Kyesa, Land of Psionics and Abberant Things

Game Master jimibones83

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We will likely be discussing the game here for a couple days before we get started. Welcome!


Male Human Aegis 2| HP 25(27)/25(27) | AC 15(17) T 11(11) FF 14(16) | Fort +6(+7) Ref +1 Will +5| CMD 17 | Init +1 | Perception +8 | DR 2/- | Resistance 5 Cold

Alrighty then, Good to be here. We shall go forward in Unity's name.n What kind of discussion did you have in mind?


Gameplay will be for direct game topics, discussion will for anything else. So whether you want to ask the group what power the reccomend taking at level 3, or if they like C cups over D cups, ask in discussion.

Personally, I think a nice firm C cup is perfect. Lol


Checking in, would you like us to use alias or primary accounts in the discussion?


Alias


Male Elan Cryptic 2 | HP 17/17 PP 8/8 Defense 7/7 | AC 17 T 14 FF 13 | Fort +2 Ref +7 Will +2 | CMD 15| Init +4 | Perception +4

Ano... Less is more. :)

:P Thanks for taking the crazed Elan despite the fact that there really wasn't much space for Elans. :) I'd been a bit worried it'd be easier just to keep what made sense for the world as you'd seen it. :)


Male Human Aegis 2| HP 25(27)/25(27) | AC 15(17) T 11(11) FF 14(16) | Fort +6(+7) Ref +1 Will +5| CMD 17 | Init +1 | Perception +8 | DR 2/- | Resistance 5 Cold

B cup is my choice but I Won't deny a firm C cup. Fits in the hands.


B cups are just as good as C cups. Between the 2, its the remainder of factors that are more important.


Male Human Aegis 2| HP 25(27)/25(27) | AC 15(17) T 11(11) FF 14(16) | Fort +6(+7) Ref +1 Will +5| CMD 17 | Init +1 | Perception +8 | DR 2/- | Resistance 5 Cold

You see I Also think of the logistics involving wear and tear over time. B's seem to hold up better with age.


So, it looks like, as is, we will be playing without a healer or a full manifester. We had them numbered in our submissions, but I cut them out for my own reasons. Would anyone care to fill one of those spots instead? I'm not requesting, just informing and allowing.


Would you mind if I moved my cha to 10 and bumped my wisdom to 13, a feat I might take later requires it


Male Elan Cryptic 2 | HP 17/17 PP 8/8 Defense 7/7 | AC 17 T 14 FF 13 | Fort +2 Ref +7 Will +2 | CMD 15| Init +4 | Perception +4

I'd prefer not to :) I'm pretty devoid of knowledge when it comes to psionics beyond Cryptic. And the skillset fits the old character I'm emulating. :)


Male Human Aegis 2| HP 25(27)/25(27) | AC 15(17) T 11(11) FF 14(16) | Fort +6(+7) Ref +1 Will +5| CMD 17 | Init +1 | Perception +8 | DR 2/- | Resistance 5 Cold

Ahh I could have sworn the Vitalist made it.


Male Elan Cryptic 2 | HP 17/17 PP 8/8 Defense 7/7 | AC 17 T 14 FF 13 | Fort +2 Ref +7 Will +2 | CMD 15| Init +4 | Perception +4

The gunman and our future captain, if I remember right, are still hanging out somewhere. :P


Male Elan Cryptic 2 | HP 17/17 PP 8/8 Defense 7/7 | AC 17 T 14 FF 13 | Fort +2 Ref +7 Will +2 | CMD 15| Init +4 | Perception +4

Also, a note on Lan: Lan, unlike most of my characters, is going to be fairly quiet. Count yourself lucky, as the original character was effectively mute. :P Though it's also important to recognize that this is because the character is trained to be quiet. Less so than the original by far... but a lot of what Lan does will be spending time on concentration effects, such as Empathy. Whenever Lan is casting, one of his tattoos will be glowing softly. :) Most likely he'll be using Empathy a -lot-, especially on any perceived enemies. Early on, at least, on allies as well.

Also... I still need to select Lan's languages. And I'm contemplating locking the character into speaking only one (noncommon) language, while understanding more. That could easily be frustrating and/or pointless in the long run for any reason besides RP and can in fact -hurt- RP possibilities. So I'll completely understand if others don't like the idea. :)


It would be pretty hard to turn my current character into healing but depending on party funds we could do potions/wands or even a hireling cleric

if anyone plans to take leadership cleric sidekicks are pretty great


@Elisa since we havent started yet, thats fine, so long as you maintain a 25 point build. Don't forget to adjust your skills and saves.

@Lan Thats correct, but they hail from a land far far away. I reckon we'll be hearing from them soon though. It's early morning there now.

As to languages, the ones I'm certain of right now are-

common
elven
dwarven
giant
orc
goblin
undercommon

Note: Neither elves nor dwarves have settlements of their own. Instead, they make up a small percentage of the population belonging to the diverse mountaintop settlements. Their native languages are still know, but are rarely used in day to day activities. However, the opposite is true of the races outside these settlements. Most of them do not speak common at all.


Male Human Aegis 2| HP 25(27)/25(27) | AC 15(17) T 11(11) FF 14(16) | Fort +6(+7) Ref +1 Will +5| CMD 17 | Init +1 | Perception +8 | DR 2/- | Resistance 5 Cold

Heck Im all for just running with what w have now and changing when we have to. Remember, Magic doesnt exist. There is no such thing as Clerics.

@Lan I play a character in another game that has a 6 cha, he is literally mute.


Neither clerics nor wands exist, but dorjes do. However, psionic items are rare, often created by the user. Without a healer or a full manifester, you guys may spend your entire careers questing for components to have gear made, and as payment to have that gear made.

I'm going to handle healing potions differently than normal though, which will certainly benefit you guys quite a bit. I'm going to allow them be crafted for free with a successful craft alchemy check. However, ingredients must first be tracked down with a successful survival check. You will be able to purchase these potions for half price, but they will still max out at 3rd level heal power. If someone would like to move a couple skill points around so you guys have craft alchemy, feel free.

I'll let you guys know the specifics of potions before we start.


Male Elan Cryptic 2 | HP 17/17 PP 8/8 Defense 7/7 | AC 17 T 14 FF 13 | Fort +2 Ref +7 Will +2 | CMD 15| Init +4 | Perception +4

Well, Lan -does- have the same power progression as a bard, pretty much. So I wouldn't mind taking any crafting feats we might need.

I also get scribe tattoo for free, which is pretty much like 'brew potion'. Not exactly, as the person has to be able to activate it themselves, but I -can- pass psionic tattoos from person to person. :)

And... I don't really have a healing spell until level 3, and then it's a second level 'spell'. So there's that :P

Likewise, I -could- build a vitalist, and base it off of the -other- character I had that was a Minerva... but she was a little off. :)

Like... River from Firefly off.

Either way, Craft Wand at 5 is something I could totally do, and until then, I'll have my 'brew potion' equivalent, if other folks -do- have access to healing powers. :)


Right no magic does make healing hard, I could drop stealth and take Alchemy or Survival or I could drop stealth and knowledge (psionics) and pick up both if the party would prefer that

Also do you plan to add Celestial or Abyssal to Languages?


Elisa Anima wrote:
Also do you plan to add Celestial or Abyssal to Languages?

Not for this game. I want to flesh out my world a bit before I start focusing on how it is effected by the other planes. I have some ideas as to what I'm going to do, but want to focus on more immediate things at this time.


Ok, rules on creating elixirs has been added to the campaign info tab. Check them out, tell me what you think.


Male Elan Cryptic 2 | HP 17/17 PP 8/8 Defense 7/7 | AC 17 T 14 FF 13 | Fort +2 Ref +7 Will +2 | CMD 15| Init +4 | Perception +4

They seem significantly easy to make, if you have the proper stats to do so. Not easy at -our- level, mind you.

Though the 1d8 duration is kind of a negative. I'd standardize it a bit with like 1d4+4 or something, if you feel the duration needs to stay. The DC30 heal check you make going bad a day later is just lame.


Duration of effectiveness is an important factor. Normally, magic potions cost half as much to create, and selling them fetches only half. So if you were to sit around all day making potions and selling them, you'd never make a dime. However, I'm letting people make them for free with an appropriate skill checks. Even selling them at half of half price, you'd make a killing during downtime. This will ensure a very limited market for them. I don't think the short lifespan is bad considering they are free. However, I think yur right. I do like the sound of 1d4+3 days better.

As for making them, Any character with an 20 Int trained in craft alchemy as a class skill can take a 10 for no chance of failure at level 2. More potent ones get a bit difficult, but again, they are free, and only take a couple hours to attempt.


Male Human Freeboter/Trapper 1 l HP 13/13 l AC 18/14/14 l Fort +4 Ref +6 Will +2 l CMD 16 l Init +6 l Perc +6

Just reporting in.

Also, acting a little on what I have read so far from you, in descending order:

D-Cup, but I have big hands and a girlfriend with that so...

Clerics, like Jin say, will have a hard time existing in a world with no magic/no religion :)

And I have no idea about crafting Potions... I know Luke won't get high enough on Craft Alchemy or Heal to be worth it..

As a small note: So Lawful, eh? So I am to switch my alignment to Lawful-Something, correct?


Male Elan Cryptic 2 | HP 17/17 PP 8/8 Defense 7/7 | AC 17 T 14 FF 13 | Fort +2 Ref +7 Will +2 | CMD 15| Init +4 | Perception +4

If I see things right, you have lawful neutral, true neutral, chaotic good, and neutral good with chaotic leanings... plus whatever you make yourself. :)


@Luke I kind of expected you to track the ingredients for elixirs and someone else to craft them. They will also be for sale though.

You don't have to switch your alignment to lawful, I just put that there for anyone who does play lawful. I'm constantly having players try to tell me their crazy ass actions are lawful to their own code. That crap might be in the CRB, but it don't fly with me. By that standard, everything would be lawful. In my games, lawful is defined as in the spoiler.


@Lan

L-G...L-N
N-G... N
C-G

are the acceptable alignments


In case anyone's curious, Kyesa is the name of the planet. It's pronounced Kie-sa, no ee sound.


@Lan I lowered the DC's on crafting elixirs and changed the duration of effectiveness. Now, any trained Int build should be able to take 10 and make a level appropriate elixir without chance of failure. The duration is better as well, but still won't allow anyone to get rich from selling elixirs.

I might tinker with it a bit more so that surpassing the DC increases the duration rather than the strength, but I'll leave it as is for now.


Male Human Aegis 2| HP 25(27)/25(27) | AC 15(17) T 11(11) FF 14(16) | Fort +6(+7) Ref +1 Will +5| CMD 17 | Init +1 | Perception +8 | DR 2/- | Resistance 5 Cold

Bypassing by more than 5 and every 5 after could either make MORE of the smaller potions OR make it where the Str goes up by one or more effective 'CL'/ 'ML' for the purpose of healing.

For example you set the ingredients to make a minor potion, therefore 15 is your DC. However you decide to roll or get much higher, you instead create a 1d8+3 potion instead. You exceed by 10 and perhaps make 2 1d8+3 from the same materials. And this scales up.

As far as the Lawful Alignment, thats pretty close to what I planned to do with this 'paladin' and his religion/philosophy 'Unity'


Male Human Aegis 2| HP 25(27)/25(27) | AC 15(17) T 11(11) FF 14(16) | Fort +6(+7) Ref +1 Will +5| CMD 17 | Init +1 | Perception +8 | DR 2/- | Resistance 5 Cold

I also noticed myself that I forgot to mention the alternative Human trait I chose, which was Heart of the Wilderness.. the reason I did not gain an additional skill point. Though Craft Weapons was a part of his story I could always take it next level. I could reroute one skill point into Craft Alchemy and one into Survival. Since I intend to be the Paladin like figure being part Apothecary makes sense.


Currently, you make a craft alchemy check. If you get a 17 then you produce a single minor elixir. If you get a 27 then you produce a single strong elixir. Normally you would be limited as to how many you posess by how many you can afford, but these are free, which means there needs to be another limiting factor. That factor is the time it takes to produce them by the time they keep their potency. It's there on purpose.

You guys don't have a healer. This isn't meant to replace a healer, its meant to give you some sort of means to heal, so that you aren't constantly spending all your hard earned coin on staying alive. With a few days downtime, a person could craft dozens of potions for free.

It's a work in progress though. Just don't expect it to be a source of unlimited healing potions, because that's not what its suppose to be.


Male Human Long Arm Master | HP 12/12 | AC 16, touch 14, flat-footed 12. | Fort +4 Ref +6 Will +4| CMD 14 | Init +6 | Perception +7

Pardon that I haven't posted before, you know how dreadful timezones can be for us all. As for the very vital and important questions of rather impressive proportions.

I am a bit of a hedonist, so I go with the simple mindset that bigger is better and that you can't have too much of a good thing.


Male Human Aegis 2| HP 25(27)/25(27) | AC 15(17) T 11(11) FF 14(16) | Fort +6(+7) Ref +1 Will +5| CMD 17 | Init +1 | Perception +8 | DR 2/- | Resistance 5 Cold

More cushion.. for the pushin'

I'm aware it is not to give a replacement for a healer, but in a world without magic it makes sense that alot of places simply dont have them, healers that is. So I could be effectively the healer. Pulling Double Duty, but its fine considering I can take 2 characters worth of damage before trouble starts in.

I was just noting if anyone wanted me to switch to such a thing, I'd be fine doing so. The potion idea was just a suggestion.

I have to ask, what a Longarm master is?


@Jin Maybe that would be a good idea, cuz now i don't want to mess around with the elixirs lol. I got a lot of stuff to figure out as is.

So scratch the homebrew elixirs. Someone can heal psionically or we will just rough it. Either way it will be fine.


Male Human Aegis 2| HP 25(27)/25(27) | AC 15(17) T 11(11) FF 14(16) | Fort +6(+7) Ref +1 Will +5| CMD 17 | Init +1 | Perception +8 | DR 2/- | Resistance 5 Cold

Hunh? I think you got my words confused. I simply meant that psionic healing might not be available and in some areas these potions would b the means of doing so.

And that my character would do so.. I was going to trade Reactionary out to get Survival as a class skill and trade my craft.. thats it really.


Sorry, I may have misunderstood. I thought everyone was unhappy with what I came up with. We can keep the elixirs if you all want to, but all the restrictions will apply.

As for survival, Luke has it trained. No need for 2 people to have it. Plus, I think it works out better for it to be a team effort anyway. These are just my suggestions though, you guys can handle it however you like.


Male Elan Cryptic 2 | HP 17/17 PP 8/8 Defense 7/7 | AC 17 T 14 FF 13 | Fort +2 Ref +7 Will +2 | CMD 15| Init +4 | Perception +4

:) I was just filling in the other player on the alignments we had in group, so he wouldn't have to go digging. He seemed confused about which alignments were available, so I felt it probably had to do with trying to fit the group's overall alignment. :) So I made sure to mention our group runs the gamut of alignments.

I chose Goblin, Giant, and Elven as my bonus languages.


Male Human Freeboter/Trapper 1 l HP 13/13 l AC 18/14/14 l Fort +4 Ref +6 Will +2 l CMD 16 l Init +6 l Perc +6

Well I speak Common and Githyanki... Hoping to spot some of those Old Tombs filled with all the goodies.

And yay! Survival ish good!

And no, I won't be running Luke like some Redneck person with a Bow and just shoot everything in site... Jut to let you know that :P


Male Human Long Arm Master | HP 12/12 | AC 16, touch 14, flat-footed 12. | Fort +4 Ref +6 Will +4| CMD 14 | Init +6 | Perception +7

I'll stick to the basic and pick Undercommon and Common. I have had some nasty experiences with a group that couldn't speak under common at all. I'll have to ensure that we never get their fate. I mean... crushed by an army of deep dwarves? That's just twisted.

Ah well, I guess that is the hardships of life.


Oh yeah, and githyanki. Almost forgot that was a language you could know. It makes way more sense for a ranger to know it though anyway.


Alright guys, I don't have all the details on the town figured out yet, but it's about the size of Sandpoint and run by a panel of elders. It houses a monk temple that contains a large pagoda dedicated to psionic study and training. There are a few taverns, but the one is like you guys to stick to is known as The Eye. The town is not policed, but the monks do uphold the law and the grandmaster is always a member of the panel of elders.

Your not all necessarily best friends, but you have all grown up in the same small town and know each other well if not close.


Male Human Aegis 2| HP 25(27)/25(27) | AC 15(17) T 11(11) FF 14(16) | Fort +6(+7) Ref +1 Will +5| CMD 17 | Init +1 | Perception +8 | DR 2/- | Resistance 5 Cold

Well we seem not to have Dwarven covered so I would get that and Githyanki. As far as the Survival thing, It possible for him to fail a DC 20 so two chances at it are better than one, we both gather the the materials during the daytime/freetime and then during watch/ when it not safe to gather materials, I craft. For my PrC I need a Craft anyway, might as well be useful to the party. As far as Survival, It along with my death threshold will increase by half my level anyway, so I might as well put at least a rank into it.

It seems our story is coming together, so why dont we now try and find reasons for why we wold meet and want to travel together?


I've got a reason in mind that should be pretty exciting for level 1 characters. I was ready to start today, but I want to wait and see what Vitesse submits


Male Human Aegis 2| HP 25(27)/25(27) | AC 15(17) T 11(11) FF 14(16) | Fort +6(+7) Ref +1 Will +5| CMD 17 | Init +1 | Perception +8 | DR 2/- | Resistance 5 Cold

Is it dependent on what he submits? Otherwise I assume there is some RP in there and we wont outpace him anyways.

On the other hand your the boss, I think I will change my trait and skills anyway, if only because alot of people have reactionary and they are ranged, me going first or last doesnt matter much.


Not dependant on what he submits, just that if he's accepted, its better to have you all start together. It just always seems cheesy to me to add people to the party at strange times all the time because that's when its convenient out of game. I'd just rather him join the party when there's a reason to form one.

I'm a lil buzzed up right now, so I hope that came out right. Drink in some brews with a buddy, check in out this new COD


Male Human Aegis 2| HP 25(27)/25(27) | AC 15(17) T 11(11) FF 14(16) | Fort +6(+7) Ref +1 Will +5| CMD 17 | Init +1 | Perception +8 | DR 2/- | Resistance 5 Cold

That came out fine, your still pretty coherent. I admit I hate the same thing so even when I join a group I will wait when its appropriate for my character to be there. I'm actually doing that in a game right now, botting someone who left until they leave and I can introduce my own character. Anyway I'll be ready when you are.

I wonder what connections we will make, especially since some of us will be similar in some ways later one.


Male Human Aegis 2| HP 25(27)/25(27) | AC 15(17) T 11(11) FF 14(16) | Fort +6(+7) Ref +1 Will +5| CMD 17 | Init +1 | Perception +8 | DR 2/- | Resistance 5 Cold

I'm also Curious what A Elisa is thinking of doing overall, IE some sort of aim?

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