Uncaged: Faces of Sigil

Post/Author/DateTimePost
#1

zombiegleemax

Aug 14, 2005 18:11:10
I don't suppose anyone has gotten round to making conversions for all the characters listed in this book have they? Ideally 3.5e but 3.0e would do in a pinch.

If not, when I'm done making approximations for them, does anyone know if it's legal to share the data??
#2

ripvanwormer

Aug 14, 2005 18:41:05
Some of them are at Planewalker already. See their Cutters section.

I posted a version of A'kin, Skall, and Rule-of-Three here a while back. Yes, it's legal to post conversions of previous edition things, although you're not supposed to post the flavor text part.
#3

ripvanwormer

Aug 14, 2005 18:50:21
Rule-of-Three
A'kin, the Friendly Fiend
#4

old_sage

Aug 14, 2005 21:00:44
I did an update for Fell, but I've never posted it anywhere.

I'll dig them out and put them up here.
#5

zombiegleemax

Aug 01, 2007 3:44:37
Rule-of-Three
A'kin, the Friendly Fiend

Those links seem to be broken.. Sorry to bother you, but could you please post here A'kin's stats, or post an url in which they can be found?
Thank you
#6

thanael

Aug 01, 2007 10:52:27
Qaida
Factol Karan
Rule-Of-Three
all by Rip

There's also a Rowan Darkwood build which i can't find atm. I dimly remember builds for Shemeshka, A'kin, and Fell the Dabus though i could be wrong there...


Shemeshka by Amalia Moonblade. According to that thread Amalia did convert all NPCs from Uncaged:Faces of Sigil, though i can't find them on her boards. Here's more info about that

I do think Shemmy did a build too...
#7

ripvanwormer

Aug 01, 2007 11:45:53
I used the Arcane Arranger advanced class from the d20 Modern SRD.

A'kin the Friendly Fiend
Advanced arcanaloth
10th level Arcane Arranger
Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice:
15d8+75+10d6+50 (235 hp)
Initiative: +11
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 34 (+7 Dex, +14 natural, +3 class), touch 17, flat-footed 24
Base Attack/Grapple: +20/+17
Attack: Claw +22 melee (1d6+2 plus poison)
Full Attack: 2 claws +22 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spells, spell-like abilities, summon yugoloths
Special Qualities: Damage reduction 15/good, darkvision 60 ft., fast healing 2, immunity to acid and poison, item mastery, partial immunity to spells, resistance to cold 10 and electricity 10 and fire 10, spell resistance 29, telepathy 100 ft., true seeing
Saves: Fort +17, Ref +19, Will +20
Abilities: Str 15, Dex 25, Con 21, Int 26, Wis 22, Cha 22
Skills: Appraise +26, Bluff +39, Concentration +23, Decipher Script +26, Diplomacy +28, Forgery +26, Gather Information +21, Hide +16, Listen +24, Knowledge (arcana) +31, Knowledge (business) +21, Knowledge (current events) +21, Knowledge (history) +28, Knowledge (the planes) +28, Knowledge (popular culture) +21, Knowledge (religion) +26, Knowledge (streetwise) +21, Move Silently +16, Research +21, Sense Motive +39, Search +26, Spellcraft +28, Spot +24
Feats: Subtle Scrying, Subliminal Spellcasting [Eldritch], Improved Initiative, Educated, Reknown, Jack of All Trades, Polyglot [Epic], Dark Speech [Vile], Epic Reputation [Epic], Combat Casting, Additional Magic Item Space [Epic], Master Wand [Epic]
Environment: The Friendly Fiend, a magic shop in the Lower Ward
Organization: Solitary
Challenge Rating: 28
Treasure: Double standard coins; standard items
Alignment: Neutral evil
Advancement: by class

A tall, broad-shouldered humanoid in fine robes of black, teal, and gold. His head resembles that of a grinning jackal.

A'kin is courteous and genteel to his customers, but evasive about his past. He acts like each conversation is a game whose goal is to imply as strongly as possible that his conversant suspects him all manner of sinister motives while openly professing to be a pure altruist whose only goal is friendship and running an innocous small business.

COMBAT
A'kin cares little for combat. He'd much rather be on friendly terms with everyone. If he's forced to fight, he will use mainly nondeadly attacks and flee at the first opportunity. The assailant will likely be plagued by A'kin's many contacts and allies for the rest of her short life.
An arcanaloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Flight (Su): An arcanaloth can magically fly at a speed of 60 feet with good maneuverability. This is in all other respects similar to a fly spell cast by a 15th level caster. If dispelled, the arcanaloth can resume this effect as free action on its next turn.
Item Mastery (Ex): Arcanaloths are masters of magical items and can use any spell completion item as if it had that spell on his spell list.
Partial Immunity to Spells: Arcanaloths are completely immune to mind-affecting spells and effects.
Poison (Ex): An arcanaloth’s claws secrete a dangerous, weakening poison. Anyone struck by its claw attack must make a Fort save (DC 22) or take 1d6 points of Intelligence damage. The initial and secondary damage is the same. The save DC is Constitution based.
Spell-like Abilities: At will - darkness, fear (DC 20), greater teleport (self plus 50 pounds of objects only), magic missile, major image (DC 19), polymorph (self only), telekinesis (DC 21), unholy blight (DC 20). Caster level 15th. The save DC’s are Charisma based.
Spells: A'kin can cast spells as a 15th level wizard
Detect Magic, Read Magic, Mage Hand, Arcane Mark,
Erase, Identify, Nether Trail, Identify Scrier, stupor, Nystul's Undetectable aura, nystul's magical aura
Detect thoughts, see invisibililty, blur, entice gift, magic mouth, scrytalk
dispel magic, nondetection, suggestion, cruel disappointment, reality blind, Alikaba's gift (BoEMIII)
psychic poison, mirror sending, remove curse, detect scrying, locate creature, confusion
mind fog, prying eyes, dream, mirage arcana, permanency
false sending, geas/quest, contingency, mislead
power word stun, vision, limited wish
mind blank, discern location

Summon Yugoloths (Sp): Once per day an arcanaloth can attempt to summon 1-2 nycaloths with a 70% chance of success. This ability is the equivalent of an 8th level spell.
True Seeing (Su): Arcanaloths have a continuous true seeing ability, as the spell (caster level 15th).

Class Features
The following features pertain to the Arcane Arranger advanced class.
Word on the Street (Ex)
The Arcane Arranger filters information constantly and remembers everything. Through regular contacts, gossip, scrytalking, and other situations, he has a deep knowledge of everyday things. The Arcane Arranger can make a Gather Information check on general or specific information instantaneously, and spends only an hour making a Gather Information check for restricted information. Retries may be made under normal rules.
Protected information still requires 1d4+1 hours for a check.
The purchase DC for using Gather Information is reduced by 10.
False Allegiance (Ex)
The Arcane Arranger fits in with whatever group he chooses to be with. At 2nd level, the Arcane Arranger can successfully emulate an allegiance he knows about. He gains the +2 circumstance bonus on Charisma-based skills when dealing with an individual of the same allegiance. The allegiance and its bonus is considered in effect until a check is failed, at which point the false allegiance is revealed. Supernatural and spell-like abilities that determine allegiance are not affected by the Arcane Arranger’s false allegiance ability.
Bonus Feats
At 3rd, 6th, and 9th level, the Arcane Arranger gets a bonus feat. The bonus feat must be selected from the following list, and the Arcane Arranger must meet all of the prerequisites for the feat to select it.
Arcane Skills, Armor Proficiency (light), Attentive, Builder, Combat Expertise, Educated, Gearhead, Improved Disarm, Jack of All Trades, Renown, Studious, Trustworthy, Windfall.

Educated
Benefit: Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills.
Special: A character can select this feat as many as seven times. Each time, the character selects two new Knowledge skills.

JACK OF ALL TRADES (from Urban Arcana)
You have an amateur’s knowledge of all skills, even ones that require training.

Renown
Benefit: The character’s Reputation bonus increases by +3.

Prerequisite: Character level 8.
Benefit: You may use any skill untrained, including arcane and psionic skills. You cannot, however, gain ranks in a skill unless you are normally allowed to gain ranks in the skill.

Shadow Resources
At 4th level, the Arcane Arranger is well-enough wired into the social system to be able to get the names and numbers of individuals with particular abilities and talents. Even if away from his home stomping ground a sending can produce a contact with the needed resource. Make a level check, adding all Arcane Arranger levels and any levels of Charismatic Hero. The difficulty of this task is based on how common the required abilities are:

Common Skill (Ride, Pilot, Treat Injury) DC 10
Uncommon Skill (subgroups of other skills such as Knowledge (arcane lore) or Craft (structural)) DC 15
Rare Skill (skills available for a particular class-Spellcraft, Psicraft, Use Magic Device) DC 20
Specific Feat DC 20
Class Feature (spellcasting, turn undead, psionics) DC 20
Specific Combination of Skills, Feats, and Abilities (someone with Knowledge (business) and the ability to cast the auguryspell) DC 25
Finding someone willing to perform activities secretly or illegally DC +5
Finding someone with a specific level of ability Add desired ranks to DC
A successful check indicates that the individual is available, and the Arcane Arranger knows about him. It does not guarantee the character contacted will be willing to perform the requested service-the party requesting the service must still negotiate for that person’s services. An unsuccessful check means that no such individual is immediately known or available to the Arcane Arranger. This does not negate trying again for a different skill, nor from trying to locate a skill resource through more traditional methods. The resource the Arcane Arranger knows about will have total ranks in the needed skill of at least the Arcane Arranger’s total character level +3.
Pack Rat
At 5th level, the Arcane Arranger is considered to have considerable material resources either at hand or easily and cheaply acquired. When making a Wealth check to determine if a particular item is “at hand,” add the Arcane Arranger class levels as a circumstance bonus.
Expert in Your Field
At 7th level, the Arcane Arranger is considered a master of connections, such that his reputation precedes him in his dealings with others. The Arcane Arranger gains a circumstance bonus equal to his Reputation bonus when making skill checks that are directly involved with Gather Information and Diplomacy skills. In addition, the Arcane Arranger may add his Reputation bonus on Wealth checks for new purchases.
Up My Sleeve
At 8th level, the Arcane Arranger gains the supernatural ability to pull a specific item out of thin air. As a move action, the Arcane Arranger may cause any item currently in his possession (with a size no greater than Small) to disappear into an extra-dimensional space. The item becomes impossible to detect by any means, however detect magical aura spells will reveal a moderate magical aura around the hand that last held the item. As a move action, the Arcane Arranger can cause the item to reappear in his hand. The Arcane Arranger may only hide one item at a time in this fashion.
At 10th level, the Arcane Arranger may use this ability to hide a single object of up to Large size or up to three objects of up to Small size (each of which may be retrieved individually).
#8

thanael

Aug 01, 2007 12:21:23
Factol Rhys by James O'Rance
Comment on the above

Factol Skall (scroll down)
#9

zombiegleemax

Aug 01, 2007 14:57:07
Oh my, now I love that arcanaloth even MORE than before :P

Thanks a lot

Thank you for posting Rhys conversion, too, always nice to see that my factol is alive and well
#10

ripvanwormer

Aug 01, 2007 19:00:37
My version of Factol Skall.
Another thread on this subject.
#11

ripvanwormer

Aug 01, 2007 22:20:07
Elysium "Ely" Cromlich
Male Half-Fiendish Human (Extraplanar (Elysian), Outsider, Native, Evil, Chaotic); Doomguard; Chaotic Evil

17th level fighter
1st level unholy warrior

Hit Dice:
2d8+17d10+1d10
Initiative: +5 (+1 Soldier Training, +4 Dex)
Speed: 30 feet
Armor Class: 23 (full plate and dex, +1 for half-fiend template)
Base Attack/Grapple: +17
Attack: Starless Sword (Bastard Sword +2) 1d10+10
Full Attack: +26/+22/+16/+11
Space/Reach: +5/+5
Special Attacks: spell-like abilities, smite good
Special Qualities: class abili4ties, darkvision, acid 10, cold 10, electricity 10, fire 10, DR 10/magic, SR 30
Saves: Fort +13, Ref +10, Will +7
Abilitites: Str 26, Dex 18, Con 15, Int 18, Wis 13, Cha 14
Skills: Intimidate +3, Planar Wilderness Lore +11, Climb +14, Craft (Weaponsmith) +22, Handle Animal +22, Jump +18, Ride +14, Swim +18, Disguise +12
Feats: Entropic Blow, Awaken Ancestry, Balor's Sheath, Feed, Violate Spell-like Ability, Lascivious, Two-Weapon Fighting, Ambidexterity, Improved Two-Weapon Fighting, Weapon Focus (Bastard Sword), Weapon Focus (Short Sword), Weapon Specialization (Bastard Sword), Power Attack, Soldier Training, Sinker Swordsmanship (Bastard Sword), Sinker Swordsmanship (Short Sword)
Challenge Rating: 20

Languages: Planar Common, Celestial, Abyssal, Jannti (the language of genies), Gith

Spell-like Abilities:
(1/day unless otherwise mentioned) Darkness 3/day, Desecrate, Unholy blight (violated), Poison 3/day, Contagion, Blasphemy, unholy aura 3/day, unhallow, horrid wilting, summon monster IX
Unholy Warrior Domains: Magic, Corruption
Domain-based Special Abilities: Read and Detect Magic, Aura of Fear, Spell Resistance, Aura of Antimagic

Equipstuff:
Starless Sword, masterwork full plate mail, armor spikes, spiked gauntlet, masterwork short sword

Ely Cromlich was born in Amoria, in a town called Innocence is Bliss. Remember, Innocence is Bliss is a burg of amnesia, whose inhabitants have forgotten all that is evil in the multiverse, embracing the happiness that comes from ignorance. It is protected from the horrors outside by Elysium's Traveler's Way and a herd of watchful equinals and cervidals.

Where Ely's mother came from originally she did not remember. She, along with her fellow townspeople, assumed the scars that marred her arms and torso were mere birthmarks.

Ely's father was an incubus of power enough to be considered true tanar'ri. It seems he, too, had lost his memory - probably from immersion in the Styx, or more likely the Lethe - and thus eventually came to Innocence is Bliss. The guardinals left him unmolested, for he seemed to mean no harm - he was only confused, and weary from his wanderings through the planes. The people of Innocence is Bliss accepted him immediately, not thinking anything untoward about his fiendish appearance. Eventually he came to have a romantic relationship with Ely's mother.

Unfortunately, when Ely's parents first consummated their passion the incubus' inherent evil awakened and he began to drain her of her lifeforce. The equinals immediately realized what was happening and drove the fiend away.

Ely's mother quickly forgot about her demon lover, but nevertheless nine months later she gave birth to a cambion. Her cervidal midwife suggested she call the infant Elysium, knowing he would need all the good omens he could get.

Despite his name, the young Elysium was a wild and untamable child, about as far from the calm and peace of the plane as was conceivable. He was always getting in trouble, painting grafitti on the houses of the town and confusing its often-forgetful residents by rearranging their furniature. He stole and lied and cheated, and whatever he did everyone forgot about his bad deeds the next morning.

The guardinals never had to kick him out - the plane itself did that. One morning Ely was walking to the mayor's house with the intention of drowning his cat, and he found himself unaccountably lost in a small town he had lived in his entire life. Nothing looked familiar, and the buildings seemed vacant and overgrown, the streets rough and pitted. The more he tried to right himself, the wilder and rougher the environment became.

This, of course, was the Traveler's Way. Voyagers in the Restful Plane get to their destinations faster the more good deeds they do, while those who do evil end up hopelessly lost.

Eventually there were no proper buildings at all, just brutal wilds and an old pair of stone monoliths topped with a single connecting capstone. Seeing the energies of a portal within the stones and no other way out of his predictament (good deeds being foreign to his nature), Ely stepped through.

His mother worried when he did not return that night, but by morning she and the rest of the town had completely forgotten he ever existed.

Ely ended up in the Outlands, near the town of Ecstasy. He couldn't find much of interest there, so he hitched a ride with a mercane caravan and headed to Xaos.

In Sxao he fell in with a group called the Wreckers or Deconstructionists, a sect allied with the Doomguard dedicated to subverting language and tearing down buildings and works of art so that new ones could be built in their place. The Wreckers introduced him the true Doomguard, where he felt more at home. They also introduced him to an old githzerai weaponsmith, who began training him in that art.

A turning point in Ely's life was his pilgrimage to the Citadel Cavitus. He had been with the Doomguard for several decades, but was unhappy with their explanation that they had simply fled the coming of Vecna without a fight. He entered the skull-shaped fortress alone. What happened within the Citadel he never spoke of, but when he came out again he was a devout servant of the Lord of Secrets and an unholy warrior in the demigod's name. As his faith demanded, he never spoke of his conversion to anyone, but it would influence everything he did from that point on.

He took a job as an assassin for the Temple of the Abyss in the City of Doors. Still working with the Doomguard, the Temple only increased his knowledge of weapons and entropy. He began spending more and more time in the Great Armory, until (except for special commissions) he stopped working for the Temple of the Abyss entirely, concentrating entirely on creating weapons of mass destruction for the Sinkers. This, for the past century, has been his life.

Ely is a handsome half-fiend, looking almost human except for his reddish skin and small, vestigal horns. He is tall, standing over seven feet, and has muscles enough to suggest some balor in his family tree. His hair is long and silvery-white, hanging unbound to his waist.
#12

thanael

Aug 02, 2007 3:10:37
Rowan Darkwood by rip

Another thread about converting PS NPCs.

A website with interesting Planescape material incl many NPCs.

http://www.kriegstanz.com/ has many NPCs converted