Crusty's Psionic Rise of the Runelords Campaign (Inactive)

Game Master Crustypeanut


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Welcome to Crusty's Psionic Rise of the Runelords Campaign!

This campaign will be set in an alternate Golarion - one where Magic does not exist, while Psionics does. Normally, this would radically change how we know the world - for ease of running this campaign, and so I may keep my sanity, instead, history happened as it happened, but simply Psionics replaces Magic.

As a result, the campaign will run very similar to a normal RotR campaign - it will just have a twist of Psionics instead of Magic! I will be working Psionic Races into the world as well, so they are not left out. As a result of this change, all Magic items will instead be Psionic items, and all Spell-Like Abilities of creatures such as Outsiders will be replaced with Psi-like abilities of a nearly identical nature.

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Character Creation
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Starting Level: The PCs will start at level 1.
Alignment: Any Alignment is allowed, although evil characters need to be able to play nicely with others, and have a realistic reason why they'd help Sandpoint.
Ability Scores: 20 Point Buy
Hp: Max Hp for 1st level; Players will roll for HP on every level onward or take what would be Average + 1 for your Hit Dice. (I.E., 7 Hp for a d12, 4 Hp for a d6, 6 Hp for a d10, etc)
Traits: 3 Traits, one of which must be a Rise of the Runelords campaign trait.
Drawback: Players must pick a drawback. No one is perfect, and flaws are fun! Not to mention, Sins are an important part of this campaign, so sinful tendences are expected based on the drawback chosen.
Base Starting Money: Average for your class.
Races: Any race from the Core Rulebook and Psionics Unleashed Books except see below. Any others must ask for permission!
Classes: All Psionic Classes, plus Core and Base Classes with no spellcasting capability.

Class List:

Core: Barbarian, Fighter, Monk, Paladin (Certain Archtypes), Ranger (Certain Archtypes), Rogue
Base/Alternate: Alchemist, Cavalier, Samurai, Ninja, Gunslinger
Psionic: Aegis, Cryptic, Dread, Marksman, Psion, Psychic Warrior, Soulknife, Tactician, Vitalist, Wilder

Downtime: Downtime Rules from Ultimate Campaign will be utilized when and where appropriate.
Retraining: Retraining Rules from Ultimate Campaign will be utilized when and where appropriate
Crafted Items: Any character able to craft items through a craft feat may do so at the reduced prices. Characters with craft skills may craft items ahead of time and start with them at the reduced price if they can craft the item by taking a 10 and succeed.
Psionic Races in Golarion:

Blues: Despite their more civilized and organized tendencies, Blues are met with distrust around Golarion. Most races, with a few minor exceptions, put Blues in the same category as their non-psionic cousins, the Goblins, especially in places where Goblins are common. As a result, Blues have few allies; They get along best with Hobgoblins, who they often work together with. Playing a Blue in this campaign will be difficult - people in Varisia, especially in Sandpoint, have a general hatred towards Goblins, with Blues being 'just another type of goblin' in their eyes. Anyone playing a Blue in this campaign will be met with distrust, racism, and sometimes outright hostility. At least, until they can prove themselves worthy of respect.
Dromites: Rare in Varisia, most Dromites are found in Garund, particularly in the Mwangi Expanse. As such, when they are encountered in Varisia, they are seen with curiosity by some, disgust at their insectile appearance by others. However, thanks to their liberal attitudes, they are often viewed positively by native Varisians, while quite the opposite by Chelish Colonists. Playing a Dromite in this campaign will mean standing out from the crowd as much as a Blue might. But instead of being hated, most people in Varisia just don't know much about Dromites, just as they might not know much about a Wayang or Kitsune.
Duergar: The Psionic variety of Duergar are a different breed altogether than normal Duergar - still, they are universally hated by Dwarves, as in their eyes, they are no different than the normal Duergar. They are generally distrusted by other races. More often than not, Duergar are much like their nonpsionic brethren, so the distrust is understandable. Playing a Duergar would mean instantly being hated by any dwarf encountered - most other outsiders generally look at Duergar with wary eyes, even if the Duergar means well. Most Duegar are found deep underground, so they are rarely encountered by surface folk.
Elan: (No, not the bard from OOTS) Elans are more often than not, hard to differentiate from most Humans. As a result, they are found anywhere and everywhere Humans are. Their secret society is spread far and wide. Most Elans look like Taldans, as that is what the current council's 'trend' favors. Playing an Elan will be very similar to playing a Human when regarding how others treat you. At most, they may be slightly put off from a 'wierd vibe' from an Elan, but most will not realize an Elan's aberrant nature. Elans will always recognize one another on sight.
Half-Giant: Half-Giants are in fact, native to Varisia. All Half-Giants are of Shoanti descent, as they are the result of Ancient Thassilion's attempt at breeding a more superior warrior caste. They are rarer than full blooded Shoanti, but live very much in the same way. Their culture is nearly identical to Shoanti, and the two are friendly with one another more often than not. Despite their willingness to trade, negotiate, and ally with Shoanti, it is extremely rare for the two to interbreed. Half-Giants wish to keep what Giant-blood they have and do not wish to water it down with human blood.Those living in Varisia look at Half-Giants the same way as Shoanti. Playing a Half-Giant will be similar to playing a full blooded Shoanti. Some Varisians respect Shoanti, others, especially Chelish Colonists, distrust them. Half-Giants will get along well with Shoanti when encountered. Full blooded Giants often view them akin to full blooded Orcs viewing Half-Orcs. They consider them weak and not fit to live. That being said, Half-Giants still have the best chance at diplomacy with Giants thanks to their shared ancestry.
Maenad: Rumored to be an offshoot of the ancient Azlanti, Maenads can be found all over the Inner Sea. They are common in all coastal regions, from the Shackles in the south to the Lands of the Linnorm Kings in the north to Absalom at the heart of the Inner Sea. They claim no home to be their homeland, further bringing evidence to their Azlanti origins. As a result, Maenads are comfortable everywhere, but not truly welcome anywhere, thanks to their distant attitudes. More often than not, their homes are on relatively isolated strips of coastline or islands. Playing a Maenad means keeping your emotions in check at all
times. Most people in Varisia are wary of Maenads, but rarely lash out against them. Often, Maenads are treated similarly to the more aloof of elves, such as the Mordant Spire Elves.

Ophiduan: Another race rare in Varisia, Ophiduans hail from Southern Garund. Not much is known about their society that far south, but small isolated pockets of Ophiduan can be found here and there along the Inner Sea, where adventurers sometimes emerge. Most races give them a wide berth thanks to their alien appearance, though Dromites get along quite well with them, despite their more liberal nature. Playing an Ophiduan is similar to playing a Dromite - it means standing out from the crowd and most people not knowing anything about you or your culture. Since your culture is not well known, feel free to be creative when coming up with it!
Xeph: It is not well understood where Xephs originated from. The most widely accepted theory is that they come from another world in Golarion's system - which one, however, isn't known. Even the Xephs themselves do not know, though they too believe the alien world theory. Xephs form small, unassuming communities all over Golarion, with their largest concentration being within Andoran. Despite their odd appearance, they make friends easily, and have few enemies. Playing a Xeph means playing someone with a good sense of humor, a positive outlook on life, and the love of freedom. They have a unique philosophical outlook on life, which is poorly understood by most non-xephs. Those living in Varisia have no particular love or hatred towards Xephs.

When you create a submission, please create a character alias and include your character information in the form of a bestiary stat block. For an example of how I'd like it done, see Marcellano Kain.

Also, include the following information in your profile:

1) Appearance
2) Personality
3) Background

At your option, you may put background info on your traits and drawbacks.

Recruitment will be open until July 14th, at which time recruitment will be closed and I will pick the four or five players who I feel will best fit the campaign. I am giving everyone two weeks to give everyone plenty of time to flesh out their characters. I approve of well written out backstories, though I'm not looking for small novels. Although I am allowing core and base classes, I will put preference on Psionic classes over non-psionic classes, unless they have a particularly awesome background. For races, I honestly prefer Core Races or the more 'common' Psionic races as seen above. Players wishing to play a race beyond that, such as full blooded orcs, will need a good backstory. I will be here to help with your backstories, if you have any questions.

Players will be expected to post once every two days at minimum, though once a day is preferred. If a player has not posted for five days in the gameplay thread, I will DMPC their actions as I see fit until I hear from them. When I do so, they will take more of a background role, but I will be cautious with their characters, and will try not to kill them off.

For an example of my DMing, see Crusty's Skull and Shackles Campaign. Do be warned, there are Spoilers for the Skull and Shackles Campaign in that thread.


Posting here to continue my interest from the other thread, and working on my submission.


Dotting my continued interest.

~Anderlorn

Crusty, here is a race I created which equals out to an Elf in Race Points, may I play it?

Cyborg(10 RP):

Weakness (-1 RP): +2 DEX, +2 WIS, -4 CHA

Advance Strength: +2 Strength (4 RP)

Constructed (2 RP) - Note: Taken from the Android race. Cyborgs count as both humanoids and constructs. Cyborgs gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. Cyborgs are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Cyborgs can never gain morale bonuses, and are immune to fear effects and all emotion-based effects. Cyborgs must eat, drink, and breathe to keep their biological parts alive. If they cast, channel, or manifest, as normal they need to relax and not exert themselves for (8) hours. Unlike Full Constructs, Cyborgs can be healed and resurrected.

Fleet-Footed (3 RP): Prerequisites: The race has at least a +2 racial bonus to Dexterity. Benefit: Members of this race receive Run as a bonus feat and a +2 racial bonus on initiative checks.

Darkvision 60' (2 RP)


Oh oh oh oh oh, I want to play an Aegis so badly. I'll write one up.


Dotting my intrest again, playing a half-giant marksman (found him btw ^-^ I put him under the wrong name...) although I am wondering about an aberant aegis ratfolk... I will have to think about it some more :)

Edit: Scratch the ratfolk part there... that was a flash of the more fevored part of my brain getting out and contemplating the sheer number of attacks a ratfolk aegis could get... Again ignore it :)


Dotting for interest, thinking of making a chelaxian/varisian human wilder with anger problems.

By the by, are we using the Talents(0 lvl powers) from Psionics Expanded?


I am very interested. I am thinking of making a Maenad Soulknife, who finds an outlet for his wild emotions by forming them into weapons.


Dotting for interest. I have an elan feral path psychic warrior rolling around my head who will likely find ways to pick up other psychometabolism powers to be a bit of a combat shape-shifter.

Still considering options, concept, and flavor, though.


To add, I will be a Soulthieving Vitalist. That way I can both heal and cause damage.


Two questions (that I may have overlooked).

First: Drawbacks. I don't have Ultimate Campaign, so where can I find these?

Second: Psionic Talents. Are we using them? And if so, how should I choose them? Just pick 2 (as a Psychic Warrior)?


Unless Crusty has other things in mind, here are your answers ...

1. Drawbacks

2. I am using talents and that is exactly how you use them. Those using classes not listed, you use the basic format. For example, you use Psychic Warrior for Marksman.


Mad Beetle wrote:
By the by, are we using the Talents(0 lvl powers) from Psionics Expanded?

Indeed, yes we are, thank you for reminding me on that. I'm bolding this and making it bigger so people can spot it easier, since I can't edit the original post.


Andromeda Rexstar wrote:

Unless Crusty has other things in mind, here are your answers ...

1. Drawbacks

2. I am using talents and that is exactly how you use them. Those using classes not listed, you use the basic format. For example, you use Psychic Warrior for Marksman.

Thanks, got it. :)


Wanted to add that, in addition to the two weeks giving you guys plenty of time to flesh out your characters, it also gives me time to flesh out the four Psionic Iconics I'm going to use to test stuff out. I'm redoing Valeros, Kyra, Seoni, and Merisiel as fully Psionic classes. Valeros will be a Soulknife who uses two light mind blades, Kyra is a Mender-type Vitalist, Seoni is a Wilder, and Merisiel is a Cryptic. I'll post their 1st level stat blocks on the Campaign Thread eventually, just for those curious.

Grand Lodge

This is Eben's submission... Kiddrik (at least an initial pass at him).

He shifted a bit as I brought his concept together. instead of a Feral Warrior, an Infiltrator seemed to make a lot more sense with the Elan storyline. And the preliminary Path Power is just rocking. :)

I'm open to feedback (from a build, story, or formatting standpoing), though I"m also happy to wait til closer to the submission deadline.


Here´s Mad Beetle´s submission, so far. Still working on background, been a while since I had to write.


Andromeda Rexstar wrote:

Dotting my continued interest.

~Anderlorn

Crusty, here is a race I created which equals out to an Elf in Race Points, may I play it?

** spoiler omitted **

Ah, my apologies! I missed this question. I'd rather not have any custom races in my campaign. You are allowed to make an Android, as per my 'other races' rule, though. Just make sure you have a good background for it.


Man, designing a psionic class is more difficult than I thought. I'm still interested...just, will need a bit of time to hammer out all the details. Totally not solid on the new skills or spells yet.


DM Frogfoot wrote:
Man, designing a psionic class is more difficult than I thought. I'm still interested...just, will need a bit of time to hammer out all the details. Totally not solid on the new skills or spells yet.

Thats why I gave everyone two weeks :D

Heres a bit of help regarding that:

Skills
------
Spellcraft works with Powers
Use Magic Device works with Psionic Items
Knowledge(Arcana) is replaced with Knowledge(Psionics)
Autohypnosis is the only -new- skill. In essence, it acts like a self-heal skill. It allows you to ignore Caltrop wounds, self-stabilize, act as a psuedo-Diehard, resist fear, and tolerate poison. Think of it as having more direct conscious control of your body's functions through discipline.

Powers
-------
Similar to magic in most ways, such as spell resistance (Power Resistance), concentration checks, antimagic, and spell-like abilities (Psi-like Abilities), provoking AoO's, aiming, duration, targets, etc.

Different to magic in that:
-Does not have spell components, such as verbal or somatic.
-Does not have spell failure chance due to not being able to hear yourself, speech impediments, or armor.
-Has 'Displays', which allow others to identify your powers. Displays include audible (Wierd sounds when manifested), Mental (Heard in your mind), Material (Target or area is briefly covered in Ectoplasm, does not have any effect besides show), Olfactory (Creates an odor), or visual (Manifestor's eyes glow). Exact displays can be describes as the player wishes unless the power is specific.
-Displays can be hidden with a concentration check. Failure does not lose the power, but the display is not hidden.
-Can be augmented

And the biggest difference:

- Power Points. All powers cost power points, excluding Talents. Manifesters may only spend power points equal to or less than their Manifester Level (Same as Caster Level).

Thats just a quick overview, best to read up on it in depth on the PFSRD or in the book itself.


Good writeup, thank you! Would you recommend playing an Aegis if I don't really want to mess around with crafting? I love the idea of a super-religious Ophidian manifesting a snake-like power suit from ectoplasm (in honor of his god) and using it in combat, but a lot of his class features seem crafting-oriented, which I find odd.


EDIT: In fixing a spoiler, I lost my intro!

This is Loup Blanc, presenting my submission, Apedemak Giantborn, half-giant Shoanti aegis. He's a tank and a damage-dealer, very different from my original ideas, but I'm happy with the mechanics and concept. All the info is in the spoilers below; note that his crunch is based on him wearing the astral suit, since he has it on almost all the time.

To DM Frogfoot, 'cause I feel like I stole your aegis thunder: the soulknife is also a pretty basic class that doesn't mess around with powers too much. You can take the cutthroat archetype to make it more rogue-ish as well. I'd also suggest looking into the psionic options for base classes on the d20pfsrd--I know there's one for fighters in particular that seems pretty simple. And of course you could just play a basic class without psionics, although that's not as much fun ;)

Crunch:

Apedemak Giantborn

Male half-giant (Shoanti) aegis (trailblazer) 1
N Medium humanoid (giant, human)
Init +0; Senses Perception +1, low-light vision
- - - - -
DEFENSE
- - - - -
AC 16, touch 10, flat-footed 16, FFtouch xx (+6 armor)


hp 13/13 (1d10+2+1)
Fort +4, Ref +0, Will +3
- - - - -
OFFENSE
- - - - -
Speed 30 ft.

Melee Earth breaker +6 (3d6+10/x3 plus push) OR
Melee Earth breaker PA +5 (3d6+13/x3 plus push) OR
Melee Klar +6 (1d8+7 plus push) OR
Melee Klar PA +5 (1d8+9 plus push)

Ranged Improvised -3 (1d4)

Combat Options Power Attack, Stomp (DC 12)
Power Points 3
- - - - -
STATISTICS
- - - - -
Str 20, Dex 10, Con 14, Int 10, Wis 12, Cha 13

Base Attack Bonus +1; CMB +8; CMD 18

Feats Power Attack, Psionic Talent

Trained/Important Skills
Autohypnosis +5, 1 rank
Climb +9, 1 rank
Intimidate +2
Knowledge (nature) +5, 1 rank
Survival +9, 1 rank (+1 to get along in wild; +1 to follow or identify tracks)

Traits Bred for War, Giant Slayer, Savage
Drawback Unlearned

Languages Common

Equipment:

Weapons
Large earth breaker
Large klar

Other Gear
Barbarian's kit (includes a backpack, a belt pouch, a blanket, a flint and steel, an iron

pot, rope, soap, 10 torches, 5 days' trail rations, and a waterskin)
Bear traps, 3
Signal horn

Wealth 4 gp, 10 sp

Carrying Capacity
Light: 133 lb. or less
Medium: 134-266 lb.
Heavy: 267-400 lb.
Current Load: 98 lb.

Background:

The offspring of a giant attack upon a Sklar-Quah village, Apedemak was given an unusually long name for a Shoanti. Its meaning translated into Common roughly means, "Warrior Offspring of the Great Savage Ones," and the half-giant's heritage has stuck with him all his life. His mother died in childbirth and he was nearly cast out by the tribe, but some of the elders suggested he be kept due to his sheer size, even as a babe (Bred for War, Half-Giant race). Apedemak grew to become a strapping young man, larger by a head or more than most of the other children, and incredibly strong. Yet even when he passed the test of manhood (though his maturation took longer than that of humans), his honorific name was "Giantborn," continuing to denote him as a half-breed--a half-monster.

Traveling out into the wilderness of the Cinderlands, with the especially massive hammer carved for him, Apedemak sought some solace from his torment. He would often spend days on his own, trekking across the bleak landscape of northeastern Varisia, relying on his knowledge and skill to survive (Savage). It was here that he first summoned his astral suit of armor, as he was attacked by a pair of orc scouts from the Hold of Belkzen. Raising his earth breaker and praying to the spirits that he would be protected, Apedemak suddenly felt a change on his body; glancing down, he saw himself girded in mail similar to that worn by the orcs themselves. Feeling his strength pushed to even greater heights by this, the young warrior slew the orcs with ease and claimed one of their heads, returning to the village and having it forged into a special, extra-large klar.

Yet Apedemak was then set on by the elders of the tribe as well as the warrior leaders. Feeling threatened by this young, half-blooded warrior who had apparently slain an orc and claimed its armor, they threw Apedemak out on the premise that he had shamed himself by wearing armor and had to prove himself a true Shoanti warrior. Not giving any specifics as to what proof entailed, the leaders of the village saw Apedemak off as soon as the klar was forged.

Now Apedemak has wandered the wilds and hinterlands of Varisia for several months, seeking an appropriate threat to destroy in order to prove himself to his tribe. Though he is grudgingly content with the odd beast or goblin, the young man has decided what he must do. In one swoop, he will destroy both detriments to his place in his tribe; the Thunder of removing his shame and the Fang of rejecting his blood will come together. Apedemak must slay a giant (Giant Slayer).

Appearance:

Apedemak is a towering monstrosity of a man, standing just above eight feet tall and weighing almost four hundred pounds. His body is all bulging, corded muscle and scars on tanned skin, with some tribal tattoos across his chest and scalp. His eyes are a clear brown, and he is completely bald and clean-shaven. His movements are powerful and without much grace, as though he is straining to control his strength in everything he does.
Apedemak generally wears simple trousers and straps across his chest and waist. Hanging from his back is a massive hammer with studs on the head, which is a good foot across and foot-and-a-half deep, set on a thick wooden shaft. At his belt is a curious item that appears similar to a typical Shoanti klar, but rather than a horned gecko head behind the blade, it appears to be a humanoid skull, perhaps that of an orc, with spikes of crude iron sticking out and back from the blade. Both weapons look much larger than usual--fitting for the large wielder.

Personality:

Apedemak is a driven man, seeking retribution for his heritage and his outcast status among his people. Unaware of many social strata of civilization, he has a powerful presence nonetheless, due both to his intimidating stature and to his confidence in all he does. However, due in part to his drive to slay a giant (or giants) and reclaim his name as a Sklar-Quah, Apedemak is too single-minded to easily take up knowledge of more than the natural world (Unlearned). He also comes up as somewhat prideful and defensive, often threatening any tshamek who insults him, though this is truly a defense mechanism to hide his inner feelings of loathing and inadequacy.[/i]

Race and Class Abilities:

Astral Repair (Ps): An aegis is capable of repairing mundane items, restoring 2 hit points of damage to the touched item as a standard action usable at will. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Astral Suit (Su): Every aegis learns to draw forth ectoplasm and form an astral suit around their form. The aegis can select from three different types when forming his astral suit— skin, armor, or juggernaut. An aegis is always considered to be proficient with his astral suit, even if he does not have the appropriate armor proficiency. The amount of time forming this astral suit takes depends on the type of suit being formed. Different astral suit forms grant different free customizations. These free customizations never count against the aegis's total number of customization points spent on his astral suit.
The aegis chooses the appearance of his astral suit, although its shape must reflect the selections the aegis has chosen: astral skin would cover the aegis like a psychoactive skin, astral juggernaut would appear to cover the aegis like plate armor, etc.
An astral suit can be dismissed as a free action.
An astral suit does not function in areas where psionics do not work, such as a null psionics field. Dismiss ectoplasm can be used against an astral suit; treat the manifester level as the aegis's class level, although the aegis can simply form his astral suit again on his next turn.
More information on Apedemak's astral suit can be found in that spoiler.
Fire Acclimated: Half-giants receive a +2 racial bonus on saving throws against all fire spells and effects.
Giant Blood: Half-giants count as both human and humanoid (giant) for any effect related to race.
Half-giant Psionics: Half-giants gain the following spell-like ability: 1/day—stomp. The manifester level for this effect is equal to 1/2 the half-giant's level (minimum 1st). The DC for this power is equal to 10 + the power's level + the half-giant's Charisma modifier.
Low-Light Vision: Half-giants can see twice as far as humans in conditions of dim light.
Naturally Psionic: Half-giants receive Wild Talent as a bonus feat at 1st level. If a half-giant takes levels in a psionic class, he instead gains the Psionic Talent feat.
Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Psionic Aptitude: When a half-giant takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Survivor: Half-giants gain a +4 racial bonus to Survival checks.
Track: A trailblazer adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Astral Suit:

Astral Armor Base form: When formed into astral armor, an astral suit resembles masterwork chainmail and is treated as such for all mechanical purposes. Should the aegis be wearing armor when forming his astral suit in this fashion, the astral suit encloses the armor and the aegis gains the benefits of only his astral suit and not that from his armor, even if his armor would confer better benefits. Forming an astral suit into this form takes a move action. The aegis gains the following free customizations: brawn, improved damage. At 2nd level, the aegis gains the flexible suit customization as a free customization when the astral suit is in astral armor form. At 8th level, the astral suit resembles and is treated as a masterwork breastplate for all mechanical purposes.
Customization Points: 3
Current Customizatons
Brawn, free
Improved Damage, free
Push, 1 point
Speed (2), 2 points


Nice, I liked the look of the trailblazer archetype a lot. Rapid adjustments to your suit to pursue your target across multiple different environments feels very Iron Man-ish.

I'm looking at playing a Shroud archetype for a Marksman. I used to listen to The Shadow a lot when I was a kid, and that's basically the Shroud's schtick - block the minds of enemies from being able to see you in order to make yourself invisible. Very cool.


This is Idalon Mantrus, LordofBacon's submission. A Maenad Soulknife, using the two light blades configuration. One quick question, sorry if you already answered it and I missed it, will this be using the medium XP progression?


Meet Xiao Chen, an Ophiduan Marksman of the Shroud. He can swat a fly while it's in flight - and across the room. He's a traveler who wants to see the world. Further backstory to come, soon.

Here's his full character sheet.

I did have a question for you, DM. I would like to use the Volley combat style and be able to throw large numbers of daggers at people, but I noticed that the style feats that come with the Volley combat style are fairly restrictive to crossbows only. I don't understand this, because the other perks that that combat style offers specify that they cover thrown weapons as well.

My question is, would you consent to allow me to get the style feats from Finesse Style instead of Volley Style while keeping Volley Style's main focus? Disrupting Shot, Shot on the Run, and Throw Anything are actually useful to me, whereas Crossbow Mastery, Manyshot, Rapid Reload, and Rapid Shot would be (mostly) wasted feats.

Grand Lodge

Made a few tweaks to Kidd... I'm pretty sure this version of him will be what I'd end up gaming with... pretty sure. ;P

He's becoming more than a bit of a shape-shifting focused character... which is cool for a scout-type dude.


Alright since there are starting to be more finished characters popping up, I'm going to start looking in detail at everyone's stuff very soon, and starting to provide feedback on them. I'll also post a list of who has submitted a character on this thread so you guys can see who has made what. That'll be soon (Probably todayish).

Grand Lodge

So (just for convenience) it looks like we have (in no particular order):

Mad Beetle -- Jorn Charn, male Varisian human Wilder
Loup Blanc -- Apedemak, male Shaonti half-giant Trailblazer Aegis
Anderlorn -- Andromeda Rexstar, female Android Vitalist Soulthief
Eben theQuiet -- Kiddrik, male Taldan(?) elan Infiltrator Psychic Warrior
DM Frogfoot -- Xiao Chen, Tian (?) Ophiduan Marksman of the Shroud
LordofBacon -- Idalon, male Ulfen maenid Two-weapon Soulknife
Gobo Horde -- ?? (i'm not seeing a submission yet, maybe missed it, though)

Grand Lodge

Wow... I started posting that before you posted, Crustypeanut.

GET OUT OF MY HEAD!

And I look forward to hearing feedbacks. :)


Heh I just got home from my daily walk and checked, thats when I posted. I'm not in anyones head. Or am I?

Anyways, I plan on making the list based on what roles each person might fill, so people can know what roles might be needed, and what there are fewer of.

Grand Lodge

Fair enough.

: realizes his submission may not fit snugly into a traditional role :

dammit! :D


Xiao Chen wrote:

Meet Xiao Chen, an Ophiduan Marksman of the Shroud. He can swat a fly while it's in flight - and across the room. He's a traveler who wants to see the world. Further backstory to come, soon.

Here's his full character sheet.

I did have a question for you, DM. I would like to use the Volley combat style and be able to throw large numbers of daggers at people, but I noticed that the style feats that come with the Volley combat style are fairly restrictive to crossbows only. I don't understand this, because the other perks that that combat style offers specify that they cover thrown weapons as well.

My question is, would you consent to allow me to get the style feats from Finesse Style instead of Volley Style while keeping Volley Style's main focus? Disrupting Shot, Shot on the Run, and Throw Anything are actually useful to me, whereas Crossbow Mastery, Manyshot, Rapid Reload, and Rapid Shot would be (mostly) wasted feats.

I'll take a look at it and let you know in a bit.


Now to start work on my character... I'm building an Alchemist/Vitalist for another game, and it's an amazing healer(as early as level 3!), so I think I'll try putting him together. Human, of course.

May I use this trait? Does alchemical and psionic healing count as 'magical' in this game?


Crustypeanut wrote:
Xiao Chen wrote:

Meet Xiao Chen, an Ophiduan Marksman of the Shroud. He can swat a fly while it's in flight - and across the room. He's a traveler who wants to see the world. Further backstory to come, soon.

Here's his full character sheet.

I did have a question for you, DM. I would like to use the Volley combat style and be able to throw large numbers of daggers at people, but I noticed that the style feats that come with the Volley combat style are fairly restrictive to crossbows only. I don't understand this, because the other perks that that combat style offers specify that they cover thrown weapons as well.

My question is, would you consent to allow me to get the style feats from Finesse Style instead of Volley Style while keeping Volley Style's main focus? Disrupting Shot, Shot on the Run, and Throw Anything are actually useful to me, whereas Crossbow Mastery, Manyshot, Rapid Reload, and Rapid Shot would be (mostly) wasted feats.

I'll take a look at it and let you know in a bit.

Honestly I don't see an issue with the volley feats. You can pick from your style feats OR a wide variety of very useful feats including many that are useful to your idea. Deadly Aim, Quick Draw, Weapon Focus, Returning Throw, etc. You have plenty to choose from, even if the only 'Style Feat' specific to Volley Style that is useful to you is Rapid Shot. See here for a list.

There are enough to choose from. :P (Also how can you afford a masterwork chain shirt? Just glanced at your stat sheet and saw that..)


Azten wrote:

Now to start work on my character... I'm building an Alchemist/Vitalist for another game, and it's an amazing healer(as early as level 3!), so I think I'll try putting him together. Human, of course.

May I use this trait? Does alchemical and psionic healing count as 'magical' in this game?

Yes, we're 'essentially' using magic/psionic transparency rules. So in this specific case, Extracts of Cure Light Wounds from your Alchemist will heal 1 point extra, as does Psionic Healing such as Natural Healing or Body Adjustment. Do note, though, that this is only +1 Hp per casting, not per manifester level. As a Vitalist, I will also allow you to transfer that extra hit point gained to someone else, making it a very useful trait for a vitalist indeed. (Also note, that Fast Healing or Regeneration effects do not benefit from this.)

Just remember about the holy symbol and worship requirement.

Also, since this trait is specific to RotR, this trait and "Thrill Seeker" can be used as campaign traits in place of the ones in the player's guide. Bolding to make it easier to spot for others.

(I wish I could edit original posts for things like this I find out later about)


Fast Healing can't be moved around?

Collective Healing wrote:
This can transfer instantaneous healing (such as a body adjustment power), healing from ongoing healing effects, such as fast healing, and even hit points gained from rest (in which case, a member of the collective would rest for a period of time as normal, and the amount of hit points and ability damage healed would go to another).


Sorry, misworded that part. Fast Healing can be moved around, but doesn't benefit from the trait bonus.


Ah, it's my fault, I misunderstood.


I forgot that those Volley feats were just OPTIONS, not required feats. I was thinking of them like bloodline powers or something. My bad. I downgraded the chain shirt to regular elsewhere on the sheet, I just forgot to remove the masterwork part from other areas of the sheet too.


Actually I do have 2 submissions, the first one, in the first tab named crash, is only half done, he is a half-giant marksman sniper that focuses on throwing the biggest two-handed weapon he can :) I am still working on him, I still have some kinks to work out :P
The second one, and the one I will most likely use is The Traveler. Think of Dr. Who :) This is me if I was a timelord, I would be the traveler, a wanderer through space and time, no place is home, no place in particular to go, so we wander :D He is an Elan Psion, literally the halmark wizard of the group :) he has 10 power points so is useful even at level 1 and he has a neat focus on travel and teleporting. This is the guy I will be focusing on, and I am working to get him done ASAP.

Edit: actually I did have a question, how are we implementing talents? The talent page gives a few ways of adding them and the automatic method is a direct nerf to the psion (replace 2 level 1 powers usable at will with 3 level 0 powers, a nerf in my opinion). Your thoughts?

Also, there are 2 sections on drawbacks, one that grants you an extra trait and one that grants you 4 extra skills, which ones are we using?
Trait drawbacks
3PP drawbacks


Ah yes, I wanted to say something about the marksman class, actually about the marksman styles. Does anyone else find the capstone powers odd? The sniper one is understandable, if underwhelming, extra damage, a decent if kinda minor debuff and it does not work with vital strike. The volley style is supposedly the AOE attacker, hitting what? 5 or 7 squares? The issue is that it only hits each one once...
And then there is the Oubliette of Knives...
Who balanced this???
Use only 1 unit of ammunition and only use a standard action to bounce an attack off of literally as many targets as you want with no distance penalty and hit each one up to your wis mod times. So base 16 wis and +6 headband means you can hit each target 6 times. A standard crossbow bolt could travel 1200 feet. A crossbow with the distance enhancement can travel 2400 feet with zero range penalty, basically travel 400 feet between each shot and still hit each target 6 times, or hit two targets, the first that is 10 feet away, and the second one that is 2000 feet away.... Woe is the enemy of a marksman that gets his hands on a siege weapon...
This ability single-handedly puts the other two to shame simultaneously.

Sorry, this really doesnt pertain to this campaign and I will stop ranting now ^-^

Grand Lodge

Doskoi would like to sign up!

Fluff:
Doskoi was ever the bullish Dwarf. Having been part of the migration to Varisa, Doskoi has yearned for his Tien homelands ever since the colony set up on the Western Coast. His love for nature overcame the homesickness, as Doskoi enjoyed the great forests of the land.

About a decade after the colony had settled down, an attack had disrupted their lives. Survivors claimed giants had come through the village, looting and feeding off whoever was unlucky enough to be in the open. Doskoi, who had just returned from a foraging trip, held in his anger and set about to repairs. Since then, the village has giant-proofed their walls and trained willing dwarves to take up arms and defend the colony.

It has been three decades since the last attack. Scouts report a mountain fort was overrun by giants. Having trained for giants but not been able to kill any, Doskoi took the news as a sign that his time to shine had come.

Crunch:

Doskoi
Male Dwarf Skirmisher (Ranger) 1
CG Medium Humanoid
Init +3; Senses Darkvision 60ft., Perception +5
--------------------
Defenses
--------------------
AC 17 (+6 armor, +1 Dex)
hp13 (1d10+3)
Fort +4, Ref +3, Will +1; +4 vs. charm & compulsion
--------------------
Offenses
--------------------
Speed 20 ft.
Melee Dwarven Waraxe -2 (1d10+3/x3), Dwarven Waraxe -6 (1d10+1/x3) or Dwarven Waraxe +4 (1d10+3/x3)
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 15, Int 12, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD +16 (20 vs. bull rush/trip)
Feats Power Attack
Traits Giant Slayer, Reactionary, Birthmark
Drawback Provincial
Skills Handle Animal +3, Heal +5, Kn: Dun +5, Kn: Geo +5, Kn: Nat +5, Perception +5, Survival +5
Languages Common, Dwarven, Giant
SQ Defensive Training, Giant Hunter, Lorekeeper, Stubborn, Rockstepper, Stability, Weapon Familiarity,
Combat Gear Dwarven Waraxe (2), Four-mirror
Other Gear Ranger's Kit, Explorer's Outfit
--------------------
Special Abilities
--------------------
Giant Slayer +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack and damage rolls against creatures of the giant subtype.
Reactionary +2 trait bonus on initiative checks.
Birthmark +2 Will saves vs. charm and compulsion effects. Manifests in the form of Gorum's sigil.
Defensive Training +4 Dodge AC vs. monsters of the giant subtype.
Giant Hunter +1 bonus to attack rolls vs. humanoids with the Giant subtype.
Lorekeeper +2 racial bonus on Kn: Hi checks that pertain to dwarves or their enemies. May make untrained.
Stubborn +2 racial bonus to Will saves vs. spells and spell-like abilities of the charm and compulsion schools. 2nd save granted on the following round after fail.
Rockstepper Ignores DT caused by rubble, broken ground, or steep stairs when shifting.
Stability +4 to CMD when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity Proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Did I miss out anything?


Gobo Horde wrote:

Ah yes, I wanted to say something about the marksman class, actually about the marksman styles. Does anyone else find the capstone powers odd? The sniper one is understandable, if underwhelming, extra damage, a decent if kinda minor debuff and it does not work with vital strike. The volley style is supposedly the AOE attacker, hitting what? 5 or 7 squares? The issue is that it only hits each one once...

And then there is the Oubliette of Knives...
Who balanced this???
Use only 1 unit of ammunition and only use a standard action to bounce an attack off of literally as many targets as you want with no distance penalty and hit each one up to your wis mod times. So base 16 wis and +6 headband means you can hit each target 6 times. A standard crossbow bolt could travel 1200 feet. A crossbow with the distance enhancement can travel 2400 feet with zero range penalty, basically travel 400 feet between each shot and still hit each target 6 times, or hit two targets, the first that is 10 feet away, and the second one that is 2000 feet away.... Woe is the enemy of a marksman that gets his hands on a siege weapon...
This ability single-handedly puts the other two to shame simultaneously.

Sorry, this really doesnt pertain to this campaign and I will stop ranting now ^-^

I have a feeling you're reading it wrong.. but I'll look at it as well. Going to be kinda busy today though, with it being the 4th and all. I'll start providing feedback on everyone tomorrow! (I know I said yesterday, but something distracted me)

Grand Lodge

Looking at roles and skill-sets, I could easily switch Kidd's trait to one that gives Disable Device as a class skill, then switch his Knowledge and Linguistics ranks over to a smithing craft and Disable Device. Conceptually, he could have originally come to Sandpoint as a blacksmith who has a fascination with mechanical devices... it would also make him a stronger scout and Trapfinder.

Grand Lodge

Man, this is one of the most gobbo-riffic recruitment threads I've seen in a while.

: does best Harrison Ford :

"Why'd it have to be goblins? I hate goblins."


Ah yes finally! I was wondering,what was goingon with this idea:) ill be submitting a telepath named ransack this weekend:)


Idalon wrote:
This is Idalon Mantrus, LordofBacon's submission. A Maenad Soulknife, using the two light blades configuration. One quick question, sorry if you already answered it and I missed it, will this be using the medium XP progression?

Yep, medium progression.

Feedback towards everyone's entries coming soon btw! Working on it now.


Alrighty, feedback time!

@kiddrick Crunch looks good. Storywise.. I like how he's old enough to remember Sandpoint's founding. However, that would raise numerous odd questions from the townspeople - if he looks so young, why hasn't he aged a day? He doesn't look Elven or to have Elven blood, so his 'perpetual youth' would be an issue he would have to hide. Unless, of course, he moved on for a while, and so no one alive in Sandpoint now would recognize him. You could claim to be your own child, as long as the burns you suffered were 'after' you returned, not before. Otherwise the rare long-lived person in town might notice.

Another issue is his Varisian Tattoos. Such Varisian-styled tattoos on an outsider, as you thoroughly look Taldan, are quite odd, and might also raise questions. Still, its not unheard of, so you can get by with that. You could always claim to have Varisian blood in you, despite outwardly looking Taldan.

Overall, good!

@Jorn Charn Why exactly did you take Wild Talent? If you picked that feat so you can be counted as a 'Psionic Character', this is not needed thanks to your class. By being a Wilder, you're considered a Psionic Character already. This'll give you a feat to put elsewhere. Also, your math is wrong with your melee attacks - Using a Punching Dagger and a Shield Bash confers a -4 attack penalty to your main hand (The shield) and a -8 to your offhand (The dagger). Your math indicates that you recieve no penalty to your mainhand, but a -4 non-proficiency penalty to your offhand. Being proficient with shields, you are also proficient with shield bashes, but two-weapon fighting with them confers massive penalties without the proper feat. Everything else looks good.

I look forward to seeing your full background!

@Apedemak You don't get Track until 2nd level, as that is when an Aegis normally gets Craftsman. The only other issue crunch-wise is that, thanks to your Shoanti heritage, you also speak Shoanti as a base language. Everything else crunch-wise looks good! Though do I question the 10 intelligence, considering Int is a semi-important attribute for Aegii, since it controls Power Points.

Lorewise: Half-Giants aren't offspring of Giants and Humans anymore. They breed true as a race of their own, as their original breeding was controlled by the ancient Thassilion Empire. As most 'true' giants are Large to Huge or more, it required controlled breeding to have created the race. Not to mention their likely Fire Giant ancestry, which would be all but impossible to recreate without... "Help". This is a major reason why it is extremely rare for Half-Giants to breed with pure-blooded humans, as they don't want to water down their giant blood. However, some Half-Giants are able to breed with pure-blooded giants.. though as you can imagine, such pairings are rare. So, unlike Half-Orcs, Half-Giants are usually not bastards.

Still, the rest of your background looks good!

@Idalon Lots of issues crunch-wise with this.. First off: You still need to meet the prereq's for your bonus feat at level 1 from the Soulknife Class. As a result, you cannot take Two-Weapon Fighting with your 10 dex. Not to mention, you have listed in various places that you have a +2 Dex bonus. Second off, your math with your ranged attacks are off. I don't see how you get +4 to the throw of your mind blade. I assume with your melee attacks, you automatically calculate Power Attack into them. Please confirm that. Your skill bonuses do not add up properly. You should have a +11 in Swim (minus your ACP), +6 in Profession(Sailor), +2 Bluff, and +4 Peception. Your bonuses from your Con are off, as are your number of skill points. Please take another look at everything and fix these.

Background wise, it looks good except the part about your village. The border of Irrisen and the Linnorm Kings is far inland, away from the coastline, and Maenad Villages are universally near the coastlines. Unless, of course, your village sits on the river that crosses the border, as that could work.

@Xiao Chen Crunch looks good, awaiting Background!

______________________

I'm going to be doing feed back on everyone I missed out on tomorrow.


Thanks! I wasn't sure whether I got Shoanti or not, due to my base Intelligence. I do know that Intelligence determines aegis's power points, but looking through the class, I don't see much of anything that those power points actually do for me, especially at low levels. A few stomps a day is fine with me. I'll take away Track--it's confusing as to when you get stuff like that since they don't actually note "beginning at 2nd level." And finally, I adjusted the first paragraph of his backstory so that he's one of the last members of a few half-giants in his village, rather than a bastard offspring.


Oh geez, I'm sorry. I see what I did now. I had changed my build from the original, so my final stats are what is on the left, but I forgot to edit that in the stat block itself. I'm sorry, and have fixed that. I believe with those stats and the ACP the skills are worked out. I'm sorry for the confusion, I forgot I had the stats in two places.

For background, yes, I meant to be on the river.


It's in the profile

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