(1) Atalantia - Scourge of Magic

Game Master mdt

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Prison of the Elements


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I don't think it does, they have nothing resembling a healer right now. Nice to meet you. My assumption would be you can join in as you like, as there are others on the ship. You'd just be a crewman that was mostly quiet up until then.


Hello to anyone paying attention to old threads recently updated.

I have an opening for 1 (potentially 2) characters in my oldest game on this site. It's been going on for over 4 years now.

The crew is currently at a spot where they can accept a non-Atalantian submission, if you don't want to play an Atalantian. However, I would not accept more than one non-Atalantian. So, take your bets. If you are interested, the character creation is at the beginning of this thread. However, you would create them at Level 8.

DO NOT MAKE CHARACTERS NOW

I want concept first, or questions, then you can make a character if the concept is something I can fit in.


Hmmm... I'm thinking of a couple of ideas.
Perhaps a Clan Straillia Soul Archer. Or perhaps a clan Astradia cryptic - somebody who doesn't care about the healing arts, but is instead focused on a different way.


We currently have :

1) A Psion (Shaper)
2) An Aegis (Trailbazer)
3) A Vitalist/Marksman 6/2
4) An Ooze Morph (hard to explain)

So either character concept would work. The Psion Shaper is already speced out as a bit of a thief, so the cryptic might step on a couple of toes. But the Soul Archer would actually fill in a slot they lost about 3 characters ago.

If you want to roll up a Stryx Soul Archer, go ahead. All equipment either has to come from the Psionics book, or you have to find a psi power to replicate a magic item. And Atalantean items tend to be slightly different than surface items (Surface people use bags of holding, Atalantean's use Backpack's of Storage, as an example). Just let me know if you're want to knock up a psionic version of a magic item.


I should ask all the mechanical questions at once. Are you still using the stats from the first page? Standard wealth by level? How are you doing hit points? Are you suing background skills (I think it might be too old a game)?


Very Interested. Let me do some reading...


Yes, still using the same stats.

Standard WBL.

HP is either Max + 1/2D per level, or, Max + you roll. However, if you choose to roll, you roll for every level. Everyone so far has chosen Max + 1/2D per level.

Too old a game for background skills, or I would be using them.


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Alright, so I was looking at your current players, what they built and what they took (I was curious :S ), and heres a (very) brief summary of my findings.
Adraniel: a midget with a punch! Well, a very strong halfling swinging around an oversized greatsword. Massive physical stats and has self-buffs. Despite that he is still a stealthy little bugger :/
Telv: ahh. An Oozemorph Shifter. I understand now :)
He is also very physically fit (if a little flabby around the waist) and relies on multiple 'homegrown' natural attacks.
Flan: A stealthing sniper with a sweet sniper pistol! Also has healing and support powers and is a Mid level caster.
Connor: The Wiz Kid and his toys. Has a ton of abilities boosting his summoned constructs or his very handy Psicrystal. Is a High caster with 4th lvl powers. And the Leadership feat :p Can't have too many minions!

So you currently have a super strong Gnome with a greatswoord, an Ooze-thing with 3 strong natural attacks, a phasing Sniper with utility and heals, and the Minion Overlord full caster with a sweet psicrystal.

As for me, I have no idea yet :p
But I figured that if I figured out what the others are doing, I might be able to figure out some ideas of my own :)
Back to figuring!

Oh. I noticed that both Flan and Connor had a Mythic entry. Is that something we should be building for or something we should expect? Or no, we are having nothing to do with it?


Dont' worry about the mythic stuff for now. We'll take care of that kind of stuff for whoever gets picked.


Spoilers ;)


Okay, my strix soulbolt is coming along well. (I tend to make the crunch first, give that to my muse to inspire the fluff, and then rebuild the crunch to match the fluff my muse comes up with. It's complicated, but it works for me.)

So far, he's a soldier/scout. Able to shoot in melee. Pretty stealthy to begin with, but uses psionics to become very stealthy. Shoots frost or lightning when needed. Good at doing nonlethal when we need to take people down without killing.


Dotting in, this sounds like an interesting setting and I do like me some Psionics.

It looks like you could use someone who SEES ALL, KNOWS ALLL, and I do enjoy those.

Has the available class list expanded to include any new material? I see you have a Shifter, but not sure if that's a specific exception or you allow any non-magical class (meaning, say, Investigator might be a consideration, or even a Path of War class?).

The idea for a posh, sophisticated Investigator cat-burglar or something already half-forms in my head.


I'll allow one (1) non Atalantean at most.

I'll allow one (1) magical class at most (note you will have SEVERE issues with magic in this campaign, so think closely) and the magic class must be non Atalantean.

Note that classes that have psionic archetypes but are core paizo count as psionic classes (see note above about magic though).

Beyond that, Paizo and Dreamscarred Psionics are allowed. Not really allowing any other 3rd party stuff (unless you want to go with a spellless ranger from kobold).

Occult classes can be used as a psychic class, meaning they are a variant version of psionics, and thus not magical.


Ok, I love me some Dread!

I've only done a cursory inspection and I'll read up more but my initial thoughts are a little "west of Strange" so I wanted to run it by you before I get too deep.

My character would be a servant of some kind, a runner/assistant, he/she is halfelven and cannot fly making up for this with a can do attitude and a skill in acrobatics/climbing. He/she puts up with the scorn and derision of others with a smile and a shrug, happy at least for the respect he/she garners for being hard working and reliable. This likeable nature however hides a dark secret (a malformation or somesuch. See cthulian tentacles etc) that is at the heart of his/her dread powers. It is something that is desperately hidden from all but those closest and is a deep shame.

My main concern was with the lack of flight? There are obviously ways around it at this point in the campaign but I see my character as being keen to show that even without flying he/she can be useful...

What do you think?

Ps. Would you be open to path of war archetypes?


As stated earlier, just Paizo and Dreamscarred Psionics (possibly Kobold Spellless Ranger). Path types I haven't studied enough sorry. I had someone play one temporarily and they seemed overpowered, early in the game.

As to your dread, I have no problem with the concept. We had a half-elf in the game early on who couldn't fly. It's inconvenient, but not insurmountable, and one of the current characters can't fly (they can fall really good though!). I expect that character will pick up something to fly with shortly (as I'd expect you to pick up some flight in equipment) given the realities of flying on a ship that may tangle with dragons or other flying ships.


As usual, my muse woke my up in the wee hours of the morning last night to tell me that sleep was only for people who had figured out their characters. She's a really good muse. I feel #SoBlessed to have her help me with characters.

history:

Nobody knows how Isthraxa came by his psionic powers. His mother is a woodcarver and his father a travelling puppeteer. Since he didn't have much of a talent for voices, he expected to follow in his mother's footsteps. But they lived on the windward cliffs and everybody needed to learn how to fight. Quite a bit of trouble comes forth on the wind. They were teaching archery and starting with the stance and technique. The students were given bows but no arrows. That did not stop Ishthraxa from hitting the target.

From there it seemed wasteful to not use his gift. He joined the military under Clan Straillia and was assigned to the Windward Marines. When you were on a ship, a soldier that made his own arrows was convenient. The older hands brought him up to speed on the life of a marine. Complaining about the sailors who complained right back. The endless waiting followed up by a few moments of "I really wish I were bored now." The rotating jokes/not-jokes about who was the jinx on the ship.

He never jokes about jinxes anymore. He's the only member of that unit left. His term was marked by pirates and skirmishes and monsters. It was a bloody couple of years but he survived. Over those years the power in him surged and her found himself able to do more with his gift. One of the pirate crews they had had an outlander with an bow of great power. He took the bow and went through the same training he had done years ago. It took some time but he began to understand the bow. After which he passed it on, as he didn't need it anymore.

He found he had a few gifts besides hurling death. One of them was of great interest to his commanders. When they found out that he could make himself take on the color of his surroundings, they transferred him. His new unit was The Unseen Rain. It was a small, elite unit used for special missions. They would go behind enemy lines, often by having a Nomad fold them in. They were tasked with finding specific objectives and dealing with them quickly and quietly.

Some of these missions weighed on him. Killing in battle was one thing, but killing them when they were sleeping was not his style. He was growing older and after one final term, he mustered out. The pay had been good, and he had little to spend it on. He could go back to carving puppets - it was a skill easily practiced while waiting. But that life didn't feel right either. He felt the need for something more.

Crunch:

Ishthraxa
Male strix soulknife (gifted blade, soulbolt) 8 (Pathfinder Campaign Setting: Inner Sea World Guide 313, Ultimate Psionics 57, 282, 283)
NG Medium humanoid (strix)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +17
--------------------
Defense
--------------------
AC 18[24], touch 18, flat-footed 12[18] (+2 deflection, +6 Dex) (usually +6 armor Inertial armor)
hp 83 (8d10+32)
Fort +9, Ref +14, Will +12
--------------------
Offense
--------------------
Speed 30 ft., fly 60 ft. (average)
Ranged +1 collision mind hornbow +15/+10 (2d6/×3+5) or
. . mind bolt (short range) +15/+10 (1d10+4/19-20)
Special Attacks enhanced mind bolt, form mind bolt, quick draw
Soulknife (Gifted Blade, Soulbolt) Powers Known (power points 21, ML 8th; concentration +19)
. . 2nd—
. . 1st—chameleon, inertial armor, synesthete
. . 0 (at will)—
--------------------
Statistics
--------------------
Str 10, Dex 22, Con 16, Int 12, Wis 19, Cha 8
Base Atk +8; CMB +8; CMD 26
Feats Clustered Shots[UC], Extra Blade Skill, Mindblade Proficiency, Point-Blank Shot, Precise Shot, Psionic Talent, Rapid Shot
Traits psionic knack, resilient
Skills Acrobatics +15, Autohypnosis +8, Craft (woodwork) +10, Fly +16, Linguistics +2, Perception +17, Profession (sailor) +8, Profession (soldier) +8, Stealth +17, Survival +6, Swim +4; Racial Modifiers +2 Perception
Languages Common, Elven, Strix
SQ active energy type, blade skills (close-range expert, emulate ranged weapon, focused offense, freezing bolt, lightning blade), cautious brawler, launch mind bolt, manifesting, shape mind bolt
Other Gear +1 collision mind hornbow, belt of physical might +2 (Dex, Con), boots of the cat[UE], pauldrons of unflinching fortitude +2/+3[MA], ring of protection +2, ring of sustenance, whispering gloves, cards[UE], dice[UE], flint and steel, grooming kit (worth 1 gp), hammock[UE], masterwork backpack[APG], masterwork woodwork tools, signal whistle, 391 gp, 9 sp
--------------------
Special Abilities
--------------------
Active Energy Type (Electricity) Lets you set your psionic active energy type.
Equipment Slots In Use Ring, Belt, Feet, Hands, Shoulders,
Cautious Brawler +1 racial dmg bonus, no penalty when dealing nonlethal damage.
Close-Range Expert When psi-focused, your mind bolts do not provoke AoO's.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Darkvision (60 feet) You can see in the dark (black and white only).
Emulate Ranged Weapon (Hornbow) The soulknife can form his mind bolt to replicate any single ranged weapon (except firearms), chosen at the time he takes this blade skill. The soulknife is proficient with his mind bolt in this form and it functions in all ways as the chosen weapon.
Enhanced Mind Bolt +3 (Su) You can enhance your Mind Bolt with a total enhancement bonus of +3.
Extra Blade Skill You gain an additional blade skill.
Fly (60 feet, Average) You can fly!
Focused Offense As long as the soulknife maintains psionic focus, he adds his Wisdom modifier to his attack and damage rolls instead of his Strength modifier.
Form Mind Bolt (Mind Bolt [Short Range], Bludgeoning) (Su) Form a semi-solid weapon composed of psychic energy distilled from your own mind.
Freezing Bolt (DC 18) Mind bolts can deal cold damage and reduce their target's speed
Launch Mind Bolt Make iterative attacks with your Mind Bolt
Lightning Blade When the soulknife makes an attack with his mind blade, he can choose to have it deal electricity damage instead of its normal damage. In addition, the soulknife can expend his psionic focus when he hits with an attack to give the target a -2 penalty
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manifesting You have a reduced ML equal to ML-2.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Psionic Talent Gain 2 or 1 extra power points.
Quick Draw (Su) You can manifest your Mind Blade as a free action.
Shape Mind Bolt Change the form of your mind bolt, or reassign its abilities

items:

I made sure to find items that could be based on psionic effects. As well as items that fit with being a special forces soldier. Let me know if these are okay.
belt of physical might +2 (Dex, Con) -> Animal Affinity
boots of the cat[UE] -> Catfall
pauldrons of unflinching fortitude +2/+3[MA] -> Fortify
ring of protection +2 -> Mental Barrier
ring of sustenance -> Sustenance
whispering gloves -> Missive

notes:

His role is going to be similar to an archer ranger. Good in ranged or melee combat, sneaky, good senses. Though not as good in the wilderness as your average ranger.
He doesn't come from the traditional adventurer mindset, but he'll adapt quickly.
Obviously, it made sense for Clan Straillia to trade away the hatred ability. I took Cautious Brawler and Dayguard.
Pauldrons of unflinching fortitude are technically a mythic item. But there's not much mythic about them, plus pauldrons make a lot more sense than a cloak for a flier.


@Philo -

1) Need a reason why he'd get 'recruited' by the intelligence services. Something that got him in trouble, and he got sprung from jail or some other punishment (or even execution) in exchange for him working for the spooks undercover.

2) Just a note, I allow you to do firearms (using the custom firearms rules in the gameplay tab, see link) with mind weapons. So you can ignore the (not firearms) if you would rather use a firearm. None of them are quite as powerful as a hornbow I don't think, but they have advantages on the RTA side.

3) On the Pauldrons, reduce the price to 5,670 and remove the bit about the 'spending a mythic power point'. You wouldn't have had access to mythic equipment, but a non-mythic version wouldn't me much cheaper. Cost is really for a +2 item, and 1/3rd the cost of the next level item, bringing it from 4000 to 5670. Technically it should be 5666.6666666 but that's confusing. 5670 works better.


Ya, one of the characters ideas I had was also flightless. Kinda.
An idea I am thinking on is a Psion (with the Nomad Dicipline) and prestiging into the Elocator Prestige class and take the Fast Step feat.
He can teleport at will as a move action and is just kinda unaffected by gravity :/
So he ports all over the place and even into the middle of the air without actually flying :)
Would probably also turn him into a flanking Bad-Touch caster. Or maybe ranged combat? A teleporting sniper?
Another idea was to take the Telepath Dicipline and focus a lot on the telepathy aspect of your setting that I had read about near the begining of the original recruitment thread about the messenger services. He would be one of those responsible for transmitting somewhat sensitive information discretely and untracably. The main problem is that *I* have to know the information to be able to transmit it ;)
In this case the messenger IS the liability, and that could be a good hook for why I got recruited by the the Intelligence Services and maybe why I am using them as protection against someone else <_<
Telepaths get 400ft carte blanche telepathy, and can cast 80min long Mind Links as a few different means of filling the role (and other, more insidious powers such as Read Minds and Memory Modification >:D).
I will probably make him very strong-willed (high Will saves), maybe silent? Communicates only with telepathy?, either that or he will be very secretive about his mind powers.
He would also be a collector of knowledge and secrets, desiring to know all sorts of dark secrets (preferably without anyone else knowing that he know them >_>

Could I get some more information on the different messenger services available and who supplies them?
I figure it might be an interesting aspect of your world that might not be all that developed and it might be interesting to explore more of it ;)


Basic character concept: Kotsi Metsaka, Clan Resalia Elfavian. Information broker and all around scoundrel, leaves Resalia because PEOPLE BE CRAY CRAY there and he's not into the whole murder scene as much as his compatriots.

Basic mechanics: Investigator (Empiricist), array 2, uses a Shortbow (or maybe longbow, my Perception will be through the roof as-is), ALL THE SKILLS.


Each clan has their own messengers. Subordinate clans have to use their networks for patron clans when told to. So basically, each clan has a network, the patron clans have massive networks, plus access to their ally clans networks.

The Council (the guv'ment) also maintains a military network, which is distinct from the clan networks. Trying to give you all the various networks would be all but impossible. The basic structure though is fairly easy, each clan (and subordinate clan) has their own internal network, and use them for high-importance information, often using memory modification to remove the messages after they are transmitted/received if it's a high priority secretive message. The Military has it's own, completely separate, network to coordinate military movements. Note, that's the combined military, the individual clan militaries have their own sub-neetwork on their military ships. So any given ship could have multiple messengers on it if it's a big enough ship.

Example : The Verdant Dawn is one of the McIntyre clan's battleships, and it's assigned to the Joint Fleet. It has a Council Messenger, a McIntyre Messenger, and a Crew Messenger (who transmits messages back to the crew's families via a military low-security network). If the Council were to dispatch someone for a special mission, they may add another Mission Messenger as well.


For anyone I've commented on their idea, you can start working up characters. If I haven't commented, poke me.

@Storm Dragon - Just remember, Anyone from Clan Resallia will be eyed with more than a bit of suspicion anywhere on the islands (even at home!). Think about how a drow would be treated in the average tavern and you have an idea. But sure, if you want to go that route, I have no issues with it as long as the character is not evil aligned. There are enough non-evil ones that people don't attack them on sight, they just assume you're an evil backstabbing POS until they know you for a decade or two.


True Neutral would be my gut feeling. He's a criminal, but not a violent one, more apt to act as a spy than anything.


That's fine then, as long as you know how people will treat you back 'home'.


mdt wrote:

@Philo -

1) Need a reason why he'd get 'recruited' by the intelligence services. Something that got him in trouble, and he got sprung from jail or some other punishment (or even execution) in exchange for him working for the spooks undercover.

Perhaps instead of retiring, his last mission ended in disaster. The team walked into an ambush, as if the target knew what was going on. Ishthraxa was captured and interrogated. It seems to have been a political dispute that went over his head.

mdt wrote:
2) Just a note, I allow you to do firearms (using the custom firearms rules in the gameplay tab, see link) with mind weapons. So you can ignore the (not firearms) if you would rather use a firearm. None of them are quite as powerful as a hornbow I don't think, but they have advantages on the RTA side.

I've considered it, and I think that I'll keep old school. It just feels right.

mdt wrote:
3) On the Pauldrons, reduce the price to 5,670 and remove the bit about the 'spending a mythic power point'. You wouldn't have had access to mythic equipment, but a non-mythic version wouldn't me much cheaper. Cost is really for a +2 item, and 1/3rd the cost of the next level item, bringing it from 4000 to 5670. Technically it should be 5666.6666666 but that's confusing. 5670 works better.

It's obviously a conspiracy. They skim 3.3333333 gold pieces off of every unit and divert that to fund their evil schemes!


Can I get a little more info on Reselia, if you don't mind? I get they're basically bat Drow (part of the reason I picked them, admittedly. I had initially thought about being a Bat-kin Skinwalker but they weirdly don't get the ability to fly as one of their transformations) and their culture is entirely based around Klingon Promotions, seemingly, but are there any other concrete details?

What I have so far is that Kotsi learned at a young age that as long as she wasn't noticed, she wasn't a target, and made it her job to just kind of fade into the background, observing details and whatnot. As she got older she also realized she could protect herself by making herself both useful and dangerous by selling information and using threat of blackmail and safeguards stemming from such to make people think twice about offing her even when crossed.

Her ultimate goal was to save up enough money to leave the clan for good (I'm presuming it's expensive to move islands, particularly from Reselia; you not only need to get enough money to move yourself and assure you have shelter, food, and some kind of livelihood but also enough money to pack some protection), and she eventually did so, joining up with whatever clan the party is working for right now, if any (I saw the original plan was for them to be working for a more neutral clan but I'm not sure if that idea has changed.

Mechanics questions: you mentioned there were Psionic equivalents to most magic items, but they're a bit different. What are the Psionic equivalents to each of the "big 6", or are there any at all?

Also, can I have a Psionic version of the Investigator's Hat?


Resistance Bonuses : Fortify, slot usually done as a shoulder slot or ring slot (that whole wing thing, cloaks are a pain)

Armor : Already covered in the psionics book, specific power not required.

Weapon : Already covered in the psionics book, specific power not required.

Physical Attributes : Animal Affinity power, slots are usually belt or body.

Mental Attributes : Animal Affinity, slot is headband (same as magic).

Deflection Bonus to AC : Mental Barrier, slot is usually ring or shirt.

Natural Armor Bonus to AC : Metamorphosis, slot is usually a shirt or a necklace.

Investigator's Hat would be using 'Recall to Mind' power. Psychics would probably put it on the eye slot, not the head slot. (Glasses/Goggles vs a hat).

As to Reselia, the whole Klingong thing is a pretty good analogy, as long as you get rid of all the honor stuff. Reselia is basically Machiavelli made into a nation. Everyone plots against everyone, everyone is always looking for a leg up. The biggest difference between a neutral Reselia and an evil is that a neutral probably won't enjoy or go out of their way to kill you to advance. Anyone who isn't willing to kill their own sibling if it's worth it will be part of the Kladeth, the Sheep. Sheep basically show their throat, and stay alive by making themselves useful to those with power, or those gaining power, or those trying to keep from losing more power. Sheep never try to get power, ever. Once you're a sheep, if you ever do try to get some power, you're dead, because you can't be trusted to be a sheep, and obviously can't handle any real power either.

Basically, about 2/3rds of the population are Kladeth, or the whole place would implode (completely instead of just cylicly like it does now). Sheep might be guards or fighters, but they are never leaders of guards or fighters, they're basically grunts who keep their heads down and hope they don't become inconvenient.

That help?


It does, thanks!


This speaks to all my interests.


Oh, a question (well, two) on languages:

1.) One I've always had for races that can only learn a limited number of extra languages, what happens when I exceed that limit? I have 22 Int (+6 mod) which should give me 6 languages via Int mod, but Elvavians can only learn Auran, Halfling, and Strix from Int. Do I lose the extra three, or can I just pick from any?

2.) What languages (besides the major race related ones) will be useful? I'll know anywhere between 5 and 8 depending on the answer to question 1.


Mostly done alias for Kotsi.


1a) How did you manage a 22 Int?

1b) You have the language slots, you just don't start with them. You have to encounter a new language in game (research, meet someone with it, etc).

2) All Elemental ones can be useful. The islands deal a lot with the elemental planes. Elementals are unaffected by the mana storms.


mdt wrote:
1a) How did you manage a 22 Int?

18 from array 2, +2 Int race, +1 at 4, +1 at 8.

mdt wrote:


1b) You have the language slots, you just don't start with them. You have to encounter a new language in game (research, meet someone with it, etc).

Is this how you do Linguistics too? So I have my starting languages of Elf, Common (Auran, Strix, and Halfling from Int) and need to encounter some new languages in play for my other three from Int and two from the skill ranks?


Doh, forgot the level bumps. :)

1b) No, that's how I do it for starting characters. You're a level 8 character, you just pick your languages to start with for all your slots. If you pick up another rank of linguistics, I ask you to put a few posts into how you learn it is all.


Okay, think this is everything sheet-wise. Will do the proper write up for character tomorrow, probably. Depends on how burnt out I am after work.

I spent 360 gp for 2nd level formulae and 540 gp for 3rd level ones using the normal rules for such, if you're wondering about the spellbook.


Ok,
Just a note, Alchemists on Atalantea use psionic powers, not magic spells, for their alchemy. If Kotsi is picked, I'll have to actually sit down and write up the psionic powers for alchemy. :) Not a big deal, I've been needing to do that anyway. One of the reasons I run this PBP is to expand my world. :)


Ok, we've had lots of interest. I'm closing the recruitment to new applicants. Everyone who's posted already in the thread (and are listed below) Have until Wednesday May 23rd to get a complete submission in. And I'll choose 1 or 2 after that.

Philo Pharynx (Strix - Ishthraxa (Gifted Blade Soulbolt))
Louxman (Showed Interest)
Gobo Horde (Still Deciding on Character)
Storm Dragon (Elvavian - Kotsi Metsaka (Resallia Runaway Investigator))
DeviousDevious (showed Interest)


Do I use the full Psionic manifesting rules with PP and everything? Because having just raw Psionic powers but keeping the Extract preparation rules is a pretty severe nerf. Unless you're making Powers from scratch that don't rely on boosting to stay competitive?


@Kotsi : Alchemist Formulae for Psychic Powers List Kotsi's formulae should come from this list. I think you'll find it's as good as the main list, if a bit more limited (around level 5).


You follow the normal rules for the Alchemist. You can boost powers by using extra slots. 1 boost for 1 slot. That should be balanced out since it means you can activate all your psionic powers by drinking your extract, even if they normally take more time to prepare.

Example : Expansion normally raises you up 1 size category. By expending to slots you make an Enhanced Expansion that raises you up 2 size categories. Some powers won't be quite as useful this way (Such as Chameleon), but by the time the +10 isn't helping, you'll have other powers that do mechanically more.

Additionally, if you spend time with a Magical Alchemists books, you can learn magical Formulae, but at +1 level (IE: level 1 magical Formulae = level 2 Psionic Formulae)


Hm. I'm not sure how that balances out to a 6 level Manifester, but we can give it a shot. Let me do some napkin math for a PsyWar with the same Wis as my Int.

44 PP for PsyWar

6 1st level, 6 2nd level, and 3 3rd level spells per day for Alchemist. Total of 15 spell slots.

6pp for 1st, 18 for 2nd, 15 for 3rd is a total of 39 pp from Psywar. So the PsyWar gets 5 extra pp (an extra 3rd level spell slot).

Not as bad as I initially thought actually, assuming I can still copy extra Formulae as normal; the usual Prepared vs Spontaneous split where the Spont caster gets more flexibility with slots and the prepared caster has a bigger known pool.

Aight, cool. Looking forward to trying it out. =)


Mk, I'm thinking about doing an Elfavian (Clan Astradia maybe seems right?) Psion (egoist). Shape-shifting as needed via Metamorphosis. Maybe eventually looking at Metamorph PrC if available. Could also do something every similar on a PsyWar. Thoughts? Anything else I should start thinking about, like roles, job, family, etc.?


@DD - Few things to remember :

Astradian's are kind of stuck up (Think Mr. Belvedere or Dr. Strange), your background needs to include a reason you got 'inducted' into the spy role.

---------------------------

@Everyone - Remember, as I said, if someone wants to play a surfacer, I can accept 1 of those as well. In which case, you'd not have to have a background where you did something criminal enough to get arrested.

In case anyone doesn't like their character having done something heinous (on purpose or by accident, or having been railroaded).


Kotsi backstory and personality up, will tweak power list as well.


If I may level one complaint at your Psionic Alchemist list, it's that it seems very combat focused. The Alchemist list by default is largely utility spells (well, not entirely, but it's MUCH more expansive and the ones I took were mainly utility ones...even though in hindsight the Communal spells are actually useless due to how Alchemy works), where (at least for the first three levels, especially) things seem very geared towards combat and buffing.

I'm wondering if it might be acceptable instead (since you said Psychic characters from Occult Adventures could use their normal spell lists) if I could simply cast as though I were a Psychic Detective? Or if more utility spells were added to the Psionic Alchemist list.


The list has almost nothing combat oriented, other than a breath weapon or two, and natural weapons.

It's primarily about powers that alter the Alchemist's body. I went almost exclusively, senses, claws, metamorphosis. If you look at the normal alchemist, they have almost no offensive powers other than natural weapons, and most of their utility powers are things they do to their own body. That's what I tried to mimic.

Unfortunately, psionics are pretty much either offensive or defensive or body manipulation or creation. They don't have a lot of utility powers for some reason. If you can identify a utility psionic power that I left out that makes sense to you, point it out please.


It's mostly the loss of simple stuff like Endure Elements, Touch of the Sea, and niche spells I thought might be useful on occasion for once like Enshroud Thoughts and Bullet Shield that hurts, and especially bloodhound and Countless Eyes, since I really, really love extra senses..

Doing a double check I don't really lose all that much of what Extracts I'd be using on a daily basis, it's the really situational stuff I took to combo with numerical Alchemy to help people in a pinch that eats the hit.

I don't know the Psionics list all that well, TBH, beyond basic capabilities. I forgot how sparse a lot of the lists are looking through them now.

Re: what I mean by "combat focused" though, I consider anything that buffs Init, attacks, saves, etc. to be a combat spell, along with anything that grants new attacks or is most commonly used in combat (Greater Invisibility/Concealing Amorpha for example). 16/28 of the 1st level Powers and a similar proportion of 3rd level powers fit that bill. And most of them are very melee combat oriented like Graft Weapon, and the various ones that grant or improve natural attacks.

So it looks like what I'll do is drop Numerical Alchemy for now and change up the powers list to a more standard streamlined generally useful roster of powers.


Fairly certain you have a ton of extra senses on that list, scent, tremorsense, blindsense, so I think you have that covered? Please note also that some of those powers are HIGHLY versatile (although you'll have to choose what you're brewing when you brew them up in the morning, unless you get the ability that lets you brew 'on the fly' throughout the day).

Elfsight - Lowlight Vision 1 hour/level
Heightened Vision - Darkvision 1 hour/level
Psionic Scent - Scent 1 round/level (fairly certain that's a typo, let's call it 1 hour/level otherwise it's a useless power)
Danger Sense - +4 Reflex & AC vs Traps for 1 hour/level. For two slots, you gain Uncanny Dodge, for 3 slots, you gain Improved uncanny dodge!
Touchsight - Autodetection of everything within line of effect up to 60 ft! 1 minute/level
Ubiquitous Vision - 360 degree vision (no being flanked, no being sneak attacked from flanking), and a +4 on perception checks! 10 minutes / level (I think this is your 'countless eyes').
Aura Sight - Read Auras, kind of like detect magic, but for living beings. 10 min/level
Steadfast Perception - Immunity to all figments and glamers (Including invisibility). +6 perception, second saving throw. 10 min/level
Pierce the Veils - Basically True Sight. 1 min/level

Metamorphosis is probably the holy grail for an alchemist. Increase or decrease your size (like expansion/enlarge/shrink person), or +2 to any physical stat or increase speed by 10ft, or gain AC, or an attack, or energy resistance 5, or a swim/climb/burrow speed, and also granting a circumstance bonus to disguise and a +10 disguise at the same time. This is also, at higher levels, when it's full on metamorphosis, one of those that you can really stack up and get 4-5 powers all at once with two slots.

Animal affinity lets you get bonuses to ANY stat (including mental stats!).

Natural Linguist gives you tongues for all intents and purposes (another one of those situational non-combat abilities),

Object Reading lets you read an object to learn it's past, another one of those situational powers...

Sensitivity to Psychic Impressions is like object reading but for areas rather than objects.

Psychic Reformation - Basically rebuild your character!

Fold Space - Teleport!

Adapt Body - Become one with your environment! Underwater, hot, cold, airless, and so on. And you don't have to specify what environment when brewing it up. 1 hour/level.

At higher levels, you get trigger power (1 slot) which mixes with any other slot (Such as Heal Injuries or Defer Fataility) to set contingencies. You drink them in the morning, and then throughout the day your powers auto-manifest.

So yes, you do lose a few of the magical things, but honestly the psionic list while a bit sparse, has a ton of stuff you can't get with magical stuff...


Hm, for some reason I thought Ubiquitous Vision was also super low duration, which was why I discounted it. All right, you've sold me. I just didn't know enough about the Psionic lists to instantly recognize the good options.


Also, any problems with the character/background description?


Looks good. No problems. I'll consider that a completed submission.

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