Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM
Oh, no that's fine deary, she's going to kill off any of the elementals that are left, now that the portal is closed. She was quite cross with me for having it closed.
Connor stood back and made some mental calculations. His sculpting classes actually came in handy for once. Size would stay the same for granite compared to flesh, so you only need to multiply two point six nine one times the creature's normal weight. Snowcoat Senior looked like a robust two hundred and sixty pounds, maybe two-seventy-five. So two hundred and seventy-five times two point six nine one would be five hundred and fifty pounds, add seven-tenths...one hundred and ninety-two pounds, shave off one tenth, add the five-fifty back... About seven hundred and thirty, thirty-five pounds of granite. Now shared by six lifters the weight would be one hundred and twenty-three pounds each. Well within limits. A good thing he wasn't turned to gold.
Connor spread out his hands, and gobs of ectoplasm started appearing and forming into small humanoid shapes.
This wingless human-like creature is made from a silvery-transparent material. It stands shorter than a Halvavian, its' right hand and arm ridiculously larger than its left.
Craft (Sculpting) check: 1d20 + 11 ⇒ (8) + 11 = 19
Craft (Sculpting) check: 1d20 + 11 ⇒ (18) + 11 = 29
Craft (Sculpting) check: 1d20 + 11 ⇒ (13) + 11 = 24
Craft (Sculpting) check: 1d20 + 11 ⇒ (20) + 11 = 31
Craft (Sculpting) check: 1d20 + 11 ⇒ (11) + 11 = 22
Craft (Sculpting) check: 1d20 + 11 ⇒ (4) + 11 = 15
A result of 10 to 19 creates a creature that is recognizably similar to the desired creature shape; a result of 20 to 29 creates a construct that looks like an accurate portrayal of that creature type; a result of 30 or higher creates a construct that looks like a specific individual.
N Small construct
Init +2; Senses darkvision 60 ft., low-light vision, Perception -
DEFENSE
AC 18, touch 13, flat-footed 16 (+2 Dex, +5 natural, +1 size)
HP 15 (1d10+10)
Fort +0, Ref +2, Will +0; Immune construct traits
OFFENSE
Speed 40 ft. (Celerity (Ex): land speed is increased by 10 feet)
(only if changed to attack) Melee slam +4 (1d4+3)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 15, Dex 15, Con —, Int —, Wis 11, Cha 10
BAB +1, CMB +2; CMD 14
Feats -
Skills: Can perform any simple task of DC 12 or less for its' duration.
SPECIAL ABILITIES (One option from Menu A; two options from Advanced Constructs Menu A)
Celerity (Ex)
Utility (Ex) (2x)
(Each construct has a STR of 15.)
Connor unhinged Hero from his necklace and put him on the floor to watch the statue's feet while he and the constructs tipped Snowcoat on his back. Connor put the sunrod next to the psicrystal. You've been quiet, old buddy. he sent. Just tell me if you see a crack forming in the feet or anything falling off.
Connor and the constructs tipped the statue over slowly, taking time to keep the statue from touching the floor. (Now, would that be a Dex check or a Str check? STR check (plus assist):1d20 + 12 ⇒ (20) + 12 = 32 Whoo-hoo!) The result was six pallbearers carrying one stone statue an even foot off of the floor.
Once the statue was securely held between the six astral constructs, Connor took back Hero and his sunrod. ::All right, let's go back up. I want to return these lockpicks when we get to the center room, and then it's the Surface.:: he told his friends.
"Thank you, Tenfa. I mean there has to be at least something we can take back from this little escapade... aside from a petrified feline. Something tells me we will not get an extra bonus for not only returning snowcoat, but also delivering a life-like lawn ornament."
Connor laughed at Tenfa's offer and Alys' comment. ::Yes, sorry, Tenfa. Thanks for letting me keep the 'tools of the trade', but I can't take them back home. I've been told divine magic blows up just as quickly as arcane magic in the islands-in-the-sky. But,:: he said, a sideways look at Sammark, who was now committed, ::maybe I can leave them here on the Surface in such a way that they find themselves to a worthy halfing.::
(So I just need to find a way to get 100 lbs of copper ingots out of the central room. One more construct to carry stuff.)
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM
The constructs carry the statue fairly easily even up the stairs, and the copper ingots as well. Getting the statue up the hole is a bit harder, but with enough rope and strained ectoplasmic muscles, you all manage to get the statue to the surface as well.
Hero remains quiet, trying to recover from nearly being shattered. The psicrystal remains very fragile right now, and too much movement on it's part could shatter it's body. He's at 0 hp remember
Back on the surface, Flick is nowhere to be found. Judicious searching finds neither blood nor feather from the hyperactive one. Eventually the group has to head back to town, carrying the statue with the ectoplasmic constructs.
Male Half-Elf HP 31/31 | PP 16/16 | AC/Touch/Flat 19 (20)/14 (15)/15 (16) | Fort/Ref/Will +4/+5/+6 | Init +4 | Per +11 | Psychic Warrior (Martial Kineticist) 4
"Tenfa, what would you like us to do with you? I'm sure we could find some friendly priests to pass you off to but I'm sure we could also keep you entertained."
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM
Oh deary, you promised me you'd build me a temple. Trying to dump me off before you do is probably a bad idea. You know, that whole wrath of the goddess thing. Especially a trickster goddess. Unless you'd like to have purple deer antlers, a glowing green skunk tail and forty seven eyes, each a different color...
The constructs carry the statue fairly easily even up the stairs, and the copper ingots as well. Getting the statue up the hole is a bit harder, but with enough rope and strained ectoplasmic muscles, you all manage to get the statue to the surface as well.
This wingless human-like creature is made from a silvery-transparent material. It stands shorter than a Halvavian, its' right hand and arm ridiculously larger than its left.
Craft (Sculpting) check:1d20 + 11 ⇒ (20) + 11 = 31
A result of 10 to 19 creates a creature that is recognizably similar to the desired creature shape; a result of 20 to 29 creates a construct that looks like an accurate portrayal of that creature type; a result of 30 or higher creates a construct that looks like a specific individual.
N Small construct
Init +2; Senses darkvision 60 ft., low-light vision, Perception -
DEFENSE
AC 18, touch 13, flat-footed 16 (+2 Dex, +5 natural, +1 size)
HP 15 (1d10+10)
Fort +0, Ref +2, Will +0; Immune construct traits
OFFENSE
Speed 40 ft. (Celerity (Ex): land speed is increased by 10 feet)
(only if changed to attack) Melee slam +4 (1d4+3)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 15, Dex 15, Con —, Int —, Wis 11, Cha 10
BAB +1, CMB +2; CMD 14
Feats -
Skills: Can perform any simple task of DC 12 or less for its' duration.
SPECIAL ABILITIES (One option from Menu A; two options from Advanced Constructs Menu A)
Celerity (Ex)
Utility (Ex) (2x)
Connor made one last astral construct to carry his and Alys' copper ingots.
Getting across the gap and out of the hole was harder, but Connor was determined to get out before he ran out of time with his constructs. While the constructs did the heavy work, Connor used up a chalk piece writing down "WARNING - MATURE SILVER DRAGON TO FAR SOUTH" and "HALFLING CITY, LOOK FOR FEMALE TENFA" in Strix, of all languages, on the walls in different places. The dragon probably knows Auran, he thought to himself.
mdt wrote:
Back on the surface, Flick is nowhere to be found. Judicious searching finds neither blood nor feather from the hyperactive one. Eventually the group has to head back to town, carrying the statue with the ectoplasmic constructs.
(Ok, roleplay time. Ya'll bear with me, this is one of those player-knowledge is not character-knowledge things.)
"FLICK! EL-RO-HIR!" Connor called for several minutes. Stretching his wings, the Humavian employed flight for quite a while, looking down on the ground for the Elfavian.
::Reaghar! How did you leave Elrohir?:: Connor kept asking the other man.
(mdt, what about Sammark's horse? Lost, or hyena-chow? If you want us to roleplay back to Vuomik faster, I will, I'm just asking.) (Everybody, the astral constructs should be good for 3 hours outside the hole-in-the-hill, the sunrod for another 2-3 hours. So we do need to set up camp, either at night near the hill or before the constructs expire otherwise. And use a guard/sleep schedule. It took us a day to get here, so at least a full day to get back.) (We can still talk to Tenfa? Is it through Selvan's Net, or Sammark's gem, or both? For how long?)
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM
Hyena chow. No sign of Flick. I thought I'd leave it up to you when you went back to town. It'll take a few days longer, carrying Statuekitty. Tenfa seems to be using a combination of Selven's network, and the gem. With the gem, anyone with line of sight to Sammark she can talk to, but it's limited. She can broadcast and receive, but nobody else can broadcast to anyone but her. Remember, Selven's network had to be reestablished once you exited the null-psionic zone the dragon set up.
(Connor can make 18 1st-level constructs a day. If I give them Celerity from Astral Construct Menu A, they'll still move 30 ft/round, even with a Heavy load. So we can do 12 hours a day, easy, with 15 hours of carrying a statue.)
(We left on the afternoon/evening/late night of Day 4, we can get back to Vuomik on Day 6, no problem, right? That gives us a few hours to settle with Lorieth Snowcoat, sell our loot, go shopping, etc, before getting back to the hyena brothers. Spend a night at an inn and go back out on Day 7.)
(Count up that loot! Shopping, shopping, shopping, finally! :) )
Connor flew as much as possible over the return trip to Vuomik, when he wasn't personally directing the constructs carrying the statue. The first night under open air, Connor finished writing in his journal about the abandoned halfling city, with its' otherworldly inhabitants. He also copied the unfinished map from his chalkboard to the journal's pages.
----------
While he was flying, Connor kept looking for Elrohir. (Not going to find him, but roleplay needed...)
-----------
"Palanquins?" Connor said, replying to Reaghar's quip. "I never thought of it that way, they would all be humanoid, and I'd have to find a way of storing a transport. I can't make ones tall enough to carry us yet, except for emergencies." But it wouldn't have to be a noble's sedan chair on heavy timbers. A hammock could carry a person, and a bag sling could carry equipment. Just two humavian-sized constructs would be needed for those, if he could make them strong enough. Reaghar's comment actually made Connor ponder on the possibility.
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM
The group slowly treks back to town, carrying the heavy stone statue the entire way. It takes longer than they expected, with the constructs stumbling through the woods with such weight. Even if they have the strength, it's awkward to carry.
They get a hotel room though, and a hot bath (1 silver each), and hot food. The next morning, they head out to their employer's place of work.
There's a lot of attention as the group grimly delivers the statue to the lumber yard. Dozens of workers gather around to watch, some hanging from rafters and windows to get a good seat.
"Well for $@*$#'s sake! Why the $*#$& did you bring the $(*#$& ##@&*( ($#*& back like that?" Lorethiel asks with an exasperated waving of her hands. She reaches out and touches the open pocketwatch, the only part of the statue that wasn't stone, and flips the face closed.
The statue's gray stone slowly fades to fluffy white fur and a dirty brown outfit of leathers and a backpack. The restored Snowcoat leaps back and away from nothing. "#$(*$! Where the $#(*$ did those $#*&( elementals go?" He blinks, looks around, and then takes his hat off and throws it on the ground and stomps on it. "$#(*#$&*(! How the $#(*$#& did I get back here? How the $#(*&? Now I have to #$($&* tromp all the way back out!"
Lorethiel then grabs the older catfolk by an earring and drags him off down the street screaming at him at the top of her lungs, and with mostly curse words, until they are out of sight.
A hyena man who's laughing so hard he can barely stand up waves at the group, wiping at his eyes with the back of one furry paw. "Oh gods, that was priceless! Lorethiel left the armor in her office yesterday, I figure you can take it." He waves at a couple of lizardfolk who are barely able to stand without leaning on each other as they hiss in amusement. Both nod and stumble off. A few minutes later, they return with a stunning set of masterwork full plate, complete with engravings (it appears to be made from Mithral).
Selvan shrugs as the screamers leave. "Charming." Then turning to the one that got them the armor he adds. "When they calm down be sure to inform them there's a dragon who would have been happy to eat him if he decides to go back. Next time he may be coming back in a sack weighing slightly less than him."
Connor extensively studied Hero's crystalline structure. The psicrystal was cracked through, almost in pieces. No more scouting trips for Hero. Connor sighed. Back home, he could repair Hero in less than an hour with a trip to the correct marketplace or Guild. Here, on the Surface? It was like trying to restore a priceless painting with charcoal sticks. Only the wildest rumors held wizards could magically make shattered pottery whole again with a wave of their hands. Connor needed to get back to the Ashen Edge, at the very least.
Day 7 (at the lumber mill)
Connor stared in shock at the restored Ragreth Snowcoat as he was led away by the younger Lorethiel. Weakly at first, then gathering in strength, he began laughing, joining in with the hyena-men and lizard-men. "Magic!" he said, catching his breath. It was good to let all that tension over the daughter's reaction go. "Defensive magic. But who would come and flip the pocket-watch face back?" he asked no one in particular.
"Yes, a dragon who apparently makes balls of death to keep the 'vermin' down, and a curtain of light to protect herself." Connor said, agreeing with Selvan. So the rest of the dungeon would have been clear.
Connor had the small astral constructs load up to carry the mithral masterwork full plate back to Jorge and Gaje Gashan's warehouse. Turning to the others, he declared, "I'm going shopping real quick after we get this back." Silently he added on Selvan's Net, ::It will be our last chance to get what we might need to defend the caravan on the way back with. Any suggestions?::
OOC shopping list:
Presuming we have time, Connor will:
- sell the 200 copper ingots, asking the hyena brothers where to get a good price, here in the trading town or back in the Kalliert city
- check with the Alchemist on a mending spell for Hero
- buy 2 Alchemist's Fire (40 gp), 2 Tanglefoot bags (100 gp), 6 sunrods (12 gp)
- buy a crate of onions, carrots, and potatoes (5 gp? 15 gp?)
- 5 days of trail rations (3.5 gp)
- look for "diamond dust, precise needles, smoothing dust, and polishing cloths" to make Inscribe Stone kits (400-2,000 gp worth)
- get some low-quality gems (2 gp)
- ask about purchasing Griffon Mane (+2 to Fly checks) fur, enough to make a shirt, vest, and pants from
- see if the town officials are even wanting to hear about a silver dragon to the east.
for mdt:
How long is Connor going to be multi-colored and skunked?
temp HP:9, +2 dmg 3 mins HP (21/21) | AC/Touch/Flat 19/15/14 | Fort/Ref/Will +2/+8/+3 | Init +5 | Per +6 | Brutal Disruptor (3)
Reaghar will putz around looking at odds and ends, but has no real goal in mind for the time. He will make tattoos if folks provide the powers and materials.
"All that effort for a set of useless armor. I hope you can sell that quick, I ain't got all kinds of coin just laying around. The purse is kinda light."
Male Half-Elf HP 31/31 | PP 16/16 | AC/Touch/Flat 19 (20)/14 (15)/15 (16) | Fort/Ref/Will +4/+5/+6 | Init +4 | Per +11 | Psychic Warrior (Martial Kineticist) 4
"C'mon, we rescued that Snowcoat fella! Ain't a good deed reward enough," Sam said, elbowing his monstrous companion. It was clear Sam did not think this was the case either.
"Connor, you're the planner here, mate. Just get me some leafy greens and citrus before I die of constipation and scurvy!"
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM
Now deary, don't be spreading lies about her. She no more summoned those balls of negative energy than you did.
Selling would be better in Kalliert for everything except the copper ingots, they're always short of metal. You can get equal value of copper coins for the ingots (it's illegal to melt down coins for copper, or to make your own coins).
Mending spell will need to be gotten in Kalliert
Everything is going to cost 15% more in the small town, except the food and rations, which are actually 10% cheaper
Exotic components will need to wait for Kelliert
Town folks seem to not be concerned about dragons, they apparently live with them on a daily basis, although almost everyone corrects you that there's no silvers in the area, only chromatics. You probably saw a white dragon. None of them believe you about how big it is.
Connor hasn't been 'skunked' since he managed to break into the vaults. Apparently successfully breaking into something difficult canceled the curse. I thougth I posted that.
(The colored-antlered-skunked was one-at-a-time, mdt, but I'm glad it's all faded.)
(Reaghar, the Gashan brothers handed us all a 500-gp bag of partial payment. Connor will use that to get people trail rations and food on the way back, pay for the inn room, etc. So you guys don't need to keep track of it, this time.)
(Sammark's "lost" horse (cough, cough), was 3 gp a day, but because we "lost" it, it would be 75 gp replacement + 2 gp for the equipment.)
Connor spent a few hours finding out from the Alchemist and the merchants in town about the raised prices, and talking to the officials. Annoyed at everyone's reactions, Connor realized that the trading outpost needed some of the supplies more than he did; the Gashan supply-runners made their profit for a reason. He decided to forgo some of his planned purchases. The sunrods had been expensive enough.
Buying the food and vegetables was the last thing Connor did on the way back to the inn. (7 days trail rations each for everyone, 15.75 gp; large crate of vegetables, 5 gp; 7 days meat for everyone, 18.9 gp) A couple of astral constructs helped him carry the heavier stuff in without requiring a cart of his own. The horse stables owner had been a little too gleeful; lost mounts were more than a rarity here.
Saving money on food with my new mindpower might be prudent. I wonder if Reaghar can make tattoos of it. Connor thought as he transferred the bought items to the hyena-brothers' cart. (269.05 gp left, if anyone wants to know. Minus the stuff we bought before the trip to the city-in-the-hill.)
(Reaghar, you can make a tattoo of Natural Linguist (300 gp or 1/2 to make), or Sustenance (300 gp or 150 gp), or Inevitable Strike (50 gp or 25 gp to make) from Selvan's Net, or Vigor from your own list. I would recommend Sustenance (150 gp) for any of us, along with a maximized Vigor (75 gp, or 37.5 gp to make). You only have "200gp in inks and needles" on your character Profile, and the rules say only one tattoo a day, so that's what you can do.)
(Ready to go, mdt!)
(Edit: 257.5 gp, with 'restocking' fee. @(*&! Sam gets a scroll of Mount, or something, next time. Just kidding, Sam.)
Male Half-Elf HP 31/31 | PP 16/16 | AC/Touch/Flat 19 (20)/14 (15)/15 (16) | Fort/Ref/Will +4/+5/+6 | Init +4 | Per +11 | Psychic Warrior (Martial Kineticist) 4
Hey, Sam only rides in style. Next time it'll be a swanky wagon. I'd like a few tats of Inevitable Strike to give myself more of a guarantee with my energy rays.
(Reaghar, Connor will ask and pay for 2 tattoos of Natural Healing, which you, Connor, and Selvan can all do together in the inn room. Selvan's Net means we can cooperatively craft and still move around a little. Connor can only pay you in coin, not materials. 100 gp for 2 tattoos at full price.)
(If everyone wants to split the partial payment bag after Connor gets back from shopping for food, it's 257.5 gp / 5 = 51.5 gp each.)
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM
The party meet up with the brothers, who seem to be happy. They've had a nice week of vacation, drank some, played around with the tavern wenches, and then loaded up all the cargo their sister contracted for last night.
This morning the two seem in fine spirits, joking and laughing at each other's jock jokes. The do however observe a minute of silence for Flick, before setting out, offering their condolences for the mysterious loss of the hyperactive foreigner.
They graciously allow the party to load their backpacks, and the armor, onto the back of one of the over stuffed wagons. The two decide to take a different route back, in an attempt to avoid the bandits on the return trip.
Ok, moving forward again. Reghar, you have 24 hours to craft, so you can make one tattoo of less than 1000gp. While travelling, you can make one tattoo per day of less than 500gp. More expensive tattoo's will require multiple days, obviously. Please let me know what you're building in what order. I need to know what the body guards plan this time, in case of ambush. Marching order, plans for camp, etc.
temp HP:9, +2 dmg 3 mins HP (21/21) | AC/Touch/Flat 19/15/14 | Fort/Ref/Will +2/+8/+3 | Init +5 | Per +6 | Brutal Disruptor (3)
Reaghar will use the first 24 hr period to make a tattoo of Natural Healing for Connor, taking his payment for that tattoo and the next one and then purchasing inks to restore his stock and to supply the next one without depleting his stock. The second day, he will tattoo the second Natural Healing for Connor (it's under 500gp). Essentially, the crafting cost is paid by Connor, while Reaghar maintains the same amount of ink in stock.
(Thanks, Reaghar. I subtracted the gp off of my Google sheet, and added the tattoos. I feel like putting a Psionic Tattoo of Natural Healing (3 hp) on Hero, but he's not mobile right now.)
Wall o' text:
As the one-wagon caravan left Vuomik's fortifications, Connor pondered. By his calculations, the spies from Atalantia had 43 days until they were to meet the Ashen Edge and Ashen Blade north on the river that split the tiger-city of Kalliert. He had committed his maps and notes of the Surface to memory, just in case, (Autohypnosis), but also written them in Auran in his journal. Of course, even if he died, and the journal lost, as long as Hero was kept, the little psicrystal would provide the same information to the Mintakias. Naturally, he preferred to get through this alive and hale. Without losing anybody else, Connor thought bitterly.
This time, Connor had the mental wellspring of energy to manifest multiple astral constructs. With them lasting five hourglasses, Connor could match each guard with a sentry. Selvan's Net was even more valuable, giving them unspoken communication over an area as wide as a planter's field.
But Connor was a craftsman without materials. He needed more than what a frontier town could give. Connor now knew how to put a lattice into a gemstone, to make it hold a mindpower. But he was a clockmaker without finely constructed parts. A potter without a spinning wheel. Connor hoped Kalliert had enough jewelry makers to allow him to purchase gem-etching components. And reconstruct Hero.
Connor spent his free time listening to the Gashan brother's patois without Natural Linquist and barely understanding half the words. He was mildly curious as to what the gnolls were taking back to Kalliert. But already Connor was thinking about how to get North on that river in the continent. And what lay to the North - dragons.
Guard discussion:
Alys is the only one among us still able to function with less than eight hours sleep. Connor's severely handicapped without psionic power points, followed by Sammark, Reaghar, and Selvan. Selvan's our healer, as well as the center of his Network. Hero the psicrystal's mobility is now zero until he is repaired, but he's still on a necklace and he's got 40 feet darkvision. Which means he can be a "rear guard" while the other person is guarding. Put Hero on top of a stick.
2-hour night shifts:
Connor, who makes 2 flying humanoid astral constructs before his 8 hours sleep begins. ACs will obey everyone's verbal commands and last until Selvan's . So we'll have a diamond: guard, AC, AC, Hero.
Sammark
Selvan
Reaghar
Alys
Yes, we'll have a "gap" without astral constructs from Selvan to Alys' watches. That's the best Connor can do until he makes some power stones. All three "gap" watches have fliers.
Daytime:
Diamond Formation, with Sammark in front with an astral construct prodding the ground via a dead-wood stick in front of him. Reaghar and Alys on the sides. Selvan in the middle next to the wagon and the gnoll brothers. Connor bringing up the rear. Each flier taking turns flying for an hour each (25% chance), to see farther all around the caravan. Each flier replaced by an astral construct on the ground. One "roving" astral construct. Connor keeps Hero with him during the day.
Selvan's Network has a range of 130 feet, but let's keep 100-foot radius.
Any objections?
for mdt:
mdt, Connor will be using Sustenance (3pp) every day to save on food. With the discussion above, Connor will be 9/18 pp during the day, 7/18 pp during the night.
And yes, Connor will be using his map maker's kit and writing 1/4 to 1/2 of a page in his journal each night about the surrounding area. Then memorizing it every other day with Autohypnosis.
Male Half-Elf HP 31/31 | PP 16/16 | AC/Touch/Flat 19 (20)/14 (15)/15 (16) | Fort/Ref/Will +4/+5/+6 | Init +4 | Per +11 | Psychic Warrior (Martial Kineticist) 4
Alright, one-man-army, I can't find any flaws in your plans here.
Back on the road Sam either spends most of his idle time writing in his journal or holding conversations with the 'canary' Connor had walking in front of his wagon or Tenfa. It was a hell of a thing to be traveling with someone who had a small army at his beck and call. The plodded presences made Sam a little uncomfortable so naturally he responded with candor.
Alys spends a lot of time in the air during the trip, not interacting with the others a lot aside from pointing out a few landscape features she particularly likes.
No objections, just keep in mind Selvan's also the only real "melee" guy as well.
Selvan more or less keeps to himself with occasional complaints about dragging the network hacked in living bomb with them.
"Don't worry, Selvan." Connor told the elfavian. "I'm sure we'll find a nice place to leave Tenfa's diamond and lockpicks before we get back to the flying islands. We also can't take the weapons from the vault back, either. But we need to build a temple in one of these cities before Sam goes home."
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM
You can't just build a building and call it a temple, deary. That's not how temples work. It has to be a place I can attract worshipers. That means there has to be halflings around. And you can keep the lockpicks and gem dearies, I'm enjoying listening in.
There is the distinct feeling that Connor is being patted on the head mentally like an adorable but slow witted school boy.
Ok, now that I know what everyone is doing on the way back, I need a perception check from everyone.
Connor Perception check (rear):1d20 + 3 ⇒ (14) + 3 = 17 Astral Construct on Point Perception check:1d20 ⇒ 17 Connor Astral Construct Right Perception check:1d20 ⇒ 7 Connor Astral Construct Left Perception check:1d20 ⇒ 5
for mdt:
2 ground (the point and one L/R) and one flyer (if Reaghar or Alys are not flying at that moment, the flyer does a clock-wise circle)
Not sure which one is flying right now, L or R.
Standard instructions for the astral constructs:
1.) The one on point prods the ground with a deadwood stick
2.) The ones on the sides replace Reaghar or Alys when they go flying.
3.) If (metal image of gnoll, lizardman) or (non-friendly) attacks, first protect the person they are next to.
4.) If hit with an arrow, fly up (or jump up) to attract (more) attention.
5.) Engage/change only if rushed.
Connor can change all 3 small astral constructs to attack mode with a thought, of course.
Connor, map updated, please populate your slave army and I'll put in the first post. If anyone is upset about where they are, move. Otherwise, we'll go with those locations.
(That's a big map! Icons according to the "diamond" order. Astral Constructs 1-3 placed (only #3 is a flier, the rest are Ground-Utility).) (Letting the dice decide who is flying at the current moment, Reaghar(L)-Alys(R)-Connor(rear) 1/3, 1/3, 1/3 1d100 ⇒ 80) (Connor is flying! 50 ft up, will add a little "wing" icon.)
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM
Good news is, Sammark had one of the two highest perception checks, so he sprung the ambush at the maximum range by being in front. The bad news is, because he had the highest roll, and was in front, he is the only one that can go in the surprise round.
Sammark blinks as he realizes that the grass ahead is not swaying, and as he opens his mouth, calling out ambush, the grass flips forward and the squatting gnolls and catfolk stand up with bows drawn and fire.
The massive lizardfolk who was squatting down lunges forward, holding an absolutely massive polearm in two large clawed hands. The ground begins to shake as he runs forward toward Sammak...
Male Half-Elf HP 31/31 | PP 16/16 | AC/Touch/Flat 19 (20)/14 (15)/15 (16) | Fort/Ref/Will +4/+5/+6 | Init +4 | Per +11 | Psychic Warrior (Martial Kineticist) 4
Sam shouts back to the others and then looks to the bandits as a pair of arrows slam into him. Sweat beads on his brow as a ripple of telekinetic force suddenly shunts off of him like a prismatic dust storm.
"You're in the way," he growled coldly as tall grasses in the area whipped around in response to the power he wielded. All around the bandits, loose debris came alive, reaching and grabbing for them. Pebbles adhered to skin and suddenly tripled in weight, grasses and ground vines threaded themselves into crude ropes to lash limbs and anchor them to the earth, even deep roots burst forth to tangle limbs.
Manifesting Entangling Debris for 3 pp, 50ft cube, all within need to make a DC: 16 reflex save or become entangled. DC 20 strength or escape artist check to break free. Those that succeed can only move at half speed in the affected area. I went ahead and marked the affected area on the map.
Male Half-Elf HP 31/31 | PP 16/16 | AC/Touch/Flat 19 (20)/14 (15)/15 (16) | Fort/Ref/Will +4/+5/+6 | Init +4 | Per +11 | Psychic Warrior (Martial Kineticist) 4
I have no idea where I came up with cube as the shape of the power.
Sam nods, still holding a hand out at the bandits, he clenches his fingers into a fist. The ones that managed to avoid the entanglement the first round soon find that the whipping grasses and persistent roots would not easily let them go free.
All bandits that made their reflex saves have to make another one at the start of Sam's turn or end up (surprise, surprise) entangled.
OK,
So, I'm guaging interest in a way to flesh out part of my homebrew world. I have a section of my world where psionics originate from, and I want to flesh it out. To do so, I think I'd like to run a game set on that location, to flesh out the world and culture.
This would be 2-3 posts a week, I can't commit to every day. Rules would include the base Paizo rules, and the Dreamscarred Press Psionics rules. Firearms, if included, would be house ruled version, which I can get to people via PM.
The entire region is a wild-magic zone, and magic is very dangerous, so magic would be something to be avoided, not courted.
Character's would start out at 1st level, and work their way up, perhaps eventually earning a ship to travel, or land.
If there's enough interest, I'll run 4 to 6 people. I'll make a decision by November 1st.
I'll give enough information in a second post to at least let people know what the area is like, and decide if they want to play or not. As well as enough information to submit a character concept (name, class, background, specific builds will be built after the 1st if I have enough interest). I'm more interested in the character than the build. :)
I've never used Psionics, but upon perusal, it looks like I could use the Dread class to become Scarecrow! If that's the case, count be interested. :-)
Atlantia was once the home of the Great Arcanium. Masters of magics great and small. A massive island powered by magic, and ruled over by the Arcanium Lords, those whose magic rivaled the gods. Most, if not all magical artifacts date from the Arcanium's experiments.
But their hubris was their downfall, they raised up the power of magic beyond what they could control, and one fateful night they tore open the fabric of reality itself.
The resulting magical explosion lifted the island continent far into the sky, blown out of the ocean in a mighty upheaval that decimated the rest of the world when the tidal waves it caused scoured the other continents. The islands themselves were forever altered, seeded with a wild and uncontrolled magic that would never be controlled again.
All memory of the Great Arcanium was lost in the catastrophy. Today, only the inhabitants of Atalantia know how their islands came to float in the sky (at least among mortals). Any history of them was wiped out in the great tidal waves 10,000 years ago.
The wild magic killed most of the Arcanium off, but where there is life, there is hope, and a few stubborn original survivors managed to band together. They built a new civilization from the ruins, a new type of technology, and a new way of looking at the world. They shun magic (given it is so dangerous in their land, there's little surprise they shun it). They have developed, instead, the powers of the mind. Psionics, to do what was once done with magic. They have developed steam power, black powder, firearms, and great majestic skyships powered by elementals.
Geography:
Atalantius - The largest of the land masses still remaining, the 'big island' as the inhabitants call it measures a little over 500 miles across and is roughly heart shaped. It contains a large mountain range in the center, and two large salt-water lakes (the larger about 50 miles in radius, and the smaller one about 50 miles long and 25 miles wide). Forests and planes dot it's landscape where it's not mountainous. The largest city, Atalanta, is situated in the northeast corner of the mountains (note that northeast is relative to the island, since it rotates with the winds).
Antalus - The third largest of the land masses still remaining, the 'fruit island' is so called because it is a perfect place to grow food, both fruits and herd animals. The island is 300 miles long, and about 100 miles wide at it's widest. It is very flat, and contains an inland freshwater sea that takes up half it's space. Fish, fruit, grains, and herd animals are all grown here.
Anrive - The smallest of the land masses still remaining, the 'Jungle Island' is so called because it's core is heated by wild magic, and the trees that live here are constantly shrouded in a foggy mist that covers the island due to the high temperature. A 50 mile radius fresh water lake sits at the center of the island, surrounded by extremely thick jungle growth.
Ash - The second largest of the land masses still remaining is covered in blasted burned sands and melted rocks. Wild magic storms rage across it surface randomly, rendering it nearly uninhabitable. Any magic artifacts found, or smuggled into the islands, are dumped on this dumping ground so that when they detonate, they will do no harm.
Races : Mutated by the wild magic, only those with superior surviability could survive, and that usually meant wings. Mutations involving wings and psionics were the most beneficial, and modern inhabitants have these modifications.
Races:
Halvavians - Descended from Halflings, these small brightly winged inhabitants zoom about the islands, forever energetic and getting into as much mischief as possible. Most halvavians have either brightly colored bird wings, or more delicate but no less bright butterfly wings. Halvavians usually hail from Antalus.
Humavians - Descended from humans, these highly adaptable folk are the largest population on the islands. They are highly varied in attitudes and ethics, but they all inherit some of the adaptability their ancestors were known for. Humavians have wings that runt he entire gammut, but clans tend to have the same type. Typical wings are avian wings, bat wings, draconic wings, or insectile wings. Humavians are like cockroaches, anywhere you go in Atalantia, there they are.
Elfavians - Descended from elves, these highly charismatic and long lived inhabitants tend to flock toward the more interpersonal jobs, or jobs which require a great deal of patience to complete. Elfavians tend toward gossamer insectile wings or avian feathered wings. Elfavians tend to come from the 'big island'.
Strix - Descended from tieflings, harpies, and various other worldly creatures that found their way to the island (often to avoid capture or pursuit), the Strix have evolved and thrived in the no magic zone. Strix are among the fastest fliers (although the halfavians have better control), and tend to fall into the more martial jobs. Strix primarily live on Anrive.
Half-Elves - These pitiful creatures are looked down on by all those around them. Mostly due to pity, although a clan with a half-elf in it is publicly shamed by their mere existence. When a halfavian and elfavian breed, the breeding isn't true, and the strange quirk of genetics that allows them to breed prevents the hybrid from developing wings. This leaves them singularly disabled as everything is built as if one can fly. Doors are seldom at street level, they are instead at the top of the house, requiring half-elves to climb up ladders to knock on the front door, if a ladder is even provided. Half-Elves tend to come from the 'big island'.
Classes:
Allowed Classes : Barbarian, Fighter, Monk, Ranger (non-spellcasting archetypes, including spell-less from Kobold Press), Rogue, Gunslinger, Alchemist (supernatural abilities using psionics, not magic), Cavalier.
This should be enough to make a decision on whether you'd like to play. Specifics about the races and such will be given out if there's enough interest (which to me is 10 or more people saying yes they want to play).
i will likely try to play a Cryptic or a Tactician (leaning towards Cryptic so if someone else wants to play a Tactician, that would make my decision easier), i havent played those classes yet and they look interesting.
Unfortunately, I never got to use the loopholes, we had one player at my IRL game who played a Dromite Kineticist with those feats that let you burn your ability scores to increase manifester level. the DM outlawed psionics shortly thereafter. the best i could get away with was playing psionic races with psi-like abilities (still fun, granted, playing a thri-kreen ranger or barbarian).
my current IRL group (totally different people) recently started a 3.5 game with psionics allowed. i was going to make a psionic character, but i was dismayed to see how uncool the classes are compared to Dreamscarred Press's psionics classes (especially soulknife, YIKES).
=========================
As for my character concept in THIS game, I am thinking of a Strix from Anrive. Going to be a Cryptic, and I am looking at the feasibility of fighting with my fists or gauntlets/punching daggers/etc (unless Strix have natural claws) while wearing light armor. Sort of a mystical brawler concept (like monk, but less meditation and more of this)
I love psionics, both in system and in flavor. I would love to join!
I couldn't help but noticing that the psionic classes were absent from your list of allowed classes?
Sorry TQBBNBB, thought it would be obvious. :) But all the psionic classes are fine, it's the core and expanded classes that are limited (mostly due to that no magic thing).
Strix don't have claws. Those you can at least preview. Look on the PRD for Strix. In my homebrew, they are descended from tieflings and harpies who survived in the jungles. But they follow the Paizo rules (just a bit refluffed). Less about hating humans and more about hating land-dwellers.
Hmmm, so 7 interested so far. More than I expected honestly, given the lack of details. :)
Just to be up front. Remember, this is mostly to help me flesh out that portion of my world, so things may get hairy on my part (as in, I may not be able to answer things up front about that part of the world for character development, and those answers I do give may evolve during game play).
Questions:
- what happens if ancient magic items (rings, weapons, armor, belts, headbands, etc) are found in the course of adventuring? Are they classified as ultra-rare, or prone to the wild magic changing them?
- the majority of your races fly. There are no purebred races without wings, so do all races (except half-elves) start with Fly being a class skill? Does this make Jump unnecessary, or Climb?
- how are you on encumbrance, and how it would affect a character's Fly ability? I'm wondering if this is more The Dark Crystal movie where the female had wings that acted more like a parachute, or Orson Scott Card's books about the winged people on future primitive Earth. I can see where aged people with withered wings purchase Belts of Fly to avoid becoming invalids on the ground in their old age.
- without magic crafting, what about psionic crafting, as per Dreamscarred Press? How readily available are items for purchase, or crafting time? How much downtime can we expect for psionic crystal inscribing, or psionic tattoos, or djores, etc?
- are we dealing with Magic-Psionics Transparency, or Psionics is Different, because of the hot zones?
- are you going to allow Elans in your campaign? Would they have to be change to Elan-with-wings, in order to avoid the half-elf prejudice?
I would totally be up for picked on half elf ranger. After all, he may not be able to fly but with his bow...it's not a good idea for his bullies to fly either. XD
Questions:
- what happens if ancient magic items (rings, weapons, armor, belts, headbands, etc) are found in the course of adventuring? Are they classified as ultra-rare, or prone to the wild magic changing them?
The wild magic causes magic to surge and wane randomly. The way this works in game mechanics is that if a magic item is dormant, it's not too unsafe. It'll just sit there unless it's in a mana storm. However, upon activation (which for some items is just putting it on, like a ring), there's a 5% chance it explodes (roll 1) doing Caster Level d6 damage to everyone within Caster Level x 5 feet, or a 5% chance it just doesn't work at all (roll 20). For items that are always on, that check is once per round. Thus why they don't use magic. They do use psionic equipment, and psionic equipment exists for most things you'd expect. So enhanced armor and weapons using psionics, 'bags of holding' tend to be 'MW backpacks of holding'. Things like that. Part of this is to flesh out what normally magic equipment can be found with a psionic counterpart, and how different is it.
jhpace1 wrote:
- the majority of your races fly. There are no purebred races without wings, so do all races (except half-elves) start with Fly being a class skill? Does this make Jump unnecessary, or Climb?
They follow the normal rules per flight from ARG, so yes, they all get fly as a class skill, along with racial bonuses (those with better than average flight). Jump is kind of unnecessary except when there's insufficient space to spread one's wings. Given it's part of Acrobatics though, the skill is still useful for other things. Even flying things can't fly through heavy foliage, or straight up small shafts, so climb is still useful, just less so than normal.
jhpace1 wrote:
- how are you on encumbrance, and how it would affect a character's Fly ability? I'm wondering if this is more The Dark Crystal movie where the female had wings that acted more like a parachute, or Orson Scott Card's books about the winged people on future primitive Earth. I can see where aged people with withered wings purchase Belts of Fly to avoid becoming invalids on the ground in their old age.
Old age would slow flight, just as it slows base movement. Same with encumbrance, per the rule book. Based on carry capacity.
jhpace1 wrote:
- without magic crafting, what about psionic crafting, as per Dreamscarred Press? How readily available are items for purchase, or crafting time? How much downtime can we expect for psionic crystal inscribing, or psionic tattoos, or djores, etc?
Depends on where you are, but in Atalanta, pretty much everything is available. A small Strix Village in the middle of a jungle, not so much. :) Downtime will probably be there, depending on what is currently going on. You won't be 24/7 engaged.
jhpace1 wrote:
- are we dealing with Magic-Psionics Transparency, or Psionics is Different, because of the hot zones?
Magic/Psionics are different, so anti-magic doesn't shut down psionics, and vice versa. The two things can do different things, or the same thing in different ways. What you can't do is mix and match the two to do the same thing. For example, a +2 Psionic Enhanced blade can't be further enhanced to +3 with magic, or enhanced to +1 magic/+2 psionic. They don't play well together. However, you could enchant something to do one thing with psionics, and another with magic (for example, alternate ends of a quarterstaff, which is a double weapon, could be enchanted using psionics on one end, and magic on the other end).
jhpace1 wrote:
- are you going to allow Elans in your campaign? Would they have to be change to Elan-with-wings, in order to avoid the half-elf prejudice?
No, sorry, just the aforementioned races. I'm trying to keep things a bit simpler while still getting a feel for the world in detail.
I would totally be up for picked on half elf ranger. After all, he may not be able to fly but with his bow...it's not a good idea for his bullies to fly either. XD
Just remember, your allies would be flying, and the civilization assumes flight. So being unable to fly is a major hindrance on your allies as well. Plus a lot of things that are dangerous fauna here can fly as well. And they have bows too, with bonuses from firing down. Or firearms. Or psionics.
BTW: My wife played a cryptic gunslinger in a game and was frightningly effective with a revolver at 10th level.
Just remember, your allies would be flying, and the civilization assumes flight. So being unable to fly is a major hindrance on your allies as well. Plus a lot of things that are dangerous fauna here can fly as well. And they have bows too, with bonuses from firing down. Or firearms. Or psionics.
BTW: My wife played a cryptic gunslinger in a game and was frightningly effective with a revolver at 10th level.
To not be such a hindrance to my allies I would play something else then but it begs the question: If half elves are so horribly out of their depth and considered second class citizens, why have you made them a playable race and how are they even still around?
Still interested in the game though. Always wanted to play straight psion, "Use the Force Luke!"
Why are goblins listed in the ARG, or Kobolds. Not everything has to be equal or even desirable. :) As long as there are options that are good, there's no reason one option can't be 'bad'.
As to why they are still around, it mostly has to do with the fact that both elves and humans have trouble keeping it in their pants. :)
EDIT : On a related note, at higher levels, it's not as much of a burden since there are ways to fly at higher levels without wings. It's just sucky at low levels.
I'm very much interested. I do like worldbuilding as a thing even when I'm not writing to build on someone else's so helping flesh otu a world through gameplay jut feels natural.
Thinking about either tactician or psychic warrior.
As to why they are still around, it mostly has to do with the fact that both elves and humans have trouble keeping it in their pants. :)
One starts to think of half elves as developing sophisticated navies to travel from island to island. Nomadic water gypsies shunned universally for their inability to fly and the shame they represent to their parent races but more than make up for it with their mastery of the sea...
As to why they are still around, it mostly has to do with the fact that both elves and humans have trouble keeping it in their pants. :)
One starts to think of half elves as developing sophisticated navies to travel from island to island. Nomadic water gypsies shunned universally for their inability to fly and the shame they represent to their parent races but more than make up for it with their mastery of the sea...
Note that the magical blast blasted the islands 2.5 miles straight up, and they never came back down. Think the floating islands in Avatar. So thre's no sea for them to master. :) All the ships built by the Atalanti are skyships (combination of skywood, steam power, and psionics keeping them aloft).
Well, it seems I hit my 'ten or more' interest counter. So I'll post some character creation guidelines.
The way I'll do this is I'll pick the 5 or 6 (still havent' decided) characters based on flavor and background (which I will answer questions to help with). Then I'll let those people know. Anyone that doesn't end up in it will be listed as 'backup' and if someone bows out or stops posting, they'll be allowed in when I can swap them out.
As to why they are still around, it mostly has to do with the fact that both elves and humans have trouble keeping it in their pants. :)
One starts to think of half elves as developing sophisticated navies to travel from island to island. Nomadic water gypsies shunned universally for their inability to fly and the shame they represent to their parent races but more than make up for it with their mastery of the sea...
Note that the magical blast blasted the islands 2.5 miles straight up, and they never came back down. Think the floating islands in Avatar. So thre's no sea for them to master. :) All the ships built by the Atalanti are skyships (combination of skywood, steam power, and psionics keeping them aloft).
Same principle, different medium then. :P
People don't suddenly become stupid because they lose their legs. They find ways to cope or overcome. Doesn't make them accepted but it does give them a place in the world other than the bottom of a boot.
As well, if you could include hp, Saves, Initiative and Perception in your character's "Classes/Levels" section so it shows up in game, that'd be great. Would help if someone told me how to do this myself, as I'm having trouble figuring it out. :)
Character
Name
Gender Race
Clan Affiliation
Class (level)/Class (level)/...
Alignment Size Type (subtype)
Init +X; Senses
DEFENSE
AC 10, touch 10, flat-footed 10 (+X Dex, +X Dodge, +X Armor)
hp XX (XdX +X)
Fort +x, Ref +x, Will +x
DR none; Immune none; SR none
Weakness
OFFENSE
Speed XX ft., Flight XX ft.
Melee
Ranged none
Special Attacks
STATISTICS
Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Base Atk +0; CMB +x; CMD xx
Traits
Feats
Skills
SQ
Combat Gear
ABILITY AND GEAR DESCRIPTION
Insert all ability and gear descriptions, preferably in spoiler boxes
*Note : Above swiped from Hungry Waters, thanks.
Character Creation Guidelines:
Level : 1
Races : See previous list, details on racial stats coming shortly
Classes : See previous list (including Psionic classes from Dreamscarred Press)
Equipment : Any non-magical or Alchemical equipment you can afford, starting gold average for your class + any you get from traits if applicable. If you end up with enough money to afford something cheap but not mundane, it must be a psionic item. This can come about in two ways. The first way is a standard item out of Dreamscarred Press books that is psionic. The second way is a psionic version of a 'standard' magical item. For a standard magical item vesioned to Psionic, you must provide the item, and the psionic power that would power it. Note that this may affect the manifester level (for example, if you want a psionic item that turns shoes blue, and that item requires prestidigitation, then the item caster level is 1. However, the psionic ability that you think replicates it requires a manifester level of 3, the psionic version would have a ML of 3. This may affect prices, either up or down).
Traits : Everyone starts with 2 free traits, and may take a Drawback for a third. Pretty much any trait that makes sense, and I'm willing to allow refluffing as long as you actually type up the refluffing. Humavians, halvavians, and elfavians can use the race only traits from their forebear races. Adopted trait can only be used to take traits from one of the other races on the islands.
Every character must be from a clan. There are 14 great clans, and hundreds of smaller clans. Each smaller clan is allied with a great clan, although there's a lot of politics and allegiances switch back and forth every few generations. I will get you all more details on the Great Clans later today, if you don't like them, you can make up a smaller clan and then pick which great clan they are allied with.
People don't suddenly become stupid because they lose their legs. They find ways to cope or overcome. Doesn't make them accepted but it does give them a place in the world other than the bottom of a boot.
Agreed, although a lot of them depart for the surface. The Atalanti use their great skyships to corner trade between continents. The ocean god is a great chaotic evil psychopath who sinks ships he or his minions find. So air travel is great.
On the other hand, Dragons take it as a personal affront that ephemeral mortals would ply their skies. Metallics mostly grumble and blow flames or lightning if the ships get too close. Chromatics and Neutrals are openly hostile and raid and attack regularly.
Clan Straillia (NG) : Straillia controls the northern* half of Anrive. They have an on again off again war with Clan Stalmortta, the other Strixian clan. Straillia is known for it's warriors, especially it's archers (Zen Archers, Archery spec Rangers, and Tacticians). Straillia has the best relationships with other good and neutral clans, and also with land based dwellers of any Strix clan, even the smaller allied clans.
Clan Stalmortta (NE) : Stalmortta remember how they were treated by the land dwellers, especially humans. They do not trust even Humavian clans, and have ritualized hunts using captured human land-dwellers at special annual festivals. They are known for their stealth and guile, as well as their absolute ruthlessness in battle. They have many rogues, dreads, cryptics, assassins, and ninja clans within their allies. Stalmortta controls the southern* half of Anrive.
Halvavians:
Clan Mistrada (CG) : Mistrada Halvavians are very friendly and enjoy drinking and eating and regale others with their stories and jokes. Mistradan humor is rarely mean spirited, and generally consists of humorous gibes, often risque jokes, or occasionally morality play jokes intended to point out to a listener a perceived moral failling. Mistrada have butterfly type wings, usually in extremely bright colors and patterns. Mistradans tend to be Rogues and Mistrada controls the eastern third of Antalus.
Clan Celestrada (CN) : Celestrada has a great deal of influence on the Clan Council. Along with Clan McTavish and Clan Mintakia they are the swing votes on the council, which often ends up deadlocked between the evil and good clans. Celestrada are often considered greedy little gits by others, even their allies. They are one of the richest clans, and they know how to spend their money. Like all Halvavians, they have a well developed sense of humor, but also a very well developed sense of when and where to use their power to make more money. They control the central reaches of Antalus. Celestrada generally have feathered wings in various shades.
Clan Sinestrada (CE) : Sinestrada is a dark and dangerous clan. They have a very well developed sense of humor, unfortunately it's entirely graveyard humor. Dangerous practical jokes rule the day, and the punchline is often pure murder. Sinestrada enjoy chaos, and are not shy about increasing it, so long as they can do so without it costing them too much power. They are careful not to generate enough trouble to make them worth more dead than alive, but anything up to that limit is on the table. Sinestrada trade in land-based slaves, and control the western third of Antalus. Sinestrada have no iconic classes, they prefer to spread themselves out to be ready for any mischief that might come their way. They generally have leathery batlike wings or draconic wings.
Humavians:
Clan McIntyre (LG) : McIntyre is an old clan that claims to trace it's ancestry all the way back to the Great Arcanium itself. They value both personal honor and clan honor above all else. They are known as fearsome fighters and ship masters. Their psychic warriors and fighters are reknowned across all Atalantia. The McIntyre clan is the largest clan on Atalantia, and currently is the head of the Clan Council. McIntyre's generally have white, red, gold, or green feathered wings. McIntyre clan controls the northeast portion of the big island.
Clan McTavish (LN) : McTavish is another old, and large, Humavian clan. They are very conservative, but not nearly as morally snooty as the McIntyres. McTavish tend toward the 'slow and steady' method, and are reknowned as the best skyshipwrights in Atalantia. Their warriors tend toward heavy armor, heavy shields, and heavy weapons. Despite the proliferation of firearms, the McTavish maintain their traditional melee arts, and are very effective at repelling boarders, or taking over another ship if need be. McTavish tend to have leathery draconic wings. They control the eastern portions of the big island.
Clan Donough (LE) : Donough our dour folk, usually with dark hair and eyes who seem to live with very little humor in their dreary lives. They are known for toiling away at whatever job they are appointed to at puberty, and then marrying whomever they are appointed to marry by their elders. Donough keep slaves, and work them to the bone before disposing of them. They are among the best gunsmiths and armorsmiths in the islands though, their long hours of toil at the forge giving them a claim to being master craftsmen. Donough do not go out of their way to help anyone, for any reason, unless it's their own clan. The clan is always more important than any individual. Donough tend toward insectile wings such as a dragonfly might have, which tend to fold down against their back (making it easier to keep them safe in hot forges).
Clan Reville (NE) : Reville is, well to put it politely, a scurvy bunch of pirates. They descended from the privateers employed by The Great Arcanium to control the seas. They are the smallest of the Great Clans, but they control disproportionate wealth. They do not pirate skyclans (usually), but rather surface ships or even surface caravans on land. Their pirates eschew armor usually, preferring mobility and firepower. They are the most heavily mixed of firearms and melee weapons of any clan, with almost every member of the clan having a firearm of some sort at hand for emergencies. They tend to have darkly feathered wings, usually black, grey, blood red, or dark purple. They control a few dozen small islands (ranging from a few miles across to a few dozen miles across) that swing around in a loose orbit around the main islands.
Elfavians:
Clan Astradia (NG) : Astradia are renowned for their esoteric studies, and make the most powerful alhemical items and psionic items. As a clan, they prefer healing and are also known to produce the most powerful Vitalists. For those who can't master the ability to heal themselves, the Astradian healing items and healers are a very necessary resource. Astradians control the northwestern portions of the Big Island, and have close ties with Clan Mistrada, taking advantage of their lands to harvest medicinal herbs and seeds. Astradia tend toward butterfly type wings with bright colors.
Clan Minala (CG) : The second smallest clan in the Great Clans, Minala are a clan of etherial and group who value personal freedom over tradition to the clans ideals. They are often powerful wilders or barbarians. Minala does not get along well with most clans, other than Mistrada, due to their temprament. They control a small area of mountains near the smaller inland salt sea on the western central portion of the big island. Their wings tend toward the gossamer four-wing style common with dragonflies.
Clan Mintakia (NN) : Mintakia, the second largest clan on the islands, tries to strike a balance and keep from open war. They are the facilitators of the Council, and count amongst their numbers the best tacticians. They are often judges and intermediaries, deftly balancing the more volotile clans against each other to keep them all equally unbalanced and thus off the edge of war. Most clans resent their meddling, but find them too useful to dispense with. Mintakia tend toward feathered wings with dull gray, light silver, or dirty white feathers. Clan Mintakia controls the southeastern portions of the big island.
Clan Resalia (NE) : Resalia is, to put it bluntly, the clan where whoever is the most dangerous makes the rules. Who's in charge changes so fast most other clans don't bother keeping track. The higher your rank, the more likely someone is to be gunning for you, often quite literally. The Marksmen of Resalia, by their mere mention, can scare other inhabitants of the islands. Only their own infighting has kept the clan from turning on other clans. Every member of the clan goes armed and armored at all times. They do not keep slaves, who knows who paid them to kill you in your sleep? Resalia tends toward leathery bat wings, dusky skin that could almost pass for drow, and dark hair that is often tied back in long intricate ponytails. They control the entire southwestern section of the Big Island.
Note each clan's alignment is the 'major' alignment. Individual's vary. At least 50% of the clan is of the listed alignment, and at least half their ally clans have the same alignment. 90% of the clan is within one step of that alignment. Same with the ally clans.
Size : Small, Halvavians gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
Speed : 20 feet, fly 50 feet (Good) (6)
Attributes : -2 Str, +2 Dex, +2 Cha (0)
Languages : Halvavian's start with Common and Halfling, Halvavians with high Intelligence scores can choose from the following: Aurun, Elven, and Strix.
Halfling Blood : Halvavian's count as Halfling for any effects related to race.
Perceptive : Halvavians are keen eyed, and have an excellent sense of sight. They gain a +2 racial bonus to Perception.(2)
Fearless : Halvavians are often known to be foolhardy in their disregard for the odds. They gain a +2 racial bonus on all saving throws against fear effects.
Alternate Racial Traits
Aerial Acrobatics : Some Halvavians are so flittery that they don't pay so much attention to their surroundings, they are too lost in their dizzying flights. These Halvavians gain a +2 racial bonus to Fly. This replaces the Perceptive trait.
Cloud Skimmer : Some Halvavians like to tempt their luck in the clouds during thunder storms, riding the lightning bolts. Such Halvavians gain energy resistance 5/Electricity. This replaces the Perceptive Trait.
Scout : Halvavians are often scouts, even when they have other jobs they attend to, and often learn a healthy respect for the odds. These Halvavians treat both Stealth and Perception as a Class Skill. This replaces the Fearless Trait.
Elfavians:
Humanoid (Elfavian)
Size : Medium, Elvavians have no special bonuses or penalties due to size.
Speed : 30 feet, fly 40 feet (Average) (6)
Attributes : +2 Dex, -2 Con, +2 Int (0)
Languages : Elvavian's start with Common and Elvish, Elvavians with high intelligence scores can choose from the following: Auran, Halfling, and Strix.
Elvish Blood : Elvavian's count as Elf for any effects related to race.
Low-Light Vision : Elvavians can see twice as far in dim light as humans. (1)
Elven Immunities : Elvavians are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects. (2)
Perceptive : Elvavians have keen senses, are gain a +2 racial bonus on Perception. (2)
Alternate Racial Traits
Elven Weaponry Training : Some Elvavians train from childhood with their ancestral weapons, focusing on their weapons and not the world around them. Such Elvavians are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Sprint Flier : Some Elvavians train heavily to increase their flight speed and manueverability. These elvavians increase their base flight speed by 10ft (to 50ft), and also improve their maneuverability by one level to Good. This replaces the Elven Immunities Trait.
Humavians:
Humanoid (Humavian)
Size : Medium, Humavians have no special bonuses or penalties due to size.
Speed : 30 feet, fly 40 feet (Average) (6)
Attributes : Humavians gain a +2 to any one stat.
Languages : Humavian's start with Common, Humavians with high intelligence scores can choose from the following: Auran, Elven, Halfling, and Strix.
Human Blood : Humavian's count as Human for any effects related to race.
Human Ingenuity : Some humavians have inherited the voracious learning capacity of their human forebears. Such humavians gain 1 additional bonus skill point at 1st level, and one additional skill point each time they level.
Alternate Racial Traits
Human Curiosity : Some humavians have inherited the natural curiosity of their human forebears. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. This replaces Human Ingenuity.
Focused Study : Some humavians have inherited their human forebears ability to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces Human Ingenuity.
Human Versatility : Some humavians have inherited their human forebears ability to be extremely flexible in their approach to problem solving. Such Humavians gain a bonus feat at 1st level. This replaces Human Ingenuity.
I do stat generation a bit differently than most. I don't like point buy, as it usually ends up with people making 18/16/12/10/7/7 or 18/18/10/10/7/7 or something like that. Which statistically are 3 sigmas west of strange.
Rolling is more organic, but can end up with one player getting uber stats and another getting "OMGWTFKMN!" stats. So, what I do is roll 3 arrays, and everyone at the table get's to pick from one of those arrays.
1) You describe Elfavians above as being highly charismatic, but they have no mechanic to back that up. Not saying they need one, just pointing it out, as I thought they would get a +2 Cha, instead of Int, which woulda been cool.
2) Elven Weapon Training doesn't appear to replace anything, though it seems like it should replace Perceptive, based on the description.
3) Can we use any of the other alternate race traits from ARG, provided they replace something your race has normally?
Edit: Question: Will you allow Call Item from The Mind's Eye, formerly of Wizards of the Coast? I don't own Ultimate Psionics (yet), just Psionics Unleashed and the three Expandeds. So I'm not sure if Ultimate Psionics has included it yet.
Call Item:
Call Item
Psychoportation (Teleportation)
Level: Psion/wilder 1, psychic warrior 1
Display: Material
Manifesting Time: 1 standard action
Range: 0 ft.
Effect: 1 item; see text
Duration: 10 min./level; see text (D)
Saving Throw: None
Power Resistance: No
Power Points: 1
You call a piece of nonmagical equipment worth 10 gp or less "from thin air" into your waiting hand. (Actually, it is a real item hailing from some other random location in space and time.) You don't have to see or know of the item to call it -- in fact, you can't ever call a specific item. You just specify the kind (silk rope, basket, torch, or some other item). This power cannot call weapons, armor, psionic items, masterwork items, living creatures, or valuable treasures (see Table 7-8 in the Player's Handbook for typical items called by this power). The item is made of ordinary materials appropriate for its kind. Using called items as spell components causes the spell to fail. If you relinquish your grip on the item you called for 2 or more consecutive rounds, it automatically returns to wherever it originally came from. Items gained by call item are distinctive due to their astral glimmer.
Augment: If you spend 2 additional power points, you can call an item worth 100 gp or less. If you spend 4 additional power points, you can call an item worth 1,000 gp or less.
1) You describe Elfavians above as being highly charismatic, but they have no mechanic to back that up. Not saying they need one, just pointing it out, as I thought they would get a +2 Cha, instead of Int, which woulda been cool.
2) Elven Weapon Training doesn't appear to replace anything, though it seems like it should replace Perceptive, based on the description.
3) Can we use any of the other alternate race traits from ARG, provided they replace something your race has normally?
1) Grrr, that should be 'Intelligent' not 'Charismatic'. Sorry, I can't fix the original, or I would, but I'll fix it in my game notes. Originally, they were going to be drow, not elves, but I decided against it because they were higher in race points.
2) Yes, it should replace Perceptive, thanks for the catch. I'll fix my notes on that.
3) Yes, provided it replaces something that the race has already. Human -> Humavian, Elf -> Elfavian, and Halfling -> Halvavian.
Obviously, Strix are right out of the ARG as is. :) Just refluffed as the descendants of Tieflings and Harpies trapped on the island at the time of the explosion.
Yeah, this isn't actually unusual. My dice seem to love my players during character creation, then they like to roll 3-4 crits in a row once the game begins. :)
I am certainly interested in this. Probably going to go with Array 2, though I've no idea what I'd like to play. Currently, I'm thinking a Humavian Vitalist, though I'm not entirely sure what clan yet.
Another idea floating around in my head is a McIntyre Barbarian, using the Psionic Archetype for it in Psionics Augmented, which I can help provide details for you. tl;dr, the Raging Beast is a barbarian that gives up a fair bit of barbarian-ness for some partial manifesting as a psychic warrior, and a few other perks.
I am certainly interested in this. Probably going to go with Array 2, though I've no idea what I'd like to play. Currently, I'm thinking a Humavian Vitalist, though I'm not entirely sure what clan yet.
Another idea floating around in my head is a McIntyre Barbarian, using the Psionic Archetype for it in Psionics Augmented, which I can help provide details for you. tl;dr, the Raging Beast is a barbarian that gives up a fair bit of barbarian-ness for some partial manifesting as a psychic warrior, and a few other perks.
Just note a McIntyre wouldn't be a Barbarian (at least, not a very likely one). But a McIntyre ally clan certainly could be. There's a lot of wilderness and not all the Atalanti have embraced civilization on the long slow slog back to it. :) Any Barbarian McIntyre could look forward to a lot of guff and such from the rest of the clan at the very least.
So, a McDoughal Barbarian would work, or a McDonold, or a McVetter, or whatever. :) At leas the McIntyre's wouldn't give quite as much guff to a barbarian ally as they would one of their own. :)
Array 2 most definitely, I'm thinking a Half-Elf Psychic Warrior with the Martial Kineticist archetype.
He got sick of his winged 'betters' looking down on him so he got good at swatting them out of the air. Going to be taking Expanded Knowledge a few times to round out his power list a little more and turn him into a pseudo-psion.
Here's my submission: a Dread by the name of "The Crow." Still figuring out the Psionic rules, so wanting to make sure he's built properly before I get his backstory written up. Should be pretty easy to guess his inspiration. :-)
Character:
Name: "The Crow"
Male Halvavian
Clan Affiliation: Resalia
Dread (1)
NE Small Humanoid (Halvavian)
Init +5; Senses
DEFENSE
AC 18, touch 16, flat-footed 13 (+5 Dex, +2 Armor, +1 Size)
hp 10 (1d8 +2)
Fort +1, Ref +7, Will +2 (+2 vs. fear)
DR none; Immune none; SR none
Weakness: none
STATISTICS
Str 8, Dex 20, Con 13, Int 12, Wis 10, Cha 20
Base Atk +0; CMB -2; CMD 13
Traits: Dominator, Memorable
Feats: Weapon Finesse
Skills: *Acrobatics +9, *Autohypnosis +4, *Escape Artist +9, *Knowledge(psionics) +5, *Intimidate +10 (+2 to demoralize, lasts 1.5 times as long as usual), *Perception +6, *Stealth +13
SQ: Halfling blood, Perceptive, Fearless
Combat Gear: leather armor, longbow, 20 arrows, 19gp
ABILITY AND GEAR DESCRIPTION
Fearsome Insight: The dread's connection to the fears and the subconscious grows and she gains a greater understanding of the mental faculties which regulate fear. This translates into an insight bonus to Intimidate equal to half her class level (minimum +1).
Devastating Touch: A dread is able to channel psionic energy from fear and nightmares into a touch that causes pain. To use this ability, a dread must make a melee touch attack on a living target. If the attack hits, it deals 1d6 points of damage plus 1 point per class level.
POWERS KNOWN (Manifester Level 1; Power Points 3/3)
Talents Empathy My Light
I'm thinking normal Humavian Psion (Shaper). McIntyre clan, for the bird wings. And the Rich Parents trait. But I need to know more:
- politics. Which crafts are the most coveted, and why no dwarves? What kind of merchanting is there? The airships doing the most bang-for-the-buck import/export, or something on the big island instead?
- any wars ongoing? Slavery in some places, not in others?
- is the theme of the game going to be exploration, war, subterfuge, or something else?
- given that 90% of the population can fly, how many people "jump ship" off of the airships and fly away when the going gets tough? Any messenger services using airships like buses to get to the general area, then taking off for a particular city?
Here's my submission: a Dread by the name of "The Crow." Still figuring out the Psionic rules, so wanting to make sure he's built properly before I get his backstory written up. Should be pretty easy to guess his inspiration. :-)
** spoiler omitted **...
Looks good, but I will point out that without any ranks in fly, you're going to be in trouble actually flying. Even with a fly speed, you still need to make fly checks for certain things (manuevering rather than flying straight, hovering, maintaining flight after a hit, flying in wind, etc...). I strongly suggest that people with wings invest at least one point in fly.
EDIT : Ooops, alignment. Sorry, my fault. See note on post 51 below. How about NN?