Psionic Game


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Xentik wrote:
Concept: Chmmr, a Star Crystal Synthetic

Man, I loved those games. I loved the little bird people the best, who insulted their enemies to restore their energy. "Jerk! Dweeb! Moron!" :)


Okay, so I've been doing some brainstorming with some help from Rynjin, and I'm thinking of doing some sort of Barbarian/Dread gestalt, with the Spirit Totem. Not sure what the race would be, it's tough to figure out what would fit best from just the descriptions.

The basic concept would be someone not all that bright who would rage (and be surrounded by ghosts) and then charge into combat screaming "OOOOOOOOOO, SPOOOOOOOKY!!" and then do some battlefield control by whacking people with a big weapon, causing affected enemies to piss themselves from fear.

I'd also probably get Superstition/Witch Hunter (assuming the bonuses would be applicable against psionics as well) to get rid of those pesky mages and psions.

I might spec into Psion Uncarnate later, so I can actually become a ghost. A very, very angry ghost surrounded by other ghosts that does bonus damage to the people who are most likely to be able to actually hurt him.

Like I said, it's still in the really early stages-I'm just waiting to see what most of the races would look like before I really start statting it up. Thoughts/suggestions?


Sorry everyone, my friends threw me a surprise party yesterday because of how crappy things have been lately, which is why I didn't post.

I WILL POST RACES LATER! SORRY FOR THE DELAY!

BEFORE I POST CHARACTER CREATION RULES LATER, HOW DOES EVERYONE FEEL ABOUT THE MEGACAMPAIGN IDEA TALORI PROPOSED?

Also, magic is embraced in the crystal desert, because the crystal sands warp psionics (Sort of like Primal Magic or Wild Magic,).

Alexgndl, no set time until the above megacampaign idea is voted on and character creation is put up. And no particular format for story, ect.

Rynjin, it extends to all magic, though the people of the Clockwork Emirate in the crystal desert think the reverse: magic is the way to go and psionics are a curse (Despite that they all have the power, the sands effects make it madness to pursue! Plus, sometimes manifesting powers in the desert can cause hemorrhages because of the power surging through the body, augmented by the crystalline sands!). Alchemy, at least most of it, is viewed as science and for the most part has no stigma. As far as supernatural abilities, it depends on how blatant they are and how good you are at convincing others that they are not magic. As far as whether people recognize you or not, it depends on how overt you are (If you show up in a village with spells active or robes burning with blue arcane sigils, it's obvious!), so discretion is key. Beware though, some major cities have 'augurs' to help root out magic, sort of like the templars from Dragon Age with a more sagely bent and very powerful psionic powers.

PSIONIC/MAGIC TRANSPARENCY IS UP FOR VOTE! I currently vote no, because it would reinforce WHY magic is still practiced by those with the gift and those who are mad or bold enough to study it or otherwise willingly seek it... there is little to no defense against it, save by other magical beings, which are exceedingly rare.


On Mega-Campaign: Sounds interesting. Would be a really good way to let everyone play, if nothing else (though sounds like it'd be a ton of work on you). Would also be a cool way to allow people to swap characters if they wished, and form parties based on the people they'd like to be with.

On Psionics/Magic: I vote YES, or at least partial.

Reason being, there are a number of abilities form non-Psionic books that specifically affect casters, spells, and so forth that don't have equivalents in the Psionic books, at least as far as I know.

Eg: Superstition/Witch Hunter/Spell Sunder from the Barbarian, Still Mind/Diamond Soul from the Monk, and so forth.

So if we're going to do away with transparency, I would say at the very least we be selective about it (Spell and Psionic Resistance are separate, Psionics works in an Antimagic Field and Spells in Null Psionics, things like that).

That said I am 100% on board with anything that borrows from Dragon Age. Origins is one of my favorite games ever.

I have a few concepts floating around, though some involve magic (a Card Caster Magus/Marksman hybrid sounded really fun). He'd be something of a fortune teller who moonlights as Gambit.

Another involved something of a wandering Ronin, a Fighter/Samurai/Something crossed with a Soulknife into the Telekinetic Master PrC, hitting enemies both up close and afar with his arsenal of floating, mentally created, weaponry. This is the one I'm currently leaning towards the most for image alone, and it sounds like it'd be pretty effective too.

A Gunslinger-ish character would be super fun but I don't know if any of the Psionics classes complement it a whole ton. Marksman, maybe.

My go-to of Guy Who Punches Things crossed with Other Class Who Could Make That Awesomer. Obviously, this is the most vague, but one I could also whip up in about 30 minutes since I probably wouldn't have to look up any of the material. =)

I also had the vague idea of creating something that feeds into Alex's fear monger character. Would be interesting to be a duo that tries to win fights less by killing the opponent, and more by making them run away wetting themselves.

As great as Gestalt is, option paralysis is truly a thing to behold when using it.

Oh, also, is there any way to hide that you're a magic user from the Augurs? Stuff like Nondetection, Mind Blank, etc.?

Edit: And finally, something else vague involving an Inquisitor, but that would rely on A.) What the selection of gods are/if I like any of them and B.) The answer to the above question...kinda hard to be a deific crusader and all incognito and such if the Augurs can sniff you out easily. May combine with above idea of Guy Who Punches Things (Deadly Fist Soulknife).


Talori's idea is good.

I will narrow down my idea when the races come out.

I vote against Psionics/Magic Transparency, for the reason you described. Psionics isn't special if it's the same as magic.


Not sure what you mean by Transparency. But i think magic should effect psionics and vice versa. That being said it's your world you do what you want just let us know before hand I'm ok with it.

I think the mega campaign is a great idea but a lot of work on your part as you will have multiple tables running at once.


trawets71 wrote:
Not sure what you mean by Transparency. But i think magic should effect psionics and vice versa.

Transparency is just a fancy word for that.


Fine with whatever on the transparency and megacampaign fronts, but megacampaign is VERY hard.


Rynjin wrote:

. . .

A Gunslinger-ish character would be super fun but I don't know if any of the Psionics classes complement it a whole ton. Marksman, maybe. . . .

Psychic Warrior maybe? They both use wisdom, paths can really refine a fighting style, and powers can be chosen to compliment anything you want to do... though, you're right. Marksman has a more ranged friendly set of powers.


mdt wrote:
Xentik wrote:
Concept: Chmmr, a Star Crystal Synthetic
Man, I loved those games. I loved the little bird people the best, who insulted their enemies to restore their energy. "Jerk! Dweeb! Moron!" :)

Haha, yeah, the Pkunk were great. SC2 is probably my favorite game of all time. When I saw the description for the Star Crystal Synthetics I knew there was no other choice. :p

TSP: The only worry I have about a Megacampaign is that it might amount to taking up several campaigns at once, which would mean you'd be carrying like 9 or 10 campaigns instead of 8. Apart from that I don't mind one way or another.

As far as Psionic Transparency goes, I can definitely see no being more flavorful given your description.


@GM, if there's a partial transparency option (forget off-hand and I'm away from my book), I vote for that.


Xentik wrote:
TSP: The only worry I have about a Megacampaign is that it might amount to taking up several campaigns at once, which would mean you'd be carrying like 9 or 10 campaigns instead of 8. Apart from that I don't mind one way or another.

I'm not into Mega Campaigns because I really don't have that kind of time. I can keep up with a few games, but not a game like 20 people in it. That and the pressure on the GM are my only problems with it, and given how many games you're already doing, it might be a not great idea.

Dark Archive

After looking at the Marksman, I've decided to go fighter (archer)/ Marksman.


GM Oculus Crystalarum wrote:

Sorry everyone, my friends threw me a surprise party yesterday because of how crappy things have been lately, which is why I didn't post.

I WILL POST RACES LATER! SORRY FOR THE DELAY!

BEFORE I POST CHARACTER CREATION RULES LATER, HOW DOES EVERYONE FEEL ABOUT THE MEGACAMPAIGN IDEA TALORI PROPOSED?

Also, magic is embraced in the crystal desert, because the crystal sands warp psionics (Sort of like Primal Magic or Wild Magic,).

Alexgndl, no set time until the above megacampaign idea is voted on and character creation is put up. And no particular format for story, ect.

Rynjin, it extends to all magic, though the people of the Clockwork Emirate in the crystal desert think the reverse: magic is the way to go and psionics are a curse (Despite that they all have the power, the sands effects make it madness to pursue! Plus, sometimes manifesting powers in the desert can cause hemorrhages because of the power surging through the body, augmented by the crystalline sands!). Alchemy, at least most of it, is viewed as science and for the most part has no stigma. As far as supernatural abilities, it depends on how blatant they are and how good you are at convincing others that they are not magic. As far as whether people recognize you or not, it depends on how overt you are (If you show up in a village with spells active or robes burning with blue arcane sigils, it's obvious!), so discretion is key. Beware though, some major cities have 'augurs' to help root out magic, sort of like the templars from Dragon Age with a more sagely bent and very powerful psionic powers.

PSIONIC/MAGIC TRANSPARENCY IS UP FOR VOTE! I currently vote no, because it would reinforce WHY magic is still practiced by those with the gift and those who are mad or bold enough to study it or otherwise willingly seek it... there is little to no defense against it, save by other magical beings, which are exceedingly rare.

NO on the transparency. Psionics > magic seems a vital part of the campaign world, and I don't want to mess that up. Anyways... on with the epic story! (Sorry if Part the Second wasn't very good, I was incoherent and needed sleeeep.)

And, this is her gems and the material her armor is made out of.

Out of curiosity... How many people are doing a Soulknife/Aegis combo?

Part the Third: First Blood:

The first signs of dawn graced the desert. As sunlight trickled out of the horizon and onto the sand, the crystals awoke and filled the desert with a staggering brilliance. Talori smiled at the beautiful landscape held before her. The whole of the Psionic Wastes never seemed dull or lusterless, and it was worth its beauty despite the horrors that dwelt within.

However, Talori soon trudged on through the crystal sand. The day was getting longer, and heat would soon haze the wastes.

Talori continued on in the same direction for a few weeks. She had been training to be a hunter, and was handy with a rock. For some reason, all of the hard crystals she found were extremely sharp and refined, allowing for easy kills. She chose not to dwell on such mysteries, and focus on staying alive.

After a month, while miraculously surviving, Talori found her way out of the desert. She was enraptured immediately. So many new things! The strange, wavy plants on the ground, the huge, solid plants, the rolling hills... She spent a solid ten minutes just gawking. After that, without deliberation, she went exploring!

So many new things! There was a strange dirt line through the hills, wide enough for five camels to pass through. An arrow-shaped sign with strange symbols on it pointed one way. Strangely excited, Talori decided to follow it.

She walked for a while, eyes shining, wondering at all of the new and exciting things. Talori failed to notice the men in black sneaking out from behind the tree..

Suddenly, Talori was surrounded. One of the men made strange noises, and began cackling. Talori replied [b"Who are you?! Nice to meet you! My name is Talori! What's yours?!"[/b] Unfortunately for her, the language of her tribe sounded very guttural and threatening, and the men, before taking a step back, charged. Talori screamed in panic, and then, her crystals began to crackle, and amethyst began to envelop her entire body. She was clad in completely amethyst armor. Screaming at her own sudden change and the bandits rushing toward her, she reflexively grabbed for anything to use against them... and found a handle. A massive axe of pure, white energy manifested in her hand, and she instinctively swung out at one of the bandits. He cried out as he was cleft in twain, and Talori stared in shock. She had just killed a man. She began crying. She had just killed a man! Talori didn't care that the bandits were approaching, and she knelt, crying her heart out: that she was alone, that she was separated from her tribe, that she had gotten the little ones killed, that she had strange and terrible powers, and that she had just killed a man...

Now, I need somebody-preferably with a good or neutral alignment-to come and rescue Talori. Would anybody like to step up?


Talori Lyons wrote:
Now I need somebody- preferably with a good or neutral alignment- to come and rescue Talori. Would anybody like to step up?

I'm up for it. CG, Ophiduan archer. Talorek. Wandering as I don't know what to believe anymore after my home was eradicated while I was out with a hunting party. Evidently perfection does not equal survival. I now go and seek friendship in an odd new world.


I'm with the partial transparency on this one. If psionics has its own version of it (anti-magic field vs anti-psionic field, etc) then they should be different, but if there's nothing like it on one side of the fence, I think it'd be safe to assume it'd go for the other thing as well.

Dark Archive

If only power hungry/Greedy folk pursue magic, then perhaps it is because magic can punch through Psionic defenses but not the other way around. Therefore, many items and fighting styles have been created to defeat magic users.


Makes sense to me. I fine with the mega amazing too.


The Man Who Remembers:
Talorek walked slightly crouched following hoof prints in the ground. He shook his head like he had been for the last couple of days. "No! No more! No more!" But still he saw it. His home, secluded from encroaching civilizations, in ruins after that blasted Mage had come and razed it. Revenge had come off the front of his mind some three days after it had happened as survival instincts had taken over, but he still remembered, and he still questioned. Shutting down the thoughts before they surfaced he angrily trudged on. He didn't want to have yet another philosophical debate with himself. The deer he was following had narrowly escaped death from two of his arrows. "Lucky beast." He muttered. The tracks suddenly veered left cutting across a large path. What was it called again? Ah yes, a highway. Talorek could barely believe humans, with their constantly shifting goals, could manage such a feat. Suddenly, Talorek heard a distinctive noise, a death scream! Talorek pulled out his bow and nocked an arrow. He cautiously crept towards where he heard the noise. He saw a very large woman holding a massive waraxe dressed in brilliant crackling amethyst armour, crying in front of man dressed in black who had been cloven in two. The man's companions were closing in for the kill. Releasing pent up energy that he had been keeping for the deer his hands blurred firing arrow after arrow into the black garbed men. Bandits he'd heard them called. Men who killed or intimidated people into giving them money, food and weapons. "Pathetic Curs" Talorek thought while turning the bandits into pincushions. Then he turned to the woman, he guessed it was her first kill. Remaining out of earshot he chuckled, remembering his first kill. He had refused to eat for a week until he found that his tribe had depended on the meat of Animals to survive, after which he was fine. He climbed a nearby tree and watched over the woman making sure she did not come to harm while she wrestled with a path he knew only too well.


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RACES FORTHCOMING!

Here are some VERY rough drafts of three of the three megacontinents!

Zeltarin, Land of the Ancients:
Decription: Zeltarin is an ancient continent of awe-inspiring steppes and shifting sands. At the center of the continent surrounded by a ring of mountains, lies the Desert of Crystal Sands, the remains of the once beautiful Radiant Grove of Yssnal. Zeltarin is held in awe by the majority of the world, for it is said to have been the cradle from which all life emerged.
Be’Ahna, the Altar of Yssnal- The capital city of the Clockwork Emirate in the Desert of Crystal Sands. A theocracy ruled by Yssnal the Demiurge, an ancient machine god of untold power whose power protects the city against all threats. The city is a technological paradise, with machines that ensure the inhabitants are provided for and see that order is maintained. The city is open for free trade by decree of Yssnal although visitors are advised to be on their best behavior within the city walls lest they face the wrath of the Ninefold Vanguard. The city has a stable of Stymphalides Tent Birds, mounts who are sold or rented out to travelers. The birds metallic wings can form a ‘tent’ around their owners to protect them from the rare but deadly Crystalstorms of the desert that can flay an unprotected traveler within minutes.
The Desert of Crystal Sands- A desert formed of crystalline sands created when an unknown catastrophe shattered the Radiant Grove of Yssnal, a forest of crystalline trees sacred Yssnal almost a thousand miles in circumference. The sands amplify the already powerful psionic energies of the planet, causing psionics to warp, twist, and occasionally, cause manifesters to hemorrhage from a huge surge of energy.
The Gates of Eternity- Somewhere in the Desert of Crystal Sands, two massive doors of some gleaming unknown metal lie cut into the side of a cliff. Legends hold that the Demiurge of Be’Ahna, weeping radiant tears from his gemlike eyes, emerged from these doors to build his city and to protect and guide the survivors of the Day of Radiant Tears, the day the unknown catastrophe wiped out the Radiant Grove.

Adipir the Sprawling Metropolis:
Adipir is a land transformed by the works of the mortal races. The entire continent, once a lush and verdant place of forests and rolling plains, has been converted into a single, city-sized metropolis ruled by the Elder Council, a collection of seven powerful Elans who maintain their grip on the city-state through a combination of politics and the brutal suppression of those who oppose them.
The Hive- The most popular bar and brothel in the entire city and the hub from which many secret plans are made and adventures began. The Hive is a high-class but affordable club made of volcanic gold and colored glass with a dance floor of honeycomb-shaped crysteel that flows hypnotically through a range of colors. The place is staffed by a large colony of Thriae who chose not to flee or fight the city’s expansion and is run by Ooquiniiis, a strange Ceptu with ties to the Elder Council. Rumors say that the Thriae Queen, Millisaede, has some hidden grudge against Ooquiniiis though no one can guess what that may be.
The Tower of Wisdom- The Tower of Wisdom, easily the most impressive mortal-made structure on the entire planet is a massive, miles wide and high tower that stretches so high in the air, it pierces the atmosphere and resides partially in space. The gleaming tower is home to the Elder Council and their veritable army of personal servitors, who scheme to expand their city-state to encompass the entire world. Dissidents within Adipir whisper that captured insurgents are taken to the tower and emerge… changed, made into inhuman slaves of the Elder Council. It is even said that many of the Augurs walking the world are these ‘changed’.

Meiyoniin the Land of Jade and Honor:
Meiyoniin is a lush, verdant continent of exotic plants and animals. In the lands of Meiyoniin, honor is held in high regards and nearly every man, woman, and child has an iron-clad sense of it. The land is ruled by the Megami Kosumosu the Dragon Empress, who used arcane mysteries and powerful psionics to become a dragon-like being. In Meiyoniin, arcanists are not viewed in as negative of a light, though they are treated as curious oddities and may be harassed by locals who want a lock of their hair or some similar strange request, due to one of many local superstitions regarding magic users.
Mount Takamagahara- The sacred mountain of lore, from which it is said the Empress gained her knowledge of the arts of magic and her deep insights into the nature of the world. The mountain is the tallest in all the world and is covered in fresh white snow all year around. Along the mountains pathways are strange carved tablets depicting events from the worlds ancient past in mural form and indecipherable runes which glow a faint gold color. It is whispered that those who can make the journey to the summit can attain enlightenment and the kind of immortality afforded to the Empress by whatever unknown force lies within.
The Maw of Yearning Darkness- The Maw of Yearning Darkness is a blight upon the world, a massive cleft in the ground that leads straight to the prison of the dark entity the Deurgar seek to keep chained. Tendrils of smoky black energy writhe around the edge of the pit and fearsome beasts of wholly alien design crawl from the pit every so often to wreak havoc and ruin upon the land. A group of mystics and warriors seek to keep the dark threats contained within the bowels of the earth, but are losing members of their prestigious organization to attrition.


I'm going to take a wild guess that in this world Druids no longer exist, because they saw Adipir and killed themselves en masse. =)

Dark Archive

If I'm correct we start at level 6 in both classes and not mythic yet?


This still sounds like a blasty blast. I'm all for magic-psi transparency. Honestly, playing an arcane caster in this setting seems like it could be a blast. Are the gods still active in this setting? Are paladins an option? Regardless I'll start cooking something.


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Rynjin, the Augurs do not directly detect the user as magic, they sense the presence of magic around the individual. The more powerful the magic user, the easier they are to sense. For powerful magic users, the Augurs only need to be within a few miles to be able to sense them. The Augurs, in case it isn't obvious, are not entirely human anymore. They all wear masks of mirrored crystal under the hoods of their robes. And there ARE Druids, but not very many at all in Adipir.

CR500Cricket, waiting on people to decide on the megacampaign option or not.

GypsyMischief, the gods are still there, but mostly absent. There are a handful who exist within the campaign world and even one who lives in a mortal city (Yssnal the Demiurge,) whoare more involved with their worshippers, but they are still alien and unknowable. And pretty much any class is an option.

And yes, those who want to start in Zeltarin can purchase the Stypmhalides Tent Birds, which are basically like giant metal chocobos in concept. :)

RACES, MORE TO COME!

Star Crystal Synthetics:

Medium Construct

CON -, +4 INT, +2 CHA

Speed: No land speed, 30 ft. (Good) Fly speed

+ 5 Racial Bonus to any one Knowledge skill

Weapon Proficiency: All Simple Weapons and 2 Exotic Weapons

Languages: Common and Ancient

Lowlight Vision

Darkvision 90 ft.

Recharging (EX): Must expend 1 Power Point per level per day and spend 4 hours to recharge. Failure to do so means that the SCS takes a -1 to all rolls per day until either it recharges, at which point the penalties vanish, or until it reaches 11 days, when the SCS shuts down and 'dies'. Its memory core remains intact, once its body shatters, leaving behind a small glowing sphere the size of a large marble.

Memory Core (EX): Those versed in technology can make a (DC 15+SCS's level) Knowledge: Engineering or Knowledge: Psionics check to 'reboot' the core of a slain SCS and restore it to functionality, allowing it to 'regrow' a body in 1d4 days. Alternately, a psionic character can attempt to shunt pure psionic energy to reboot the core, costing one-half his or her entire power point pool and dealing an amount of CON damage equal to the SCSs level-3 (Minimum 2,). Despite the utility of being easily restored a memory core only has a hardness of 5 and 5 HP and, if destroyed, permanantly slays the SCS beyond the hope of recovery.

Slam: SCSs have 2 Slam attacks, dealing damage as per their size. Unlike most slam attacks, the SCSs edged crystalline makeup causes the slam to deal 1/2 bludgeoning and 1/2 slashing damage.

Advanced Optics (EX): The SCS is equipped with variety of useful sensors and alternate visual modes, such as MRI, x-ray, thermal, spectral, and sonographic vision, which they may switch between as a standard action. The robot can determine the chemical composition of objects, detect the presence of foreign chemicals in the body, and similar things, all by switching vision modes. The SCS receives a +4 bonus to Sense Motive checks, Heal checks made to diagnose an illness, and Perception checks (Which they may now use to spot things smaller than visible to the naked eye,).

Fragile Construction (EX): SCSs do not gain the bonus HP normally given to Constructs. They are also take 3 extra damage, after calculating regular damage, from critical hits and sneak attacks, given their obvious weaknesses of the glowing nodes within their body.

Naturally Psionic (EX): SCSs are naturally psionic and gain 1 additional Power Point a level.

Mag Lev (EX): The Star Crystal’s body generates a magnetic repulsion field that gives the robot a Flight speed equal to 30 ft. It has good maneuverability but can hover. (The robot receives a +4 racial bonus on Fly checks).

Electrical Refraction (EX): A Star Crystal Synthetic’s strong personal bio-electric field renders the robot immune to Electrical damage. Anytime the robot is exposed to Electrical damage, instead of suffering harm, the SCSs systems are energized. The Star Crystal Synthetic receives a +2 luck bonus on all skill checks for one minute after suffering electrical damage. If the Electrical attack is a critical hit, the Star Crystal Synthetic instead acts as if hasted for one minute.

Force Reflection (EX): A Star Crystal Synthetic’s faceted body provides the robot with Force Resistance 10. Any Force based attack that does not overcome the SCSs energy resistance is reflected back at the attacker. Use the original attack roll to determine the reflected attack’s effectiveness, but determine the attack’s range as if it originated from the Star Crystal Synthetics’s position.

Unaccustomed to Violence (EX): Star Crystal Synthetics are products of a long-dead, superadvanced alien culture that had long since evolved past violence, often causing them to hesitate at critical moments. The Star Crystal Synthetic ALWAYS goes last on any given turn and is considered Flat-Footed on the first round of combat.

Fluxminx:

Medium Monstrous Humanoid (Shapechanger)

Normal Speed: 30 ft.

+2 DEX, -2 INT, +2 CHA

Racial Skills: Fluxminx are consummate shapeshifters and receive a +8 racial bonus on Disguise checks made to imitate another humanoid. Fluxminx are surprisingly good at reading people, receiving a +3 racial bonus on Sense Motive checks. Fluxminx flexibility gives the creatures a +2 racial bonus on Escape Artist checks.

Morphic Form (EX): Fluxminx can alter their bodies at will, as a full round action. A Fluxminx is a natural shapeshifter and has the Shapechanger subtype. The Fluxminx can alter its apparent age, race, gender and control the minor details of its form, such as hair and eye color, the presence of scars and tattoos and the like. While shapechanging, a Fluxminx’ distinctive voice pattern changes to imitate the creature mimicked. When shapeshifting, the Fluxminx’s size does not change, though the creature can redistribute its mass, and appear fatter, slimmer or more or less muscular. The Fluxminx can imitate any Medium or Small humanoid creature, and may vary its apparent height by up to three feet in either direction. After at least 5 minutes of conversation with any sentient humanoid who would be attracted to the Fluxminx’ apparent gender, the shapeshifter can attempt a DC 15 Sense Motive check. If successful, the Fluxminx can ‘customdesign’ an altered form specifically catering to the desires and wishes of that person. The Fluxminx receives a +2 circumstance bonus on all CHA based skill checks made against the target while in that specific ‘masque’. A Fluxminx can remain in an altered form indefinitely. When sleeping or unconscious, the shapeshifter relaxes and returns to its natural form, as do slain Fluxminx.

Amorphous Physiology (EX): A Fluxminx’ internal organs are as flexible as their outer appearance. Fluxminx are extraordinarily difficult to kill, and can recover from damage that would kill an unmodified human. A Fluxminx’ decentralized anatomy gives the creature some protection against critical hits. A Fluxminx has a 25% chance to ignore the effects of a critical hit, as if he had the light fortification feature.

Atypical Anatomy (EX): Their malleable bodies prevent Fluxminx from receiving any external cybernetic system. Fluxminx can receive internal devices, which can be modified to subtly change position within their metamorphic internal structures.

Khymer:

Medium Aberration

Normal Speed: Khymer have a base land speed of 30 feet.

Darkvision: Khymer can see in the dark up to 60 feet.

Diversity: Khymer are very diverse and varied, giving them a +2 bonus to any two ability scores.

Toxic Blood: The khymer’s blood form is highly toxic and poisonous to both the living and undead. Any creature that attempts to bite, swallow whole, or blood drain a khymer in blood form will know of their toxic blood and will often become unwilling or unable to use that attack against that khymer again. Any that persist or are forced to swallow khymer blood must make a Fortitude save (DC 15 + the khymer’s Constitution modifier) or take 1d6 points of Strength damage each round for ten rounds or until consecutive two successful Fortitude saves are made to purge the blood.

Disease Immunity: A khymer is immune to disease, whether magical or non magical.

Naturally Psionic: Khymer gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.

Enhanced Psionics: At will, khymer can enhance their natural psionic powers and abilities beyond the levels of normal psions. Any time a khymer enhances one of its abilities, it must make a Fortitude save (DC 25). On success, it takes 1 point of Con damage. On failure, it takes 2 points of Con damage and is staggered until the end of its next turn. Only one effect can be enhanced at a time; the khymer must roll a new Fortitude save each time it enhances one of its abilities. This enhancement can be one of the following effects: A khymer can expand its power point total at the expense of its body vessel. A khymer doing so recovers 5 power points, which are added to the khymer’s power point reserve as if they had been gained by resting overnight. A khymer can manifest its powers to greater effect. All variable numeric effects of an empowered power are increased by one-half. An empowered power deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. Augmented powers can also be empowered (multiply 1½ times the damage total of the augmented power). Saving throws and opposed checks (such as the one you make when you manifest dispel psionics) are not affected, nor are powers without random variables. Using this ability does not increase the power point cost of the power. A khymer can manifest its powers farther than normal, increasing the range of a power with a range of close, medium, or long by 100%. An enlarged power with a range of close has a range of 50 feet + 5 feet per level, a medium-range power has a range of 200 feet + 20 feet per level, and a long-range power has a range of 800 feet + 80 feet per level. Powers whose ranges are not defined by distance, as well as powers whose ranges are not close, medium, or long, are not affected. Using this ability does not increase the power point cost of the power. A khymer can manifest its powers for longer than normal. An extended power lasts twice as long as normal. A power with a duration of concentration, instantaneous, or permanent is not affected by this ability.

Unnatural Metabolism: Khymer do not heal physical ability damage normally; instead, all damage must be healed magically. If a khymer
enters a new body, all damage is healed automatically and the body shifts genetically to resemble the Khymer's 'aspect'.


TSP: I don't suppose you'd be open to an alternate racial trait for the SCS?

Pragmatic Pacifist (Ex): While all Star Crystal Synthetics loathe violence, some have come to accept that sometimes it is necessary to act quickly in the face of such threats to minimize the loss of life. As penance for this, the Synthetic will often take a vow of physical non-violence. The Star Crystal Synthetic now may roll initiative normally and is not considered flat-footed during the first round of combat. This trait replaces the Unaccustomed to Violence and Slam racial traits.


Kymer sound kinda neat. What do they look like, or is it a variable appearance?


Xentik, that is acceptable.

Rynjin, I forgot to add that they MUST inhabit a corpse or lose 1 CON an hour. They basically look like a pool of blood in their natural form. Their 'aspect form' is the form they genetically alter a host body to look like and is chosen upon character creation. There are feats to simply inhabit a host body without changing it and, I think, one that allows them to assume any humanoid appearance.


So how do you enter new bodies?


Move into an adjacent square and spend a full round action to subsume the corpse.


Gotcha.

Also, I'm having a hard time seeing how the SCS' abilities justify the loss of a level. While they have some benefits (slams are nice, electrical immunity, +4 to a few good skills) the downsides (no land speed coupled with only a Good maneuverability Fly speed means taking damage will probably make you tumble to the ground at early levels, more damage from crits and sneak attacks, an ever-growing expenditure of Power Points a day, no Con score so likely to have a very low HP, and ALWAYS going last in a round) at LEAST counter-balance them.

Edit: Back to the Kymer for a second, do corpses ever become nonviable? I.E. if I were to stay in the same corpse for a week, would it degrade?


Hmmm... I MAY remove the level penalty. Not sure yet.


Actually, the Naturally Psionic and Recharging traits essentially cancel each other out. Together they function as a reserve pool for emergency use, which is a neat feature.


Precisely Xentik!

That said THE SCS'S MAG LEV NOW HAS PERFECT MANEUVERABILITY AND IS 60 FT. PER ROUND! THEY ALSO HAVE A FEATHER FALL EFFECT WHENEVER THEIR FLY SPEED IS NOT USABLE!


These races are freaking me out.

Dark Archive

*Patiently waits for Githzerai. Whether having question answered or by seeing the stats.*


I vote no to transparency for the same reason you described. I was actually hoping there would be no magic at all, but if there is it should be different for sure.

You could give it some sort of dark sun element to explain why its shunned, perhaps even illegal.

I'd also have to vote no to the mega-campaign. It sounds like fun but combat would take forever. However, if GM decides against mega-campaign, do no despair. I will be running an all psionic game later down the road as well, though it will be a while


Talorek, Talori is kneeling, crying, not standing proudly. But not that big of a difference.

Part the Fouth: Scales:

Beyond the haze of tears, rage, and sadness, Talori sees arrows thwack into the remaining bandits. She remains kneeling, crying, and the waraxe dissipates and the amethyst retreats into the crystals. She is quite dumbfounded. All she manages is to get out a small "Thank you," before passing out.

Dark Archive

I never said she was standing proudly I said she was holding the axe and crying I only forgot to say she was kneeling


I present Chmmr the Enlightened, Philosopher, Hermit and Ascetic.

(Note: I'm assuming the Star Crystal Synthetics are *extremely* long lived, if not outright immortal.)

His crunch is essentially done, just need to purchase gear and choose traits. I tried to leave his prologue suitably vague for now. Will expand on it more later when we have an idea of how things will start.

Background and Appearance:

Appearance

Chmmr is a minimalist, even among the others of his race. As a strict pacifist, he has pared his own form down to the bare minimum necessary for survival. His main body consists of a large clear crystal set floating free within a metallic ring inscribed with psionic runes and circuitry. Deep within the crystal the glowing core that holds his essence can be seen shining brightly. Several smaller gems are attached to the metal ring, each with their own supplementary knowledge cores. Wandering about his form can be found a small four-legged, fist-sized black diamond, the psicrystal companion he split off from himself for company during his meditations.

Personality

Chmmr is quite pensive and prefers to think things out slowly than to spring into action. His patience is legendary among the Synthetics, having waited once for a millenium in a single spot for a chance to observe a once-in-ten-thousand-years eclipse. Chmmr prefers solitude, having long ago decided that pondering the universe is far more interesting than dealing with the mortal races or even members of his own species.

While he prefers the life of a hermit, he is quite amiable when he is in the company of others and always happy to impart his knowledge to those who will listen. Even more to his taste are those who can debate the great topics: The nature of life, the universe, psionics, philosophy in general. He shows great reverence for others who seek knowledge, especially those who do so without the benefit of an eternity of study.

Story
Chmmr floated above one of the crystal trees within the aptly named Desert of the Crystal Sands. Night had finally resumed, and he was free to begin his explorations of the myriad stars above. To date he had catalogued no less than 150,000 separate stars, comets and other celestial bodies. Star-gazing was his latest hobby, having occupied the last two centuries of his time here within this psi-forsaken desert. His meditation was broken by a thought piercing his mind, Mmrnmhrm speaking to him telepathically:

Why are we here in this desert again? My thoughts barely hold together here in the tumultuous energies around us.

Chmmr thought for a moment, as is his way, before responding to the little psicrystal. The sensations are unique, no where else is there a place like this and there is much to be learned about ourselves within such chaos little one. Fret not though, we shall leave soon for Takamagahara, the mountain of the Dragon Empress.

Soon? Mmrn queried. Yes, within the century I imagine Chmmr responded with certainty.

While Chmmr, like other Synthetics does not really sleep, nor is he supposed to dream, sometimes he had what could only be called 'visions' while his core was recharging for the day. That day he witnessed a shadow crawling across the desert, engulfing him and the surrounding lands. He flew up, trying to see the limits of the shadow, but the further up he went, the further it crept. There was eventually no place left untouched, and he knew that he could no longer remain passive within the world. Something in the world had changed, and if he ever wished to have peace again he would need to journey out into the world to lend it his aid.

That morning, much to Mmrn's surprise, Chmmr drifted down to the ground and began drifting slowly towards the southern border of the desert. We must journey now little one, fate is not so patient as I, I fear. the ancient Synthetic thought to his companion.


As for the "megacampaign" question, I defer to whatever the GM thinks he can reasonably manage. Previous posts made it sound like he's got a lot on his plate already.

Do we have anyone doing anything Charismatic? If not, I could do the same concept as a wilder instead of a nomad (assuming GM's gith stats support that).


Redblade8 wrote:

As for the "megacampaign" question, I defer to whatever the GM thinks he can reasonably manage. Previous posts made it sound like he's got a lot on his plate already.

Do we have anyone doing anything Charismatic? If not, I could do the same concept as a wilder instead of a nomad (assuming GM's gith stats support that).

im submitting a psion/wilder. i know there'll be a lot of overlap, but its gonna be awesome

seriously, i cant wait to get this started. everytime i sit down to check this thread its like im a kid trying to go to sleep on xmas eve lol

Dark Archive

Xentik wrote:

I present Chmmr the Enlightened, Philosopher, Hermit and Ascetic.

(Note: I'm assuming the Star Crystal Synthetics are *extremely* long lived, if not outright immortal.)

His crunch is essentially done, just need to purchase gear and choose traits. I tried to leave his prologue suitably vague for now. Will expand on it more later when we have an idea of how things will start.

** spoiler omitted **...

Oh dear, I'm afraid of the role playing that will erupt between the ever patient Chmmr and the impulsive Talorek!


alright GM I am submitting a character...

He will be a psion Telepath/Clairsentience/Investigator, if you like what I ahve down so far i'll expand his backstory...

And question GM, what would small, goblin sized two seater "car" cost? A Magnate has to go everywhere in style after all you know...


Point and level ever determined?


Azten wrote:
Point and level ever determined?

I believe 25 and level 6, but this is just a guess by whats been talked about, GM hasn't given final word


@GM I had only scanned the list of races before but as I go through them again I notice the Fluxminxes. Can I get more info on them?


Fluxminxes are one of the three he's statted up so far.

Fluxminx:
Medium Monstrous Humanoid (Shapechanger)

Normal Speed: 30 ft.

+2 DEX, -2 INT, +2 CHA

Racial Skills: Fluxminx are consummate shapeshifters and receive a +8 racial bonus on Disguise checks made to imitate another humanoid. Fluxminx are surprisingly good at reading people, receiving a +3 racial bonus on Sense Motive checks. Fluxminx flexibility gives the creatures a +2 racial bonus on Escape Artist checks.

Morphic Form (EX): Fluxminx can alter their bodies at will, as a full round action. A Fluxminx is a natural shapeshifter and has the Shapechanger subtype. The Fluxminx can alter its apparent age, race, gender and control the minor details of its form, such as hair and eye color, the presence of scars and tattoos and the like. While shapechanging, a Fluxminx’ distinctive voice pattern changes to imitate the creature mimicked. When shapeshifting, the Fluxminx’s size does not change, though the creature can redistribute its mass, and appear fatter, slimmer or more or less muscular. The Fluxminx can imitate any Medium or Small humanoid creature, and may vary its apparent height by up to three feet in either direction. After at least 5 minutes of conversation with any sentient humanoid who would be attracted to the Fluxminx’ apparent gender, the shapeshifter can attempt a DC 15 Sense Motive check. If successful, the Fluxminx can ‘customdesign’ an altered form specifically catering to the desires and wishes of that person. The Fluxminx receives a +2 circumstance bonus on all CHA based skill checks made against the target while in that specific ‘masque’. A Fluxminx can remain in an altered form indefinitely. When sleeping or unconscious, the shapeshifter relaxes and returns to its natural form, as do slain Fluxminx.

Amorphous Physiology (EX): A Fluxminx’ internal organs are as flexible as their outer appearance. Fluxminx are extraordinarily difficult to kill, and can recover from damage that would kill an unmodified human. A Fluxminx’ decentralized anatomy gives the creature some protection against critical hits. A Fluxminx has a 25% chance to ignore the effects of a critical hit, as if he had the light fortification feature.

Atypical Anatomy (EX): Their malleable bodies prevent Fluxminx from receiving any external cybernetic system. Fluxminx can receive internal devices, which can be modified to subtly change position within their metamorphic internal structures.


what about Crystalids and Synads?


he hasn't gotten that far down the list.

i, too, eagerly await the other races as a child on christmas morning.

when homebrew races are in play, i usually try to play them to get some flavor i haven't had before.


ah yes i see where theyre listed now

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