Recruitment- PLANESCAPE: Intrigue. Reopened

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Of course, Aran. If you'd like to be on reserve, feel free to take your time, and roll a character - you can put the character on here whenever.

Li Shenron

Name: Grim
Race: Half-Orc
Class: Rogue (Arcane Trickster)
Background: Acolyte (Luthic)
Alignment: Chaotic Evil
Level: 5

Ability Scores
Strength: 10
Dexterity: 16 (+3)
Constitution: 11
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 10

Proficiencies (prof.bonus +3):
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Saving Throws: Dexterity, Intelligence
Skills: Acrobatics, Insight, Intimidation, Investigation, Perception, Religion, Stealth
Expertise: Acrobatics, Stealth
Tools: Thieves' Tools
Languages: Common, Orc, Thieves' Cant, Draconic, Abyssal

Combat stats
Hit Points: 26 (8 + 4d8)
Armor Class: 15
Size: medium
Speed: 30 feet

Dagger: +6 attack, 1d4+3 piercing, range 20/60
Rapier: +6 attack, 1d6+3 piercing
Shortbow: +6 attack, 1d6+3 piercing, range 80/320
Sneak Attack +3d6

Cunning Action: Dash, Disengage, Hide or control Mage Hand (bonus action)
Uncanny Dodge: when an attacker that you can see hits you with an attack, halve the attack's damage (reaction)
Relentless Endurance: when reduced to 0 HP but not killed outright, can drop to 1 HP instead (1/long rest)
Savage Attacks: on a critical hit with a melee weapon attack, roll one additional weapon damage dice

Cantrips: Mage Hand, Friends, Poison Spray
Spells: Charm Person, Disguise Self, Sleep, Feather Fall
Spell slots: 3
Spell save DC 13
Spell attack modifier +5

Other special abilities
Darkvision (60ft)
Mage Hand Legerdemain
Shelter of the Faithful

Leather armor, two daggers, rapier, shortbow and quiver of 20 arrows
Dungeoneer's pack (backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days rations, waterskin, 50ft rope)
Thieves' tools
Potion of Climbing, Potion of Water Breathing
500 gp plus 1d10 x 25 gp

Physical Description
Standing at 5 and a half feet, Grim is somewhat smaller and more slender than the average Half-Orc woman, but her grey-greenish skin and sharp fangs make her heritage unmistakable. She appears very nimble and hardly makes much sound as she walks, despite wearing studded leather reinforced with extra protective junk as her everyday clothes. A tattoo of sort is visible on her left arm, and a more acute observer might also notice that, while at first sight she seems to sport perfectly cared skin, a variety of scars and stitches are only partially concealed by the edges of her pieces of vestment. Her mannerisms are very calm and relaxed, but a hint of rage seems to glitter behind her eyes.


Note to lawyers: character image randomly found on the web by googling "half-orc female", if you want to figure out the author or trace the copyright holders, do the same google search
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Alright everyone, it was a really tough decision. This honestly was a toss up.

The final 4 are:

DammitVictor- Kachil'kcha
Necropolitan - Izek
TarantheWanderer - Air genasi (I don't think I can find the name)
Li Shenron- Grim

Ghostwriter - Valthor "The Crow" - is very well developed and your writing seems to be top-notch. I only want to start with 4 to see if it's an overwhelming dynamic or not, and if I think I can take one more on without disrupting the group dynamic, I'll incorporate your character into the story. Will get the IC thread up soon. Still need TarantheWanderer's full character sheet.

Can everyone make sure you have a full combat block including

Combat stats
Hit Points:
Armor Class:

Weapon: Damage

Orris Hariri
Class: Paladin (treachery)

Name: Orris Hariri
Race: Air Genasai
HP: 44/44
AC: 15 (17 shield)
Pass Perc: 10
Pass Inv: 10
Pass Ins: 13
Initiative: +2
Speed: 35
Lay on hands: 25/25Rapier: 1d8+2 Spell Save DC: 15
STR: 10 +0
DEX: 14 +2
CON: 14 +2
INT: 10 +0
WIS: 10 +1 (+4)
CHA:18 +4 (+7)
Deception: 10*
Insight +3
History: +3
1st: [] [] [] []
2nd: [] []

Prepared spells
Cantrip: Shocking Grasp
1st Heroism; Shield of Faith; compelled duel; Charm Person*; Exped retreat*
2nd Locate Object, Invisibility*,Aid; Mirror Image*

Orris is handsome or, more accurately, beautiful. He stands just under six feet tall, his hair is a hazy mist that flows with an unseen breeze and sometimes crackles with a charge. He is well mannered, cultured and dresses in tailored clothes and enjoys the finer things in life. He has an easy manner about him and much in life makes him smile. Such mannerisms make him fine company but the unwary or unwitting could easily miss any slight against him - and slights come as easily to him as his smiles. The unwary or unwitting may find themselves at the end of his sword, not even aware what act caused such displeasure but, nonetheless, his smile being the last thing in this life that they see.
Divine Sense,
Lay on Hands
Fighting Style
Divine Smite
Divine Health
Sacred Oath
Extra Attack

Channel Divinity​

  • Conjure Duplicate.As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn’t occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you.
    • For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.
  • Poison Strike. You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll.
  • Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
  • Creature Type. You are a Humanoid.
  • Size. You are Medium or Small. You choose the size when you select this race.
  • Speed. Your walking speed is 35 feet.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
  • Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
  • Lightning Resistance. You have resistance to lightning damage.
  • Mingle with the Wind. You know the Shocking Grasp cantrip. Starting at 3rd level, you can cast the Feather Fall spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Levitate spell with this trait, without requiring a material component. Once you cast Feather Fall or Levitate with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
    • Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
  • Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Fine Clothes
Signet Ring
25gp +starting gold: 150
Priests Pack
Chain Shirt
In the elemental plane of air, upon a massive island continent floating in the infinite sky, Orris was the son of a minor noble, always embroiled in intricate politics. When a major player among the nobility moved to seize the throne, Orris' family backed the wrong side. When the coup failed, Orris' father was beheaded and Orris was forced to flee. Since then, he has managed to find a powerful merchant benefactor for whom he performs important 'errands'.
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Li Shenron

@Nordom thank you for allowing Grim into the game.

I didn't catch how you would like to calculate hit points, should we roll or use average?

Also, I ended up not spending the extra GP, Grim already has the best non-magical weaponry she can use, and we agreed not to have any magic items besides the two uncommon potions. She can keep those GP for later.


Is there any "word on the street" our characters should/would be aware of at the start of this?

For each character what parts of their backstory/current events would be common knowledge to others?

For example my character's entry included a Harmonium investigation document, how much does the average person know about the eye-gouging killer/killers and what are the rumors about them?

Voidrunner's Codex

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