The Great Modron March (Planescape, Pathfinder, LBGTQ+ friendly)

Started by TheKhan, December 09, 2018, 01:24:28 PM

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TheKhan

Something is wrong on the planes. Once every Grand Cycle (289 years for cutters who don’t live on Mechanus) the Modrons spew forth form the Gatetown of Automata to march around the outer planes. The last march has just over a century ago.

Yet why are the modrons marching again? Why would the most lawful of outsiders violate their cycle? And why do they seem so much darker this time?

You don’t have any answers. You don’t know what is yet to come. All you know is that it begins in Sigil with pain in your skull and a request for your audience.




Welcome to the Great Modron March! This is classic adventure that consists of a series of loosely connected modules that use the modrons as a background. I will also be interspersing some other Planescape classics in between, possibly including the Eternal Boundary, Tales of the Infinite Staircase, and Harbinger House.

Step aboard cutter! There are planes out there to explore!



The Expectations

Regular Posting:
I’m not going to set a specific rate since shit happens, but please post regularly. An issue I’ve found with Pathfinder PbP is when people just want to post in combat, then don’t interact with other players outside of combat.

Please don’t do that.

I like Planescape because it offers opportunities to explore and interact with the strange and the wonderful. That roleplaying is a big draw for me, so I am perfectly fine with going extended periods without combat. The Great Modron March in particular features combat, but it also has modules that are based around diplomacy or chase scenes. Please make sure you are okay with that too.

Post Size: This is likely different than most GMs on E. I don’t tend to go write long posts since it is both time consuming for me and everything tends to blur together. Please don’t misconstrue that as me not caring about a game. If I make a one or two line post, it's more likely that I’ve making a quick post when I have other commitments but want to convey something important rather than letting it sit until I have time to post properly. I know that’s not everyone’s style here, which is a-okay, but please make sure you’ll be cool with it because it is my style.

And of course, I can’t say my posts will be shorter without saying I’m okay with shorter posts from the players too (although if you feel inspired, by all means write!). My personal experience with PbP has been that shorter post that keep the plot moving at a steady pace are preferable to infrequent large posts.

Cooperative Play: Basically, don’t be a dick. Don’t troll other people or start fights. We are all here to have fun. Me having to play peacekeeper is anti-fun.

Open-Mindedness: This game is open to all orientations and genders. I’m a cis-het male, so I can’t promise I’ll get everything right, but I’m always open to talking and learning more. I just ask everyone bring that open-mindedness.

Communication: Talk to me (and each other). Let me know what you’d like to see/experience. If there is something you’d like to see or is killing your buzz, let me know. If something uncomfortable comes up and you need the scene to end, please tell me.

The Rating
I’m going to say Bondage Exotic, which gives us leeway with roleplaying and character races. We may adjust this later if necessary. Non-con and relations with anyone under 19 (or appearing to be under, or under racial equivalent) are totally off limits for me under any circumstances. They will not be appearing in this game. Yes means yes is also in full effect. If a character does not appreciate your advances, please stop.

The Lore
Setting: Planescape, pre-Faction War. This adventure will take you across the planes during the glory days of the Factions in Sigil. If you’re not familiar with the Faction War, don’t worry! All that means is that this version of Planescape is as presented in the original supplements. The Factions are still in Sigil, Orcus is dead, the Time of Troubles hasn’t happened.

With that said, the cosmology I use several magnitudes more complicated than the base setting. The quick and dirty version of it is that all cosmologies exist and overlap like billions of membranes. The Great Wheel is true and exists obviously, since that’s Planescape’s default setting. The World Axis from 4e also exists. As does the World Tree from Forgotten Realms. And the Great Beyond from Pathfinder. None of these is “true” or “correct” cosmology, they are all equally true and correct, just viewed from different perspectives. Don’t think about it too hard, unless you are truly interested in learning how it all works, in which case you can go bug the Guvners once the game begins.

Alignment: Any non-evil. Pathfinder is a game of heroes, and a cynical as Planescape can be, it still assumes the characters are heroic. With that said, Everyone in the group need to be able to get along. Preachy good, lawful templar, and chaotic jerk characters should be avoided.

Background: In true Planescape fashion, this is absolutely wide open. You can be Clueless, part of a Faction, the emissary of a god, whatever! I would like to build connections between the party. You can play characters dedicated to real-world religions (both contemporary and historical) if you wish as long as you are respectful toward that faith.

Personality: As I said above, your character needs to be trusting enough to work with others without trying to screw them over. Keeping a game cohesive on the boards is hard enough with characters getting sarcastic with one another.

Also, yes means yes is in full effect. If your character’s advances are not appreciated by another character’s, IC or OCC, they don’t need to explicitly tell you no for you to get the hint. Creepy characters are not fun for me. Please don’t play them.

Appearance: As you please, although a picture is required so that I can use it on maps, although it doesn’t have to be a perfect representation of your character.

Aspirations: Please include three aspirations for your character, two short-term and one long-term. Note that these are your aspirations for the character, so they don’t have to be things the character wants to happen to themselves. Also, these aspirations should be story focused, but don’t have to connect to a larger metaplot. They are just useful barometers for me to try and keep everyone engaged.

Sexuality: The big focus on this game for is to play the game. For sex, I'm more interested in seeing realistic (or realistic as possible) relationships develop, rather than "everyone gets laid." It can and will come up, but it won't just be with a random NPC unless you specifically go looking for that. Of course, you are also free to imitate with each other if that is your desire.

The Crunch
Books: All Paizo. All Dreamscarred Press. I may also allow stuff from Rite Publishing like their Paragon Classes, but check with me first. 
Starting Level: 3rd level
Classes: Any from the above sources.
Races: Any race of up to 15 RP is okay. You can also use the Advanced Race Guide to simulate more advanced races, examples of which will be in my next post. Here are a couple of notes on that.
* I’m going to treat Native Outsiders like tieflings, aasimar and other planetouched as straight up humanoids instead of outsiders, so they will be affected by things like charm person 
* If you want to play a construct or undead creature, use the half-construct or half-undead traits. I know it's not a perfect simulation, but it is close as we’re getting while retaining some sort of parity with other races.
* As long as it comes in under 15 RP, it should be good, although I reserve veto power, so check with me first. Here are two vetoes I can tell you about in advance. If other cases arise, I will add them to this post.
* I will veto playing monstrous beasts that are basically intelligent animals. Playing an animal without hands is so far flung from Pathfinder’s assumptions that it makes extra work for me and I have zero interest in beastiality. Centaurs are okay, since they are part humanoid. Aranea are okay because they can take humanoid form. Unicorns are not.
* I veto playing monsters that are created through curses that are are meant to be out of player control. Mostly that means Lycanthropes, but it could apply to other templates as well.
* Finally, if you want more strange player races, I encourage you to check out Bloodforge by Dreamscarred Press.
Ability scores: Standard 15 point buy. A common question I’ve gotten from PbP is if I will up it to 20 point buy. Often I cave in, but I won't be this time.
Hit Points: Full at first level.
Skills: We’ll use the Background Skills variant. More skills for everyone!
Equipment: 3000 gp. If you are using a lot of non-standard equipment, please give a brief description of the item’s unique properties.
Traits: Two traits at character creation, no more by any means.
Experience: When I feel it is an appropriate time for you to level up, I will tell you to level up.


The Application
Player Selection: I will select characters on the 20th.
Players: 4
What You Need: A character sheet that’s at least 90% done, including picture, aspirations, and background. The latter does not need to be super extensive, however.
When you need it by: December 20th. If that doesn’t work though, talk to me and we may be able to work something out. I'd like to aim to have the final group chosen by the 21st and for those of us who celebrate winter holidays, I don’t want character creation to cut into family time, be it yours or mine.

TheKhan

Sample Simplified Races

Here are some examples of how to make a simplified version of a monster race, if that’s what you want to play. Note the Gargoyle and Ogre are both lower RP than in the Advanced Races Guide since I’m trying to capture the flavour of them, not the exact stats.

Bariaur (13 RP)

+2 Str, +2 Wis, -2 Cha
Monsterous Humanoid
Large (no reach)
Quadruped
Slam (1d4)

Gargoyle (14 RP)
Monstrous Humanoid
+4 Con, -2 Int, -2 Wis, -2 Cha
Skill bonus (+2 Stealth)
Flight (50 ft, Average)

Githzerai (15 RP)
+4 Dex, +2 Wis, -2 Int
Humanoid (gith)
Lesser Spell Resistance 
Naturally Psionic *
Psionic Aptitude *
Psi-like Abilities: 3/day - catfall, inertial armor*

Ogre (15 RP)
+4 Str, +2 Con, -2 Int, -2 Wis, -2 Cha
Humanoid (giant)
Large (with reach)
Low-light vision

Thri-Keen (15 RP)
+2 Dex, +2 Wis, -2 Con, -4 Cha
Monstrous Humanoid
Leap: +4 to Acrobatics
Multi-Armed
Naturally Psionic*
Psionic Aptitude*

* See Psionic Unleashed Revised

All of these are based on an idea I saw on the Daily Planescape blog, so you can also use any of those races that are under 15 RP.

Aranea (http://dailyplanescape.tumblr.com/post/64699643294/aranea-13-race-points)
Armand (http://dailyplanescape.tumblr.com/post/71281166310/armand)
Blorg (http://dailyplanescape.tumblr.com/post/144056899776/blorg-planescape)
Hound Archon (http://dailyplanescape.tumblr.com/post/64982217117/hound-archon-simplified-race)
Immature Ythian (http://dailyplanescape.tumblr.com/post/69148969550/immature-yithian-simplified-race)
Rhek (http://dailyplanescape.tumblr.com/post/66297517930/rhek-simplified-race)
Wood Giant (http://dailyplanescape.tumblr.com/post/68438756089/simplified-wood-giant)

Marie Reynolds

Oh Planescape! This was   one of my favorite  settings!

So I take it your are looking for characters that can be a  balance between Social and combat effective?

If so that would be awesome!

Also definitely planting my interest flag!

TheKhan

Quote from: Marie Reynolds on December 09, 2018, 01:51:17 PM
Oh Planescape! This was   one of my favorite  settings!

So I take it your are looking for characters that can be a  balance between Social and combat effective?

If so that would be awesome!

Also definitely planting my interest flag!
Basically, yes. That's part of the motivation to use Background Skills, so even a PC that's a straight up fighter can contribute something socially or academically. And speaking of which, if there are any other alternate rules for Pathfinder Unchained people think may be useful, feel free to suggest them! I may say yes or no, but I will consider them.

There will be combat, but there will also be roleplaying opportunities (I hope) that will effectively be freeform and roll-less.

Thorne

…. Well, pants. Planescape is one of my favorite settings. You, sir, are evil.

Count me interested.
Writer of horrors, artist of mayhem.

Currently available, frequently lurking.
Ons and Offs
Absences and Apologies
Ideas and inspirations: small groups

TheKhan

Quote from: Thorne on December 09, 2018, 02:17:10 PM
…. Well, pants. Planescape is one of my favorite settings. You, sir, are evil.

Count me interested.

>:)

It is my favourite setting too!

Marie Reynolds

So can  we start of in Sigil, Cause I was thinking of playing a resident of Sigil and a Member of the free league.

TheKhan

Quote from: Marie Reynolds on December 09, 2018, 03:46:55 PM
So can  we start of in Sigil, Cause I was thinking of playing a resident of Sigil and a Member of the free league.

Yup, the story starts in Sigil, although you’ll start planehopping quickly

Drowdeviant

...*Plants Interest Flag*

Can we mod below 15 rp races with extra features or would you like them to stay as? I ask because the Aranea are 13 RP...
My F-list: https://www.f-list.net/c/wolf%20king%20ii
My A/As: https://elliquiy.com/forums/index.php?topic=223237.0 -My RPs and how many I can do at one time

TheKhan

Quote from: Drowdeviant on December 09, 2018, 04:16:01 PM
...*Plants Interest Flag*

Can we mod below 15 rp races with extra features or would you like them to stay as? I ask because the Aranea are 13 RP...

I'd prefer to keep them as is since I'm not planning on modifying elves, dwarves, and the like. An Aranea would be a super interesting PC though!


TheKhan

Quote from: Marie Reynolds on December 09, 2018, 04:59:02 PM
So is this game  before or after the faction war?

Decidely before. Faction War may or may not happen.

Drowdeviant

Quote from: TheKhan on December 09, 2018, 04:46:23 PM
I'd prefer to keep them as is since I'm not planning on modifying elves, dwarves, and the like. An Aranea would be a super interesting PC though!

Hmmmm. In that case I might take one of the variant kitsune races then xD
My F-list: https://www.f-list.net/c/wolf%20king%20ii
My A/As: https://elliquiy.com/forums/index.php?topic=223237.0 -My RPs and how many I can do at one time

TheKhan

I knew I forgot something. Thanks for the reminder Marie!! I’ve added a setting section to the first post, but I’ve included it in the spoilers below so that it's easy to find if you’ve already read the main post.

Spoiler: Click to Show/Hide
Setting: Planescape, pre-Faction War. This adventure will take you across the planes during the glory days of the Factions in Sigil. If you’re not familiar with the Faction War, don’t worry! All that means is that this version of Planescape is as presented in the original supplements. The Factions are still in Sigil, Orcus is dead, the Time of Troubles hasn’t happened.

With that said, the cosmology I use several magnitudes more complicated than the base setting. The quick and dirty version of it is that all cosmologies exist and overlap like billions of membranes. The Great Wheel is true and exists obviously, since that’s Planescape’s default setting. The World Axis from 4e also exists. As does the World Tree from Forgotten Realms. And the Great Beyond from Pathfinder. None of these is “true” or “correct” cosmology, they are all equally true and correct, just viewed from different perspectives. Don’t think about it too hard, unless you are truly interested in learning how it all works, in which case you can go bug the Guvners once the game begins.


GunmetalDreamer

#15
Hrmn ... not sure if I'm going to jump in just yet, I'm still kind of spinning my wheels on character concepts.

I suppose I should ask if I can roll an Android if I excise Nanite Surge from the racial abilities?  It brings them more in line with Starfinder Androids and brings them down to RP 13 like Tieflings and the like.

TheKhan

Quote from: GunmetalDreamer on December 09, 2018, 11:24:30 PM
Hrmn ... not sure if I'm going to jump in just yet, I'm still kind of spinning my wheels on character concepts.

I suppose I should ask if I can roll an Android if I excise Nanite Surge from the racial abilities?  It brings them more in line with Starfinder Androids and brings them down to RP 13 like Tieflings and the like.

Works for me!

Muse

  Good morning.  I'd love a chance to join you.  I had a whole lot of fun playing in some Planescape games under a skilled DM in the last days of second edition.  I'm also very excited for the chance to play in a game where Psionics Unleashed is welcomed. 

  If I don't come up with anything else soon, I'll pitch Sweetwater--a half giant wilder with an oversized crystal falchion...   

  Oh, wait.  She won't do to well in 15 point buy.  Let me give this some thought then! :) 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

GunmetalDreamer

#18
I'll admit to only dabbling in Planescape before, but I am a sucker for the core conceits.  I'll go ahead and plant a flag for now

Sheen Gridman
Lvl 3 Android Investigator

Background
Sheen doesn't talk much about the Prime that she first incarnated on.  From what she has said, her people's history was lost in some manner of cataclysm, but in the modern day they were largely enslaved by a cult of techno-divinity that took possession of the forges capable of creating more of them.  Lacking in arms or martial training, the Starchildren to take advantage of their tireless bodies, working the mines and factorums that birth the strength of their masters.  The lucky ones do, at least, the exceptional or troublesome are disappeared into the laboratories of mad alchemists, callous urpriests, and relentless necromancers who pry their bodies apart layer by layer seeking to understand the secrets of their immortal forms.  Some sport blasphemous cybergraphs as they clumsily attempt to approach the perfection of their rambling god-machine.

Sheen left that life behind in a mad scramble after killing her overseer with a crude shiv she'd made from industrial runoff.  Her escape attempt was not the best planned.  In the end, she'd been penned in by a patrol of guards wielding long spears, while she herself was clutching only the gory metal shank she'd been clutching tight.  Refusing to go back to the forge, or worse yet become one of the nameless test subjects of the inner labs, Sheen hurled herself over the edge of a balcony.  She'd hoped, somehow, to make the impossible leap beyond the sprawling arms of the spire and land in the pit of bubbling lubricant that had served as a moat for centuries.

Instead, she thread the hoop-like needle of an antenna array, and abruptly crashed into the roof of a market stall in Sigil.

Sheen remembers those early days of confusion and naivety with an uncomfortable cringe now.  Sigil gave her her first taste of self determination, the possibility of fighting for a better tomorrow, and she took to it viciously.  A bit of an information broker, rogue archaeologist, and treasure hunter, Sheen's a cutter who never found a hustle she didn't like.  Sheen's a member of the Free League, citing the fact that she spent enough of her life living as someone else dictates, and she looks out for her fellow Indeps like an extended family.  That said, she owes some favors among the Bleakers as well, who were largely responsible for her finding her feet when she first landed in Sigil.

Personality
Cool and business-like, Sheen is always looking for an angle she can exploit.  Sheen doesn't have many "friends", preferring "contacts" and "associates", a pretense of professionalism that endears her to few.  Still, she knows the chant, sells drugs to Sensates, is comfortable taking on odd jobs, and has been known to pull her fellow Indeps' necks out of a noose on more than one occasion.  Still, her willingness to tweak noses and flirt with legality mean that she's been on the receiving end of more that a few grudges as well.  Waking up tied to a chair with a headache is the kind of situation she'd likely respond to with a long-suffering "Again?"

It's worth noting that, for all Sheen's pragmatism she isn't entirely hardhearted.  She always makes sure to get paid, but she's set up installment plans and alternative payment methods for people who approach her with a sob story in the past.  Her pet causes are usually the Clueless, as she remembers too clearly when she first arrived in Sigil herself, and other sapient mechanicals like Androids or rogue Modrons.  She hasn't forgotten her kin back on the Prime, but as just one woman her plans for them are slow moving.

Attributes:  Str 10, Dex 18, Con 12, Int 15, Wis 10, Cha 8
HP: 20 / 20  Armor Class:  20  Initiative:  +4  Speed:  30'  CMD:  16
Saving Throws:  Fort +2;  Ref +7;  Will +3
Class/Racial Feats:  None
Chosen Feats:  Dirty Fighter, Weapon Finesse
Skills:  Craft (Alchemy) +10, Diplomacy +8, Disable Device +10, Escape Artist +8, Know Arcana +6, Know Dungeoneering +6, Know Engineering +6, Know History +6, Know Local +6, Know Nature +6, Know Planes +6, Know Religion +6,
Perception +8, Sleight of Hand +8, Stealth +10, Spellcraft +6, Use Magic Device +4
Traits:  Clever Wordplay, Helpful

Short Term Aspirations:  Rediscover a path back to her Prime Material plan; Support the Indeps and help protect them from the predatory actions of other Factions.
Long Term Aspiration:  Establish a colony for her fellow Androids on another Plane and either spark a revolution or create an underground railroad.

Ryu Wojin

I'd love to experince planescape ^^. I'm just curious as to if a Lamia would be allowed as a PC. I know theres a lamia race in kobold press's advanced races. I just don't know what the rp of thst is yet. Gonna look it up and get back, but still curious from the setting standpoint if that would be allowed

TheKhan

Quote from: Ryu Wojin on December 10, 2018, 09:14:05 AM
I'd love to experince planescape ^^. I'm just curious as to if a Lamia would be allowed as a PC. I know theres a lamia race in kobold press's advanced races. I just don't know what the rp of thst is yet. Gonna look it up and get back, but still curious from the setting standpoint if that would be allowed
I have no idea since I don't own that book and have no interest in pirating it.

Ryu Wojin

Quote from: TheKhan on December 10, 2018, 12:09:20 PM
I have no idea since I don't own that book and have no interest in pirating it.

I own the pdf so I just had to look through my pazio download library. Anyways. I can show you everything they have. It doesn't list an rp. But I am willing to toss some racial traits because I think it'd be above 15 rp.

Spoiler: Click to Show/Hide
Lamia commoner
medium creature
+2 str, +2 cha, -2 int
30ft speed. 20ft climb. 20ft swim
+2 to intimidate
+2 agaisnt mind affecting effects
Can't be tripped, but can't wear magic items for feet
60ft darkvision
+2 to bluff and UMD
Spell resistance 5+ HD
Charm Person and Ventroloqiusm once per day
Profienct with Scimitars

indarkestknight

On one hand, I'd really like to find out what you had planned for Wekhed. On the other, there are so many other possibilities this raises. A rogue modron (would that be too on the nose?)... an Athar orc from a world where the orcs slew and ate their gods... a grimspawn gunslinger working as an agent of Szuriel to seed firearms across the Prime Material Planes (though that one might be too evil. Hoom. )...

Muse

  I'm running around in circles looking at concepts.  :) 

  I have ideas like Narissa Walker, a psionic dancing girl and explorer.  She wishes to become an elocator--the ultimate masters of psionic mobilty.
She rarely bothers with a weapon because she can charge her hand with jackhammer-like force, turning light touches into astonishing impacts. 

  I'm imagining a Maened wilder with a crystal flail.  Her name might be Kyte.  A skilled sailor and warrior, she aspires to one day captain a ship that can sail from plane to plane. 

  I'm imagining a young woman who wakes up with amnesia one day and discovers that she has been transformed into an immortal being with powerful psionis abilities.  She can also use psionic energy to perform astounding feats of psychometabolism, going days without food or drink, minimizing wounds, resisting attacks.  In her dreams a voice tells her that he has given her immortality and eternal youth...  But who is he, and why?  And who is she? 

 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Ryu Wojin

TheKhan.

I have looked further into those abilities and used the custom race guidelines to judge how much RP that's worth. All of that is definitely over 15RP. So I took some traits out and this is what I will ask for your permission to use.

Spoiler: Click to Show/Hide
Lamia commoner
medium creature

0 RP Standard
   +2 str, +2 cha, -2 int

0 RP Standard + Climb (2RP) + Swim (2 RP)
   30ft speed. 20ft climb. 30ft swim

2 RP Skill Bonus
   +2 to intimidate

2 RP Resilient
   +2 against mind affecting effects + poison

1 RP Weapon Familiarity
   Proficient with Scimitars + 1 more [Undecided... open to suggestion for what else a Lamia would use!]

3 RP Monstrous Humanoid
   60ft dark vision

Unknown?
        Can't be tripped, but can't wear magic items for feet


That last bit, there is no listing for anything like that. Monstrous Humanoid is also a tad weird. Darkvision by itself is 2RP. Monstrous Humanoid only gives Darkvision but costs 3 RP. So I'd say with the remaining 3RP left before I go past 15, and the Monstrous Humanoid clause, we can accommodate for that last bit?

If that's all welcome, then my idea is an Oracle Lamia with the mystery of Metal. I am still thinking on the curse. But I am effectively making her a lamia outcast who created a hobby of making arms and armor. She's a blacksmith in background skills effectively, and her fascination applies to her oracle abilities.

indarkestknight

The other benefit to being a monstrous humanoid is that you aren’t vulnerable to humanoid-targeting effects like dominate person or charm person. That’s probably where the 1 RP tax comes from.

Chanticleer

And now I really, really want to run a Bariaur cavalier using Paizo's Charger racial archetype for Centaurs

It explicitly states that the racial prerequisite can be:

Quote from: PaizoPrerequisite(s): Centaur (or any tauric creature at the GM’s discretion).

Are you okay with that, Khan?
My current O/os (need work)

Autocad


TheKhan

Just a heads up, I'm not ignoring anyone, just having to deal with RL the last few days. I will try to answer questions tonight, but if not I will get to them tomorrow

TheKhan

Quote from: Ryu Wojin on December 12, 2018, 11:53:12 AM
TheKhan.

I have looked further into those abilities and used the custom race guidelines to judge how much RP that's worth. All of that is definitely over 15RP. So I took some traits out and this is what I will ask for your permission to use.

Spoiler: Click to Show/Hide
Lamia commoner
medium creature

0 RP Standard
   +2 str, +2 cha, -2 int

0 RP Standard + Climb (2RP) + Swim (2 RP)
   30ft speed. 20ft climb. 30ft swim

2 RP Skill Bonus
   +2 to intimidate

2 RP Resilient
   +2 against mind affecting effects + poison

1 RP Weapon Familiarity
   Proficient with Scimitars + 1 more [Undecided... open to suggestion for what else a Lamia would use!]

3 RP Monstrous Humanoid
   60ft dark vision

Unknown?
        Can't be tripped, but can't wear magic items for feet


That last bit, there is no listing for anything like that. Monstrous Humanoid is also a tad weird. Darkvision by itself is 2RP. Monstrous Humanoid only gives Darkvision but costs 3 RP. So I'd say with the remaining 3RP left before I go past 15, and the Monstrous Humanoid clause, we can accommodate for that last bit?

If that's all welcome, then my idea is an Oracle Lamia with the mystery of Metal. I am still thinking on the curse. But I am effectively making her a lamia outcast who created a hobby of making arms and armor. She's a blacksmith in background skills effectively, and her fascination applies to her oracle abilities.

Thanks for pulling that together, that make things much easier! Indarkestknight is correct about the Monstrous Humanoid RP cost. Same reason native outsiders and aberrations are worth 3 RP. You also forgot the Spell Resistance, which is another 2rp, so you're definitely over. I'd suggest dropping the Spell Resistance and Resilient to bring things in line with the other races.

Quote from: Chanticleer on December 12, 2018, 11:29:31 PM
And now I really, really want to run a Bariaur cavalier using Paizo's Charger racial archetype for Centaurs

It explicitly states that the racial prerequisite can be:

Are you okay with that, Khan?
We chatted about this via PM, but just so other people don't think I'm ignoring you (or want to use it themselves), I'm totally okay with this.

Quote from: Autocad on December 13, 2018, 01:58:43 AM
Are you fine with a flying race like strix or gathlain?
As long as its in the RP range, absolutely! A flying gargoyle was one of my example races.

Ryu Wojin

Quote from: TheKhan on December 14, 2018, 08:00:07 PM
Thanks for pulling that together, that make things much easier! Indarkestknight is correct about the Monstrous Humanoid RP cost. Same reason native outsiders and aberrations are worth 3 RP. You also forgot the Spell Resistance, which is another 2rp, so you're definitely over. I'd suggest dropping the Spell Resistance and Resilient to bring things in line with the other races.

That list is me dropping those things to make it more inline. The list I provided gives you 12RP, + the one thing I couldn't calculate in terms of RP.

Lamia's are immune to being tripped (due to not having legs), however, they have no feet slot for magical items.

So the question is if you view that ability as 3RP or less? if so, then the race is 15RP or less and thus in line?

TheKhan

Quote from: Ryu Wojin on December 14, 2018, 08:10:07 PM
That list is me dropping those things to make it more inline. The list I provided gives you 12RP, + the one thing I couldn't calculate in terms of RP.

Lamia's are immune to being tripped (due to not having legs), however, they have no feet slot for magical items.

So the question is if you view that ability as 3RP or less? if so, then the race is 15RP or less and thus in line?
Eh, you know what, sure, that's probably in the right point range.

Marie Reynolds

In a plane scape game would having a pack animal like a donkey be unlikely or cause issues  with traveling.

TheKhan

Just a reminder that characters are due in five days!

Quote from: Marie Reynolds on December 15, 2018, 01:17:46 PM
In a plane scape game would having a pack animal like a donkey be unlikely or cause issues  with traveling.

Nope.

Marie Reynolds

#34
Cool, I am about to work on my history for my character and then it will just be some housekeeping on the  sheet. Once I have my history in ill post the sheet.

Below is my character sheet and  Character picture:

Character picture

Character Sheet
Name:Beltin “Bel” Tuldry
Race: Aasiamar
Class: Bard:2/Monk:1
Faction: Free League
Alignment: Neutral Good
Age: 39
Height: 5'9”
Weight: 101 lbs
Gender: Gender Fluid  (born Male)
Aspirations:
Short Term: continue her work to help the poor ad downtrodden  both publicly and discreetly.
Short Term: Continue to train Reda and provide a good life for her.
Long Term: Grow and build a Performance troupe/Academy that raises up the poor and down trodden, Also from the Shadows  recruits and nurtures those that  have the  what it takes to carry on the teachings of Arsinoe and her troupe that look out for and help those less fortunate from the shadows.

Str:12
Dex:13
Con:13
Int:12
Wis:14
Cha:15

HP:21

BAB:+1
M:2
R:2
FOB: 1/1
CMB: 2=1+1
CMD: 14=10+1+1+2


Ac:      13=10+1+2

Fort:        3=2+1
Reflex:      6=5+1
Will:      6=5+1

Languages:
Common
Celestial

Traits:
Criminal
You spent your early life robbing and stealing to get by.
Benefits: Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.(Disable Device chosen)

Enlightened Warrior (Aasimar)
You have always found it easy to maintain inner peace and enlightenment that translate well to the battlefield.
Benefit: You may take levels in monk even while maintaining a neutral or neutral good alignment.
Feats:
Monk:

Scorpion Style (Combat)

You can perform an unarmed strike that greatly hampers your target’s movement.
Prerequisite: Improved Unarmed Strike.
Benefit: To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target’s base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).


Quick Draw (Combat)
You can draw weapons faster than most.
Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Cunning
You are particularly devious, and can master more skills than others in the same amount of time.
Benefit(s): You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Diceright away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well

Standard Racial Traits
Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits
Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Magical Racial Traits
Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar’s class level).
Senses Racial Traits
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Bard:
Class Features
All of the following are class features of the bard.
Weapon and Armor Proficiency
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells
A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score.

The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Bardic Knowledge (Ex)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledgeskill checks untrained.

Bardic Performance
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
List of Bardic Performances:
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.
Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.
A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.
Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitudesaves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard’s level as the caster level. In addition, this performance removes the fatigued, sickened, and shakencondition from all those affected. Using this ability requires 4 continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components.
Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard’s performance. Frightening tune relies on audible components.
Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
Mass Suggestion (Sp): This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components.
Deadly Performance (Su): A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature’s saving throw fails, it dies. Deadly performance is a mind-effecting death effect that relies on audible and visual components.
Cantrips (Sp)
Bard’s learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Versatile Performance (Ex)
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Advanced Versatile Performances
Source PPC:BotB
Beginning at 6th level, instead of selecting an additional skill with versatile performance, a bard or skald can choose an advanced versatile performance for one Perform skill he previously selected with versatile performance. Some advanced versatile performance options can be selected only if the bard or skald meets the option’s prerequisites.
A bard or skald with an archetype that replaces versatile performance cannot select advanced versatile performance options.
Expanded Versatility (Ex): The bard chooses one Perform skill that he has already selected with versatile performance. He adds one of the following skills to the list of skills that are associated with the chosen Perform skill for the purpose of the versatile performance ability: Bluff, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Sense Motive, or Use Magic Device. This option can be selected multiple times, but no skill can be associated with the same Perform skill more than once.
Martial Performance (Ex): The bard chooses one weapon belonging to a fighter weapon group that is associated with a Perform skill he has selected with versatile performance (see below). He gains proficiency with this weapon. If the bard is already proficient with this weapon or later becomes proficient with it, he gains Weapon Focus with that weapon as a bonus feat instead. In addition, the bard’s effective fighter level is equal to 1/2 his bard level for the purpose of qualifying for feats that specifically select weapons from those Perform skills’ associated fighter weapon groups. The types of Perform skills and their associated fighter weapon groups are: Act (close, double), Comedy (flails, thrown), Dance (monk, spears), Keyboard Instruments (hammers, siege engines), Oratory (heavy blades, light blades), Percussion (close, hammers), Sing (close, natural), String (axes, bows), and Wind (monk, thrown).
Masterpiece: The bard gains a bardic masterpiece, as if he were giving up a feat to learn it. He must meet the masterpiece’s prerequisites, and the masterpiece must list ranks in a Perform skill that the bard has chosen with versatile performance as a prerequisite. This option can be selected multiple times.
Well-Versed (Ex)
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Monk:

Class Features
All of the following are class features of the monk.
Unchained Monk?
Are you instead looking for the unchained monk? You’ll find it here.
Weapon Proficiency
Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
Armor and Shield Proficiency: Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action.
When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).
For the purpose of these attacks, the monk’s base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuversfor unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk are for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
Table: Small or Large Monk Unarmed Damage
Level
Damage (Small monk)
Damage (Large monk)
1st–3rd
1d4
1d8
4th–7th
1d6
2d6
8th–11th
1d8
2d8
12th–15th
1d10
3d6
16th–19th
2d6
3d8
20th
2d8
4d8
Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:
Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.
At 6th level, the following feats are added to the list:
Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.
At 10th level, the following feats are added to the list:
Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack.
A monk need not have any of the prerequisites normally required for these feats to select them.
Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, he can choose to make the target fatigued.
At 8th level, he can make the target sickened for 1 minute.
At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target.
At 20th level, he can paralyze the target for 1d6+1 rounds.
The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Skills:

Acrobatics(Dex):         6=2+1+3
(B)Appraise(Int):      6=2+1+3
Bluff(Cha):                 6=1+2+3
Climb(Str):                  5=1+1+3
(B)Craft(Clothing)(Int):   6=2+1+3
Diplomacy(Cha):         6=1+2+3
Disable Device(Dex):   7=2+1+3+1
Disguise(Cha):            6=1+2+3
Escape Artist(Dex):      6=2+1+3
Intimidate(Cha):      6=1+1+3
Knowledge(Planes)(Int):   5=1+1+3
Linguistics(Int):      6=2+1+3
Perception(Wis):      6=2+1+3
Perform(Dance)(Cha):   7=2+2+3
(B)Profession(Cook)(Wis):   6=2+1+3      
Sense Motive(Wis):      6=2+1+3
Sleight of Hand(Dex):   5=1+1+3
Spellcraft(Int):      5=1+1+3
Stealth(Dex):         5=1+1+3
Use Magic Device(Cha):   6=1+2+3

Equipment:

3,000
  -604 Kama x2 MW
2,396
  -301 Whip MW
2,095 
   -10daggers X5
2,085
  -370  Spring Blade MW
1,345
  -190 Concealable Thieves tools
1,155
    -15  Cat burglars kit
1,140
    -50 Disguise Kit
1,090
      -3  Cooking Kit
1,087
      -1 Grooming Kit
1,086
    -55 Artisan tools mw
1,031
      -2 SP Conversion
1,029
    -15  Medium tent
1,014
     -8  Donkey
1,006
  -400   4 months rent of a sizable  home
   526
    -90   hireling  Stable hand for a month
   436
    +80
     516
       -3 sp conversion
     513
       -5  Pack Saddle
     508
    -200  dancers garb male and female
     308
      -10  burglars outfit male and female
     298
        -16  Cold Weather outfit male and female
       282
        -16  Courtesan's outfit male and female
       266
        -60  Courtiers out fit male and female
       206
         -6   Male and female entertainer out fit
       200 
         -0  free explorer's outfit male
       200
   -10 Female Explore's outfit
  190
   -16  Male and female hot weather outfit
  174
    -2  Male and female Artisans outfit
  172
     -5  Spell component pouch
  167
   -36 sp conversion
  131
20 sp
-5 Entertainers Kit
15
-5  Blanket
10
-1 bedroll
44
-35  7 days worth of rations
9
-4  cp conversion
5
+360
  365
-360  Trained Hireling (Dancer Protege Female Half elf Name Reda Siannodel)
      5 sp
40 cp
-35 7 days worth of animal feed
5 cp
Carrying Capacity:


Light43 lbs. or less
Medium:44–86 lbs.
Heavy:87–130 lbs.

With masterwork backpack:

Light: 50 lbs. or less
Medium:51–100 lbs.
Heavy:101–150 lbs.

Spells:

Level 0: 5
Prestidigation
Unwitting Ally
Detect Magic
Read Magic
Sift
Level 1: 4
Fabricate Disguise
School transmutation; Level alchemist 1, antipaladin 1, bard 1, inquisitor 1, psychic 1, sorcerer/wizard 1, witch 1
CASTING
Casting Time 1 standard action
Components S
EFFECT
Range personal
Target you
Duration instantaneous
DESCRIPTION
You change outfits or create a disguise out of materials you are wearing or carrying (potentially including a disguise kit). The spell can’t alter your body or change the structure of objects, but can style wigs, apply makeup or piercings, and otherwise make use of tools to make superficial changes. In an instant, you have a non-magical disguise or clothing change. Attempt a Disguise check to determine the effectiveness of the disguise.
Feather Fall
School transmutation; Level bard 1, bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1; Domain void 1; Subdomain feather 2; Elemental Schoolair 1
CASTING
Casting Time 1 immediate action
Components V
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one Medium or smaller free-falling object or creature/level, no two of which may be more than 20 ft. apart
Duration until landing or 1 round/level
Saving Throw Will negates (harmless) or Will negates (object); Spell Resistance yes (object)

Touch of Gracelessness




School transmutation; Level bard 1, bloodrager 1, sorcerer/wizard 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Targets creature touched
Duration 1 round/level
Saving Throw Fortitude partial; Spell Resistance yes
DESCRIPTION
With a single touch, you reduce a creature to a fumbling clown.
The target takes a penalty to its Dexterity equal to 1d6+1 per two caster levels (maximum 1d6+5). This penalty cannot drop the target’s Dexterity score below 1.
In addition, if the subject moves more than half its speed, it falls prone. If the subject flies, its maneuverability is reduced by one step (perfect maneuverability becomes good, good becomes average, and so on).
A successful Fortitude save halves the penalty to Dexterity and negates the possibility of falling prone or the reduction to fly maneuverabilities.
Section 15: Copyright Notice
Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
Vanish

School illusion (glamer); Level bard 1, magus 1, psychic 1, sorcerer/wizard 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Targets creature touched
Duration 1 round/level (up to 5 rounds) (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
This spell functions like invisibility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like invisibility, the spell immediately ends if the subject attacks any creature.
Section 15: Copyright Notice
Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
History:

Bel  grew up without a   proper  family. Bel's mother  left shortly after giving birth and  without a  word or even living a letter. Then the  nurse that helped gave  birth  was threatened to reveal why Bels mother was  here  by  Zikol Cromwell and  then revealed the  child and Bel's father  fed and  clothed  the child  but  treated it more like  raising a prized animal to be sold.
Zikol had a  reputation in the underworld as a headhunter for the gangs of Sigil.  He sold women children and men into the service of  gangs, especially the poor or troublesome  bastard children of  nobles it mattered not to him if it meant him getting coin. Once old enough, Bel  was just that sold  to a  gang in Sigil. Bel lived a  life of toil for other peoples  profits stealing and other errands the gang needed. They sent Bel one time after a  free league member that had something  someone else desired but  was  to cheap to pay the  gang  well they sent Bel cause it would mean a smaller loss to the gang.

Bel despite  the show of skill that was  overlooked by the gang   almost  completed the job but  was caught not for lack of  effort but the  target was lurking in the shadows watching  just  as Bel reached the item and  the middle aged  women stepped from the  shadows and that day changed Bel's life. Arsinoe “ Stardust” Tuldry. Arsinoe  did not  try to turn in the child theif  but  instead asked to hear why  Bel took the  job and  then learned of   Bel's lot in the gang. Arsinoe gathered her troupe and went to there local hangout and when they realized who they  sent to  target the boss turned  white realizing it was  one of the leading problem solvers  of the Free league they crossed but Arsinoe offered them a way out of  facing  reprisal for  the  price of letting Bel out of there service and  come  live  with  her and the troupe.


Bel was adopted by Arsinoe and taught  the ways of the fist, the performer and the shadows. This lead young Bel down the life of a performer  and  friend to the poor and disenfranchised of Sigil. They were performer's and skilled problem  solvers when those in need or  trusted friends of the Free League  needed help. Bel's life came through lifting up the downtrodden life  through entertainment, fighting , or from the shadows when a more subtle touch was needed to seek redress for those  that were powerless to do so.

Though  in Bel's  life came  a pickpocket, They Attempt  failed but  instead of turning in the  young girl, Bel did what Arsinoe  did  and  offered  the half elf Reda a  job to groom the girl into a  dancer and  champion of the downtrodden. Even gave Read a place to live  with Bel.

Ryu Wojin

Quote from: TheKhan on December 15, 2018, 02:32:35 PM
Just a reminder that characters are due in five days!

I'm writing up my backstory as well. I have the sheet and pictures picked out.

In addition to that though. I just want to clarify that Enlarge Person wouldnt work on myself since I'm a monstrous humanoid?

Chanticleer

Hi Khan,

You mentioned that players can start as members of factions. At different points in different versions, factions have bestowed feats, powers, skill bonuses, etc., even upon their lowest ranked members. An example would be the Sensates' Sensory Touch or the automatic counts-as-class-skill list of the Revolutionary League. Is that going to be the case here? They're characterful, but not at all balanced (Sensory Touch is a good example, as it can be used by a 3rd level Sensate character once a day to 'take' an effect from another character...Whether it's a poison effect or 1d10 damage!).

I'm still writing up the background, and haven't finished equipment, etc., but here's a first bash at a sheet for Jolia ("Jolly"), my bariaur cavalier (charger). Lousy roll on HP...I don't suppose we reroll ones, do we?  ::)

I'm picturing her as a wandering champion-errant who probably went (or will be inclined to go) Transcendent or possibly Sensate. She lives large, loves combat and any sort of competition as much as any other pleasures of the flesh, believes that the tendency to think too much can be tempered by drink, drugs, rough sex and challenging exertion. Pulling from the attitudes of the Bariaur home, Ysgard, she's got something of the mentality of a valkyrie-nabbed champion: heroism is a byproduct of good-aligned spontaneity rather than some decision, and she'd be perfectly happy in a situation where she could fight or compete all day, feast, rut and sleep all night. She's not averse to taking coin for her efforts, but she's not a planner or plotter and is only financially motivated in the sense that money buys fun opportunities. She'd do great with Conan's mentality as it's often portrayed: get money, spend all the money on wine, women/men and song, go find more money...Lather, rinse, repeat...Although she'd probably spend as much time racing, wrestling, and otherwise being competitive as simply indulging.
My current O/os (need work)

TheKhan

Quote from: Chanticleer on December 16, 2018, 01:38:11 PM
Hi Khan,

You mentioned that players can start as members of factions. At different points in different versions, factions have bestowed feats, powers, skill bonuses, etc., even upon their lowest ranked members. An example would be the Sensates' Sensory Touch or the automatic counts-as-class-skill list of the Revolutionary League. Is that going to be the case here? They're characterful, but not at all balanced (Sensory Touch is a good example, as it can be used by a 3rd level Sensate character once a day to 'take' an effect from another character...Whether it's a poison effect or 1d10 damage!).
It will be, but I'm not 100% what each power will exactly be. Each will be something in the line of 2e, but I will probably tweak them a bit.

Quote from: Chanticleer on December 16, 2018, 01:38:11 PMI'm still writing up the background, and haven't finished equipment, etc., but here's a first bash at a sheet for Jolia ("Jolly"), my bariaur cavalier (charger). Lousy roll on HP...I don't suppose we reroll ones, do we?  ::)
Sure, I'm also okay with you taking 1/2+1 of your dice at each level beyond first, which I meant to write in the first post but apparently blanked on (because I absolutely must forget something!).

Quote from: Chanticleer on December 16, 2018, 01:38:11 PMI'm picturing her as a wandering champion-errant who probably went (or will be inclined to go) Transcendent or possibly Sensate. She lives large, loves combat and any sort of competition as much as any other pleasures of the flesh, believes that the tendency to think too much can be tempered by drink, drugs, rough sex and challenging exertion. Pulling from the attitudes of the Bariaur home, Ysgard, she's got something of the mentality of a valkyrie-nabbed champion: heroism is a byproduct of good-aligned spontaneity rather than some decision, and she'd be perfectly happy in a situation where she could fight or compete all day, feast, rut and sleep all night. She's not averse to taking coin for her efforts, but she's not a planner or plotter and is only financially motivated in the sense that money buys fun opportunities. She'd do great with Conan's mentality as it's often portrayed: get money, spend all the money on wine, women/men and song, go find more money...Lather, rinse, repeat...Although she'd probably spend as much time racing, wrestling, and otherwise being competitive as simply indulging.

Sounds good! I don't have my notes on the Sensate or Cipher abilities handy, but I can probably post them for you later today or tomorrow.


GunmetalDreamer

I went back and finished up Sheen (I spent a little time brushing up on Sigil before coming back to it), hopefully she passes muster.

It's probably worth noting that Sheen, as she's currently built, kind of needs a front-liner to support to get the most out of her build.  Aside from giving the Flank Bonus, she can Aid Other as a Move Action to grant +3 (thanks Helpful Trait) to Hit or AC to a comrade while still making her own attack.  Until she gets Studied Attack next level, her attack isn't really much to speak of, but she can use Dirty Fighter to Trip, Disarm, or Sunder (likely not that last one) with her Rapier without provoking an AoO.

Basically, she functions best as an infuriating add-on to a proper beatstick.

Chulanowa

I'll be thinking up something for this, hopefully  :-) Still not very good at the whole planescape setting thing, but we'll see

Phaia

Question.
I am working on a witch. If she follows Calistra could she take the wasp familiar as her witch familiar without using a feat? If not and can I use a feat at 1st level to make the wasp familiar her witch familiar? Also is there any other god/dess that would fit the requirements of the wasp familiar.

Oh yes race is a drow! I have wanted to try a playing drow for some time. I will modifiy her racial traits a bit with in the 15pt [drows start at 14 but i am not fond of SR at low levels]  and this is Sigil after all anc she could be a slightly different drow race

Autocad

Princess Quinevere "Quinn" du Pandora en Ilosa
CN Gathlain Druid (Leshy Warden)

Background: Princess Quinevere du Pandora en Ilosa was created in seed form in the verdant Prime world of Ilosa, a lush and beautiful place ruled by magical plant life. In this case, quite literally - in the forest of Pandora, ancient trees' root systems were connected by a symbiotic fungal network until they inadvertently formed a neural network and awakened to sentience. The Pandoran root-mind was content to rule Ilosa in peace as royalty... until one day outsiders arrived from another world, bearing exotic and dangerous things like metal and fire. The multiverse was larger than the Pandoran could have ever conceived by itself.

Knowledge was power, so to gather more information about the multiverse, the trees of Pandora created fey seeds and sent them through portals into other worlds. There they would grow into the plant-infused fey gathlains, imbued with a fierce curiosity, who would learn everything they could about their world and then report back. Princess Quinevere's seed landed in Sigil, and one of the first things she did upon maturing was creating a leshy retainer / assistant / bodyguard. The current incarnation is Duke Leshinator III (don't ask what happened to I and II).

"Quinn", which was a more convenient name to use, also joined the Society of Sensation. The experiences within sated both her intelligence-gathering mission and her personal curiosity, and in return she offered the rare experience of germinating and growing as a plant back to the Sensates.

Duke Leshinator III


Personality: Quinn is curious, cheerful, and flighty. She can be fully engrossed in a captivating tale one moment, then gone in search of something else the moment it ended. Her morality is neutral and she believes that people should be free to do what they want as long as they aren't hurting anybody. She loves stories and gossip, no matter how far-fetched.

Short Term Aspirations: Travel to exotic places, meet new people, and... try to not have to kill them; Figure out what this thing called love that people are so obsessed over is all about.

Long Term Aspiration: Return home to Ilosa and share all her stories with everyone, and so doing earn the title of Queen Quinevere du Pandora en Ilosa.

Thorne

This almost looks like it wants an arcane caster .. or a bruiser-type. I'm not sure who/what I've got for either of those, and I feel I'm running out of time to settle.
Although this /might/ be a good place to offer one of those bruiser-types.. I'm not seeing many of those offered. *cracks knuckles*

… this is what I get for falling into a book over the weekend. ^^;
Writer of horrors, artist of mayhem.

Currently available, frequently lurking.
Ons and Offs
Absences and Apologies
Ideas and inspirations: small groups

Ryu Wojin

Selithise
Lamia Female Oracle [Battle cursed with Reclusive] 2

Str 16, Dex 14, Con 12, Int 10, Wis 9, Cha 14.

Concept : Battle Oracle and buffer.
Personality : Shy and reclusive. Afraid of other creatures but is wanting to discover more.


Selithise was born with abnormal magics about her. A gifted lamia that made her clan and matriarch proud to house her. But she was also born with an affinity that clashed strongly against her clan's evil nature. Rather than developing a sense of satisfaction from torture or evil vile things against other races, Selithise developed, instead, a curiosity. A curiosity that would involve her sneaking into the prison areas to talk with prisoners, and befriend them to ask about their culture, and ways of living. Her matriarch would discover this and not be happy with her. Trying to force her to be more cold and uncaring, she would force Selithise to kill these prisoners. Instead, Seli took a different option. She repelled. She freed all of the prisoners and left with them. This begin her life as an outcast of her own lamia clan.

She was welcomed as a hero in the town of the prisoners she rescued, but there was always bias against her from other townsfolk. Those who didn't trust her. Those who did awful things to discourage her or drive her away. And drive her away they did. She would leave, trying to find some place she could truly call home and not be judged for her lamia heritage. This would start a series of traveling to new places, finding out more discrimination, and leaving to find a new place. It would also develop a sense of insecurity within her. People hate her. She doesn't hate them back. She understands due to what she saw her own clan doing. But she's scared of people's intentions and has developed a very shy and afraid nature. She still wishes to find more people who could accept her though.

During one of her travels, she would spot a light beaming out of the forest. Going to investigate, she found what looked to be a gateway. Her curious nature got the better of her, and she slipped in. Falling into Sigil. Unfortunately, with her powers, she could not easily return back to the material plane. But she found a different sort of discrimination here. They didn't much hate her for being a lamia, but rather for being an outsider. She's still uncertain if that's a step in the right direction or not.

Muse

  I got some feedback over messenger.  I'm working on Narissa Walker to see how she turns out.  If anyone else has feedback i'm still intereted. 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

TheKhan

Quote from: Phaia on December 17, 2018, 11:24:23 AM
Question.
I am working on a witch. If she follows Calistra could she take the wasp familiar as her witch familiar without using a feat? If not and can I use a feat at 1st level to make the wasp familiar her witch familiar? Also is there any other god/dess that would fit the requirements of the wasp familiar.

Oh yes race is a drow! I have wanted to try a playing drow for some time. I will modifiy her racial traits a bit with in the 15pt [drows start at 14 but i am not fond of SR at low levels]  and this is Sigil after all anc she could be a slightly different drow race
I'd be totally find with letting a witch have a modified greensting scorpion and saying its a wasp. You won't be able to treat it as an imp without the feat though. Calistra is definitely the best choice there (and she does exist in my Planescape). I wouldn't ready into the way d20pfsrd phrases the prerequisite, since that is their way of saying Calistra without violating the terms of the d20 license. So the big thing I would look for is another deity that has a wasp as their sacred creature... and I'm drawing a blank right now. I'm sure there is someone, but I can't think of them. But Calistra + drow would be a good combination anyways.

Quote from: Thorne on December 17, 2018, 01:59:44 PM
This almost looks like it wants an arcane caster .. or a bruiser-type. I'm not sure who/what I've got for either of those, and I feel I'm running out of time to settle.
Although this /might/ be a good place to offer one of those bruiser-types.. I'm not seeing many of those offered. *cracks knuckles*

… this is what I get for falling into a book over the weekend. ^^;

Heh, we've all done that, haven't we!

If you really have option paralysis, you could just write up both of them! Either would be good. I'm not going to worry about ticking off all four classes in the archetypical party. If we end up with multiple blasters or bruisers, so be it! Go with the character you think is more interesting.

... Although if you are watching the party composition, I think we have more melee types than we do arcane casters right now. Depends on how you count the Investigator and Bard/Monk.

Thorne

Quote from: TheKhan on December 17, 2018, 11:30:36 PM

Heh, we've all done that, haven't we!

If you really have option paralysis, you could just write up both of them! Either would be good. I'm not going to worry about ticking off all four classes in the archetypical party. If we end up with multiple blasters or bruisers, so be it! Go with the character you think is more interesting.

... Although if you are watching the party composition, I think we have more melee types than we do arcane casters right now. Depends on how you count the Investigator and Bard/Monk.

Usually, as support; Arm, as opposed to hammer. And you've got a butt-ton of … well, hammers, looks like. Not many anvils. *skritch* Depending on how you look at that.
Eh. Your call, in the end. I do have a couple of options, as happens. I'll drop 'em in tomorrow; I need to hit the sack. Stupid getting-up-early stuffs.
Writer of horrors, artist of mayhem.

Currently available, frequently lurking.
Ons and Offs
Absences and Apologies
Ideas and inspirations: small groups

Phaia

Quote from: TheKhan on December 17, 2018, 11:30:36 PM
I'd be totally find with letting a witch have a modified greensting scorpion and saying its a wasp. You won't be able to treat it as an imp without the feat though. Calistra is definitely the best choice there (and she does exist in my Planescape). I wouldn't ready into the way d20pfsrd phrases the prerequisite, since that is their way of saying Calistra without violating the terms of the d20 license. So the big thing I would look for is another deity that has a wasp as their sacred creature... and I'm drawing a blank right now. I'm sure there is someone, but I can't think of them. But Calistra + drow would be a good combination anyways.

Well since a witch has a patron. Could I explain it by going with trickery as the patron and my PC being CN?
I am not at all against spending a feat to have the wasp be a full wasp familiar like described [imp features] and also have my witch follow Calistra!
I did look at deities and none have a wasp and a few have lust/trickery as domains.

So sure I will be happy to have my PC use a feat to gain a wasp familiar and even have her follow calistra. It is Sigil after all!


Thorne

Alright. So, two offerings. I seriously considered tossing my perpetually drunken archer into this, but I wasn't really sure she'd /fit/. So, have this pair to choose from.
I do have full sheets for both; I just rarely post 'em until asked.

Barik
Tiefling (foulspawn) Unchained Barbarian (Wild Rager) 3
Concept: Ex-pit fighter making his way in the world, trying not to screw this one up.

Barik's lived most of his life being someone else's weapon. A toy, or a force of nature unleashed for the amusement of a crowd. When the chance arouse to change that, he took it and never looked back. He's still not entirely certain how he actually ended up in the Cage, and if he's real honest - or really drunk - he doesn't actually care. He's no longer the weirdest thing to walk the streets, and if people give him a wide berth for his temper and ... other bad habits, well, better than the old reasons.
Even so, he doesn't have much reason to like or trust people, and if it weren't for the old adage of safety in numbers, probably would be more inclined to avoid them.
Still, even people are better than being alone, and being alone is a good way to get dead. Or worse. Barik prefers not to find out about 'worse' first hand.

Barik is tall, brawny and looks more animal than human, in many ways. His preferred weapon is a club - broken wood is easy to replace - and it can be hard to tell where his preferred furred cloak stops and his greyish hide begins. Pointy ears stick out of a rough, black mane that rarely sees a comb, much less soap - oddly, he doesn't smell. Or maybe, he doesn't smell in comparison to everything else.








Sulwyn
Human! Magus (Eldritch Archer) 3
Concept: Clueless turned professional Planewalker; because how else is she going to get home?

Sulwyn started life in a small village; she grew up with a longbow in hand. Using minor magics came as naturally as breathing; to the point where it took someone else point it out for her to realise she was even doing it.
Naturally enough, she ended up in the village militia, with the rest of the archers, and learned how to kill sapient beings. Given a choice, she'd rather hunt for supper...

She was doing precisely that when the distant wail of the horns turned her back for home at a run. To this day, she has no idea why those horns sounded, whether the village survived or what exactly happened because she took a shortcut, and between one step and the next crashed through somebody's garden, narrowly avoided collusion with a wall and ... was definitively lost.
At least she still has her bow, and Clueless as she may be, she is very, /very/ good with it.


Sulwyn is a young woman of middling-height; black hair frames a slightly heart-shaped face, tanned and freckled. Striking aqua eyes have the slightest hint of a slanting tilt; a hint of elvish blood somewhere well back in her family tree,
She wears fine mail, and carries a heavy-looking longbow, as well as a quiver-full of assorted arrows and a sheathed shortsword.
Writer of horrors, artist of mayhem.

Currently available, frequently lurking.
Ons and Offs
Absences and Apologies
Ideas and inspirations: small groups

Chanticleer

Oh, it's Barik!

Some day I should revive that gnoll Investigator who thought she was an Oracle.
My current O/os (need work)

Runi

I realize this is down to the wire and that I know roughly nothing of Planescape beyond the name, but the concept and outline are utterly stunning. And I swear I know the modrons from somewhere, just can't place the memory.

Would like to offer my interest if a back up character is needed.
"No, Hobbes, nailing a live octopus to a wall is impossible, everything else is merely difficult." ~ John Taylor

O/o

Muse

Narissa Walker

   The Kingdom of Evensong is a Xeph nation carved into the sides of a single canyon that runs for hundreds of miles from the Brightfrost Mountains to the Coast of Areez   So deep is the canyon that—in many places—the heat of the sun only shines in at high noon.  The stars can be seen in the sky at most other times. 

   Ordwyn Walker was a great hero, a swordsman who wielded twin blades forged of his own zest for life, will to triumph, and compassion for his fellow man.  Many maidens loved Ordwyn dearly.  In his thirtieth year, Evelyn Chuantaclier—a legendary beauty who's ethereal voice could be heard for miles around when she lifted it in song—won his heart and devotion.  They were wed  when Ordwyn was thirty three and Evelyn 22.  They had three children. 

   Narissa Walker was the eldest. Followed by her brother Danil and their sister Marmina.  They were all loved and pampered by their parents a great deal. 

   When Narissa was ten, word spread of an army of horrible things invading an allied nation through a portal.  Ordwyn made an impassioned speech to the king and his council that they should march to their allies aid, saying that such horrible foes could only be defeated by unified action.  To let their neighbors die alone would only seal their own dooms. 

   Many others spoke, but the king said later that he was especially moved by Ordwyn's speech.  Over the next year and a half, an alliance waged a war agianst the devils and sealed the gate.  Word came that Ordwyn himself had been slain in the final assault—one of seven heroes who held the gate so that more devils could not pass through while it was sealed. 

   As the period of grieving drew to a close, tension began to grow between Narissa and Evelyn.  Despite her psionic ability, Evelyn tried to channel her daughter's interest fully into the arts, hoping  Narissa would never share her father's fate.  Narissa, on the other hand, believed her father was a great hero who's final stand had saved them all.  Though she loved to dance—and let her mother acquire the schooling that would make her especially good at it, Narissa was determined to become a powerful Ellocator, travel the world and beyond, and do heroic things the way her father had. 

   Eventually Narissa—having come of age—was prepared to begin her exploration without her mother's blessing.  Evelyn relented at the last minute and held her daughter close, tears in her eyes as she held her daughter close and told her to come home safe when she was ready.  She even gave Narissa a token form her father's travels—a sigil on a tile that—if set in the right place would transport her, “To the other side of the sunset.” 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

TheKhan

Quote from: Runi on December 18, 2018, 06:34:47 PM
I realize this is down to the wire and that I know roughly nothing of Planescape beyond the name, but the concept and outline are utterly stunning. And I swear I know the modrons from somewhere, just can't place the memory.

Would like to offer my interest if a back up character is needed.

If you can work quickly, there is still time!

Quote from: Thorne on December 18, 2018, 01:04:29 PM
Alright. So, two offerings. I seriously considered tossing my perpetually drunken archer into this, but I wasn't really sure she'd /fit/. So, have this pair to choose from.
I do have full sheets for both; I just rarely post 'em until asked.

Both look cool! Would you mind PMing them to me (or links to them)? What alignments would they be?

Quote from: Phaia on December 18, 2018, 09:23:13 AM
Well since a witch has a patron. Could I explain it by going with trickery as the patron and my PC being CN?
I am not at all against spending a feat to have the wasp be a full wasp familiar like described [imp features] and also have my witch follow Calistra!
I did look at deities and none have a wasp and a few have lust/trickery as domains.

So sure I will be happy to have my PC use a feat to gain a wasp familiar and even have her follow calistra. It is Sigil after all!
That's... complicated. The better word for Witches would have been Theme. Anyhow, if you want a wasp familiar, I'd just say take it if its a major part of your character. Don't worry too much about that prerequisite since its more a story guideline than a mechanical balancer.

Chulanowa

Cutting it to the wire with not one, but TWO, two I say, character submissions! neither have any equipment listed because I hate shopping unless i know a character is "in"  ;D

Perth Amberfield, Halfling Explorer
Name: Perth Amberfield
Race: Halfling
Class: Cleric

Background: Perth's earliest memories are of stars soarign overhead in neverending ribbons, of a gentle hand stroking his brow and singing songs in a language he no longer recognizes. How he came from that idyll to... this, this mess in Sigil, he's uncertain of; there's a long gap in his memory from late childhood to just a few years ago. he remembers waking up at a shrine, having a fever tended by the lillend keeper of the place. To repay the celestial for her kindness, he began performing small services for the shrine; caretaking, alms, and the like. Through his works, and the teachings of Äuleshaie, he found faith in Desna, the Song of the Spheres... and something clicked. This was part of who he had been! But try as he might he could not draw forth more from his memory. Now, he looks out past the humble shrine, eager to get a pack on his back and the multiverse under his feet, to travel afield.

Short Term Ambitions: See the shrine to Desna in Sigil prosper; Find the edge of the city and spit off of it; Learn to play the zulkoon he has; Travel, whether among the planes or the assorted primes.
Long-Term Ambitions: Meet Desna; Sleep with Chaldira Zuzaristan (Yeah right, a halfling can dream though); Join the Spherewalkers; Recover his memories and find out what "home" is.


Daryah Movarid, badass artist
Name: Daryah Movarid
Race: Modified Cecaelia (see below)
Class: Unchained Rogue 1 / Vigilante 2

Background: Daryah would like a lot of people ot believe she's a fish out of water, so to speak, a hard-luck case just trying to get by sticking needles into people. The truth is she hails from a long, noble lineage, a veritable dynasty in the plane of water, and this is her slumming to make some jink. it's a small lie, but it works, her business attracts not just the salty sorts who want their mothers to live under their skin forever, but also other well-to-do sorts who want to slum a bit and remember the experience. it also attracts less savory sorts; after a few shakedowns by the local scumlords, Daryah took it on herself to.. .see to the situation. Despite her inexperience the ambush went well, and since then she's lived a dual life; mild-mannered inkmaiden by day, and the many arms of justice! at night. For some reason the thugs getting the crap kicked out of them seem to not put the whole "tentacles" thing together, but hey... (seamless guise + strange body plans = hilarity.)

Short-Term ambitions: Get her family off her back; acquire better training and more useful practice; expand her business - maybe franchise?; Find a steady playmate; Take a vacation from Sigil.
Long-term ambitions: Put her ink on a Power; Redeem herself to her family; gain better long-term ambitions

Adjusted Cecaelia
Apparently all of the Cecalia's traits together add up to 23 RP.. however almost all of those are only useful underwater, so, don't know how that actually balances out for this particular game; blind-sense underwater isn't too useful in mechanus, I'm guessing. still...

Monstrous Humanoid Change to humanoid; if a merfolk is a humanoid, so is an octopusfolk. (-3 RP)
Darkvision Downgrade to low-light vision (-1 RP)
Jet: She's an octopus, not a squid, so no need to have this laying around. (-1 RP)
Natural Armor: Downgrade to a +1 bonus instead of +2 (-1 RP)
Tentacle Sense: Darya hasn't been underwater in *forever*so let's say she's forgotten how to use this. (-1 RP)

...Bringing things down to 16 RP, of which 4 RP are only useful in an aquatic environment (swim speed & amphibious). Hope that could pass muster

Thorne

Quote from: Chanticleer on December 18, 2018, 06:30:09 PM
Oh, it's Barik!

Some day I should revive that gnoll Investigator who thought she was an Oracle.

Yup! It's Barik. Still grumpy and taciturn. ^^;

If he gets in. If he doesn't.. well, there'll be something else. He has time.
Writer of horrors, artist of mayhem.

Currently available, frequently lurking.
Ons and Offs
Absences and Apologies
Ideas and inspirations: small groups

Chanticleer

Khan, I'll have something up for Jolly's background in about 15 hours or so (I don't know exactly what time zone your 20th ends in but for me it has about another 19 and a half hours to go).

I got swept up in helping with holiday preparations over here and didn't have the time to finish it last night.
My current O/os (need work)

TheKhan

Quote from: Chanticleer on December 20, 2018, 06:47:12 AM
Khan, I'll have something up for Jolly's background in about 15 hours or so (I don't know exactly what time zone your 20th ends in but for me it has about another 19 and a half hours to go).

I got swept up in helping with holiday preparations over here and didn't have the time to finish it last night.

No worries. Last two days were busy for me too

Chanticleer

Jolia ("Jolly") Skystrider

Spoiler: Click to Show/Hide
Jolly grew up on the plains of Palarir, in Ysgard, where her herd followed the oracles' runecasting from place to place, always seeking greener, fresher grass...And war. Ysgard is a plane of battle and challenge, not a place for satisfaction or rest, so she grew up fighting alongside her herd, working together with her brothers and sisters to slay giants and monsters that the herd encountered in its eternal migration. Her heard exalted the spirit Tirag Thunderhooves, a Bariaur demigod of fair competition.

In the same sense that certain horse-nomads are 'born in the saddle,' the Bariaur from an early age are taught defensive tactical sense, awareness of dangers and allies, and then gradually introduced to more offensive weapons and methods. But the time she was fourteen, Jolly had struck her first killing blow for the herd (a chimera which was already mostly dead due to the combined efforts of the patrol she was juniormost in). By the time she was sixteen, she had a patrol of her own.

And then the things she started to take for granted began falling apart. The young ram who she'd had her eyes on for most of her teens went planes-wandering, and she suddenly found herself without the one she'd thought to be her true love (the bariaur are hardly monogamous, but it's not uncommon for them to have favorites who are longterm true companions).

She didn't take it well, and for a short time she did the rounds with other ewes, and over time fell in love again. This time, when her love, Tintabel, decided to go on a wanderjahr, she came along, and for a time the two ewes roamed the plains. They found Sigil fairly quickly, but Tintabel felt it was too closed, crowded, and filthy, so they moved on.

Eventually, they found death, and unlike what happened in Ysgard, when Tintabel was killed by a Soul Eater, her spirit was not set free to return to Ysgard, but was simply destroyed.

Jolly, like most Bariaurs, had died several times, and seen the death of friends before, but this was not part of the Valhallan roundabout which she was born in. There was no glorious death followed by resurrection at night and revelry until dawn. There was only the shell of Tintabel, and the creature which had killed her best friend, and very nearly killed Jolly herself, and slaying the thing didn't bring her friend back.

It shook her. It shook her terribly. All at once, she understood why the beings of so many planes she'd encountered feared death.

It also caused her to re-evaluate and finally forgive her never-returned first love, Belltempest. She doesn't know if he still lives or if he died between the planes in some way that prevented his rebirth on Ysguard.

Jolly's a little afraid to return to Ysguard herself. She's now scared to hear word that he or any of her other wandering friends were permanently destroyed. Some days she asks around after bariaur of his description in her wanderings, other days she spends burying herself in the feeling of her own flesh, straining and struggling, competing in any challenge she figures she can, trying to savor being herself, trying to do, to act, rather than think, for fear that like her friends, she herself might one day simply...Vanish.

She didn't want to return to Ysguard or her own herd, but neither did she want to be alone, so she applied to the Sensates, submitting to them a set of memories: the liminal pain of one's soul being tugged at (few survivors of Soul Eaters exist, after all), the grief when an immortal realizes they are mortal, and their friends as well, the triumph of a particularly glorious and heroic battle against a giant, the rush of being reborn in Valhalla after death, taking that first incredible breath and realizing that one is once again alive, and the taste of the fresh-stolen honey of Ysgard, freshly gathered from the hives of the giant bees that swarm there.

She was rejected, and applied to the Transcendent Order, which proved far more willing to take her. It was another recent member of the Transcendent Order, an Aasimar who initiated her into the Order of the Flame, and taught her a new code, which she is currently taking as her first step along the path towards enlightened action. Mind, it is still a first step, and like many initiates she is still too caught up in the impulses of her body.

After all, when one tells a bariaur to act unhesitatingly with the impulses which the multiverse gives them, one may expect them to be somewhat...Unrestrained. In their own lands, they're well known for being capricious and unpredictable. So those members who know her are trying to be patient with her (and many other) initiates who find it easiest to give into their more carnal and active impulses, without yet feeling the impulse to flow with that which happens around them.

It takes time and serenity to develop an awareness of those more subtle currents, and Jolly simply hasn't had very much of either, yet.

Aspirations
Jolly is still young as bariaur go, and while she's seen a bit of the multiverse and been in a fair number of battles, she's hardly the picture of a mature veteran...Her culture simply doesn't have that archetype. She remains combative and playful. She will always seek new challenges to attempt, and ways to better herself. She is also trying to find something to fill the hole in her surroundings which once was the place of her herd...Joining the Transcendents hasn't really made her feel that 'part of a community' that she hoped, and it's an open question whether she'll really make the leap of discipline and understanding required to be successful on any but the least levels of the Cyphers. Discipline isn't an easy thing for bariaur. On the other hand, the party, if it bonds well, might just provide that sense of belonging for her. In terms of longer range goals, she also occasionally flirts (diligent bariaur are kind of like dry water) with the idea of trying to find some way to bring Tintabel back, and to find (hopefully) Beltempest.
My current O/os (need work)

TheKhan

Thank you everyone! Sorry for the delay, it has been a busy couple of days and I had a couple of tough decisions to make here. Here are the characters for this campaign:

Chanticleer
- Jolly Skystrider - CG Female Bariaur Cavalier
Thorn -  Barik - CN Male Foulspawn Tiefling Barbarian
Gunmetal Dreamer - Sheen Gridman - TN Female Android Investigator
Muse - Narissa Walker - CG Female Xeph Psion (Nomad)

Please finalize your character sheets and post them in the OCC thread here.