Planescape the video game chars

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AkumaDaimyo's picture
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has anyone stated them out? I'd like to see the stats and things for Dur'kon and Ignus and the other major NPCs in 3.5. Also are there stats or a writeup for what Morte is?

Lastly what about the Nameless One? What is he and do they have what he is somewhere in a Planescape Scourcebook?

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Hard to do TNO given that he can be any of three classes. Dak'kon can be done easily enough given half the material on the site and Ignus is a Wizard with fire immunity, the ability to fly and an unhealthy penchant for throwing fireballs.

The main problem with 3.5e is that there would be so many level adjustments that (for example) Grace would have so many racial hit dice that her abilities as a cleric would have to be minor to offset her ECL versus other characters such as Dak'kon who is merely a Zerai zerth.

Probably could be done though. If I get some free time ill give it a stab...unless someone else already has. I think most regulars on the site think it a bit cliche to drag PS:T into any civilised convo about Planescape lol Its a hard task teaching newcomers that there is more to the setting than Torment Smiling

Barkin x

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'AkumaDaimyo' wrote:
has anyone stated them out? I'd like to see the stats and things for Dur'kon and Ignus and the other major NPCs in 3.5. Also are there stats or a writeup for what Morte is?

Lastly what about the Nameless One? What is he and do they have what he is somewhere in a Planescape Scourcebook?

It's hard to stat out Ignus mechanically. But here is how I'd write him up:

Wiz5/Elemental Savant 10 (Complete Arcane - Fire Specialization).
He'd probably know overland flight (to give him his floating ability) and have something like a cloak of the salamander (Miniatures Handbook - allows Ignus to wreath himself in flames).

As for Grace, I'd make her a tiefling and give her some of the feats in Races of Faerun (Outsider Heritage and Outsider Wings - to get the later feat, one must be at least level 3). She wasn't all that great in melee from what I recall - I might mutliclass her as an enchanter to give her some charm spells and make her a enchanter3/cleric3/MyThX. So while not exactly the same as Torment, she has a lot of abilities in the same vein.

420
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'Barking_Wilder' wrote:

Probably could be done though. If I get some free time ill give it a stab...unless someone else already has. I think most regulars on the site think it a bit cliche to drag PS:T into any civilised convo about Planescape lol Its a hard task teaching newcomers that there is more to the setting than Torment Smiling

Well, I couldn't resist sticking "The Post" in my Neverwinter Nights Planescape mod, he's a good gimmic for giving directions.

TNO could just be multiclassed, Fighter/Rogue/Wizard (could TNO be a cleric too?). Not sure if Ignus could actually "fly", he just sort of floated a few inches off the ground. Maybe a poor fly speed/manuverability.

Then there is Vhailor, the undead empty suit of Mercykiller armor. There must be a disembodied undead suit of armor creature in D&D.

For Nordom use the Quadrone stats from WotC's Manual of the Planes Web Enhancement http://www.wizards.com/default.asp?x=dnd/we/20010921a and add levels of fighter (Weapon Focus Crossbows).

As far as Torment goes, some of us knew about Planescape but didn't get introduced to it until playing Torment. By then it was impossible to find the books for a resonable price so we cling onto what we know.

Hey... Isn't Barking Wilder the Xaositect outside the Smoldering Corpse bar in Torment?

-420

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Nordom's a Rogue Modron- he'd loose his quadrone powers, and gain the Rogue Modron ones from the PSCS.

Vhailor might be a Death Knight.

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Quote:
what about the Nameless One? What is he and do they have what he is somewhere in a Planescape Scourcebook?

I'm pretty sure TNO is a unique being, he was created in much the same way as an Altraloth so I don't see there being any standard for him.

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I'm moving this thread to Hall of Records where the stats questions are meant to go. (It could also go into the RPG Discussion section.) The OOC forum it was in is meant for planning of games to be held on the forums, not for general stat discussion. Continue as you were. Eye-wink

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Quote:
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Your best bet is to keep an eye on ebay, as retailers don't stock the game any longer. I cannot stress enough how fantastic this game was and thoroughly believe it should be required material for every PS fan.

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For Morte, I looked briefly at the Mimir stats (written up on this site) then borrowed a lot from Eberron's Warforged and made Morte a living construct. I know that isn't technically the method of his origin, but for stat purposes it worked out okay.

With a Hardness of 5, and an equal amount of Natural Armour, plus a size of Tiny, he comes out pretty well for not being able to equip armour. In my current campagin he's a helpful NPC that tags along with the PCs - he's a 4th level Fighter.

As for Fall-from-Grace, I've religated her to non-combat NPC. For heling her out, the PCs can now rest at her brothel, but other than an occasional favor from within the sensates she doesn't provide any serious aid. As noted, the 3rd Edition Sucubus is just too powerful.

While Annah and Dak'Kon are around, they haven't really interacted (much) with the party yet. I have no plans to do anything with Nordom or Ingus, and if our favorite Mercykiller shows up (as an enemy - the party is Chaoticly inclined) I'm planning to make him a Death Knight.

As for the Nameless One, when the party met him he was 3rd level - Fighter 1, Rogue 1, Sorcerer 1. Since then he's concentrated mostly on Fighter levels. I replaced his Human bonus feat with Fast Healing 1, with that oh-so special footnote that he can't die. Otherwise, he recieved no special abilities or powers - just a Human with Fast Healing.

Anyway, I actually rather liked the suggestion above of using Tiefling stats for Grace - that is a very elegant way to solve the problem. I have an alternative suggesion however - make her a Half-Fiend and replace the given spell-like abilities and the smite ability with more sucubus-like powers (such as Charm spells). Since many half-fiends already have wings, you wouldn't have to add them later. You'd still get a level adjustment this way, but then so do a lot of other races.

-- CG Drake

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'CG_Drake' wrote:
I replaced his Human bonus feat with Fast Healing 1, with that oh-so special footnote that he can't die. Otherwise, he recieved no special abilities or powers - just a Human with Fast Healing.

I think Regeneration 1 would work better. Just make it so there's no way to deal lethal damage to him, and he's basically immortal. Just add in the tarrasque's caveat that death effects drop him to -10, and he regenerates from there.

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You dont need to make Grace a Tiefling and thus weaken her like that. They DO have a Sucubus racial class out there in Savage Species. She'd probably be that and a few levels of cleric. Yes it would make her very high "level" but her cleric abilities were kinda crappy anyway I hear.

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'AkumaDaimyo' wrote:
You dont need to make Grace a Tiefling and thus weaken her like that. They DO have a Sucubus racial class out there in Savage Species. She'd probably be that and a few levels of cleric. Yes it would make her very high "level" but her cleric abilities were kinda crappy anyway I hear.

Actually, it was her COMBAT abilities that sucked - she was an excellent healer. It's just that, in a game where you auto-regen, healing isn't all that important...

Anyway, that was the problem - Grace would be something like Level 15 to even have 2nd level cleric spells if she was a full sucubus (I think the 2nd ed sucubus must have been weaker). The Half-Fiend template might be a good compromise - it still costs a few levels, but it's a better deal than tiefling offers.

As for Regen vs Fast Healing for the Nameless One, I was trying to make him less powerful and more playable. The Nameless One *can* die, he just comes back - and sometimes it takes him a long time to do so. After all, he got killed in the Alley, then Annah found him, took him to the Dustmen, and they had him up to the second floor before he came back - that's way more than 10 rounds. As far as Respawning goes, he operates more like a Lich, Ghost, or Vampire - he comes back after a few hours to a few days. If he gets killed badly enough, he loses his levels and reverts to 1st level character (like he has at the beginning of the game).

-- CG Drake

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Ya see, this is why I chose the words 'Probably could be done'. We're trying in vain to apply RPG rules to what was a well thought out game/story that never even thought about how it would strain our brilliant minds Sticking out tongue . Because if we really want to split hairs, TNO has a mixture of healing and regeneration. If it was regen, he wouldnt be so hideously scarred. But then if it was fast healing he couldnt regenerate body parts and rise from the 'dead'.

Also, as a side to this...what is his type? Undead? Humanoid? He regenerates (or so we think) so that means he has a spark of life in him, cancelling out the idea of him being undead. But then again embalming fluid works on him like it does with undead and Morte. But he cant be turned...but...but...my brain hurts Sad

And sorry for the late reply but yes BW is the crazy dude in the Red Light District (near the Smoldering Corpse). Id played PS for a while before, not in any serious way though. Joined PW shortly after finishing Torment and Barking Wilder was the most memorable character I could think of so I signed my first (and somewhat crazed) email to Ashy from Barking Wilder...there ya go, a short history of my PW career. How exciting Puzzled hehe

Hugz
B

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'Barking_Wilder' wrote:
But then if it was fast healing he couldnt regenerate body parts and rise from the 'dead'.

That's why I gave him an entirely different ability to bring him back from the dead over and over.

'Barking_Wilder' wrote:
Also, as a side to this...what is his type? Undead? Humanoid? He regenerates (or so we think) so that means he has a spark of life in him, cancelling out the idea of him being undead. But then again embalming fluid works on him like it does with undead and Morte.

Both the Nameless One and Morte have Constitution scores which (in 3rd Ed anyway) means they're living creatures, not undead.

I'd call the Nameless One an "Augmented Humanoid" and Morte either a "Living Construct" re: Warforged and Modrons, or some sort of Outsider. His 'rebirth' in a Lawful Evil plane and his aligment of Chaotic Good kind make figuring out exactly what KIND of Outsider he is a little tricky, but...

As for trying to put mechanics to something that was created entirely for the purposes of telling a wonderful story - I've always enjoyed doing that. It's the reason I also play a lot of Dragonlance... I hate it when a good story bends to mechanics, but I LOVE writing good mechanics to fit the details of a good story.

I've been working on creating Ignus lately - maxing out Elemental Savant at low levels is very difficult, let me tell you. ^^;; Is there a "Half-Elemental" template out there somewhere that might work better? Anyone?

-- CG Drake

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MotP has a half elemental template. I tend to think it's a bit overpowered though and it's supposed to be applied at birth. However we are talking about Ignus here so...

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Alternately, the Pyrokineticist PrC from the Psionics Handbook.

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I like the idea of Ignus being a half fire-elemental. Or at least, representing his statistics with the half-elemental template. In reality, a group of mages punished him by making him a living portal to the Plane of Fire. Which makes half-fire elemental a fine choice.

I know that making Ignus an Elemental Savant seems like an obvious choice, but there's really no sense in that. In his normal life, he was just an insane mage. For that, he could just be a wizard who prepared a lot of fire spells. Then, he was transformed into a flame-scorched being of misery. For that, give him the elemental creature template out of the Manual of the Planes. It gives him the (fire) subtype, which accomplishes almost everything that the Elemental Savant prestige class aims to get. So you might as well just make him a spellcaster of whatever level you feel like.

But the Fire Element Creature template is kind of odd. It changes the creature's type to elemental, for example, and then gives it darkvision (and do I ever hate the pointless bestowment of darkvision on creatures). Ignus is unique--as are all almost all the other PCs, for that matter--and so it would be fine to use the MotP template for ideas and then give him your own treatment.

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There's a prestige class in the Book of Eldritch Might called the "Embermage" which seems tailor-made for Ignus.

Morte is a petitioner, which makes him an outsider.

I actually think that, without his mortality, the Nameless One is technically an outsider as well. The Transcendent One would have the deathless subtype (ironic for an inhabitant of the Negative Energy Plane, which is another reason I like the idea).

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'Rhys' wrote:
I know that making Ignus an Elemental Savant seems like an obvious choice, but there's really no sense in that. In his normal life, he was just an insane mage. For that, he could just be a wizard who prepared a lot of fire spells.

When you talk to him about his past you get flashbacks showing that he was always completely obsessed with flames ever since he was your apprentice and he used to wake up in the middle of the night with burns on his hands and arms for no apparant reason.

That's not just an insane mage.

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'ripvanwormer' wrote:
I actually think that, without his mortality, the Nameless One is technically an outsider as well.

Did I really write that? I don't agree at all. He definitely had a mortal-style body and the same body-soul dichotomy other mortals have, even if he wasn't mortal. He'd be a humanoid with Fast Healing and a special quality preventing him from permanently dying.

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Used to have all of them statted in 3.0, couldn't be bothered to convert all to 3.5. Misplaced some, it looks like. Here's Dak'kon. Some House Rules applied, but WTH.

- Dak'kon, Male Githzerai 10th-Level Psychic Warrior; Medium Humanoid (Extraplanar, Psionic); HD 10d8+30 (75 hp), Mas 16; Init +3; Spd 30 ft.; Def 21 (+3 Dex, +5 level, +2 armor, +1 insight), touch 19, flat-footed 13; BAB +7; Grap +8; Atk +11 melee (1d8+4/19-20, +3 Chained Blade), or +10 ranged; Full Atk +11/+6 melee (1d8+4/19-20, +3 Chained Blade); SA psi-like abilities; SQ damage reduction 3/- , darkvision 60 ft., naturally psionic (2 pp), power resistance 13; SV Fort +10, Ref +6, Will +9; AL LN; Str 13, Dex 16, Con 16, Int 13, Wis 17, Cha 13.

Skills: Autohypnosis +10, Chaos-Shaping +10, Concentration +16, Knowledge (theology and philosophy) +10, Psicraft +6.

Feats: Chaos-Wielder, Combat Expertise, Combat Manifestation, Deep Impact, Greater Psionic Weapon, Iron Will, Psionic Meditation, Psionic Weapon.

Possessions: Ceremonial Zerth Armor (+1 karach chain shirt), Chained Blade (+1 parrying psychic karach longsword; grants 1 bonus power point per manifester level), unbroken circle of Zerthimon.

Powers Known (41 pp/day, save DC 13 + power level):
1st - detect psionics, reign of anger*, scripture of steel*;
2nd - power of one*, submerge the will*, vilquar's eye*;
3rd - balance in all things*, empathic feedback, keen edge;
4th - steadfast perception;
Manifester level 10th.
* see below

Psi-Like Abilities: 3/day - catfall (50 ft.*), daze (8 HD*), inertial armor (+6*). ML 5th.
* includes augmentations of Dak'kon's manifester level.

------------

BALANCE IN ALL THINGS
Telepathy [Mind-Affecting]
Level: Telepath 3, Psychic Warrior 3

From the Separation of the People, came the *knowing* of Two Skies. From the *knowing* of Two Skies came the realization that hurting others, hurts oneself.

This power is equivalent to the hostile empathic transfer power. Githzerai masters typically use parables within the story of the divide between the gith races when teaching this power.

POWER OF ONE
Psychometabolism
Level: Egoist 2, Psychic Warrior 2

And from Gith, the warrior-queen, came the *knowing* of oneself. And from the *knowing*, came immense power.

This power is equivalent to the animal affinity power. Instead of emulating the idealized form of an animal, the githzerai call upon the inner strength of their own being.

REIGN OF ANGER
Telepathy [Mind-Affecting]
Level: Psion/Wilder 1, Psychic Warrior 1

Zerthimon's teachings allow the channeling of anger into streams of mental power that strike down enemies.

This power is equivalent to the mind thrust power, except it can be manifested by psychic warriors as well. The githzerai believe that the power channels the violent tendencies of the manifester into the foe's mind.

SCRIPTURE OF STEEL
Telepathy [Mind-Affecting]
Level: Psychic Warrior 1
Display: Mental
Manifest Time: 1 standard action
Range: 30 ft.
Area: You and all allies within a 30-ft. burst, centered on you
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 1

One of the earliest teachings of Zerthimon, this power reflects the *knowing* of the fact that flesh yields to steel, which boosts the resolution and confidence of allies.

All affected creatures gain a +1 morale bonus on attack rolls and on saving throws against fear effects.
Augment: For every 2 additional power points spend, the morale bonus increases by +1.

SUBMERGE THE WILL
Telepathy [Mind-Affecting]
Level: Psychic Warrior 2
Display: Mental
Manifest Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 3

When the will is submerged, new strength is gained: the strength to endure and protect against all adversity. With *knowing* these teachings of the Third Circle of Zerthimon comes greater protection against all forms of attack.

While this power is in effect, the subject adds his Wisdom bonus (if any) to his AC. This bonus applies even against touch attacks or when the subject is flat-footed. It does not apply when the subject is immobilized or helpless, or when he carries a heavy load.
Special: If the subject already has the ability to add his Wisdom modifier to AC, he does not benefit from this power in any way.

VILQUAR'S EYE
Psychometabolism
Level: Egoist 2, Psychic Warrior 2
Display: Visual
Manifest Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 3

When the sing of the Vilquar's Eye is branded upon a foe, Vilquar's short-sightedness becomes his vision, and soon the world is muddled and dark.

The subject is struck permanently blind unless he succeeds at his Fortitude save.
Note: A blind creature takes a -2 penalty to Defense, loses his Dexterity bonus to Defense (if any), moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blind character.

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Here's Ignus too. Didn't spell out the template because I figured he would be a unique creature anyway.

IGNUS
Male Human 8th-Level Sorcerer
Medium Elemental (Augmented Human, Extraplanar, Fire, Incorporeal)
Hit Dice: 8d4+40 (60 hp), Mas 20
Initiative: +3
Speed: Fly 30 ft. (perfect)
Defense: 20 (+3 Dex, +3 level, +4 deflection), touch 20, flat-footed 14
BAB/Grap: +4/-
Attack: Incorporeal touch +7 melee (1d6 fire), or +8 ranged (by spell)
Full Attack: Incorporeal touch +7 melee (1d6 fire), or +8 ranged (by spell)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burn
Special Qualities: Darkvision 60 ft., elemental traits, immunity to fire, incorporeal traits, resistances (acid 15, electricity 15), vulnerability to cold
Saves: Fort +7, Ref +5, Will +5
Abilities: Str - , Dex 16, Con 20, Int 13, Wis 8, Cha 19
Skills: Concentration +16, Knowledge (arcana) +9, Spellcraft +9
Feats: Eschew Materials, Spell Focus (evocation), Spell Penetration, Weapon Focus (ranged spell)
Challenge Rating: 8
Treasure: None
Advancement: By character class
Level Adjustment: -

Burn (Ex): Ignus' incorporeal melee attack deals 1d6 points of fire damage from his flaming body. Those hit by the attack also must succeed on a DC 19 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution-based.
Creatures hitting Ignus with natural weapons or unarmed attacks take fire damage as though hit by his touch attack, and also catch on fire unless they succeed on a Reflex save. This also applies to attackers who miss due to the percentile miss chance provided by Ignus' incorporeality.

Spells Known (6/7/7/6/4 per day, save DC 14 + spell level [+1 evocations]):
0 - dancing lights, daze, detect magic, flare, mage hand, open/close, prestidigitation, resistance;
1st - infernal orb*, mage armor, seeking flames*, silent image, true strike;
2nd - ignus' terror*, resist energy, tongues of flame*;
3rd - elemental strike*, infernal shield*;
4th - fiery rain*;
* see below

--------------

ELEMENTAL STRIKE
Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to four creatures, no two of which are more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Globes of elemental force fly forth and explode upon landing. Those near to their point of impact are caught in the fiery blast wave.

You create powerful bolts of flame, each of which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of fire damage. The bolt then explodes in a burst of fire that deals half this amount of damage to any creatures adjacent to the primary target.
The bolt strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects.
You gain one bolt for every three caster levels, up to a maximum of five bolts. You can make more than one bolt strike a single target, if desired. However, you must designate targets before rolling for spell resistance or damage.

FIERY RAIN
Evocation [Fire]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (30-ft. radius, 30 ft. high)
Duration: 1 full round
Saving Throw: None
Spell Resistance: Yes

Streams of coagulating lava streak down like rain, burning and crushing indiscriminatingly.

Flames and melting stone rolls down for 1 full round, dealing 2d6 points of bludgeoning damage and 3d6 points of fire damage to every creature in the area. All land movement within the area of effect is at half speed. At the end of the duration, the lava disappears, leaving no aftereffects (other than the damage dealt).

IGNUS' TERROR
Necromancy [Fear, Mind-Affecting]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: 40 ft.
Target: All creatures within 40 ft.
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes

Fear exists in many forms, but you call upon one of the most basic, universal terrors, the Fires of Destruction, to burn out the courage from the hearts of your foes.

Affected creatures become frightened. If a subject succeeds on a Will save, it is shaken instead. Creatures immune to fire are also immune to this effect.

INFERNAL ORB
Conjuration (Creation) [Fire]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb of fire
Duration: Instantaneous and 1 round; see text
Saving Throw: Fort partial; see text
Spell Resistance: No

A sphere of fiery red is called upon to burn and slow the enemy.

The orb is about 2 inches across, and it shoots from your palm toward its target, dealing 1d8 points of fire damage. You must succeed on a ranged touch attack to hit your target. A creature damaged by the orb must also succeed at a Fortitude save or be dazed for 1 round.
For every two caster levels beyond 1st, your orb deals an additional 1d8 points of fire damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.

INFERNAL SHIELD
Evocation [Fire]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)

You are wreathed in flames that hold the Great Destroyer at bay, absorbing its energies to heal you.

This spell grants temporary immunity to fire. When it absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged. For each point of fire damage that the infernal shield absorbs, you heal one hit point.

SEEKING FLAMES
Necromancy [Fear, Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 50 ft.
Target: All creatures within 50 ft.
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

Fire is both a blessing and a curse, it both warms and burns. As you seemingly set the very air on fire, your enemies are distracted, their resolution weakened.

Affected creature immune to fire gain a +1 morale bonus on attack rolls and on saving throws against fear effects. All other creatures suffer a -1 morale penalty on attack rolls and on saving throws against fear effects.

TONGUES OF FLAME
Evocation [Fire]
Level: Sor/Wiz 2

This spell is equivalent to scorching ray. Ignus considers it to be an expression of his all-consuming hatred, channeled into white-hot streaks of fire.

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Found the fiendling, too. The streetfighter prestige class is from Complete Warrior, I think.

-ANNAH, Female Tiefling 3rd-Level Rogue / 4th-Level Fighter / 5th-Level Streetfighter; HD 3d6+4d10+5d8+36 (93 hp), Mas 16; Init +7; Spd 30 ft.; Def 22 (+4 Dex, +7 level, +1 armor), touch 21, flat-footed 22; BAB +11; Grap +13; Atk +17 melee (1d4+5/19-20/x3, +1 keen punch dagger), or +15 ranged; Full Atk +17/+12/+7 melee (1d4+5/19-20/x3, +1 keen punch dagger), or +15/+10 and +15/+10 melee (1d4+5/19-20/x3 and 1d4+4/19-20/x3, +1 keen punch daggers); SA darkness, sneak attack +3d6; SQ always ready, damage reduction 1/- , darkvision 60 ft., energy resistance (cold 5, electricity 5, fire 5), evasion, stand tough, streetwise, trap sense +1, uncanny dodge; SV Fort +12, Ref +9, Will +3; AL CN; Str 14, Dex 18, Con 16, Int 13, Wis 10, Cha 13.

Skills: Bluff +15, Climb +5, Gather Information +3, Hide +14, Intimidate +9, Jump +5, Knowledge (local) +9, Move Silently +12, Open Lock +9, Search +11, Sense Motive +6, Sleight of Hand +9, Tumble +12.

Feats: Combat Expertise, Improved Feint, Improved Two-Weapon Fighting, Iron Will, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (punch dagger), Weapon Specialization (punch dagger).

Possessions: +1 keen punch dagger (x2), mastercraft leather armor, thieves' tools.

Stand Tough (Ex): Annah's toughness has been honed by years of hard living and dirty fighting. Three times per day, when she would be damaged in combat, he can attempt a Fortitude saving throw to shake off the damage, taking only half of it, and even that as nonlethal damage. The DC is is equal to the damage that would normally be dealt. She need not be aware of the impending attack to use this ability.

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Morte's an undead familiar, even if TNO isn't a mage. It's a unique bond they share - not every familiar gets pulled off the Pillar of Skulls by its future master.

MORTE
Tiny Undead (Extraplanar)
Hit Dice: 2d12 (13 hp), Mas -
Initiative: +3
Speed: Fly 30 ft. (perfect)
Defense: 16 (+2 size, +3 Dex, +1 natural), touch 15, flat-footed 13
BAB/Grap: +1/-6
Attack: Bite +6 melee (1d4+2/x3)
Full Attack: Bite +6 melee (1d4+2/x3)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Litany of curses (DC 9), skull mob
Special Qualities: Damage reduction 10/bludgeoning, darkvision 60 ft., flight, immunity to cold, sage, undead traits
Saves: Fort +0, Ref +3, Will +2
Abilities: Str 12, Dex 16, Con - , Int 13, Wis 9, Cha 6
Skills: Bluff +5, Hide +16, Intimidate +0, Sense Motive +4
Feats: Persuasive, Weapon Finesse (B)
Environment: Any
Organization: Solitary or group (plus the Nameless One and his cohorts)
Challenge Rating: 2
Treasure: Ingress' Teeth (see below)
Alignment: Chaotic good
Advancement: See below
Level Adjustment: -

Advancement: Morte is bound to the Nameless One and advances as his familiar, following all the rules for sorcerer and wizard familiars, except he improves his Charisma instead of his Intelligence. Note that only the Nameless One's character level is taen into account regarding Morte's advancement, not his sorcerer or wizard level.

Flight (Su): Morte's skull-body is naturally empowered with magical flight, and he is able to fly at a speed of 30 feet. This also grants him a permanent feather fall effect with personal range.

Ingress' Teeth: This set of humanoid teeth allows Morte's bite attack to function as a magic weapon for the purpose of bypassing damage reduction. It also causes his bite to deal triple damage on a successful critical hit.

Litany of Curses (Su): As a move action, Morte can hurl verbal taunts to provoke an intelligent creature within 60 ft. into attacking him physically. The subject is allowed a Will save (DC 10 + Morte's Charisma modifier + 1/2 Morte's Hit Dice) to negate this effect. If it succeeds, the subject becomes immune to Morte's litany for 24 hours.
If the save fails, the creature enters a state identical to a barbarian's rage, except the only action it can take is a melee attack against or charge toward Morte. If Morte is out of reach, ranged attacks are also allowed. The enraged condition persists for a number of rounds equal to 3 + Morte's Charisma modifier (minimum 1 round).

Sage (Ex): Morte's previous experience as part of the Pillar of Skulls grants him the ability to make any Knowledge check untrained, with a +1d12 insight bonus on each such check.

Skull Mob (Sp): Three times per day, Morte can attempt to summon a floating skull swarm (see below) with a 75% chance of success. The summoned swarm dissipates after only 1d6+1 rounds, skulls returning to whence they came. This ability is the equivalent of a 1st-level spell.

------------------

FLOATING SKULL SWARM
Tiny Undead (Extraplanar, Swarm)

Hit Dice: 4d12 (26 hp), Mas -
Initiative: +2
Speed: Fly 30 ft. (perfect)
Defense: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
BAB/Grap: +2/-
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Damage reduction 10/bludgeoning, darkvision 60 ft., flight, immunity to cold, swarm traits, turn resistance +2, undead traits
Saves: Fort +1, Ref +3, Will +5
Abilities: Str 1, Dex 15, Con - , Int 10, Wis 12, Cha 6
Skills: Intimidate +5, Tumble +9
Feats: Ability Focus (distraction), Improved Natural Attack (swarm)
Challenge Rating: 2

Distraction (Ex): Any living creature that begins its turn with a floating skull swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

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Finally, the two special qualities that make the Nameless One the quasi-immortal amnesiac he is. All the other abilities - stories-bones-tell, raise dead, sensory touch, etc - are just bonus perks he picks up along the way and forgets later.

Fast Healing (Ex): The Nameless One has the extraordinary ability to regain hit points at an exceptional rate. At the beginning of each turn, he heals a number of hit points equal to his Constitution modifier (minimum 1).
Unlike most forms of fast healing, this ability allows the Nameless One to regrow and reattach lost body parts, and restores hit points lost from starvation, thirst, or suffocation.

Flawed Immortality (Ex): The Nameless One has undergone a special treatment in the tender care of Ravel Puzzlewell. As a result, he is almost impossible to kill permanently.
He cannot die from old age, and does not suffer physical ability score penalties for aging (bonuses still acrue, however).
He treats permanent ability drain as temporary ability damage.
When brought to -10 hit points or otherwise killed, his fast healing ability slows down to a small fraction (anywhere between 1 hp/minute to 1 hp/year), but is never suspended, and will eventually restore him to life.
Finally, he is immune to any harmful effect that would separate his soul from his body (such as trap the soul spell, for example).
However, the Nameless One's immortality is flawed: Each time he is "killed" and revived, there is a 50% chance he will suffer a partial loss of memory, manifesting as a permanent loss of 1d10 experience levels. If this reduces him to zero levels, he effectively suffers complete amnesia.

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'ripvanwormer' wrote:
Did I really write that? I don't agree at all.

Laughing out loud

Actually, however hesitant I am to apply the Outsider type to mortals and ex-mortals, it may fit here. If high-level monks and druids can be outsiders, so can TNO.
You could choose to apply that utterly illogical "native" subtype that I seem to recall you like so much Sticking out tongue

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I remember reading that in fact Nameless One was akin to a fallen god, so that explains his odd regeneration or fast healing abilities.

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'Darvon' wrote:
'Rhys' wrote:
I know that making Ignus an Elemental Savant seems like an obvious choice, but there's really no sense in that. In his normal life, he was just an insane mage. For that, he could just be a wizard who prepared a lot of fire spells.

When you talk to him about his past you get flashbacks showing that he was always completely obsessed with flames ever since he was your apprentice and he used to wake up in the middle of the night with burns on his hands and arms for no apparant reason.

That's not just an insane mage.


I didn't mean that he wasn't a specialist in the casting of fire magics. I completely agree that he definitely was. I meant that his previous wizardry (or sorcery or whatever) didn't make him the fire-being that he is "today." It would suit my personal asthetic better to make his fire-infused state be not the product of his own magical pursuits (as happens when you gain levels in the Elemental Savant PrC), but rather a special process that was done to him (thus, a template he was subjected to). I agree, he's not an ordinary mage and wasn't normal even when he was human. I just don't think he transformed himself into a conduit to the Plane of Fire out of his own volition. If I remember correctly, the mages who put him under wanted to kill him.

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Dont forget that each time TNO "dies" his "death" creates a shadow of his former life and that the power of theese shadows would depend of level TNO currently has.

For lesser shadows ordinary shadows or wraiths would do. For greater shadows Specter or even Ghost stats should be used. Maybe "create spawn" should be remowed from those undead and added to TNO. Puzzled

This disabilty or curse could work as per Create Undead and Crate Greater Undead spells witch is "cast" in moment of TNO death witch produce only shadows, wraiths or specters. Puzzled

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These are the (AD&D) stats of the shadows in the game, found with Near Infinity.

Low Level (like the one you meet in the player's maze)
(shadow.cre)
Level (?): 4
HP: 27
AC: 6
No of Attacs: 2,5
THAC0: 16
Saves: death: 13, wand: 156, polymorph: 16, rest: 16
Resist: Cold 100%, Magic Cold 100%
XP: 420

Medium Level (like most of those you meet after fighting Ravel)
(shadow2.cre)
Level (?): 6
HP: 45
AC: 3
No of Attacs: 2,5
THAC0: 14
Saves: death: 13, rest: 15
Resist: Cold 100%, Magic Cold 100%
XP: 1000

High Level (Fortress of Regrets)
(shadow3.cre)
Level (?): 8
HP: 81
AC: 0
No of Attacs: 3,5
THAC0: 11
Saves: all 19
Resist: Cold 100%, Magic Cold 100%, slashing 25 %, crushing 50 %
XP: 10000

All attributes are set to 9 (STR on High Level: 17)

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There's already Greater Shadows in the Monster Manual, and the Fortress of Regret Shadows could be statted out as Nightwalker Nightshades, or just an even more advanced version of the greater shadow.

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Don't forget that TNO has True Ressurection 3/day as a spell-like ability...

This guys LA has gotta be HUGE.

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I am currently working on 3.5 stats for all of the PS:T characters for a D&D adventure I plan to run. This is my plan for creating the unusual characters (levels have not yet been determined:

Morte: Tiny Petitioner Fighter

Ignus: Medium-size Human "elemental conduit(for lack of a better name)" (Fire) Sorcerer
(Elemental conduit is a template I am creating which covers Ignus' condition and can also work for the planes of Air, Earth and Water).

Vhailor: (I plan to make a template for him as well)

I am not crazy about Nemui's depiction of Ignus. I feel that Ignus should not be incorporeal and I would add the following:

Creatures hitting Ignus with light melee weapons take 1d3 fire damage.

Light weapons would require someone to reach in toward the target thus bringing it's hand into the flames even if it doesn't connect with Ignus' flesh.

Also, what is meant by the entry "Mas 20" on the Hit Dice line?

Regarding Morte, how can FFG heal him if he's undead or did the 2nd Ed rules work that way?

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