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Lazarus Warpghost 太极狼
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Hi DM done.
A vitalist begins play knowing two vitalist powers of your choice. At every odd-numbered class level after 1st, he unlocks the ability to know more powers at any given time.
Choose the powers known from the vitalist power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a vitalist to learn powers from the lists of other disciplines or even other classes.) A vitalist can manifest any power that has a power point cost equal to or lower than his manifester level.
The number of times a vitalist can manifest powers in a day is limited only by his daily power points.
A vitalist never needs to prepare powers ahead of time; he draws them from his mind when needed. When a vitalist recovers his daily power points after resting, he may choose to rotate one or more powers he knows for new ones. These powers must always be chosen from the vitalist power list, and the maximum number of powers the vitalist may know at any one time in this fashion is listed on Table: The Vitalist. If a vitalist learns a power through other means, such as the Expanded Knowledge feat or psychic chirurgery, this power is known in addition to his normal powers. He may never exchange it for another power from the vitalist list when he chooses his powers known, and it doesn't count against his limit of powers known at any one time.
The Difficulty Class for saving throws against vitalist powers is 10 + the power's level + the vitalist's Wisdom modifier.
Maximum Power Level Known: A vitalist begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.
To learn or manifest a power, a vitalist must have an Wisdom score of at least 10 + the power's level.
Knacks (Ps)- Vitalists of all forms learn to manipulate the energy of body and mind in minor ways. A vitalist selects two general knacks, along with one knack from his corresponding method. Knacks may be used at will, as long as the vitalist maintains psionic focus. Unless otherwise specified, vitalist's knacks cannot target creatures that do not have a Constitution score. General knacks are listed below.
Dazzle: The vitalist targets one creature with a ranged touch attack. If the attack is successful, the creature is dazzled until the beginning of the vitalist's next turn.
Disruptive Touch: The vitalist can disrupt the natural energy of the body as a melee touch attack, causing the creature touched to be staggered for 3 rounds. A successful Fortitude save (DC 10 + vitalist's Wisdom modifier) negates this effect.
Hinder: The vitalist may, as a ranged touch attack, cause a creature to take a -1 penalty on a single attack roll, saving throw, or skill check, at the vitalist's discretion. This penalty fades after 1 minute if the target does not make the appropriate type of roll.
Induce Pain: The vitalist may make a ranged touch attack at an enemy within 30 ft. If the attack is successful, the target takes 1d3 points of damage.
Invigorate: The vitalist grants a target 1 temporary hit point with his touch. The temporary hit point lasts 1 minute.
Sicken Body: The vitalist chooses one target within 30 ft. That target must make a successful Will save (DC 10 + vitalist's Wisdom modifier) or be sickened until the beginning of the vitalist's next turn.
Soulthief Power
A soulthief vitalist adds collapse to his list of powers known. This does not count against his number of powers known.
Soulthief Knacks
The soulthief vitalist can choose a talent that focuses on debilitating and manipulating the energy of enemies.
Fatigue: As a ranged touch attack, a soulthief may cause a target to be fatigued for a number of rounds equal to his class level. A successful Fortitude save (DC 10 + soulthief's wisdom modifier) negates this effect. This ability has no effect on a creature that is already fatigued.
Siphon: A soulthief may direct a ray of psionic energy at a target as a ranged touch attack. If it hits, the target suffers 1d3 points of damage, and the soulthief, or one member of his collective (soulthief's choice), gains 1 temporary hit point for 1 minute.
Soulthief's Touch- A soulthief vitalist of 2nd level who utilizes transfer wounds can choose to instead deal the amount of damage that transfer wounds would normally heal plus the soulthief's class level to the target, healing himself a number of hit points equal to the damage dealt. A soulthief may not heal more hit points than the touched creature had prior to using this ability.
This ability may only be used on creatures with a Constitution score and may not be used against creatures in the soulthief's collective. A soulthief may use this ability on creatures with a total number of hit dice less than half his vitalist level, but he gains no healing from it.
Collective (Su)- A vitalist learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a vitalist can join up to his class level in willing targets into his collective. The vitalist must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). A vitalist's collective can never have more members than his class level. The vitalist is always considered a member of his own collective, and does not count against this limit.
The vitalist can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until that member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A vitalist is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy and health sense, below).
A vitalist can manifest certain powers through his collective. If a vitalist power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may also manifest any power with the Network descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass vitalist), any compatible spell or power with a range greater than touch can also be used through the collective.
If a member of the collective dies, the member is removed from the collective and the vitalist must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member and be sickened for an equal number of rounds.
At 15th level, a vitalist's collective range is limitless on the same plane as the vitalist.
At 19th level, a vitalist's collective reaches even across to other planes and dimensions.
Collective Healing (Su)- Whenever a willing member of the vitalist's collective could regain lost hit points or ability damage, the vitalist may choose to redirect any or all of that healing to one or more other willing members of the collective as a free action. This can transfer instantaneous healing (such as a body adjustment power), healing from ongoing healing effects, such as fast healing, and even hit points gained from rest (in which case, a member of the collective would rest for a period of time as normal, and the amount of hit points and ability damage healed would go to another).
In any case, the original recipient of the healing effect chooses whether to allow the diverted healing, and does not gain the benefits of any healing he grants to another. The type of healing (positive energy, negative energy, construct repair, etc.) is unchanged from the original source for determining who or what can be healed.
Example: Darius the soulknife is a willing member of Jorus the vitalist's collective. He drinks a potion of cure light wounds that would normally heal him for 6 hit points, but Jorus decides to redirect 4 of those points to himself. Darius agrees and, as a result, Darius is healed for 2 hit points, and Jorus is healed for 4. If there were more members in Jorus's collective, Jorus could spread the healing from that potion out even more as long as the sum of hit points healed was no greater than 6.
A vitalist may even heal wounds through collective healing if at full health. This may only be used with healing effects such as potions, powers, or other such effects. [Healing] from long term care or natural healing cannot be transferred in this way.
Medic Powers
The vitalist gains special uses of some of his powers that are unavailable to other characters.
The following powers gain the Network descriptor when manifested by a vitalist: all powers of the [healing] subdiscipline, animal affinity, biofeedback, body of iron, endorphin surge, expansion, oak body, physical acceleration, sustenance, suspend life, timeless body, and vigor.
Transfer Wounds (Su)- All vitalists learn how to transfer wounds with but a touch. As a standard action that does not provoke attacks of opportunity, a vitalist may touch a target and heal it for 1d6 points of damage. The vitalist suffers the same number of points of non-lethal damage (up to the amount the target is actually healed) At 4th level and every 3 levels thereafter, the damage healed to the target and non-lethal damage taken by the vitalist increases by 1d6. A vitalist may use this ability a number of times per day equal to 3 + his Wisdom modifier. A vitalist may not use this ability upon himself.
Health Sense- Beginning at 2nd level, a vitalist may take a swift action to gauge the relative health level of collective members, determining the amount of damage, in hit points, that an ally has taken. In addition, the vitalist may make a Heal check as a standard action, with a DC of 15, to determine if any of the members of his collective are afflicted by a disease or poison.
Starting at 7th level, the vitalist can make a Heal check over his collective to stabilize a dying target or treat a wound from a caltrop, spike growth, spike stones, or similar. This ability improves at 12th level, and the vitalist may make a Heal check over his collective to treat a poisoned creature.
At 17th level, the vitalist is able to treat diseases in the same fashion, making a Heal check over his collective.
When treating a target over a collective, the DC of the Heal check is the same as if the vitalist was treating the target normally.
Spirit of Many (Su)
A vitalist of 2nd level gains special abilities when manifesting powers with the Network descriptor. He can manifest these powers on any member of his collective, even if they are out of the power's range or would normally be immune to the power. Whenever a vitalist manifests a power with the Network descriptor targeting only members of his collective, the power loses the mind-affecting descriptor (if it had it) and bypasses any power resistance, although it still provokes an attack of opportunity to manifest as normal. Network powers manifest only on members of the collective never allow saving throws -- their saving throw entry becomes “None,” although if the power specifies a subsequent saving throw, subjects attempt those saves normally. The vitalist also adds the following augment to all powers with the Network descriptor:
Augment: For every additional power point you spend, you can choose an additional target, so long as the target is a member of your collective.
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Traits
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No Tratits. Exchanged for 1 bonus feat.
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Racial Traits
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+2 to any ability score.
• One bonus feat.
• +1 Skill point at each level.
• Focused study: Rhaelians are versatile and are diligent when it comes to being good at something (Skill focus to one skill at level 1, 8, and 16th lvl).
• Emissary: Rhaelians are natural diplomats and can connect with people easily. Roll 2d20 for Diplomacy and Bluff checks and take the better roll.
• Weapon Familiarity: Rhaelians are proficient with firearms and the Rhaelian Lysis (similar to the Kajiiatan court and thin blade).
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Skills
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Acrobatics +7, Bluff +4, Escape Artist +7, Intimidate +4, Knowledge (engineering) +4, Knowledge (history) +4, Knowledge (religion) +4, Perception +8, Sense Motive +8, Stealth +7
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Equipment
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Mwk Nine-Section Whip, Shuriken, Unarmed Strike
However with the advancement of technology, slowly the old ways are being eroded by technology. Disillusioned, Asimilian left the monastery and started a new teaching called Neo-Taosim. He believes that to prey upon the living as models of perfection. He sees the life energy of the universe as a resource to be manipulated, even stealing it from other creatures. It is through this constant influx of energy that the devotee reaches his ultimate goal: power—personal, pure, simple. Nirvana, one with the universe
When he heard of the Avanestra is to explore the vast unknown, he know that he must respond to this call to search and assimilate the life energy of new species so as to attain Nirvana.
"Being, in coming into being, is produced by non-being. Affairs, as affairs, are brought into completion by non-being. When one talks about it, it has no predicates; when one names it, it has no name; when one looks at it, it has no form; when one listens to it, it has no sound -- that is Tao in completeness. Hence it is able to make sounds and echoes brilliant, to cause material force (chi) and material objects to stand out, to embrace all physical forms and spiritual activity, and to display light and shadow. Because of it darkness becomes black and plainness becomes white. Because of it the carpenter's square draws a square and the compass draws a circle. The compass and square obtain forms but the Tao has no form. Black and white obtain names but Tao has no name."
| Tyrn Jade |
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Hey guys. I really like all of your ideas! Seems a lot of you like monk, haha. I think I'll make the dead-line probably this Friday night or Saturday morning. Tentatively right now, I have picked an Eridani Pally/bard (cool combo!), my boy Cass, and an Animus Magus. I like all of your creations and if you don't get picked, people may die and I need a replacement so I'll use the recruitment page as a reference. Also, I'm not opposed to using cameos, lets say we need a specialist for something and you guys want to play a mission. I'll keep the default party at 6 though, mainly because of story investment. Again, all of your ideas are great. I'll answer the posted questions more specifically when I'm done getting my brain-swell.
Peace, fellow wanderers and star-seekers!
| Thak Val Zsing |
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@Tyrn- updated my profile with some backstory, it seems a little dark but I promise i'll be Lawful Neutral over Lawful Evil. EDIT: Blast, I just realized I'm going to have to go Monk/Inquisitor. The latter class choice is just too perfect for this sort of character. I realize this may make me unlikely to be chosen but I'll live with it.
@Lazarus- Well, a healthy diet is key to long life...
| Marko |
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I've got it! This is definetly a work in progress but still, here he is... sort of!
Adam is a Rhaelian, a former demolitions expert (specializing in bringing down buildings and fortifications deemed to hazardous to leave standing) and now a scientist for the Avanestra. He's an extremely intelligent individual who seems just a tad eccentric. What kind of scientist he is, exactly, is hard to tell considering just how much he knows about so many things, but surely there's a use for someone like him.
| Shizzle69 |
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I'm thinking about an Eridani Barbarian/Soulknife. He would probably be an earth, or fire type but I don't know much about them yet. Perhaps he could be water type and his warrior tendancies conflicted with his tribe, hence his willingness to join a stange spaceship crew. I noticed you had already chosen an Eridani, do you think 2 would be ok? I can always do a more skill focused Rhaelian version. That would probably use a gun with his mind blade, and take the urban barbarian. Either way I would like whatever info is available for Eridani. I'm feeling the Tribal aspect so that info would be nice, assuming you think 2 Eridani is a good idea.
edit: now I'm thinking ranger....hmmmm will animal companions be ok?
| Cassian Vespertine |
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Hiya boss. Here's a Link to my Character Sheet. Missing a name and some equipment but it's coming along nicely.
Thak - You and I have remarkably close builds but pretty different styles. Gestalt campaigns force and encourage more than a few stomped toes but what do you think could set our PC's apart from each other (aside from ranged v melee)? Juuuuuuuuuuust curious :-)
| Tyrn Jade |
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Shiz69er: I'm working on an e-mail for ya sir. I"m not opposed to two Eridani. In fact, I think it'd be cool if you played one as a more barbaric character. What alignment were you thinking?
Has anyone considered an evil character? Like I said, I take alignment with a grain of salt. So if you'd pick LE, I won't pull the "THAT'S OUT OF ALIGNMENT!" card if you're not trying to attempt to take over the world at any given moment. I"d simply treat it like you're just a cooperative a+@%%$# with a huge dip in compassion for others. Also, if I had just one evil character, I can introduce some other aspects to the game. I supposed a neutral would work too but again, I'm all for mixed party and it works a lot smoother the way I interpret alignment.
I'm excited to start this game! Hopefully I"ll get caught up this weekend with homework and I can get a solid intro for saturday.
| Shizzle69 |
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I think it's that we don't have anyone going full caster yet. Elves always make the best wizards.
I'd like to rescind my request for info on the Eridani. First because I don't think he would have gotten along with a paladin, also I think sending a lone paladin into space as a paragon of the race seems cool. Finally I think I'm settling on a Rhaelian Soulknife/Ranger I like the extra skills and the image in my head of him wielding a big gun is just too good. I also like being stealthy and large is not so good for that. I would choose the Kajiiatan as I see him working a lot with raw atma but many of the racial abilities are lost on a character like mine.
So since I'm thinking ranger do you think the companion will be an issue. I had thought it might be fun to have it be a robot I had crafted myself, perhaps a form of Animi. That's assuming it wouldn't be easy to have a regular animal around.
| Tyrn Jade |
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Thak: Ah, I see. Bonus feats. All races have 15 racial points. This is all found under the Gamemastering category on the d20pfsrd website under "Creating new races" I believe. It's a cool little system, I certainly had fun creating them. I really wanted to exemplify the Kajiiatans casting ability. I don't believe it'd be any RP costs if I gave them a +2 to an ability score instead of their normal attributes. Is there anything about them in particular that says, "Meeeeeeh...."?
| DM Heterocephalus |
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I believe to thats because alot are creating Psionic characters (My fault i guess...)
Perhaps you should give them nice free feats to encourage them to pick up magic as the default Power attack, Combat expertise and Improved Unarmed tends to favor martial roles.
perhaps those free traits should be tag to Race instead of Over all and then create new free feats for the Kajiiatan like empower quicken spell etc. Just some thoughts.
| Shizzle69 |
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I've never really been a fan of elves honestly. The Kajiiatans are sort of like elves. I think they are fine, and If I had chosen to be a wizard or any offensive spellcaster I think I would have been one, I still am thinking about being one and maybe doing soulknife/wizard. It's all up in the air right now but I know the basics of what he wants to do. Be great with machines, and beat face with a blade of mind power.
| Tyrn Jade |
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Right on. Yeah, I definitely wanted to specialize the races a little more. So I exemplified their roles with certain abilities. And no problems with psionics, honestly. There'd inevitably be overlap, especially in a tentative 6 member party, so making it available I think was a wise choice. Only thing that sucks is now I have to learn them rules. Haha.
And that's a good point with those extra feats. I just gave them away because I just want you guys to be able to do those things without the feats, but I can see how that may have upset the balance and would favor other roles. See? I'm still learning! Glad we can adjust while it's still ductile, as home-brew is like that. I'll post a modified Kajiiatan and add a more magic-friendly free-bee. Nothing crazy, just something that you have to pay to use anyway (like Power Attack and Com. Exp).
Oh wait, those feats changed in Pathfinder didn't they?
| Tyrn Jade |
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Actually, here's what I'll do. Sorry this may upset some folks but nothing was set in stone yet! ;) I didn't realize Power-attack gives a +2 to dmg for every -1 to attack in Pathfinder. I thought it was 1 for 1. So you'll just get Combat Expertise and Imp. Unarmed. I figured this doesn't give more feats, and it opens up what people want to do a little more, and Combat Expertise can be beneficial, even to spell-casters who find them selves caught in the weeds. Sorry, I hate to give and then take like that :( Don't hate me... I should mention I do not require spell components to cast spells, so that's like getting Eschew materials only better ('cause it's fo' free).
Thak, I have no problem with that, bud. I really liked your backstory though. I wouldn't mind if you still worked something like that in, you're just as likely to find a Kajiiatan xenogenist fanatic as a Rhaelian. But as always, the choice is yours. Not having that backstory won't effect your chances negatively, so no worries. Kajiiatan caster would be cool and appreciated.
| Shizzle69 |
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I'm going to be taking disable device and was curious if Magical traps are something we should all be worried about. Urban Ranger would be the way to go as I'm not thrilled about multiclassing with Gestalt. I'm also wondering if the ship would count as a favored community?
| Tyrn Jade |
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Hahaha. Ever had the filet of an aberration before? Mmmm....
Shiz: I don't think the companion should be an issue. We can always find out if it explodes in certain environments and use it to set off traps ;) Just kidding. I'd say no for sure on the construct animal companion. Sorry bud. Animus are truly unique!
I think there was a question awhile ago about the animals. So basically, things native to bother Midgar and Kajiiata are traditional animals listed in the book and whatever I add (I'm going to school for ecology, so there'd certainly be more biodiversity that 20 animals!). Obviously they'd be different from each other cosmetically and blah blah blah. We'll get to that gnitty-gritty in game. I should mention that just because we'll be encountering aliens, does not consider everything to be an aberration. I define aberrations as those DISTANT organisms, meaning they have such a different biology that not even the UT can work. It's kind of the same reason why the UT does not work flawlessly with animals. It simply allows more empathy between them, but there are still substantial limitations because of the anatomy for communication alone.
So you can pick an animal companion. It'd be cool if you thought of a more specific reason to bring your companion on expeditions. Consider the risks when encountering aliens! This game focuses a lot on the loss of translation and consequences it can have if you're not careful. What you see as a fluffy cute kitty may be something entirely different to a creature born of a different life.
| Tyrn Jade |
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Thak: I'd have to say no, sir. It's a cool idea certainly! I just can't butcher too much, I've definitely tweaked a lot as is. I'm sure you can make an even better version of that with a Fighter/Magus. DRAGOON!?!??!?! Come ooooooon.....
Shiz: There's no telling what you'll encounter. Any and all things can happen. Must always be prepared! And by definition of what's termed a community in the rules, the Avanestra would be considered a community. I'm not thrilled about muli-class gestalt either! To much clutter. I think a one combo is versatile enough without hogging all the blankets.
| Thak Val Zsing |
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Ah well :) I'll settle for proposing a Kajiatan pure caster.
Name: Erast of the Void
Class: Wizard(Conjuration)/Psion(Shaper)
Alignment: LN
Erast is a child of the synthesis of the two sects, one from Rhaelia and one from Kajiata. While openly this merging has been celebrated by the peoples as symbolic of the new future, the higher and most secret and conservative groups of the sects are greatly afraid. Worrying about the future of this war of souls they find themselves enmeshed in, they consulted their seers and oracles and drew on old items and magics of great divining power, and with their aid chose a number of children from the hordes of foundlings presented each year at the various temples. Each one would be raised and given charge of a dominion, and the caring for the souls within that space. One for the land of Rhaelia, one for the sky, one of the cities and so forth for Kajiata as well. Foretelling the construction of the Avanestra, Erast was chosen to care for the Void of space. As foreseen, all of the children developed the beginnings of great powers and abilities, and some are ready to be sent out into the world. Erast is one of that number.
Educated by the sects, Erast acts as a Guide upon the Avanestra, helping his kindred souls along the Path. The sects have sent him so that he might understand his dominion, and through that understanding, one day rule.
Personality- very similar to Thak's, except that Erast has more pride and a hidden degree of arrogance and less focus on heresy. Question is whether the exposure to the innumerable wonders of space and planets will temper him with humility and make him question if he should go along a new path, or whether he will become the ruler he was chosen to be.
| Shizzle69 |
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Cool I'm going to sleep on it any make the character sometime tomorrow hopefully. One more question if you don't mind. I had asked about playing a gifted blade Soulknife. It is a new archetype from the latest book, but is not on d20pfsrd yet. Would you be ok with me taking this? They switch out psychic strike for limited manifesting much like a psychic warrior.
Sorry this stuff is hard to read doesn't transfer well from pdf.
3, 0, 1, 1st
4, 1, 1, 1st
5, 2, 2, 1st
6, 3, 2, 1st
7, 5, 3, 2nd
8, 7, 3, 2nd
9, 9, 4, 2nd
10, 11, 4, 2nd
11, 14, 5, 3rd
12, 17, 5, 3rd
13, 20, 5, 3rd
14, 24, 6, 3rd
15, 28, 6, 4th
16, 32, 6, 4th
17, 37, 7, 4th
18, 42, 7, 4th
19, 47, 7, 4th
20, 52, 7, 4th
Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
BiofeedbackA: Gain DR 2/–.
BurstA: Gain +10ft. to speed this round.
Call WeaponryA: Create temporary weapon.
ChameleonA: Gain +10 enhancement bonus on Stealth checks.
Conceal Thoughts: You conceal your motives.
Deaden Attack*: Your attacks with weapons deal non-lethal damage.
Detect Psionics: You detect the presence of psionics.
DistractA: Subject gets –4 on Perception and Sense Motive checks.
Elfsight: Gain low-light vision, +2 bonus on Perception checks, and notice secret doors.
Empty MindA: Gain +2 on Will saves until your next action.
ExpansionA: Become one size category larger.
FloatA: Buoy yourself in water or other liquid.
Force ScreenA: Invisible disc provides +4 shield bonus to AC.
FortifyA: You gain a +2 resistance bonus on saves.
Grip of IronA: Your iron grip gives +4 bonus on grapple checks.
Inertial ArmorA: Tangible field of force provides you with +4 armor bonus to AC.
Metaphysical WeaponA: Weapon gains +1 bonus.
My LightA: Your eyes emit 40-ft. cone of light.
Precognition, DefensiveA: Gain +1 insight bonus to AC and saving throws.
Precognition, OffensiveA: Gain +1 insight bonus on your attack rolls.
Precognition, TacticalA*: Gain +2 enhancement bonus to combat maneuvers.
Prescience, OffensiveA: Gain +2 insight bonus on your damage rolls.
Prevenom WeaponA: Your weapon is mildly venomous.
SkateA: Subject slides skillfully along the ground.
Synesthete: You receive one kind of sense when another sense is stimulated.
Thicken SkinA: Gain +1 enhancement bonus to your AC for 10 min./level.
VigorA: Gain 5 temporary hit points.
2nd-Level Gifted Blade Powers
Body AdjustmentA: Heal 1d12 damage.
Body Equilibrium: You can walk on nonsolid surfaces.
Body PurificationA: Restore 2 points of ability damage.
Cloud MindA: You erase knowledge of your presence from target’s mind.
Concealing AmorphaA: Quasi-real membrane grants you concealment.
Defy Gravity: You move up and down, forward and back, via mental support.
Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
Dimension SwapA: You and an ally switch positions.
Dissolving WeaponA: Your weapon deals 4d6 acid damage.
Endorphin SurgeA*: You incite a rush of endorphins, augmenting your physical form.
Energy Adaptation, SpecifiedA: Gain resistance 10 to one energy type.
Feat LeechA: Borrow another’s psionic or metapsionic feats.
Heightened Vision: See 60 ft. in total darkness.
Prowess: Instantly gain another attack of opportunity.
Psionic Scent: Gain the scent ability.
Sustenance: You can go without food and water for one day.
Thought ShieldA: Gain PR 13 against mind-affecting powers.
Wall Walker: Grants ability to walk on walls and ceilings.
3rd-Level Gifted Blade Powers
Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
Dimension SlideA: Teleports you very short distance.
Ectoplasmic GrapnelA*: Use a ray of ectoplasm to perform a variety of functions.
Empathic FeedbackA: When you are hit in melee, your attacker takes damage.
Escape Detection: You become difficult to detect with clairsentience powers.
Evade BurstA: You take no damage from a burst on a successful Reflex save.
Graft Armor*: Your armor becomes an extension of your body.
Graft Weapon: Your hand is replaced seamlessly by your weapon.
Hustle: Instantly gain a move action.
Mental BarrierA: Gain +4 deflection bonus to AC until your next action.
Physical AccelerationA: You move faster, gain +1 on attack rolls, AC, and Reflex saves.
Psionic Lion’s ChargeA: You can make full attack in same round you charge.
Sharpened Edge: Doubles normal weapon’s threat range.
Ubiquitous Vision: You have all-around vision.
Vampiric Blade: You heal half of your base weapon damage.
4th-Level Gifted Blade Powers
Energy AdaptationA: Your body converts energy to harmless light.
Fold SpaceA: Teleports you short distance.
Immovability: You are almost impossible to move and gain DR 15/–.
Inertial Barrier: Gain DR 5/–.
Psychic ReformationA: Subject can choose skills, feats, and powers anew for previous levels.
Slip the Bonds: You cannot be held or otherwise rendered immobile.
Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Perception checks.
Truevenom Weapon: Your weapon is horribly poisonous.
Weapon of Energy:Weapon deals additional energy damage.
| Tyrn Jade |
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Thak, I dig it. I'd have to modify a little bit to fit this universe of course, but good draft for sure.
Shiz: Let me do more digging. I can't find it anywhere :-\ Safe to assume no. Also, I'm still waiting to hear from my Eridani, so if you're still interested, I wouldn't rule out that option just yet. I'd hate for you to make a poop-ton of character sheets.
Remember! Friday night/Saturday morning I'm going to probably make my decisions. For now, it's smoke and Full Metal Alchemist time. Goodnight, star-seekers.
Lazarus Warpghost 太极狼
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Hi DM updated backstory for Lazarus Warpghost 太极狼
Ironically just like how technology killed off religion and traditions. The Rhaelians, now have evolved into a very logical and scientific species, have wondrous technologies that reduce labor, and create room for more holistic pursuits with their lives. To fill the void in their souls that technology cannot answer.
It is this golden age that rejuvenate the Rhaelians to seek answers that science and technology cannot answer. During this period a young doctor by the name Lazarus Warpghost seeks answers as his wife is diagnosed with an incurable and extremely rare disease known as the "Dark Rot". All his medical training and most expensive technology that money can buy cannot find a cure for this disease. In one of his research for alternative medicines, he came across a ancient manuscript located in the World library.
We posses the ability to tap a bottomless well of physical and psychic energy called "汽" or "CHI". With it, you can harness the magical power of the universe. Yet most of us unknowingly block the flow of this power, and live out our lives not reaching the potential that we could achieve if we only knew how.
Intrigued he tried to seek answers to this "汽" however his wife's condition deteriorated passed away. In grief and disillusioned with technology and medicine, he seek solace in recluse in the Alpha Mountains.
Nothing was heard from Lazarus for the next 40 years until there was a rumor of a master that can heal the "Dark Rot" disease using this energy called "汽". Expeditions scientist and researchers along with people seeking for hope were formed and sent to seek this master. Convinced that the world need to learn about "汽", Lazarus decides to set up a monastery and school to train new generations of healers.
Lazarus is a master of the traditional philosophy, and systematically initiate the theory of Yin and Yang, the relation of man and nature, the relation with strong and weak. Lazarus mentioned the way
"learn from the nature as your teacher", "the new born baby is weak and soft, but the growing force is strong"
Lazarus named this art as "太极" or "Tai-Chi". Lazarus is also know as "太极狼" among the faithful.
When he heard of the creation of the Avanestra is to explore the vast unknown, he know that he must respond to this call to search and understand other civilization and species and to seek if "汽" exist in such forms.
Yasserian
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Presenting...
Yasserian
Male Animus Fighter 2/ Xenogenic Cleric 2
Lawful Neutral Medium-sized
INIT +8;Senses Perception +6
FEATS :Improved Unarmed Strike (H), Combat Expertise (H), Power Attack(H), Toughness, Called Shot, Scribe Scroll(B), Improved Initiative(B,House)
SKILLS :Acrobatics, Appraise, Bluff, Climb, Craft (firearm),Diplomacy, Disguise, Escape Artist, Fly, Heal, Handle Animal, Intimidate, Know (Dung), Know (Eng),Know (Hist), Know (Planes), Know (Noble),Know (Religion), Linguistics, Perception, Profession(ENG),Ride, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim, Use Magic Device
FAVORED CLASS Fighter +1 Skill point
Languages: Common, Elven, Draconic, Celestial,Abyssal
Yasserian
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Lazarus Warpghost 太极狼
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Hi Dm,
managed to finish up and build up the story and the rest of the details.
Ironically just like how technology killed off religion and traditions. The Rhaelians, now have evolved into a very logical and scientific species, have wondrous technologies that reduce labor, and create room for more holistic pursuits with their lives. To fill the void in their souls that technology cannot answer.
It is this golden age that rejuvenate the Rhaelians to seek answers that science and technology cannot answer. During this period a young doctor by the name Lazarus Warpghost seeks answers as his wife is diagnosed with an incurable and extremely rare disease known as the "Dark Rot". All his medical training and most expensive technology that money can buy cannot find a cure for this disease. In one of his research for alternative medicines, he came across a ancient manuscript located in the World Library.
We posses the ability to tap a bottomless well of physical and psychic energy called "汽" or "CHI". With it, you can harness the magical power of the universe. Yet most of us unknowingly block the flow of this power, and live out our lives not reaching the potential that we could achieve if we only knew how.
Intrigued he tried to seek answers to this "汽" however his wife's condition deteriorated and passed away shortly after. Lazarus was struck with grief as he became disillusioned with technology and medicine, he seek solace in recluse within the Alpha Mountains.
Nothing was heard from Lazarus for the next 40 years until there was a rumor of a master that can heal the "Dark Rot" disease using this energy called "汽". Expeditions comprising of scientist, doctors and people seeking for hope were formed and sent to locate this master.
His abilities shocked and baffled the scientist and the medical world as he cured patients of advanced stage of "Dark Rot". He mentioned that the Rhaelian bodies have thousands of points called "门" or "Gates" which are the entry point for "汽" and by manipulating the flow of "汽", one can seek to remove impurities and regenerate the body.
Lazarus became a household name overnight as the media hail him as a divine healer sent from heaven. Looking at the joy upon the healed patient's faces, Lazarus was convinced that the world need to learn about "汽". He set up a monastery among the Alpha Mountain and school new generations of healers.
Lazarus is a master of the traditional philosophy, and systematically initiate the theory of Yin and Yang, the relation of man and nature, the relation with strong and weak.
Lazarus also studied the form of the wind and plants and developed a new method of martial arts known as "太极" or "Tai-Chi". It involves bending and pushing, using softness to counter hardness. His choice of weapon is the whip which possess no form but yet all forms as one desire. Lazarus taught..
"Learn from the nature as your teacher", the new born baby is weak and soft, but the growing force is strong"
Lazarus is also know as "太极狼" among the faithful. Among which Lazarus also created a form of healing known as the collective. By tapping into the "门" or "Gates" of the subject, Lazarus can share his "汽" as a coalition transferring their sickness and wounds unto himself and healing them without contact.
When he heard of the creation of the Avanestra is to explore the vast unknown, he know that he must respond to this call. His mission to search other civilizations and species and explore if "汽" exist in such forms.
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