| Muneshige Tsutsumi |
Morrin, catman already approved all Dreamscarred Press psionics for character creation.
If we all get accepted, this will be the first campaign that I've played with more than just myself as the psionic in the adventuring party. Quite interesting.
Dreamscarred characters:
Je'grik - male Halfling Wilder 10 - archer and/or melee fighter
Skender Ruggova - male Elan (Human) Vitalist 10 - Healer
Museshige Tsutsumi - male Elan (Human) Psion (Kineticist) 9 / Metamind 1 - Blaster / Jack-of-all-Trades. Has a psicrystal.
Skender's "Collective" ability means we can share powers - as long as they are on your class list, and not prohibited. So theoretically we can "share" the powers from the psion/wilder list, or even the vitalist list, if they match. Soulknives, Aegis, and MetaForges don't manifest, as I recall.
| Skender Ruggova |
Also, I have a feat that allows me to share powers with any manifesters, whether they are on my list or not. This would allow me to manifest Attack powers from either Muneshige or Je'grik's powers known. Also, Muneshige, you may want to drop Psychic Reformation. Vitalists prepare powers like Clerics prepare spells, which is strange, but allows me to switch out a power for Psychic Reformation if need be.
| Muneshige Tsutsumi |
If we both get selected, Skender, I'll consider it. :) Psychic Reformation on my 1st psionic character has been his "ace card", so that he can change his powers, skills, and feats as needed for whatever the party desperately needs at the moment. If I can be assured we won't get split up, I'll consider changing Museshige's powers accordingly.
| Skender Ruggova |
Also, I have a feat that allows me to share powers with any manifesters, whether they are on my list or not. This would allow me to manifest Attack powers from either Muneshige or Je'grik's powers known. Also, Muneshige, you may want to drop Psychic Reformation. Vitalists prepare powers like Clerics prepare spells, which is strange, but allows me to switch out a power for Psychic Reformation if need be.
The feat I referenced doesn't allow me to share powers. It allows me to use the powers of those in my collective as though their powers were on my class list.
| Mr. Swagger |
Mr. Swagger
lore oracle-party face, decent with knowledge, and secondary combatant
battle oracle-Better at fighting, but not bad with skills, either.
Morrin
Summoner
Je'grik
Wilder
Edgar
Vitalist(I have no idea what that is.)
Pezmerga
Barbarian
Monkeygod
Archer(class unknown)
Khazak
ranger/rogue
Meera
monk/ninja
I will probably go with the lore oracle. The summoner and barbarian can hold the front line. The archer can also bring ranged damage. Of course I am assuming they will get picked. I will just post the battle Oracle, and the lore Oracle tomorrow.
A wizard may also be posted since psions tend to specialize.
| Skender Ruggova |
Mr Swagger, a Vitalist is a Psionic healer. They can buff a bit, but it's mostly healing and a few other abilities, including spreading around psionic buffs cheaply. I will, however, not be participating in combat, likely at all, unless I use a power from one of the other manifester's powers known, provided they and I are chosen.
| Khazak |
Truth to tell I wouldn't like ending up in the front line, but I could probably do it. I have AC 22 and the war axe wielded two handed with power attack can put out reasonable damage. If everybody else is as good with healing as they think they are that ought to do it. In terms of ranged combat my repeating heavy crossbow might not be as nifty in some respects as a good STR bonus composite longbow, but I do have a slightly longer effective range and gravity bow plus deadly aim plus a couple of other tricks can make up for a bit. Besides, if my character were to get weakened somehow I wouldn't have my primary ranged weapon nerfed. ;-)
| Skender Ruggova |
I can return people to life, not sure on the diseases/curses, but with Skender as-is, he can't. I don't have access to my pdfs right now, so I can't check the power list either. There's probably a power that I can pick up to break a curse or cure a disease, and Vitalists prepare powers similarly to a cleric. They have all of their powers to choose from in the morning, so I can, power list allowing, break enchantments/cure diseases within a day.
| Morrin |
Ok, I'm working on a background now, should have it up early tomorrow. I have it all thought out, tho might be interesting if all these Elans knew each other. Let me know if you two are interested, if we all three get chosen!
Sandria Sylta
Female Elan Soul Knife 3, Aegis 3, Metaforge 4
CG Medium Humanoid(Aberration)
Init +4; Senses Perception +15
--------------------
DEFENSE
--------------------
AC 19, touch 15, flat-footed 17 (Natural Armor +3, Deflection +3, +2 Dex, +1 Shield) DR 4/-(when in armor)
hp 120
Fort +8, Ref +7, Will +10
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +0 (1d3/20/x2)
Melee +1 Collision Medium Soulblade(Peircing) +13/+7 (1d8+10 19-20)
Melee +1 Colision light soulblade(slashing) +13/+7
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 14, Int 14, Wis 14, Cha 10
Base Atk +10; CMB +5; CMD 17
Feats Two-Weapon Fighting, Pyschic Meditation, Speed of Thought, Double Slice, Improved-Two Weapon Fighting, Two-Weapon Defense, Power Attack
Traits: Reactionary, Perceptive Talent
Skills Acrobatics +15, Autohypnosis +15, Perception +15, Sense Motive +15, Knowledge(Psionics) +15, Fly +15
Languages Common
Equipment: Amulet of Natural Armor +3(18000g), Cloak of Resistence +4(16000g), Ring of Protection +3(18000g)
Remaining gold:
--------------------
SPECIAL ABILITIES
--------------------
Armor:(CP 10 total) Increase Armor(1) Evasion(1) Augment Weapon(2) Improved Damage Reduction(2) Reach(3)
PP: 11
Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans.
Naturally Psionic: Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat.
Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su): When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.
Repletion (Su): An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours.
Psionic Aptitude: When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Bonus Feat: The soulknife may choose Power Attack, Two-Weapon Fighting, or Weapon Focus (mind blade) as a bonus feat at 1st level.
Form Mind Blade (Su): As a move action, a soulknife can form a semi-solid weapon composed of psychic energy distilled from her own mind.
A soulknife must choose the form of her mind blade at 1st level. She can either form it into a light weapon, a one-handed weapon, or a two-handed weapon. Once chosen, her mind blade stays in this form every time the soulknife forms her mind blade. The light weapon deals 1d6 points of damage, the one-handed weapon deals 1d8 points of damage, and the two-handed weapon deals 2d6 points of damage. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. In all forms, the mind blade has a critical range of 19-20/x2. A soulknife with powerful build or any similar ability forms an appropriately-sized mind blade dealing the size-appropriate amount of damage. If the soulknife's chosen form is a light weapon, she may choose to form two light weapons when forming her mind blade if she so chooses, but she suffers the standard penalties for two-weapon fighting.
Regardless of the weapon form a soulknife has chosen, her mind blade does not have a set damage type. When shaping her weapon and assigning abilities to it, the soulknife chooses whether it will deal bludgeoning, piercing, or slashing damage. The soulknife may change the damage type of an existing mind blade, or may summon a new mind blade with a different damage type, as a full-round action; otherwise, the mind blade retains the last damage type chosen every time it is summoned.
The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on her next move action. The moment she relinquishes her grip on her blade, it dissipates (unless she intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon.
a soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. She can also choose her mind blade for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Powers or spells that upgrade weapons can be used on a mind blade. The soulknife can use feats such as Weapon Finesse that work on light weapons with her mind blade, but such feats only work on mind blades in a light weapon form.
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain her mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains her mind blade for a number of rounds equal to her class level before she needs to check again, although the mind blade is treated for all purposes as a non-magical, masterwork weapon while in a place where psionic effects do not normally function. On an unsuccessful attempt, the mind blade vanishes. As a move action on her turn, the soulknife can attempt a new Will save to rematerialize her mind blade while she remains within the psionics-negating effect. She gains a bonus on Will saves made to maintain or form her mind blade equal to the total enhancement bonus of her mind blade (see below).
The soulknife chooses the appearance of her mind blade, although its shape must reflect the selections the soulknife has chosen: a bludgeoning mind blade would be blunt, slashing would have an edge, etc.
Shape Mind Blade: The soulknife's mind blade retains the last chosen form every time it is formed until the soulknife reshapes it. If the soulknife chooses to reshape her blade, it requires a full-round action to do so. She may also re-assign the type of damage dealt as part of reshaping her mind blade if she so chooses. A soulknife can reassign the ability or abilities she has added to her mind blade; see below. To do so, she must first spend 8 hours in concentration. These cannot be the normal 8 hours used for rest, even if the soulknife does not require sleep. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife.
Throw Mind Blade: All soulknives have some knowledge of how to throw their mind blades, though the range increment varies by form and the largest of blade forms cannot be thrown. Light weapon mind blades have a range increment of 20 ft. One-handed weapon mind blades have a range increment of 15 ft. Two-handed weapon mind blades cannot be thrown without the Two-Handed Throw blade skill. Whether or not the attack hits, a thrown mind blade then dissipates.
Wild Talent: The soulknife gains Wild Talent as a bonus feat at 1st level. This provides her with the psionic power necessary to manifest her mind blade. A character who is already psionic instead gains the Psionic Talent feat.
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.
Form 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, although customizations that have scaling costs, such as the Brawn customization, do count toward the customization point cost of subsequent selections. For example, the Astral Skin form grants the Nimble customization. Should the aegis want to select Nimble again, he would have to pay the increased cost (4) instead of the initial cost (2).
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.
Customization Points: An aegis gains a pool of points he can use to customize his astral suit, molding it to suit his needs. Modifying the customization points spent on an astral suit requires 8 hours of concentration. An aegis may choose to leave customization points free when he sets his customization choices, allowing him to customize his suit on the fly. If he does so, setting a customization in this fashion takes one minute of concentration and that customization cannot be changed until the aegis spends another 8 hours modifying the astral suit.
Each astral suit provides certain free customizations; these are provided on top of whatever customizations the aegis pays for with customization points, and are not subject to the usual level prerequisites or increased costs. If the aegis changes the type of his astral suit and the free customizations would take the suit over the maximum limit (such as switching from an Astral Armor with 3 Nimble customizations to Astral Skin, which grants an additional Nimble customization), the excess customizations go inert until the astral suit is changed to make the selections valid (by reconfiguring the customization points via 8 hours of concentration or Reconfigure ability or switching the astral suit type).
Craftsman: Beginning at 2nd level, an aegis gains a +1 bonus to any one Craft skill of his choice. At 6th level and every four levels thereafter, this bonus increases by 1.
Damage Reduction: Starting at 2nd level, when an aegis is wearing his astral suit, he gains damage reduction 2/-, regardless of what type of astral suit he is wearing. At 5th level and every three levels thereafter, this damage reduction improves by 1.
Invigorating Suit (Su): An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
Reconfigure: Starting at 3rd level, an aegis can reconfigure up to his Intelligence modifier in customization points on his astral suit once per day as a standard action. Every two levels thereafter, he can use this ability an additional time per day.
Astral Suit: At each level, treat the metaforge as if he had gained a level of aegis for the purposes of damage reduction and customization points. The metaforge does not gain any other benefits from an increased level (bonus customizations, daily uses of reconfigure, power points, etc.). This does, however, allow the metaforge to qualify for customizations dependant on his aegis level, such as the Reach customization.
Mind Blade: At each level, treat the metaforge as if he had gained a level of soulknife for the purposes of Enhanced Mind Blade. The metaforge does not gain any other benefits from an increased level (blade skills, etc.).
Crystallized Mind Blade (Su): A metaforge is able to combine the ectoplasm he uses to form his astral suit and the psionic energy he uses to shape his mind blade into a crystallized form of his mind blade. Creating a crystallized mind blade works the same as forming a mind blade, and the weapon functions in all ways mechanically as the metaforge’s mind blade, except as follows. The weapon’s hardness and hit points are increased by 1 for each level the metaforge has. In addition, the weapon can be charged with 1 power point, increasing its enhancement bonus by 1.
At 5th level, the weapon can instead be charged with 2 power points, increasing its enhancement bonus by 2.
At 9th level, the weapon can instead be charged with 3 power points, increasing its enhancement bonus by 3.
Transfer Enhancement (Su): Starting at 2nd level, a metaforge can spend one minute in concentration to reduce his mind blade’s enhancement bonus or weapon special abilities by 1 (or a +1 equivalent ability) and gain an armor special ability of equal value added to the astral suit. This transfer lasts until the metaforge spends another minute to either revert his mind blade to its full power or to alter the armor special ability granted to his astral suit.
A metaforge may only have one such transfer in effect at any given time and may not reduce his mind blade to a +0 enhancement bonus. Every two levels thereafter, the enhancement bonus that the metaforge can transfer is increased by 1, to a maximum of +5 at 10th level.
Dual Summon (Su): Upon achieving 3rd level, the metaforge has learned to bring about his weapon and armor at the same time. While maintaining his psionic focus, the metaforge can form both mind blade and astral suit at the same time. The action needed to do this is whichever action takes the longer between the two abilities.
For example, for a soulknife with the Quick Draw feat and using Astral Juggernaut form, using this ability requires a full-round action, as that is how long it takes to form an astral suit in Astral Juggernaut form. For Astral Skin form, it would instead take a swift action.
The metaforge may alternatively expend his psionic focus to summon both his mind blade and his astral suit. The action needed to do this is whichever action takes the shorter between the two abilities.
Swift Transfer (Su): At 10th level the metaforge
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Hard to put down all the stats, since a lot changes whenever the armor is put on. Plan on spending most of my time in Astral Armor(Medium), Anyway...Hope it's good. I'm willing to go with either this or summoner, whatever the DM likes! *Goes to write down the background, from mind to keyboard*
| Muneshige Tsutsumi |
I can return people to life, not sure on the diseases/curses, but with Skender as-is, he can't. I don't have access to my pdfs right now, so I can't check the power list either. There's probably a power that I can pick up to break a curse or cure a disease, and Vitalists prepare powers similarly to a cleric. They have all of their powers to choose from in the morning, so I can, power list allowing, break enchantments/cure diseases within a day.
Psionic healing is a little different from divine healing. Empathic Transfer works by absorbing damage, poison, disease, or ability damage from a character to the psion, who then heals himself/herself. Autohypnosis: Tolerate Poison can help with getting rid of poisons. Body Adjustment, and Body Purification are both "self-only". Cleanse Body is "touch". The way to get around this is to take the Scribe Tattoo feat, and share tattoos all around. Dispelling curses? No, as far as I can tell. Somebody might want to buy a scroll and keep it handy...
Skender Ruggova's Vitalist, by the use of his Collective power, acts like a "super" version of Shield Other, and he can heal others or even steal health from enemies. But it's lacking the cleric's usual buffing spells like Bless, Prayer, etc. By getting a feat that lets him use powers from other psions through his collective, Skender just tripled his usual powers list by copying the other two manifesters' powers.
Psionics is "thinking sideways", and one of the changes is that many of the powers are "self only". Of course, you can turn this around and make a divine-spellcasting character who doesn't heal much but does do buffs and dispells, as a counterbalance. Like an Inquisitor.
Morrin, if you have power points, then you can use Skender's collective to "reach out and touch someone" with his Telepathy ability, reading a power from another psion and manifesting it. In the DSP:PU book, it's called "Manifest an Unknown Power from Another's powers Known", and seems to require three Spellcraft checks (DC 20 initially, then DC 15 + the power's level twice). So maximize those Spellcraft ranks.
And to round this back to my character, by taking the Simple Weapons Proficiency feat Muneshige can become a secondary melee fighter, instead of being limited to daggers and crossbows as a psion. His AC will be 22/28 with Inertial Armor/Force Screen (Shield), and he can conjure a +2 longsword with his Call Weaponry power. There's only a handful of energy-blasting powers for the Kineticist, after all. So I suspect in battle Muneshige would "hit first and hit often" with a Long-range power, then switch to melee when things got Close-range. If the other psionics are copying his powers, then it really does behoove Muneshige to have a Jack-of-All-Trades list of psionic powers. The definition of a "team player".
catman, since we have so many psionic characters submitting, I have to ask: will you go with Psionics-Magic Transparency, or Psionics is Different? With one, psionics can still be stopped by creatures with SR and high-ranking spellcasters. With the other, psionics are unaffected and are practically unstoppable in Antimagic Fields (bwah-hah-hah).
| Morrin |
I'll see what I can do with the spellranks.
As for the Transparency, yeah, like Faerun, which had a specific entry saying they work off of each other. My current epic campaign we have a Vampire Psion, and if it didn't mix, well...Vampire Psion! My mystic theurge would be helpless. xD
| Khazak |
I made some minor tweaks, basically correcting a minor problem in how I figured the Perception skill bonus (decided that Trapfinding and Stonecunning more likely overlapped than stacked) and given that Longstrider wouldn't stack with boots of striding and springing I changed which spells I had prepared.
However, the bad news was that I did a little opposition research. It turns out that some of the nastier CR 10 stuff out there has like a +19 to hit, and multiple attacks per round with the occasional obnoxious special ability thrown in. Khazak couldn't take much more than a couple of rounds worth of that before he was reduced to monster droppings. So, while he does the scouting/sniping stuff I had designed him to do relatively well, he really can't sub as a tank, more like a humvee with an attitude.
The point to all that is if you want your character to be or substitute for a tank, make sure he can handle the role. I suppose if I had to I could submit a second character that was a heavy fighter. Crunching numbers I should be able to get one that could be armor class 32 with no problem and have 40% more hit points than Khazak has. But it's not the character I'd really like to play though.
| Mr. Swagger |
Khazak the barbarian should be the one drawing the attacks unless you try to solo a monster which may not be a good idea if you are more skill oriented than combat oriented.
@ the GM:I know I said I would post crunch today, but I am having a hard time choosing.
I might post 3 characters.
Here is the flavor for my wizard who specializes in conjuration, and the opposing school is enchantment.
Abjuration/Enchantment(loses out)
Nathan Lovecraft is tall and has a medium build with dark brown skin and brown eyes. He is not particularly handsome, but people do notice him. His appearance nor his physical gifts are enough to bring him any notoriety though.
Nathan's gifts are his intellect and patience. His intellect and charm came from his father, Thomas, but his patience came from this mother. Nathan's father is a sorcerer, prone to act on whatever thoughts come to his mind. Nathan saw the inherent chaos, noticed the trouble that came with it, and wanted nothing to do with it. It was not that Nathan never had his moments of spontaneity, but for the most part his ideas are well thought out. This philosophical difference on how to live life kept the two from getting along as well as they would have liked. His father saw him as someone who was afraid to truly live. Nathan saw his father as someone who was to eager to die. With both men being strong willed, but with wildly different viewpoints on life they butted heads often over the years.
The one thing they did agree on was that they both believed in getting the most out of life, even if it the level of caution differed. Nathan always wanted to go on adventures with his father, but Thomas refused to bring anyone with him who did not have “proper training”. The fact that Nathan was still a teenager did not help either.
After one such debate on what exactly “proper training” entailed Nathan found himself invited to The Acadamae in Korsova, a place of education for those choosing to be wizards. It seemed a recruiter had over heard the debate which was had gotten rather loud, while they were in the market area that day. It did not take much convincing to get Nathan to agree. Nathan's mother did not want him to go, but his father Thomas, was more than willing to pay the tuition thinking his son would do quiet well with his high level of intelligence, and then maybe when he graduated in 3 or 4 years he would be able to adventure with him. Well that 3 or 4 years came in just over 1 year. Thomas was impressed, but he was about to go on a mission, and he felt Nathan was still not ready, but he promised him he would take on out on his next trip.
While Thomas was gone Nathan got invited to help take care of some goblins who had been robbing caravans coming into the city. Without going into details, the mission was a success, and he began to receive more offers. When his father returned in 6 months the young man had already mastered Haste a spell that took many wizards quiet a few years to be able to cast correctly. He congratulated Nathan on his success at mastering magic and for his recent adventure. The young man barely 18 at the time was on the fast track to being one of the Korvosa's most popular adventurers.
Eventually another mission came up for Thomas, and he invited Nathan. He was eager to see how his son would handle himself in the face of real danger. The mission was to send escort a noble to tribe of ogres who had kidnapped his daughter. Thomas did not expect for a peaceful resolution, and he was correct. At some point negotiations broke down, and the men found themselves in combat. Thanks to the way in which Nathan and Thomas worked together while casting spells, only one member of the team was lost. The young lady was rescued, which led to a generous reward, more than enough for them to take a few years off.
These two were not the type to sit around for years at time so after a year of inactivity they were, well, actively looking for trouble is the best way to put it. They found the trouble in the from of a quest from a cleric of Pharasma who needed help looking into a group occupying an abandoned building in one of the poorer sections of the city. Thomas's research through an arbiter(inevitable) known as Auto, let them know know they were dealing with a cult. The exact nature of the cult was not known, but the two men were confident they could handle it with a little more help. They recruited a few mercenaries whom they had worked with before, but it was not enough as they were forced to retreat. They had thinned the ranks considerably though, but the cult was able to escape before a second attack was made, mostly due to outsiders who had been called in. The arbiter was impressed at the bravery of the young man, and offered to serve as his familiar. Facing demons, and clerics of Orcus, and being brave enough to go back a second time was not a small thing.
Nathan searched for the cult for the next 3 years, but never found them. Eventually he settled down in the city of (where ever the game starts at) and got back to focusing on his study of divination and conjuration based magic, hoping to be ready if he had to deal with them or a similar threat again.
Personality:
Nathan is the type of person to cross every “T” and dot every “I” when it comes to thing of business like nature. He is borderline OCD when it comes to how he wants things to be done. When someone tells him of how many fights they won to put him at ease he simply counters with the fact that you only need to lose one fight to die. When he is not doing anything work related he is a lot more laid back, and and play practical jokes on people. This annoys Auto(the inevitable) since he is the normal target of such pranks.
Auto:
His attitude is much like Nathan's so they get along together, at least when planning for serious things, but unlike Nathan the inevitable almost never relaxes, always considering what may come next. He got the name Auto, which is short for automatic, because he sometimes does things without waiting to talk with others first which seems strange from a being so worried about everyone being on the same page.
Recapping character creation:
25 point buy
2 traits
all pathfinder books+DSP books
PS:I assumed Morrin's eidolon was combat based. Morrin is your eidolon combat based?
| Skender Ruggova |
Lots of good stuff regarding psionic healing.
Another fun thing about the Vitalist: When a Vitalist uses any power of the Healing subdiscipline, or some other powers, they gain the [Network] descriptor. Now, this doesn't do anything on it's own, but with the Vitaist's Spirit of Many clas ability, I can use these on any member of my collective, regardless of range. It also bypasses power resistance, as well as any saving throws, if they were necessary before. It also allows me to duplicate any power with the [Network] descriptor for a single power point. For instance, I can use Body purification, and spend 1 point augmenting it, raising the ability damage healed by 1. I can then use the special Network Augment from Spirit of Many to augment it up to another four people, healing a combined total of 12 ability damage with Power points, whereas I could only otherwise heal 7, and only from myself, for 10 power points.
Thanks to Collective Healing, another Vitalist class ability, I can also spread this healing around to any of the members of my collective. If I were to use Vigor, which is on the list of powers that a Vitalist treats as having the [Network] descriptor, I can augment it up to 30 temporary hitpoints, and then augment to give every other person in the collective that healing as well, provided we are in a 5 man party. For 4-man, it would be 35, and for 6-man it would be 25. In any case, the collective and [Network] Descriptor allow me to be much more effective with PP, expanding the amount of healing I can do in a single day by a significant amount.
P.S.:Any of these effects extend to when I manifest any other powers that qualify from another's power list, as well.
| Pezmerga |
I changed my build a little.
Also I have some of my background.
Tarkus Gresham
Half-Orc (Sacred Tattoo (+1 saves) instead of Ferocity)
Barbarian (Invulnerable Rager) 4, Sorcerer 1, Dragon Disciple 5
18 Rage rounds. (4 Rage Rounds from Favored Class Barbarian)
174 HP
DR 2/-
AC - 23, Flat - 21, Touch - 12
Str - 22 (+4 from Dragon Disciple, +1 at 4th level, +2 Belt)
Dex - 14
Con - 22 (+2 Half Orc Racial, +2 Belt)
Int - 10
Wis - 10
Cha - 14 (+1 at 8th level)
Fort - 16
Reflex - 8
Will - 10
CMB - +13
CMD - 25
Rage Powers
Reckless Abandon (-2 AC / +2 Attack)
Renewed Vigor (1d8+5 1/day)
Red Dragon Bloodline
Spells
0
Detect Magic
Ghost Sound
Mage Hand
Open/Close
Prestidigitation
Read Magic
1 (7/day)
Enlarge Person
Mage Armor
Shield
Feather Fall
2 (6/day)
Bull's Strength
Resist Energy
Feats
Dragon Disciple - Power Attack, Toughness
1 - Weapon Focus (Nodachi)
3 - Raging Vitality
5 - Armor Proficiency (Heavy
7 - Arcane Armor Training
9 -
Traits
Magical Knack (Sorcerer)
Reactionary
Weapon - +1 Speed Nodachi (15/15/10 1d10+10 18-20/x2)
Armor - +2 Mithril Breastplate
Magic Items
Cloak of Resistance +3
Belt of Physical Might +2 Str, +2 Con
Tarkus grew up not really knowing his biological parents. His father happened to be a human who was used to help reinforce his tribe's numbers, due to the dwindling number of males killed due to battle with other tribes and threats to the tribe. The tribe abandoned him at a young age.. They were competing with other tribes and creatures for food, and due to being weak and small, it was thought he would be dead weight and a hinderance to the tribe. Had he manifested his arcane powers from the dragon lineage granted to him through his father's blood line, things may have turned out different.
Alas, Tarkus was alone, cold, and hungry. He managed to survive the harsh wild due to a chance encounter with an adult brass dragon named Melochius. Sensing a kindred spirit within Tarkus, Melochius took pity on Tarkus and taught him how to be self sufficient and how to properly use his powers. The years passed and Tarkus not only grew in his arcane power, but his physical prowess increased dramatically.
Unfortunately while out hunting a group of greedy dragon hunters happened upon the lair of Melochius. It was a tough fight for the hunters, but they managed to slay Melochius for his hide and any treasure they might find. Tarkus, who was out hunting, came back to the cave with a fresh kill as the hunter's were skinning the dragon and bandaging their wounds. The normally good natured Tarkus lost his temper upon seeing his friend destroyed by these men and flew into a rage. The men seeing the raging half-orc, immediately tried to arm themselves and ready a defense, but between the fight with the dragon, and being caught off guard by the orc, the men were quickly dispatched.
(I have Tarkus as chaotic good, and while I know this may not be a good act, I couldn't see him acting in any other way. I can make him Chaotic Neutral if needed.)
After the battle, Tarkus decided to take what he could from the hunters, and leave this area for good. He was furious that men in this world would commit such evil acts, and now that his friend was gone, he had little reason to stay here. Before leaving however, he decided to leave a proper gravesite for his friend and managed to close up his cave with various rocks and carved his name and epitaph into the stone.
Resting place of Melochius
Proud Brass Dragon and friend of Tarkus
Ironic Hero
|
I introduce to you Eldak Taletreader, a most knowledgeable scholar.
Eldak Taletreader CR 9
Elf Alchemist (Mindchemist) 2/ Bard (Archivist) 8
N Medium Humanoid (Elf)
Init: +9; Senses: Perception +4
------------------
Defense
------------------
AC: 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 deflection)
hp: 80 (10d8)
Fort +5, Ref +12, Will +8
Defensive Abilities: Elven Immunities (immune sleep, +2 vs. enchant), Poison Resistance +2
------------------
Offense
------------------
Speed: 30 ft.
Melee: +1 Keen Rapier +11/+6 (1d6+1/15-20/x2)
Ranged: Bomb (11/day) +10 (1d6+7) DC 18 Ref vs. splash
Special Attacks: bardic performance 20 rounds/day (countersong, dirge of doom, distraction,
fascinate [DC 17], inspire competence +3, lamentable belaborment [DC 17], naturalist +2)
Bard Spells Known (CL 8th; concentration +11):
3rd (3/day)-haste, lesser geas, summon monster III
2nd (5/day)-blur, eagle's splendor, fox's cunning, summon monster II
1st (5/day)-animate rope, cure light wounds, disguise self, erase, unseen servant
0 (at will)-dancing lights, detect magic, mending, message, sift, spark
Alchemist Extracts Known (CL 2nd):
1st (4/day)-bomber's eye, cure light wounds, endure elements, enlarge person,
reduce person (DC 18), shield, targeted bomb admixture
------------------
Statistics
------------------
Str 10, Dex 16, Con 10, Int 24, Wis 15, Cha 16
lvl.1 array (no racial): Str 8, Dex 12, Con 10, Int 18, Wis 13, Cha 14
Base Atk +7; CMB +7; CMD 20
Feats: Breadth of Experience, Brew Potion, Extra Bombs, Harmonic Sage, Improved Initiative, Throw Anything, Weapon Finesse
Skills: Craft (alchemy) +22, Knowledge (all) +33, Linguistics +18, Perform (oratory)+14, Spellcraft +18
Languages: Aquan, Auran, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Ignan, Orc, Sylvan, Terran, Undercommon
SQ: bardic knowledge +4, cognatogen, discovery (precise bombs), elven magic, jack of all trades, lore master, magic lore, perfect recall
Combat Gear: acid flask (2), potions {barkskin +5 (2), bear's endurance (2), bull's strength (2), cat's grace (2), eagle's splendor (2),
fox's cunning (3), haste (2), and owl's wisdom (2)}, smokestick (2), tanglefoot bag, thunderstone; Other Gear: +1 keen rapier,
+3 lamellar cuirass, alchemist's kit, bag of holding (type I), belt of physical perfection +2, headband of mental superiority +2,
ring of protection +1, silk rope (50 ft.), 40 gp
If there are any issues with him, please let me know and I will fix them. Backstory to be posted later tonight.
catman123456
|
Ok, I'm working on a background now, should have it up early tomorrow. I have it all thought out, tho might be interesting if all these Elans knew each other. Let me know if you two are interested, if we all three get chosen!
** spoiler omitted **...
Could you send me the files for the new psy things?
Ironic Hero
|
I forgot to mention that the chosen traits are Reactionary (+2 init.) and Dilettante Artist (+1 Diplomacy and Perform [oratory]). Also I have the backstory ready.
Eldak was born into nobility, and was therefor given allowance to freely pursue his hobbies without any worry of income. His passion is knowledge, and he made use of every library available to his family. He spent the larger part of the last two centuries scouring over every dusty tome and dog-eared scroll he came across, eventually becoming learned enough that he could make a living lecturing. The academic community that he immersed himself in fit his needs perfectly, as scholarly discourse often brought about information that wasn't held in any book. When he was not sating his thirst for knowledge, he spent his time satisfying a more basic lust, a feat easily accomplished with his devilish looks and razor-sharp wit. He now finds himself morose, however, as he seems to have exhausted the reserves of information available to him, and so he sets forth into the world, in search of ancient secrets and new discoveries.
| Desriden |
Here's a stout dwarven tank to hold the front line. I'll write up a backstory later for him. Any details I should know for that, or should I just keep it generic?
Also, should I buy things like tents, sleeping rolls and such? I have the spare cash but I wasn't sure how much detail you wanted on items like that.
Male Dwarf Fighter 10
NG Medium Humanoid(Dwarf)
Init +9; Senses Perception +14/+15 vs. surprise/+16 vs stone traps
--------------------
DEFENSE
--------------------
AC 37, touch 16, flat-footed 31 (Natural Armor +2, Deflection +2, +5 Shield, +12 Armor)
hp 140 (10d10+40)
Fort +13, Ref +9, Will +10
*+2 vs. spells, spell-like abilities
*+3 vs. fear
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Unarmed Strike +15 (1d3+5/20/x2)
Melee +2 Dwarven Waraxe (slashing) +21/+16 (1d10+11/20x3)
Melee +2 Dwarven Waraxe (slashing) +18/+13 (1d10+17/20/x3)
Ranged throwing axe (slashing) +17/+12 (1d6+7/20/x2) 10-foot range
Ranged +1 composite longbow (piercing cold iron) +15/+10 (1d8+7/20/x3) 110-foot range
--------------------
STATISTICS
--------------------
Str 20, Dex 16, Con 16, Int 10, Wis 12, Cha 8
Base Atk +10; CMB +21; CMD 31
Feats Weapon Focus: Dwarven Waraxe, Shield Focus, Power Attack, Iron Will, Weapon Specialization: Dwarven Waraxe, Dodge, Combat Reflexes, Step Up, Greater Weapon Focus: Dwarven Waraxe, Greater Shield Focus, Improved Initiative
Traits: Reactionary, Militant Merchant
Skills Acrobatics -1, Appraise +2, Bluff -1, Climb +5, Diplomacy -1, Escape Artist -1, Fly -1, Heal +1, Intimidate -1, Perception +14, Ride -1, Sense Motive +1, Stealth -1, Survival +12, Swim +5
-4 Armor Check Penalty
Languages Common, Dwarven
Equipment: Amulet of Natural Armor +2 (8,000 gp), Ring of Deflection +2 (8,000 gp), Cloak of Resistance +3 (9,000 gp), Belt of Giant Strength +2 (4,000 gp), +2 Dwarven Waraxe (8,330 gp), +3 heavy steel shield (9,170 gp), +3 full plate (10,650 gp), Efficient Quiver (1,800 gp), two throwing axes (16 gp), +1 Composite Longbow (+5 Str) (2,900 gp), 60 durable cold iron arrows (120 gp)
Remaining gold: 14 gp
-------------------- SPECIAL ABILITIES --------------------
-3/+6 Power Attack
+2 to hit, damage with axes
+1 to hit, damage with bows
• Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
• Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision).
• Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
• Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
• Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
• Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
• Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
• Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
• Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
EDIT: Well, I have the same AC as the Eidolon, so I feel pretty good about that. I'm a pet dwarf, just feed me alcohol and I'll follow you anywhere. :)
| jhpace1 |
Characters submitted so far:
Je'grik - male Halfling Wilder psionic 10 - archer and/or melee fighter
Tylonick - male Halfling Halfling Summoner 10 (has Teleport) with Eidolon Leiko (tank)
Rhual Ghaan - male Human Battle Oracle
Rhual Ghaan - male Human Lore Oracle
Skender Ruggova - male Elan (Human) Vitalist psionic 10 - Healer and psionic collective
Museshige Tsutsumi - male Elan (Human) Psion (Kineticist) 9 / Metamind 1 - Long-range Blaster/Jack-of-all-Trades. Has a psicrystal.
Meera - female Human(?) Monk / Ninja
Sandria Sylta - female Elan (Human) Soul Knife 3 / Aegis 3 / Metaforge 4 - melee fighter
Khazak - male Dwarf Ranger 5 / Rogue 5 - dungeoneer/trapfinder
Nathan Lovecraft - male Human conjuring Wizard 10
Tarkus Gresham - male Half-Orc Barbarian (Invulnerable Rager) 4 / Sorcerer 1 / Dragon Disciple 5 - melee fighter/arcane
Eldak Taletreader - male Elf Alchemist (Mindchemist) 2/ Bard (Archivist) 8 - bard with some explosive capability
Thorgrim Stonehammer - male Dwarf Fighter 10 - tank
| Mr. Swagger |
NATHAN LOVECRAFT CR 9
Male Human (Varisian) Wizard 10 Conjuration Specialist(prohibited school is enchantment)
LN Medium Humanoid (Human)
Init +8; Senses Perception +12
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 90 (10d6+30)
Fort +11, Ref +8, Will +12
--------------------
OFFENSE
--------------------
Spd 30 ft., Shift (25') (10/day)
Melee Unarmed Strike +5 (1d3/20/x2)
Wizard Spells Known (CL 10, 5 melee touch, 7 ranged touch):
5 (3/day) Wall of Stone (DC 23), Wall of Stone (DC 23), Fire Snake (DC 22), Telekinesis
4 (4/day) Black Tentacles, Enervation, Arcane Eye, Summon Monster IV, Summon Monster IV
3 (5/day) Haste (DC 20), Haste (DC 20), Fireball (DC 20), Dispel Magic, Fly (DC 20), Glitterdust (DC 20)
2 (6/day) Glitterdust (DC 20), Glitterdust (DC 20), Glitterdust (DC 20), Resist Energy (DC 19), Invisibility (DC 19), Invisibility (DC 19), Mirror Image
(DC 19)
1 (6/day) Enlarge Person (DC 18), Alarm, Protection from Evil (DC 18), Ray of Enfeeblement (DC 18), Grease (DC 19), Grease (DC 19), Expeditious Retreat
(DC 18)
0 (at will) Light, Prestidigitation (DC 17), Read Magic (DC 17), Detect Magic
--------------------
STATISTICS
--------------------
Str 10, Dex 12/14, Con 14/16, Int 20/24, Wis 14, Cha 13
Base Atk +5; CMB +5; CMD 17
Feats Augment Summoning, Evolved Familiar, Great Fortitude, Improved Initiative, Opposition Research, Scribe Scroll, Spell Focus: Conjuration, Spell
Mastery, Superior Summoning, Wizard Weapon Proficiencies
Traits Dangerously Curious, Reactionary
Skills Diplomacy +11, Knowledge (Arcana) +20, Knowledge (Dungeoneering) +20, Knowledge (History) +20, Knowledge (Nature) +19, Knowledge (Nobility)
+18, Knowledge (Planes) +20, Knowledge (Religion) +17, Linguistics +16, Perception +12, Spellcraft +20, Use Magic Device +15
Languages Aboleth, Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Infernal, Necril, Shadowtongue, Sylvan, Undercommon, Varisian
SQ +3 bonus on Climb checks, Deliver Touch Spells Through Familiar (Su), Dimensional Steps (300'/day) (Su), Empathic Link with Familiar (Su),
Enchantment, Metamagic Rod, Silent, Lesser, Ring of Sustenance, Share Spells with Familiar, Speak with Animals (Ex), Speak With Familiar (Ex), Summoner's
Charm (+5r) (Su), Teleportation
Other Gear Belt of Physical Might, DEX & CON +2, Blanket, winter, Chalk, 1 piece (3), Chalkboard, Cloak of Resistance, +3, Flint and steel, Handy
Haversack (20 @ 40 lbs), Headband of Vast Intelligence, +4: Perception, Knowledge (Dungeoneering), Metamagic Rod, Silent, Lesser, Pole, 10-foot, Rations,
trail (per day) (10), Ring of Sustenance, Rope, silk (50 ft.), Scholar's outfit, Spell component pouch (2), Spellbook, wizard's (blank) (2)
--------------------
SPECIAL ABILITIES
--------------------
+3 bonus on Climb checks You gain the Alertness feat while your familiar is within arm's reach.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dimensional Steps (300'/day) (Su) Teleport 30 feet per day, in 5 foot increments.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evolved Familiar Familiar gains a summoner evolution
Metamagic Rod, Silent, Lesser The wielder can cast up to three spells per day without verbal components as though using the Silent Spell feat.
Strong (no school); CL 17th; Craft Rod, Silent Spell; Price 3,000 gp.
Ring of Sustenance This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its
wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is
removed, the owner must wear it for another week to reattune it to himself.
Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may
cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Shift (25') (10/day) (Sp) Short-range teleport
Speak with Animals (Ex) Your familiar can communicate with similar animals to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Spell Mastery You can prepare spells without a spellbook.
Summoner's Charm (+5r) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Superior Summoning When summoning more than one creature, summon an extra one
Teleportation Associated School: Conjuration
--------------------
Auto
ARCANE FAMILIAR CR 2
LN Tiny outsider (extraplanar,
inevitable, lawful)
Init +3; Senses Darkvision 60 ft., detect chaos, low-light vision; Perception +5
--------------------
DEFENSE
--------------------
AC 23, touch 16 flat-footed 20. . (+3 Dex, +2 size, +7 natural, +1 deflection)
hp 45 (1d10)
Fort +5, Ref +6, Will +7
--------------------
OFFENSE
--------------------
Spd 20 ft., Fly (50 feet)
Melee short sword +10 (1d3/19–20)
Space 2.5 ft.; Reach 0 ft.
Special Attacks electrical burst (DC 17 Reflex half).
--------------------
STATISTICS
--------------------
Str 11, Dex 16, Con 14, Int 11, Wis 11, Cha 16
Base Atk +5; CMB +3; CMD 16
Feats Flyby Attack, Weapon FinesseB
Skills Diplomacy +7, Fly +12, Knowledge (planes) +5,Perception +5, Sense Motive +5, Stealth +16, UMD +21
Languages truespeech
SQ locate inevitable
Other Gear Amulet of Natural Armor +1, Headband of Alluring Charisma, +2, Ring of Protection, +1
--------------------
SPECIAL ABILITIES
--------------------
Constant Vigilance (Su) An arbiter gains a +4 bonus to recognize and disbelieve illusions created by creatures with the chaotic subtype or possessing
the chaotic descriptor.
Electrical Burst (Ex) An arbiter can release electrical energy from its body in a 10-foot-radius burst that deals 3d6 electricity damage (DC 13 Reflex
half ). Immediately following such a burst, the arbiter becomes stunned for 24 hours. The save DC is Constitution-based.
Locate Inevitable (Su) An arbiter can always sense the direction of the nearest non-arbiter inevitable on the plane, the better to help it report back to its superiors. It cannot sense the range to this inevitable.
--------------------
Skilled Evolution adds +8 to UMD.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Some of the skills for the familiar have to be fixed.
PS:I also still have 10000gp to spend, but for the most part the build is done.
Can I purchase and scribe spells into my book before the game starts or do I have to wait until game time.
Do you allow taking 10 for the spellcraft check to scribe the spell into spellbooks?
catman123456
|
Characters submitted so far:
Je'grik - male Halfling Wilder psionic 10 - archer and/or melee fighter
Tylonick - male Halfling Halfling Summoner 10 (has Teleport) with Eidolon Leiko (tank)
Rhual Ghaan - male Human Battle Oracle
Rhual Ghaan - male Human Lore Oracle
Skender Ruggova - male Elan (Human) Vitalist psionic 10 - Healer and psionic collective
Museshige Tsutsumi - male Elan (Human) Psion (Kineticist) 9 / Metamind 1 - Long-range Blaster/Jack-of-all-Trades. Has a psicrystal.
Meera - female Human(?) Monk / Ninja
Sandria Sylta - female Elan (Human) Soul Knife 3 / Aegis 3 / Metaforge 4 - melee fighter
Khazak - male Dwarf Ranger 5 / Rogue 5 - dungeoneer/trapfinder
Nathan Lovecraft - male Human conjuring Wizard 10
Tarkus Gresham - male Half-Orc Barbarian (Invulnerable Rager) 4 / Sorcerer 1 / Dragon Disciple 5 - melee fighter/arcane
Eldak Taletreader - male Elf Alchemist (Mindchemist) 2/ Bard (Archivist) 8 - bard with some explosive capability
Thorgrim Stonehammer - male Dwarf Fighter 10 - tank
Thanks for compiling this list.