
 

Okay...I'm zeroing in on a final concept now. Just a couple more questions.

First, verifying that ex-familiar Pseudodragon has 15 class levels? Bearing in mind the base stats of the creature are 2 HD, blindsense, SR, flight, telepathy, etc...that's all with no familiar qualities (which I wouldn't be taking anyway...needlessly overcomplicates the concept).

Second, have you decided if nymph gets 7 or 8 class levels? It makes a big difference, because if it's 8, a nymph druid could start the game with access to 8th level spells...thus making it a lot more attractive as a concept.

Clarification on ex-familiar's "familiar," I'd probably take a human cohort and make him seem like "my mage." Perhaps using Limited Wish to revive him if he dies in the line of duty. :) I don't think ex-familiar would actually have a familiar of his own. There is a variant class ability for sorcerors in PHB2 called "Metamagic Specialist." They don't increase casting time for metamagic enhanced spells, but also don't gain familiars. If you allow that, I'd probably take it...since the pdragon would need to cast a lot of silenced, stilled spells to make it look like the human was casting them. :)
 

That's perfectly fine. I just thought the idea of a large blue slaad riding a gaspar would be unique. I also forgot that at 14th the slaad would get a fighter feat. I've pretty much got everything fleshed out, it's just a matter of creating a perfect background.

What I'm thinking for now, very briefly, is that he has created some rift with the slaadi community back in limbo, and so he spends most of his time in Sigil, avoiding them and living his life as a mercenary.
 

Shayuri:
The psudodragon would have 14 class levels (I forgot about the HD). Metamagic specialist sounds okay. The nymph could have 8 class levels.

ethandrew:
Slaadi comunity is an oxymoron. They are far too chaotic (and often too stupid as well) to stick together for extended periods of time. I would also suggest reading the PSCS, especialy the skils and feats section.
 

*nods*

And finally, what sources do you allow spells to be chosen from? Oh, and magic items. Specifically, whether or not you allow Spell Compendium and Magic Item Compendium. :)
 
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Ok, scratch the monk. ;)

Hellfire Warlock is a Prestige Class found in the Fiendish Codex II. It has a maximum of 3 levels. Listing for your approval.

Hellfire Warlock -- Hit Die D6
1st BAB +0, F+0, R+0, W+2, Hellfire Blast +2d6, +1 Lvl of existing Invoking Class.

2nd BAB +1, F+0, R+0, W+3, Hellfire Blast +4d6, Hellfire Infusion, Resist Fire 10, +1 Lvl of existing Invoking Class.

3rd BAB+2, F+1, R+1, W+3, Hellfire Blast +6d6, Hellfire Shield, +1 Lvl of existing Invoking Class.

Same skills and skill points as Warlock.
Requirements: Skills -- Intimidate 6 ranks, Knowledge the planes 12 ranks, spellcraft 6 ranks. Language -- Infernal. Warlock Invocations -- Must know Brimstone Blast or Hellrime Blast.

Hellfire Blast (Sp):
Whenever you use your Eldritch Blast, you can change your Eldritch Blast into a Hellfire Blast. Hellfire Blast deals your normal Eldritch Blast damage plus an extra 2d6 points of damage per class level.If your blast hits multiple targets (ex: Eldritch Chain or Eldritch Cone Blast Shapes), each target takes the extra damage. This damage is not fire damage. Hellfire burns hotter than normal fire.

[SBLOCK=Hellfire Rules]
Hellfire is the creation of Mephistopheles, archduke of Cania. Hotter than the hottest flames of any world, hellfire burns with a white-hot glow and is capable of burning through even the hardest of substances. Hellfire does not deal fire damage despite its flames. Even creatures with immunity or resistance to fire take full damage from these hellish flames. Hellfire also deals full damage to objects, unlike normal fire damage. [/SBLOCK]

Each time you use this ability you take 1 point of Constitution damage. Because the diabolical forces behind the power of hellfire demand part of your essence in exchange for this granted power, if you do not have a Constitution score or are somehow immune to Constitution damage, you cannot use this ability.

Invoking:
At each level, you gain new invocations known, increased damage with Eldritch Blast, and an increase in invoker level as if you had gained a level in the Warlock class. You do not, however, gain any other benefit a character of that class would have gained.

Resistance to fire 10 (Ex):
At 2nd level, you gain resistance to fire 10. This resistance stacks with any resistance to fire you have gained from Warlock class levels.

Hellfire Infusion (Su):
Starting at 2nd level, you can infuse magic items that you wield with the power of hellfire. Whenever you use a charged magic item (such as a Wand or a Staff), you can apply one of the following meta magic effects to your next use of the item: empower, enlarge, widen, or energy substitution. These effects work just as the meta magic feats of the same name. Using Hellfire Infusion is a swift action. You can use this ability a number of times per day equal to your Charisma modifier (minimum one). When you infuse an item with hellfire, it glows briefly with fiery symbols that are disturbing to look upon.

Hellfire Shield:
Starting at 3rd level, you can call up hellfire to surround yourself with a protective barrier. Whenever someone directs a melee attack against you, you can, as an immediate action, aim a blast of hellfire at that creature. The blast deals damage equal to your Eldritch Blast (including bonus damage from the Hellfire Blast ability). This blast automatically strikes the target, which can attempt a Reflex saving throw for half damage (DC 10 +1/2 your character level + your Cha modifier). Each time you use this ability, you take 1 point of Constitution damage. Because the diabolical forces behind the power of hellfire demand..... See Hellfire above. This took a long time to type :)

WarShrike
 

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