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Welcome, to meta-Westcrown. This game will be played using Pathfinder rules. I've got to wait til September to buy it, so we've got a short time to just chat before starting. Play: Daily posts recommended during the week, weekends optional. I generally try to post as DM 2-3 times day but am not perfect. If you won't be able to post for a few days please let us know in advance. I will try to do the same. Character generation: 4d6 take best 3, arrange as you like. Max hp at first level. Roll hp on later levels. You may take a free profession or craft at first level. Roll starting cash, minimum of 1/3 max cash. I don't own any splat books so I prefer to stick to core. However, if there is something you want to try, we can talk about it. If we try something out of core, I reserve the right to withdraw permission if it seems broken to me during play. The Council of Thieves Player's Guide is required reading. If I can find it again, I'll post a link. Finally as part of your character, can you include at least one reason why your PC is devoted to the city, one reason why he is dis-satisfied with the status quo, and short descriptions of 3 common people you would know in town. Said desriptions being at least a name, profession , and relationship to you. wow good stats for me... STR 16, DEX 16, CON 14, INT 13, WIS 11, CHA 13 with a +2 to strength for an 18 I know what I want to do.. two weapon fighter but not a finesse one..battle axe and short sword OK, I have a basic set of stats rolled here. Obviously no racial adjustment yet, and no name ... Therealthom, I had an idea that worked in a character concept and would suit this, but that character was a human wilder (from Expanded Psionics). How do you feel about using a class from that, adapted slightly for Pathfinder? essentially she'll be a Blaster, a street waif who has developed a wild psychic power that helps her survive and later thrive. She has started to view the strays and underclass of the city as 'her people' and is something of an iconoclast, she wants change for the better. She may have received some kind of training at your option (I would like to use the 'Trained' variant of the wilder, which replaces the Volatile Mind feature with the Expanded Knowledge feat at each increment), but she could just be a one off 'wild talent' in the world. Race I'd prefer to be human, with the +2 to charisma (of course). There's a lot of raw emotion in her, and something in the past has hurt her ... and something has inspired her also. Edit: name of Waifrin Goddon, cousin to Marius Goddon (Wellard), when we were both children our family 'fell from grace'. Waifrin was enslaved for a while ... and doesn't talk about what happened before she escaped when her power started to emerge. Actually had a rethink on Marius TWF after reading the threads on the subject that have appeared over the last few days..I think I'll go for paired short swords instead..the over all damage goes down a bit but then again it saves a feat(I'm keeping the axe and the Morning star as backup..meaning I can cover all the weapon damage groups.. paranoid..me??..well...yes actually, I've been caught out too many times with the wrong weapon for an encounter at low levels) Ooh...good rolls! I want my character to be a grappler of some kind. I'm thinking of a ranger with a couple of levels of fighter, maybe. My idea is a farmer's wife whose children are all grown up and who's now looking for big game to hunt, namely the shadow beasts that haunt Westcrown at night. I hope that's not too far out. :-) Guys, the concepts look great. Hogarth, go for it. I always the dig the average joe as hero. Dabbler, funny you should mention the underground railroad. I grew up in a town where a stop was a prominent part of local history. That's a really cool idea. We'll give Xaaon a couple days to respond, then recruit a couple more people. therealthom wrote: We'll give Xaaon a couple days to respond, then recruit a couple more people. I've got a couple of Westcrown Clerics written up, if you end up with room for another. They are 20 pt. buy and average starting wealth, but I could probably tweak them quickly enough. Albina Mariposa, Cleric of Asmodeus
Spoiler:
Albina Mariposa
Female human Cleric of Asmodeus 1 LN Medium humanoid
DEFENSE
OFFENSE
STATISTICS
Base Atk +0; CMB +1; CMD 12 Traits Diabolist Raised (+1 to Bluff, Diplomacy, Intimidate & Sense Motive checks against Westcrown nobility and +1 to saves vs. mind-affecting attacks from devils), Sacred Conduit (+1 save DC on channeled energy attacks) Feats Command Undead (human Bonus, Will DC 14), Selective Channel Skills (2 +1 (int bonus), +1 (human), +1 (favored class)) Appraise 0 (+1), Bluff 0 (+3), Craft (alchemy) 0 (-), Diplomacy 1 (+7) , Disguise 0 (+3), Heal 1 (+6), Knowledge (arcana) 0 (-), Knowledge (history) 0 (-), Knowledge (nobility) 0 (-), Knowledge (religion) 1 (+5), Knowledge (planes) 0 (-), Linguistics 0 (-), Profession (-) 0 (-), Sense Motive 1 (+6), Spellcraft 1 (+5), Stealth 0 (+1); armor check penalty 0 Languages Common (Taldane), Infernal SQ orisons, channel negative energy (1d6, Will DC 14 for ½ damage) 6/day, spontaneous inflict spells, 30 ft. fire bolt for 1d6 damage 5/day, move action to create 1 mirror image that lasts 1 round / level 5 / day, bluff, disguise and stealth are cleric class skills Load 48.5 lbs; Lt 0-43 lbs., Med 44-86 lbs, Hvy 87-130 lbs. Combat Gear
Racial +2 Charisma, +1 Feat, +1 skill point / level, Favored Class: Cleric (bonus taken for skill points) Appearance
For her part, Albina took the change without complaint, as her parents had always been standoffish (and were very obviously not at all interested in the House of Thrune or the church of Asmodeus, merely wanting to curry favor with rulers they feared, instead of loved). The priest who officiated at her birth was long-gone, and apparently not so well-connected as he had proclaimed, for she was given no special treatment or favor as an acolyte, and indeed found the children of more ‘reputable’ houses to be given leave to treat ‘lessers’ such as herself as their personal drudges and whipping dogs. Over the years, her pallor faded to a more normal hue, although she tends to accentuate it with powders, to better suit the ivory flesh she was named for. Her hair is a light brown, which she finds an utterly boring color, and dyes with henna to make it a striking shade of almost metallic red. Naturally straight and lacking curve, Albina takes the opportunity afforded by the stiff treatment to sculpt and curl her hair, often setting her bangs up in curling ‘horns’ in the fashion that is so popular among her peers. (It’s trendy to look like a tiefling. It’s completely unacceptable to *be* a tiefling…) With a slender build, and a studded leather breastplate pulled so tight as to require the assistance of someone stronger than herself to fasten the straps in the morning, Albina cuts quite the lithe and fiendish figure, despite her lack of infernal heritage. In the temple, brutality was balanced by order, and she found it child’s play to outmaneuver some of the more base scions of houses greater than her own, as there were rules that simply were not to be broken, and with a little cunning, she could ensnare this arrogant whelps into getting caught sneaking out after curfew, or harboring proscribed substances. Keeping anyone who tormented her in a perpetual state of ill-favor with their clerical tutors became something of a game for her, and she loves nothing more than how the rules can be bent, broken and turned against the truly base. Indeed, as a result of this behavior, she came to find that the more venal evils encouraged by some of her tutors led to, in her opinion, sloppy and arrogant thinking. Of her peers, it seemed that the most vulgar and ignorant eagerly embraced the tenets of brutality and excess, while the truly clever, such as herself, focused on mastering the law, and, more importantly, mastering themselves. Instead of surrendering to a false sense of superiority and entitlement, those who learned to ‘work the system’ were, like her, less likely to embrace the selfish and rapacious aspects of their faith. And so this young woman, who decorates herself to present a fiendish front to the world, whose birth was heralded in darkness, and whose childhood was filled with duplicity and scheming in a temple full of devil-worshippers, finds that she has no stomach for evil. She finds it banal, and suspects that the true challenge is to skirt the lines and stay one step ahead of a charge of heresy, flirting with a much more dangerous and thrilling game than any other. In truth, she’s quite a bit like her parents, in that respect, never quite accepting the ascension of the Thrice-Damned House of Thrune and attempting to juggle the appearance of obedience with private apostasy, but pointing that out would be a great way to piss her off… Marius Metellus, Cleric of Shelyn
Spoiler:
Marius Metellus Male human Cleric of Shelyn 1 NG Medium humanoid
DEFENSE
OFFENSE
STATISTICS
Base Atk +0; CMB +1; CMD 12 Traits Child of Infamy (+1 Perform (act) and always a class skill, +300 gp), Charming (+1 Bluff or Diplomacy checks vs. someone who might find you attractive, +1 save DC on language-dependent spells you cast on those who might find you attractive) Feats Selective Channeling (B), Weapon Focus (glaive) Skills (2 +1 (human), +1 (favored class)) Appraise 0 (+1), Bluff (CC) 0 (+4, +5 vs. those who find you attractive), Craft (alchemy) 0 (-), Diplomacy 1 (+7, +8 vs. those who find you attractive), Disguise (CC) 0 (+3), Heal 1 (+6), Knowledge (arcana) 0 (-), Knowledge (history) 0 (-), Knowledge (nobility) 0 (-), Knowledge (religion) 1 (+4), Knowledge (planes) 0 (-), Linguistics 0 (-), Profession (-) 0 (-), Sense Motive 1 (+6), Spellcraft 0 (-); armor check penalty -1 Languages Common (Taldane) SQ orisons, channel positive energy (1d6, Will DC 13) 6/day, spontaneous cure spells, standard action to grant luck to another by touch, they can reroll all d20s in the next round and take best result usable 5/day, +1 resistance bonus to all saves, can grant to another by touch for 1 minute 5/day but loses own bonus while doing so. Load 49.5 lbs; Lt 0-50 lbs., Med 51-100 lbs, Hvy 101-150 lbs. Combat Gear
Racial +2 Charisma, +1 Feat, +1 skill point / level, Favored Class: Cleric (bonus taken for skill points) Appearance
Much to his delight, while the devil-spawn (as he called them) who ordered him about grew up to be gangly, wispy-haired and chinless, like their father, he grew tall, thick of limb and fair of face. His mother even commented once that he resembled his father, although he has no idea who that man might be, and, given his step-fathers tendency to duel (or have murdered) those he suspected of cuckolding him, he hopes the man left town soon after meeting his mother. Lacking a talent for the performing arts, and the sort of financial backing that his step-father was showering on his ‘real children,’ Marius found his calling at the temple of Shelyn, which, not at all surprisingly, first drew his attention soon after puberty, when the many lovely and graceful ladies of the church, practicing in the morning light with their decorative glaives, began to inspire his body in more adult ways. He was hardly the first teenaged boy to watch the dances and exercises of the Shelyn clergy with prurient interest, but he was one of a select few who worked up the nerve to talk to them, and, impulsively, to take up a laughing maidens offer to join them in their morning celebrations. A strange and exciting journey it has been, and the boy is long since a man, a man sworn to defend the temple with the signature weapon of the faith and the surging energies of life that build and flow within him, contained by his will and certain ascetic practices. The ladies of the temple are now his sisters, and he regards them as such, but his nature has not become that of a monk, and he spends a fair amount of his off-time enjoying the company of ladies whom he does not regard as sisters… Thanks therealthom, I'm glad you like the concept, please check over my 'character sheet' to see what you think as I develop it (I've put my translation of the Wilder in a spoiler at the end - not many changes, mainly just skills and upping the hit dice to d8s). The underground rail-road seemed logical to me - wherever you have slaves, you have this kind of arrangement, and where skilled people are being reduced to slaves, it's practically a foregone conclusion. However to flourish in Cheliax, whoever runs it would have to have some means of detecting infiltrators ... Made my role for starting cash here for 100 gp. I'd like to have Waifrin have hold of an old family heirloom - nothing vastly valuable, but something that can identify her. I was thinking maybe a 10gp value ring she has kept hidden? It may be useful as a plot device at some time. Edit:
Wrath, thanks for the info. That's good to know. Under the one good turn rule, and assuming you're lurking because you're intrigued by Council of Thieves, would you like a spot at the table? Set, nice clerics. If you'd like a seat you're in. Given some of the other characters' back story, I might shy away from the Azmodean. (although I like a little intraparty tension to liven things up. ) We'll wait a bit on Xaaon and give him a decent period to reply. For those of you who are not reading the adventure a little spoiler to make my life easier. The adventure more or less revolves around you joining a rebel group, though they might describe themselves as community activists or civic boosters. So your characters should be open to that idea and at least willing to tag along. Payday is coming soon, and with it the new rules. Then I can vet your PCs properly. Also, I'm taking a long weekend Labor Day. (September 4-9) I will be out of touch for the duration. It might be best if we plan on starting after that so as not to immediately interrupt the narrative. Hey, Thom. I just noticed you're prepping a Council of Thieves game. And I recently dropped out of one that was getting started but fell through when the DM disappeared for a week while we were all still generating characters. I'd like to join your mix if there's room...as I know your style and you're a very dependable GM. My character for the other game was going to be a Cleric of Milani (CG goddess of hope, devotion, and uprisings), which I thought would be a perfect fit for the adventure path. But I see Set is contemplating running a Cleric. So, if necessary, I could put together something different. I don't see a Rogue or arcane caster in the mix quite yet. So I could take one of those roles. Or, if Set is willing to relinquish the Cleric role, I could run mine. --Neil P.S. You should be able to get a sense for the Cleric of Milani by checking out Akorian's profile. Akorian Henderthane wrote: My character for the other game was going to be a Cleric of Milani (CG goddess of hope, devotion, and uprisings), which I thought would be a perfect fit for the adventure path. But I see Set is contemplating running a Cleric. So, if necessary, I could put together something different. I don't see a Rogue or arcane caster in the mix quite yet. So I could take one of those roles. Or, if Set is willing to relinquish the Cleric role, I could run mine. I'd be willing to leave the Cleric-ing to you, if he's got room for another player. After designing the two characters, I kind of fell in love with Albina, while Marius just leaves me cold. While Albina, by Asmodean standards, is a troublemaker extraordinaire, I suspect that the 'of Asmodeus' bit would cause all sorts of distracting social barriers that would chew up time and complicate otherwise straightforward scenes and negotiations with NPCs. No reason to slow down the game with a difficult character choice. Set wrote: I'd be willing to leave the Cleric-ing to you, if he's got room for another player. Very cool. I'd love to play alongside you guys, as this has the indications of a devoted group that should hopefully last through the AP. Set wrote: ...I suspect that the 'of Asmodeus' bit would cause all sorts of distracting social barriers that would chew up time and complicate otherwise straightforward scenes and negotiations with NPCs. Probably so. The Player's Guide has good suggestions for which characters are most ideal for the Council of Thieves. One class that could really shine is a Bard. Maybe you could give that one a try? Lots of interaction and roleplay opportunities for a guy with those kind of skills. Plus, the whole second adventure supposedly entails a live on-stage performance for a bunch of nobles, according to the info shared by Paizo so far. --Neil Let's close the door on more PCs. Roster: Hogarth fighter
possibly Wrath and Xaaon. We're a little fighter heavy but the first adventure plays into that well. Dabbler, I missed the Wilder class the first time I read over your character. I'll have to take a longer look at what you've got there. Thanks for including the supporting rules. I'm sure we can work something out. Would the location of the Pathfinder SRD help at all in checking out our characters? Also the Pathfinder Conversion Guide is what I used to run across the Wilder from the XPH. I put the Wilder in a spoiler at the end, but here is what I wrote anyway: The Pathfinder Wilder Hit Dice: d8 Class Skills: Autohypnosis*(Wis), Acrobatics (dex), Bluff (cha), Climb (str), Craft (int), Escape Artist (dex), Fly (dex), Intimidate (cha), Knowledge (psionics)(int), Perception (wis), Profession (wis), Psicraft (int), Sense Motive (wis), Swim (dex). * Autohypnosis – this skill is fully described in the Expanded Psionics Handbook. In addition to it’s listed uses, it also takes on the additional uses of the Concentration check listed in the XPH. Skill Points per Level: 4 + Int Modifier Weapon & Armour Proficiency: Wilders are proficient with light armour and simple weapons, and all shields but tower shields. This remains unchanged. No other changes are necessary for the wilder, however it may be appropriate to add a ‘free use’ power to the class at first level to bring up to the level of other spell-asters, used 3 times plus charisma bonus per day. Suggestions might include one of: Hard to Hold: Wilders are difficult to pin down, they can use the force of their will to make them harder to grapple or imprison. They can add their Charisma bonus to their CMD, or to an Escape Artist check. Psychic Influence: The wilder taps into their forceful personality for a +4 bonus on any social interaction check (Bluff, Diplomacy, Intimidate, Gather Information, Sense Motive). See-me-Not: While wilders can be flashy, some prefer to avoid attention. A number of times a day, the wilder can add their Charisma bonus to their chances to avoid attention – effectively a stealth check. Tantrum: The uncontrolled psychic power of the wilder manifests in a poltergeist-like frenzy. A target five-foot square is saturated with telekinetic force – this inflicts 1d4 force damage, +1 per two class levels. Tentative Wizard notion. It's rough, since I just kind of coughed it up. Zarabeta, Spell-for-Hire Spoiler:
Zarabeta
Human female Wizard 1, N, Irori (formerly Sarenrae) Str 10 (+0), Dex 14 (+2), Con 14 (+2), Int 17 (+3), Wis 10 (+0), Cha 13 (+1)
HP: 8 (1d6+2), AC: 12 (+2 Dex), Spd 30 ft., Init +2, Saves: Fort +2, Ref +2, Will +2, BAB +0, CMB: +0, CMD: 12, Atk: +0 Dagger (1d4 P/19-20), +2 thrown Dagger (1d4 P/19-20, 10' range increment) Class Abilities: Scribe Scroll, Arcane Bond (familiar), specialist Conjuror (opposed to necromancy and evocation), +1/2 level rounds to duration of summoning spells (minimum 1), acid dart 1d6 acid damage as ranged touch 30 ft. 6 / day (ignores spell resistance). Racial Abilities: bonus feat, +1 skill point / level, +2 Int, Favored Class: Wizard Feats: Spell Focus (conjuration, B), Augment Summoning Traits: Conspiracy Hunter (+1 Diplomacy checks, always a class skill), Genie-Caller (Qadira Companion p 25, +2 caster level to one conjuration / summoning spell per day) Languages: Kelish, Common (Taldane), Osirioni, Draconic
Spells:
Equipment;
Encumbrance (Lt 33 lbs, Med 34-66 lbs, Hvy 67-100 lbs): 19.5 lbs carried normally, 29.5 with bedroll and rations
Familiar - Uqabi, Raven (speaks Kelish fluently, sometimes makes one word comments in Common…)) Spellbook: All cantrips, Charm Person, Color Spray, Endure Elements, Mage Armor, Mount, Summon Monster I Zarabeta is a seller of things, her services as a translator, or rented mount spells (she never pretends that they are real horses or attempts to swindle them, always making it very clear that the mount is a temporary effect) or 'desert blessings' of endure elements, or crafted alchemical reagents or sending her familiar out to deliver messages across town. She sets a price that she thinks is fair, and then sticks to it, rarely showing any interest in haggling and sometimes losing customers with her stubbornness. She has been known to 'troll' the marketplace, using detect magic and her appraise skill to hunt for bargain items that possess ancient magics their sellers seem unaware of, or damaged goods that she can repair with a simple mending and then resell at a great value. She works hard to cultivate the impression of being coldly mercenary and practical in all things, but she works out of Westcrown for a very specific reason. As a girl, her merchant father came to Westcrown to deliver a shipment of spices that was to seal the families fortunes for once and for all, only to never return home, with the captain of his merchant ship returning home empty-handed, with the sad news that her father’s shipment of spices had been seized for failure to present the proper trading documentation. Her father had been accused of smuggling and was hauled away to be executed. Her family’s fortunes were dashed, and her mother was forced to sell off their home to pay the debts her father had accrued in gathering the spice shipment in the first place. Allowed to dwell within the humbler home of the apologetic ship captain, who had been one of her fathers’ must trusted employees, she turned from writing poetry and dreaming of boys to the study of the arcane arts. Those Chelaxian monsters bound devils to their will, and so she would tap into the mysteries of her homeland, and entreat with genies to foil their schemes. It was almost ten years to the day when the strong-willed young woman, fresh out of tutelage at the hands of a disreputable binder of genies (the only sort of tutor she could afford), stepped off of a ship onto the docks of the city that stole her father away and set her onto this uncertain path. Will Westcrown burn for the insult to her family, or will Zarabeta just be another person swallowed up by the city? She has become a familiar sight in certain districts, although she scrupulously avoids interacting with the local authorities, functioning as a ‘sellspell,’ often for less than reputable interests, although she diligently honors the wording of any deal into which she enters, and has not accepted any tasks involving violence. Yet. While raised to the worship of Sarenrae, Zarabeta has little time for such thoughts these days, and, when disposed to prayerful thought, is more likely to say a word to Irori (or, even more rarely, Nethys), whose tenets she find more compatible with her own nature. Zarabeta is a relatively short woman, slim and rarely moving with any feminine grace. Her choppy movements are perhaps indicative of the deep and abiding anger that lurks beneath her stoic face. She keeps her dark hair cut short, usually kept more-or-less trimmed with her own dagger, and wears a minimum of makeup, keeping to her ascetic habit of spending a bare minimum on her own luxuries (something she affects as part of her money-grubbing miserly persona, but is an ingrained habit, from her childhood of luxury lost, growing up on the handouts and generosity of a man who used to be in her family’s employ). Thanks to daily use of mending and prestidigitation none of her gear shows much sign of its extended wear, and she will absolutely use an item until it falls apart and can no longer be repaired, at which point, she’s as likely to tear it up for scraps or sell it to a junk dealer for a few copper coins! It remains to be seen if her copper-pinching nature will prove to be her downfall… Set wrote: Zarabeta, Spell-for-Hire... She doesn't seem all that "rough" of a concept to me. And I like her background reason for being in Westcrown. Setting up one type of conjurer (genie-kind) vs. the Chelaxian conjurers (devil-binders) has a nice feel to it. Before going with Akorian as a rebellious cleric of Milani, I had contemplated playing an abjurer in my previous CoT game, because I was planning on going toe-to-toe with the Chelaxian conjurers and their extraplanar allies, as well. I've sort of achieved the same "game plan" with my cleric by choosing the Protection domain, though. So I could see Akorian and Zarabeta getting along quite well. Just call them A-to-Z. :-D Hey, thank for the offer guys, but I was actually just lurking because some of the names cropping up here caught my interest. I like the characters these guys put together and thought I'd have a little look at what this one's going to turn out like. When I saw you waiting for Xaaon I'd thought I'd try and help speed your progress is all. Would love to play but I already have too many game commitments at the moment. Thanks anyway and good luck. I'll be lurking your game thread when it fires up. Cheers NSpicer wrote:
Yeah, that sort of wrote itself, which is nice. Her original backstory was 'sells spells for money.' Kinda one-dimensional, so it was nice that tying her into Westcrown (and particularly into wanting to see Westcrown punished) ended up playing into what I was doing. I picked Conjuror for purely mechanical reasons, so the whole 'my summon-fu beats your summon-fu' notion could be interpreted as last-minute justification. :) I had the numbers jotted down for possible Pathfinder Society play, but that was 3.5, so I had to make some tweaks (which, being me, takes about as long as it would have taken me to make it from scratch, since I'm constantly adjusting a number here, and then forgetting to change the derivative values in other places). I so need an editor. (I *am* an editor, but editing one's own work is about as advisable as trying to perform your own vasectomy...) NSpicer wrote: Before going with Akorian as a rebellious cleric of Milani, I had contemplated playing an abjurer in my previous CoT game, because I was planning on going toe-to-toe with the Chelaxian conjurers and their extraplanar allies, as well. I've sort of achieved the same "game plan" with my cleric by choosing the Protection domain, though. So I could see Akorian and Zarabeta getting along quite well. Just call them A-to-Z. :-D If there was ever a viable counterspelling mechanic in this game, I would *so* play an Abjurer. I love the idea of playing a character who is all about saying, 'No.' to the enemy spellcaster. I cast...
Flaming...
Holy...
Wall of...
Dabbler wrote: Zerabata complements the rest of the group nicely - Waifrin is essentially a blaster. That should be neat to see. I've got zero experience with 3rd edition psionics (I played a few Dark Suns Psionicists back in 2nd edition, after The Will & The Way came out, though), so I'm looking forward to seeing what sorts of stuff they bring to the table. The closest I've come to 3.X psionics was playing an arcane Soulknife (all powers based on magic, tapping into innate racial, class feature or feat-derived spell-like abilities, prepared spells or spell slots, instead of power points). I liked the Soulknife because I could play it without really having to learn the psionics rules. :) The 3.5 system is better than 3.0 (which I concede I never bought, and was renowned for being unbalanced), the major differences between it and magic are that the powers are often broader in scope, but you have less of them. They do not automatically scale, but require additional power points to enhance them. The Wilder is the psionic equivalent of a sorcerer; rather than intellect or insight they use sheer force of personality and raw emotion to generate effects. They get very few powers, but they have the ability to 'surge' in order to punch above their weight. For example, Waifrin's energy ray is her only power at first level. She can manifest it as fire, electric, cold or sonic energy, and for one power point (all she can use at first level) it inflicts around 1d6 damage. At second level she could expend two power points and do 2d6 damage. However, she can also 'wild surge' - at first level, this increases her effective level by one and automatically augments her power by the same amount, so she could inflict 2d6 damage at first level by surging. However, surging has a price: however much you surge by, you do a d20 check and if you roll equal or lower than the amount by which you wild surge, you are dazed for one round and lose power points equal to your level. This makes Wilders good blasters, but poor utility casters. Set wrote:
Chelaxian Overlord: "What's happening? Why's nothing working?!" Chelaxian Minion: "It's nega-mage, sir! She's gone from suck to blow." :-D Dabbler wrote: ...We could use a rogue at some point but we'll have to see what happens... If Mother Vangelis picks up ranks in Disable Device, she should also have enough Stealth and other skills to cover us in that regard. I still say the better "rogue" complement right now would be a Bard. That should really round things out. Such a character could mix freely with Akorian's noble background...sing or chronicle the accomplishments of Marius the pit-fighter...know Waifrin the wilder from the streets...and still rub arcane "elbows" and barter with Zarabeta the exotic wizard. Marius Goddon wrote: Hey Neil..hope this cleric isn't as intense as Istas..I don't think I could cope with two of them. Hah! No worries, Wellard! The intensity for Istas comes from a combination of her Shoanti heritage and utter faith that fate is always on her side as a result of worshipping Pharasma. I plan to go a different direction with Akorian. He'll still be a man of action...after all, anyone wielding a morningstar is going to be pretty intent on doing some damage in battle. But he has a much softer concern for the everyday folk, hoping to inspire hope in them through a combination of benevolence and leading by example. I see Milani's priesthood as a collection of normally unassuming priests devoted to healing and uplifting others through acts of kindness. It's only when governments get out of hand and lose sight of the greater good for the people that they start advocating for a revolution and get rebellious. Akorian's headed that way, of course, but I'll try and show him as a bit less agitated and more secretive in his efforts to change the world in the early going. NSpicer wrote:
Don't mock. the party wizard in the group I DM for loaded up on dispel magics for taking on the leader of the cult that they were fighting ... damn him! Damn him all to heck! Dabbler wrote: Don't mock. Oh, that wasn't mocking. That was just an attempt at offering up some geek humor from Space Balls. Dabbler wrote: ...the party wizard in the group I DM for loaded up on dispel magics for taking on the leader of the cult that they were fighting ... damn him! Damn him all to heck! My personal GM motto: Never penalize a player for devising a workable strategy within his PC's capabilities. I would've loved to roleplay my GM frustration with that outcome by channeling it through the NPC villain's frustration. ;-D Wrath wrote:
Cool. Dabbler, any possibility of scanning and e-mailing me the 3.5 wilder base class info or typing it up here? I haven't had time to read the pathfinder conversion yet (assuming there's more to it than what you've posted here), but what you've posted here only gives me deltas from a baseline, not the baseline itself. I'd like a chance to look over the class and see what features the future holds and make sure I'm good with them. therealthom wrote:
You can see it here: http://www.d20srd.org/srd/psionic/classes/wilder.htmWILDER
Adventures: Wilders see dangerous quests as further opportunities to use their emotion-triggered psionic abilities. Eager to show what they can do, wilders use their psionic abilities against whatever obstacles confront them. Wilders are concerned first of all with the anifestation of their powers, but do not shy away from wealth or items that can further upgrade their abilities. Characteristics: Wilders are passionate about their powers, often pushing themselves to their utter limits with their wild surges. However, they are not blind to the risks of the wild surge and the limited number of powers they can call upon. Thus, they develop their skills and fighting ability as best they can, honing themselves to be useful in all situations. Alignment: Wilders are capable of adopting any of the alignment viewpoints, none of which are at odds with personal psionic development.
GAME RULE INFORMATION
Class Skills
Class Features
Table 2–6: The Wilder
Hogarth, thanks for the wilder link. Dabbler, sorry to be making you jump through hoops. I'm just nervous when adding something unfamiliar to the game. I haven't used psionics since AD&D where I had some bad experiences. It'll take me a day or two to leaf through all the d20 SRD material. (I still need to keep my job and family happy too.) F. Castor wrote: Hello there! Out of curiosity, is there still room? I think we have a full roster, but I'll put you at the top of the alternates list in case anyone drops out. therealthom wrote:
That's quite OK, I would do the same! If you need any other info, please don't hesitate to ask. For the record, the 3.5 psionics system is pretty well balanced with conventional casters by most accounts. If you do decide that it's too much/too difficult, let me know and I can always rework Waifrin in some way. Dabbler wrote: If you do decide that it's too much/too difficult, let me know and I can always rework Waifrin in some way. If you reworked her, I assume you'd keep her street savvy background. In which case, you could make her a Rogue and use some of your rogue talents to pick up a bit of arcane magic (i.e., 0-level cantrips or 1st level spells) to maintain some "spark" of unexplained ability. Or, you could make her a Sorcerer or Bard and just say her innate arcane power is "psionic-like" in execution. It might give you more range than the psionic powers, as well, because of the greater variety of spells available to Sorcerers and Bards. Also, maybe there's a sorcerer bloodline that would help duplicate a wilder? You could even work up a new bloodline and base it on extreme emotion or psychic powers somewhere in your family's geneaology. I would keep her as street-savy yes, but I would prefer to keep her as a wilder - that class says clearest what I want her to be and how I want her to work - in fact I may take a level or two of rogue at some point anyway, as it works well with her background. If I can't have the wilder, I'll cross that bridge when I come to it. Mother Vangelis wrote: O.K., I think I'm about done my character for now. Do we have a projected date for when the game will start? That's a pretty awesome concept there. You kind of lose me around the wrasslin' farm-mom bit, but I have always had a notion to make a character that was a parent who had gotten their kids out of the house and now wanted to make a name for himself/herself. I'd have probably gone with a different class (former farm-wife, not taken the vows of a Druid, or now finally exploring that knack for Sorcerery that haunted her as a child and gave her that 'touched' reputation), but the basic concept is awesome. Far too many of my own characters end up with no real family ties (one distant parent, at most) just because I don't want to deal with it, and it is neat to see the opposite in play, a character who has a passle of family! And oh look, Zarabeta, no father. Qu'elle surprise. :)
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