The Opened Mind (Inactive)

Game Master TheBobJones


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Neils D. Lafont wrote:

Here's the alias for Johnnycat. What I have for a backstory so far is in the alias, but I'm reposting it here:

** spoiler omitted **

Feedback, commentary, criticism is welcome. I'm not entirely sure what you're looking for in a character background but I hope I'm at least on the right track.

Great background. Really get a feel for the character. What I am looking for is a compelling story as to how Neila came to be a guard on a caravan. Hope that helps.


Christaph the Elan Psion

Christaph was noticed in his previous life for his bright intellect & natural curiosity & desire to explore & this was why he was chosen to be transformed into an Elan. Since then he has been studying the paths of the Psion so that once he became of age he could head out on his own to explore the world & learn more about it. Since his desire to explore got him lost on more than one occasion he decided to start learning how to draw maps of everywhere he went & thus be able to find his way back. He has become relatively decent at it, enough so that he has been able to sell some copies of his maps to others. (Profession: cartographer)

He has only recently become of age & been given "permission" by the ruling council to leave his home land. Having left the continent of Feron he has been carefully following the roads & just learning about Tion in general without seeking adventure so far, for a couple of years now. Having crossed most of the continent of Tion, he recently arrived in the town of Arbil and has heard of a caravan heading to a psionic town looking for guards and so he figured it was time for him to start truly adventuring & learning about the reality of this world. Besides, he was really running short on funds and 100gp would come in handy!


I think I can do another paragraph or so. We'll see what Madcaster has to say.


Johnnycat93 wrote:
I'll post an explanation when I get home from work. The short answer is that its based on dev commentary from Psionics Augmented.
Burnscar wrote:
There was a developer post that said that they thought that the Gifted Blade archetype could/should be something that the Soulknife gets for free instead of giving up their damage boost thingy, basically.

So, if we reach 3rd level, with Gifted Blade I will still get the Psychic Strike? Well, might as well add War Soul to the mix. I'll make some changes and post the stats today.

Johnnycat93 wrote:
Madcaster are you interested in a joint backstory? Sibling Soulknives could be fun.

Sure thing. I'll send you a message later today. Or you send me. Whoever is faster. :)


Aidan D. Lafont, at your service. Backstory in progress.

Defense:

AC: 16 =10 +4 armor, +2 dex
Touch: 12 =10 +2 dex
Flat-footed: 14 =10 +4 armor

HP: 11 (1d10+1)

CMD: 13 =10 +1(BAB) +2(Dex) +0(Str)

Fort: +1 =+0(class) +1(Con)
Ref: +4 =+2(class) +2(Dex)
Will: +6 =+2(class) +4(Wis)

Offense:

Speed: 30 ft.

CMB +1 =+1(BAB) +0(Str)

BAB: +1
Melee: +1
Ranged: +3

Power Points: 6

Swirling Panoply: standard action, 110 ft., 20 ft. raduis., 1d6 slashing and piercing damage

Panoply of Blades: move action to create, no AoO for ranged attacks, threat area 5 ft., max range 5 increments,
5 Light weapons - Attack +5, Damage 1d6+4 (19-20/x2, range increment 20 ft., Piercing)
5 One-handed weapons - Attack +5, Damage 1d8+4 (19-20/x2, range increment 15 ft., Slashing)

Maneuvers Known:
*Body of Delusion (SG) - Counter (A); Make an Autohypnosis check to halve damage taken from an attack.
*Ego-wounding Strike (SG) - Strike (A); Your attack may inflict a –2 penalty on attack rolls, skill checks, and ability checks.
*Flash of Insight (SG) - Boost (A); On a successful attack or CMB check, you grant an ally a new save against an ongoing effect.

(*Readied Maneuvers)

Stances Known:
Battle Mantra (SG) - You gain flexible insight bonuses to aid your combat ability.

Statistics:

Aidan D. Lafont
NG, Male, Medium, Humanoid (human), 5 ft. 10 in. (177 cm), 164 lbs (74 kg)
Soulknife (Psychic Armory, Gifted Blade, War Soul) 1
Init +2; Senses: Darkvision, Perception +8

Str 11 (+0)
Dex 14 (+2)
Con 12 (+1)
Int 12 (+1)
Wis 18 (+4)
Cha 10 (+0)

Traits:
Psionic Knack (Soulknife) - +2 trait bonus to your ML as long as this bonus doesn't raise your ML above your current HD.
Perceptive Talent - +1 trait bonus on initiative and on Sense Motive checks while you are psionically focused.

Feats:
1[character]: Rapid Shot
1[race]: Deadly Aim
1[class]: Wild Talent

Skills:
6 per level =4(class) +1(human) +1(int)
6 total
+6 Acrobatics* 1 +2(dex) +3(class)
+8 Autohypnosis 1 +4(wis) +3(class)
+4 Intimidate 1 +0(cha) +3(class)
+8 Perception 1 +4(wis) +3(class)
+8 Sense Motive 1 +4(wis) +3(class)
+6 Stealth* 1 +2(dex) +3(class)

*ACP -2

Languages: Common, Dwarven

Racial features:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Soulknife Features:

Form Panoply of Blades (Su):
The psychic armory can form a myriad of blades around her body to encircle her loosely, orbiting over and around her in shiftless patterns. These weapons are of all manner of shapes, large and small, and they glimmer in and out existence as used or if ignored for too long. These weapons are the psychic armory’s mind blades, and while cosmetically they can look however they are imagined, they all function the same based on their weapon type. The psychic armory forms a number of weapons equal to 1 + her Wisdom modifier (minimum of 1) of light and one-handed mind blades as a move action. At 2nd level, she adds 1 + her Wisdom modifier two-handed mind blades to her panoply of blades. These weapons are quasi-real and may not be used to attack directly in melee. Instead, the psychic armory directs them telekinetically, hurling them with the use of her psychokinetic throw ability. Once thrown or used to attack, the weapon dissipates after coming into contact with a creature or object. The panoply of blades replenishes at the start of the psychic armory’s next turn. These mind blades form around the psychic armory and occupy her space.

These weapons threaten adjacent creatures, and the psychic armory may make attacks of opportunity as a ranged attack against targets within 5 feet should an attack be provoked. Ranged attacks made within melee reach of an enemy when using her panoply of blades never provoke attacks of opportunity. The concentration required to manifest the panoply of blades means the psychic armory cannot use other weapons, natural attacks or off-hand attacks while using Psychokinetic Throw but she may use a shield to defend herself.

Regardless of the weapon forms a psychic armory has chosen, her panoply of blades does not have a set damage type per weapon type. When shaping her panoply of blades and assigning abilities to it, the psychic armory chooses whether the weapon type (light, one-handed, or two-handed) will deal bludgeoning, piercing, or slashing damage. The psychic armory may change the damage type of an existing weapon group (light, one handed or two handed) in her panoply of blades, or may summon a new panoply of blades with different damage types, as a full-round action. Otherwise, the panoply of blades retains the last damage type configuration chosen every time it is summoned. If the psychic armory chooses to reshape the weapons within her panoply, it requires a full-round action to do so per weapon type she chooses to reshape. She may also re-assign the type of damage dealt as part of reshaping her panoply of blades if she so chooses. A psychic armory can reassign the special ability or abilities she has added to her panoply of blades from her enhanced armory class feature. To do so, she must spend 8 hours in concentration. These cannot be the normal 8 hours used for rest, even if the psychic armory does not require sleep. After that period, the panoply of blades materializes with the new ability or abilities selected by the psychic armory.

The psychic armory’s light mind blades deal 1d6 points of damage, the one-handed mind blades deals 1d8 points of damage, and the two-handed mind blades deals 2d6 points of damage. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. In all forms, each mind blade has a critical range of 19-20/x2. A soulknife with powerful build or any similar ability forms appropriately-sized mind blades dealing the size-appropriate amount of damage. A mind blade is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon.

The soulknife can use feats such as Power Attack or Combat Expertise in conjunction with a mind blade just as if it were a normal weapon. He can also choose “mind blade” for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Powers or spells that upgrade weapons can be used on a mind blade. The soulknife can use feats such as Weapon Finesse that work on light weapons with his mind blade, but such feats only work on mind blades in a light weapon form.

Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blades by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blades for a number of rounds equal to his class level before he needs to check again, although the mind blades are treated for all purposes as non-magical, masterwork weapons while in a place where psionic effects do not normally function. On an unsuccessful attempt, the mind blades vanish. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blades while he remains within the psionics-negating effect. He gains a bonus on Will saves made to maintain or form his mind blades equal to the total enhancement bonus of his mind blades.

The soulknife chooses the appearance of his mind blades, although the shapes must reflect the selections the soulknife has chosen: a bludgeoning mind blade would be blunt, slashing would have an edge, etc.

The psychic armory’s panoply of blades is subject to anything that would affect a mind blade, except crystal hilts. When using the psychic strike class feature, the psychic armory may charge a number of weapons from her panoply of blades of her choice. The panoply of blades may take enhancements as if it were both a melee and a ranged weapon.

This replaces the shape mind blade and form mind blade class features but counts as these class features for prerequisites or requirements

Psychokinetic Combat:
The psychic armory gains the benefits of the Point Blank Shot and Precise Shot feats when using her panoply of blades. This class feature counts as those feats for the purposes of requirements and prerequisites.

This replaces the bonus feat gained at 1st level.

Psychokinetic Throw:
The psychic armory never need touch her blades before psychokinetically hurling them at a target and may make iterative attacks as her base attack bonus allows. As the attack is directed mentally, the psychic armory makes the ranged attack using her Wisdom modifier instead of her Dexterity modifier to determine her ranged attack bonus with her panoply of blades. She adds her Wisdom modifier to damage in place of her Strength. Due to the purely mental nature of how these attacks are made, the psychic armory cannot use Psychokinetic Throw to make off-hand attacks (such as when fighting with two weapons). Feats that modify ranged attacks specifically (such as Deadly Aim and Rapid Shot) function normally for use with the psychic armory’s panoply of blades.

The range and damage of this attack depends on what weapon type is used (light weapons have a range increment of 20 feet and one-handed weapons have a range increment of 15 feet). At 2nd level, the psychic armor gains the Two-Handed Throw blade skill for use with this class feature, allowing the psychic armory to use psychokinetic throw ability with two-handed members of her panoply of blades with a range increment of 10 feet. A psychic armory’s panoply of blades has a maximum range of five range increments.

This replaces the throw mind blade class feature but counts as throw mind blade for prerequisites or requirements.

Swirling Panoply:
The psychic armory may set her panoply of blades spinning and may expend her psionic focus to cause them to explode out around her or at a designated point within medium range (100 feet + 10 feet per psychic armory level) as a standard action. This effect creates a 20-foot-radius explosion of cutting blades that inflicts 1d6 points of slashing and piercing damage per psychic armory level, plus the enhancement bonus of the psychic armory’s panoply of blades to all targets within the blast radius. A successful Reflex save (DC 10 + 1/2 the psychic armory’s class level + the psychic armory’s Wisdom modifier) will halve this damage. This attack is subject to damage reduction as normal. This uses all of her blades for the round and they return to her panoply the following round. If the psychic armory possesses an energy-based blade skill (such as Fire Blade), she may choose to have her swirling panoply deal half its damage as energy damage of the same type as the energy based blade skill of her choice.

Wild Talent:
The soulknife gains Wild Talent as a bonus feat at 1st level. This provides his with the psionic power necessary to manifest his mind blades. A character who is already psionic instead gains the Psionic Talent feat.

Initiating Features:

Maneuvers:
A war soul begins his career with knowledge of three martial maneuvers. The disciplines available to him are Broken Blade, Sleeping Goddess, Solar Wind, Thrashing Dragon, and Veiled Moon. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by a war soul is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown on Table: War Soul Maneuvers. The war soul must meet a maneuver's prerequisite to learn it.

Upon reaching 4th level, and at every even numbered war soul level after that, he can choose to learn a new maneuver in place of one he already knows. In effect, the war soul loses the old maneuver in exchange for the new one. The war soul need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The war soul can swap only a single maneuver at any given level. A war soul's primary initiator attribute is Wisdom, and each war soul level is counted as a full initiator level.

War Soul New Disciplines – A war soul can trade one of his available disciplines for the Riven Hourglass, Scarlet Throne, or Tempest Gale discipline. If he does not have that discipline’s associated skill as a class skill, he gains it as a class skill.

This ability replaces the psychic strike class feature and the blade skill at 10th level.

Maneuvers Readied:
A war soul can ready all three of his three starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by meditating over his mind blade for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. War souls do not need to sleep or be well rested to ready their maneuvers; any time he spends 10 minutes in meditation, he can change his readied maneuvers. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the war soul initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until they are recovered, see below).

War souls may recover their maneuvers in one of two ways. The war soul may concentrate on his mind blade to recover an expended maneuver from its psychic projection as a standard action and recover one maneuver. Alternately, he may flood his psychic being with martial knowledge by expending his psionic focus to recover a number of expended maneuvers equal to his Wisdom modifier (minimum of two) as a full round action. While recovering maneuvers, the war soul's mental state makes him react violently to those who would attack him. When attacked, he may make an immediate counter-attack against his attacker at his full base attack bonus; he may only make one counter-attack against a given enemy per round, and he may make no more counter- attacks then his 1 + his Wisdom modifier per round.

Stances Known:
War souls begin play with knowledge of one 1st level stance from any discipline open to them. At the indicated levels (see class table), the war soul selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the war soul cannot learn a new stance at higher levels in place of one he already knows.

Gear/Possessions:

Chain shirt (AC+4, MDB+4, ACP–2, ASF 20%, 25 lbs.)
2 flasks of Alchemist's fire (1 lb. each)
Fighter's kit (on horse)

Carrying Capacity: Light 0-38 lb. Medium 39-76 lb. Heavy 77-115 lb.
Current Load Carried 27 lb.
Money: 62 GP

Light Horse (+Riding Saddle, Saddlebags)


Here's the specific passage for those curious:

Quote:
Soulknives, High Psionics Campaigns, and You: Depending on the type of campaign world you play in, if the GM would call it a ‘high psionics campaign’, it would be within reason to allow soulknives to add the manifesting and power progression of the Gifted Blade archetype to all soulknives by default, for a more ‘psionic’ soulknife. This gives the soulknife more of a competitive edge in a world where manifesting and/or magic is highly dominant without compromising the combat abilities of the class. The Gifted Blade archetype in return adds some additional flexibility as well as in and out of combat versatility to the soulknife that lets it stand as both a combative and psionic equal to classes like the psychic warrior or marksman. In games with higher levels of expertise, powerful classes and abilities, or just generally better toys available to people, it would be considered prudent to add the Gifted Blade archetype’s powers to the soulknife to keep them competitive.

Also, Aidan will have Psionic Talent instead of Wild Talent thanks to his Sleeping Goddess Maneuvers. Any Sleeping Goddess maneuvers known give a character a power point pool and the psionic subtype.


Question: In 3.5 The Psion had a Psicrystal that was kind of like an "animal" companion, but I don't see that or anything to replace it in Pathfinder's SRD. Would you allow me the Psicrystal from 3.5 by any chance? (I really liked it!) But if you won't that's fine.


There are psicrystals in DSP Psionics:

Psicrystal Affinity
Psicrystals

Also, you won't find any of this material on the SRD as it is all 3pp. You'll have to use the d20pfsrd


Johnnycat93 wrote:

There are psicrystals in DSP Psionics:

Psicrystal Affinity
Psicrystals

Also, you won't find any of this material on the SRD as it is all 3pp. You'll have to use the d20pfsrd

Thanks! That was fast!


Busy day at work, hopefully I'll be able to finish my character sheet tomorrow & share it.


Jonnycat93 Thanks for helping out. Just a reminder you are not competing with each other so a communal spirit is appreciated when I am otherwise preoccupied.


Stormstrider wrote:
Busy day at work, hopefully I'll be able to finish my character sheet tomorrow & share it.

Look forward to it.

Reminder to all deadline is Friday October 28 at Midnight (GMT -5). You need a legal character (that conforms to the Character Creation Guidelines) and a backstory that explains why you are currently employed as a caravan guard.


I don't think I'll be able to get together a good enough submission in time so I'll withdraw. Have fun all.


oyzar wrote:
I don't think I'll be able to get together a good enough submission in time so I'll withdraw. Have fun all.

Sorry to hear. Thread will stay open until then should you change your mind or suddenly be gifted a block of free time.


Current Submissions:

  • Johnnycat93 - Soulknife (gifted Blade; War Mind) - Character Reviewed & Story
  • Madcaster - Soulknife (Gifted Blade, Psychic Armory)
  • Edgar Lamoreux - Kineticist (Dreamscared Version)
  • ScorchedOne - Marksman (Shroud) - Character Reviewed & Story
  • Stormstrider-Psion - Story
  • Joynt Jezebel - Sorcerer (Phychic Bloodline/ razmiran priest) - Character Reviewed & Story
  • oyzar - Zealot (PoW Expanded)
  • Ken Marable - Unknown
  • Fraust - Elan Psion
  • Burnscar - Half-giant Pathwalker Psychic Warrior 1 - Character Reviewed
  • Ouachitonian - Soulknife
  • GM Mowque - Halfling Vitalist

So currently the following players have met the dual requirements for this game, a completed character following the character creation guidelines outlined in the introductory post and a background story that explains how you became a caravan guard:

  • Johnnycat93
  • ScorchedOne
  • Joynt Jezebel

Remember, if you aren't familiar with Psionic characters I have 4 pregenterated characters for you to choose from should you be interested so don't let that hold you back.

If anyone is having problems and needs extra assistance, please contact me. Good luck.


"That is because all you fleshy races are infinitely inferior to our scaled and furred magnificence." Completely ignoring the fact that Johnnycat93's character has flesh and not fur or scale.

"Come, join us in our magnificent splendor."

I would approve of Burnscar joining. That way you two can be up in melee while the foxy one and I hang out in the back. Oh the potential invisible shenanigans.


And here's my Character sheet as promised!

This is really starting to look like fun!


Background for Aidan.

Spoiler:

Aidan is Neils younger brother. Now, usually the older look out for the younger. Not in this case. Unlike his brother, Aidan is a bit more down to earth and cool headed, always keeping Neils out of troubles. Well, most of the time. And this isn't one of those times. He just left Neils for a couple of hours, looking for a job, and guess what happened? He beat down two people who were hired to guard a caravan, that was just setting out. Not surprisingly, they were given a choice - either go to jail, or replace the men. Guess what they chose?

Aidan tried to train with his brother, but it didn't suit him. Why only one blade? Surely, if you can create one weapon with your mind, you can create more? So he began his own training - imagining many weapons at once, flying and swirling around him. That took a while and still takes a bit of effort to create all those blades, but it was worth it. Aidan also had to think of fighting techniques that would be beneficial to his style.

He doesn't have a certain goal in mind. Go with the flow, that's his motto. While it's fun, interesting, and adventurous, he'll follow his brother. And if it's not, well. Time will tell.


Not going to be able to make the deadline for this one. Really cool to see more love for psionics on the boards though


Current Submissions:
So currently the following players have met the dual requirements for this game a completed character following the character creation guidelines outlined in the introductory post and a background story that explains how you became a caravan guard:

  • Johnnycat93
  • Madcaster
  • ScorchedOne
  • Joynt Jezebel
  • Stormstrider

I have communicated with a few others so I anticipate their completed characters and backstories by the deadline.

Remember, if you aren't familiar with Psions, I have 4 pregenterated character for you to choose from should you be interested so don't let that hold you back.

If anyone is having problems and needs extra assistance, please contact me.

If you are just stumbling on this, there is still time.

Good luck.


Formerly posting as Stormstrider, here's my post with my character alias in the case that I get chosen! And a proper link to my updated Character Sheet.


Alright, my stat block and such, at least, should be nice and ready to go. I should be able to get my story in order before the deadline, too, everything allowing.


Updates from the GM

So I have completed prepping The Opened Mind for PbP. I hope to have a party picked by Sunday night, dot in, do some introductory posts by Wednesday, and then I feel even with the US holidays we can finish this by the 1st of the year. There are a lot of RP opportunities so if it runs long, I am cool with that.

I will post the selected party in this thread as well as a PM to all the applicants that completed a Character and a Background to let them know if they made it or not.
Included will also be instructions on dotting in to the new game play thread This thread is gronk and some light reading on how to set up your character and how I run my PbP.

So the good news is that barring any unforeseen circumstances, after finishing The Opened Mind, we can move on to the AP, Third Dawn. I hope that the selected party feels the same after we finish The Opened Mind.

Current Submissions:
So currently the following players have met the dual requirements for this game a completed character following the character creation guidelines outlined in the introductory post and a background story that explains how you became a caravan guard:

  • Johnnycat93
  • Madcaster
  • ScorchedOne
  • Joynt Jezebel
  • Stormstrider

I have communicated with a few others so I anticipate their backstories by the deadline.

Remember, if you aren't familiar with Psions, I have 4 pregenterated character for you to choose from should you be interested so don't let that hold you back.

If anyone is having problems and needs extra assistance, please contact me.

If you are just stumbling on this, there is still time, though not much :0 . Just over 24 hours.

Good luck.


Tio Story:
Tio was born one of several in his family, a naive, rural child raised on a farm. His brothers and sisters took to the simple work handily, but it bored him, no matter what chores and labor were expected of him. He had a very active imagination, with recurring themes of adventure and grandeur, and his ever-present companion, who he called Lagun. While his parents blew it off as the rambling machinations of the mind of a child who had yet to grow up, Tio yet believed, Lagun gradually becoming more and more well-defined in his mind as he grew, instead of the hazy, friend-shaped form he'd always taken in their "adventures."

Despite their attempts to force Tio to "grow up", he continued to assert that his imaginary friend was real, even into his teen years. THey had him work harder, pushing the tough young man with the more arduous tasks around the farm to try and break him of this habit, but to no avail, the long days merely toughening both his resolve and his body. His long hours continued until one day, coming home from the fields, his family's farm was raided by a roving band of Orcs. The stress of combat, and his urge to protect his family, harsh as they were on him, drove Lugan to appear, although a tad smaller than the hulking mass he'd envisioned. Though it wasn't enough to save all of his family, he managed to save his little brother, Aldwin, and his youngest sister, Emma.

He knew they could no longer sustain the farm, and certainly didn't have the funds to hire out help, so he took the last of the money his parents had earned, what little of worth remained in the house, and their old workhorse, and moved to the nearest city. Tio worked odd jobs here and there, spending his free time trying his hand at more artistic pursuits to try and make some extra money, though what little talent he had seemed to be in sculpting, and they hadn't the tools or the materials to make anything worthwhile. He did, however, help any he came across who had found themselves in trouble, stopping many a bar brawl and a mugging with the help of little Lagun.

One of these such cases happened to be a merchant, only a few days before he planned to leave for Jace's Stanchion, his next stop, with many gains to be had. Stumbling back to his inn after a night of overambitious drinking, the merchant had been assailed by a pair of simple thugs. Tio had, likewise, been doing some drinking, though he hadn't the coin to get terribly inebriated. His path crossed that of the merchant at precisely the right time, as he heard the boisterous thug jingling the gold-laden coinpurse and laughing, just before Lagun formed from dust and debris nearby, held together by pure force, and slammed into him from Tio's direction, knocking the fool out cold. The second thug, a tad wiser than the first, was likewise dispatched, though both were left breathing, if only just. The merchant thanked him through slurred speech, asking what he could do to repay the him. Tio noted the man's affluence, and smiled. "Please, make sure my brother and sister are taken care of," he said plainly to the man, and though the merchant agreed, it was at a cost: Tio was to make sure that his journey to Jace's Stanchion went undeterred, and once he was safe at his destination, the children would be directed to a safe, new home. Tio agreed, whether for better or for worse, assuming that such a wealthy man was neither a fool or a cheat, and that he would be able to visit his siblings when he was able, free to do more dangerous, though lucrative, work to grant them a living.

Not great, I'm sure, but it's certainly a lot better than nothing. Probably doesn't jive at all with the setting, but as you said, that's not an issue in this case. Sorry for such a late admission completion, but at least it's before the deadline!


Just found this... Its perfect!

I have just under 24 hours, yeah?

I'll have my character pollished by then, I'd love to be a part of this.


Louxman wrote:

Just found this... Its perfect!

I have just under 24 hours, yeah?

I'll have my character pollished by then, I'd love to be a part of this.

Deadline is Midnight (GMT -5). Don't pull a Cinderella ;)


Well, it seems I've made the mistake of giving up too early - I had gotten it into my head that the deadline was midnight of yesterday, so I sort of gave up on getting done in time.

I think I have five hours, if I'm doing the time conversion right. I should be able to get done in five hours, so that is major good news.


I would like to humbly submit Squirm for consideration.

I've just finished the alias and it's gone 1 am here so I'm sorry if it is a little confused. I've really fallen for this character concept as I've been putting it together so I hope You can find room for little Squirm. It came out rather more Lovecraftian than I thought it was going to though...

Anyway, good luck everyone.

Louxman


Burnscar wrote:

Well, it seems I've made the mistake of giving up too early - I had gotten it into my head that the deadline was midnight of yesterday, so I sort of gave up on getting done in time.

I think I have five hours, if I'm doing the time conversion right. I should be able to get done in five hours, so that is major good news.

Bit more than that, but not too much more. Looking forward to reading it.


Here we go. It's far too late for me to be up really, so I'll cut it here.

Character Sheet:
Vara
N Female Half-giant Pathwalker Psychic Warrior 1
Init +0, Senses Low-light Vision, Perception +7
AC 17, T 10, FF 17, CMD 14, FFCMD 14
Hp 16 (1d8HD)
Fort +4, Ref +0, Will +3 (+2 vs fire effects)
Speed 20ft. (30ft. unarmored)
Melee
...Greataxe +4, 3d6+6 (*3)
...CMD +4
...Dagger +4 1d6+4 (19-20)
Ranged
...Chakram +0, 2d6+4
...Dagger +0, 1d6+4 (19-20)
Maneuvers (IL 1)
...1 - Body of Delusion (Readied)
...1 - Scything Strike (Readied)
...1 - Panthera on the Hunt (Readied)
Stances (IL 1)
...1 - Battle Mantra (Active)
Psychic Warrior Powers (ML 1, 7/7pp)
...1 - Offensive Precognition
...1 - Vigor
Psi-like Abilities (ML 1)
...Stomp 1/d (DC 10)
Str 18, Dex 10, Con 14, Int 10, Wis 16, Cha 8
BAB +0
Feats Psionic Talent, Psionic Body, Psionic Weapon
Traits Impressive Physique, Signature Moves(Scizore)
Skills Autohypnosis +7(1 rank), Intimidate +5(1 rank), Perception +7(1 rank), Sense Motive +7(1 rank), Survival +7
ACP -7
Languages Common
Special FCB(+1pp), Giant Blood, Powerful Build, Psionic Aptitude, Warrior's Path(Scarlet Throne Path)
Gear Large Greataxe, Large Masterwork Scizore(wrapped in cloth and hidden at the bottom of a chest in one of the wagons), 5 Large Chakram, Dagger, Splintmail, Explorer's Outfit, 44gp.

Background:
Vara hails from the Jettur clans that traverse the shifting sands, but she holds little regard or indeed thought for her ancestry - Her parents split from the clan while she was young, and she grew up in the big city. The only thing she retains is their psionic traditions, which are partially hereditary anyway - her mother did teach her meditation and some traditional mental excersises, but that was as far as it went. The young Vara was much more interested in the practical use of her psionics than the philosophy and ritual surrounding them.

That's how she got into pitfighting. She joined up to get an actual test of her strength, in search of a way to make money and to just maybe get a shot at real fame. It went fairly well, all things considered. She fought well, and over the course of a few years became fairly famous under the moniker 'Adamant'. She also fell in love with a fellow gladiator, a charming dwarf of all things, and together they hatched a scheme to get rich, fixing matches.

They were found out, naturally, and management wasn't happy - Alwin, her dwarven lover was quickly arrested, and she was in hot water, to put it mildly. So she cut her hair, skipped town, and hired onto the first and best caravan looking for muscle. The further from her home it was headed the better, and this caravan was ranging far and wide indeed.

In her effort to ditch her image, she's eschewed the impractical oversized scizore of her training in favor of a similarly oversized, but more practical axe and forgone her reinforced costume in favor of traditional armor. She's changed her gear, but she can't seem to shake the fighting style entirely. She'll forget herself from time to time, and allow her enemy to score hits on her just to show off.

She figures she's level-headed and, with just a few notable exceptions, a good judge of character.


Updates from the GM

So I have started reading and prepping the AP, Third Dawn and I am glad I did. This gave me the chance to alter some content form The Opened Mind to dovetail in better.

I will post a thread closed soon so the time is nigh.

Again, I hope to have a party picked by Sunday night, dot in, do some introductory posts by Wednesday, and then full steam ahead.

I will post the selected party in this thread as well as a PM to all the applicants that completed a Character and a Background to let them know if they made it or not.
Included will also be instructions on dotting in to the new game play thread This thread is gronk and some light reading on how to set up your character and how I run my PbP.

Current Submissions:
So currently the following players have met the dual requirements for this game a completed character following the character creation guidelines outlined in the introductory post and a background story that explains how you became a caravan guard:

  • Johnnycat93
  • Madcaster
  • ScorchedOne
  • Joynt Jezebel
  • Stormstrider
  • Edgar Lamoreux
  • Louxman
  • Burnscar

Remember, if you aren't familiar with Psions, I have 4 pregenterated characters for you to choose from should you be interested so don't let that hold you back.

If anyone is having problems and needs extra assistance, please contact me.

If you are just stumbling on this, there is still time, though not much :0 . Just less than 3ish hours.

Good luck.


************ Recruitment is now closed *************

Please check back for the official party selection tomorrow.


A modicum of luck to all those who applied. I hope to be playing with most of you soon.


If I may draw the suspense out a bit, a quick personal story.

So I have been gaming the majority of my life, and for the last 3 years pretty heavily on the Paizo forum. I have three characters with a combined post total of 2,000. So I take this seriously.

Now the odd thing is that I have applied for quite a few games, and to date I have only successfully been recruited into exactly 1 game. I was even cut from a game where 6 people applied and the GM took 5. Before you feel too sorry for me, that 1 game I got in was the first one I applied to on the Paizo forum and I am still gaming strong with that group.

So I know the time it takes to create a character (and even one that conforms to specific character creations guidelines) and writing a story/personality to go with it. I want to sincerely thank you for the time and effort you put in to apply for this game.

I am pleased to announce that everyone who completed a character and backstory has been selected. With 8 applicants, it only makes sense to create two tables, Table A & B.
I have gone on record to say that I don't care about party balance, and that is true. If the numbers landed differently, then I 100% would not have looked at party balance. But I did. I also tried to get a mix of experienced PbPers, and people who are knowledgeable about Psionics. Hope I did a good job.

Lastly, running two tables of The Opened Mind is not a big deal for me, but running two tables of The Third Dawn not so sure. We will have to see what happens after we finish The Opened Mind.

Without further ado:

The Opened Mind Table A

  • Madcaster
  • Joynt Jezebel
  • Edgar Lamoreux
  • ScorchedOne

Please dot in Gameplay Thread A by posting with your Opened Mind character alias, and then deleting your post. Then please read the Discussion Tab on how to set up your character and how I run my PbP.

The Opened Mind Table B

  • Stormstrider
  • Johnnycat93
  • Louxman
  • Burnscar

Please dot in Gameplay Thread B by posting with your Opened Mind character alias, and then deleting your post. Then please read the Discussion Tab on how to set up your character and how I run my PbP.

I thank you all and look forward to having a fun gaming experience with you all.

TheBobJones

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