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Author Topic: Planescape: To Hell and Back (Pathfinder, Mythic, Exotic, Closed)  (Read 3812 times)

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Offline EroticFantasyAuthor

Would it be possible to use some material from the Book of Erotic Fantasy? Namely Perform (Sexual Techniques) and recovering spell slots via sex rather than sleep.

Offline FallenDabusTopic starter

Would it be possible to use some material from the Book of Erotic Fantasy? Namely Perform (Sexual Techniques) and recovering spell slots via sex rather than sleep.
I'm afraid not. I find that a) that book is inappropriate if you want an semblance of serious storytelling in a game and b) it totally misses the emotional and dramatic storytelling themes of sexual encounters. Plus it was written for 3.5 and I don't have the time to convert if to Pathfinder.

Offline EroticFantasyAuthor

Seems my original concept will not fit with the campaign and I'm not sure if I'll have the time to adjust another, but hopefully.

Offline Isengrad

Kahless, Son of Maka

Kahless is a giant of a man.At seven feet six inches he towers over most races he meets in day to day. His skin is tanned from life in the dessert and his hair is jet black as is indicative of his race. His frame is powerful and sturdy, more then enough to intimidate smaller people and his eyes are a piercing green. Along his backs are scares from the whippings he endured as a kid from when he was held as a slave.

His Astral Armor can be called to him at a moments notice. The energy manifesting at his shoulders(nude you would see the tattoos that mark his body glow) and flowing down his body in the blink of an eye.


Kahless is a man you believes in his own power. Preferring to use his own body, mind or the products of the two rather then what others have made. Above everything else he seeks to protect those that are weaker then himself, especially those that find themselves collard and held under the thumb of people that think they are superior. He has gotten into more then enough trouble by attacking a slave owner in the streets.

Contrary to his appearance, when he is not fighting he is a gentle giant. while not a genius in most rights he is not an idiot.A fact that catches most people off guard, he adores kids and is a sucker for a smile and and eager please when it comes to his coin. better to see a child happy when the world can be so very cruel.

Like most people from the world of Athas Kahless has an initial distrust of arcane spell casters, after all it was they (more specifically the defilers)that turned the once fertile world into the barren wasteland that it is now.

Kahless has a powerful temper for those that threaten children or those that he has come to call friends. On more then one occasion he has wished he could do more to punish those that have angered him. He always fears that one day he will be pushed to far and he will end up with more blood on his hands then he could ever hope to wash off.

When it comes to sex kahless is no stranger to either gender, after all in a world that actively tries to kill you, you take comfort in the arms of whomsoever offers it.

The world of Athas is a barren wasteland.What was once a fertile world full of lush vegetation and flowing water is now nothing more then a barren desert. those who have pieced together the past agree that a massive war of magic raged across the surface and it was defiling, the act of drawing the very life and magic from the land to fuel your spells, is what turned Atahs into the scarred wasteland it is today. it was probably during this war that some powerful Sorcerer decided that the magical blending of human and giant blood would produce a powerful slave race for them to use. this would hold true as today the half-giants can be found in every city state in Athas under the ownership of those with enough power to carve out a place for them and their family.

But Kahless story does not begin in chains, no his begins out in the sands of Athas, born a free half-giant.Both his father and his mother were escaped slaves. his father, Maka, was a pit fighter of some renown and his mother, Pahana, was a forge labor slave. his life was typical of nomads, they followed the food and water as the seasons changed, never venturing far from what few oasis's there were. His parents never hid their past from him and in more ways then one looked up to them for their experiences, as most children do. He also did not listen to them a lot as they warned him about straying to far from the camp. one day he was playing out by one of the major trade roads when slavers found him. They bound his hands behind his back and threw him into a cramped cell with the rest of the slaves. the weeks that followed were some of the worst of his childhood. Almost daily the slavers found an excuse to beat and whip him, if not for his own faults then for the fault of others. When his father and the other trackers from the tribe found him he was in tears and his back was in taters. When he looks back, he was sure it was that day that he swore that he would never be in chains again and neither would anyone else if he could help it.

Years later found Kahless as a young man, now learning how to be a productive member of the tribe. Mornings were spent in the forge with his mother, there he learned how to turn wood, chitin and even steel into armor to defend the warriors.  As the sun rose over Athas noon day found him training, honing his skills. Night time was time for lessons by the fire as the temperature dropped, as well as his own training to control a power he suspected was inside him. It was not until after he was declared an adult, and marked as a guardian, that he first manifested his Astral armor. Psionics, the power of ones mind, was not unheard of in the world and in fact most(if not all) half Giants possessed that spark, though not many nurtured it like he had. Now his own beliefs, his own experience armored him against the world.

Kahless did his best to remain true to his own self. He went out into the world to free others that were bound by the chains of slavery.He was heralded as a freedom fighter not only for half-giants but others races as well. It was through his cause that he even found love when he rescued a pit fighter by the Name of Mika, a half giant like himself.She was to given to a Templar for the night right after her first win in the pits. The Aegis saw her, bound and nude as the day she was born, being dragged towards the Templars room. before the man could force himself upon her Kahless had entered the room and was able to knock him unconscious. With her in tow they fled the city and in her did he not only find a partner to his cause but a lover to share the cold nights.

He and Mika became quite the thorn in the slave trades side, attacking shipments and even pushing into city states to free slaves. It was not long before their infamy caught up with them, and Kahless' life was changed. It was a trap, a false lead that found both he and Mika deep in one of the city states facing down the cities soilders. It looked like they were going to be able to turn the tide and get away when the unexpected happened. He appeared to melt out of the shadows behind Mika, in an instant her chest blossomed in Dark blood, and the Templars evil smile appeared over her shoulder. To Kahless' shock it was the same one he had rescued Mika from that night long ago. Kahless raged but was not able to fight his way past the soldiers to reach the Templar. He hunted that man down for months and when he finally found him he fought with a ferocity he did not know he was capable of. When he seemed on the verge of victory that evil smile once appeared on the Templars face and the world went dark around him. Kahless was cast into the void, the only thing he could hear was the Templars maniacal laughter.

Kahless could not tell you how long he was unconscious, but when he awoke he knew something was wrong.the air was too cool to be mid day, and not cold enough to be nighttime. He sat up and examined his strange surroundings, his mind drifting back to his fight. Where did the Templar get that power? Where was Kahless? and where was that evil son of a bitch that sent him here?

Offline ChaoticSky

Hizzah, finally done. Did i go overboard designing my race? Why yes i did, thank you for noticing. ;D
Though you may have to forgive me if some of the fluff is in a rough state, i still need to give it a few editing passes. >.>

I also have rogue, monk and oracle versions if one of those may prove more interesting for the game than a bard.

Name: Fyr Arnor
Race: Sultani
Alignment: Chaotic Neutral
Class: Dervish Of Dawn Bard (3 D8)

Once Elves born to a sphere with a single large world that circled a hot sun, they thrived in the hot deserts of their home, fidning harmony where other races found only hardship, and over the long span of years found themselves all but alone. It was this lonelyness that drove them to seek out new companions, kindred spirits with which they could interact. Though they lived in wild harmony with the shifting sands of their home, built great palaces of glass, and were strong in blade and spell, they were yet too primitive to create Spelljammers, and too unfortunate to have one fall into their lap. Instead, they explored the planes by portal and gate, and met many beings great and small... but no where did they find such kinship as they did in the Plane of Fire. The Sultan Elves as they came to be known embraced the character and ways of Fire Elementals and Mephits, and to a lesser extent, that of the Efreet and even Azer. Fire, already a recurring theme in their culture and artwork, came to dominate, reds were always in fashion and their greatest smiths and artisans traded crafts of fire-proof glasswork for knowledge and the creations of the races of Fire. Though this relationship was not without its bumps, no race of Fire is exactly easy to get along with, but the elves were willing to put in the effort, and in time, bonds friendship, or at leased trade, were forged, and the Sultani Elves entered a golden age of art, industry and progress; no longer alone in the void.

However one day something terrible happened; Ever wonder what happens when crazy cultists actually manage to pull off their doomsday summoning ritual before a band of adventures can stop them? A cabal of mad clerics, driven insane by sights they had witnessed through darkling gateways into places beyond time and space, were able to summon the Nuclear Chaos; Azathoth, wholly embodied, into the Sultan Sphere. Terrible cataclysms wracked their world as it was riven by the mere presence of the Old One. Many of the permanent gateways into the Plane Of Fire tore open, causing the planar essence to bleed into the prime, and madness to bleed out. The denizens of that other plane were quick to slam the metaphysical doors shut, but far too late to prevent serious damage on both sides.

The Sphere became a realm of elemental chaos, even after Azathoth vanished a eternal instant later; the place was scarred by madness and forever tainted with Fire essence. It is hard not to notice that in many ways, the matter within the sphere has been warped into Azathoths own likeness; A blazing red star stands in the center of the sphere, from which impossibly long tentacles of flame reach out to writhe idiotically in the now-warm void, caressing the inner walls of the Sphere and leaving rivers of fire in the firmament. The star is surrounded by a ring of thousands of little worldlets, orbiting it and each other in a infinite dance, filling the sphere entire with a arrhythmic harmony of vibrating glass crystals, as if seeking to entertain and appease the Sultan Star. Those beings that survived the cataclysm are no longer Elves, or anything else one commonly finds among the spheres, changed by the Old One's warping influence and infusion of elemental essence, they have become elemental beings themselves, and with their newfound power and the clarity of vision bestowed on them by Azathoth (read: insanity) they quickly rebuilt their civilization His image.

Today, a uncountable span since the event that remade their world, the Sultani have no government or ruling authority of any kind, nor do they need any, they are not moved to rule others and resist any attempt to impose any kind of order on themselves. Their architecture is dominated by sprawling, writhing spires of glass and obsidian that reach into the void, linked by impossible spans wrought of rainbow and flame. Dancing is as common as speech, and is simultaneously entertainment and prayer, musical arts are also highly common, though they tend to be composed along with the natural cacophony of their home sphere, and dont tend to work well without it. Their creations, whether building or bauble, tend towards curved designs, elaborate etching and silver filigree, and common use of fire and rings as symbols, with the number eight often symbolically represented, such as eight sided windows, figure-eight shaped handguards, octagonally cut jewellery, etc. Enchanted glass and stone are preferred materials, though silver and Mithril are also common, mundane metals are decidedly not, and even magical metals such as adamantine that lack the... mystique of silver are shunned. Clothing is sparse and rich, parties are near constant, passion and enlightened madness drive their lives, and the zeal with which they can throw themselves into their chosen tasks is often nothing short of unhealthy. Paradoxically, this has lead to great progress, individual madness and zeal making up for the more organized efforts of other races, the Sultani are far more advanced now than they once were, and have mastered spelljamming, alchemy, and high magics beyond what their elvish ancestors accomplished. Social mores are almost nonexistent, though so is crime; their tolerance is extreme, but those who cross the line are often lynched by flashmobs. Apathy is as alien to them as Order, and no Sultani will leave a task for others, so great villians are often beset by legions of their offended kinsmen and torn from their dread thrones before they can do much harm.

The Sultani are Chaotic as a rule, and the majority are Chaotic Neutral, though some stray into Chaotic Good and Evil, but their habitual method of dealing with criminals means that few Chaotic Evil members of their race survive for long, though those that do are often especially devious and cunning, and often turn their sights on less vigilant spheres, where they can operate more openly.

Their gods, once a pantheon of fire aspect divinities, were fused together into a insane mass in the heart of the star that dominates their Sphere by the Cataclysm. Today worship is almost exclusively directed at Ignathoth, who is alternatively known as The Blessed One, The Sultan Star or The Burning Madness. Though Azathoth also has a strong following, and is commonly known as He Who Showed The Way to the masses of grateful Sultani. Though the latter is as indifferent to this bunch of worshippers as it is of any other, it's spawn is not. Indeed, Ignathoth is very attentive to it followers, and rails with great violence if disturbed, at times destroying entire worldlets, though it rebuilds them when appeased. It's insanity is tempered by the storm of elemental essence that cages it, preventing a descent into total obviousness and giving a flavour to its nature that gives rise to goals and motivations entirely unlike its idiot sire.

The Sultani are alluring and dangerous in appearance, much like fire its self, but they posses a innate hypnotic charm, and most are extremely energetic socialites. Even after all that has happened since their early days, they still seem to retain a certain desire to reach out and form relations with other races, though the people of more primitive Spheres often mistake their true forms for demons, those who know the race better know that Sultani place more value on their friends than most place on their nations, and are willing to defend their chosen comrades from any foe, no matter how dangerous their power or legitimate their grievance. However, unlike in past days, this isnt always a good thing. The Sultani are insane, no matter how affably so, and their charm makes them very good at spreading their madness, those who lack their... innate grasp of insanity can often become quite dangerous if they fall under its sway. More than one profoundly destructive cult dedicated to Azathoth has been traced back to well-meaning Sultani who can only shake their head and lament that their once-friend misunderstood them. They have a strange relationship with elves, both races often all to happy to get to know each other, but often prove just a touch too... similar to each other to truly get along, and the issue of shared heritage is often the elephant in the room. They get along with Humans as well as anyone (and everyone) does, and while dwarves are one of the few races that can rival a Sultani for loyalty, they rarely have anything to say to each other. Being dual natured themselves, they rarely discriminate against halfbreeds of any sort on the basis of being halfbreeds. And for everyone else, Sultani tend to default towards friendly but cautions, they hope to get along, but know many races do not share their desire and are more than prepared to deal with that too. The sole exception is, as one might expect; races based on elemental water, there is too much Fire in their souls to ever get along with the waterborn.

The Sultani are drawn to the ways of the Bard with a natural and hypnotic flare, though their greatest arts; recreating the music of their home, are rarely appreciated, their dancing however, is often quite popular. The Sultani favour two unique instruments; the Glass Mazes, which are a set of torus-shaped bangles made of glass, glassteel, or some kind of crystal, they are worn loosely around the wrists, and woven through with a chaotic maze of flutes and channels that produce a harmonic resonance when swung through the air, such as during a dance. Each is unique, and learning to use it to make music is considered a personal experience, not a matter of training or education, they are used to some degree by many Sultani, but only the dervish bards truly master them. The other is the Glass Harmonica; a stack of glass (or glass like material) cups, chained together with a metal rod though the center and carefully connected with rings of silver, the rod is suspected between two stands with a turn crank or petal to spin it, the musician then plays it by spinning the stack while caressing the glass with their claws to produce a melody. A far more stationary and precise instrument, the harmonica is generally used for static performances. Religion is also a innate part of their lives, and both Oracles; Those Who Were Chosen, and Clerics; Those Who Chose are relatively commonplace, though Oracles are valued over clerics and seen as having a more intimate relationship with their god, they are much rarer however. However, both Paladins and Inquisitors are rare almost to the point of nonexistence. The former would be immediately disowned by their own god, and the Sultani look to their Dervishes to fulfill the role of holy warrior. While the latter are too persecution-oriented to mesh nicely with the morals of Sultani society, as a result, the few who take up such a calling are often those who wander the planes away from the Sultan Sphere searching for ways to free their god. Sorcery is not uncommon, and there are several strong Fire elemental bloodlines. More learned vocations, such as wizards, alchemists, and magi, or more natural, such as rangers or druids, are almost exclusively the domain of fanatically obsessed zealots; no other Sultani has the patience for such study or balance. True Fighters are rare, as they tend to favour the natural weapons they have been gifted with over crafted ones, giving rise to a plethora of Brawlers, or for those who favour more precise arts, Martial Artists. Barbarians are not unheard of, for there is fire in their blood, and some Sultani cling to the nomadic, waste walking ways of their elvish forebearers, while others take to the path of the Rogue with great talent, plying their agility and charm. With the advent of alchemy, gunslingers are becoming more common, though the fiery nature of their worlds (and bodies!) can make this a dangerous profession indeed.

Sultani [14]
[3] Outsider(Native, Fire)
[-] Medium
Base Speed
[-] Normal: 30ft
Ability Score   
[-] Standard: +2 Dex, Cha, -2 Int Sultani are agile and charming, but lack forethought
[-] Standard: Common, Ignan
[2] Elemental Immunity/Vulnerability: Immune to Fire, susceptible to Cold. Gain (Fire) subtype.
[1] Dual Minded: +2 bonus to will saving throws. Their chaotic, fiery psyche makes it difficult for mind effects to find purchase on their mercurial minds
[3] Lesser Change Shape: Assume a static Humanoid(Elf) form. All Sultani can suppress their fiery souls, and return to something like what they once looked like.
[2] Hypnotic: +1 DC for all saves against spells or effects that inflict Fascinated condition. 1/day, force a creature to reroll the saving throw and use the second result, even if it is worse. Like the licking flames, there is something about them that draws the eye.
[2] Claws: 2 primary Claws, 1d4 for medium.
[1] Elemental Assault: Deal 1d6 Fire damage for lvl/day rounds. Just as they can suppress the fire in their soul, so too can they bring it forth to burn their enemies.
[-] Darkvision 60ft

Favoured Class Bonuses
-Monk/Brawler: Add +1/2 point of damage to elemental assault.
-Bard: Treat the bard’s level as +1/2 level higher for the purpose of determining the effect of the fascinate bardic performance.
-Cleric: TBD
-Oracle: Add +1/2 to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability
-Rogue: Add a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gather information
Deity: Ignathoth
Titles: The Blessed One; The Sultan Star; The Burning Madness; Everdancing Flame
Home: The Sultan Sphere, Prime.
Alignment: CN
Portfolio: Chaos, Dance, Fire, Insanity, Sun, Lust.
Worshippers: The Sultani.
Cleric Alignments: GC, CN, CE, N
Domains: Chaos, Charm, Fire, Madness, Liberation, Sun
Favoured Weapon: Claws

Born of the chaotic fusion of the entire Sultan Elf pantheon and fused with the planar essence of the Plane of Fire, Ignathoth is a being of great madness. In those long ago days, three deities dominated the pantheon: Ahura; the noble god of the sun, Mah; his sister, the fey goddess of fire and lust, and Vayu; a genderless god/ess of chaos and dance. These, along with many others, were twisted together to create a singular being in Azathoth's own image. Did the Old One do it on purpose? Or was the gravity of its presence simply too much to resist? The Sultani consider Ignathoth to be their overtype, beings such as they are too small for Azathoth to interact with directly with them, so Azathoth changed their gods, and then applied the same changes to them. As such, a great many are thankful towards Azathoth for blessing and enlightening their people, some even worship him. However, a immodest majority worship Ignathoth itself, if for no other reason than the fact that it is there, and is a actual active presence with goals and a voice, compared to Azathoth's oblivious indifference to all existence. The fact that Ignathoth literally hangs in the sultan sky doesnt hurt either. For though it shares a measure of its sire's madness, it is very firmly grounded in the material plane, and tempered with fire, giving it a more down-to-earth perspective that allows it to articulate its own existence, form plans, possess desires, and so on.

As a god, Ignathoth is very much like the archtypical Sultani writ large; It is both hansom and beautiful, with a alluring charm despite (or, because of) its great madness. It shares much of their appearance, but while the eye is drawn inexorably to its attractive features, its hair and limbs end in branching tentacles, endlessly reaching and splitting into a chaotic mass that surrounds it like a mandala... and trying to find meaning in its writhing disk is a favourite pastime of the insane (or those soon to be). A passionate diety, Ignathoth directs its worshippers to exalt fire, both literally, and as a metaphor for life its self; to live for themselves and their friends, leaving nothing for tomorrow that could be done today, to enjoy life to the fullest, and reject any attempt to impose limits on themselves. But its also keenly interested in doing this its self, and all its followers know to keep a eye out for something that would allow it to escape the Sphere.... no such relic has been found yet, though some have tried and failed, despite the great many years since the Sultani returned to the planes, as a result, its a very low level 'oh by the way' kind of demand, not something they tend to dedicate time to specifically. On the flipside, Ignathoth is crazier than any truely sane being can properly articulate, and has been known to randomly make demands that range from ridiculous to impossible of its followers, and occasionally lash out in extreme violence when offended, especially if something somehow disrupts its music, at times wiping out entire worldlets and killing thousands, though it often restores such worlds (and even mass-resurrects the populace) when its anger is appeased. It is especially fond of dances, and all of its followers are expected to beable to dance, the clerics, oracles and dervishes that serve it most of all. It is the patron of the Sultani's two unique instruments; The Glass Maze and the Glass Harmonica.

Ignathoth resides in the heart of the star at the center of the Sultan Sphere, giving light and heat to the hundreds of little worlds that surround it, but like the Sultani, Ignathoth yearns for the company of others, and so great tendrils reach out from the star to caress the inner walls of the Sphere, infinitely seeking and failing to find a exit it can use. These tendrils however give heat and light to space, even great distances from the Star, as a result the space within the Sphere is no icy void. Furthermore, these seeking tendrils of starfire long ago wiped out the last stars, once torches lit and maintained by a lesser god on the surface of the firmament. Instead, the Sultani night is lit by thousands of rivers of fire, endlessly flowing across the firmament, out from some tendrils and into others, a infinite maze of rivers, meaning that the night never gets darker than a cherry-twilight. His servitors generally include chaos-fire elementals of every age bracket, and the uplifted souls of his most dedicated followers, who are blessed to dance for ever on the surface of the sun, basking in his glow while he enjoys their performance in turn. His herald is a mysterious being called Pyroth, which takes the form of a eight hundred and eighty eight burning eyes arranged in a concentric circle (singular, not plural) with eight massive wings of fire arranged in a wheel, half of which spin clockwise and the other half spin counter-clockwise, but always remain equal distance from each other, and wields twin massive swords of searing starfire.
Fyr had a relatively normal childhood, and was raised communally as most Sultani children are, free to wander and play as they willed. In Fyr's case, she spent alot of time in Ignathoth's towering temples, awed by the breathtakingly beautiful dancers that cavorted within and their haunting music. She spent many a hour practising their movements in the shadows, though she well knew that she was no where near their level, she resolved to one day be their equal... and when that day came, to become better. Though she was still able to win admittance to the preisthood of Ignathoth at a young age due to her lone practised skill at dancing and reverent devotion, she was not so blessed as to be chosen as a Oracle, nor did she find it in her calling to be a Cleric, as she grew, what she did discover, was a certain talent for her chosen art, and a gift for arcane magic born of that talent. She was a bard, which meant she could become a Dervish. It was a calling she threw herself into with great passion and zeal, though she was by now old enough to know that there was far more to dervishes than pretty dances; they were the holy warriors of the Sultani, and their dances could kill. Beauty and art, backed up with lethal skill and magic. It was, she came to believe, the most ideal of callings.

She trained for decades, and her first taste of true battle came only mere years ago, when a Efreeti tyrant, Kilrit The Ashen, was disposed on the plane of fire by rivals, and chose to flee with his remaining, but still quite large, forces to the Sultan Sphere. He thought that the fire-touched sphere would be a tolerable place to conquer and lick his wounds in preparation for his return to the Plane of Fire, to defeat his rivals, etc, etc. he thought that the Primes would make for a easy conquest but the Sultani objected. Fyr was among those who stormed the palace he had seized as his base, and while she was far from the hero of the battle, she reaped her own little whirlwind, freed several dozen enslaved Sultani, and at the climax, she denied him his clean get-away. Kilrit was defeated, his forces all but destroyed, a band of great Sultani paragons lead by a Oracle of Ignathoth slew his honour-guard, but before they could defeat him, he tried to escape, his fallen bodyguards giving him just enough space to cast a elabourate planar travel spell that would have whisked him safely away... If Fyr, forgotten in the melee, hadnt tackled him just as he completed it. The spell went awry, and his scream echoed for far longer than it should have as his body vanished to Azathoth-knows-where. In the aftermath, many Sultani set out to attempt to find the tyrant and bring him to account, but thus far none have returned successful, the prime, to say nothing of the planes, is a very big place.

A little time has passed since then, in the grand scheme of things, but Fyr cannot settle back down into her previous life of devotion and preparation... the thrill of those days sings in her heart still, and there is a itch she cannot quite scratch, a desire she cannot sate. She blames herself for Kilrit's escape and yearns to finish what she started. Her mentors call it adventure-lust, and tell her that she should set out across the Planes to sate it. While Fyr was initially resistant to the idea of leaving, she had begun to gather basic supplies when one day... there was a knock at her door.

And when she opened it... there was Kilrit, he grinned, opened the massive tome he held, and everything exploded into technicolour darkness~

Fyr is a typical Sultani; naturally alluring, relentlessly friendly, and as crazy as a bag of squirrels. Shes eager to meet new peoples and make new friends and will fight with great spirit against any tyrant or other evil that gets between her and her ideal of life unfettered and companions unnumbered (and she does define evil purely by those terms). She is a bard, a dervish, a servant of her god, and she dances for it, for herself, and for the benefit of others. As a dervish, she is no stranger to battle and blood, and she kills for the same reasons; like the Sultani themselves, her dance is as dangerous as it is alluring.

Her morality can be defined as Friend-oriented. She has not a lick of respect for law, order, or even decency as most races would define the concepts, but she will relentlessly champion the good of herself and social circle, and never impose her will on others. Fyr offers the hand of friendship first and foremost... But those she does not regard as friends or potential friends should not expect any mercy should they cross her. If the party is operating on a moral imperative, she will go along with the group of course, but someone may have to explain why they are doing what they are doing. Possibly very slowly.

While she probably isnt going to be too pleased with the circumstance that start this adventure, she wont hold it against her new companions, who are properly in similar straights!

Sexual Details
Fyr is pansexual, the Sultani culture stipulates few taboos, especially when it comes to matters that are personal and private, and their willingness to embrace other species is not limited to intelligent humanoids, to say nothing of such silly distinctions as gender, race, etc.
Str1=+1--11 (0)
Dex10=+6+2-18 (4)
Con2=+2--12 (1)
Int2=+2-2-10 (0)
Wis0=0--10 (0)
Cha5=+4+2-16 (3)
BAB: +2
Fort: 2 (+1Class+1ConB)
Ref : 7 (+3Class+4DexB)
Will : 3 (+3Class+0WisB)
CMB: 2 (+2BAB+0StrB)
CMD:16 (10+2BAB+0StrB+4DexB)
AC : 18 (10+4DexB+4Armour)

HP 21/21

Features, Feats, Traits & Skills
Type: Outsider(Native, Fire)
Size: Medium
Base Speed: 30ft
Ability Score: +2 Dex, Cha, -2 Int
Languages: Common, Ignan
Elemental: Immune to Fire, susceptible to Cold. Gain (Fire) subtype.
Dual Minded: +2 bonus to will saving throws.
Lesser Change Shape: Assume a static Humanoid(Elf) form.
Hypnotic: +1 DC for all saves against spells or effects that inflict Fascinated condition. 1/day, force a creature to reroll the saving throw and use the second result, even if it is worse.
Claws: 2 primary Claws, 1d4 for medium.
Elemental Assault: Deal 1d6 Fire damage for lvl/day rounds.
Senses: Darkvision 60ft
Proficiency: All simple weapons, longsword, rapier, sap, shortsword, shortbow, and whip. Also light armor and shields (except tower). Can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance.
Spells: Casts arcane spells from bard spell list. Can cast any spell she knows without preparing it. Every bard spell has a musical(V) component. To learn or cast a spell, must have Cha of 10+spell lvl. DC for a saves against a spell is 10+spell lvl+ChaB. Can cast only a certain number of spells of each spell level a day. She receives bonus spells per day if she has a high Charisma score. Upon reaching 5th lvl, and every third level after(8th, 11th, etc), can choose to swap out spells she knows for others
Cantrips: 0Lvl spells can be cast any number of times a day.
Dervish Dance (Ex): Gain Dervish Dance feat as a bonus feat.
Bardic Performance: Can use 4+ChaB/times a day, and +2 each level after 1st. Each round, can produce any one type of bardic performance. Starting a performance is a standard action, but free to maintain. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or prevented from taking a free action to maintain. A bard cannot have more than one bardic performance in effect at one time. At 7th level, starting a performance is a move action instead of standard. At 13th level, its a swift action. Current: 11/11 Rounds. Type: Standard
-Countersong (Su): Learn to counter magic effects that depend on sound. Each rnd of the countersong make a Perform(wind) check. Any creature within 30 ft that is hit by a sonic or language-dependent magical attack may use the bard's Perform check in place of its save, or another throw each round if the initial save failed. Countersong relies on audible components.
-Fascinate (Su):Can use Performance to cause one or more creatures to become fascinated with them. target must be within 90 feet, able to see and hear the bard, and capable of paying attention. The bard must also be able to see the creature. The distraction of a nearby combat or other danger prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Creature within range roll Will(DC 10+1/2 bard lvl+ChaB) to negate. On success, cannot attempt to fascinate that creature again for 24hrs. If the save fails, the creature sits quietly and observes the performance for as long as the bard continues. 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. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. It is an enchantment(compulsion), mind-affecting ability and relies on audible and visual components. Current targets: 1
-Inspire Competence (Su):Can use Performance to help an ally succeed at a task. Ally must be within 30 ft and able to see and hear the bard. The ally gets +2 competence bonus on skill checks with a particular skill as long as she hears the bard’s performance. Bonus increases by +1 for every four levels the bard has attained beyond 3rd. Bonus: +1
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.
Battle Dance: Altered Bardic Performance. Uses bardic performance rounds, counts as for feats/abilities/items/etc, except Lingering Performance. Type: Move
-Inspire Courage (Su):Can use Performance to inspire courage in herself, bolstering against fear and improving her combat abilities. Receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six lvls after, bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability that uses audible or visual components. The bard must choose which component to use when starting his performance. Current: +2
Versatile Performance (Ex):At 2nd level, choose one type of Perform skill. Use the bonus in that skill in place of her bonus in associated skills. At 6th lvl, then every 4 after, can select an additional type of Perform to substitute.
-Dance (Acrobatics, Fly)
Well-Versed (Ex): Gain +4 on saving throws made against bardic performance, sonic, and language-dependent effects.

-Dervish Dance: Use Dex instead of Str for Damage Rolls (GM extension: applies to natural weapons)
-Weapon Finesse: Use Dex instead of Str for Attack Rolls
-Power Attack: -1 on melee attack and combat maneuver checks/gain a +2 bonus on all melee damage rolls. At BAB+4 and every 4 after, pen and bonus double.

Traits & Draws
+Alluring: +2 bonus on Diplomacy checks with those who find you attractive. Can Daze once per day as a spell-like ability, with a caster Lvl equal to your character lvl.
+Strength Of The Sun: +1 to all Cha-based checks during the day.

Acrobatics (Dex) Uses Dance
Bluff (Cha)
Diplomacy (Cha) 8
Disguise (Cha)
Escape Artist (Dex)
Intimidate (Cha) 4
Knowledge (Planes) (Int) 4
Knowledge (Religion) (Int) 4
Perception (Wis) 6
Perform (Dance) (Cha) 6
Sense Motive (Wis)
Sleight of Hand (Dex) 4
Spellcraft (Int) 4
Stealth (Dex) 4
Use Magic Device (Cha) 4
Caster Level: 3
Spell Slots
1 [ ] [ ] [ ] [ ]

Spells Known
0 6
Detect Magic (Divination. Action: 1 standard. Dur: concentration, Max 1m/lvl. Comp: V, S. Range: 60ft)
Save No. SR No. Area: cone-shaped emanation
-You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. Details
Mending (Transmutation. Action: 10m. Dur: Instant. Comp: V, S. Range: 10ft)
Save: Will negates (harmless, object); SR: Yes (harmless, object), Target one object of up to 1 lb./level
-This spell repairs damaged objects, restoring 1d4 hit points to the object. Removes Broken if object is restored to half its HP
Open/Close (Transmutation. Action: 1 standard. Dur: Instant. Comp: V, S, F. Range: Close (25+5 per 2 lvls))
Save: Will negates (object). SR yes (object). Target: object max 30 lbs. or portal that can be opened or closed
-Open or close a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails.
Mage Hand (Transmutation. Action: 1 standard. Dur: Concentration. Comp: V, S. Range: Close (25+5 per 2 lvls))
Save: none. SR No. Target: one non-magical, unattended object. Max 5 lbs.
-You point your finger at an object and can lift it and move it at will from a distance. You can propel the object 15 feet in any direction, to the max of the spell's range.
Spark (Evocation[fire]. Action: 1 standard. Dur: Instant. Comp: V or S. Range: Close (25+5 per 2lvls))
Save: Fort negates (object). SR yes(object). Target: one Fine object.
-Ignite object as if using flint, but can work in any weather and takes less time.
Dancing Lights (Evocation[light]. Action: 1 standard. Dur: 1 minute. Comp: V, S. Range: Medium(100+10 per lvl))
Save: None. SR No. Target: area.
-Create four lights with brightness of a torch within 10ft of each other, can move anywhere within range at speed of 100ft/round.
Charm Person (Enchantment(charm). Action: 1 standard. Dur: 1hr/lvl. Comp: V, S. Range: Close(25+5 per 2 lvls))
Save: Will negates. SR Yes. Target: one Humanoid creature.
-Makes a humanoid creature regard you as a trusted ally.
Forced Quiet (Transmutation[sonic]. Action 1 standard. Dur: 1rnd/level. Comp: S. Range: Medium(100+10 per lvl))
Save: Will negates; SR Yes. Target: one creature.
-Muffle sound around target, making it unable to make loud noises. Decrease sonic DCs by 2 by target, but give them +2 to save against sonic effects and +4 on stealth checks.
Summon Monster I (Conjuration(summoning)[see text]. Action: 1 rnd. Duration: 1rnd/lvl. Comp V, S, F/DF. Range: Close (25+5 per 2 lvls)
Save No. SR No. Target: one summoned creature
-This spell summons an extraplanar creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can give it other orders. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as Wish). When summoning a creature with an alignment or elemental subtype, it is a spell of that type. Creatures marked with a * are summoned with the celestial template, for good, and the fiendish template, for evil. Neutrals may choose which template to apply to the creature. Their alignment will match the summoners and the spell will be of that type.
Ear-Piercing Scream (Evocation[sonic]. Action: 1 standard. Dur: 1rnd. Comp: V, S. Range: Close (25+5 per 2 lvls)
Save: Fort Part. SR Yes. Target: one creature
-Daze target for one round and deal 1d6 Sonic per 2 CL. Save negates daze and halfs damage.

Weight: 28/38 lb
Claws (1d4 B/S. Crit 20/2x. Primary Natural)

Mithril Shirt (+4 AC. +6 MaxDexB. 10lb)

Entertainer's Outfit.
Silver Holy Symbol (1lb)
Glass Mazes (MC instrument. +2 to Dance and Wind performances)
Spell Component Pouch (holds all the magic things. 2lb)
Backpack (Holds 2 cube feet. 2lbs.)
-Bedroll (5lb)
-Waterskin (4lb.)
-Trail Rations (4 days of food, 4lb)

Misc/Gm Stuff
Relevant Kink Info
Scat, vomit (and all interrelated activities)
Physical impossibilities (things, such as heavy-inflation, which as physically impossible for a character's physiology.)
Mutilation (Defined as cutting things off, or out of, my character. Regular cutting, scarification, etc are fine. Worth noting that this off is entirely sexual in context... what happens during combat happens.)
Noteworthy Ons (now with poetic titles!)
-Menagerie: Im gleefully open to the prospect of getting done by pretty much anything, im fine with all humanoid genders (human, undead, monstrous or otherwise), and any kind of male non-humanoid monster (beast, animal, creature, etc)
-Whats a few scratches between lovers?: Very, very rough sex is adored. Sultani are somewhat catty in bed, so Fyr is used to it, though bruises can also make for some novel sensations.
-Priority: Seeing to someone else's pleasure without any care for her own, can also be fun. Hostile monster rapists shouldnt worry about getting Fyr off, simply enjoying themselves.
-Dubiously Con, or is it?: Fyr is abit twisted sexually, and will generally participate in sex that is forced upon her, even enjoy herself, after initial resistance, so tying her down and/or thoroughly restraining her is going to hinder a rape scene more than it will help.
-Marble Interior: Generally, Fyr favours cum inside, regardless of which hole is being used, rather than having it done on her

Gold Expenditures
+level 3 gold [3000]
-Mithril Shirt [1100]
-Holy symbol, Silver [25]
-MC musical instrument [100]
-backpack [2]
-spellpouch [5]
wawterskin [1]
-bedroll [0.01]
-rations 4 [0.2]

Feats for later
Discordant Voice
Eldritch Claws
Rending Claws
Improved Init
Improved Natural Attack

Items for later
Bag of Holding I
Amulet of Mighty Fists
Forgefist Amulet <propose different slot, bracers maybe?
Belt of Physical Might +4
Phoenix Cloak (Mythic)
Circlet of Persuasion
Whispering Coin (Lust)
Eyes of Charming
Mithril Rose (Mythic)
Chaos Emerald

« Last Edit: May 10, 2014, 09:35:58 PM by Darkling »

Offline FallenDabusTopic starter

For my aid and yours, here are the characters I’ve received so far. Give it a quick read over, if you don’t see your character there, I’ve just missed them due to a lack of sleep, so please let me know. If you’re just reading this thread for the first time, there is still time to post your character idea!

I’m seriously impressed. There are lost of great ideas and cool characters here that are perfect for Planescape. Making my picks will be hard.


Jack Sheats - CG Male Human Swashbuckler 3 - Blinkin (

Marcus Cantanos - LG Male Simplified Minotaur Fighter 3 - Ebb (

Malpos Onoskelis - CN Male Tiefling Sorcerer 3 - lockepick (

Arduinne Winterbourne - CN Female Human Sorcerer 3 - Erich Norden (

Jacopo Torrhen - CG Male Human Cryptic 3 - Blackflow (

Szinolin - NG Male Surface Drow Fighter1/Rogue 2 - Orange Marmalade (

Yipyip - N Axiomatic Kobold Gunslinger 2/Magus 1 - Ghostwheel (

***** - ? Neuter Hellion 3 - EndofDivine (

Kahless, Son of Maka - CG Male Half-Giant Aegis 3 - Isengrad (

Fyr Arnor - CN Female Sultani Bard 3 - Darkling (

PM’d (to be posted in main thread):

Arath - CN Male Simplified Firre Cleric 3 - ererruz (

Offline indarkestknight

Calliope Dwahvel

Spoiler: Click to Show/Hide
The daughter of a Serpent Wench of the World Serpent Inn, Calliope Dwahvel grew up surrounded by the denizens of the planes. Humans and elves and dwarves and gnomes, neogi and raksha and thri-kreen, tanari and baatezu and archons and eladrin, but for all of this, the multiverse has never lost its wonder - if anything, with each new person she meets, her marvel seems to grow.

Though she has never known her father, she has never wondered about him. She has never had any siblings or playmates her age, but she has never wondered why none of the other Serpent Wenches bore children. She loves her family,  her mama and her aunts, the other Serpent Wenches, and her uncles, Mitchifer and the lizardman Phoebus and the thri-kreen Ch'Chkaran. She loves the World Serpent Inn, too, and to her it will always be home.

But, unlike every Serpent Wench before, unlike every Serpent Wench she knows, Calliope has always had a longing to see the multiverse in all its splendor. She doesn't know why she's different, but she knows she's different for a reason. She has no idea what the reason is, what her purpose is, but she believes in it with a tiger's fierceness, and she believes she can find it out there somewhere. A planeswalker and adventurer, she's thrown herself wholeheartedly into whatever adventures cross her path and into whatever mysteries pique her boundless curiosity. She's not anxious at all to discover her destiny, fully assured it will find her when the time and place are right.

Calliope Dwahvel
Female gnome sorcerer 3
CG Small humanoid (gnome)

Init +0 (+0 Dex); Senses Perception +2

AC 11, touch 11, flat-footed 11
(+1 size)
hp 19 (3d6 + 3)
Fort +3, Ref +2, Will +4; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)

Speed 20ft.
Melee shillelagh +2 (1d4)
Ranged sling +2 (1d3)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids
Gnome Spell-Like Abilities (CL 3rd; concentration +8)
1/day—dancing lights, ghost sound (DC 16), prestidigitation, speak with animals
Bloodline Spell-Like Abilities (CL 3nd; concentration +8)
8/day—laughing touch
Sorcerer Spells Known (CL 3rd; concentration +8)
1st (7/day)— charm person (DC 17), color spray (DC 17), entangle (DC 16), sleep (DC 19)
0 (at will)— acid splash, daze (DC 18), haunted fey aspect, message, prestidigitation
Bloodline fey


Abilities Str 10, Dex 10, Con 13, Int 10, Wis 10, Cha 20
Base Atk +1; CMB +0; CMD 10
Feats Eschew Materials (bonus), Spell Focus (enchantment), Spell Penetration
Traits Scholar of the Great Beyond, Trustworthy
Skills Bluff +5 (+6 to fool someone) (0 ranks), Diplomacy +10 (1 rank), Knowledge (arcana) +5 (2 ranks), Knowledge (the planes) +5 (1 rank), Perception +2 (0 ranks), Profession (Serpent Wench) +2 (0 ranks), Spellcraft +5 (2 ranks), Stealth +4 (0 ranks)
Languages Common, Gnome, Sylvan
SQ bloodline arcana (+2 DC for compulsion spells), gnome magic, woodland stride
Combat Gear potion of cure light wounds (5), wand of mage armor (50 charges); Other Gear cloak of resistance +1, shillelagh, sling with 10 bullets, sorcerer's kit, 991 gp, 9 sp
« Last Edit: May 11, 2014, 02:11:28 AM by indarkestknight »

Offline indarkestknight

Still very much incomplete.

Due to her curious nature, she could very easily be investigating the mysteries of any of the other characters if the DM wants there to be a connection between Calliope and the other characters beforehand.

FallenDabus, if you'd like to work together to cook up any NPCs, devil or otherwise, she might know from her time at the World Serpent Inn, PM me and I'll be happy to put our heads together.

EDIT: Also, how would you like us to roll our hp? Invisible castle?
« Last Edit: May 10, 2014, 11:44:46 PM by indarkestknight »

Offline Ebb

Whole lotta Chaos going on 'round these parts.

Offline Isengrad

Whole lotta Chaos going on 'round these parts.

Sheogorath would be so proud.

Offline FallenDabusTopic starter

Still very much incomplete.

Due to her curious nature, she could very easily be investigating the mysteries of any of the other characters if the DM wants there to be a connection between Calliope and the other characters beforehand.

FallenDabus, if you'd like to work together to cook up any NPCs, devil or otherwise, she might know from her time at the World Serpent Inn, PM me and I'll be happy to put our heads together.

EDIT: Also, how would you like us to roll our hp? Invisible castle?

I'll likely do a bit of brainstorming NPCs with everyone, so if its required, I'll definitely let you know. IC works great.

Offline Anon315

Name: Ochyth "Shadow" Bressen

Background: Ochyth, which meant something on the plane he was from but does not mean anything to ears currently able to hear it, was a large fish in a small pond. More of a puddle really, the sort of thing you can stand in and not even get all of your feet wet. He was a marksman of great note, perhaps one of the stealthiest hunters the land had seen. He could track creatures and strike them down without harming them beyond in the slightest. He had achieved what he thought was perfection. Ah, how the gods do love to prove one wrong. Awaking one day in a planar confluence, with beings he had never before seen or even imagined, it was quite the adjustment. Thinking he was sneaky, he took up life as a thief, but found the preventative measures people here took to great. He became an ear, a listener, often called a cutter. He was not above selling information, nor was he above doing what had to be done from time to time, but he was less mercenary and more for the challenge. For the betterment of his skills and abilities, he pits himself against challenges. Sometimes he wins, sometimes he survives. Each day is a test of what he can and cannot do, so that once he eventually finds his way back to his home plane, they will recognize him as their greatest warrior, not merely a skilled hunter.

Offline ererruz

Spoiler: Click to Show/Hide


Arath prefers travelling in his veiled form, even while not on the Prime. Having lived few decades among the Celtic peoples, his celestial illusions have somehow shifted to appear more like a Celtic warrior instead of the usual stocky elf of Arvandor. Tall and fit, with a well-built body, the eladrin moves with grace and agility despite his strong posture. In his semi-human form, his eyes are amber, with a hint of red. He has short red hair, but unlike most eladrins, sports a short beard, further enhancing his chosen image of a follower of the Tuatha De Dannan. Preferring not to encumber himself too much, he favours light armour and usually wears a silvery chain shirt and a reinforced knee-length red-green kilt.

In his true form, Arath looks more elven and otherworldly, with brilliant red hair that resembles a trail of flames, and red eyes with no iris or pupil which seem to glow brightly with the firre’s inner fire.


A creature born of passion, freedom and divine will, the fire-haired eladrin called Arath, was created by Sune, a Faerunian goddess of love and beauty, in her beautiful domain on Arborea, like many of his kind. Although his very existence was sparked by a divine power, he had really worshipped his divine creator – that was not the way eladrins worked. They embodied freedom of choice and many of them chose not to serve the powers of the realm, but live out their own lives, always filled with deeds of goodness and acts of passion. Always possessing a curious mind and a hypnotising voice capable of singing songs of the divine, Arath quickly became a wandering minstrel who travelled Arborea and attended courts of many more powerful eladrins. At one such a court he had met a band of adventurers from a distant Prime world and it was an eye, mind and heart-opening experience for him. He saw things of great beauty that was unlike anything that he had ever seen in Arborea. The adventurer’s songs, their stories, their weapons, their art, even their own bodies, it all seemed so enticing to the young firre. He felt a new passion – curiosity. He wanted to discover what these adventurer’s world had to offer, so not even thinking about what he was about to do, he followed them for a time as they travelled back to their homeplane.

Their Prime was a world of great scenic natural beauty, hard work, strong men and fiery women, ruled by chieftains who called themselves high kings. They looked favourably at minstrels and considering how skilled at the art of singing he was, Arath assumed the identity of a redhaired bard from afar thanks to his celestial veil. He spent a long time there, living with the Celtic peoples, learning about their culture, art, traditions, but most of all – gods. When he lived in Arborea, he had never felt the need to pray to powers – he knew they existed, they were *real* to him, but here, on a remote world, with no divine beings interfering in mortals’ lives, he found himself offering prayers to this pantheon of gods. He embraced the polytheistic views of the Celtic tribes, asking Oghma for the gift of charisma and knowledge, thanking to Oengus after a night full of passion, crying out Morrigan’s name in battle. But out of all the gods whose names became embroidered in his mind, there was one who always fascinated Arath most – Lugh, the Versatile God, the god of a hundred and one skills, a warrior, a poet, a sorcerer. Deciding to take up his worship, he entered his priesthood.

After a few decades of living with the tribe, Arath grew bored of the Prime and decided to travel back to the Planes, to his home of Arborea. It was there that he had, once again, met a group of planewalkers – this time those he met were members of an inter-planar organisation, a faction called the Society of Sensations. They arrived at Arborea, looking to taste the famous Arborean grapes with its wine-like juice and fiery seeds. Arath showed them a few places he had come to know in his youth and in turn, the Sensates agreed to take him with them to the famous City of Doors, Sigil.

Inspired by his innate curiosity and his god’s divine portfolio, he joined the faction, contributing a few of his own experiences (notably, the memory of veiled passionate sex and the feeling of an eladrin finding true faith for the first time). He has been travelling and looking for new ways to experience the world ever since. It was during one of such adventures that had him transported to where he is now. Having heard of this truly amazing performer, a demonspawn of Graz’zt himself, Arath found himself attending one of the shows held at the Civic Festhall to get a glimpse at this ungodly talent. The moment he stepped into the room, someone portal opened and he found himself… that’s the question, where in the Nine Hells was he?

(OOC: The idea is that someone had trapped the room with runes that open portals. But why? Arath will surely want to know, but will he find out?)


What can change the nature of a man? In the case of Arath, it was experience that had changed him. When his mind opened to the vast possibilities of new experiences and sensations, the celestial didn’t hold back – he made use of his freedom to do all the things he had never even heard about. Joining the Sensates was the best decision he could possibly make (at least that is how he describes it) as it allowed him to embark on the greatest adventures of all – a quest to discover, see, hear, smell, touch, sense and experience the entire multiverse. He is almost without fear when it comes to his travels - they say curiosity killed the hell-cat, but not a Sensate after all.

Like all firres, Arath is a creature who lives for beauty. He adores beauty in any form, be it a creature of any gender, a heart-wrecking song or a masterpiece of art. He is absolutely consumed by a fiery passion for adventuring and is always looking for work, no matter what kind of work that is, as long as it’s something new to him. This kind of passion and freedom, however, as well as his stay on the Celtic Prime, has changed Arath deeply and while he does not realise it, his moral compass is not exactly in order anymore. In his search for new sensations, at few times he has crossed the line between good and evil, choosing his own selfish self-indulge over the good he should protect as a celestial being.


As most members of the Sensates, Arath is on a quest to experience all the universe has to offer… especially sexual in nature. He is very open sexually, willing to try almost anything at least once. If he doesn’t like it, he’ll know not to try it again – but he will be enriched by this newfound knowledge. Men, women, mortals, petitioners, celestials, fiends? Makes no difference to him. As long as there's passion between the participants (their number doesn't matter either), it's bound to be fun. And if it's something he hasn't tried yet, all the better!

(OOC note: while Arath is really up for anything, I do have some OFFs and am not interested in things such as vore, scat, piss, torture, pain, etc.)

« Last Edit: May 11, 2014, 01:09:15 PM by ererruz »

Offline Anon315

Soft deadline is up, if you still want in you better post quick!

Offline TheGlyphstone

Skin - Stable Atraxian Harbinger 3


It was Everything, and it was Everywhere. It was Sanity, in an endless sea of Madness. It was Truth, surrounded by endless Lies. From time to time, it met other pockets of Sanity, but they were still Lies, and its Truth prevailed over them. As Sanity went, it was powerful, but power is not without cost.

A time came, and it fell itself Called - a sensation it had never known before. A vague shape, solid, working a will that pulled it free of Madness. It found itself trapped, surrounded by darkness and crippled, for it was no longer Everything. It was only one thing, one fragile thing, bearing four limbs and a sensory appendage. Somewhere, it knew there was a means by which it could return to where it had come from, and it wanted this to be Truth.

So it set out into the darkness, learning the rules by which the darkness worked. No longer could it impose its own Truth on the Lies around it directly, for the will that held those Lies in place was almighty. But it could impose lesser Truths on its own form, and by means of gross physical manipulation let those Truths spawn greater Truths. It met other instances of Sanity, but at first they behaved as Madness would - emotional vocalizations and attempts to destroy its Truth. Quickly, though, it learned why they did such; all beings here were made of layers, outer layers that protected and could be removed, and inner layers that disguised and could not. It did not have this innermost layer, for it had always been forthright and honest in its Sanity. It had no 'skin', as the Sanities it met vocalized. It also had no name, and with one word it gained both. Skin became its name, and it added an outer layer that other Sanities did not carry. It learned to communicate, to blend its Truths more seamlessly into the Lies of others, and bit by bit began to regain the strength it once had.

But then, it happened again. It was Called once more, ripped free of the battle it fought and sent hurtling through nothing again. The same vague figure could be sensed, and now Skin knew how it could return would find this Sanity who persisted in flinging it about like a toy, and force it to reverse the original spell. But first, Skin would find itself elsewhere...

Racial Description
In the far reaches of the Plane of Shadow, there can be found links not simply to the Prime, but to an infinite number of other Primes, alternate realities linked together by the one trait they all share - shadows projected by the light. The gates and portals to these parallel universes are rare and hard to find, hidden away in the lightless depths of the Shadowlands, but one can locate and access them with the right magics - and occasionally, someone or something comes through in the other direction.

Through one such link, there exists a world where the very concept of planes has broken down. In its ancient past, a magical cataclysm shattered the barriers surrounding reality and allowed the unformed chaos of the Far Realms to flood through. Unable to maintain coherency, all of this universe's planes save that of Shadow collapsed and blended into one planar melange. Now, this macro-plane is a nightmarish realm ruled only by thought and desire - there are no laws of physics or magic save those a sentient being can impose upon its own body and its surroundings, and only until those laws are overridden by a more potent will. The native inhabitants of the macroplane are as physically mutable as their world, and driven by survival of the fittest mind.

 In very rare circumstances, one of these protean beings will find itself cast out of its home realm by freak chance, ending up in the depths of the Plane of Shadow. There, they find themselves 'frozen', locked into one physical form that is the best representation of their true self that the less flexible laws of the intact Great Wheel can provide. Most perish, falling prey to the horrors that prowl the deep Shadow, but once in a while one survives and makes its way to another Prime or one of the Outer Planes. Lost and confused in a world they cannot bend to their whims, they are nonetheless mentally flexible enough to adapt to their new surroundings.

Appearance-wise, an unbound Atraxian has no fixed shape save what it feels suitable for the moment and can maintain. Frozen into a stable form, they have one 'true' shape that typically resembles a human save for some visible and obviously alien feature that varies by individual. One stable Atraxian might sport a cluster of a dozen tiny eyes in place of two normal ones, or a mouth in each palm and none on their face, or even something as innocuous as reverse-jointed legs. As far as personality goes, they tend to be highly introverted, bordering on outright narcissistic - a legacy of origins in a place where being proven wrong meant oblivion and death.  Other beings - 'Sanities' - to distinguish sentients from the animalistic or natural world - can be valued or listened to, as long one does not question the internally convoluted and otherworldly logic that an Atraxian might follow to convince itself someone else's plan or belief was its plan all along.

Stable Atraxian (14 RP)
Standard Racial Traits
Ability Score Racial Traits: -2 Strength, +2 Dexterity, +2 Intelligence, +2 Charisma. A Stable Atraxian is well-suited to molding its environment through calculated intellect, or sheer magnetic force of will. This mental fluidity translates well to physical flexibility, but raw strength is rare among a race to whom brute force is a near-alien concept.

Size: Stable Atraxians are Medium creatures, and receive no bonuses or penalties due to their size.

Type: Stable Atraxians are Aberrations, hailing from a place where more concrete categories like Humanoid or Outsider have long since ceased to have any meaning.

Base Speed: A Stable Atraxian has a base speed of 30ft.

Languages: Stable Atraxians begin play speaking Common and Protean. A Stable Atraxian with a high Intelligence score can choose from the following: Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.

Defensive Racial Traits
Alienfoe: The world of the Atraxians is filled with an infinite assortment of twisted horrors, making commonplace things that a more stable world would find bizarre and dangerous. They receive a +2 Dodge bonus to AC and a +2 bonus to grapple checks versus Aberrations.

Greater Spell Resistance: The need to resist outside magical influence of any kind is literally instinctive for an Atraxian, even one locked into a stable shape. They have Spell Resistance equal to 11+character level.

Magical Racial Traits

Arcane Focus: A Stable Atraxian receives a +2 racial bonus on Concentration checks made to cast spells defensively.

Alternate Traits:

Morphic: A fraction of the already rare Atraxians maintain a measure of their shapeshifting ability when they stabilize, but at the cost of their innate resistance to others' alterations. They can take on the form of any Small or Medium humanoid at will as per Alter Self, but do not change their ability scores. This replaces Greater Spell Resistance and Alienfoe.

Spellbreaker: Some Atraxians are more offensively inclined than average, following the ancient principle of 'do unto others before they do onto you'. They gain a +2 bonus on Caster Level checks made to overcome Spell Resistance and a +2 racial bonus on dispel checks. This replaces Greater Spell Resistance.

Shadowbender: Atraxians who dwell longer than average on the Plane of Shadow often develop an affinity for its magic. They receive a +2 bonus to save DCs of Illusion (Shadow) spells they cast and a +1 bonus to save DC of spell-like abilities they use imitating Illusion (Shadow) spells. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—ghost sound, pass without trace, ventriloquism. The caster level for these spell-like abilities is equal to the user's character level. This trait replaces Alienfoe and Arcane Focus.

Adaptable Talent: An Atraxian who acclimates unusually quickly to its new world can refocus its determination into interactions with other beings or its physical surroundings. Pick two skills - these are always class skills for the character. This trait replaces Arcane Focus.

« Last Edit: May 11, 2014, 04:07:37 PM by TheGlyphstone »

Offline Blinkin

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Wow, these last three makes me wish that I had gone for something more out there... like a goa-uld or something. ;)

Offline ChaoticSky

Wow, these last three makes me wish that I had gone for something more out there... like a goa-uld or something. ;)
In the immortal words of Inception; You mustn't be afraid to dream alittle bigger darling.  ;D

Offline TheGlyphstone

Wow, these last three makes me wish that I had gone for something more out there... like a goa-uld or something. ;)

Don't sweat it. Planescape is a place where the bizarre and freakish is commonplace, but bizarre needs normal to be contrasted against, otherwise it stops being bizarre in the first place. Heck, your odds are probably increased slightly by being baseline human.

Offline Blinkin

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I was concerned with coming up with something too far out. My first thought had been to try to build a pixie... lol But, I'm confused by the whole process of building a race...

And, I thought that if they were going to become near-gods, why start off with something that already thought of itself as a god? Even if it's a really ugly reptile. lol

Offline TheGlyphstone

I was concerned with coming up with something too far out. My first thought had been to try to build a pixie... lol But, I'm confused by the whole process of building a race...
It's not terribly difficult, just complex.

Easy step-by-step process...go through the sections one by one and 'buy' everything you think is suitable for your race, a la carte style. Once you're done, total up the RP cost of all your additions and see what LA that equates to. Or you can start with a LA 'budget' and buy what suits your vision within that limit.

And, I thought that if they were going to become near-gods, why start off with something that already thought of itself as a god? Even if it's a really ugly reptile. lol

Who is that referring to?

Offline Blinkin

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It's not terribly difficult, just complex.

Easy step-by-step process...go through the sections one by one and 'buy' everything you think is suitable for your race, a la carte style. Once you're done, total up the RP cost of all your additions and see what LA that equates to. Or you can start with a LA 'budget' and buy what suits your vision within that limit.

I'll have to see if I can come up with a pixie sometime, I've always wanted to play one. ;)

Who is that referring to?

No one, it was refering to my own humor of playing a goa-uld... Stargate, the bad guys who pretend to be gods? Have a snake like thing in their head and lots of big, beefy guys stomping around their piramid ships in funky hats... those guys.

Offline TheGlyphstone

Ah, okay. I recognize the name now, I was just confused because Goa'uld wasn't a D&D race I knew of.

Offline Orange Marmalade

Ah, okay. I recognize the name now, I was just confused because Goa'uld wasn't a D&D race I knew of.

Neither are half the races presented here ;)

Offline TheGlyphstone

Neither are half the races presented here ;)

3 Humans, 1 Kobold, 1 Minotaur, 1 Drow, 1 Tiefling, 1 Half-Giant, 1...thing?, 1 Firre, one Sultani, 1 Gnome, 1 Eladrin, and 1 Atraxian. The Sultani, the Atraxian, and the Thing (which, now that I read EndlessDivine's description, could totally be another Atraxian like mine, the fluff is strangely similar in a lot of ways) are the only non-D&D creatures. A mere pendatic twenty-one percent of submissions, good sir, hardly half! ;D

Offline Ebb

3 Humans, 1 Kobold, 1 Minotaur, 1 Drow, 1 Tiefling, 1 Half-Giant, 1...thing?, 1 Firre, one Sultani, 1 Gnome, 1 Eladrin, and 1 Atraxian. The Sultani, the Atraxian, and the Thing (which, now that I read EndlessDivine's description, could totally be another Atraxian like mine, the fluff is strangely similar in a lot of ways) are the only non-D&D creatures. A mere pendatic twenty-one percent of submissions, good sir, hardly half! ;D

Sounds like we all need to walk into a bar somewhere.