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

I am indeed writing up an arcanaloth.

ACF, I patched up a few gaps in the planewalker entry from other sources: claw/bite base damage will be 1d4/2d6 (from creature catalog), and DR will be 15/good (from the MM2 3.5 update guide). OK?

I assume I have to charge the price of a scroll for each spell known, except for the two he gets from taking the one actual wizard level.

The planewalker entry lists the "teleport without error" spell-like ability as "optional". Should I assume he does get greater teleport?

When a creature with SR gains a class level in your campaign, does its spell resistance increase? What about the caster level of its spell-like abilities?

So far the character is looking very powerful.
 

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kinem:
several things:

First I need to know who you work for.

General power level: Yeah. Oops. I forgot I tested the arcanaloth using a 28 pt. buy with natural arnor reduced by 4. I'll dig up the ability score adjustments I used and put them up here. They're a bit more reasonable. This should help keep the character sane. I'd like to see the stats and see. Remember Cha still affects your spell-like abilities.

Bite should still be 1d6 damage. (I dunno what WOTC says, but arcanaloth's bite does not = greatsword.

Scrolls: these don't come with the character. Any scrolls you want come out of your starting gold.

Teleport W/O error: by default I'd say yes. All fiends get thier ability to teleport by giving thier truenames to the Maeldur et Kervik (if I spelled that right without looking, I'm a greater diety). I would say yes you would have the ability.

SR: yes, it increases with level

Ability caster level: does not increase with advances in level

DR: I like 3e DR/magic. Your DR is 30/+3 (I count efective +1s as +.5s so a +2 keen, flaming longsword is a +3 weapon for the purposes of overcoming DR)


edit:

Ability adjustments for the arcanaloth:
+0, +4, +2, +8 +8 +8
 
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Shapechange at will you say? Jeebus, that is a tough act to follow. >.<

I don't suppose you have any suggestions acquiring ridiculous metamorphic power?

I'll see what other chars I can think up, and come up with a real idea for an intelligent item.
 


ACF, thanks. The version I used says CR 12.

Just to clarify, I'm not talking about scrolls I would have, but about obtaining known spells. A wizard normally gets two free spells known at every wizard level. I'm assuming that I would not get these spells (except at the one actual wizard level) and would have to spend the equivalent gp of buying scrolls in order to have spells known.

By 'shapechange into other humanoids' do you mean actual humanoids, or are human-like-shaped outsiders OK? What about other types? What about shapechanging into a bodak? Are there creatures with fast healing among the ones you allow?
 
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Kinem:
You are really, really old. Your spellbook can have every spell in all the books I've listed as sources for spells and then some. You don't need to pay for that.

I would say you can shapechange into any humanoid creatures, but they aren't truly those creatures (and will therefore detect as humanoids and be affected by all spells and abilities that only affect humanoids) they just look like it. You wouldn't gain extraordinary abilities like true seeing, fast healing, etc. from your shapechange, though you would gain all physical abilities and attacks. The only time you would gain extraordinary abilities and the like would be if you shapechanged into a Humanoid (the type).
 
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Work in progress sheet for Talshia the nymphy druid. Mostly so you can see where the mechanics are going. Currently finalizing inventory and adding background/description.

Let me know if there's problems or if you have any questions.

[sblock]Name: Talshia
Race: Nymph
Class/Level: 6 fey + 8 druid
Gender: Female
Exp:

Desc

Strength (STR) 18 (4)
Dexterity (DEX) 22 (4)
Constitution (CON) 16 (6)
Intelligence (INT) 16 (2)
Wisdom (WIS) 30 (10)
Charisma (CHA) 26 (6)

Alignment: Neutral
AC: 35 (10 +6 Dex +8 deflection +10 wisdom +1 "monk")
Hit Points: 108/108
Movement: 50' ground, 20' swim

Init: +6
Base Attack Bonus: +9
Melee Attack: +13
Ranged Attack: +15
Fort: +24
Reflex: +26
Will: +34

Race Abilities
+6 Dex, +2 Con, +6 Int, +6 Wis, +8 Cha
DR 10/cold iron
Low Light Vision
Blinding Beauty DC 25
Dimension Door 1/day SLA
Spellcasting (as 7th level druid)
Stunning Glance DC 25
Unearthly Grace +8
Wild Empathy

Class Abilities:
Animal Companion (8HD dire wolf)
AC Bonus (+1/5 lvls, wis bonus to AC)
Fast Movement 20'
Favored Enemy
- Undead +4
- Evil Outsiders +2
Bonus Feat: Track
Swift Tracker
Nature Sense
Wild Empathy
Woodland Stride
Trackless Step
Resist Nature's Lure

Skills:
Concentration +18 (15 ranks +3 Con)
Diplomacy +20 (10 ranks +8 Cha +2 synergy)
Handle Animal +13 (5 ranks +8 Cha)
Heal +15 (5 ranks +10 Wis)
Hide +20 (9 ranks +6 Dex +5 competence)
Knowledge: Nature +8 (5 ranks +3 Int)
Knowledge: Religion +7 (4cc ranks +3 Int)
Listen +25 (15 ranks +10 Wis)
Move Silently +20 (9 ranks +6 Dex +5 competence)
Ride +13 (5 ranks +6 dex +2 synergy)
Sense Motive +20 (10 ranks +10 Wis)
Spot +25 (15 ranks +10 Wis)
Survival +20 (10 ranks +10 Wis)
Control +20 (10 ranks +10 Wis)
Planar Expertise +16 (6 ranks +10 Wis)

Feats
1 Eschew Materials
3 Spell Penetration
6 Greater Spell Penetration
9 Natural Bond
12 Spontaneous Healing

Languages - Common, Sylvan, Druidic, Terran, Auran, Ignan

Spellcasting (Druid CL 15, DC 20+lvl)
Prepared:
0 - Cure Minor Wounds x2, Detect Magic x2, Guidence x2
1 - Endure Elements, Entangle, Faerie Fire, Goodberry, Longstrider, Produce Flame x2, Speak with Animal
2 - Barkskin x2, Nature's Favor, Embrace the Wild, Bear Endurance x2, Cat's Grace, Avoid Planar Effect
3 - Mass Rst Energy, Daylight, Gtr Mgc Fang, Remove Disease, Neutralize Poison, Wind Wall, Attune Form
4 - Air walk, Flame Strike x2, Freedom of Movement, Arc of Lightning x2
5 - Animal Growth, Wall of Thorns, Death Ward, Call Lightning Storm, Baleful Polymorph, Control Wind
6 - Antilife Shell, Greater Dispel, Fire Seeds, Transmute Element to Paraelement, Wall of Stone
7 - Fire Storm, Heal, Wind Walk
8 - Finger of Death, Whirlwind

Money - 338

Weapons -
Stormspike +2, +15 melee/+17 thrown, 1d6+6 dmg, 20', Shock, Returns, 32,302

Armour -
None

Gear -
Everburning Torch, 110gp


Magic -
Ring of Evasion, 25k
Survival Pouch, 5k
Wristlet of Pearl, 44k
- 2 Pearl of Power 1st, 2k
- 2 Pearl of Power 2nd, 8k
- 2 Pearl of Power 3rd, 18k
- 1 Pearl of Power 4rth, 16k

Vest of Resistance +5, 25k
Belt of Giant Strength +6, 36k
Gloves of Dexterity +4, 16k
Periapt of Wisdom +6, 36k
Elven Cloak of Charisma +4, 19.75k
Elven Slippers of Spider Climbing, 8.5k
Handy Haversack, 2k
Collar of Resistance (for companion) +2, 4k

Wand of Cure Moderate Wounds 50/50, 4.5k
2 bless weapon oils, 200
2 silversheen, 500
2 feather token: tree, 800

Background:
None


DIRE WOLF
Large Animal
Hit Dice: 8d8+32 (68 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 17 (–1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +6/+17
Attack: Bite +13 melee (1d8+12)
Full Attack: Bite +13 melee (1d8+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip (+12)
Special Qualities: Low-light vision, scent, link, share spells, evasion
Saves: Fort +12, Ref +11, Will +9
Abilities: Str 26, Dex 16, Con 18, Int 2, Wis 12, Cha 10
Skills: Hide +1, Listen +8, Move Silently +5, Spot +8, Survival +2*
Feats: Alertness, Run, TrackB, Weapon Focus (bite)

Buffs:
- Greater Magic Fang +3 attack/damage
- Barkskin +5 AC
- Bear's Endurance +16 HP, +2 Fort
- Cat's Grace +2 AC
- Nature's Favor +3 attack/damage
- Animal Growth +3 attack/damage, +8 grapple/trip, +16 HP, +1 AC, +2 Will, +4 fort, +1 reflex, 10/magic[/sblock]
 

Everyone:

Since it's come up, I would like your ability scores without racial modifiers noted. I would also like your item-modified ability scores noted seperately.

Shayuri:

You may fit in the party a bit better by being evil. Not crazy evil, but still evil.

The bonus spells for each level of pearl of power shouldn't stack, so Wristlet of Pearl, should look like this:
- 1 Pearl of Power 1st,
- 1 Pearl of Power 2nd,
- 1 Pearl of Power 3rd,
- 1 Pearl of Power 4rth,

I don't know what these are:
Elven Cloak of Charisma +4, 19.75k
Elven Slippers of Spider Climbing, 8.5k
 
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You may fit in the party a bit better by being evil. Not crazy evil, but still evil.

-- I don't tend to RP actual evil very well. But I can do apathetic neutral acceptance of evil. :)

The bonus spells for each level of pearl of power shouldn't stack, so Wristlet of Pearl, should look like this:
- 1 Pearl of Power 1st,
- 1 Pearl of Power 2nd,
- 1 Pearl of Power 3rd,
- 1 Pearl of Power 4rth,

-- Not sure what you mean here. I bought multiple pearls of power. Two each of levels 1, 2, and 3. Then 1 pearl for level 4. Nothing's stacking. There's just more than one item all strung on a single strand. :)

I don't know what these are:
Elven Cloak of Charisma +4, 19.75k
Elven Slippers of Spider Climbing, 8.5k

-- Arr, I should have broken them down better. My apologies. Doing high level inventories involves juggling a lot of stuff. :) Basically they're just a normal Cloak of Charisma and Slippers of Spider Climbing...combined with the Hide and Move Silent bonuses from Elven Cloak and Elven Boots, respectively. I paid 50% extra on the 2500 each of those items would cost, and tacked it onto the existing artifacts.

I'll edit the sheet soon to show derivation of stats, saves, etc...
 

Shayuri:

Apathetic neutral works, though it's arguably evil.

What I mean about the pearls of power is that if you wore (for example) 2 pearl of power Is combined, you would still only get one 1st level spell out of it. The bonus spells for each level don't stack. If they did pearl of power would be one of the most broken magic items since ever. This means you only need 1 of each kind of pearl to get 1 bonus ist, 1 bonus 2nd, 1 bonus 3rd, and 1 bonus 4th level spell. The duplicates for I and II are redundant.
 

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