Brain-Eaters from Space!

Game Master Baron Bloodless

Body-snatching aliens crash land on Golarion. Sandbox ensues.



Good evemornnightduskdawn-time all! Longtime gamer and lurker of the forums here who finally cracked and made an account to get in on some of this juicy pbp action. I could introduce myself a bit, but I know we'd all rather get right to the game, so here goes!

For a long time, I've wanted to run a true Golarion sandbox adventure, where the players could steer the reins in literally any direction. Unfortunately, I'm a GM who likes his preparation time, and this sort of thing is nearly impossible to prep for. That's why I've taken this to the pbp boards, because the natural spacing of posts will give me the chance to serve up the epic adventure I've always wanted to.

BRAIN-EATERS FROM SPACE

Our story begins on the dread planet Aucturn, home of hideous aberrations and monstrous creatures of untold horror. The well-travelled among you may recognize such horrors from your own world as gugs and intellect devourers. Civilizations is truly impossible on this planet of eternal darkness.
And yet, deep in the fissure of some hideous valley, there once walked the only civilized beings on Aucturn - the Telekts. Descendants of the intellect devourers, these small brain-creatures managed to overcome their evil nature, and had begun building a society the likes of which never existed on this dread planet. For centuries they toiled and learned in this valley, advancing greatly both their numbers and scientific knowledge. Soon enough, starships were being built, and plans to flee the planet in search of greener pastures were laid.
Tragically however, the scholars who claim Aucturn to be a breathing god-thing may be right, for it seemed that She did not want Her children to abandon Her. On the eve of the great interplanetary migration, waves of unspeakable horrors descended upon the Telekts' valley, massacring every living thing in sight. But as fate would have it, somehow one little escape ship, damaged though it was, got launched. The Av'rija, as it was called, carried no crew, but rather several genesis chambers, where new Telekts were to be born.
So here in the void of space, the last brood of Telekts comes into being. They stumble out from the safety of their technological wombs, observing this new environment. Thanks to their already matured minds, they quickly realize that the damaged Av'rija is on a crash course for some strange planet. This strange planet, as you know my friend, is none other than our own - Golarion.

And there we go! This campaign will feature the most unlikely of heroes, a brood of what are essentially weaker intellect devourers about to crash on Golarion. Once you land their, your future will be in your own hands! My collection of modules, APs, and own ideas are at your disposal! Once you acquire some suitable host bodies, you shall have the chance to take the adventure in literally any direction you wish! Heck, with my fresh copy of Ultimate Campaign, you could even just open a tavern if you wanted! Anything at all!

(P.S. - In the spirit of sandbox, the ship will still be somewhat pilotable when you awake, allowing the players to choose their crash site! Don't tell me where you like to crash though, I want you to surprise me!)

Character Creation

Alignment: Having just been born, all characters start out as clean slates, at Neutral alignment, though this will likely change. For this campaign, alignments will not be guidelines for how to act, but rather an indicator of how you have been acting.
Race: Obviously, every player will play as a Telekt, a race of my own creation modeled after the intellect devourer. Racial abilities can be found below. Don't forget to choose you Modifications (see below)!
Ability Scores: 20 point buy seems to be fairly standard around these parts, so 20 point buy it is.
Classes: A Telekt's body thief ability is a little different from an intellect devourer's in that it can choose between the standard dominate creature effect or it can choose to use the host body as a vessel with which to use it's own class abilities. Any classes or archetypes from Paizo products are allowed as long as they makes sense thematically. If necessary, you may work with me to reskin weird abilities that don't really fit thematically.
Feats: One feat at starting level, as is standard. Obviously some feats will only work while you are hosted. Also, for you martial characters out there, racial/size penalties will not be included in your strength score for determining feat prerequisites.
Skills: Because Telekts are born fully mature with information already download to their brains, you may start with any skills you please. In addition, you may take ranks in the the new skill Knowledge (Telekt Technology) [Int]. I'm not entirely sure what this skill will let you do yet, but I was planning on letting you use it to figure out how to build new Telekt devices.
Traits: Traits will not be used, instead the player will get to choose several Modifications (see below).
Starting Equipment/Gold: None. You'll have to salvage the wreckage of crash!
Background: Given the current circumstances, I realize that background is essentially nonexistent. Instead, I ask that you focus on your Telekt's inborn personality, flaws, quirks, goals, etc. Really anything you can think of to give yourself a little character.

If anything above captures your interest, go ahead and whip up a character, leave a comment or question, or even adapt for your own campaign!

The Telekt:

The Telekt

A small, almost infantile, version of an intellect devourer scampers about, odd pieces of technology wedged into its 'brain'.

Type: Abberation. In spite of their civilized tendencies, Telekts still possess the aberrant nature of their intellect devourer relatives. Note that because Telekts cannot see, they do not gain darkvision like most aberrations.
Size: Tiny (+2 Dexterity, -2 Strength, +2 AC, -2 CMB/CMD, +8 Stealth). In addition to being much weaker in strength and ability than the average intellect devourer, Telekts are also much smaller.
Ability Scores: -2 Strength, +2 to all mental ability scores. Due to careful breeding Telekts are physically weak, but possess great mental capacity.
Languages: Telekt. The dangers of their home planet demanded that Telekts become naturally xenophobic to survive, and as such new Telekts are born only with their native tongue. They do NOT gain bonus languages for having high Intellignce.
Speed: 30. Telekts, like their cousins, are surprisingly fast for their size.
Senses:
Blindsight 30 ft. Lacking eyes, Telekts rely on this strange form of sight.
Telepathy 100 ft. As their primary means of communication, Telekts have lost none of the telepathic power of the intellect devourers.
Natural Attacks: Claw x4 (1d3). Telekts possess four short claws which are strong enough to burrow into the brains of their fallen foes.
Defensive Abilities:
+3 Natural Armor. The hazardous environment of their home planet demand that all Telekts possess at least some measure of natural protection.
Resist Fire 5. A throughback to the immunity of their ancestors, Telekts are lightly resistant to fire.
+2 to save against mind affecting effects. Superior willpower affords Telekts bolstered mental resistances.
[b]Bonus feat: Weapon Finesse
. Their lack of physical strength forces all Telekt to rely on speed when taking down larger foes.
Weakness: Vulnerability to protection from alignment. Unfortunately, Telekts gained the full weaknesses of the intellect devourers, and are treated as summoned creatures for the purposes of protection from alignment spells.
Supernatural and Spell-Like Abilities:
Reduce Size (Sp): Reduce person on self at will. While mostly used in conjunction with their body thief abilities, Telekt's are capable of shrinking their size for other means.
Broodbond (Su): In order to foster more of a sense of unity and connection among the Telekt community, Telekt breeders had recently begun psychically connecting broodmates, allowing them to communicate telepathically over any distance.
Body Thief (Su): As a full-round action that provokes an attack of opportunity, a Telekt can reduce its size, crawl into the mouth of a helpless or dead humanoid or animal, and burrow into the victim’s skull to devour its brain. This is a coup de grace attempt that inflicts damage equivalent to four times that of the Telekt's claw attack (strength bonuses are multiplied, precision damage such as from a sneak attack is not). If the victim is slain (or already dead), the Telekt usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster spell. The Telekt has full access to all of the host’s defensive and offensive abilities save for spellcasting and spell-like abilities (although the Telekt can still use its own spell-like abilities). If the body is humanoid, the Telekt may instead completely overwrite the host body's abilities, granting the host the class levels of the Telekt. A host body may not have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to uselessness in 7 days (unless this time is extended via gentle repose). As long as the Telekt occupies the body, it knows (and can speak) the languages known by the victim and basic information about the victim’s identity and personality, yet has none of the victim’s specific memories or knowledge. Damage done to a host body does not harm the Telekt, and if the host body is slain, the Telekt emerges and is dazed for 1 round. Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.
Modification (Ex): What Telekts lack in natural ability, they make up for with supreme technological advancement. All Telekts are born (or made, depending how you view it), with a number of brain modifications, most of which bring them much closer in ability to the intellect devourer. Choose one modification from each category. Also, feel free to skip the 'flavor' text bits, all the in game effects are bolded for your convenience.

Modifications (See the Telekt 'Modification' ability above.)

--Parietal Lobe:

Somatosensation Burst Module: This parietal module can vastly increase all of the Telekt's sensory abilities, albeit only for an incredibly short time. While this brevity is useless much of the time, it is excellent for when the Telekt must quickly size up a situation, granting it the Improved Initiative feat.
Spatial Mapping Module, Stealth Class: By enhancing the Telekt's spatial sense and coordination, this module grants the Telekt a heightened ability to navigate its surroundings, specifically where stealth is involved. The Telekt gains a +2 bonus to the Stealth skill and is always considered trained in it.

--Occipital Lobe:

Occipital Myelin Thickening: Physically thickening the myelin around neurons creates a much faster synapse, or response, between them. By having improved the neurons of their occipital lobe, the Telekt can gain much more quickly respond to visual stimuli, granting it a +2 bonus to the Perception skill.
Advanced Visual Cortex Conditioning: While the method behind this training isn't completely understood, even by the Telekt's, it nonetheless proves to be an effective way to bolster not the Telekt's abilities, but that of it host body. While using the body thief ability, the Telekt's current body gain darkvision out to 60 ft.

--Brainstem:

Spinal Mana Resevoirs: Perhaps one of the pinnacles of Telekt ingenuity, these reservoirs of arcane energy are kept in constant flux, yet can be finely channeled to mimic almost any magical ability. The Telekt gains the ability to use the spells and spell-like abilities of the body it currently controls.
Adaptive Brainstem: By making the Telekt's brainstem both more malleable and compartmentalized the Telekt can use almost any creature as it's host, which allows the Body Thief ability to be used on any creature with a brain, not just humanoids and animals.

--Frontal Lobe:

Cortical Arcanoshielding: By physically surrounding the brain's descision making centers with a strange thin magic-resistant substance only found on their home planet, the Telekt discover a way to bestow their own with an almost supernatural resistance to magic. The Telekt gains SR equal to 6+HD.
Ventromedial Cortex Enlargement: Through a bizarre procedure involving a combination of surgery and chemical injections, Telekt scientists managed to locate and then enlarge the part of the brain responsible for willpower; any Telekt with this modification is granted the Iron Will feat.

--Membrane:

Enviro-Resistant Membrane: By coating the Telekt's membrane with chemicals of composed similarly to those found on the hide of the intellect devourer, the Telekt can acquire some of its cousin's natural resistances. The Telekt's fire resistance increases to 10 and the Telekt gains 5 points of resistance towards cold, electricity, and sonic.
Trauma-Resistant Membrane: Instead of bestowing elemental resistances, this coating grants the Telekt physical resistance similar to that of the intellect devourer. The Telekt gains DR 5/magic and adamantine.

--Temporal Lobe:

Rapid Language Assimilation Implant: While the Telekts had no desire to communicate with the savage monstrosities that inhabited their own planet, they knew that interstellar travel would demand more mastery over language that inhabiting another body could give them. This temporal implant provides its user with a language 'bank', capable of storing a number of languages equal to the user's Intelligence modifier. Whenever inhabiting a victim, the Telekt may store any number of the victim's known languages to the bank, instantly and permanently learning them. Languages may also be freely deleted from the bank to make room for new ones.
Host Memory Acquisition Implant: The HMA temporal implant, while highly experimental, was considered a breakthrough by Telekt engineers. In it's current stage, the device attempts to download visual memories from the victim of a Telekts body thief ability, though these memories are stored within the Telekts subconscious. In game terms, while the Telekt is occupying another's body, the GM may allow ability checks to 'remember' something from the victim's previous life, provided the presence of a visual stimuli that possesses some sort of link to the memory.


I just now am able to get back on the messageboards, due to a rather hectic series of events a while back, and what do I find but this? Pure roleplaying GOLD! Or Platinum, Mithril, Adamantine, or whatever precious metal you like to look at! I salute you, sir, for such an ingenious concept!

I have a few questions before I submit a character, however.

First of all, is there restrictions on alignment or not? I tend to gravitate to the four 'extremes', such as LG, LE, CE, and CG, hence my question.

Second, do you allow 3rd party material? I would love to use either a Machinesmith or Fleshwraith from LPJ Design, which are essentially technomancers or biomancers. If the answer is a resounding no, then I will likely play an Alchemist or an Oracle with the Dark Tapestry Mystery.

Third, the players can choose ANY region in Golarion to land? I would only have to say AVOID GALT! Those people are paranoid enough without body snatchers in the mix and it would be hard for the characters to blend in well enough to avoid losing their host's head!

Fourth, can extra Modifications be taken in place of Traits?

Fifth, and last, question. Do they have any Favored Class Bonuses?

As for my credentials, I have been playing RPGs since early grade school and have extensive experience with 3.X and Pathfinder. I believe half in roleplay and half in roll-play, liking each to have equal preference. I study Psychology in college, so I would be well versed at playing what is essentially an alien brain on four legs. Also, I REALLY want to play this new race, if that counts!

I will be watching the boards, eagerly anticipating your replies to my questions, so I can make a character for this!


Wonderful to see the first bit of interest! Now to answer those questions:

Also, I'll be bolding any parts of my replies that could potentially apply to all players.

1. A ban on certain alignments would mean a ban on certain actions, and that isn't sandboxy at all! So no, there aren't any alignment restrictions.

2. At first I was going to disallow 3rd party just to keep things simple, but the theme behind those two classes just goes too well with the Telekts! So that's a yes! Keep me posted on what class features you take though. From now on 3rd party will be dealt with on a case by case basis. Generally, however, I'm pretty lenient.

3. When I say ANY, I do mean that you'll be able to designate any coordinate location. However, how close you actually land will depend on how well you can get the damaged ship to work.

4. You receive no traits, however, you get to pick one modification from each category, so 6 in all.

5. Hadn't thought of that! Did you have anything specific in mind? Anyone wanting racial Favored Class Bonuses can work with me to come up with something.


I am definitely interested and will be putting together a ranger package as soon as I get home.


I will have to think up Favored Class Bonuses as I build my character, but I will let you know when I have an idea!

I have a few more questions, if you will indulge me in that regards.

Do the Telekts have any deities or is religion new to them? Or are the only deities they know the Old Ones, which colors their view of religion as a whole in a positive/negative light?

Are the Telekts able to converse in their natural form or only when inside a host? I did not see a Telepathy ability and regular Intellect Devourers have no mouth to speak with, so I was curious about that detail.

Do Telekts have any innate quirks or personality traits that they are born with or are they a sort of Tabula Rasa in regards to these things, imprinted with knowledge, but having to learn what it means and what to do with it?

Is there any sort of alien technology that they have that can be crafted at a later time or am I thinking of too much, too soon? I have a slight tendency to overthink things, so I apologize if I come off that way lol.

Is there any subject taboo in this game? I don't intend on playing a child-eating mass murderer or anything, but some DMs/GMs have certain subjects that they are uncomfortable with and I like to know my limits on what I can roleplay.

If people ever discover the Telekts' true nature, can Bluff, Diplomacy, or Intimidate smooth things over or is the only way to remain hidden, silencing with sword or spell any who discover their secret? Again, maybe I'm overthinking things, but if my character's host dies in plain sight and he/she/it crawls out of the corpse's skull, I don't think the villagers would be very understanding.

Posting is going to be handled as 1+ posts a day, correct? Or is there a specific day where multiple posts throughout the day are expected? I plan on posting a good bit, but was wondering about what specifics you had planned or if you were leaving that up to the players.

Will the ability to handle the ship's crash coordinates be linked to the new skill that you introduced? I was planning on having my character learn it anyway. I would assume that it counts as a class skill for all Telekts too, right?

And lastly, do Telekts require nutrition, do they draw it from their host who in turn needs nutrition, or do they require none themselves, only needing it to keep their host body 'fresh', which is to say, not looking like a zombie?

Thanks in advance for answering my questions and I'm currently thinking up character ideas as I type this. Oh and if more interest is not shown in like a day or so, don't lose faith in the concept, because sometimes it takes a day or two for free players to find. Just bump it if no one else relies by this time tomorrow, or I will, either way. People generally look at the first 10 threads listed. Again, awesome job coming up with this!


Alright let's get these questions answered.

First off, I left information about Telekt society intentionally vague, so as to allow the players to have some input. So if you do have some suggestion, I'd be happy to consider it.

As far as religion is concerned, I always sort of imagined the Aucturn Telekts as being purely scientific in their pursuits. That way, I figured that the players would be able to discover deities and religions for the first time, and then make the choice from there. Otherwise, the Dark Tapestry would likely be the only religion for them to be familiar with. However, I am willing to use the retraining rules from Ultimate Campaign, if for example one character wanted to become a Cleric or Oracle of a newly discovered deity.

Telekts do possess telepathy out to 100 ft. I put it in the senses section by accident instead of the abilities section.

I think that the Telekts would have an inborn tendency towards some personality characteristics. True, they would be largely shaped by early experience, but how the react to the earliest of those experiences would be based on early personality.

I'm don't entirely understand the phrasing of your alien technology question, but you will be able to craft Telekt tech later in the game.

As far as taboos go, I don't have many reservations, so that would be largely up to play consensus. I think this type of game could really go in any direction of lightly humorous to grimdark, but I think Fire Mountain Games offers a great analogy for this kind of situation. In their Way of the Wicked AP, they talk about using 'PG-13 villainy.'
[qoute=Way of the Wicked]A great example of PG-13 villainy comes from the most famous space opera of all time. The black clad villain about to interrogate the princess strides into her cell. “And now, your highness,” he announces, “we will discuss the location of your hidden rebel base…” The movie then cuts away with a close up of a fearsome floating torture implement sporting a cruel hypodermic needle.
The cut is the important lesson. Who knows what the villain did to the princess? Was she threatened, beaten, drugged or worse? Doubtless. But the movie doesn’t dwell on the specifics and neither should your game.

Ah yes, the angry mob problem. Smoothing things over will largely be a case by case basis. Sometimes a simple Intimidate/Bluff/Diplomacy check might suffice, but if it fails what then? I'd be prepared for either.

Yes, 1+ posts a day will be the standard

Maybe... but we'll say Knowledge(Teleckt) is a class skill for any class with Knowlege (arcana or engineering) on their class skill list.

As far as nutrition is concerned, I'll have to do a little more research on intellect devourers, but I assume they draw it from their host. Whether by eating or freshness, I know not, but I will require host bodies to eat regardless.


This game sounds phenomenal and I would love to play. That is all for now, I'll roll around ideas and try to post something.

EDIT: Thinking a rogue, not sure on archetypes. Personality, it'd either be interested in learning as much as it can about this new world (Oh brave new world that has such people in it!) or it'd just want to explore and have some fun (instigator type). Possibly some kind of bard instead...

Speaking of 'it' above, I assume that Telekts are asexual? Do they have any sort of identity of gender, viewing themselves as 'male' or 'female,' or do you want the players to work that out? Hm... Perhaps they didn't, but come to do so as they interact on Golarion.

Meanwhile I have an idea for a Telekt personality akin to an oni--a being that wants to take a host body and experience all the pleasures of the flesh.


I have a few ideas for some things.

Society/Religion: Telekts could have arisen near 'The Loving Place' on Aucturn, which is listed in the space book for Pathfinder. I can't remember it's name at the moment. Anyway, they would have been sort of detached, scientific observers of what happened there. Their society grew at first around sensations and the perceptions used in obtaining them, influencing their evolution into their current forms. This would also help explain why they're not completely ignorant of what a human is, since that place is where Eldritch horrors mate with races obtained from across the galaxy. As their knowledge increased, they delved ever deeper into the nature of dichotomous things such as reality and illusion, the self and the universal consciousness, logic and emotion. From this, a semi-religious philosophy was born, Telekt-Unth-Unsera, or in the Common tongue, 'The Conciousness of Unity', a philosophy based not on a single, narrow ideology, but all of them at once, put together into a cohesive whole, each individual viewpoint contributing towards understanding the true nature of reality. As this philosophy spread like wildfire, the Telekt began to realize, as a whole, that they would never gain true understanding on a planet consumed only with madness and hunger and so set their plans in motion to travel to places with more fertile ideals and ideologies. This sort of history and racial philosophy/religion will allow players to play their characters how they want and it not offend some contrived society the Telekts have. It will also allow any characters wanting to play a divine caster to begin play immediately as their class, since their racial philosophy pretty much IS their religion, which could change at a later date due to individual choice, of course. What do you, GM and fellow players, think about this? Also, perhaps the Broodbond ability is somehow linked to their philosophy, either through evolutionary adaptation to those principles, mechanical implants to help them achieve 'unity', or something similar?

As far as their nutrition, I believe that just drawing a portion of their host's nutrients would be sufficient, because they are in all respects, a brain with legs and I would think that nutrition would be gained the same way.


Loup, good to see you! This game is getting better by the moment!

Baron Bloodless, Loup Blanc is a fantastic player and as a former GM in a game he played in, before real life forced me to drop it, I heartily recommend him as a PC! Also, I will post my character tomorrow around noon.


crunchy goodness:

Male, Telekt, Ranger(Shapeshifter,Guide,Skirmisher) 1
N, Tiny, Aberration
Init +-1; Senses Perception +, Blindsense 30' Telepathy 100'
- - - - -
DEFENSE
- - - - -
AC 14, touch 11, flat-footed 14, FFtouch 11
hp 13/13 (1d10+3)
Fort +2, Ref +1, Will +3
- - - - -
OFFENSE
- - - - -
Speed 30 ft.

Melee
4xclaw hit:+2 dmg:1d3 -2

- - - - -
STATISTICS
- - - - -
Str 6, Dex 9, Con 10, Int 20, Wis 16, Cha 14

Base Attack Bonus +1; CMB -3; CMD 6

Feats
Weapon Finesse, Toughness

Trained/Important Skills

Climb 1 rank +2
Handle Animal 1 rank +6
Heal 1 rank +7
Intimidate 1 rank +6
Knowledge (dungeoneering) 1 rank +9
Knowledge (geography) 1 rank +9
Knowledge (nature) 1 rank +9
Perception (Wis) 1 rank +7
Ride (Dex) 1 rank +3
Stealth (Dex) 1 rank +13
Survival (Wis) 1 rank +7
Swim 1 rank +2

Modifications
Spatial Mapping Module, Stealth Class: By enhancing the Telekt's spatial sense and coordination, this module grants the Telekt a heightened ability to navigate its surroundings, specifically where stealth is involved. The Telekt gains a +2 bonus to the Stealth skill and is always considered trained in it.

Advanced Visual Cortex Conditioning: While the method behind this training isn't completely understood, even by the Telekt's, it nonetheless proves to be an effective way to bolster not the Telekt's abilities, but that of it host body. While using the body thief ability, the Telekt's current body gain darkvision out to 60 ft.

Adaptive Brainstem: By making the Telekt's brainstem both more malleable and compartmentalized the Telekt can use almost any creature as it's host, which allows the Body Thief ability to be used on any creature with a brain, not just humanoids and animals.

Cortical Arcanoshielding: By physically surrounding the brain's descision making centers with a strange thin magic-resistant substance only found on their home planet, the Telekt discover a way to bestow their own with an almost supernatural resistance to magic. The Telekt gains SR equal to 6+HD.

Trauma-Resistant Membrane: Instead of bestowing elemental resistances, this coating grants the Telekt physical resistance similar to that of the intellect devourer. The Telekt gains DR 5/magic and adamantine.

Rapid Language Assimilation Implant: While the Telekts had no desire to communicate with the savage monstrosities that inhabited their own planet, they knew that interstellar travel would demand more mastery over language that inhabiting another body could give them. This temporal implant provides its user with a language 'bank', capable of storing a number of languages equal to the user's Intelligence modifier. Whenever inhabiting a victim, the Telekt may store any number of the victim's known languages to the bank, instantly and permanently learning them. Languages may also be freely deleted from the bank to make room for new ones.

Languages Telekt

Combat Bred Telekt designed to take over and alter indigenous life forms in order to protect my fellow telekt. I will do anything to keep my people safe. Head strong, brash, and fearless.

Grand Lodge

DM i would be interested also to make a Combat Bred Telekt design (Kinda of a General Zod from Man of Steel) that would be devoted to the survival of Telekt as a race.

(i might need your assistance and advice on doing actual crunch)


I... oh... yes. 10/10 for the ideas, clearly a great deal of thought put into this one.

I'll dot for interest, might be a wizard or witch.


Okay, I have a slightly more refined character concept that sort of meshes what I talked about earlier.

This Telekt starts out as an observer, one that is keenly interested in other species of life and discovering their ins and outs, not only their anatomy and physiology, but also their psychology. However, upon actually entering and controlling a creature, it begins to lose itself to hedonistic joy, reveling in the luxuries of flesh and blood. Eating, drinking, more lewd fun... Also in killing, perhaps. It will slowly grow to be... not quiet insane, but neither rational. Probably Chaotic Neutral, living by its whims.

I'm thinking rogue or bard still, I'll try to have crunch up later today.

Also, I in turn would like to say that Silver Prince is an amazing roleplayer with great ideas, and real life sadly tore him from us in an astounding game of his creation.

Grand Lodge

Subbiting

ZOD
Magus 1
Init +2; Senses Perception +0
==DEFENSE==
AC 12, touch 12, flat-footed 10 (+2 dex)
hp 8 (1d8)
SR 0
Fort +2, Ref +2, Will +2
==OFFENSE==
Spd 30 ft/x4
==STATISTICS==
Str 15, Dex 14, Con 11, Int 16, Wis 10, Cha 10
BAB +0, CMB +2, CMD +14
Feats Armor Proficiency (LIGHT) (PFCR 118)
Skills Bluff +1, Intimidate +4, Knowledge (arcana) +7, Spellcraft +7, Use Magic Device +4
SU Arcane Pool [4] (PFUM 9)
MC Magus Spells (PFUM 9)
Languages Common

Somatosensation Burst Module
Advanced Visual Cortex Conditioning
Spinal Mana Resevoirs
Cortical Arcanoshielding
Enviro-Resistant Membrane
Rapid Language Assimilation Implant

Zod is a Magic Combat Bred Telekt design he has been engineered to be committed to the survival of the Race. He as complete loyalty toward that goal. He is disciplined, and actually caring for the wellbeing of those in his immediate protection. He is neither cruel nor vindictive when dealing with other races, he judges them through the prism of his Commitment.


Loup Blanc: Yes, Telekts are asexual. How and whether you choose to identify yourself on Golarion is up to you.
Also that's exactly the kind of characterization I'm talking about. You others out there might try a similar tactic of speculating on the development of your Telekt, perhaps thinking of possible alignments. Nothing will be set in stone of course.

Silver Prince: Love the ideas about religion, something like that is precisely what I had in mind. Very SMAC-esque if I might add.
You are also right about drawing nutrients from the host body. While the Telekt gets it's nutrients from the host, the host body must still draw those nutrients from food.

Algar Lysandris: Don't worry to much about getting your crunch perfect. I mainly just want to get an idea of how your character is shaping up. The crunch you have now is all that is necessary. However, if you know what spells you'd be interested in starting with, you might consider throwing them up here. To any book casters out there, you will have a way of casting spells in the beginning without a spellbook.

One Who Goes Forth: Read what I said to Loup Blanc, I'm especially interested in knowing what you imagine your alignment becoming. 'Doing anything to protect your people' can mean a lot of different things.


I apologize. I figured as it was simple it would be clear. My foremost concern is for the safety and propagation of my people. All else is secondary. I will slaughter wholesale villages if it what is required but I do not plan on just going out and wiping out the world. I do it all without complaint at the start. I may take on new views depending on how things progress. I plan on allowing the incidents involved dictate if I begin to enjoy it or continue with the same detached manner.

As for flaws I believe headstrong, brash, and fearless all fall under that category for me. Quite honestly he believes he can get anything done with the right application of force and a decent host. Quirks he has not developed yet. I planned on picking them up based on host's maybe take on little personality quarks as I go from host to host to host. Goals are currently save my people but they may just as well become take over the world or diplomatically integrate my people in whichever seems the best way to protect the only thing I care about.

On an aside. All those bonus languages from high int, are they wasted or can I fill them in later through role play. Maybe practice with the languages I store in my bank and eventually transfer them to long term memory?


Holy cerebral waste, I got a late start today! Working on my profile now. And thanks Loup and Baron for the kind words!


One Who Goes Forth: The language implant was designed to take the place of bonus languages for those with high int, as int allows you to store more languages in your bank, which is technically permanent if you don't delete any. However, the bank isn't actually part of your memory, so you'd still have to manually learn those languages if you want to make them truly permanent.

With regards to learning new languages, I usually allow Int or Linguistics checks to be made each week to make progress on learning a new language. Linguistics ranks do NOT automatically grant new languages, but do aid in their learning and deciphering.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Doting for interest & ease of access.


One question more, do Telekts begin play with INT mod worth of languages known or do they have to take Linguistic ranks or the RLAI Modification to gain any?


Whoops, just noticed part of my question answered above. What about INT mod languages known, though?


Wondering on Telekt names--I'm guessing that there isn't any set convention, so we the players will come up with them? So far I see "One Who Goes Forth" and "Zod" as potential names; one a descriptor, which I kinda like, the other a seemingly nonsensical alien word, which also seems appropriate. I'm happy with whatever, just wondering what you guys think.

EDIT: Holy crap, new idea for class: a synthesist summoner that learns to use some Zelket tech to "create" its own "host body" without having to take someone else's over. Could then infiltrate society to learn about it, and participate in all the goodies of being a human/whatever.


Never mind, just saw it in the OP!


On the name issue:

I figured that the newly born Telekts would have to decide how to identify themselves, whether through a phrase from their language (One Who Goes Forth), a telepathic sound (Zod), or literally anything else. Perhaps you may even begin with one name only to change it later. Also remember that you may need to adopt new names to blend in with whatever cultures you may be infiltrating.
So yes, just name away.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Loup Blanc wrote:
EDIT: Holy crap, new idea for class: a synthesist summoner that learns to use some Zelket tech to "create" its own "host body" without having to take someone else's over. Could then infiltrate society to learn about it, and participate in all the goodies of being a human/whatever.

Do you intend to use this idea, 'cause if not, I might just have to.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Also, @Baron Bloodless: To be certain I am interpreting things correctly, Telekt start with a total -4 Racial modifier to Strength?


Go ahead and use that plan, Irnk. I'm looking at the inquisitor as a definite possibility--monster lore and such working well with the idea of trying to identify creatures and pick a good host... Of course, I'm still considering a rogue/ninja or a bard. I dunno, but I won't use that summoner.


Irnk, Dead-Eye's Prodigal wrote:
Also, @Baron Bloodless: To be certain I am interpreting things correctly, Telekt start with a total -4 Racial modifier to Strength?

Yes this is correct. Remember though that this modifier does not apply when qualifying for feats; as the Telekt can learn to, for example, Power Attack, by using host bodies.

Grand Lodge

good to know about the crunch DM

Also have a few question about some of the modifications:
Cortical Arcanoshielding and Both Membrane mod.

does the body the Telekt inhabits receive these bonus or is it only when outside of a possessed body?


Wow this sounds like a great game. It shares a few ideas with a game I've have rattling around in my head for a while which is cool.

I'd like to play a psionic character (never get a chance to in my normal groups), either a straight-up psion or an aegis. Would Psionic rules be allowed (the ones from Dreamscarred Press specifically).

If no psions then either Gunslinger or Alchemist.

As for personality- I'm thinking of some sort of intellectual type of Telekt who wants to learn as much as possible in order to return to Aucturn and reclaim the homeland someday. It will likely look to increase its' mental prowess (psionics) and/or the advancement of technology (gunslinger/aclhemist) to provide the means to a) return home and b) re-take Aucturn in the name of Telekts!

Failing that, it would look to set-up a new colony. Perhaps even in this strange new world!


Silver Prince here as Grand Philospher-Scientist Witness-of-Unity's-Truth, devoted pursuer of the Telekt-Unth-Unsera!

Stat Block: Has very much omitted at present because I am posting everything from memory. Will fill in the blanks, so to speak, in my statblock by later today or tomorrow.

Personality: Witness is like most Telekt in regards to his hunger for knowledge and sensations. Beyond that however, Witness is a fanatic in regards to his race's philosophy of Telekt-Unth-Unsera, obsessed with discovering the true nature of reality and the underlying metaphysical connections that unite all people. To this end, it focuses on the biological intricacies that produce such a wide variety of organic life, which in turn influences the mindsets, philosophies, perceptions, and sensations each race possesses and builds upon. Witness's philosophy is paradoxical in nature, having an immense respect for life and treasuring it in each and every creature, yet perfectly willing to end those lives it treasures in order to advance it's goals, which it views as beyond good and evil, law or chaos, right or wrong. It takes no pleasure in delivering pain or death, but views them as abstracts which are cast aside in order to achieve true understanding. Despite this seemingly overwhelming devotion to it's cause, Witness suffers from two flaws which will undoubtably impede it's progress: it will have little skill in socializing with others beyonds it's brood in almost any capacity beyond scientific questioning and philosophizing, and it will likely form an attachment to some other life form outside of it's brood, which may stymie it's research to a mutable degree.


EDIT: Yikes! Double ninja'd!

KidDangerous: I'd definitely consider allowing psionics, but make sure to clear the specific class with me first.

Algar: The membrane mods protect only the Telekt, they are meant to give players a little extra survivability while host-less and vulnerable.

I had intended the spell resistance to only apply to spells that directly target the host body's mind (aka the Telekt). If the host body is targeted by fireball, for example, spell resistance doesn't apply, but a fear spell would allow spell resistance.

However, if anyone else has thoughts on the matter, I'd be happy to consider them.

Grand Lodge

ok good to know i might change the membrane mod then but i still have time for that.

The Telekt brood does have some build in loyalty to one another correct?

Also what is needed to operated our Genesis Chamber (what does it need to produce more brood, and how long does it take to do so, what skills are needed to operate it, to program new behavior or to specialise skill set (like worker ant, fighting ants, ruling ants etc Do the Telekt operate even like that type of societal structure)? and will it be in operational status after our ships crash?


So, my fellow podmates, any preference for where to land?

Baron, the skeleton of a stat-block is listed under my character's profile. And with the Fleshwraith class, I'll be like a Renaissance brain-man! I have a medium BAB bonus, Good Fort and REF base saves, the ability to heal, deal damage at long range, bestow evolutions upon myself and allies, develop large skill bonuses via class abilities, and genetically engineer servitor creatures! Huzzah!

Baron, also, one more question: how are our host's ability scores determined? Randomized or pregenerated?

Grand Lodge

South of the Inner sea.

I have been twice of a PFS mission there (Mwangi expanse: Bloodcove and Aztlan Ridge). but never had a chance to dig much into the lore of that area


Now hold on there Algar, we haven't even gotten to the crash landing yet! I won't spoil much, but I will say that each Genesis chamber only contains the resources to create one Telekt. You want more Telekts, you'll have to build the technology yourself. If you can figure it out that is....

Anyways, in normal Telekt society, new broodlings are immediately thrust into a society where there is room for little else besides loyalty. However, you should still have some innate loyalty even without learning it from Telekt society.

Witness: I'll probably use a little of both. I will let you guys make checks to determine the physical fitness of bodies in order to select the choicest hosts.


Technology figured out here, or at least once skill ranks say so anyway lol! INVASION OF THE BODY-SNATCHING BRAINS!!! Now just hoping no zombies come along lol...


But I want both brain stem mods. Can I take the second one as my first level feat?

Grand Lodge

DM: so our ship's genesis chamber created us. That part i got. But if i understand you correctly now the resources are spent and we need to figure out what it need in order to create more.

(i wonder what skills would be needed to work / program those genesis chambers?)


As of now here are the current submissions, including class, role, and philosophical outlook. I think we have a great set of 6 applicants with very different characters. If it's fine with you body snatchers, I'd like to close recruitment so that we can all finish our characters and get into the action as fast as possible. I've put up a discussion thread as well, so you can all head on over there.

Silver Prince - Fleshwraith - Super Supporter - Ultimate Oneness
Loup Blanc - Inquiz/Rog/Bard? - Skill Monkey? - Hedonistic
HavocPrince - Ranger - Combaty - Protector
Algar Lysandris - Magus - Combaty - Protector
KidDangerous - Psionic Class? - Magicy? - Colonizer
Irnk - Synthesist Summoner? - Infiltrator? - ???

In addition, a few character specific notes:

HavocPrince and Algar: You two have very similar philosophies. You might want to consider how you can stick to you 'protector' concepts while still being different. I think it will be interesting to see how your characters relate in-game, having similar goals but perhaps coming up against each other with regards to how to complete those goals.

KidDangerous: I forgot to mention this, but the Telekts on the ship won't have much (if any) knowledge of their homeland. You could very well come to learn eventually, but your short term goals should probably lie somewhere else, for example, as you said, colonizing.


Alas! It seems another potential applicant snuck in under my last post. I hate to give you the boot fnord 72, but I don't want to breach the 6 player limit, and I especially don't want to rescind my promise to the other players. Best of luck in your future pbp endeavors though.

Grand Lodge

Right now Havocprince is more focused on using pure brute force to achieve his goal, to the point of wholesale slaughter (as he said)

On my end i have a more subtle approach as i recognize that diplomacy, deceit, lies, propaganda are also well suited tools for the protection of our people. Also this Telekt isn't really into wholesale slaughter (at the beginning)
On a personal note he does have also a personal interest in Telekt Genesis Technology.

An other difference i could see (based on havocprince fluff) is that i feel him more like an Army officer. While i myself would be more interested in my personal immortality :)


Fair enough! We shall await the others then.


Baron, I'm about to log off in a few minutes. Do you have info on the Fleshwraith, and if not, will my statblock suffice, once I get it filled out anyway?


I had never heard of the fleshwraith before this, so yes, you'll have to keep your statblock updated.


Alright, here's the statblock for my submission. I ended up going with a vivisectionist/internal alchemist--roguish and equipped to learn about the inner workings of beings encountered. Of course, he'll grow to become somewhat... obsessed... with certain physiological functions. I look forward to the growth of this character.

Crunch:

Shadd, "Explorer of New Worlds"

Telekt alchemist (vivisectionist/internal alchemist)
Neutral Tiny abberation
Init +8; Senses Perception +6, blindsight 30 ft.
- - - - -
DEFENSE
- - - - -
AC 19, touch 16, flat-footed 15, FFtouch 12 (+4 Dex, +2 size, +3 natural)
hp 8/8 (1d8); DR 5/magic and adamantine
Fort +2, Ref +6, Will +2; Resist Fire 5
- - - - -
OFFENSE
- - - - -
Speed 30 ft.

Melee Claw +6 (1d3-2) OR
Melee 4 claws +6 (1d3-2)

Ranged

Combat Options Mutagen, Sneak Attack 1d6
- - - - -
STATISTICS
- - - - -
Str 6, Dex 18, Con 10, Int 18, Wis 10, Cha 14

Base Attack Bonus +0; CMB -4; CMD 10

Feats Improved Initiative, Iron Will, Weapon Finesse

Trained/Important Skills
Craft (alchemy) +8, 1 rank
Disable Device +8, 1 rank
Knowledge (arcana) +8, 1 rank
Knowledge (Telekt tech) +8, 1 rank
Knowledge (nature) +8, 1 rank
Perception +6, 1 rank
Spellcraft +8, 1 rank
Stealth +18, 1 rank
Use Magic Device +6, 1 rank

Modifications
Parietal--Spatial Mapping Module, Stealth Class
Occipital--Myelin Thickening
Brainstem--Adaptive Brainstem
Frontal--Ventromedial Cortex Enlargement
Membrane--Trauma-Resistant
Temporal--Rapid Language Assimilation Implant

Languages Telekt
Language Bank: (0/4)

Grand Lodge

i am going to change my crunch DM

would inquisitor (class) / or lore Oracle be possible? Zod would still be a Combat with a subset skill in Knowledge Telekts Genesis Tech and other knowlegy stuff.

(a cross between military type and a vulcan elder who are de repository of all vulcan culture (Star trek movie of 2009)


I think the difference comes down to the focus and method more then the motivation behind. I see me as the kind that is going to try and take over the biggest baddest monster in town to scare off the populace and Algar sounds like he will go after a more infiltrate a whole society and hide us from the world approach.


Aah vivisectionist/internal alchemist is actually one of my favorite archetype combos! You and the fleshwraith are going to have fun with your 'experiments'.

Algar: Fine by me. By no means do I want to lock you into playing something combaty, so do whatever you need to make your character fun and interesting.

Also, let's all migrate to the discussion section! Perhaps?


As a final note here, let me say that I also quite like the combo. I've also kept playing around with a combined vivisectionist/chirurgeon, someone who is truly delving into how bodies work and heal. The only trouble point I really see is Skill Focus (Heal) and the vivi's ability to use Knowledge (Nature)'s bonus in place of Heal's. Not a huge issue, but I feel bad about having a useless ability one way or the other.

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