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Nyol - Planar Druid (Under construction)

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Post by illumination 16th May 2010, 9:52 pm

Nyol

Planetouched Humanoid Male? Planar Druid
True Neutral
The Sign of One

A person in a white robe, wearing a mirrored mask and standing about six feet tall, you guess you are probably dealing with a male, his race though, other than being humanoid remains difficult to determine.

Nyol - Planar Druid (Under construction) 8Nyol - Planar Druid (Under construction) 7

Abilities

STR 8 (-1 Racial, +1@4th)
CON 12 (-1 Racial)
DEX 10
INT 15 (+1 Racial)
WIS 17 (+1 Racial)
CHA 13

Hit Points : 8+3d8+4 (Average 25)
Armour Class: 12. Cloth/Leather Outfit.
Base Attack Bonus: +3
Scimitar [1d20+2] [1d8-1]

Fortitude Save: +3 4
Reflex Save: +1 1
Will Save: +3 6

Feats

TBC

Abilities
Spell-like Abilities: 1/day detect magic, hold portal and detect secret doors. As character level, CHA modified.
Planar Sense. A druid gains a +2 bonus on Knowledge (Outer Planes) and Survival checks.
Portal Sense. Astral Planetouched can sense portal auras with a Spot DC 15 roll and have a chance to working out where the portal may lead and what (if any) components maybe required to activate it.
Time Distortion. Being more intouch with the flow of time, space and reality, an astral planetouched can alter the outcome of one event a single time a day. 1/day the astral planetouched can force the reroll of one action that happens within 1 round (or 6 seconds) and within 30' of himself.
Spellshadow Divination. All spells create shadows of themselves in the astral, and some natives of the plane are able to determine things about magical discharges that occurred in the past. Spellcraft check, DM decides DC and what is divined.

Skills (24+18 - 42) TBC

Concentration 5 6
Climb 0 -1
Balance 0 0
Bluff 3 4
Diplomacy 3 4 5 1 (+2 Sense Motive, -4 Sensate)
Handle Animal 2 3
Heal 2 5
Hide 2 2
Jump 0 -1
Knowledge (Inner Planes) 2 4
Knowledge (Outer Planes) 2 4 6
Knowledge (Planar Creatures) 3 5
Move Silently 2 2
Spot 2 5
Listen 2 5
Search 0 2
Survival 4 7 9 (+2 Druid)
Sense Motive 5 6
Spellcraft 3 5

Languages

Planar Common, Gith, Celestial, Auran

Age: Unknown.
Height: 6'2
Weight: 80 Kg

Spells 5,4,3

0 Level

Create Water.
Fire eyes. - Allows caster to see through smoke/fog/mist.
Know Direction.
Light.
+1

1st Level

Cure Light Wounds. x2
Endure Elements.
Obscuring Mist.

2nd Level

Barkskin
Regenerate Moderate Wounds
Summon Swarm.

Equipment

MW Cloth/Leather Armour +2 AC.
Cloth Drawstring Bag w / travelling supplies.

Planar Druid (Astral)

Bio:

Astral Druids are unlike their prime counterparts in that they are concerned with the upkeep and health of the Astral Plane, namely its conduits, colour pools, gates and other special phenomena that connect the outer planes with each other and make all transportation magic possible. As such they have no affinity with nature per-say, as nature does not exist in the Astral in any meaningful sense. They are often allied with other strange beings in the Astral Plane that are also concerned with its welfare. Due to the conditions and dangers of living in the silver void Astral Druids are extremely rare.

Rules:

As PHB druid with the following changes.

Delete:

Spontaneous Casting (Summon natures ally), Animal Companion (Ex), Trackless Step (Ex), Resist Natures Lure (Ex), Wild Empathy (Ex), Bonus Language, Druidic.

Modify:

Nature Sense (Ex). Becomes Planar Sense, Knowledge (Nature) becomes Knowledge (Planes).
Woodland Stride (Ex). Becomes Astral Stride, movement increase of +10ft on Astral Plane.
Wild Shape (Su). Extended to *some* outer planes creatures with the Outsider or Magical Beast Subtype.
- any and all new creatures added are fully at the DM's discretion and must be agreed in advance.
Astral Projection (9th) added as a Druid Spell.


Last edited by illumination on 21st May 2010, 11:33 am; edited 9 times in total
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Post by illumination 17th May 2010, 1:20 am

I banged this on as it is as I cant imagine anyone having an issue with any of it.

Ill sort it out properly when I have more time but hopefully it will give folks a steer as to what im looking at.
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Post by ^^Truth 17th May 2010, 9:47 pm

Not much to say, oddly. I see how it's setup and makes sense.

I can say shit like, spell choice is really limited, but since they change everyday anyway.

Not sure druidic would change to Githyanki (infact it wouldn't), but I don't have any serious suggestions other than maybe some basic shared common of the inner planes.
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Post by illumination 18th May 2010, 1:31 am

I think signer. Need someone to give me a pro's and con's for the faction, because i havent got a clue!

also, im probably going indeterminate (as in, he doesnt know) planetouched Astral/Ethereal ECL+0.

As there is no such thing as time, space or even matter on the Astral, (your body and gear is translated into thought energy or some shit when you arrive and back again on exit.) SO, as one would imagine its tough to come up with ideas for what it might be. Open to ideas and suggestions as im scratching my head on this one. Appropriate themes are:

Time.
Travel. (gates)
Thought.
Insubstantialism. (is that a word? Smile )
Erm.... Mines a big fat cone please.
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Post by Tromador 18th May 2010, 7:11 am

The language is actually Gith, common to Githyanki & Githzerai.

Still, I'm not sure druidic does translate. The language was originally druid's cant in 2e, an internal druidic guild language. If we accept the existance of astral druids (which I'm good with) then what's wrong with them having a universal guild lingo.

Not that it really matters a jot to me, mind. Languages are scarcely game breaking issues.
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Post by illumination 18th May 2010, 9:48 pm

Fair play gentlemen! i underestimated your capacities for finding something to make observations about. druidic returns, i fancied it a logical swap as gith is most likely 'the' language in the astral. nevermind. i have a few ideas on race now which ill share.

Planetouched (Astral)

Physically weak, mentally strong. -1STR -1 CON, +1WIS +1 INT.
Automatic Languages, Planar Common, Gith.
Detect Magic always active.
Spellshadow divination.
All spells create shadows of themselves in the astral, and some natives of the plane are able to determine things about magical discharges that occurred in the past. Spellcraft check, DM decides DC and what is divined.
Augury
Space and time are mutable things to these creatures and consequently they sometimes have insights into events past or future. Caster level check against DC of DM's choosing. Or just send a whisper if thats more convenient.

Ok, as you can probably gather im casting down the route of party diviner, the two interesting powers above are as good or as pump as the DM's want to make them, but id like it to come into play from time to time if possible. Might be a handy DM device to be honest to guide the party when they are on the wrong track.

Again, in fact no i wont say i dont think there'll be any problems with this as then there probably will be. Ill look at the other PCs now and see if i can contribute anything helpful to the discussion.
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Post by ^^Truth 18th May 2010, 10:20 pm

Those stats are fine, maybe encompass -1 dex and +1 cha too. Should likely be all -2/+2, but that would both gimp your PC and OP it at the same time.

The powers are fine, if vague. I havebeen thinking of an alternative or two, will throw one down now quickly.

Astral Planetouched.

Attributes: -1 strength, dexterity, consitution. +1 intelligence, wisdom and charisma. The astral plane has no physicality, thus they suffer physically, but mentally they're stronger due to continious mental workout.

Note: In the astral plane. CHA = STR. INT = DEX. WIS = CON.

Abilities.

Portal Sense. Astral Planetouched can sense portal auras with a Spot DC 15 roll and have a chance to working out where the portal may lead and what (if any) components maybe required to activate it.

Spell-like Abilities: 1/day detect magic, hold portal and detect secret doors. As character level, CHA modified.

Time Distortion. Being more intouch with the flow of time, space and reality, an astral planetouched can alter the outcome of one event a single time a day. 1/day the astral planetouched can force the reroll of one action that happens within 1 round (or 6 seconds) and within 30' of himself.

That seems pretty fair for +0 ECL and a bit more funky if you fancy it, otherwise use what you have, although vague abilities aren't the best.

Also, don't get stroppy just because people comment on your PC.
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Post by ^^Truth 18th May 2010, 10:25 pm

Oh btw. You can't use the picture of the guy from Assassin's Creed, as you're not an uber 20th level fighter/assassin.

Cunt Very Happy
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Post by illumination 18th May 2010, 10:42 pm

i am i am i am i am i am i am!
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Post by Tromador 19th May 2010, 1:35 am

For the sake of inserting my 2 penneth, if that time distortion thingy is a go, then obviously the result of the reroll must be adhered to, even if it's worse. (Much as in the Fatespinner PrC).
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Post by Tromador 19th May 2010, 2:32 am

The Sign of One
(Signers)


Faction Philosophy. Every person, every individual, is unique. This is the greatest glory of the multiverse - that each creature living (and dead) is different from all others. It's obvious, then, that the multiverse centers around the self, or so this faction would have everyone believe. "It's quite simple, addle-cove," one of these sods would say. "The world exists because the mind imagines it. Without the self, the multiverse ceases to be." Therefore, each Signer is the most important person in the multiverse. Without at least one Signer to imagine it all, the rest of the factions would cease to exist.

Better be nice to the Signers then, berk, because they just might decide to imagine a body right out of existence. Don't think it can be done? Maybe not, but then a basher's a fool to take the risk. Lots of folks disappear without a trace, and more than a few are enemies of the Signers. Makes a body think, don't it?

So, some smart cutter'll say, what happens if two Signers don't agree? What if they both think different things? Then what happens? After all, the multiverse is the same for everybody. The answer's easy for a Signer. Since he's the center of the universe, then obviously everything else is from his imagination - simple. Nobody else really exists except as he thinks of them, so of course the multiverse is the same. How else could it be?

A lot of folks don't accept this idea. After all, they point to their own feelings and emotions, their own self, as proof the Signers are wrong. And the Signers simply claim to have imagined it all. What others feel and think isn't real; only what the Signers feel is.

So exactly who is imagining the multiverse? That part even the Signers don't know for sure. One of them is, but they can't agree on which one. The safest bet is just to fall in with their faction, because any Signer could be the source of everything. Remember that, berk.

Primary Plane of Influence. The Signers are strongest on the plane of the Beastlands. Within Sigil, their headquarters is the Hall of Speakers.

Allies and Enemies. The Signers and Sensates share some common points in their philosophies, making the two natural allies. Signers also gain frequent recruits from the Outsiders, who often are comforted by being placed at the center of importance. The Harmonium finds the Signers more than slightly annoying, and the Bleak Cabal's the most opposed to them of all.

Eligibility. The Sign of One is open to all classes, races, and alignments. However, lawful good and lawful neutral characters may find adhering to the One's beliefs difficult at best.

Benefits. Because they believe all the world is created from within, Signers are hard to fool with illusions of any type. A Signer automatically gains a +2 to all saves when confronted by illusionary magic, or a save against illusions that normally allow none (without the bonus).

Restrictions. Perhaps because of their often immense egos, Signers have difficulty understanding (or caring about) the motives and feelings of others. Hence, they suffer a -2 penalty on all reaction rolls.

---------

Suggested 3e Conversion

Benefits: As 2e.

Restrictions: -2 on Sense Motive, Diplomacy & Bluff checks
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Post by ^^Truth 20th May 2010, 10:03 pm

An alternative system of bonuses/minus' would be.

Pros : On a failed illusion save, a signer recieves another reroll to disbelieve the illusion, also signers recieve a saving throw illusions that do not normally grant saving throws (although they get no reroll for those).

Cons : Due to their egotism, most dislike the signers, thus they recieve -4 diplomacy when dealing with non-signers. Also to note that people just aren't as nice or welcoming to signers.

And yes, if my Astral Planetouched were to be used, the "Fate" ability goes with the final dice, no matter if the outcome is better or worse.
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Post by illumination 20th May 2010, 10:32 pm

barring further objections and to wrap this up i think ill take iain's planetouched and sensates template if i can keep the spellshadow thing.

(which is as good as DM's make it)
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Post by ^^Truth 20th May 2010, 10:41 pm

Sure. Don't mind. The Spellshadow thing is vague, thus useless Very Happy
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Post by ^^Truth 21st May 2010, 9:51 am

-1 dex, +1 cha if you're using my template bro. You missed a bit.

Although since they're 10 and 13, you can just rearrange to keep them as is if you wish.
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Post by illumination 21st May 2010, 11:18 am

yeah thats my intention.
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Post by Tromador 21st May 2010, 11:55 am

The correct benefits/restrictions from 'A Player's Guide to the Planes' are:

BENEFITS: Because they believe all the world is created from within, Signers are hard to fool with illusions of any type. A Signer automatically gains a saving throw vs. spell when confronted by illusionary magic.

RESTRICTIONS: Perhaps because of their often immense egos, Signers have difficulty understanding the motives and feelings of others. Hence, they suffer a -2 penalty on all encounter reactions and loyalty checks of nonplayer characters.

You may wish to adjust accordingly.
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