Rune_Master |
Seeing as we now have numbers and people are generating character ideas, we'll migrate the thread here.
For character creation, use 25 point buy. APG stuff is OK, as is any of the updated beta from Dreamscarred Press save for the soulknife, which is still a work in progress. I won't rule out other sources, but please ask me first.
2 traits per character, with the following psionic traits also available:
Clairsentient Talent: If you have psionic focus, you can be treated as having detect psionics running, but only effective in the space you occupy. This is a psi-like ability, and you must concentrate on it for a round to glean any more meaningful information than a 'hunch'.
Mental Discipline: you have had some basic training in mental control. Autohypnosis is always considered a class skill for you, and you get a +1 trait bonus to your score in the skill.
Metacreative Talent: While you maintain psionic focus you can manifest small shards of crystal as a swift action that last for one round. These can be used like shuriken or small knives if you use them immediately (you are proficient in their use; 1d2 slashing damage, range 10 feet).
Perceptive Talent: While maintaining psionic focus you are more aware on a subliminal level of the thoughts and intentions of those around you. You gain a +1 bonus on initiative and on Perception checks while you are psionically focused.
Psigifted: You have an affinity for one particular power from those that you know, and your effective manifester level for that psionic power increases by 1. Once this power is selected it cannot be changed.
Psionic Knack: You are psionically gifted, your psionic manifester level is considered to be two higher than it is, up to a limit of your hit dice.
Psionic Power Focus: Pick a first level power you know with an ability you can use while psionically focused. You are always treated as being psionically focused for this purpose, even if you are not.
Psionic Theory: You have studied psionics deeply, gain a +2 bonus to Spellcraft checks when analyzing psionic powers or items.
Psychokinetic Talent: If you have the ability to gain psionic focus, you can expend it to manifest far hand as a psi-like ability for one round, as a swift action, with a range of ten feet and able to move a maximum weight of 1 lb. If you have psionic power points, you may expend one to extend the duration of this psi-like ability by one round.
Psychoportive Talent: if you have the ability to gain psionic focus, you can expend it as an immediate action to make a five-foot step. You may do this even if you have already moved in the round in question, and doing so does not prevent further movement in this round.
Telepathic Talent: If you can gain psionic focus, you can expend it to gain a +2 bonus against any attempt to influence your mind by enchantment or telepathy.
I'm going to need a little time to rework a few encounters for a party this big, so please feel free to take your time!
Rune_Master |
For reference, here is the Psionics in Golarian document.
@Alan, yes, they are all a sub-category of Basic traits, so you can only select one. If you want particular racial traits available I have some. A swashbuckler psychic warrior? You have me intrigued!
In terms of Xp, it'll be levelling as directed, rather than worrying about Xp too much. Max hit points at first level, at every subsequent level you can choose to roll or assume half-maximum + 1 per hit die.
Thanadros |
Adjusted a few things with the updated class. Background is probably going to have to wait until fridayish...
Sounds like we are going to have three psy warriors. Just so you guys know I will be focusing on ranged combat.
I assumed that starting cash is the same as a fighter. If that is wrong let me know and I will readjust as needed.
Rune_Master |
Good question! Starting cash can be rolled or average, your choice:
Psion = 3d4 x 10
Psychic Warrior = 5d4 x 10
Soulknife = 5d4 x 10
Wilder = 4d4 x 10
Three psychic warriors will, I think, mean three very different characters with a little luck! This will be interesting to see how they work in combat.
AlanM |
Adjusted a few things with the updated class. Background is probably going to have to wait until fridayish...
Sounds like we are going to have three psy warriors. Just so you guys know I will be focusing on ranged combat.
I assumed that starting cash is the same as a fighter. If that is wrong let me know and I will readjust as needed.
Considering the amount of flexibility within the psychic warrior class, you can end up with very different psywars so I doubt it'd be a problem.
jlord |
Good question! Starting cash can be rolled or average, your choice:
Psion = 3d4 x 10
Psychic Warrior = 5d4 x 10
Soulknife = 5d4 x 10
Wilder = 4d4 x 10Three psychic warriors will, I think, mean three very different characters with a little luck! This will be interesting to see how they work in combat.
Pathfinder changed the starting cash to d6s instead of d4s. Are we doing these then?
Hyrunn |
Vohnkar
The youngest of Kaddok and Mallida Viskalai’s three sons, Vohnkar felt the pull of his Shoanti heritage the strongest. He would often spend childhood days skipping out on lessons at the Turandarok Academy to wonder the hinterlands studding the plants and animals he found there. Vohnkar was also the one who took to the family business most naturally and was to assume ownership of The North Coast Stables, so that his parents could venture north to rejoin their Quah and live out the remainder of their twilight years.
This did not come to pass though, as only weeks before their planned departure Kaddok and Mallida Viskalai fell victim to the Chopper. It was Vohnkar who found his parents’ mutilated bodies in the stables the morning after their murder. After recovering from the ghastly site Vohnkar swore on the blood of his parents, as well as his own, that he would seek out the monster responsible and that his vengeance would be terrible. Soon after Vohnkar joined his brother Belor on the town guard offering his services as a tracker to help bring the Chopper to justice.
The months that followed nearly drove Vohnkar mad as the grizzly murders continued and the Chopper eluded all attempts to track or ensnare him. More and more the hunt for the Chopper became an obsession for him; his work at the stables entirely left the hired hands, he found himself constantly in search for a drink trying to dull the images of the disfigured corpses that would show up everyday, and he started to quarrel with his brothers. Vohnkar partially blamed his brothers for their parents’ deaths and the Chopper’s continued spree; viewing Belor’s cold, rational demeanor as apathy and Garridan’s refusal to leave his new wife and child to join the manhunt as cowardice. However he placed most of the blame on Chelish society and the town of Sandpoint itself, believing it had infected his family and that its decadence had caused the faults in his brothers to fester and grow.
The night that Sheriff Avertin was murdered it was Vohnkar who tracked the Choppers blood back to Stoot’s island. His blood racing Vohnkar was in a trance-like state when they kicked in the door and stormed Stoot’s cottage; his hands trembled as he climbed down the hidden entrance to the shrine below; and his heart froze at the site that greeted him there. At the foot of a crude alter, dedicated to the Demon Lord Pazuzu ancient enemy of the Shiikirri-Quah, lay the body of Jervis Stoot “The Chopper” who killed himself as a final offering to the demon, robbing Vohnkar of the chance to satisfy his blood oath.
His life shattered Vohnkar quit the guard and retreated to his quarters above the stables, where he remained in darkness eating little and drinking heavily for over a week. Late one night his brother Garridan, in a frenzy, paid him a visit. Garridan informed Vohnkar that there had just been and emergency election and that Belor had been chosen to take over the position of sheriff. Not caring what ridiculous Chelish titles Belor took Vohnkar went back to his bottle, paying little head to his bother’s words until Garridan came to the heart of the matter. During his acceptance speech Belor had declared to the gathered town folk that he considered the people of Sandpoint his family and that from then on he would be known as Sheriff Belor Hemlock (Hemlock being the Chelish translation of Viskalai).
Upon hearing of his brothers betrayal of their parents and of their Shoanti heritage Vohnkar flew into a rage. Tearing through the streets of Sandpoint it did not take long for him to find his brother having a celebratory drink at Cracktooth’s tavern. Vohnkar flew at his older brother like a man possessed, screaming Shoanti curses at the top of his lungs. Purely through the power of his anger Vohnkar was able to wrestle his brother, a man who was much stronger, much more sober and a better fighter than himself, to the floor and beat him ruthlessly. It took 5 members of the town guard to drag him off Belor and then a blow to the head knocked him out.
Vohnkar spent the next few weeks in the prison beneath Sandpoint Garrison being held for attempted murder. Vohnkar felt as if he was going to die the first week of his incarceration and he began to suffer the effects of alcohol withdrawal. Though Belor never made an appearance that first week Vohnkar was well looked after, Father Tobyn saw to his health and Garridan brought him food from the Black Deer. Once Vohnkar had fully recovered he received his first visit from Belor who came down to speak to him, trying to explain his decisions and how he had meant no disrespect to their parents or their culture. Vohnkar would hear none of it and the visit quickly degraded into a shouting match with vicious words spoken by both sides.
Belor did not visit again until almost two weeks later when he Vohnkar was awoken in the middle of the night by distant shouting and the smell of smoke. Soon Belor was at the door to his cell fumbling with the keys his face smeared with soot. He breathlessly informed Vohnkar that a fire, started in the Chapel, was spreading quickly across the northern part of town and that he needed his help.
More to come
Thanadros |
Sorry, what was supposed to be about a two paragraph back story turned into a 4 paragraph one. I took a few liberties with the Elan council thing and their "selecting", hopefully that is ok, since it is like an evil anti-elan council. If something does not jive, let me know and I will change it as appropriate. Click my character in the face and go to the bottom spoiler to read it.
Also if someone else is an Elan, there was another npc that escaped with my character that I gave a random name, but could easily be changed to fit that character, so that we could know each other when the adventure starts.
Dabbler |
Mindin - looks interesting, arrogant but with some reason to back it up. Also, college trained which could be an advantage as many others are 'self-taught'.
Alan - you have chosen one of my favourites, I am not sure if I love you or hate you for it ... ;) Can't wait to see how it looks.
Evan - I like the back-story, it keeps him linked into Sandpoint very intimately (like several other characters in fact), one question only, is Vohnkar starting as a ranger or druid?
Jlord - you have thrown me a curve-ball there! But having two or more 'factions' is not a bad thing, and it gives me some spice to throw into the game at some point, perhaps an unforeseen sub-plot? We shall see.
Thanadros |
Mindin - looks interesting, arrogant but with some reason to back it up. Also, college trained which could be an advantage as many others are 'self-taught'.
Alan - you have chosen one of my favourites, I am not sure if I love you or hate you for it ... ;) Can't wait to see how it looks.
Evan - I like the back-story, it keeps him linked into Sandpoint very intimately (like several other characters in fact), one question only, is Vohnkar starting as a ranger or druid?
Jlord - you have thrown me a curve-ball there! But having two or more 'factions' is not a bad thing, and it gives me some spice to throw into the game at some point, perhaps an unforeseen sub-plot? We shall see.
Doesn't matter, you can ignore it or use it as you wish, and the motives of faction is totally up to you.
Dabbler |
Doesn't matter, you can ignore it or use it as you wish, and the motives of faction is totally up to you.
Oh but I like it! And I can tie it in to the campaign itself, so don't worry at all, it'll fit in just great :D Of course, it means that for Thanadros, things will get "interesting" at some point ...
Quar |
I figured elf who has powers over the mind would be a tad arrogant. College or academy schooling seemed to make sense. He is religious though, and I think Desna is going to eventually help him see the true worth of others. Had a bit of writers block, can flush out more of his background later
Gornak |
I figured elf who has powers over the mind would be a tad arrogant. College or academy schooling seemed to make sense. He is religious though, and I think Desna is going to eventually help him see the true worth of others. Had a bit of writers block, can flush out more of his background later
What do you think about having Quar be Gornak's tutor in the ways of psionics, so that they know each other a little beforehand?
Quar |
As it is early, not my most creative time, but once quar reaches sandpoint, He would probably hang around due to the rebuilding of the church, thus he would be in town for a bit before the adventure. It would be possible for him to be saught out as a teacher. He would be strict and demanding, probably make some coments like,
"I doubt one a simple as you could master the powers of the mind. Still with my taloents I should be able to impart some knowledge in you, even if it is only the basics."
Hyrunn |
Evan - I like the back-story, it keeps him linked into Sandpoint very intimately (like several other characters in fact), one question only, is Vohnkar starting as a ranger or druid?
I've decided on Druid Haven't had a chance to finish the back story of update my sheet but the short version is he leaves Sandpoint to rejoin his clan and becomes the shaman's apprentice. The shaman see's visions of the "stirring of a ancient enemy “and sends me back to Sandpoint for the swallowtail festival to look for clues as to the rise of this enemy.
Dabbler |
Half-Giant Race Traits
Only half-giants may select these racial traits.
Big: You could never be mistaken for a dwarf. Your size gives you a +1 bonus to CMB, CMD and Intimidate checks due to your size.
Hotfoot: Your Fire-based powers give your enemies a "hot-foot". Any creature that takes damage from a fire-based power you manifest takes 1 point of fire damage on their next turn.
Gornak |
"I doubt one a simple as you could master the powers of the mind. Still with my talents I should be able to impart some knowledge in you, even if it is only the basics."
"Well, Mister Quar sir, you sound like my pa. He says my head is only good for cracking walnuts, I reckon. But I try my best, I sure do! Now I been practicing just what you said -- I been thinking real hard about a shield, trying to create the psychokin...psycho..the force thing. I think I got it just about figgered out now."
Rune_Master |
How recently was the rebuilt cathedral finished? If it was less than six months ago, Hector may have helped as well (14 strength is quite considerably above average, after all, and he is trying to become a better man).
The start of the game is the consecration and opening of the new cathedral, so work has been ongoing right up until a few weeks before start of play. All player characters will be at the consecration ceremony, which is the focus of the Swallowtail Festival.
Dabbler |
Sure, Gornak will help out with the cathedral wherever he can, time permitting.
By the way, I forgot to ask -- can I take stuff from the Rise of the Runelords Player's Guide? I wanted to take the feat Big Game Hunter.
Of course, it's what they are there for. I am also thinking of trying out a little plan I had from a while back: at the end of each chapter of the adventure, the characters may gain a bonus trait to represent their experiences thus far. What do you guys think? If we do this, it may be wise to limit characters to one trait a each to begin with, but obviously toward the end of the game you will have quite a few ...
AlanM |
Of course, it's what they are there for. I am also thinking of trying out a little plan I had from a while back: at the end of each chapter of the adventure, the characters may gain a bonus trait to represent their experiences thus far. What do you guys think? If we do this, it may be wise to limit characters to one trait a each to begin with, but obviously toward the end of the game you will have quite a few ...
I like the idea.t
Gornak |
Dabbler wrote:I like the idea.
Of course, it's what they are there for. I am also thinking of trying out a little plan I had from a while back: at the end of each chapter of the adventure, the characters may gain a bonus trait to represent their experiences thus far. What do you guys think? If we do this, it may be wise to limit characters to one trait a each to begin with, but obviously toward the end of the game you will have quite a few ...
It's fine by me.
Hyrunn |
Dabbler,
I have yet to find a trait that I like for Vohnkar and was wondering if I could make one myself. So for you concideration:
One with Nature: You have studies the ways of nature from an early age, and so you understand that what powers your divine magic also governs the lives of all natural creatures. This philosophy makes it easier for you to interact with animals and improve their dispositions towards you. You gain a +1 bonus on Wild Empathy checks.
Dabbler |
So to sum up we have:
Chris Parker: Hector Malson – human rogue leaving trouble behind him in Riddleport.
Jlord: Thanadros – Shoanti/élan psychic warrior, exiled by his people and confused as to what has happened to him.
Hogarth: Gornak Kreeg – half-giant psychic warrior raised in Sandpoint by his half-orc father and only recently finding acceptance in the town.
MundinIronHand: Quar – elf telepath trained in one of the finest colleges available (and he knows it).
Evan_Whitefield: Vohnkar Viskali – a Shoanti druid raised most of his life in Sandpoint, still smarting from an inter-family feud with his older brother.
AlanM: Albrecht Mihai – half-giant monk, a gentle and ascetic individual small than most giants.
Max Hellspont: Aylmora Mvashti – varisian wilder, a tempestuous young woman being trained by her seer relatives.
Looks like we are just about ready to begin.