The DEATH OF MAGIC [A Psionic Game] (Inactive)

Game Master Johnny_Panic

Images of locations
Black stone Monolith - Sitting atop this structure - large Iron sculpture - Inside large Iron sculpture - Golarion Solar-system


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Silver Crusade

Hi this is an intarest check for a game I may wish to GM, Given feed back here. I have an idea,
"THE DEATH OF MAGIC"
I don;t GM often as my bad spelling drives most nuts. Note I post a lot and have a very active imagination so expect stuff you want get in other games.
Now that all being all said, what is the game about.

This is Psionic game, in part or whole, Magic classes will be discouraged and you will find out why. Anything NOT specifically magic no longer works, you can be a mage but none of your spells, magic items etc works any more. ALL dead. All divine magic the game, But Ki, Psionics and other 100% none magic powers and ability's DO work. Just so you know before you read on.

The Setting
One day, a Tuesday mid winter to be precise at around 3pm all magic on Golarion died, it just stopped in an instant. There where screams from outside and bells tolling, Bindings collapsed, flying mages and magic craft fell out of the sky, One magic armor and weapons just stopped being so, magic intelligent items went dead. Clerics could no longer talk to the gods or use their gifts. The Animated undead just fell to down next to goloms and constructs. Whole magic races just ended, magic SU EX stopped, summoned things popped out of existence, Summoners cried, Mages wept, Clerics begged. But all for-nothing. In the north of the lands of the Linnonrm Kings just in the north Mountains, sits the Temple of the mind. A monitory and school for the mind mages, its monks and teachers helping the gifted to learn their skills and powers. The Small town below, holding a trading houses for the northern caravans. Its here the PC will begin the Game, one week after the Death of Magic. There is scope to play all manner of PCs and types.

I will start buy out lining PC build and needs, Its simple in a way as the loss of magic makes what you pick a lot simpler. Later I will outline Game play rules, and background info I would like form players.
But for now have a think.

So the three steps

Step 1:

The Ten-Minute Background:

In an attempt to get all the information I need to create stuff from character backgrounds without having to continually push for information, I am asking that you create backgrounds the following way:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor

Step 2:

A Simple Questionnaire:

1.How does your character interact with the others within a group?

2. What is your character's role in a group?

3. How is your character not as they seems? I want one or two skills that would surprise others if they found out he knows them. Also include personality traits, positive or negative, that would similarly surprise others.

4. What are your character's goals, conscious and, perhaps, subconscious?

5. How easily does your character love? Have they been in love?

6. Is your character racist at all, either now or in their past?

7. All people believe something that is not true, both about the world around them and about themselves. What lies/untruths does your character believe about themselves and the world around them?

8. How is your character about material possessions?

9. What does your character perceive their major problems to be?

10. What does he perceive the solutions to those problems to be?

11. What are your character's religious beliefs?

12. What does your character fear?

13. How much of a temper does your character have? What sorts of things set them off?

Step 3:

PC building >CRUNCH< guild lines:

ALL PLAYERS MUST USE THIS FORMAT FOR THIER CHARACATER SHEET...-=CHARATER SHEET=-
I need this so it will be easier for me to review you characters, The writer has taken care of most of the formation for you, feel free to add hyperlinks & spoilers as you see fit, but keep to that format.

RACES
Races you can pick from
Psionic Races
Then any Core, Featured or Uncommon Races as listed here
Races

NOTE: players can use any race traits they want just please have to be part of your story

Classes
Any Paizo approved published Class, Pretty much anything officially released by Paizo is fine But Remember magic is dead + any Psionic class listed here psionics-unleashed

Staring Level
5th Level,

Starting Wealth
16,000 GP Gold,
More gold cuz, No Pre game crafting, sorry.

Stat Buy
You can ether,
Roll 3d6+7 x6 [take away lowest die from each roll]
or
21 point Buy, at one for one point, 1:1. If you don't know what that is someone will tell you. Cap of 18 before race and other Bonuses, you can drop a base stat to no less than 8 to get 2 points etc.
NOTE: When you pick you must KEEP what you pick, so pick well.

Alignment
Any, but you should keep in mind I don't like player conflict unless it's natural for it to happen and fun for all but, please just don't kill one another.

Traits
2 + [+3ed with 1 drawback]
Traits here NO 3ed party
and
Psionic Traits
note: Magic traits may not work if they have active magic.

GM Bonus
Hit Point Generation: Max every level no one likes to die...
+1 feat at 1st level.
+1 Skill point per level
+1 HP per level.

NOTE
So NO 3ed party, stuff, keep it simple.
also
I may go E6 Rules for Pathfinder, renamed P6 we will see at 6th.

Well if your interested let me know.

[note:] This is for NOW just an interest check,
if how ever, I see I have player who wish to play and have the kind of PCs I am looking for I will set a close date and PC, PCs etc.


Question: Would the new occult classes still possess their abilities? I might stat up a kineticist if they do. If not, I might make something else.

Silver Crusade

could you supply a link please, but of it sniffs at all like magic no.


This sounds really interesting. Dotting for sure!

Not certain what I'd play yet but I have been eager to try out a psychic warrior since my first attempt at one lost his GM early on.

That said, since you're clearly a fan of Dreamscarred Press' work, would there be any place in your campaign for a character from the Path of War?
I'm hardly married to the idea, it's just been on my brain lately and I'd like to know if it's an option?

Either way, lets see what I've got to work with stat wise? That 3d6+7 is too good to pass up!

Stat Rolls:
3d6 + 7 ⇒ (3, 5, 3) + 7 = 18 = 15
3d6 + 7 ⇒ (6, 5, 4) + 7 = 22 = 18
3d6 + 7 ⇒ (2, 6, 3) + 7 = 18 = 16
3d6 + 7 ⇒ (4, 3, 6) + 7 = 20 = 17
3d6 + 7 ⇒ (4, 2, 1) + 7 = 14 = 13
3d6 + 7 ⇒ (3, 3, 4) + 7 = 17 = 14

18,17,16,15,14,13
Wow! I can make pretty much anything with that array.


question: If it truly eliminates all EX and SU abilities as well, most classes will be rendered useless.

barbarian rage powers are mostly nullified
Bard abilities are gone
already eliminated sorcerer, wizard, cleric, oracle, magus. ranger, paladin, bloodrager, plus more I am sure.

the setting though allows other classes, it leaves only psionics as a viable choice. with the exception of fighter, and rogue.

even though the rogue abilities of evasion, uncanny dodge, trapsense are all Ex abilities.

Fighter: Bravery, armor training and weapon training are all Ex abilities.

so if ALL Ex and ALL Su abilities are gone then are these?


Jonny...Panic wrote:
could you supply a link please, but of it sniffs at all like magic no.

The Occult Adventures playtest book introduces "psychic magic", as well as several classes who gain spells from it, such as the Spiritualist, the Mesmerist, and the Psychic. The book is Pathfinder's equivalent to psionics, basically.


Newbonomicon wrote:
Jonny...Panic wrote:
could you supply a link please, but of it sniffs at all like magic no.
The Occult Adventures playtest book introduces "psychic magic", as well as several classes who gain spells from it, such as the Spiritualist, the Mesmerist, and the Psychic. The book is Pathfinder's equivalent to psionics, basically.

Exactly. They're supposed to be similar to the psionic classes in terms of power, hence why I thought they might be allowed. You can find the Occult Adventures Playtest here on Paizo. Or could, anyway. I'm currently looking for a link. If not, I'll probably not submit; this seems like a fun game to play this kind of character, but I play a lot of martials as it is, and I have a feeling you'll be flooded with standard psionic classes.


Dice Rolls:
3d6 + 7 - 1 ⇒ (1, 4, 4) + 7 - 1 = 15
3d6 + 7 - 2 ⇒ (5, 2, 6) + 7 - 2 = 18
3d6 + 7 - 2 ⇒ (5, 3, 2) + 7 - 2 = 15
3d6 + 7 - 3 ⇒ (4, 5, 3) + 7 - 3 = 16
3d6 + 7 - 1 ⇒ (5, 5, 1) + 7 - 1 = 17
3d6 + 7 - 4 ⇒ (4, 6, 4) + 7 - 4 = 17


Edward Sobel wrote:

question: If it truly eliminates all EX and SU abilities as well, most classes will be rendered useless.

barbarian rage powers are mostly nullified
Bard abilities are gone
already eliminated sorcerer, wizard, cleric, oracle, magus. ranger, paladin, bloodrager, plus more I am sure.

the setting though allows other classes, it leaves only psionics as a viable choice. with the exception of fighter, and rogue.

even though the rogue abilities of evasion, uncanny dodge, trapsense are all Ex abilities.

Fighter: Bravery, armor training and weapon training are all Ex abilities.

so if ALL Ex and ALL Su abilities are gone then are these?

I'm thinking that there were some typos due to posting from a phone or something similar.

The OP had these two phrases:

"All divine magic the game, But Ki, Psionics and other 100% none magic powers and ability's DO work."

and

"Whole magic races just ended, magic SU EX stopped, summoned things popped out of existence, Summoners cried, Mages wept, Clerics begged. "

With magic SU EX listed as one piece with no commas separating them, I believe they were being referred to as such things which were based on magic of that variety not working. That is actually a bit at odds with what the definition means with respect to EX abilities but not with supernatural powers. IOW, I think he was just trying to cover for any EX power that may have a magical origin...in case it exists. That is how I read the second statement in the context of the first of the two statements posted above.

*shrug*

Silver Crusade

Yep thats just what I mean, and its not a Phone its me and my Dyslexia

So Edward Sobel

magic based EX and SU abilities have stopped

The Clue is in the title of the GAME -

The Death of Magic,

now given that fact just about every you posted would needs to take that into account.

:)

Silver Crusade

Newbonomicon wrote:
Jonny...Panic wrote:
could you supply a link please, but of it sniffs at all like magic no.
The Occult Adventures playtest book introduces "psychic magic", as well as several classes who gain spells from it, such as the Spiritualist, the Mesmerist, and the Psychic. The book is Pathfinder's equivalent to psionics, basically.

I think the clue is in the wording there.

"psychic magic" its the "Magic" I would like to see if its done like
Psionics with power points and mental skills. If its just mind magic with mind spells then now.

Also I don't have the book so no for now. If there is a site online


Interested.


Pathfinder Pathfinder Accessories, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber

Sounds interesting.

Dice Rolls:

Statistic: 3d6 + 7 - 5 ⇒ (5, 6, 5) + 7 - 5 = 18
Statistic: 3d6 + 7 - 3 ⇒ (5, 3, 6) + 7 - 3 = 18
Statistic: 3d6 + 7 - 1 ⇒ (2, 1, 5) + 7 - 1 = 14
Statistic: 3d6 + 7 - 3 ⇒ (3, 6, 3) + 7 - 3 = 16
Statistic: 3d6 + 7 - 1 ⇒ (4, 5, 1) + 7 - 1 = 16
Statistic: 3d6 + 7 - 3 ⇒ (4, 3, 3) + 7 - 3 = 14

Time to put the thinking cap on.

Scarab Sages

Is the 16,000 gold meant to cover a full set of magic gear that stopped working last week? 16,000 gp worth of non-magical equipment is a wagon-load of stuff. (Unless there's some sort of psionic gear that replaces magic items. I'm not familiar with the Dreamscarred Press psionic rules.)


I have a question...would it be possible to play a modified form of an alchemist or investigator that replaced extracts with psionics?

Just as the psion and wilder classes are analogous to the wizard and wilder class with their "spellcasting progressions" (1st level speels powers at first level up to 9th level spells/powers at 17th/18th levels respectively), the psychic warrior and dread have available powers ranging from 1st to 6th level to complement their class abilities with the same progression as that of alchemists and investigators who have extracts to complement their class abilities.

Basically, the idea is to use the psychic warrior psionic ability progression chart for power points, number of powers known, levels of powers known, and (i guess) powers to choose from. Or perhaps use psion only for power levels 1 to 6. It seems to me to be a fairly straight forward exchange that isn't any different in power scale for the entire class than other psionic classes.

The general gist of the character idea is a character (human, or perhaps half-orc) who is reincarnated from an individual who was a space traveler and some of his genetic material got mixed into the gene pool on Golarian after the spaceship crashed in Numeria several millennia ago. Thus he would have an unusual set of skills and powers.

If not the psionic investigator, I just might use the same reincarnated theme with a soulknife.

Perhaps the ending of magic caused his former life memories to resurface. Naturally, the character will most likely have the faith category reincarnated trait.


KarlBob wrote:
Is the 16,000 gold meant to cover a full set of magic gear that stopped working last week? 16,000 gp worth of non-magical equipment is a wagon-load of stuff. (Unless there's some sort of psionic gear that replaces magic items. I'm not familiar with the Dreamscarred Press psionic rules.)

link to psionic equipment page


I'm interested. While I've GM'd several psionic characters, I've yet to actually play one.

Dice rolls:

3d6 + 7 - 2 ⇒ (3, 2, 6) + 7 - 2 = 16
3d6 + 7 - 1 ⇒ (1, 2, 5) + 7 - 1 = 14
3d6 + 7 - 5 ⇒ (5, 6, 6) + 7 - 5 = 19
3d6 + 7 - 3 ⇒ (6, 4, 3) + 7 - 3 = 17
3d6 + 7 - 2 ⇒ (2, 5, 4) + 7 - 2 = 16
3d6 + 7 - 1 ⇒ (6, 6, 1) + 7 - 1 = 19


The Thing from Beyond the Edge wrote:
KarlBob wrote:
Is the 16,000 gold meant to cover a full set of magic gear that stopped working last week? 16,000 gp worth of non-magical equipment is a wagon-load of stuff. (Unless there's some sort of psionic gear that replaces magic items. I'm not familiar with the Dreamscarred Press psionic rules.)
link to psionic equipment page

Also, for a little fun, you could buy a ship and use the purchase costs (when not using skills to gain goods, capital, etc.) from UC to have it filled with a crew.

10000 gp Sailing Ship
00360 gp crew of 20 (4 sets of sailor teams, 5 NPCs each, for 90 gp ea)
00380 gp warriors to guard the boat (1 elite archer team, 5 warrior 3)
00200 gp shipwrights (1 craftspeople team) on board for general repairs.

We could have a fleet of ships (five characters and five ships) with psionic captains and a (mostly) psionic crew via NPC classes with the psionic talent or wild talent or whatever it is called class.

We could recruit psions as the Ultimate Campain "mage"-the wording says typically a 3rd level bard, sorcerer, summoner, witch, or wizard. Typically means not always and with how spellcraft is used for both magic and psionics, it seems a pretty fair trade.

:D

Or, given the setting does not appear to start on the water's edge, we could build our own fortress to rival the monastery of the mind.

Hmmm. I have some ideas...

:D


bookrat wrote:

I'm interested. While I've GM'd several psionic characters, I've yet to actually play one.

** spoiler omitted **

@Bookrat

What posting format do you use to have the dice roller remove the low roll from the total?


1 person marked this as a favorite.
The Thing from Beyond the Edge wrote:
bookrat wrote:

I'm interested. While I've GM'd several psionic characters, I've yet to actually play one.

** spoiler omitted **

@Bookrat

What posting format do you use to have the dice roller remove the low roll from the total?

I do it manually. Once you post, edit your post and simply add in a "-#" to the dice roll tag. You can't change the actual rolls, the messageboard's programming prevents it, but you can add in modifiers.


dice rolls:

3d6 + 7 - 3 ⇒ (6, 3, 6) + 7 - 3 = 19
.
3d6 + 7 - 3 ⇒ (3, 6, 4) + 7 - 3 = 17
.
3d6 + 7 - 1 ⇒ (2, 1, 4) + 7 - 1 = 13
.
3d6 + 7 - 2 ⇒ (2, 3, 3) + 7 - 2 = 13
.
3d6 + 7 - 1 ⇒ (3, 1, 2) + 7 - 1 = 12
.
3d6 + 7 - 2 ⇒ (2, 3, 4) + 7 - 2 = 14
.


Jonny...Panic wrote:


(snip)
Stat Buy
You can ether,
Roll 3d6+7 x6 [take away lowest die from each roll]
or
21 point Buy, at one for one point, 1:1. If you don't know what that is someone will tell you. Cap of 18 before race and other Bonuses, you can drop a base stat to no less than 8 to get 2 points etc.
NOTE: When you pick you must KEEP what you pick, so pick well.
(snip)

The sentence regarding a cap of 18 appears to only apply to the point buy method. Does it apply to stat roll also?


3d6 + 7 ⇒ (2, 4, 4) + 7 = 17-2=15
3d6 + 7 ⇒ (4, 3, 6) + 7 = 20-3=17
3d6 + 7 ⇒ (2, 1, 5) + 7 = 15-1=14
3d6 + 7 ⇒ (6, 6, 1) + 7 = 20-1=19
3d6 + 7 ⇒ (6, 5, 2) + 7 = 20-2=18
3d6 + 7 ⇒ (6, 1, 3) + 7 = 17-1=16

I am thinking about a half-giant Aegis/Soulknife. Are there any restrictions on archetypes?


Jonny...Panic wrote:

I think the clue is in the wording there.

"psychic magic" its the "Magic" I would like to see if its done like
Psionics with power points and mental skills. If its just mind magic with mind spells then now.

Also I don't have the book so no for now. If there is a site online

Did no one mention that it is a FREE pdf available on this website?


dice:

3d6 + 7 - 2 ⇒ (2, 5, 2) + 7 - 2 = 14
3d6 + 7 - 2 ⇒ (3, 2, 4) + 7 - 2 = 14
3d6 + 7 - 4 ⇒ (4, 6, 4) + 7 - 4 = 17
3d6 + 7 - 1 ⇒ (6, 3, 1) + 7 - 1 = 16
3d6 + 7 - 2 ⇒ (2, 4, 5) + 7 - 2 = 16
3d6 + 7 - 1 ⇒ (6, 1, 1) + 7 - 1 = 14

17, 16, 16, 14, 14, 14
Perfect stats for my idea :)
Its a somewhat standard psion, but I plan on using him radically different :)

Silver Crusade

KarlBob wrote:
Is the 16,000 gold meant to cover a full set of magic gear that stopped working last week? 16,000 gp worth of non-magical equipment is a wagon-load of stuff. (Unless there's some sort of psionic gear that replaces magic items. I'm not familiar with the Dreamscarred Press psionic rules.)

Yep you say you had magic stuff its dead now, Mundane stuff is fine, but then again you may have some

psionics unleashed equipment

That seems to still be working.

Silver Crusade

The Thing from Beyond the Edge wrote:

I have a question...would it be possible to play a modified form of an alchemist or investigator that replaced extracts with psionics?

Just as the psion and wilder classes are analogous to the wizard and wilder class with their "spellcasting progressions" (1st level speels powers at first level up to 9th level spells/powers at 17th/18th levels respectively), the psychic warrior and dread have available powers ranging from 1st to 6th level to complement their class abilities with the same progression as that of alchemists and investigators who have extracts to complement their class abilities.

Basically, the idea is to use the psychic warrior psionic ability progression chart for power points, number of powers known, levels of powers known, and (i guess) powers to choose from. Or perhaps use psion only for power levels 1 to 6. It seems to me to be a fairly straight forward exchange that isn't any different in power scale for the entire class than other psionic classes.

The general gist of the character idea is a character (human, or perhaps half-orc) who is reincarnated from an individual who was a space traveler and some of his genetic material got mixed into the gene pool on Golarian after the spaceship crashed in Numeria several millennia ago. Thus he would have an unusual set of skills and powers.

I really like this idea, if your willing to build it, I will give it a once over and if it all works power wise with the rest of the party then cool, run with that.

Silver Crusade

bookrat wrote:

I'm interested. While I've GM'd several psionic characters, I've yet to actually play one.

** spoiler omitted **

BookRat now is the time hehe

Silver Crusade

The sentence regarding a cap of 18 appears to only apply to the point buy method. Does it apply to stat roll also?

Nope you roll a 19 you have a 19, :)

Silver Crusade

Newbonomicon wrote:
Jonny...Panic wrote:

I think the clue is in the wording there.

"psychic magic" its the "Magic" I would like to see if its done like
Psionics with power points and mental skills. If its just mind magic with mind spells then now.

Also I don't have the book so no for now. If there is a site online

Did no one mention that it is a FREE pdf available on this website?

you got the link?

Silver Crusade

Midiotoziggeroto wrote:

** spoiler omitted **

17, 16, 16, 14, 14, 14
Perfect stats for my idea :)
Its a somewhat standard psion, but I plan on using him radically different :)

Sound interesting tell me more

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

"Death of Magic" campaigns lose a lot of their bite when you simply have psionics as a substitute, given that Psionic effects are pretty much a standin for standard magic spells and devices.


@Jonny...Panic

Hay glad to see you liked my character sheet ^_^ >>>Fist Bump<<<

Silver Crusade

Ok Guys I am going to make this

FULL RECURRENT

The CLOSING DATE/TIME
Will be SUNDAY 5th July 2015 12 PM GMT,

My Idea is to run this until it brakes,
I am now working on ideas of what will go done over the 1st mouth of game time. A lot of what a party will be doing is heading out from the safe heaven of the Psionic school to see just what is going off in the world. Later the story will move on to WHY and HOW magic died, but that is some way off.

This game will have a real post apocalyptic feel. Just like if Electric devices just stopped working in our world. Internet, TVs, Cars, planes, trains, Phones radios etc all stopped over night. Citys in darkness. Ships dead in the water.

you get the idea.

So good building and good luck.

EDIT

I will pick no LESS then 6 PCs, I like large groups, with PBP its not so much a problem if groups split. Max will be 8,

Silver Crusade

LazarX wrote:
"Death of Magic" campaigns lose a lot of their bite when you simply have psionics as a substitute, given that Psionic effects are pretty much a standin for standard magic spells and devices.

The point is psionics are rear, in a world built on magic, when the switch is turned off, the One eyed man is king in the land of the blind.

But the world is big, there are other things in it then magic, and the party will be so few, so very few.

heheheh

PS
I am an evil GM as you will all find out,


My Rolls
3d6 + 7 ⇒ (1, 3, 3) + 7 = 14=13
3d6 + 7 ⇒ (5, 4, 6) + 7 = 22=18
3d6 + 7 ⇒ (6, 4, 5) + 7 = 22=18
3d6 + 7 ⇒ (2, 6, 3) + 7 = 18=16
3d6 + 7 ⇒ (5, 1, 4) + 7 = 17=16
3d6 + 7 ⇒ (4, 6, 1) + 7 = 18=17

I can certainly work with those stats.

Silver Crusade

1 person marked this as a favorite.
Riuk wrote:

@Jonny...Panic

Hay glad to see you liked my character sheet ^_^ >>>Fist Bump<<<

Best I have seen in a long time, really good help thanks.

This is Riuk its his PC sheet we will be using, I think he did a grand job.

Thanks Riuk

Silver Crusade

I got a PM about Items that up stats permanently like tome of the mind etc.

So to make some things clear, ALL magic items that have 'Active or stored magic effects, like tattoos, scrolls, potions, weapons etc all STOP working, the magic is dead.

Magic that changed things and then is spent is already gone.
Its spent so reading a book that permanently ups a stat means that stat stays changed. As the magic that did it is no longer in effect. But a Belt of +2 Str is dead, magic dead, dos nothing but hold your pants up.

Other info

Any Class with magic
Magic is dead, it just dos not work, spells, ability's anything its as if the tap of magic has been turned off. So you can have the rest of the class but NONE of you magic works.

Psionics
Works fine, you can use as you class states you mind, body or Emotions to power your Psi ability/s.

Rogue/Ninja etc
Talents work fine, But if one is has a magic element, that magic element just dos not work.

barbarian Rage powers etc
Rage works fine, But if one is has a magic element, that magic element just dos not work.

Gunslinger grit etc
Grit works fine, But if one is has a magic element, that magic element just dos not work.
+ Gunslingers and gunslingers alone get access to revolvers and shells at 1/10 cost.

Alchemist
We have 1 psionic alchemist, I have OKed this one player only to try and make one.

[b][/b]


Steps 1 and 2 for my submission.

Aldondrick Volharan:

Race – Elan
Class – Psion (Telepath)
Alignment – Lawful Neutral

In an attempt to get all the information I need to create stuff from character backgrounds without having to continually push for information, I am asking that you create backgrounds the following way:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
Aldon has no memory of his life prior to the Ritual which made him what he is. He knows that he was part of a Monastic Order but which one he is not sure. (Monastery of Untwisting Iron as a suggestion but he does not know).
Aldon first memory is from Taldor and this is where he believes he hailed from.
From there he joined the order of the Elan, the Enlightened of Pharamos, change it if you like DM who informed him of the existence of the Temple of the Mind, a place where he could journey to and hone his own skills as a Psion.
Aldon feels that lawlessness is the greatest of sins and seeks Mastery of himself and has no respect for those who do not.
Aldon is rigid about rules and regulations and as he assumes he is from Taldor, utilizes the laws of Taldor as his guidelines for the law though his own judgment trumps those rules he feels are not strict enough.
Aldon is 5’10” and weighs 185 lbs. He has a strong robust physique and a handsome chiseled face. He wears simple robes at all times.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
Aldon seeks to learn about his own past as he has no recollection of a time before he became an Elan.
Overarching goal. Aldon seeks to impose his will on Golarion. He would see an end to chaos and the diminution of the concepts of good and evil in politics. He sees good and evil as morally ambiguous whereas chaos is repugnant.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
Secret he knows – Aldon has been using his mind controlling powers whenever possible to subjugate local area lords and law enforcement to bend them to his will.
Secret he does not know – Aldon is a Manchurian candidate and his changeover to an Elan is part of the master plan of someone whose thoughts Aldon emulates unwittingly.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
Aldon foe. A local dwarf Lord who resisted his mind altering attempts and drove Aldon away.
Aldon allies. Two local Ulfen Warlords who have come under his mind control sway.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
Despite his disdain for chaos Aldon is always very courteous, he believes that subjects will be more susceptible to his suggestions if he pretends to be their friends.
Aldons’ only memory from his time as a Monk is his fighting abilities, he can summon elemental powers at will to transfer through his fists. He hides this ability from those around him guarding it carefully.
Aldon has a habit of incessantly washing his hands whenever the opportunity presents itself.

1.How does your character interact with the others within a group?
Aldon attempts to lead the group when he believes things have become too chaotic. Otherwise he is happy to sit bac and allow someone else to believe they are in control.
2. What is your character's role in a group?
Aldon is the advisor and when necessary the decision maker ensuring no foolish choices are made which may bring him to harm.
3. How is your character not as they seems? I want one or two skills that would surprise others if they found out he knows them. Also include personality traits, positive or negative, that would similarly surprise others.
Aldon is very Stealthy and sneaks about while others sleep as he is an Elan and requires no sleep.
When possible, Aldon reads the minds of others to know their own thoughts to use against them if necessary or especially if their thoughts may place him in danger.

4. What are your character's goals, conscious and, perhaps, subconscious?
Bring order to a chaotic world. Subconscious – subjugate the world for his secret masters.
5. How easily does your character love? Have they been in love?
Not very easily, he guards his true feelings on things at all times.
6. Is your character racist at all, either now or in their past?
No, all are equal in his eyes.
7. All people believe something that is not true, both about the world around them and about themselves. What lies/untruths does your character believe about themselves and the world around them?
Aldon believes that everyone really wants to be told what to do they just refuse to admit it to others and sometimes to themselves.
8. How is your character about material possessions?
He values his Psicrown but few other worldly possessions a trait left over from his time as a Monk.
9. What does your character perceive their major problems to be?
His failure to become more powerful quickly enough to achieve his goals.
10. What does he perceive the solutions to those problems to be?
A steady course coupled with subtly controlling those around him.
11. What are your character's religious beliefs?
He believes in the Gods but does not worship them, after all, is he not an immortal himself now?
12. What does your character fear?
Failure and loss of self-control.
13. How much of a temper does your character have? What sorts of things set them off?
Aldon is very cool under pressure and does not fly off the handle. If something can set him off he has not encountered it yet, perhaps learning the truth about his past would do it.

Scarab Sages

The Thing from Beyond the Edge wrote:
KarlBob wrote:
Is the 16,000 gold meant to cover a full set of magic gear that stopped working last week? 16,000 gp worth of non-magical equipment is a wagon-load of stuff. (Unless there's some sort of psionic gear that replaces magic items. I'm not familiar with the Dreamscarred Press psionic rules.)
link to psionic equipment page

Neat. Thank you.

Scarab Sages

Jonny...Panic wrote:
KarlBob wrote:
Is the 16,000 gold meant to cover a full set of magic gear that stopped working last week? 16,000 gp worth of non-magical equipment is a wagon-load of stuff. (Unless there's some sort of psionic gear that replaces magic items. I'm not familiar with the Dreamscarred Press psionic rules.)

Yep you say you had magic stuff its dead now, Mundane stuff is fine, but then again you may have some

psionics unleashed equipment

That seems to still be working.

Okay, thanks.


My Crunch Submission about 95% complete.

Aldondrick Volharan:
Male Elan Monk (Monk of the Four Winds) 1
Psion 4 (Telepath) Favored Class
Lawful Neutral
Medium Humanoid (Elan)
Init +8; Senses Perception +11
-------------------------------=DEFENSE=-------------------------------
AC: 17, Touch: 10, Flat-Footed: 13 (+0 armor, +4 dex, +0 shield,+0 NA,+0 Wisdom)
HP: 57 {+1d8, +4d6, +4Con}
Fort: +7, {+3Base,+4Con}
Reflex: +7, {+3Base,+4Dex}
Will: +9,{+6Base,+3Wis}
CMD 17 {2 Base + 1 Str + 4 Dex + size + misc}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +3; {+2 Base +1 Str + size + misc}
Base Atk: +2;
Short Sword+3{+2Base,+1Str} 1d6+1
Flurry of Blows:+2/+2{+2Base,+1Str, -1 Flurry} 1d6+1+1d6 Elemental
Ranged:+6{+2Base,+4Dex} Psionic Power

-------------------------------=STATISTICS=-------------------------------
Str: 13, Dex: 18, Con: 18, Int: 20, Wis: 16, Cha: 16

-------------------------=Traits=----------------------
Telepathic Talent - You can expend your psionic focus to gain a +2 trait bonus to your saves against mind-affecting powers and psi-like abilities.

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 trait bonus on initiative and on Sense Motive checks while you are psionically focused.

Focused Mind +2 Concentration checks [Source: Pathfinder Roleplaying Game: Ultimate Campaign.]

----------------=Drawbacks=-----------------
Headstrong - You feel compelled to correct every action and argument that contradicts your worldview.
Effect(s) Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don’t try to stop it or fail in your attempt to stop it (as adjudicated by the GM), you are shaken for 1 hour.

----------------=Race Traits=-------------------
+2 to one Ability Score
Aberrant Subtype
Suffer -1 to Charisma checks when dealing with non-Elans.
Psionic Talent Feat
Resistance - Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience - When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.
Repletion - An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours.
Psionic Aptitude - When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
--------------=Feats=-----------------

Improved Initiative (DM Bonus Feat)
Deflect Arrows (Monk Bonus)
Skill Focus (Stealth) (Level 1 Feat)
Combat Manifestation (Psion Bonus Feat)
Psionic Talent (Elan Bonus)
Psionic Meditation (3rd Level Feat-Move Action to become Psionically Focused)
Expanded Knowledge (5th Level Feat) (1 extra 2nd Level Power) (Astral Construct)

---------------=Skills=- (42 points Total; 4 Monk & 2 Psion class, 5 INT)---------------
Acrobatics*(Dex)____+8{+4rank,+4Dex} Class
Appraise(Int)____+0{+0rank,+0Int}
AutoHypnosis(Cha)____+11{+8rank,+3Wis} Class
Bluff(Cha)____+11{+8rank,+3Cha} Class
Climb*(Str)____+5{+4rank,+1Str} Class
Craft (Int)____+0{+0rank,+0Int} Class
Diplomacy(Cha)____+11{+8rank,+3Cha} Class
Disable Device____+0{+0rank,+0Dex}
Disguise (Cha)____+0{+0rank,+0Cha}
Escape Artist*(Dex)____+8{+4rank,+4Dex} Class
Fly*(Dex)____+0{+0rank,+0Dex}
Handle Animal (Wis)____+0{+0rank,+0Wis}
Heal(Wis)____+4{+1rank,+3Wis}
Intimidate(Cha)____+7{+4rank,+3Cha} Class
Knowledge (Arcana)(Int)____+0{+0rank,+0Int} Class
Knowledge (Dungeoneering)(Int)____+0{+0rank,+0Int} Class
Knowledge (Engineering)(Int)____+0{+0rank,+0Int} Class
Knowledge (Geography)(Int)____+9{+4rank,+5Int} Class
Knowledge (History)(Int)____+9{+4rank,+5Int} Class
Knowledge (Local)(Int)____+9{+4rank,+5Int} Class
Knowledge (Nature)(Int)____+0{+0rank,+0Int} Class
Knowledge (Nobility)(Int)____+9{+4rank,+5Int} Class
Knowledge (Planes) (Int)____+9{+4rank,+5Int} Class
Knowledge (Religion) (Int)____+0{+0rank,+0Int} Class
Linguistics(Int)____+0{+0rank,+0Int}
Perception(Wis)____+11{+8rank,+3Wis} Class
Perform(Cha)____+0{+0rank,+0Cha} Class
Profession(Wis)____+0{+0rank,+0Wis} Class
Ride*(Dex)____+0{+0rank,+0Dex} Class
Sense Motive(Wis)____+11{+8rank,+3Wis} Class
Sleight of Hand*(Dex)____+0{+0rank,+0Dex}
Spellcraft(Int)____+9{+4rank,+5Int} Class
Stealth* (Dex)____+15{+8rank,+4Dex, Feat +3/+6 10 Ranks} Class
Survival(Wis)____+0{+0rank,+0Wis}
Swim*(Str)____+5{+4rank,+1Str} Class
Use Magic Device(Cha)____+0{+0rank,+0Cha}

ACP -0

*ACP applies to these skills
**In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-

-=Languages=- Common, Dwarven, Elven, Orc, Draconic, Giant.

---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Monk Abilities:
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
AC Bonus When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows : Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Elemental Fist : At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on). This ability replaces Stunning Fist.
Detect Psionics
All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.
Discipline Talents
Conceal Thoughts
Mind Link
Mental Intrusion
At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.

---===Powers===---:

-------------------------------=Power Points=-------------------------------
33
-------------------------------=Concentration=----------------------------- --
+15

-------------------------------=Powers=-------------------------------
-----------------------------=0th (at will)=--------------------------------
Conceal Thoughts
Mind Link
------------------------------=1st=------------------------------
Empathic Connection
Astral Construct
Broker
Deceleration
Mind Thrust
Inertial Armor

------------------------------=2nd=------------------------------
Compelling Voice
Read Thoughts
Brain Lock
Cleanse Body

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----

Psicrown of the Dominator, Lesser
Aura moderate telepathy; ML 9th
Slot head; Price 14,400 gp; Weight —
Description
This psicrown has 30 power points. It is made from gray iron and is shaped into an intricately fluted crown. It allows use of the following powers:
• Empathic connection
• Mind control
• Compelling voice
Recharge: Cost 9 pp, Gain 3 pp
14,440 GP

Dorje – Natural Healing – 750 GP

Dorje – Psychic Tracking – 750 GP

-=Carrying Capacity=-
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
-=Current Load Carried=- 0 lb.

-=Money=- 60 GP 0 SP 0 CP

---===Background===---:

---===Appearance and Personality===---:

Eyes:
Hair:
Skin:
Height:
Weight:

PS Riuk, very nice Template!


Wow that was a fast build. It takes me like a day and a half to build a character.

Of course, I'm also doing it around work and two kids...

My plan is to create a "battle meditation master," aka a guy who buffs everyone else and generally makes them do better at whatever it is they do. Looking at the tactician class or the vitalist class.


Awesome. Sometimes the character just comes to you, other times it need to percolate a while.

I'd certainly be excited to have a tactician around!

On my end, as Jonny is rather quiet on the path of war front, likely because he already said no to 3rd party stuff in the description, I'm going to go with a psychic warrior. Still not certain which of my couple ideas I'll go with. Give me a day or two and I should be able to throw something solid up.


bookrat wrote:

Wow that was a fast build. It takes me like a day and a half to build a character.

Of course, I'm also doing it around work and two kids...

My plan is to create a "battle meditation master," aka a guy who buffs everyone else and generally makes them do better at whatever it is they do. Looking at the tactician class or the vitalist class.

My munchkin was nite nite when I built it :-)

Plus I have DM'ED a good number of Psion PC's so I have a good feel for the build I wanted.


Die rolls
3d6 + 7 ⇒ (4, 6, 6) + 7 = 23 23-4=19
3d6 + 7 ⇒ (2, 1, 4) + 7 = 14 14-1=13
3d6 + 7 ⇒ (1, 3, 5) + 7 = 16 16-1=15
3d6 + 7 ⇒ (3, 4, 2) + 7 = 16 16-2=14
3d6 + 7 ⇒ (2, 4, 6) + 7 = 19 19-2=17
3d6 + 7 ⇒ (4, 6, 4) + 7 = 21 21-4=17

I think I can work with that. :)

I'm thinking Vitalist/Psychic warrior.

Did psionic races and psionic powers exist before the death of magic?
Was the death of magic sudden or prolonged?
I assume that the creatures power by magic have died?

Silver Crusade

Did psionic races and psionic powers exist before the death of magic?
Yes but rear, think of all the GMs on here who want have psionic's in their game or say they will and don't pick one.

Was the death of magic sudden or prolonged?
Very sudden, around tea time, it just all stopped, as far as you have heard over the week, all over the planet.

I assume that the creatures power by magic have died?
yes and No
If active magic was KEY to there being or existence then yes, animated undead dropped true dead. Bound extraplainer beings lost the bindings and where sent back. But some beings like Dragons, they just lost all their magic powers. No more Magic SU and EX, mundane or none magic ones fine.

Tiefling, lost the ability to manifest magic darkness.

Example - Adult Forest Dragon:

Forest Dragon, Adult
This massive serpentine and wingless creature has jade scales and antlers, and sounds like grinding stones as it stalks forth.

Adult Forest Dragon CR 14
XP 38,400
CE Huge dragon (earth)
Init +4; Senses dragon senses, tremorsense 60 ft.; Perception +23
Aura frightful presence (180 ft., DC 21)

DEFENSE

AC 30, touch 8, flat-footed 30 (+22 natural, -2 size)
hp 229 (17d12+119)
Fort +16, Ref +10, Will +15
DR 2/adamantine; Immune paralysis, poison, sleep; SR 25

OFFENSE

Speed 40 ft., burrow 20 ft., climb 30 ft., fly 200 ft. (poor)
Melee bite +25 (2d8+13), 2 claws +24 (2d6+9), gore +24 (2d6+13), tail slap +22 (2d6+13)
Space 15 ft.; Reach 10 ft. (15 ft. with bite and gore)
Special Attacks breath weapon (50-ft. cone, 12d6 piercing damage), crush (DC 24, 2d8+13)

Spell-Like Abilities (CL 17th; concentration +20)
At will—blight (DC 18), entangle (DC 14), pass without trace
Spells Known (CL 7th; concentration +10)
3rd (5/day)—wind wall, stinking cloud (DC 16)
2nd (7/day)—fog cloud, hideous laughter (DC 15), touch of idiocy
1st (7/day)—hypnotism (DC 14)1, obscuring mist, magic missile, ray of enfeeblement (DC 14), shield
0 (at-will)—daze (DC 13), detect magic, ghost sound, mage hand, read magic, resistance, touch of fatigue

STATISTICS

Str 29, Dex 10, Con 22, Int 16, Wis 17, Cha 16
Base Atk +17; CMB +28; CMD 38 (42 vs. trip)
Feats Improved Initiative, Improved Natural Armor, Iron Will, Multiattack, Power Attack, Skill Focus (Stealth), Stealthy, Toughness, Weapon Focus (bite)
Skills Acrobatics +11 (+15 when jumping), Bluff +23, Climb +37, Escape Artist +2, Fly +12, Intimidate +23, Knowledge (arcana, nature) +15, Perception +23, Spellcraft +23, Stealth +22, Survival +16
Languages Common, Draconic, Sylvan
SQ change shape, sound imitation, woodland stride

SPECIAL ABILITIES

Change Shape (Su)
An adult or older forest dragon can assume any humanoid form three times per day as if using polymorph.

Sound Imitation (Ex)
A very young or older forest dragon can mimic any voice or sound it has heard by making a successful Bluff check against the listener's Sense Motive check.

Woodland Stride (Ex)
may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Still a Danger to you guys but no as bad.


I'm well into my character build at this point. Making a meditant phychic warrior with a strong protective instinct.

I ran into a rules question though, would I need metaphysical weapon, or metaphysical claw to enchant my unarmed attacks?


Will complete my Character and my Profile tonight once I am done updating my Vamp campaign. Those characters are thirsty for more posts... :-)

Silver Crusade

Claw, it's best

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