They call it the Cage because you don't leave it. Not that you can't leave it, just that you won't. Any planewalker who's been around for long enough to make a name for himself has enemies galore out there on the planes. Staying in the City of Doors is the only keep out of the deadbook... Unless, of course, someone knows what you're running from.
Setting: Planescape as written in the AD&D sourcebooks. This means that all of the cosmology in 4e will be ignored in favor of the Great Wheel and the Inner Planes. If you don’t know what I’m talking about, check out this summary. If you want a lot of great, free Planescape resources check out the awesomePlanewalker.com. Attributes: 22 point buy. Level: 6th Races: Any race is theoretically acceptable but a list of particularly applicable races can be found below. The biggest decision to make is whether you’ll play a primeor a planar. A planar is someone born off of the Prime Material Plane (the world of most campaign settings). They are able to see portals by concentrating on them, but they are subject to spells and powers like any planar creature. Primes are born on the Prime Material and are able to ignore many alignment-affecting spells, but they do not have an innate planar connection and they are typically less in-the-know than planars. Classes: Any officially-published class is suitable, including Essentials classes and hybrids. Class builds and options from setting books are generally fine as well. Theme: Pick a theme from any non-setting-specific source. Reskinned setting themes are alright when done well. Equipment: Characters get 1,000 gp to start as well as a level 5 item, a level 6 item, and a level 7 item. Sources Allowed: Any 4e materials are acceptable, including Dungeon and Dragon articles. Anything setting-specific, though, will need to be vetted: I don’t have any problem specifically with a Cormyrian Purple Dragon Knight wandering around Sigil but I reserve the right to reject submissions based on this. If you’re at all considering a character from another setting who wandered through a portal I expect that you’ve been on the planes for a while (see “The Secret” below) and note that Dark Sun will be the hardest setting to sell to me as it’s very isolated. Also, third party materials will need to be cleared as well, except for the one linked to below.
Possibly Unfamiliar Things
The following aspects of character creation might be new if you’re unfamiliar to Planescape and there are some new things included for this campaign in particular as well. Read this section carefully before asking setting-related questions. Timing: If you’re at all familiar with the Planescape setting, this is going to be post-Great Modron March and post-Dead Gods but pre-Faction War. If you don’t know the setting, don’t worry about it.
Faction: In Planescape, belief is king. If you believe something strongly enough you can make it reality, since the planes are realms of thought and faith more than matter. Anybody who’s anybody belongs to a faction, a club of like-minded people, or they have a good reason for not joining. Each faction runs a part of the civic operations in Sigil, even if it Is an unofficial one. For character creation, just determine your membership; PCs will be namers (casual members) or factotums (serious members). There’s no need to take a paragon path or theme associated with these factions to be a member. The fifteen factions are… FactionsShow
Athar (Defiers, the Lost): The gods are frauds; the unknowable truth lies beyond the veil.
Believers of the Sources (Godsmen): All life springs from the same divine source, ascending and descending in form as it is tested.
Bleak Cabal (Bleakers, the Cabal, Madmen): The multiverse ain’t supposed to make sense; there’s no grand scheme, no deep meaning, no elusive order. The only truth worth finding lies within.
Doomguard (Sinkers): Entropy is ecstasy; decay is divine. The multiverse is supposed to fall apart. We’re just here to keep leatherheads from interfering.
Dustmen (The Dead): We’re all dead – some more so than others. We explore our state with patience, purge our passion, and ascend toward the purity of True Death.
Fated (Takers, Heartless, Coldbloods): The multiverse belongs to those who seize it. No one’s to blame for a poor sod’s fate but the sorry sod himself.
Fraternity of Order (Guvners): Everything has laws; most are secret. Learn the laws of the multiverse and you can rule it.
Free League (Indeps): This isn’t a faction, and nobody tells us what to do. Keep your options open; nobody’s got the key to the truth.
Harmonium (Hardheads): Peace is our goal. But if it takes a little war to get others to see things the Harmonium way, so be it. That’s how we’ll reach our golden harmony.
Mercykillers (Red Death): Justice is everything. When properly applied, punishment leads to perfection.
Revolutionary League (Anarchists): The status quo is built on lies and greed. Crush the factions. Break ‘em down and rebuild with what’s left – that’s the only way to find real truth.
Sign of One (Signers): The planes exist because the mind imagines them. Any Signer could be the one who creates the multiverse through the power of thought.
Society of Sensation (Sensates): To know the multiverse, experience it fully. The senses form the path to truth, for the multiverse doesn’t exist beyond what can be sensed.
Transcendent Order (Ciphers): Action without thought is the purest response. Train body and mind to act in harmony, and the spirit becomes one with the multiverse.
Xaositects (Chaosmen): Chaos is truth, order delusion. Embracing the randomness of the multiverse, one learns its secrets.
The Sects: Aside from the main factions, there are a number of sects prominent in the planes. These groups have limited power in Sigil but in some places are stronger and more numerous than the factions.
If you want to make use of some homebrew mechanics to really drive home your faction allegiance, consider the 4e adaptation from Planewalker. Planar Races: In a multiverse of infinite planes of infinite size, there’s room for pretty much anything. For prime characters, of course, the possibilities are pretty much endless. Even on the planes, there are planar communities of nearly every race from the Prime Material, though most of these are so remote that their residents are as Clueless as any other new arrival to Sigil. Out of all the possible races to play, however, a few stand out as most common… RacesShow
Aasimar (Devas): Planetouched with traces of celestial blood in their veins are shining perfections of beauty. They are blessed with power and grace thanks to their parentage, but often this makes more enemies than friends. [Reskinning devas as aasimar involves removing the reincarnation angle, so design characters to downplay this].
Bariaur (Minotaurs): These half-goat natives of Ysgard resemble smaller centaurs with shaggier fur and curling ram’s horns. They are fiercely independent and valiant warriors. [Reskinning minotaurs as bariaurs is a pretty big stretch but both are strong and have horns for charging; design characters without any connection to Baphomet].
Bladeling: On Acheron, the bladelings lead paranoid and closed-off lives, though some have escaped to travel the planes. While the worst of their culture can be left behind, a bladeling’s natural xenophobia is harder to shake.
Eladrin: Natives of the wild plane of Arborea, eladrin being their lives about as powerful as an elf or human. If they remain on Arborea and continue to grow in power, however, they can reach more powerful forms like the shiere knight, the coure artist, and the bralani warrior.
Genasi: The children of the elements are common sights in the Inner Planes, but many also find their way to the Outer Planes and the City of Doors. They are a varied bunch and as unique as any race of individuals, but they do tend to be more pragmatic than more philosophical races.
Githzerai and Githyanki: The gith races hate each other almost as much as the illithids who once enslaved them, but both the contemplative githzerai and the militaristic githyanki have plenty of reason to travel the planes.
Humans: Planar humans, like prime humans, are found anywhere there’s a place to live. They are resourceful, innovative, selfish, altruistic, pragmatic, and zealous in equal measure.
Rogue Modrons (Warforged): In the clockwork perfection of Mechanus even the smallest imperfection can stand out like a sore thumb. The modrons designated as “rogues” by their fellows are every bit as logical and rigid to non-modrons, but their need to do something besides march in line and pull levers makes them outcasts. [Reskinned warforged obviously have nothing to do with the Last War but all mechanics should be fine; their physical form may be the classic box shape or something more human-like].
Tieflings: The offspring of mortals and fiends, tieflings come in as many different forms as there are tieflings. They are not all evil, but habit and circumstance pushes many of them to lives of crime and lies.
Other Common Races: Dragonborn, halflings, dwarves, half-elves, drow, shifters, kalashtar, goblinoids, half-orcs, and other races are no more common or uncommon on the planes as compared to the Prime. There are kingdoms, tribes, alliances, and godly realms to be found but in a dozen infinite planes nothing really stands out from a big perspective. Races of shadow (like the vryloka and shades) are usually to be found in the Lower Planes or the small Plane of Shadow demiplane in the Ethereal, while fey creatures (like pixies and satyrs) can be found on the planes of Elysium, the Beastlands, Arborea, Ysgard, and the Outlands.
If you’d rather use original write-ups for aasmiar, rogue modrons, or bariaurs you can use the linked homebrew material by Kamikaze Midget. The Secret: Each of the characters will be pulled into the story through blackmail, or at least the end of blackmail. Each one has a secret that has been held over their heads by the infamous Shemeshka the Marauder for some time. She hasn’t demanded money, but every once in a while there is a reminder that she could ruin the adventurer’s life. Just before the start of the adventure, they get a letter saying she’s willing to promise never to reveal the secret in exchange for a service rendered. Be sure to put some thought into your character’s secret, though, as it’s unlikely to leave the campaign entirely. If you’d rather pick something else for Shemeshka to offer (get you out of a contract, kill your twin brother, enter your name in the Miss Sigil beauty contest), I’m also willing to listen.
Yesuk's ancestry has given him a distinct appearance, varying from most Humans of his home plane. He has almond-shaped eyes set in a square face, jet-black hair and a flat face covered in thick reddish-brown skin. His upper lips and line of his jaw are covered in whisps of thick black hairs.
He commonly wears light-brown stiff hide and leather armor, lined in warm strips of fur. He managed to procure the set rather cheaply from one of the many markets in Sigil, replacing his old armor which had been badly damaged in a tavern brawl that had gotten out of hand. His blades have been recreated from the standard military issue swords he had brought with him from his home, both of which were broken during that very same brawl.
His pony, Cinggis, has been with the warrior ever since he first entered the planescape. She has aged, but she is still strong and sturdy as ever, her gray shaggy fur still thick and warm. Yesuk has looked around for other mounts to replace her in the event that she died, but so far he has had no luck finding a decent mount.
Born to a marauder of the steppes and tundras, Yesuk had never had a solid home, instead growing up in a yurt and travelling along the flatlands. They lived in a secluded part of the world, never knowing of the vast cities to the south until their Khan started gathering an army. By then, Yesuk had grown up to be a sturdy young lad of just over fourteen years old, and his swift and silent feet quickly had him travelling with an old experienced scout to learn the tricks of the trade.
It was a long and harsh campaign against the disciplined armies of the south, and after five years there was still no signs of respite for the exhausted troops. The list of victories was long however, and morale was soaring high as the massive army of steppe barbarians tore through the armies of the south, conquering new lands and gathering loot from the captured cities. Yesuk had since taken a wife, one of the many camp followers trailing the army. His father had died in a small skirmish two years into the campaign, making Yesuk, as the eldest son, the leader of the dwindling family.
Then, one starlit night, he was torn from his world. Yesuk was in a foul mood as he gripped the cold mud under his fingers. He was lying down on his belly, staring out over a dark valley, waiting for signs of enemy movement. Even the fact that his old mentor was crouching down beside him did nothing to clear his mood. Only two days prior his wife had discovered she was pregnant with their first child, just before Yesuk had learned of his new mission, sent out on a far-ranging mission to scout the hills ahead. He would not see home for a week, perhaps two. His mentor sensed his mood, silently watching the young man, knowing words would not distract Yesuk from his anger.
"Nothing here, let's move on." the young scout muttered gruffly as he climbed up to walk back to the ponies. The two scouts had hidden their mounts in an abandoned brick sheep shelter, the door swinging in on creaky hinges. The stocky animals were small, but the sturdy steppe ponies had held the army on their feet for the past five years, and Yesuk took good care of his beast.
He waited for his old mentor and friend to get ready, then led his mount outside. Immediately he noticed the change, for instead of soft cold mud he stepped out onto hard stone, the slope replaced by a rocky outcrop in a red and desolate land. Goosebumps covered his skin, and shivers ran down his spine as he eased his swords free from their sheaths. He turned to warn his friend, just to see the old man sliced apart as the portal to their homeworld closed. With a wet thud his head and one shoulder fell to the hard stone, his expression locked in surprise. With a mixture of disgust and interest Yesuk looked at the perfect wound where the head and shoulder had been seperated from the rest of his friend's body.
"Settle down, Cinggis." Yesuk whispered, holding his fist softly against the snout of his pony. It was a motion to settle his own nerves more than anything, and he forced himself to look around at this strange new environment. It took only one glance at the sky to realise this was not his home world. It was filled with red rocks and dust, floating up as far as the eye could see.
A sound to his right made him tense up, taking a step away from Cinggis to give himself room as he turned to face the sound. A man had appeared, seemingly out of nowhere, staring at Yesuk with eyes that made the young warrior think of the amber stones some of the rich merchants sold to be used as jewelry. A snapping and hissing sound made him look down at the man's hands, a green glow indicating the man was likely a mage, with deadly magic at the ready.
It was instinct, more than anything, that made him whip his sword up, piercing the heavy cloth covering the man's neck and face until his blade scraped along the bottom of the skull. The hissing and snapping of magic faded almost instantly, the man crumpling to the ground in a heap.
Both satisfied and terrified Yesuk wiped his blade clean, then gently removed the cloth from the dead face. His jaw dropped as he realised this had not been a human. It's skin had a golden hue, and patches of short, red fur covered his cheeks, ears and neck. His mind struggled to take in what was happening, but the training of many years to see the world in cold reason protected him from dropping to his knees in despair. He had just killed an intelligent being, a creature nothing like anything he had ever seen before. It had displayed obvious signs of intelligence, and even if he had never seen its like before, the clothing clearly indicated this had been a wealthy individual. Already red dust from the surrounding area was starting to cling to Yesuk's clothing, but the thing had been almost spotless.
Shouts from nearby, in a strange language that seemed both guttoral and beautifully musical, caused Yesuk to snap his head up yet again. Figures on a rocky outcrop a small distance away were quickly moving in his direction, their dress similar to that of the creature he had just killed. It was clear they must have seen the kill and were now coming to exact revenge. In one smooth motion Yesuk jumped onto his mount, urging the beast into a run away from his pursuers.
In his home plane, Yesuk would have been confident that they would never catch him, but he was a stranger to this world and it was likely his pursuers would know the land better than him. Even so, he managed to stay ahead for four days, racing across the red wasteland, only resting to sleep when exhaustion threathened to make him fall from his pony. He woke from sleep with a shock. One of his Hunters had found his hiding place, a small cavern below one of the massive stone outcrops. The creature was already looming over him with a knife held ready. It hesitated when it realised Yesuk was awake, only thinking for a moment before speaking. Yesuk was surprised to discover it spoke a language that was remarkably similar to his own, and that he could recognise the despair despite its heavy accent. "Why did you kill him? You have doomed us all! You killed the Prince of the Edict!"
As it waited for a response, Yesuk twisted suddenly and smashed a rock into the creature's kneecap. It fell with a cry of pain and surprise, which was cut off sharply as the Human scout scrambled on top of him and punched in his throat. All that remained was a throaty gurgle as it struggled to breathe, dying slowly with eyes wide in fear.
More would be coming, but he did not out into the open again. Instead, he followed a voice, beckoning him from a hole that had appeared in the cavern wall. Reason told him he could be walking into a trap, but a part of him, be it instinct or otherwise, told him it would be safer than facing his Hunters outside.
"Welcome to Sigil." the voice said as the portal closed behind him and his pony, and Yesuk glanced up sharply at the strange creature whom had saved him from certain death. The way Shemeshka greeted him was by no means a friendly welcome. Instead, it oozed warnings and threats, and the Human needed nobody to tell him the woman he faced was just as dangerous, perhaps even more so, than the Hunters he had left behind. "You have killed an important Aasimar noble, one mentioned in the Prophecies of the civilisation on that plane. You are lucky the one who found you was such a fool." She grinned as she saw Yesuk glance around the room. "Do not worry, you are safe here, but you may rest assured your family is not. However, I can help them, and you, keep your lives. In return, I require a favor."
It had been seven years since he had first met Shemeshka, and he still shivered when he remembered what she had said. There was a deep broiling anger inside of him, since she had never asked for fullfillment of his side of the bargain he had struck, yet she promised his family was still safe even after all these years every time they met. He knew better than to voice his rage, however. After only a few talks around town he knew with certainty that this woman was powerful and dangerous, and certainly not one to play around with.
As a Clueless, he was still getting to know the strange city that was made his prison. Even after such a long time he still often felt as if he had just walked in through a portal from his home world, nothing was as easy or as simple as it had been where he had grown up. Partly this was because he never remained in one place very long. A restlessness caused by a life lived constantly on the move.
For those too lazy to read the whole thing (shame on you!): - On home plane he was a nomadic warrior/scout - Fell/Was forced through a portal, killed a supposedly prophecized Aasimar noble by accident - Was saved and brought to Sigil by Shemeshka, and told he and his family would survive if he performed a favor for her. - Has lived in Sigil for the past seven years awaiting the call for this favor, but is still as Clueless as ever basically
It might seem strange for a scout to join the Ciphers, having spent a lot of time in the field, alone with nothing but his thoughts as he watched for signs of enemy movement, but Yesuk had no doubts. Even on his home plane he had felt the natural thrum in all things, and instinct had saved him more than once from a situation where thought would have brought death. The long times lying still on a hilltop had taught him to appreciate every moment, and to be in constant awareness of everything around him.
While Yesuk has not had a lot of involvement with the faction, the knowledge that he might be stuck in Sigil for many more years have made him think about becoming a factotum, rather than just a serious namer.
--- Old post Ah, this might just be the perfect game to start me up again, and I've been waiting for a good opportunity to play with you as DM even before I left the forums I've heard great things about you!
I admit I have never before ventured out into the planes in any game so this'll be a first, but I have been looking forward to discovering that part of D&D.
Anyway, mark this as a placeholder for my future submission. I've recently read the Stormlord series by Glenda Larke and currently am in the middle of a historical fiction about Kublai Khan, so it's highly likely that my character will be based on a desert-dwelling nomad warrior of some sort
@Belabras: You make me sound like a monster! I have four active games on these forums and two more on another. This will make it an even six which is definitely doable. It's all about the planning, sir. Looking forward to your submission!
@LinYurenya: That sounds great and players new to Planescape are definitely encouraged. If you don't want to worry about putting your foot in your mouth, you could play a Clueless (someone reasonably new to planewalking) and then any mess-ups are all in-character. If you want to be a planar Clueless (someone born off the Prime Material but backwoods enough to not know much) a desert nomad might be found on the Outlands as a raider, as a genasi from the Plane of Dust or the Plane of Salt, a wanderer from a desolate Outer Plane (the Gray Waste, the third layer of Arborea, the wild Beastlands), or any number of other things. Or you can be a prime desert nomad who wandered through a portal to Sigil. If you do end up being new to planewalking, make sure to still think about your Secret that is the impetus to the story.
@Belabras: Tiefling Athar sounds great; I will copy and re-post the tiefling appearance table from the Planewalker's Handbook for the fun sort of crazy tieflings that we used to have (we'll just skip the special ability table). Also, hexblade is just fine... I've actually been playing a tiefling hexblade (Fated) for some time in my brother's Planescape campaign so you'll be in good company!
EDIT: Bingo! If you're making a tiefling or aasimar, feel free to use these tables to randomize your appearance (honor system). Note that the "special abilities" are supposed to be fun, not rule-breaking, and I won't hesitate to clip wings if they're abused. Genasi characters should also consider what their heritage has to offer.
Seems... different. Definitely a cool thing, but I'll have to give it some thought. I'm meaning to join *one* PbP game after a long-ish leave from the forums, and the intention was to wait a while to be 100% I'd have the time. But something like this probably won't come up again for a while. I don't know, I'll do some reading and get back to it, but If I decide to play, this will be a reservation for my character. Also, when is the deadline for character submissions? You don't seem to have listed one.
Urroc is short and thickly built, with a body that seems made to withstand damage. His fiendish heritage is aparent in his golden cat like eyes, white hair, and blue-gray, smooth skin that has the texture and temperature of cool marble. His pact weapon manifests as a massive black gauntlet and armored sleeve on his right arm, with gold highlights and a faint pulsing purple aura. His gear is like a lot of Sigil tieflings, serviceable and worn, with little attention paid to style and uniformly stained a weathered tone of dark gray and brown by the air in the lower wards.
Urroc is the son of Malakara and Dred, two tieflings of modest means. After a somewhat adventurous youth the two got married and started a glaziers shop together. Operating out of a building in the Lady's Ward, they supply a lot of custom glass for other industries around the Ward.
Unlike many tiefling children in Sigil, Urroc actually had it pretty good. It rare among the vast majority of kids with fiend blood to even know one parent, and he knew both of his. Whether Dred or Malakara could say the same, who knows. When not busy 'helping' around the workshop or being under foot, the young boy wandered around the area near his parents shop, looking for portals and trying not to get torn up by the ever present razorvine.
As he grew older Urroc was fascinated by the Shattered Temple, and would run errands or do odd jobs for the Athar there when not off doing things with his family. It was only natural then that he joined the faction when we became old enough. Not long after he began to show signs of power. Some of the older Athoans (Ur-Priests mostly) helped him harness his abilities, teaching how to use this 'dark gift of the great unknown'.
Seeing his burgeoning abilities, and the usual restlessness of youth in him, his parents urged him to 'find a bit of adventure and see the planes' for awhile, much as they had done. With their blessing, he set out. Since then he's done some exploring of Under-Sigil, traveled around the Outlands, and done various odd jobs around town. Until he gained the notice of the Marauder, that is.
She has had her claw on him for months now, forcing him to do a host of unsavory tasks, and he is eager to be out from under her control. He doesn't believe her assurances that this will be the last 'favor' for a second. Shemeshka never gives up anything she has gotten her paws on willingly.
Urroc is usually a cheerful, if somewhat cynical, guy but his time doing the 'loth's business has left him bitter. So much so that he is starting to think about just revealing his secret and dealing with the consequences rather than endure much more. Otherwise he is an easy going young man with a sardonic wit, able to get along with all but the most sour hardheads and bashers.
He truly believes in the Athar's credo, and doesn't credit the powers for much more than being in the right place at the right time to seize power from the planes, then duping credulous petitioners into supporting that power. The way he sees it, everyone would be better off without all the gods and demons trying to enforce there own agenda's and playing power games with the lives of lowly mortals.
Urroc has seen the Lady of Pain. As a boy, he witnessed the Lady appear before a Baatezu Princeling and his entourage, in a secluded back alley of the Cage. She said nothing, simply rising up from the ground of Sigil until she loomed over them and her shadow fell upon them. In less than a second the devils were shredded into pieces. The Lady departed as quietly as she had come, and being a native cager, Urroc immediately came out of his hiding place to see if anything of value was left behind in the carnage.
As he approached the remains, a black smoke rose up from the mingled viscera. He slowed, not sure what to make of it, and before he could do more it was on him. The ebon miasma flowed into his eyes, nose, ears, and mouth, disappearing inside him in seconds. Shaken and not sure what had happened, he ran.
In the years since that day his ablities have grown. He's never asked anyone, and there is no lore to confirm it, but for whatever reason he suspects he absorbed the remnants of the Baatezu's souls. Normally such things return to their plane of origin, but perhaps it was his mixed blood or the effects of the Lady's shadow, but instead of behaving as it should the soul mater earthed itself inside him. Over time he has learned how to tap into some of it's power.
Suspecting that Baatezu would not just let him have that power if they knew it's origin, Urroc joined the Athar as an attempt to smoke screen his theft. If he claimed to have come into his abilities by drawing on the 'Great Unknown' who could prove him wrong? Besides, he really did think the powers were just another bunch of mighty planars working a big dodge to keep their influence. If his little lie helped berks to find that truth, all the better.
-Distributed pamphlets banned by the Harmonium -Convinced a clueless to get a tattoo from Fell -She wanted him to steal something from Akin, but he flat our refused. -Served as a guide to some Illithid visiting Sigil to meet some Efreeti -Stole a skull from Lothar, the Master of Bones
ATTACKS Dagger +8 attack, 1d4+4 damage Pact Weapon +8 attack, 1d12+4 damage Soul Eater +11 attack, 1d12+13 necrotic damage (+12 to attack if fire damage) Eldritch Bolt +9 vs Ref, ranged 10, 1d10+11 force damage
RACE +2 to Con and Char Low-light vision +2 to Bluff and Stealth Bloodhunt- gain a +1 racial bonus to attack rolls vs bloodied foes. Fire Resistance- 5 plus 1/2 level (so 8) Infernal Wrath (replaced by Diabolic Transformation)
UNFETTERED FUTURE BACKGROUND (PHR-T) +2 to Insight checks
INFERNAL PRINCE THEME (Dragon#406) Gain Hellfire Heart power +1 power bonus to fire attack rolls +2 power bonus to Bluff and Diplomacy Once per encounter, if rolling a 5 or lower on a Bluff or Diplomacy check vs a huminoid of natural origin, reroll the check and use the second result.
INFERNAL PACT gain 2+Con modifier to power damage rolls Improved Pact Weapon- can use Blazing Doom of the Void twice per encounter
FEATS Level 1: Acolyte of the Veil (Assassin Multiclass)- gain Stealth as a trained skill, able to use Ki Focus implements, and Shadow Step 1/encounter Level 2: Versitle Expertise(PHB3)- gain +1 to attack with ki focus implements and Pact Weapon Level 4: Diabolic Soul(Dragon#381)- gain +2 to attack rolls vs any foe that has crit you, replace Infernal Wrath with Diabolic Transformation Level 6: Amor Prof Scale(PHB)
POWERS Hexblade at will 1: Soul Feast - gain ConMod (4 for now) temp hp whenever you reduce an enemy to 0 hp or an enemy adjacent to you drops to 0 hp Hexblade at-will 1: Eldritch Bolt(HotFK) - Range 10, Cha vs Ref, 1d10+11 force damage, can be used as ranged basic attack Hexblade at-will 1: Soul Eater(HotFK) - Cha vs AC, 1d12+13 necrotic damage and you gain +2 power bonus to next attack roll vs this target before end of next turn, can be used as melee basic Tiefling Daily: Diabolic Transformation(Dragon#381) - Minor, until end of encounter gain regeneration 2, an additional +5 fire resistance, +2 bonus to damage, bloodhunt bonus increases to +2, and the use of Black Wrath of Hell Tiefling Encounter: Black Wrath of Hell(Dragon#381) - Free, an attack that hits does 1d10 extra damage and target takes a -4 penalty to all attacks against you Theme Encounter: Hellfire Heart(Dragon#406) - no action, when you hit an enemy add 5 fire damage and until the start of your next turn the enemy takes a -2 penalty to attack rolls vs you Hexblade encounter: Blazing Doom of the Void(HotFK) - Cha vs Fort, 2d12+13 fire and necrotic damage and you gain +5 power bonus to your next damage roll vs this target before end of next turn Assassin Encounter: Shadow Step(HoS) - Move, if adjacent to a foe, teleport 3 squares to be adjacent to another foe Hexblade daily 1: Tyranny of Flame(AP) - Range 10, Con vs Will, 3d6+11 fire damage and the target is knocked prone (save ends, but is made at -2), half damage on miss Hexblade utility 2: Shadoe Blend(HoS) - At Will, Free, if you end your turn within 2 squares of dim light or darkness, gain partial concealment (+2 Defenses) until the start of your next turn Hexblade daily 4: Lesser Planar Ally(HotFK) - Standard, tiny imp can Locate an Object or Person, or Explore an Area. Hexblade daily 5: Hunger of Hadar(PHB) - burst 1 within 10 squares, creates a zone of darkness until end of next turn, blocking line of sight and any creature that enters or starts their turn in the zone takes 2d10+7 necrotic damage. Sustain minor, and when sustained make a Con vs Fort attack vs any creatures in the zone for 1d6+11 necrotic damage Hexblade utility 6: Mirror Darkly(HoS) - Encounter, Minor, ranged 5, create a shade double until end of your next turn. The double uses your defenses, and is destroyed if it takes damage. While it persists you are insubstantial (take half damage) and attacks can originate from your position or the shade's. Aftereffect - you can teleport to the square where the shade was.
EQUIPMENT +2 Veteran's Scale Armor (lvl 7, AV) - gain a +1 to attack and defenses when spending an AP, as a Daily free action spend an AP to regain an expended Daily Power. Iron Armbands of Power (lvl 6, AV) - gain a +2 item bonus to melee damage. Cape of the Montebank (lvl 5, AV) - usual +1 to defenses, Daily immediate reaction on being hit, teleport 5 and gain combat advantage vs the attacker unti end of next turn. +1 Blazing Arc Ki Focus(lvl 3, PHB3) - +1d6 fire on crit, at-will free action change any melee attack to fire damage. (680gp)
1 Dagger (1gp) Standard Adventurer's Kit (15gp) A backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin. Climbing Kit (2gp) A grappling hook, a small hammer, and ten pitons. +2 bonus to Athletics checks for climbing. Thieves Tools (20gp) 282gp in assorted coins and gems
@TheSalmonOfDoubt: We'd be glad to have you, Salmon. I don't usually set deadlines for my games as people start to express interest. I'd like to start it by the end of next week (1/25) if not before but it depends on how many people post here. So far I know Bel's on board and two more are nibbling (please excuse the pun, my fishy friend). Let me know if you have more questions about what this campaign will be like to help you choose!
@Belabras: Urroc looks great! I like the connections and he's definitely written with some strong connections to Sigil in mind. Well done! Does he see his parents much when he's in the Cage? And what sort of misadventures do you think Shemeshka has him doing? I have some notes about the Secret below and I look forward to seeing the crunch soon. Urroc's SecretShow
He keeps the source of his hexblade powers a secret but do others know that the black sleeve-gauntlet is associated with Avernus? I guess folks who've made deals with devils are a stinger a dozen in the Cage but how open is he about the nature of his pact weapon?
1/25 you say? I could have something by next Sunday. Probably sooner, since I always end up spending more time on building characters than I intend to. If it ends up being too much, no worries, I'll grab another game somewhere further down the line. I've got an idea forming in my head already... Would there be any particular issues if more than one person played a member of the same faction? Athar seems to fit best with the spark I'm seeing here.