Spire's Shadow (OOC)

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Spire's Shadow (OOC)

Alright, I made this nifty campaign, now I want players to be subjected to it. I know it is beastly long, but read it. You'll like it. I took this from a word document I made that had important things bolded and italicised, but I'm too lazy to go through and do it again, so I guess you have to actually read it. Hehe.

In The Spire's Shadow
By David "Duckluck" Gastil

"When Infinity's sword pierces Wee Jas' wall,
The barrier will break and doom us all."

-The Hissing Prophet

The Premise:
The Hissing Prophet, whoever that is, first made this doomsday prophecy nearly forty years before the Faction War, but aside from a few lines scrawled in the Fraternity of Order's thirty volume long Book of Ambiguous but Credible Prophecies and a few lingering stories among the Doomguard, the cryptic prophecy has been totally forgotten. Or at least it had been until last month when the Fraternity of Order conclusively proved what most Outlanders already suspected: the zone of hampered magic around the Spire is growing. What most Outlanders didn't know is the more chilling revelation that the rate at which the ring of reduced magic spreads is growing. It's not just growing by a couple more inches a year either, it appears to be growing exponentially, and within a few years even the gatetowns will be magic-less.

Most Doomguard immediately rejoiced at the findings and began chanting a corrupted version of the old prophesy that substituted "Spire's shadow" for "Infinity's sword." Most other factions balked at the notion and decried the report as nothing but lies. That was until the Athar, several prominent Outlanders, and even the secretive Rilmani all admitted that they had made similar discoveries. While most planars are still struggling to grasp the implications of this, the debate among the powers that be has shifted from "Is it real?" to "What do we do now?" Some factions want to stop the spreading, others want to encourage it, and others want to wait and see what happens, but the vast majority of factions really aren't sure what to do. One of the fundamental realities of the multiverse has been changed, and most groups are still at a loss as to what it means. More and more though, the debate has turned back to what is causing this and whether this actually has anything to do with the so-called Hissing Prophet's mysterious prophecy.

Into this world of uncertainty walk the PC's. Some PC's might be Primes new to the planes who don't even understand what the fuss is about others may include Planars who have strong feelings about the whole thing. Whether these Planewalkers choose to quest to the heart of the matter or simply ignore it and go about their business, it will affect them in ways that are sometimes obvious and sometimes startling. One little thing changes, and suddenly it's a brave new world out there.

The Setting:
This campaign will be set five years after the Faction War in what the new Planescape Campaign Setting refers to as the "present day." For those of you who haven't read the new campaign setting, this means that Mercykillers are out Ring-Givers are in (among other changes in the factions. If this is all new to you, I recommend playing a Prime and familiarizing yourself with the setting). The Sigil we will spend a third of our time in is functionally identical to the one presented in Chapter 7, while the planes may be a bit different because they are being detailed in chapter 8 which hasn't been released yet. My take on the planes is that there is a little bit of good, evil, law, and chaos in everyone, even exemplars. Remember that, and you'll be fine. Also, the Quasi- and Para- elemental planes are in, as is the Ordial, although the PC's will never visit it (this, of course, means that the Astral is no longer connected to the inner planes). The Pseudo-planes (Shadow, Dream, and Time) are in and universal. The Far Realm is out there somewhere, but it's the sort of place that sane people only go to by accident.

This campaign will incorporate every cosmology from Athas to Eberron. Basically, just assume that they are all connected by the Great Ring and that most of their own cosmologies are just terribly wrong.

The Spirelight:
"Spirelight" is my own term for the zone of hampered magic around the Outlands' Infinite Spire. For those of you who don't get it, it's a pun on the word "firelight." Since this zone will play a huge role in my campaign (at least a third of the action will take place on the Outlands), I decided to invent a term for it. The word is hardly universal, however, and other terms you will see include the "Spire's shadow," "Spire's Aura," and "the mid-concordant anti-magic zone."

As my premise suggested, the Spirelight will grow throughout the course of my campaign. At the start of my campaign the Spirelight will have the 1,000 radius mentioned in the Manual of the Planes, but it will gradually, and later not-so-gradually, grow throughout the course of the campaign. After a while, it may cut off the gatetowns from the magic fueling their portals, or even begin to spread to other planes. At the start of the campaign, the PC's will be doing their own thing, and if the players want to keep doing that for a while, I don't mind, but eventually, they will be forced to confront the looming danger the Spire's aura poses, for whatever reason. The Spirelight is the basis of my entire campaign, so don't expect me to just forget about while you are starting up your hippogriff ranch.

Character Creation:
This is one thing I'm giving you guys total freedom on. If you want to play a Warforged Swordsage, you can as long as you get my approval.

Starting Level: The Starting level will be five.

Starting Wealth: 9,000 gp (900 pp)

Hit Dice: Max at first level. After that, take the average and round up (a second level rogue would get 4 HP, for instance).

32 Point buy: (Racial ability bonuses will be really common in this game, so don't sweat it.)

Races: Races are wide open. I'll let you play everything from Races of Eberron to the Planescape Campaign Setting (although, many races will be tweaked by me, usually for the better, before I let you play them, and I have my own version of Planetouched). Keep in mind though, that there are a lot of books I don't have, and most of the Second Edition books are among them, so if you want to play a weird race like a Mul, I have to be able to find the stats for it. Also, converting an outdated race to 3.0/3.5 is a pain in the ass, and even if the end result is quite balanced, it will cost you a Munch point (basically, these are an experimental form of power-gaming currency. Way more on them later) the same as if you were playing an approved custom race. I normally don't let people play custom races at all, but if you can get me a version that looks balanced and makes sense (and isn't too similar to an established race), I may let you play it as I said before though, it will always cost you a Munch point. This includes races that come from non-WotC sources or that are "balanced" variants of WotC races.

Planetouched are the exception. I have created and included alternate versions of all the planetouched (including Para-elemental, Quasi-elemental, and Energy Genasi) These alternate Planetouched are better balanced with each other, are templates that can be applied to any humanoid. If you've always wanted to play a Halfling Tiefling, now you can.

Also, this may sound stupid at first, but I hate most sub-races. If your race is "just like a regular elf but it lives in the woods," or "just like a regular gnome but it lives in the jungle" then just play a regular elf or gnome! I'm saying this for two reasons. One, a desert elf really is a high elf that lives in the desert, and two, terrain-based sub-races tend to be really over-powered. If you're playing something that has a flavor all its own, like a Drow, or has radically different abilities, like a Duergar, I'll allow it, but otherwise don't press your luck. As a good rule of thumb, if it has its own name (like Avariel) rather than just [regional variant] elf (like "desert elf"), it should be fine. Otherwise, I probably won't allow it. The exceptions, of course, are races that may lack a little flavor but are a key part of a setting. Some of these I may fold into the generic race. Others I'll let you play unaltered but it'll probably cost you a Munch point.

High CR races like Khaasta and Bugbears will almost certainly be tweaked by me before I let you play them. This is usually a good thing, as I'll mostly just be whittling down Level adjustments, and the like.

Alignments: Let’s face it, traditional alignments are a gross over-simplification, and in a roleplay game, they just get in the way. I can’t just cut alignments from Planescape, however, because that would be akin to re-writing the laws of the multiverse. So here’s what I’m doing: Instead of an alignment, put the plane you’ll wind up on when you die. This could be the plane of your philosophical beliefs or jus the plane your patron deity lives on. If you are unsure of how this works, ask me. Detect Law/Chaos/Good/Evil will detect the alignment of that plane, and Smite X and similar affects will work the same way. All alignment restrictions on classes have been dropped, but it should be obvious who can and can’t be a Paladin.

Classes: Play whatever you want excepting custom classes, which I may not let you play no matter how many Munch points you throw at me. All I ask is that you tell me what book it's in. If I think a class is horrendously underpowered, I'll recommend you pick a new, If it's really over-powered, I'll do a bit more. Beyond that, it's up to you to coordinate with the rest of the party so that we don't wind up with seven Swashbuckler/Rogues (or whatever class combination is in vogue right now).

Equipment: I'm letting you buy your own stuff at the start of the campaign, so buy whatever you want or need within reason. All custom items must be cleared through me. In the interest of preserving my sanity, I'm house-ruling that all magic items provide Enhancement bonuses. I'm sorry if you want your hat, belt, necklace, rings cloak and every other item slot to provide you a strength bonus without them overlapping, but that's your problem, not mine.

Skills: Add Psicraft from the SRD. (Yes I'm allowing psionics), and Control and Planar Expertise from the PSCS to your character sheets. Remove Open Locks, Forgery, and Decipher Script. Forgery and Decipher Script will become Literacy. Literacy combines both skills (if you would make a Forgery or Decipher Script check make Literacy check instead). Like both skills, Literacy uses your Intelligence modifier, and is effectively just the same two skills pushed together so that people will actually take one of them occasionally. Note that Literacy also includes your general reading and writing proficiency. If class as Forgery or Decipher Script on its skill list, replace it with literacy. Literacy can be used untrained as long as the character is literate. Open Locks is now covered by Disable Device. Basically, just pretend the skill never existed. I will be willing to merge a few more of the lesser skills, but only if a number of players ask me. One more thing: Cross-class skills only take one skill point to increase. This way, no one winds up throwing their skill points into a bottomless void just to qualify for prestige classes and whatnot. Your maximum number of ranks remains the same.

Rules of the Game:
Because combat causes Play by Post games to grind to a halt, This game will be light on combat, but heavy on roleplay. That said, I am committed to making combat as fair and enjoyable as possible. To that end, I have instituted a number of house rules including my personal baby:

Munch Points: Munch points (or Munchkin points) are like Action Points, except instead of allowing you to do random and often broken things that can irritate the DM to no end, Munch points let you do random and often broken things without irritating the DM to no end. By the time I'm done with you, you will be hoarding your Munch points like there's no tomorrow. You get three Munch points at the start of character creation, and one for each level (including first). They do not go away when you go up a level, and the only new ones you only get the one per level.

Munch points can be used any time you want to do something that is "freaking sweet," but isn't allowed by the rules. This includes things like playing an unusual race (I hope at least one of you asks to play a petitioner, just so I can test how versatile this system is), taking a custom Feat (Blink Dog Riding, for instance), or taking variant class that isn't clearly allowed for by the rules (this includes most of the ones in Unearthed Arcana).

Munch points also can be used by me as an incentive to not do anything obviously stupid and broken. If you do something stupid like summon an Efreet and Wish for a staff of Wish, I'll ask for a Munch point. Since there is no way to replace lost Munch points, and a Munchkin point is freaking awesome, you will be begging me to just permanently level drain you and have your stuff stolen, and you still probably won't get to keep the Staff of Wishes. Lesser abuses will probably be allowed to stand, but I'll still ask for a Munch point if I feel what you did was against the spirit of the game. If I'm regularly confiscating your Munch points in this manner, I'd recommend either curbing your munchkinly appetites or finding another game.

In addition Munch points have the following defined uses:

Reducing a Level Adjustment: Forget what it says in Unearthed Arcana, the easiest way to slay the dreaded Level Adjustment is to throw Munch points at it. For every three Munch points you spend, you can reduce a level adjustment by one. This is easily one of the best uses for Munch points, so if you have a Level Adjustment and three Munch points, you should focus on paying down the LA.

Increasing Abilities: You can spend a Munch point to increase one of your abilities (Strength, Dexterity, etc.) by one (that is, the actual number, not the modifier). You may put no more than two munch points into a given ability. I may increase this number later in the campaign.

Replicating an Action point: A Munch point can do anything an Unearthed Arcana action point can, so if you are in a bind and you really need a particular feat, or you’re at -9 and you really don’t want to die, you can sacrifice a Munch point to the gaming gods and save your character. This is probably the least powerful use of a Munch point there is, but when it’s this or a total party death, you won’t care.

Keeping the DM Happy pays Off: I am the light of your world, and if you get on my bad side, my wrath will be terrible indeed. The best way to use Munch points to keep me happy is to not spend them, because every time you do it means more work for me. At the end of the campaign, just before the final confrontation, I will ask the players to tally up and spend all their remaining Munch points (probably on things that are better than what you could spend them on before). I’m doing this because I don’t want players to realize the campaign is over and they still have a dozen munch points unspent, and I want to know exactly what the PC’s are capable of so I can more effectively send them to their deaths. When I do this Munch point liquidation, the player who has the most Munch points will get a super-ultra-mega-special bonus prize (think Demiplane full of fudge good). This does not mean you should hoard your Munch points endlessly, however. The game will be more enjoyable if you can keep up with your fellows in terms of power.

A Million Other Uses: Munch points will be able to do whatever I think is appropriate, and at times I may seem quite arbitrary. Try not to get upset, I’ll always have the best wishes of the game at heart. If you want to do something, and you are willing to spend enough Munchers on it, I’ll probably let you. Of course, “enough” is a subjective term.

Other Rules:
• Alter Self now uses the errata’d version that doesn’t grant ability modifiers. Polymorph is effectively cut from the game. I’ll figure out what to replace it with when the time comes.
• All Summoned creatures, Wildshape forms, Animal Companions, and Familiars must be approved by me. The Fleshraker is right out, and you know it.
• I don’t give out XP penalties for multi-classing. Favored Classes are solely for flavor.
• Various other spells and feats may need to be tweaked by me. As always, get my approval before doing anything, and this won’t catch you by surprise.
• I may add to this later, but that’s it for now.

Who Can play: Anyone with enough English skills to make it this far, is capable of posting at least once a day (preferably far more often, but I understand you have lives), I will do nearly all my weekday posting between about 2:30 pm and 1:30 am Pacific Standard Time (GMT -8). If you would like to play in this game, and can't reliably post within that eleven-hour window, you should let me know.

Duckluck's picture
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Planetouched Templates.

Planetouched Templates:
By: Duckluck (with help from Oberoni_Fallacy)

What's the Point?
These templates exist because they fill multiple roles in the game. They function both as "regular" planetouched, and as a template that can be applied to a wide variety of races with relative ease. Meaning, a player that wants to play an old-fashioned Earth Genasi can simply apply the Earth Genasi template to a human (it really isn't that hard) and go to town, while a player who wants to play an Earth-touched orc can do the exact same thing. Basically, you no longer have to worry about weird planar sub-races and monstrous templates and you don't have to make a new creature type for every kind of monster that could possibly breed with an Outsider (most of the monsters in existence, in case you were wondering).

Notes on the Templates:
These templates were mainly designed to be applied to creatures of the humanoid type, and may not be suitable for other types of races. These templates should never be applied to non-humanoids without the DM's consent. Certain obscure humanoid races may also become abusive with this. Therefore, players should point out, and DM's should be careful about, what races, and especially sub-races, they allow these templates to be applied to.

Also, it should be noted that these templates do not grant the base creature the Outsider type or any of the abilities, proficiencies, and immunities associated with it. Basically, it is open for debate as to whether planetouched should have ever been outsiders, and as a template such a change would grow even more jarring because it could potentially affect things like monstrous hit dice, important abilities, and many other things that are beyond the scope of what this author is willing to deal with.

In addition, I have removed Darkvision from about half of the races. It was generally unnecessary and even occasionally anti-thematic. Sometimes, I've replaced it with Low-light vision, other times, I've just removed it entirely. Check the template entry before you assume a race has it. Many of them do not.

These templates are not the be all and end all of planetouched, and don't even have to supplant the old versions. They also can coexist peacefully with other templates such as Fiendish and Half Fiend and even Bloodlines. Just apply the Tiefling template to creatures that are less fiendish than ones with the Half-Fiend template, but more Fiendish than creatures who merely have a Fiendish bloodline. It fills largely the same role as the Fiendish Template, but for PC's.

Resources:
The first nine of these templates are based on races found in the Planescape Campaign Setting and various Wizards of the Coast products. The Quasi, Para, and Energy Genasi templates were mostly created by taking the base pattern of the first four Genasi and applying it to the new ones, but we also derived inspiration from non-templated versions of these races that can be found here and in one issue of Dragon magazine. I'm not sure which one. Those looking for "fluff" on the various races should start there. Now, without further ado, here are the templates.

Aasimar:
• +2 Charisma, +2 Wisdom.
• Aasimar gain a +2 racial bonus to Spot and Listen checks.
• Low-light vision.
• Daylight (Sp): Aasimar can use Daylight as a Spell-like ability once per day with a caster level equal to his character level.
• Aasimar gain resistance 5 to Acid, Cold, and Electricity.
• Favored Class: Paladin (this is in addition to whatever favored class or classes the base race had).
• Level Adjustment +1.

Tiefling (Lothling, Tanarling, Zuling, etc):
• +2 Dexterity, +2 Intelligence.
• Tieflings gain Darkvision 60.
• Tieflings gain a +2 racial bonus to Hide and Bluff.
• Blacklight (Sp.) Tieflings can cast Blacklight as a Spell-like ability, with a caster level equal to their character level.
• Tieflings have Cold, Electricity, and Fire resistance 5.
• Favored Class: Rogue (This is in addition to whatever favored class or classes the base race had.).
• Level Adjustment +1.

Zenythri:
• Strength +2, Dexterity +2, Wisdom +2, Charisma -2.
• Electricity, Fire, and Sonic resistance 5.
• Zenythri can cast True Strike as a Spell-like Ability, with a caster level equal to their character level.
• Zenythri gain a +2 bonus to Balance and Survival checks.
• Favored Class: Monk.
• LA +1.

Tuladhara:
• +2 Con, +2 Wis.
• Low-light vision.
• Acid, Electricity, Sonic Resistance 5.
• Magic Circle Against Alignment (Sp): Tuladhara can use Magic Circle Against Chaos/Good/Evil/Law once per day with a caster level equal to their character level.
• +2 Racial bonus to Diplomacy and Sense Motive checks.
• Favored Class: Druid or Ranger. (This is in addition to whatever favored class or classes the base race had).
• Level Adjustment +1.

Chaond:
• +2 Dex, +2 Con.
• Acid, Cold and Sonic Resistance 5.
• Shatter (Sp): Chaonds can use shatter once per day with a caster level equal to their character level.
• +2 Racial bonus on Escape Artist and Tumble checks.
• Favored class: Any (this replaces the base creature's favored class).
• LA +1.

Air Genasi:
• +2 Dex, +2 Int, -2 Wis, -2 Cha.
• Electricity Resistance 10.
• Gust of Wind (Sp): Air Genasi can cast Gust of Wind once per round with a caster level equal to their character level.
• Breathless (Ex): Air Genasi do not breath, making them immune to drowning, suffocation, and attacks that require inhalation.
• +1 Racial bonus to saving throws against all spells and effects of the air subtype. This bonus increases by +1 every five class levels.
• Favored Class: Rogue. (This is in addition to whatever favored class or classes the base race had.)
• LA +1.

Earth Genasi:
• +2 Str, +2 Con, -2 Wis, -2 Cha.
• Earth Genasi gain +2 Natural Armor.
• Acid Resistance 10.
• Meld Into Stone (Sp): Earth Genasi can cast Meld Into Stone once per day as a spell-like ability with a caster level equal to their character level.
• +1 racial bonus to Saving throws against spells and effects of the Earth Subtype. This bonus increases +1 every five class levels.
• +2 Racial bonus to Appraise and Craft checks.
• Darkvision 60 feet.
• Favored Class: Fighter. (This is in addition to whatever favored class or classes the base race had.)
• LA +1.

Fire Genasi:
• +2 Int, -2 Cha.
• Fire Resistance 10.
• Produce Flame (Sp): Fire Genasi can cast produce flame once per day with a caster level equal to their character level.
• Burn (Ex): After making a touch attack, a Fire Genasi can use a free action to light the opponent on fire. The opponent must make a reflex save with a DC of 10 + ½ the Fire Genasi's character level. The flame burns for 1d4 rounds or until extinguished (Putting out flames is a full-round action).
• +1 on saving throws against all spells and effects of the Fire subtype. This increases by +1 every five class levels.
• Low-light vision.
• Favored Class: Wizard (This is in addition to whatever favored class or classes the base race had).
• LA +1

Water Genasi:
• +2 Con, -2 Cha.
• Cold Resistance 10.
• Low-light vision.
• Fog Cloud (Sp): Water Genasi can use Fog Cloud once per day with a caster level equal to their character level.
• Drench (Ex): A Water Genasi's touch puts out natural fire and can dispel magical fire it touches as if using Dispel Magic with a caster level equal to their character level.
• Water Breathing (Ex): Water Genasi can breath underwater.
• +1 Racial bonus against spells of the Water subtype. This bonus increases by +1 every five class levels.
• Favored Class: Druid (This is in addition to whatever favored class or classes the base race had).
• LA +1.

Positive Genasi (Positai):
• +2 Charisma, -2 Wisdom
• -2 on saves versus negative energy or necromancy effects
• Fast Healing 1 (Su).
• Immunity to death by positive energy (popping).
• Vigor, Lesser (Spell Compendium) (Sp): Positive Genasi can use Lesser Vigor once per day with a caster level equal to their character level. (Though Positive Genasi can use this on themselves, it would not stack with their fast healing. In other words, be generous.)
• +1 on saves versus Light Effects. This bonus increase by +1 every five class levels.
• Favored Class: Bard (This is in addition to whatever favored class or classes the base race had).
• LA +1.

Negative Genasi (Negatai):
• +2 intelligence, +2 wisdom, -2 constitution
• Darkvision 60 feet.
• -2 on saves versus positive energy or light effects.
• Tomb-Tainted Soul (Ex): Negative Genasi are healed by negative energy and harmed by positive energy as though they were undead creatures. They gain no other benefits of the undead type.
• +1 on saves versus necromancy effects and ability damage or drain effects. This bonus increases by one every five character leevls.
• Vampiric Touch (Sp): Negative Genasi can use Vampiric Touch once per day with a caster level equal to their character level.
• Favored Class: Cleric (This is in addition to whatever favored class or classes the base race had).
• LA+1

Radiance Genasi:
• +2 Charisma, +2 Intelligence, -2 constitution
• Fire Resistance 5
• +1 on saving throws against all spells and effects based off positive energy as well as spells and effects with the [Light] and [Fire] subtypes. This increases by +1 every five character levels.
• Color Spray (Sp): Radiance Genasi can use Color Spray once per day with a caster level equal to their character level.
• Radiate (Su): A Radiance Genasi constantly radiates light equal to that of a Daylight spell. This can suppressed with a spell of the [Darkness] subtype of third level or higher but reactivates within one hour.
• Favored Class : Sorcerer (This is in addition to whatever favored class or classes the base race had).
• LA+1

Ash Genasi:
• +2 constitution, +2 wisdom, -2 charisma
• Darkvision 60 feet.
• +1 on saving throws versus spells and effects of the [Fire] and [Cold] subtypes. This increases by +1 every five character levels.
• Coldfire [Complete Arcane] (Sp):Ash Genasi can use Coldfire once per day with a caster level equal to their character level.
• Heat Sustenance (Su):Ash Genasi do not to eat or drink, subsisting purely on ambient heat. They do need to breathe, however.
• Favored Class: Ranger (This is in addition to whatever favored class or classes the base race had).
• LA +1

Ice Genasi:
• +2 Strength
• [Cold] Subtype: Immunity to Cold and +50% damage from Fire.
• Ice Blast [Complete Arcane] (Sp): Ice Genasi can use Ice Blast once per day with a caster level equal to their character level.
• Aura of Cold (Su): The temperature of everything within five feet of an Ice Genasi is reduced by 10 degrees every round, to a minimum of 30 degrees (Fahrenheit). This ability may be suppressed or resumed as a standard action
• Favored Class: Barbarian (This is in addition to whatever favored class or classes the base race had).
• LA +1

Salt Genasi:
• +2 strength, +2 wisdom, -2 dexterity
• Darkvision 60 feet.
• Water Breathing (Ex): Salt Genasi may breathe in water, including extremely salty or dirty water.
• Desiccating Bubble [Spell Compendium] (Sp): Salt Genasi may use Desiccating Bubble once per day with a caster level equal to their character level.
• Waterless (Ex): Salt Genasi have no need to drink and are immune to dehydration effects.
• Favored Class: Swordsage or Monk (This is in addition to whatever favored class or classes the base race had).

Lightning Genasi:
• +2 Charisma, +2 Dexterity, -2 wisdom
• Immunity to spells or effects with the [Electricity] subtype.
• +1 on saving throws versus spells and effects of the [Sonic] subtype. This increases by +1 every five character levels.
• -2 on saves versus spells or effects with the [Earth] subtype or from spells or effects originating from creatures with the [Earth] subtype.
• Lightning Movements (Su): Lightning Genasi get a +2 bonus to grapple checks, and automatically deal 1d4 points of electricity to damage each round to creature they are in a grapple with.
• Shocking Grasp (Sp): Lightning Genasi may use Shocking Grasp once per day with a caster level equal to their character level.
• Favored Class: Favored Soul (This is in addition to whatever favored class or classes the base race had).
• LA+1

Void Genasi:
• +2 constitution, +2 charisma, -2 dexterity, -2 wisdom
• Darkvision 60 feet.
• In tune with the Void (Ex): Void Genasi don't need to eat, drink, or breathe.
• Immune to spells or effects of the [Air] subtype.
• Silence (Sp): Void Genasi may use Silence once per day with a caster level equal to their character level.
• Favored Class: Psion or Sorcerer (This is in addition to whatever favored class or classes the base race had).
• LA+1

Mineral Genasi:
• +2 Strength, +2 Charisma, -2 Dexterity, -2 Wisdom
• Darkvision 60 Feet.
• +2 Natural Armor
• +1 saving throw versus spells or effects of the [Earth] subtype. This bonus increases by 1 for every five character levels.
• Petrification Immunity (Ex): Mineral Genasi are immune to being turned to stone.
• Stone Shape (Sp): Mineral Genasi may use Stone Shape once per day with a caster level equal to their character level.
• Favored Class: Bard (This is in addition to whatever favored class or classes the base race had).
• LA+1

Dust Genasi:
• +2 intelligence, +2 dexterity, -2 strength.
• Low-light vision.
• +1 saving throw versus spells or effects of the [Earth] subtype. This bonus increases by 1 for every five character levels.
• Immunity to Disintegration (Ex): Dust Genasi are immune to the Disintegration spell and anything that would disintegrate them – with the exception of a Sphere of Annihilation.
• Soften Earth and Stone (Sp): Dust Genasi may use Soften Earth and Stone once per day with a caster level equal to their character level.
• Favored Class: Wizard (This is in addition to whatever favored class or classes the base race had).
• LA+1

Magma Genasi:
• +2 Intelligence, +2 Strength, -2 Wisdom.
• Darkvision 60 feet.
• +1 Bonus on saving throws versus spells and effects of the Fire and Earth supbtype. This bonus increases by +1 every five character levels.
• Magma Born (Ex): Magma Genasi can survive and even swim in (but can't breath) non-magical magma and lava indefinitely.
• Heat Metal (Sp.): Magma Genasi can cast Heat Metal once per day with a caster level equal to their character level.
• Favored Class: Duskblade.
• LA+1

Steam Genasi:
• +2 Dexterity, +2 Constitution, -2 Wisdom.
• Low-light Vision.
• +1 saving throw bonus against all spells and effects of the Water and Fire subtype. This bonus increases by +1 every five character levels.
• Fog Sight (Ex): Steam Genasi can see up to 120 feet through non-magical water vapor (fog, clouds, etc.).
• Cloud Walking (Su): Steam Genasi can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will (This is identical to the Silver Dragon ability with the same name).
• Obscuring Mist (Sp): Steam Genasi can use Obscuring Mist once per day with a caster level equal to their character level.
• Favored Class: Fighter. (This is in addition to whatever favored class or classes the base race had).
• LA +1

Ooze Genasi:
• +2 Constitution.
• Darkvision 60 feet.
• +1 racial bonus to saves against spells and affects of the [Earth] and [Water] subtypes. This bonus increases by +1 every five levels.
• Grease (Sp): Ooze Genasi can use grease once per day with a caster level equal to their character level.
• Mud Breathing (Ex): Ooze Genasi can breathe in mud as if it were air.
• Blindsense (Ex): Ooze Genasi have Blindsense 20 feet.
• Favored Class: Ranger (This is in addition to whatever favored class or classes the base race had).
• LA +1

Smoke Genasi:
• +2 Dexterity, -2 Strength.
• Low-light Vision.
• +1 racial bonus to saving throws against spells and effects of the [Fire] and [Air] subtypes. This bonus increases by +1 every five levels.
• Smog Breather (Ex): Smoke Genasi can breath smoke and heavily polluted air with no adverse effects, and are immune to magical vapor effects (Stinking Cloud, Cloudkill, etc).
• Feather Fall (Sp): Smoke Genasi can cast Feather Fall once per day with a caster level equal to their character level.
• Favored Class: Rogue (This is in addition to whatever favored class or classes the base race had).
• LA +1.

Oberoni_Fallacy's picture
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Hi. I'm Oberoni Fallacy, and I will be in this game.

I happened to work up about two thirds of the Quasi/Para Genasi, so if there's a problem with them [I.E, the fact that they aren't completely proofread, which is very true], I'm the one to yell at.

I haven't worked on anything else - how this campaign will unfold is unknown to me. But I can vouch for David 'Duckluck', and I have a feeling it's going to be a lot of fun.

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Put me down as a tentative yes, haven't done a play by post before but I'm interested in giving it a go.
I'll get working on a character once I find out what sort of gaps the party has. I've got a few concepts that I've been wanting to try so I'm pretty flexible.

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You may as well bounce ideas off me now. You never know what I'm going to disapprove and want to change. Oh, and Play By Post games really aren't that different. Once you get past the fact that a round of combat takes a day and there aren't any maps to look at, it's clear sailing.

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I followed this link from the OOTS forum and am interested, how should we proceed, should I PM you some character concept? Post it here?

PS: I am also testing to see how this forum works, so bear with me a little bit...

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Just post it here. That way other players can see it.

Oh, because I forgot to mention it earlier, those of you who don't know a lot about Planescape ('specially those what can't chant the cant), should play clueless Primes. You can still be any race you want though, so it's really no big deal.

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factotums
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Ok, here’s a few character concepts I’ve been thinking about, as you can probably guess I’ve read a few books since the last time I was a PC so I really just want to try out one of the ideas that I’ve gotten, any of these would do.

1. Thiefling Sorceror (Aiming for Fiend Blooded PRC), favoured Plane: The Grey Waste – Evil but in a pragmatic “I’m in this for me” way rather than a “I eat puppies for fun” way.
2. Kobold Ninja using the web enhancement for Kobolds (or at least the slight build bit) or Aasimar Ninja just to play against type a bit, Changeling could be fun too as I haven’t done one of these before: Elysium/outlands “Balancing” type. Skills will focus on disguise and trickery.
3. Thiefling? Ranger: Outlands, Doomguard of the “Entropy’s natural and good, it just needs a tweak here and there where people have messed with it” school of thought
4. Warforged Samurai (aiming for Kensai)– clueless: Mechanus, (get ready for lots of badly applied Cant), I know this character probably isn’t as suited to this campaign because of it’s non-combat focus but he could be interesting- Can warforged focus their spirit? Do they have one?

I’d also be happy with-

Monk (any- I like monks Laughing out loud ) will probably dual class this with psychic warrior
Kalashtar Soulknife – clueless,
Warlock – Interested to try one

There should be something there to fit into a party.

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Those all sound good. A few things:

It's spelled "Tiefling."

What book is Fiend Blooded in? I probably have it, but I'll be damned if I actually check.

I like some of the fixes in the web enhancement for kobolds (who are probably my favorite race and may therefore be a bit over-represented in my campaign), but according to my own rules, they'll cost you a Munch Point.

The focus of this campaign will almost certainly be in saving the multiverse from decay. Keep that in mind before playing a Doomguard.

I know I said the game would be roleplay heavy, but that doesn't mean your chracters won't have to kick ass from time to time.

I love Warforged dearly, but I'd like to say one thing. Whoever said they had to have a clear gender identity wasn't thinking. Just ignore that rule. Anyway, yes Warforged have spirits. The debate still rages as to whether they have souls (the answer, by the way, is probably a "yes"), but they can certainly imploy techniques of the spirit. Hell, they can even become sorcerors.

Monks and Soulknives both kind've suck. For the Monk, you could try playing something similar that won't be laughed out of the room by your enemies. I keep hearing good things about the Swordsage. For the Soulknife, I'm not sure. If you really want to play one let me know and I'll use one of your Munch points to make it less bad.

That said, those are all very cool sugestions, and I would be fairly happy with any of them. So far besides an indication from JaggedOldRed that he might like to play a Paladin, the board is wide open. So, go crazy.

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'Duckluck' wrote:
It's spelled "Tiefling."
:oops: oops, my bad pronunciation got in the way of my spelling

Fiend Blooded is in 'Heroes of horror', think Dragon disciple but with a fiend. My concept for this character is that he's a bit obsessed with "Purifying himself so that he can evolve into his true form". Basically he's sick of being treated like he's the lowest rung of the ladder and wants to become something with power (specifically an arcanoloth). I also wouldn't mind spending a munch point at some point to change the Dracolexi PRC to refer to the Dark Speech rather than Draconic. It seems kind of appropriate although it'd depend on how long the campaign goes for.

Fair call on the doomguard. I'll re-think it.

I was never really set on the monk or the Soulblade for this time round so I'll scrap them.

OK, I'll knock together some back-stories and let you know which one I like the best sometime in the next few days.

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Sounds good (I guess this means I have a couple PrC's to read). Oh by the way, I think I just got us a fourth player.

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Firstly, let me applaud Azriael on his splendid choice of signature quote.

As far as what I want to play - well, I'm uncertain, except for that I'm playing a Prime, as I think a little bit of me may die inside if I start speaking the cant. (Frightening, I know.)

Anyways, I'm going to toss out a bunch of random ideas.

1.) Tuladhadra (Halfling?) Rogue - [Outlands/Ysgard]
"I've been around the block a couple times - okay, well, once. It's taught me two things. First off, Cagers are assholes. Second off, people have to be able make choices. If they make the wrong ones, we can hit them in the head, but we have to give them the benefit of the doubt."

2.) Zenythri Elf Swordsage OR Githzerai Swordsage [Celestia]-
"Patience."

"I have learned much over time, but of all, that is the key. Patience. For to do good it is required that we first understand our actions - and then we must do the right thing, at the right time, in the right order. It is not enough simply to wish to do right."

3.) Tiefling Changeling Wizard/Specalist [Enchanter] [Hell]
"I could lie to you, you know, change my form, all that. You would never know who it was. But I don't need to. You see this? This is me. Without change, without lies, without all that. You see this? This is your life, and now it's mine."

Can anybody tell that I've wanted to play a planetouched for a while?

Azriael's picture
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Great! Any strong leanings towards a race/class/alignment from the others yet? It'll cut down on my writing time, also I don't really want to be a Yugoloth wannabe in a party of paladins, I think I'd be fairly short lived Sad

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OF, one quesion, and I want everyone who plays Primes, not just you to consider this. Why are your characters on the planes? It takes a lot of effort to get off the Prime, and it'll be the first question people ask after, "which Prime?"

perro's picture
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I'm in as well if you have space for players.

Duckluck's picture
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Of course, I'm always looking for more hapless victims to send to their deaths... I mean "players." If I had a couple more players I'd change my tune, but for now, more is good.

Oh, since some of you are starting on your Character Sheets, I have something to ask of you. Please post them on
3E Profiler, Campaign Blog, or a similar site. I don't like burning my eyes on lines of loose text, and I want your sheets to be accessible.

Also, if you spend Munch points during character creation (and you probably will), please put what things you spent them on, and how many you spent. You should keep a running tally somewhere on the page. Also remember that you can use Munch points to pay down LA's at any time, but you can only spend your first three Munchers on things you characters start with (custom/altered races and the like). This probably won't come up though. Also, try to have a couple Munch points left over. You never know when you might need them.

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Wait... so we can only use the three on the starting stuff, or we have to use them on starting stuff?

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You can use them. You don't have to, however. Remember, they only go away if I take them away. So there you go. All I'm saying is that you can't play a customised (1 Munch) Jungle Gnome (1-2 Munch) that happens to be a Gehenen petitioner (2-3 Munch).

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2 quick clarifications- I'm guessing we start with just 3 munch points despite being level 5 and that the 32 point buy doesn't include the +1 attribute point at level 4 right?
btw thinking of changing my ranger character concept to be a Xeph tiefling ranger/fighter aiming for Dervish on the next level up if that's ok. He's got Cipher leanings and Dervish seems to be the best PRC to represent this.
I'll go with this character so long as we've got other players being arcane spell casters and rogues (or similar)

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No, everyone is starting with 8 Munch points. 0 level characters have three, and then you gain one for each level. And the 32 point buy does not count the point gained at 4'th.

Xeph Tiefling, huh? That's a weird one. I approve. Now I just need to recheck the Dervish to make sure it's cool.

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Yeah, Xephs seem to be seriously under-represented which I don't get, they're really cool. My only other request with this character is that I can change the word 'scimitar' to 'dao' or 'Skamshir' so I don't feel so much like a wannabe Drizzt. This also fits in a little better with the slightly 'Eastern' feel I get off the Xephs.
So you know, his ranger levels will cut out at level 3 (when he moved from the Outlands to Sigil) so we don't have to worry about an animal companion.

http://www.globalgear.com.au/prod887.htm has a picture of the sort of blade I'm thinking of.

PS. 8 munch points! hehehe Laughing out loud

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As long as the stats are the same, I don't really care what it's called. Just so's you know. I'm too busy wondering what I got myself into here to worry about nomenclature. Hehe. Alright, here's a list of what we've got so far:

Azriael: Probably a Xeph/Tiefling, Fighter/Ranger (Outlands)
JaggedOldRed: PM'd me saying he might play a Paladin and asked for more time to pick a class. I gave my okay, but haven't heard back.
Akonas: Said something about Archivist, but seemed less than certain.
Oberoni Fallacy: Seems to be leaning toward the Tiefling/Changling Enchanter (Hell), but nothing's set in stone.
Perro: Just expressed interest.

Basically, it will be at least another week before we can get this party started, but I was expecting this, so don't sweat it. In the mean time, anyone else who wants to join is more than welcome.

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Alright, I've read the class description for Dervish and give it my seal of approval. Also, this means I already know what your first four feats are going ot be. Thank the gods for bonus feats, eh? Also, I'd like to point out that you don't have to use a scimitar. It just counts as a light weapon. Which is only worth anything in the off-hand and grapples. The only reason I can thing of to have it be your primary be a light weapon is for the weapon finesse feat. Actually, considering your +4 racial bonus to Dexterity that's probably not a bad idea.

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Exactly Laughing out loud . I've been meaning to ask, how detailed does our gear description have to be? are we getting down to cooking pots and sheets of paper or do we get a generic "adventurers pack"?

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Well, there are 2.5 main advantages to using a scimitar as a Dervish.

1.) Most of a Dervish's special abilities, if I recall correctly, only function while using light weapons. The Scimitar is a light weapon while a Dervish.

2.) The Scimitar is 1d6; 18-20 as a Martial Weapon - and as a Dervish, it's light.. The Short Sword is 1d6; 19-20. This is an advantage that only the Dervish can take advantage of, due to his special "Scimitar as Light Weapon ability."

2.5) Let's just say you happen to be playing a Xeph, with a bonus to dexterity and a minus to strength, and then you add on an additional +2 dexterity bonus. You have a defualt six-point advantage of dexterity over strength - the Weapon Finesse feat and it's brothers are starting to look mighty tasty.

_

As for Azriael, good question. Speaking of which, Duckluck, have we got someplace to call kip or are we going to be lying in the streets?

[Oh insert diety here, I'm using cant. Somebody shoot me.]

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[Vecna emerges from wherever he's been hiding lately holding what appears to be an AK-47 and says in a voice like wind blowing through a defiled crypt, "THAT CAN BE ARRANGED."]

I just wrote a lengthy and exhaustive reply to the equipment question, but I accidently closed the window, so you'll have to settle for a short and unispiring response. If it is non-magical and costs less than a few gold pieces, just slap it on your character sheet, put the weight and move on. I honestly don't care how many (unenchanted) arrows or pints of oil you have. Don't sweat it. In the same vein I don't care how many copper, silver, gold, and platinum pieces you have. Just give me one number and move on.

No, you won't have a base, house, stronghold or similar storage facillity, but with 9k GP each, you can certainly aquire one.

Okay, someone asked about languages, so here's a list of all the good ones in rough order of importance: Planar Trade (when you don't speak cant it's called "Common"), Celestial, Draconic, Fiendish, Abyssal, Infernal, Aquan, Terran, Ignan, Auran, Dwarf, Elf, Orc, Goblin, Undercommon, Giant, Sylvan, Modron, Slaadi, Rilmani, Demodand/Gehreleth, Githyanki/Githzerai (dialects of the same language), Dabic Rebus, Druidic (secret language only learnable by Shads and Druids), Nathri, Obscure planar languages, Obscure Prime Languages.

Note that not all primes speak the same "common," and the vast majority of the Common languages have no connection to Planar Trade. People from Rokugan, for instance, speak "Rokugani Common." If you have the languages to burn, and you don't contradict another player, feel free to give yourself one of these "provincial" languages and Planar Trade, but otherwise just assume that the Common and Planar Trade are the same languages for you.

Oh by the way, If any of you want to chat real-time like with me and have AIM or MSN, I listed my addresses in my profile, so feal free to chat with me. I mean, if random people I've never met can IM me out of the blue asking about the racial bonuses for Githzerai (which happened to me today), then you certainly can.

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I1m still here, just with having some trouble to pick a race/template suitable for a Paladin....other than the Aasimar....which seems too obvious, I am at a loss... any suggestions...I confess to being a jaded player that wants to try something different...I might even change course completelly and go for something like a spell thief or something else...
What source material appropriate for the campaign could you guys point me towards? With a special interest in different races/ ideas ....
Cheers and thanks!

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Everything Here, naturally. Some of the stuff in the Manual of the Planes is decent, and the stuff in the Planar Handbook isn't bad at all, although I may have to hurt the first person who tries to play a Wildren. There's also the old 2e Planescape material, but even I don't have that.

As for races that would be suitable for Paladins, just from my Templates there's: Aasimar (cliched I know), Zenythri (for Harmonium style LAW, LAW, good types), Positai, Negetai (it would certainly be an interesting choice, anyway), Radiance Genasi, Ash Genasi, Salt Genasi, Lightning Genasi, and even Ooze Genasi are all perfectly good choices. Oh, and Githzerai would be a really good choice, too. Especially since you can negate the LA with 6 Munch points.

Also, keep in mind that I've dropped alignments and alignment restrictions, but it still should make sense for your character to be a Paladin. Nobody who's going to Gehenna, for instance, should be a Paladin unless you have a particularly good reason. The Paladin of Freedom, Paladin of Tyranny, and Paladin of Slaughter from Unearthed Arcana (and the SRD) are also perfectly good choices. As is the Blackguard.

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Paladin

Thanks,

I'll look into it, but as far as I can tell the blackguard is just like the paladin with some sneak attack capability...what do you say about the Pious Templar? It loses mount progression iand chealing in favour of some better fighting? Is it ok?

Also, since I just now realised that this might be a good opportunity to play a good assassin, I may tale this opportunity, but I am waiting to see what sort of character seems to be needed the most...
Wew seem to already have a light melee (dervish), and a mage...so we still need a front line guy, perhaps some divine caster (How do druids play in the planes? Can the call lightning, etc? would entangle work on grass in Hades? And a rogue type (hence assassin)....but I am flexible as of now...

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Druiding is about as dependeble as any other magic in the multiverse. Pious Templar has my full approval as does Assasin. Akonas mentioned he might play an Archivist, so I don't know that you have to worry about fealing the "healer" niche yet.

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Ok, here’s some ideas
Frontline combatant- Half Giants (EPH), Warforged (RoE), Bladelings, Hobgoblins, Bugbears, swordwraiths (FF) or Maugs (FF) would all work well. The Dragonborn in RotD is basically designed to be a Paladin (although it might be a bit too focussed on Tiamat). Don’t write off Aasimars too quickly though, there’s lots of different celestials out there so you could make quite an interesting one.

There are some really cool ways to take changelings (RoE) too with some of the PRC’s revolving around shape-shifters so having one of those as a Rogue\Ninja could be good, especially in a role-play heavy campaign. Shadowswifts (PH) and kobolds (RotD) could also be good.

Lizardfolk druids aren’t unheard of and some types of shifter (RoE) seem pretty suited to it.

While I’m here does anyone have any ideas for a more interesting substitute to mithral (as armour). It’s just a bit clichéd so I was thinking of using Cildabrin chitin or Aeserpent skin and making that creature type my favoured enemy if that’s ok.

Anyway, just some ideas to consider.

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"We're making a better world. All of them, better worlds." - Anonomous Harmonium Officer

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I must admit my ignorance here. What are Cildabrin Chitin and Aeserserpent skin, and what book(s) are they in?

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Sorry about that, The change I was talking about was purely cosmetic, the stat's would remain the same as mithral, I realise this is petty but it just sounds more interesting and gives a bit more flavour to the character.
Cildabrin are giant abberant spider/scropion/evil hybrids in LoM, I got the chitin armour idea from the drow armour in RoE.
Aeserpents are in Planes of conflict and are big dark outerplanar snakes from the beastlands with some funky venom.
On a similar line does anyone know of a dignified way to carry around a bag of holding so that smartass hive kids can't just run past and slash it? Will it fit in a backpack given that it's 2' by 4'?
btw, Duckluck - is that your name on 3E profiler for us to open our stats to?

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I use Campaign Blog, but if I made a profile, my name of choice would, in fact, be Duckluck. That's the name I use for everything. Just set it so that it's Public, so that I and other players can look at it, then post the link.

I'm not sure what I'm going to do about Mithral, although I may rule that you can only apply it to light armor. Depends on what the other players thinks. So, players, what do you think?

Oh, one more thing. Back in my first post I mentioned that I was turning Forgery and Decipher Script into Literacy. I was wondering if you wanted me to do that to some other crappy skills. Options would include:
Spot+Listen=Awareness,
Hide+Move Silently=Stealth, and
Climb+Jump=Acrobatics,

What do you think?

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Quote:
Oh, one more thing. Back in my first post I mentioned that I was turning Forgery and Decipher Script into Literacy. I was wondering if you wanted me to do that to some other crappy skills. Options would include: Spot+Listen=Awareness, Hide+Move Silently=Stealth, and Climb+Jump=Acrobatics,

Suits me, it's hard to streach out those skill points as is, especially the knowledge ones.

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Hmm. Knowledge skills are a pain, not sure there are any simple fixes though.

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any idea how Knowledge (local) applies to Sigil? My character's day job is as a tout so he should know a bit about the city. Would a combination of Knowledge (the Planes) and Knowledge (Guilds & Factions) from PSCS represent this better? He'll have a reasonable Bluff skill so he could get by with relatively little solid info and a bit of 'gather information'.

[edit] Oh, and before you respond, can we use munch points to represent faction membership? Not really sure how this'd work. Maybe a faction feat per munch or something?

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Poll...

Ok. Here are my two cents on the questions asked:

Mithril: I tend to like the idea of special materials, all of them, and do not see any problem with mithril, or anything equivalent being applied to all sorts of armours...after all it is a kind of fantasy staple the idea of armour that is lighter than normall. Also, I sympathize with Azriel when he says Mithril for a ranger is cliche..It is...so I would let him have a mithrill armour and call it aything that makes sense...just one note of caution....there are certain spells that affect mettal armours (rust, heat metal) whichwould not have an effect on "organic armour" like chitin or leather, so this could be ever so slightly more powerfull (easy fixes would be to make it a bit more expensive, or come up with spells that spoil "organic material" armour, such as "rot", or something like it)

as for skills,
I do think that merging too many skills might make the whole of them too common place, thus taking away some of the "edge" of skill heavy classes, specially the rogue and ranger , after all, as per duckluck rule's of no cross class, and also merging the suggested skills, any barbarian would be able to easily maximize stealth, awareness, acrobatics and say tumbling...leaving very few areas for the rogue to excell in...I do not know if everyone is like that, but for me, part of the fun of playing a character is being able to do things that only I could do very well...

That being said, i do think that stealth and awareness could be work together, just giving some bonuses or penalties depending on circumstance (e.g. if you run you get a penalty of x on stealth, if do not move at all, a bonus of y, bonusses for effects that render you invisible or silent should be cut in half for stealth, otherwise invisibility would make you BOTH harder to see AND to hear...)

I strongly oppose merging of jump and climb (too different) and knowledge skills, what could help though is revising synergies amongst knowledges, so, history could give +2 on nobility and royalty skills, k. religion could synergize with certain specific checks regarding K. the planes; or even other skills such as gather information...one easy mechanic which I use is to allow a player to use the help action with "himself" on related knowledge fields, such as:

a) if a player rolls a 10 on K. religion, he could give himself a +2 bonus on his gather information attempt to get information from a Church clerk;
b) aif a player rolls a 10 on K. history, he +2 on a roll to identify a noble's device with k. nobility
c) if he gets a 10 on a k. nature, or dungeoneering, or anything else applicable, he could get a +2 to use the healing skill to treat a poison delivered by that animal, beast or outsider...

Oberoni_Fallacy's picture
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Knowledge skills are fine, mostly. The reason is simply this - Knowledge Skills are for Wizards and Archivists. They're int-based casters with almost nothing else on their skill list - after taking Spellcraft and Concentration, there's nothing for a Wizard to do but pick up every Knowledge skill they have enough int bonus to.

For Archivists, who have *four* skill points/level, it's even more pronounced.
_

As far as Mithral goes, remember that making it apply to only light armor would have it apply to the grand total of one armor - the Chain Shirt. This happens to be pretty much the only thing that anybody uses Mithral for anyways (with the exception of the Barbarian, who wants Mithral Full Plate) - it's far cheaper than the Mithral Breastplate, gives the same total AC, has no Armor Check penalty, and can quickly go to 0% ASF if the Twilight property is assigned.

In all honesty, Mithral is only supposed to apply to Chain Mail. But the traditional Mithral Chain Mail is NOT the stuff in the DMG, it's Celestial Armor (Under Specific Magic Items)

A fun light-armor substitute for Mithral is Sharkskin, from Stormwrack. Alternatively, try Darkwood - it has much the same effects as Mithral (though not quite as good), and it lets you prance around and go 'hey, look, I'm a Druid!'
_

Interesting fact - there is no 'healer' niche past level five in D+D, in all honesty. A wand of Cure Light Wounds costs 750 GP, and anybody with a half-decent ranking in UMD can use one. Two of them happen to be all the out of combat healing you could ever want. While in-combat healing would seem practical, it's not - enemies ALWAYS do more damage than you can heal, except a brief turnaround at eleventh level when clerics/archivists get access to Heal, and a Wizard with disintegrate can still beat that on a lucky roll.

perro's picture
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I'm in I've just been incredibly busy latley.A few character concepts.
chaond totemist(PsC releases,and magic of the Incarnum)
Bladeling wilder

Sharskin armor is really useful so is coral armor if you are in a pirate campaign.

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Don't have stormwrack I'm afraid, I'll look into this if someone PMs me the stats although my character's not particularly aquatically inclined.

Quote:
there are certain spells that affect mettal armours (rust, heat metal) whichwould not have an effect on "organic armour" like chitin or leather, so this could be ever so slightly more powerfull
Good point but I counter with my fun fact of the day - Scorpions absorb minerals from the food they consume (notibly iron, magnese and zinc) and transfer these mineral into their carapace. This leads to old scorpions who have been eating well sometimes posessing 'metal armour'. This'd get around the armour not experiencing the effects that you mentioned, also as Cildabrin are basically an abberent giant scorpion, it could very well metabolise mithral rather that the other minerals, thus explaining why this chitin is harder than that used by the Drow. As for other drawbacks, scorpions glow under UV light, there could be a hide penalty in certain situations?

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You know, I don't like work. Just wear Mithral and call it what you will. I'm totally fine with retemplating it to be Organic, but it'll cost you extra. You could just have Mithral and call it Chitin though.

As for the skills, treat Knowledge (Local) as if it said Knowledge (Gatetowns and Sigil), because most of the campaign will take place in or near one or the other, and Gatetowns are practically Suburbs of Sigil, anyway. Also, I've decided not to create Stealth or Awareness, partly because of what JOR said, but mostly because I realized that the base components were worth taking already, and all my changes accomplished was hosing Rogues. Climb and Jump, on the other hand, are being combined into Acrobatics though, because, let's face it, Climb sucks and I don't even know the last time I saw someone put ranks in jump where it wasn't to meet a prerequisite. Lastly, JOR, I think you misread my initial post. I still have Cross-class skills, and the decreased maximum number of ranks associated, I just don't charge you double for it. Meaning a fifth level fighter could get four ranks in Spellcraft for only 4 skill points, but couldn't get five because that exceeds the maximum number of ranks you can have in a cross-class skill.

Quote:
I'm in I've just been incredibly busy latley.A few character concepts. chaond totemist(PsC releases,and magic of the Incarnum) Bladeling wilder

No problem, I don't expect regular posting until the game has actually started, and thank you for listing the books. I already knew where they were, but honestly, it's the thought that counts. The traditional Bladeling outlook on life doesn't really fit the mind-set of most Wilders (They're way too Lawful). You'll have to work that into the character somehow. Chaond Totemist seems fine, although you haven't said what the base race is, and I need to refresh myself on Incarnum. I sort of skimmed it the first time. Same with the Wilder, actually.

Also, do you have any ideas regarding Alignments? Remember, in this game, Limbo is an alignment, Chaotic Neutral is not. Also, also, so far our characters seem to lean slightly to the Lawful side of the Ring, and we have at least on player who wants to play an "evil" character. All alignments are open to you, but keep in mind that these characters have to want to work together. I refuse to have to use deus ex machina just to keep the party together.

Oh, before I forget, to Azriael's question, planar characters (and primes from Ortho) can start the game in a faction, primes and planars who want to join one after the fact can probably do so with little difficulty, although I might use it as an excuse to give you a sidequest or the like. No Munch points are required. Factions are mostly a roleplaying tool, anyway. Sure they qualify you for weird feats and classes, but I'm fine with that, because of the nifty things faction membership allows me to do to you. Smiling

Also, it will cost you two Munch points to get an extra Feat, although I may arbitrarily decide to raise the price depending on circumstances.

Azriael's picture
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Thanks, sorry about the extra work, feel free to make me glow at inconvenient times Smiling
Does anyone know how to make 3E Profiler take a bag of holding into account? I can just delete the weights of the stuff in it but I was wondering if there was a more elegant way of doing this.
Also, I've put my faction status in my religion slot and I was planning on recording my remaining munch points in the action point slot, then listing what they had been used for in the comments field.
Hope this works for you, I'll be making my character public in the next day or so and will post a link

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Just put the weights for items in your BoH in parenthises, brackets, or whatever these {} are called. That way, I'll know what they mean, but the software shouldn't count them.

Did you say Faction status? May I kindly ask for the particulars, because if you're in a faction, I'd sort of like to know which one?

Azriael's picture
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Cipher - Namer at this point so long as that's cool, I figure this can grow during gameplay. Hence the question about the faction feats, I'm planning on spending 2 munch points to give him "Cadence Whispers".
I'll send you a PM with a character outline about the time I make him public.

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Duckluck's picture
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Good, good. I can't say I approve of the Cipher philosophy (like the Ring-Givers, the the Transcendent Order seems to work mostly because they believe it does), but it does make for interesting characters.

Edit: Also, I'm totally cool with Cadence Whispers. In fact, I think I'll enjoy it. A lot. If you aren't scared yet, you should be. Smiling

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Actually I might as well post my character stats now. That way we can figure out any issues and I'll be able to fix them up before the game starts
http://www.sylnae.net/3eprofiler/view.php?id=41091
Still typing up his description, might finish that tonight but I'm not sure.

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It looks good, but there are a few problems:

You miscomputed your hitpoints. I'm not 100% positive on this, but, assuming you took Ranger first level (which you should have, because of the skills it gives you), you should have 35 HP (9+6+6+7+7). Remember that we're using average hit points rounded up.

Your skills are screwy. You should check the little boxes marked CS for all your skills, even those that aren't class skills, because that way it gives an accurate count of your total skill points. Use your slashthtrough technique to mark which ones are and aren't class skills. Lastly, you should probably focus more on a few skills, I know your class progression gives you odd numbers of skill points, but you probably want a full 8 ranks in the really important skills.

Lastly, if you have a running tally of your total costs I'd love to see it. Because as much as I like D&D, I have better things to do than run a price check on a +1 Greensteel Scimitar, like sleep, for instance.

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yeah, skills were tough because I wanted to represent a few things about the character with them - His ranger background and his Tout/Cipher present. Also I can only specialise so much because of the dual classing but I'll take a look at it.
I had left the class skills unselected because I didn't want to be stuffing around with any inbuilt coding and because if I left them all unclassed I just had to halve the total at the end to figure out how many points I'd used. I'll try it your way but the slashthrough seems to be automatic.
I'll put costs in the item properties field
[edit] ok, check it out now. Haven't changed the skills for character reasons but a lot of them won't advance much further, I might just take them to 5 to get the synergies.

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Duckluck's picture
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Hmm, on closer inspection, the slashes don't appear to be right, anyway. Just do whatever works best.

Okay, I know how stupid skill points can be when you change classes, so I'm instituting the following house rule:

You don't have to spend all your skill points at each level up. Furthermore, any skill points you don't spend can be used next time you level up.

What this means, is that Azrael's character, Kadar, can have max ranks in as many as 5 different skills. Happy day, eh? Just as long as you only spend 56 skill points, I don't care.

Enjoy the house rule. Now I'm going to bed.

perro's picture
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Right How about a remix then?
Bladeling Inacarnate(lawful oriented or evil oriented not sure yet)
So I get three munch points(that is really cool no LA for me!)

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