Sebecloki presents Dreamscarred Press' From the Deep Psionic AP (Inactive)

Game Master Sebecloki

Introduction to Third Dawn
From the Deep: Player's Guide


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I'm returning to the boards after something of a break/absence caused by staffing issues at my job.

I'm sussing out interest in a partially-complete AP which was released by Dreamscarred Press for their psionics rules and campaign setting, called Third Dawn. The world of Third Dawn is psionics only (magic doesn't work). It has a swashbuckling and intrigue theme. I'd have to do some homebrew to flesh it out some more, as the campaign setting is only a little over 100 pages and doesn't even have a map of the continent this AP takes place on. It's pretty light on details.

Only the first 3 adventures were ever released, so I doubt it's going to be officially completed, and I'd have to homebrew based on the outlines if we get that far.

The world is also fairly sketchy, and would need to be fleshed out with some additional material.

Here's a synopsis of the first adventure:

Quote:


The From the Deep Adventure Path begins in the bustling city of Arbil, one of the newer cities of the Ophid Protectorate. Although Arbil has gained a reputation for being able to foresee and avoid problems thanks to its precognitive leader, explanations as to why the nearby kobold mines have stopped sending shipments are lacking. The situation reaches a tipping point when an earthquake erupts in the middle of the day, with no warning from any of the multitude of seers, including the overseer.

Following the earthquake, the PCs find themselves thrust into prophecy and tasked with uncovering the cause of the earthquake and the reason it was not predicted in a city renowned for psionic foresight. They will have to journey through the wild lands between Arbil and the mines, into the depths of the earth, and uncover the source of strange behavior from those in the area.

Dreamscarred Press helpfully published a Player's Guide for this campaign, which can be accessed here: From the Deep: Player's Guide

Build Rules:

Ability Scores: 25pt. buy
Races: those mentioned in the Player's Guide (or something very close, I'm not sure exactly what that would be, but I'll consider stuff on a case by case basis), any of the other psionic races (you can play them even if they're not mentioned in the Player's Guide), as well as maedu and arkhoon.
Classes: the big restriction is magic doesn't exist and doesn't work on Ksaren. This setting and rules were devised before Paizo came out with Occult Adventures, which is, in some respects, an alternative approach to psionics. Thus, I'm potentially open to Occult classes that are integrated with the psionics system through the options presented in Psionics Augmented: Occult. I am open to 3rd party like Path of War and Spheres of Might, etc., basically anything on https://www.d20pfsrd.com as long as it fits with this setting. Clearly, magical choices don't work with this world.
Level: 1st level. VMC okay.
Skills: background skills from unchained.
Feats: 1 per level. Elephant in the playground feat tax rules in effect.
Wealth: maximum per level.
Traits: 2 traits, and up to 2 more if you take drawbacks.
Hit Points: Maximum. I'm not rolling for monsters either, they're all going to get max.

I'm just going to level you up when it fits the narrative, and not worry about calculating xp.

I am going to alter the description of Arbil in the campaign guide, presenting it as a much larger and more cosmopolitan city of several hundred thousand inhabitants. Instead of the map in the Player's Guide, I am using the one linked here from Alderac publishing's World's Largest City: Map of Arbil

I'll probably switch out a lot of the other maps in the AP for more impressive versions.


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Dotting! I take the Soulknife is fair game?


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yes, that's listed in the guide.


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In case this was buried in my initial post, there's a helpful player's guide for this campaign that will tell you a little about the world and character options. I've made a couple of small modifications to race and class choice noted above.

Here's the link:

https://drive.google.com/file/d/1MmBqi2wO-FXLP-y1lhHbHF4VqUqN7wr8/view

Scarab Sages

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Dotting


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Ooooh, psionics. I'm thinking an Aegis, maybe a Dwarf. Been a while since I got in touch with my inner beard.


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I’ve seen this partial AP (nit read through it), but have been interested to play it. Is this strictly an interest post, or are omyou hoping for character submissions, too?


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dot


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I have build rules up -- if we get a decent group I'll run it.

Scarab Sages

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Would you accept a forgeborn aegis from ultimate psionics (dream scarred press)?


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Anything in 3pp. is fine as long as it fits the world (no magic).


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Potentially interested.

Scarab Sages

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So I’ve got two options I’m looking at. One is a refit of Gigar. He’s a Xeph soulknife who focuses on ranger combat, the other is an aegis forgeborn, two-handed fighter type. Let me know what you guys think and I’ll finish flushing out the characters on here.


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Just to reiterate, b/c it seems like there's still some confusion on this point -- everything published for psionics by Dreamscarred Press is applicable.

There is a helpful Player's Guide that, like the one's for the Paizo AP's, will give you some useful information about the setting and character options.

You can also assume anything from the either this wiki of psionic material: DSP-d20-SRD
The Definitive Source for d20 Psionics
, though some stuff may have to be converted to PF1e, and the d20PFSRD are allowed, as long as they don't break the 'magic doesn't exist or work' rules for this setting.

Horizon Hunters

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Interesting, to be honest I don't quite understand a lot of stuffs here because I rarely play or read 3rd party but it looks interesting nonetheless, will take a look at the player guide and the player options from dreamscarred and then return

Scarab Sages

Here are the stated characters for your concideration

Aegis:
Gigar
Male Forgeborn aegis 1
CG Medium humanoid (forgeborn, half-construct)
Init +2, Senses darkvision (60 ft.); Perception -1
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DEFENSE
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AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 natural, )
hp 11 ((1d10)+1)
Fort +3, Ref +2, Will +1, +2 vs. fear

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OFFENSE
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Speed 25 ft.
Melee greatsword +7 (2d6+10/19-20)
Melee greatsword [power attack (two-handed)] +6 (2d6+13/19-20)
Melee earth breaker +7 (2d6+10/x3)
Melee earth breaker [power attack (two-handed)] +6 (2d6+13/x3)
Special Attacks Improved Damage, Psionic Attacks,

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TACTICS
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Temporary Effects power attack (two-handed),
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STATISTICS
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Str 20, Dex 14, Con 12, Int 16, Wis 8, Cha 10,
Base Atk +1; CMB +6; CMD 18
Feats Armor Proficiency, Light, Martial Weapon Proficiency, Power Attack, Psionic Talent, Shield Proficiency, Simple Weapon Proficiency
Skills Acrobatics +2, Acrobatics (Jump) -2, Autohypnosis +3, Climb +5, Craft (Weapons) +7, Fly +2, Intimidate +4, Swim +5,
Languages Common, Forgeborn, Maenad, Ophiduan, Xeph
SQ astral armor, astral repair, bonus to customization points, brawn, darkvision, fearless, form astral suit, natural armor, naturally psionic, psionic, psionic aptitude, slow and steady, source crystal, speed,
Combat Gear Soap (50 charges), oil (1 pint flask) (5),
Other Gear greatsword, greatsword, outfit (explorer's), backpack, common, bedroll, flint and steel, mess kit, pot (iron), rope (silk/50 ft.), soap, belt pouch, coin (copper piece) (9), coin (gold piece) (2), coin (silver piece) (3), earth breaker, earth breaker, bullseye lantern, astral armor, astral juggernaut, astral skin, 0.0 gp
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SPECIAL ABILITIES
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Astral Armor Treat like masterwork chainmail. Gain the following customizations for free: brawn, improved damage

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 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 to such items.

Bonus to Customization Points Add +1/4 to customization points.

Brawn Gain a +2 bonus to Strength.

Darkvision You gain 60' darkvision.

Fearless You gain a +2 bonus against fear effects.

Form Astral Suit (Su) You can form an astral suit with various abilities. Customization Points: 3

Improved Damage You get +1 to +3 bonus weapon damage, depending on type of weapon.

Natural Armor You have a +1 natural armor bonus to your AC.

Naturally Psionic Gain the Wild Talent feat, or Psionic Talent if levels in a psionic class taken.

Psionic Total Power Points 4; Base Power Points 1; Bonus Power Points 3

Psionic Aptitude Can gain 1 power point instead of 1 hit point or 1 skill rank when taking a level in a favored class.

Psionic Attacks You treat all melee attacks as though they were magic for DR, and all melee weapons are treated as masterwork.

Slow and Steady You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.

Source Crystal Unlike most half-constructs, you can be raised and resurrected.

Speed Your base land speed is increased by 5 ft.


Soulbolt:
Gigar
Male Xeph soulknife 1 Archetypes Soulbolt,
CG Medium humanoid (xeph)
Init +4, Senses darkvision (60 ft.); Perception +6
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex, )
hp 11 ((1d10)+1)
Fort +1, Ref +6, Will +4, +1 vs. powers, spells, and spell-like effects

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OFFENSE
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Speed 20 ft.
Ranged mind bolt, long range piercing +5 (1d6/19-20), within 30 ft. +6 (1d6+1)
Ranged mind bolt, medium range piercing +5 (1d8/19-20), within 30 ft. +6 (1d8+1)
Melee morningstar +2 (1d8+1)
Ranged mind bolt, short range piercing +5 (1d10+1/19-20), within 30 ft. +6 (1d10+1)
Special Attacks Launch Mind Bolt,

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TACTICS
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STATISTICS
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Str 12, Dex 18, Con 12, Int 13, Wis 15, Cha 10,
Base Atk +1; CMB +2; CMD 16
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Point-Blank Shot, Precise Shot, Psionic Talent (2x), Shield Proficiency, Simple Weapon Proficiency
Skills Acrobatics +5, Acrobatics (Jump) +1, Autohypnosis +6, Climb +2, Perception +6, Stealth +5,
Languages Common, Elven, Xeph
SQ burst, form mind bolt, innate resistance, naturally psionic, psionic, psionic aptitude, shape mind bolt,
Combat Gear potion of cure light wounds (2), potion of enlarge person, oil (1 pint flask) (5), rations (trail/per day) (5),
Other Gear mind bolt, long range piercing, mind bolt, medium range piercing, hide, backpack, masterwork, waterskin (filled) (2), rope (silk/50 ft.), bedroll, belt pouch (2), coin (silver piece) (7), coin (gold piece) (10), bandolier, morningstar, mind bolt, short range piercing, donkey, saddle (riding), saddlebags, cooking kit, fishing kit, flint and steel, gear maintenance kit, lantern (bullseye/waterproof), mess kit, 0.0 gp
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SPECIAL ABILITIES
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Burst (Su) 3/day as a swift action, burst of speed for 3 rounds, +10 competence bonus to speed.

Form Mind Bolt (Su) Form a semi-sold ranged weapon composed of psychic energy.

Innate Resistance (Ex) Xephs get +1 on saves vs. powers, spells, and spell-like effects.

Launch Mind Bolt You need not reform mind bolt after throwing it.

Naturally Psionic Gain the Wild Talent feat, or Psionic Talent if levels in a psionic class taken.

Psionic Total Power Points 6; Base Power Points 0; Bonus Power Points 6

Psionic Aptitude Can gain 1 power point instead of 1 hit point or 1 skill rank when taking a level in a favored class.

Shape Mind Bolt Change form of mind bolt as a full round action; change abilities in 8 hours.

If you'd like, I can stat out something else, but these are what I'm comfortable with.

Sczarni

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Interesting.

Definitely considering a jettur (half-giant) psychic warrior


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Considering a Xeph Marksman :) For the traits, are we required to take one of the campaign traits from the player's guide, or could we get for example a different psionic trait?


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you can take different traits; I'm also open to you refluffing something from a Paizo AP that's appropriate.


Sebecloki wrote:

In case this was buried in my initial post, there's a helpful player's guide for this campaign that will tell you a little about the world and character options. I've made a couple of small modifications to race and class choice noted above.

Here's the link:

https://drive.google.com/file/d/1MmBqi2wO-FXLP-y1lhHbHF4VqUqN7wr8/view

Linkified for ya. ;)

Sebecloki wrote:

You can also assume anything from the either this wiki of psionic material: DSP-d20-SRD

The Definitive Source for d20 Psionics, though some stuff may have to be converted to PF1e, and the d20PFSRD are allowed, as long as they don't break the 'magic doesn't exist or work' rules for this setting.

Library of Metzofitz is another good source for PF1e Psionic stuff. ;)


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I'm thinking about a few more rules tweaks:

I'm also looking at the setting and there's a swashbuckling theme, as well as ancient tech of some sort, so I'll probably set the tech level at guns everywhere to allow gunslingers and other items from the technology guide.

I'm also looking at action points to get across the swashbuckling theme -- honestly, in the past when I've used them everyone ignored them, so I guess the debate is whether anyone thinks they'd actually come up in play.

I'm also thinking about the stamina and combat tricks system for martials (they'd get the feat for free), again, to try to convey the swashbuckling/cinematic concept, but if no one's going to use it, then there's no reason to contemplate it.

I'm also looking at the skill unlock system from unchained.

Everyone, tell me what you think.


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This sounds like it could be fun.

What I'd ideally be looking at is a Kobold, so non Psionic. Ideally I'd be using Spheres of Might as you listed that as an option as well. If guns are an option I'd like to try and integrate those as well, though I'm probably not looking at a fully ranged build.

Combat Stamina would be ideal, but not required.

Skill Unlocks are always nice, though rarely spectacular.

Action Points I have no opinion on as I have no experience with them.


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I love the Combat Stamina system, and considering my marksman is quite martial, it'd fit him greatly. I was designing him to use bows, but between us it might be charming to get a more steampunk vibe. I think it can work for flavor, but if I could choose I'd limit the tech.

The skill unlock system is kind of cool, but really more on the long run as it takes a while to kick the really interesting options. It's the kind of system you can enable levels from now and not affect the builds.


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I'm basing the tech on the setting as described in the campaign setting and the adventures -- there are technological machines in the setting like Numeria in Golarion. I'm not sure if it references guns, but there are psionic water filtration devices and coal burning war machines from pre-history


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Okay, so I think we'll go with combat stamina if martials are actually going to use it. You'll get it the feat for free.


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Sebecloki wrote:
there are psionic water filtration devices and coal burning war machines from pre-history

That's some cool stuff!


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Would Aegis count as a martial for this? I mean, I do intend to hit things with an unreasonably large sword, but they aren't exactly a standard martial.


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JonGarrett wrote:
Would Aegis count as a martial for this? I mean, I do intend to hit things with an unreasonably large sword, but they aren't exactly a standard martial.

yes it would.


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I'm not certain I'm going to submit, but let me ask. You said Spheres are okay, if it's not magic. Could one be, for example, a Symbiat, keeping everything flavored as Psi?


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That's still magic based on looking at this: https://www.d20pfsrd.com/magic/variant-magic-rules/spheres-of-power/spheres -of-power-classes-class-options/symbiat/. You'd have to homebrew a psionic casting tradition (I don't know if there is one that's published somewhere). I don't see one here: http://spheresofpower.wikidot.com/casting-traditions


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Looking at the Spheres Wiki, it certainly looks doable. That basically gives them the Thought and Emotion components that were introduced in OA. Your call.


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I'm a little torn -- usually I just let everyone play what they want, but psionics has a very specific set of concepts like crystals and telekenesis that I want to preserve the distinctiveness of, and that's also an important concept for this setting. Based on how open-ended the spheres system is, I'm a little concerned if I open the door on that, I'll end up with CRB wizards that just happen to use psi points instead of spell slots.

Also, there's actually an enormous amount of DSP material -- whole wikis full of it. Is there a specific thing the Symbiat does that, for example, a Psion can't?


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I hear your concerns, and it's your call, natch. I only asked to explore my options. I'd eyed the symbiat as something that could keep a similar vibe. (I was also eyeing up the shifter class with a similar change-the-casting-tradition approach, as that sort of schtick is one I don't recall DSP's psi really having good access to.)


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Honestly, I'm mostly seeing this as a DSP game. The AP is published by that company and uses the psionic bestiary, so it's really a world of DSP stuff. I'm more interested in character proposals that use the DSP psionic classes, PoW, and (maybe Akashic Mysteries (I think there are psionic options with that, I have to look closer)). I get that spheres of might offers some other options for martials, but I think PoW has higher damage output options, which is what is really needed to close the caster/martial divide.


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Well, I'm thinking about this and I see 2 options:

(1) We keep the setting exactly how DSP laid it out -- which is that magic doesn't exist and doesn't work.

(2). Psionics is the main casting tradition, but others but are inversely rarer as psionics is in the standard settings; in that case all the non-psionic classes have to be altered to be psionic, such as with these archtypes: https://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/psioni c-options/. In other words, there is no CRB druid, there's only a gaean, and so forth.


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I’m not familiar with the Combat Stamina variant. Is there a reference I can look at?

I’m deciding between a Soulknife and a Wilder/Pyrokineticist.

You also mentioned VMC, (variant multiclassing, I assume). Are only the martial classes available? Are there any psionic variant multiclassing rules anywhere?


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https://www.d20pfsrd.com/gamemastering/other-rules/stamina-and-combat-trick s-optional-rules/

you'd have to homebrew VMC psionic stuff if it hasn't been done by 3pp. somewhere.

Scarab Sages

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I’m going to see what I can come up with for a platonic healer as everyone here seems to want some sort of fighter, any thoughts?


Adonai Marksmen for your consideration. Working on backstory.

Scarab Sages

vitalist:

Gigar
Male Human vitalist 1
CG Medium humanoid (human)
Init +5, Senses Perception +4
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DEFENSE
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AC 13, touch 13, flat-footed 10 (+3 Dex, )
hp 9 ((1d6)+3)
Fort +3, Ref +3, Will +6

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OFFENSE
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Speed 20 ft.
Ranged crossbow, light +3 (1d8/19-20)
Melee morningstar +2 (1d8+2)

Vitalist Spells Known (CL 1st; concentration +5)
1st(0/day)-elfsight, thicken skin, natural healing
0th(at will)-disruptive touch(DC 14), sense poison, halt death(DC 14)

Prepared Spells
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TACTICS
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STATISTICS
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Str 14, Dex 16, Con 12, Int 10, Wis 18, Cha 8,
Base Atk +0; CMB +2; CMD 15
Feats Armor Proficiency, Light, Echoing Power, Psionic Body, Simple Weapon Proficiency
Skills Autohypnosis +8, Heal +10, Sense Motive +9, Survival +8,
Traits Reactionary, World Traveler (Sense Motive),
Languages Common
SQ bonus feat, collective, collective healing, medic powers, psionic, skilled, transfer wounds, vitalist manifesting,
Combat Gear Healer's Kit (10 charges),
Other Gear crossbow, light, bolts, crossbow (10), outfit (peasant's), pathfinder's kit, survival kit (common), mess kit, healer's kit, grooming kit, gear maintenance kit, fishing kit, cooking kit, coin (silver piece) (3), coin (gold piece) (9), coin (platinum piece) (3), morningstar, 0.0 gp
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SPECIAL ABILITIES
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Bonus Feat Humans select one extra feat at 1st level.

Collective (Su) Connect 4 willing minds into collective, manifest certain powers on members range: 110 ft.

Collective Healing (Su) You can redirect hit point or ability score healing within the collective.

Halt Death

Medic Powers Several powers gain the Network descriptor for you.

Mender

Psionic Total Power Points 4; Base Power Points 2; Bonus Power Points 2

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Transfer Wounds (Su) Touch to transfer 1d6 hit points of damage to yourself, 7/day

Vitalist Manifesting Vitalist Powers Known: 2; Vitalist Maximum Power Level Known: 1

World Traveler (Sense Motive) Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. You gain a +1 trait bonus on Sense Motive, and it is always a class skill for you.


Dot for Path of War's Medic class!!!

*bouncebouncebounce*

Background:
"Stand, and others stand with you."

Those were the words written over the door to the training hall in which the company that she had signed onto. Strong... Inspiring... and vague. The confusion at something so general made her wonder what she had signed on for.

That they were undergoing a "reorganization" was something that was not mentioned to her at signing.

"Oh. Joy."

Training was an undertaking. From what she could gather, something about the previous contract was something ill-considered, and a complete overhaul of the higher-ups included many of the ranking members leaving with them. So she was left to train where she could, with who she could, and a lot of headaches trying to figure out the training left behind in books and personal journals.


Crunch:

Desidera Tahn
NG Female Human Medic 1
10,14,17,14,15,11

Disciplines; Golden Lion, Iron Tortoise

I'll return to flesh this out if the class is okay? *hopes*


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class is fine

Scarab Sages

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Me'mori wrote:

Dot for Path of War's Medic class!!!

*bouncebouncebounce*

** spoiler omitted **
** spoiler omitted **

I'll return to flesh this out if the class is okay? *hopes*

It will be good to have two different healers, this should be interesting as I mostly stay in the back and pick off the baddies while healing the frontlines. How does the medic work?


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If DSP stuff in general is in play, I've got some ideas for a (maenad I think?) Pathwalker or War Soul going into Awakened Blade.


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I've thought about it some more, and I think I really want to stick with the DSP material and the strictly psionic character of the setting (no magic); I've looked through some threads on psionics w/ spheres of power, and I get the appeal and the options, but it also seems like it raises just the issue that was nagging at me -- it's so open ended you can easily just end up with spheres but calling it psionics.

spheres of might is different b/c it's martial options, though I think PoW is stronger, and will probably be preferable in terms of constraining caster/non-caster disparity.


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At the moment I'm looking at making a Stalker using the Soul Hunter archetype.

While strictly speaking a martial character it would, at the very least, be highly mystical. So my question simply is: is this too close to "regular" magic or would you say it either isn't magic or that it's vague enough to pass as sort of psionic?


Transient:

Male Duergar Crystal Warrior Aegis 1
Chaotic Good Medium Humanoid (Dwarf) OR Aberration, whichever is beneficial
Initiative; +1 Perception +11

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Defense
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AC 20, touch 19 flat-footed 11 (Base +10, Dex +1, Armour +7, Shield +2)
hp 12
Fort +4, Ref +1, Will +4 (Base Fort +2 | Ref +0 | Will +2 | Con+2 | Dex +1 | Wis +4)
Resistance: None

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Offence
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Speed 30 ft
Melee Large Waraxe - +7 to hit - 2d10+7 Slashing - x3 Crit
Power Attack Large Waraxe - +6 to hit - 2d10+9 Slashing - x3 Crit
Ranged

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Statistics
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Str 20 (17 Point Buy - +2 Enhancement)
Dex 13 (3 Point Buy)
Con 14 ( 2 Point Buy - +2 Racial)
Int 14 (5 Point Buy)
Wis 14 (2 Point Buy - +2 Racial)
Cha 5 (-4 Point But - -2 Racial)
Base Atk +1; CMB +6; CMD 17

Bonus Feats
Elephant in the Room - Gain the effect of Power Attack, Combat Expertise and other feats.
Psionic Talent - Gain +2 Power Points. Gained from Druegar

Feats
1st -Extra Customization - Gain +1 Customizations points for the Astral Suit.

Traits
Student of Philosophy (Social) - Use Int for Diplomacy (bar Gathering Information) and Bluff (bar Feint).
Psychoportive Talent (Psionic) - Spend Psionic Focus to shift 5ft. This can be made in addition to movement, but not use with another 5ft step.
Wary - Gain +1 to Perception and Sense Motive.
Illuminator - +2 to Diplomacy.

Drawbacks
Scarred - Take -5 to disguise checks and -2 on Bluff
Entomophobe - -2 to hit swarms and -2 to save against nausea from there swarming ability.

Racial Traits - Duergar
Speed - 20ft Movement speed and never suffer penalities for weight and armour.
Darkvision - See in perfect darkness up to 60ft.
Light Sensitivity - Gain the Dazzled condition in full, direct sunlight and in the effect of a Daylight spell.
Dwarf Blood - Count as a Dwarf for the purposes of spells and traits.
Naturally Psionic - Gain the Psionic Talent feat.
Ancestral Voices - Gain +4 to intimidate and +2 to one skill.
Whispers of Insanity - +2 to Perception and Stealth, and the DC to awake from sleep is DC 5.

Skills

Acrobatics - +1 (+1 Dex - 0 Ranks - Untrained Skill)
Appraise - +2 (+2 Int - 0 Ranks - Untrained Skill)
Bluff - +0 (-2 Cha +2 Int - 0 Ranks - Untrained Skill - -2 Trait)
Climb - +9 (+5 Str - 1 Ranks - Class Skill)
Craft (Food) - +6 (+2 Int - 1 Ranks - Class Skill - Background 1)
Diplomacy - +11 (+-2 Cha +2 Int - 1 Ranks - Class Skill - +2 Trait - +3 Psicrystal - 4 to gather info)
Disable Device - +4 (+1 Dex - 0 Ranks - Untrained Skill)
Disguise - -2 (-2 Cha - 0 Ranks - Untrained Skill)
Escape Artist - +1 (+1 Dex - 0 Ranks - Untrained Skill )
Fly - +1 (+1 Dex - 0 Ranks - Untrained Skill)
Handle Animal - -2 (-2 Cha - 0 Ranks - Untrained Skill)
Heal - +2 (+2 Wis - 0 Ranks - Untrained Skill)
Intimidate - +6 (-2 Cha - 1 Ranks - Class Skill - +4 Racial Bonus) (If medium or smaller +4)
Knowledge (Psionics) - +2 (+2 Int - 0 Ranks - Class Skill)
Knowledge (Dungeoneering) - +2 (+2 Int - 0 Ranks - Untrained Skill)
Knowledge (Engineering) - +2 (+2 Int - 0 Ranks - Untrained Skill)
Knowledge (Geography) - +2 (+2 Int - 0 Ranks - Untrained Skill)
Knowledge (History) - +2 (+2 Int - 0 Ranks - Untrained Skill)
Knowledge (Local) - +2 (+2 Int - 0 Ranks - Untrained Skill)
Knowledge (Nature) - +2 (+2 Int - 0 Ranks - Untrained Skill)
Knowledge (Nobility) - +2 (+2 Int -0- Ranks - Untrained Skill)
Knowledge (Planes) - +2 (+2 Int - 0 Ranks - Untrained Skill)
Knowledge (Religion) - +2 (+2 Int - 0 Ranks - Untrained Skill)
Linguistics - +2 (+2 Int - 0 Ranks - Untrained Skill)
Perception - +9 (+2 Wis - 1 Ranks - Class Skill - +1 Trait - +2 Race)
Perform (-) - -2 (-2 Cha - 0 Ranks - Untrained Skill)
Profession (Miner) - +6 (+2 Wisdom - 1 Ranks - Class Skill - Background 1)
Ride - +1 (+1 Dex - 0 Rank - Class Skill)
Sense Motive - +7 (+2 Wis - 1 Ranks - Class Skill - +1 Trait)
Sleight of Hand - +1 (+1 Dex - 0 Rank - Untrained Skill)
Spellcraft - +2 (+2 Int - 0 Ranks - Untrained Skill)
Stealth - +1 (+1 Dex - 0 Rank - Untrained Skill)
Survival - +2 (+2 Wis - 0 Ranks - Untrained Skill)
Swim - +9 (+5 Str - 1 Ranks - Class Skill )
Use Magic Device +1 (-2 Cha - 1 Ranks - Class Skill)
Languages: Common, Dwarven, Undercommon, Draconic, Goblin, Celestial

Combat Gear Large Dwarf Waraxe, Heavy Steel Shield, Armoured Kilt
Gear Backpack, 50ft rope.
Collapsible Bathtub, Grooming Kit
Cooking Kit
Money 0pp - 0gp - 0sp - 0cp

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Special Abilities
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Astral Suits (3 Customization Points) - Form a suit of one of several kinds, which can be dismissed as a free action. These suits can be changed by 8 hours of meditation.
- [i]Astral Skin
- Suit has 0 AC - 0ACP - -Dex. Adds +10 to speed and +2 Dex.
- Astral Armour - Suit has 6AC - 5ACP - 2 Dex. Add +2 to Strength and +2 to damage.
- Astral Juggernaut - Suit has +8 AC - 7ACP - 0 Dex. It adds +2 Con and 25% Fortification.
Customization - Modifications to a suit, which remain present regardless of form. If the suit cannot use that customization then it becomes inactive until a new form is chosen.
- Powerful Build - Count as large for CMB, CMD, weapon size and other advantages, but space and reach remain the size.
- Psionic Attack - Attacks count as psionic and weapons becomes masterwork if not already.
Form Astral Suit - Form a Astral Suit as a Swift Action for Astral Skin, a Standard Action for Astral Armour and a full round action for Juggernaut Armour.
Missive - Gain the Missive power as a Psi-Like ability.

Favoured Class Bonus - +1/4 Damage Reduction

Clear:

Informant Psicrystal
Perception +7

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Defense
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AC 16 touch 12 flat-footed 14
hp 6
Fort -, Ref +4, Will +1
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Offence
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Speed 30 ft, 20ft climb
Melee -

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Statistics
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Str 1 Dex 14, Con -, Int 10, Wis 10, Cha, 10
Base Atk +0; CMB +0; CMD 12

Racial Traits - Construct
Immunity to All mind-effecting abilities
Immune to bleed, disease, death effects, necromantic effects, paralysis, poison, sleep and stunning.
Immunity to effects that required fortitude saves.
Do not breath, eat or sleep.

Skills
Knowledge (Psionics) - +5 (+0 Int - 1 Ranks - Class Skill - Class Bonus +1)
Knowledge (Dungeoneering) - +1 (+0 Int - 0 Ranks - Class Skil - Class Bonus +1l)
Knowledge (Engineering) - +1 (+0 Int - 0 Ranks - Class Skill - Class Bonus +1)
Knowledge (Geography) - +1 (+0 Int - 0 Ranks - Class Skill - Class Bonus +1)
Knowledge (History) - +1 (+0 Int - 0 Ranks - Class Skill - Class Bonus +1)
Knowledge (Local) - +5 (+0 Int - 1 Ranks - Class Skill - Class Bonus +1)
Knowledge (Nature) - +1 (+0 Int - 0 Ranks - Class Skill - Class Bonus +1)
Knowledge (Nobility) - +1 (+0 Int -0- Ranks - Class Skill - Class Bonus +1)
Knowledge (Planes) - +5 (+0 Int - 1 Ranks - Class Skill - Class Bonus +1)
Knowledge (Religion) - +1 (+0 Int - 0 Ranks - Class Skill - Class Bonus +1)
Perception - +4 (+0 Wis - 1 Ranks - Class Skill)

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Special Abilities
--------------------

Sighted - See everything within 40ft regardless of conditions, except for invisible objects.
Improved Evasion - On a successful reflex safe take no damage.
Information Data - Make Knowledge tests without training, add half of levels as a bonus, and gain 4 skill points a level.
Mechanical Intellect - Add +2 to Int, and again at 9th and 17th level.
Psicrystal (Friendly) - Add +3 to Diplomacy.
Telepathic Link - Share information, but not senses, up to a mile.

Appearance:
Transient is the perfect picture of the Druegar warrior - grinning, bald and covered in scar tissue. His skin is the colour of blue ash and has rippling muscle - often without him noticing - beneath it. The racial insanity of his people shines in his large, brass eyes which no one ever get to see thanks to the goggles of bronze and leather and smoked glass. Wide in the shoulder as any human, and tall for his kin at almost five feet, Transients ash-black beard is neatly combed and braided with bronze chains.

It is rare to see Transient out of his Astral Armour - he sleeps in the Skin form, lives in the Armour form and dreams of the Juggernaut form. Only when he bathes - which is surprisingly often, with a rigorous, almost fanatical regularity - does the suit come off. Heavy scars run across his rippling grey skin, and a large scar covers part of his head and the left side of his eye that makes the skin there pale and unhealthy.

The Skin form is a set of tight fitting leather, with strands of crystalline material running through them, creating a fairly impressive site. It takes the form primarily of trousers with an open vest, leaving his arms, hands, head and feet bare. Clear positions itself as his belt buckle.

The Armour form creates heavy opalescent plates in a dwarf style with gleaming ruby runes, forming a breastplate with a thick, heavy collar with bracers and shin guards that extend over the the top of his feet, a heavy leather kilt defending him the knees. Clear forms a shoulder pad on the left side.

The rarely seen Juggernaut form takes the form an entirely suit of opalescent plates that covers his entire form, with a heavy spectacle helmet with a mail skirt, his upper arms and legs being covered.

Transient is rarely seen without his axe and shield. The shield is a plane kite shield with bronze runes written in giant, dwarvern and draconic around its edges, nonsense words that make no sense tot hose who can read them. The same is true of his axe - when he takes it up - but the runes gleam and crackle with psionic power. In fact, any weapon he takes up gain these runes, so long as his armour is active in some form.

Wearing metal jewellry of bronze, silver and copper, studs in his left ear of all three metals and a brass stud with a ruby in his nose. Thanks to his fanatical self-cleaning Transient smells of whatever soap his happens to have bought this time, the scent of which doesn seem to especially matter to him. He talks in a deep baritone fitting of his barrel chest, and occasionally with another voice as he does.

Personality:
Madness is the Druegar’s nature, and Transient is no exception, bar when he is. He has heard the songs of his people, taken the knowledge given by his parents, and been changed by it in the womb before awareness and self could even be, the chants and prayers needed to keep the things below asleep running through his head but never escaping his lips, oh no, for to escape his lips is to pry the prison, and escape the void below.

This silence, compared to most Druegar, makes Transient seem far more stable than most of his kindred. That he doesn’t wear Druegar garb seems to help a bit as well - indeed, his opalescent armour often gives quite a different impression, to those who aren’t as familiar with his people. Transient is happy to allow this impression to stand. They need not know. They need not have their sleep filled with the things he does.

Although ugly and blunt, Transient is a talker, and surprisingly good at convincing people to do what he wants. The axe is almost always his second plan, except when violence is the best choice, or because it’s the fun one, or because the blood must flow to bind the seals. But not on him. It can not stain what is not there.

Backstory:
They say I am so insane that only the mad could disagree, but I don’t think they’re right. Madness is to ignore the realities of the world, to sleep deeply where the things below the bottom of existence watch your dreams and taste your nightmares.

It started for me as it does for my people, in the womb, as the songs of my parents sunk into my heart and the screams of the ancestors who looked with there own eyes upon things they could not see sank into my bones, there voice becoming mine as I screamed within.

The Druegar find this normal, and an introduction the world as it is.

I joined my people in the mines, searching for the crystals that we seek for the engines we must build to keep what must remain asleep in the deepest slumber, the thankless toil we endure so that others know peace. And you do know peace, burdened only by fears of war, or starvation, or disease. You don’t feel the claws in your souls, the rends and scratches they leave, seeping your being into the depths.

But there, I found clarity. A clear stone that knew life, psionic essence fused with mineral to give a form of existence beyond flesh. I took up my tools and carved it from the rock, and it whispered to me new truths, reformed old thoughts and added new lines to the songs to bind. It showed me the surface world, that perhaps the thing that slumbers could descend so far into the dark that it can emerge from the darkness above. It made things Clear, and so it was named as it was freed.

I spoke these truths to my brethren, but they would not hear them. I begged them to listen but they could not believe that the prison we sang could push the thing into other places, that its dreams could become so deep that they form an escape. They said I was mad. Yes, even the insane believed me mad.

I can see your confusion, but it is true.

There are paths to the upper world from the depths. Missions for resources we could not scavenge in the deep - slaves, for example. I joined one, and then left, journeying higher until I found the surface.

When I left the caves I saw the sky - infinite blackness, speckled with light - and i knew that what I had been told was true. In the depths of darkness is power and by forcing the thing below into the deepest slumber perhaps another door would open for it. Now I must journey, keeping pure and clean in this world of light, finding how to chain the sky as well as the depths, and how to prove it is needed.

- Extract from a burnt journal found at a campsite.


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dfsearles wrote:
It will be good to have two different healers, this should be interesting as I mostly stay in the back and pick off the baddies while healing the frontlines. How does the medic work?

It's a lot of (Ex) abilities that can let me function as an in-combat healer without expressly disrupting the flow. As an action I can apply a small number of HP to the target that may have various benefits. Definitely not the "You Can Be Whole Again" of a Cleric, but more of a "You're still alive, and you'll heal eventually".

DSP wrote:
"Medics perform damage control for their parties. A medic’s job on the battlefield is often frantic as they must quickly prioritize their allies needs in order to best keep everyone alive. Some medics do this by performing emergency healing on allies, while others act to stop problems before they arise through proactive engagement."

That it's in Path of War, means that there are a couple of nifty tricks that could be managed, depending on style.

Broken Blade: "Too much to learn, didn't really bother with weapons." Unarmed neatness
Iron Tortoise: "If I can stay up, you can stay up." AC boosts and shield shenanigans
Golden Lion: "We are the Pride." Save boosts, morale bonuses, and extra movement for EVERYONE!
Steel Serpent: "Every strike weakens you." SA and boosted poison use.
Solar Wind: "Bullseye." Sharpshooting tricks, ranged defense, and elemental damage.

The issue is deciding who she is. I'm thinking she found peace on the archery range, away from the chaos of a reorganizing mercenary group.

Scarab Sages

1 person marked this as a favorite.

It's a lot of (Ex) abilities that can let me function as an in-combat healer without expressly disrupting the flow. As an action I can apply a small number of HP to the target that may have various benefits. Definitely not the "You Can Be Whole Again" of a Cleric, but more of a "You're still alive, and you'll heal eventually".

Ah gotcha, I’ll stick with the vitalist then.


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@JonGarrett, isn't a large Dwarven Waraxe 2d8, not 2d10?

@Sebecloki, I'm trying to work out some backstory, might need some further direction. I'll PM if I need some detail.

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