
Today is a good day to... halp |

So Hero Lab is fighting me, I did an Adjust to make Sleeping Goddess an available discipline for a PW, but I can't choose SG maneuvers for a Pathwalker. Anyone know if there's some spot I have to whack HL on its side like the Fonz to make it work? :)
Not sure if it'll help but from what I recall, things past the initial main PoW corebook does seem kinda sparse- is the SG stuff normally available on the usual martial initiator list in HL? If so, you might hafta just cheat it in same way as getting SG as a viable discipline. If not, it may not have been fully implemented in HL.
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.
May have to see about getting a Cryptic character onboard then. ;)

Sebecloki |
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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.
That class is fine.
I should, I suppose, clarify that I'm looking for 6 players. I'm going to try to select a well-rounded party.

Storm Dragon |

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.
That's an interesting take, IMO. The problem with martials vs caster is casters have more flexibility and agency, not more damage; a well built CRB + Advanced Player's Guide Barbarian will consistently dwarf anything even an optimized blaster can put out (at single targets, of course). Path of War really only does one thing on the damage side: makes Standard action combat viable, if not recommended.
Spheres basically does the same thing from a different design paradigm. Path of War works via the concept of "martial spells", while Spheres of Might basically gives you easy access to a "build your own class" system.
Either way, I'm interested; big fan of Dreamscarred stuff, just figured I'd comment on that since it stood out to me a bit.
Lot of options here. I have a few characters I've tried to make work before, but I'm feeling something new.
Maybe I'll try out that Knight Chandler Mystic I've always wanted to play. I'll have to read the player's guide to look at setting details.

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Male Jettur Psychic Warrior
NG Medium humanoid (human,giant)
Init: +0; Senses: Perception +7; Low-light Vision
Speed: 30 (20), Languages: Somnese, Giant
Defense
AC 15 (+5 Armor) (+2 shield) Touch 10 FF 15
HP 17 (1d8+3+6)
Fort +5 Ref +0 Will +3 (+2 vs fire spells/effects)
Offense
Melee: large falchion +4 (2d6+6 18-20/x2)
Ranged: large javelin +0 (1d8+4) Range 30 Ammo: 4
BAB 0 CMB +4 CMD 14
Statistics
Abilities: Str 18 Dex 10 Con 14 Int 13 Wis 16 Cha 10
SQ: Favored Class (Psychic Warrior; PP), Fire Acclimated, Powerful Build, Naturally Psionic, Psionic Aptitude, Survivor, Psionic Proficiency (PsyWar level = BAB for purposes of req for psionic feats)
Psionic Path: Survivor (vigor)
SA: Stomp (ML 1; DC 10)
Traits: Sommnaran Wanderer (+1 Fort, +1 Survival), Focused Mind
Feats: Psionic TalentB, Psionic BodyB, Psionic Weapon
Skills: Appraise +5, Autohypnosis +7, Knowledge (History) +5, Knowledge (Psionics) +5, Perception +7, Spellcraft +5, Survival +12
Combat Gear:
Equipment: large falchion, large bec de corbin, large dagger, large morningstar, large javelins (4), scale mail, wooden heavy shield, backpack, bedroll, belt pouch, holy text (The Flow), flint & steel, iron pot, mess kit, 50’ rope, soap, torches (10), trail rations (5), waterskin, wooden holy symbol (The Flow)
Coin 27gp
Power Points: 4
Powers Known: ML 1, DC 13+Spell Level; Concentration +6
1st:Expansion, VigorP
Description Vulkanus is a very large and powerful man, standing just under 7’ and massing over 300lbs. His skin is a dark chocolate brown, with similarly colored eyes, and he wears his hair shaved clean to his scalp whenever possible. He wears loose, flowing linen clothes over his armor, and carries oversized weapons which most people would find nearly impossible to wield.
Background:A wanderer among nomads, Vulkanus has found himself well away from his Jettur upbringing and the deserts he grew up in. A naturally gifted warrior, he has never found it difficult to gain employment as a guard or mercenary when necessary, or to hunt and gather for himself when it was not. He is equally comfortable in cities and out in the wilderness, and finds himself looking for more adventure and more expertise in his psionic abilities.

Sebecloki |
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Just a head's up everyone, I updated the build rules on the campaign page to include a couple of points we discussed in the recruitment thread. I'm also giving you a chance to roll for ability scores if you care to. Let me know if anyone has questions.
Key points: make sure you apply the ABP, switch out Wounds and Vigor for hit points, and write down your Hero Points and Defense Bonus.

Cuàn |
1 person marked this as a favorite. |

I'll roll some dice, just to see what I get.
dicepool 1: 24d6 ⇒ (2, 6, 1, 1, 4, 6, 1, 2, 5, 5, 1, 1, 4, 2, 2, 5, 5, 3, 1, 6, 6, 4, 4, 1) = 78
dicepool 2: 24d6 ⇒ (2, 4, 3, 2, 3, 4, 2, 2, 2, 1, 4, 5, 4, 4, 5, 3, 3, 1, 3, 6, 6, 4, 1, 5) = 79
dicepool 3: 24d6 ⇒ (2, 3, 3, 6, 3, 6, 6, 1, 5, 2, 5, 4, 6, 3, 1, 6, 4, 2, 6, 5, 3, 1, 2, 1) = 86
dicepool 4: 24d6 ⇒ (2, 5, 5, 6, 5, 2, 3, 4, 2, 3, 2, 4, 2, 6, 6, 5, 5, 3, 1, 5, 6, 1, 3, 5) = 91
With the dicepool where 1's are dropped, do you mean the rerolling 1's at 1 per atrribute max, as per the link you gave?
dicepool 2, rerolls (max 1 per attribute, so 3): 3d6 ⇒ (5, 6, 6) = 17
dicepool 3, rerolls (max 1 per attribute, so 4): 4d6 ⇒ (4, 4, 2, 1) = 11
dicepool 4, rerolls (max 1 per attribute, so 2): 2d6 ⇒ (2, 1) = 3

The Archlich |
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Can't resist the rolling!
24d6 ⇒ (2, 6, 4, 3, 6, 4, 3, 1, 2, 6, 3, 4, 3, 4, 3, 2, 1, 4, 4, 5, 6, 2, 4, 3) = 85
24d6 ⇒ (4, 6, 6, 4, 3, 5, 6, 5, 6, 6, 5, 3, 6, 3, 3, 4, 3, 3, 5, 1, 1, 3, 4, 1) = 96
24d6 ⇒ (6, 5, 2, 5, 1, 2, 2, 1, 4, 2, 5, 1, 6, 2, 6, 5, 6, 6, 3, 2, 2, 3, 2, 6) = 85
24d6 ⇒ (2, 6, 6, 4, 1, 2, 5, 5, 1, 4, 3, 4, 1, 6, 2, 3, 5, 6, 1, 3, 6, 1, 5, 4) = 86
Rerolling: 2d6 ⇒ (6, 5) = 11
Rerolling: 3d6 ⇒ (4, 1, 5) = 10
Rerolling: 3d6 ⇒ (2, 5, 4) = 11
Rerolling: 5d6 ⇒ (4, 4, 5, 3, 1) = 17
First Set: 16, 16, 10, 12, 13, 13
Second Set: 16, 15, 17, 15, 12, 12
Third Set: 16, 14, 16, 17, 7, 11
Fourth Set: 16, 14, 12, 16, 12, 15
Man, I like these rolls :)

JonGarrett |
1 person marked this as a favorite. |

Huh, those are some interesting differences.
24d6 ⇒ (2, 3, 1, 6, 1, 4, 6, 5, 3, 1, 3, 6, 1, 2, 6, 4, 4, 1, 3, 6, 5, 2, 1, 4) = 80
24d6 ⇒ (2, 2, 4, 1, 6, 3, 6, 1, 2, 1, 6, 5, 6, 6, 1, 4, 3, 5, 2, 3, 5, 3, 5, 1) = 83
24d6 ⇒ (2, 6, 6, 2, 1, 4, 2, 2, 5, 5, 3, 6, 6, 5, 4, 3, 5, 3, 3, 5, 3, 6, 2, 2) = 91 - That one looks good.
24d6 ⇒ (4, 2, 2, 4, 1, 3, 3, 6, 1, 3, 2, 6, 1, 3, 3, 1, 6, 4, 6, 2, 6, 4, 2, 4) = 79
Reroll: 1d6 ⇒ 3
So, that would mean I have 5 6's, 5 5's, 2 4's and 6 3's to form stats from. I'll see if that will make a more interesting character than Transient's current stats and re-jig his sheet to include the bonus feats and the APB bonus.
Out of curiosity, how would the Aegis work with the Defence bonus? I'll be using my armour anyway, but if we ever hit somewhere that doesn't have it active that might be good to know?

Redblade8 |
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Set 1: 24d6 ⇒ (5, 1, 6, 6, 2, 6, 1, 3, 6, 3, 1, 4, 4, 6, 2, 5, 4, 6, 4, 4, 4, 6, 5, 6) = 100
Set 2: 24d6 ⇒ (1, 2, 6, 6, 1, 4, 6, 6, 2, 2, 2, 5, 1, 3, 5, 5, 6, 3, 4, 5, 5, 1, 2, 6) = 89
Set 3: 24d6 ⇒ (1, 5, 6, 5, 3, 1, 1, 2, 3, 2, 3, 1, 3, 1, 4, 5, 4, 4, 4, 4, 1, 6, 6, 4) = 79
Set 4: 24d6 ⇒ (4, 2, 3, 4, 4, 4, 4, 3, 5, 6, 3, 1, 3, 5, 4, 5, 4, 4, 4, 1, 5, 4, 5, 4) = 91
Set 1 rerolls: 3d6 ⇒ (1, 6, 6) = 13
Set 2 rerolls: 3d6 ⇒ (1, 3, 2) = 6
Set 3 rerolls: 6d6 ⇒ (5, 1, 2, 1, 1, 1) = 11
Set 1 rerolls: 2d6 ⇒ (5, 6) = 11
I can probably make something work with set 1. :)
EDIT: set 1 produces the eye-popping numbers of 17/16/16/16/15/15. I'm going to try and rejigger those to reduce the number of odd numbers, then get to work. :)
EDIT2: a few minutes playing with the numbers got me to 18/16/16/16/15/14, I can live with one odd number. :)

Sebecloki |
1 person marked this as a favorite. |

Huh, those are some interesting differences.
24d6
24d6
24d6 - That one looks good.
24d6[dice=Reroll]1d6
So, that would mean I have 5 6's, 5 5's, 2 4's and 6 3's to form stats from. I'll see if that will make a more interesting character than Transient's current stats and re-jig his sheet to include the bonus feats and the APB bonus.
Out of curiosity, how would the Aegis work with the Defence bonus? I'll be using my armour anyway, but if we ever hit somewhere that doesn't have it active that might be good to know?
When you write "hit somewhere that doesn't have it active" do you mean what happens when you don't have your armor activated? I'm not sure how that impacts the defense bonus -- "However, it does not stack with the character’s armor bonus." It's intended to cover characters that don't wear armor mostly, and I think it fits this setting which is more swashbuckling and gun focused, which is the kind of campaign specified in the rule variant. Can you explain your question more?

JonGarrett |
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Oh, sorry, my brain was already onto how Wounds and Vigour work so I wasn't terribly clear;
What I mean is would it interact in any way with the Astral Skin form, which has no AC bonus and does not count as wearing armour, and would the Aegis count as being a light armour only class - technically, they only gain light armour as a proficiency, amusingly. My assumption is that Astral Skin counts as armour for this purpose so this Defence Bonus doesn't kick in, and that the Aegis' oddities means I'm stuck in column B when not using my armour, but I thought I'd double check anyway.
Since it'll only be relevant if we hit a psionic dead zone or the like it's not an especially pressing question.

Zorblag |
1 person marked this as a favorite. |

24d6 ⇒ (4, 6, 1, 2, 6, 3, 5, 5, 3, 1, 1, 3, 5, 3, 4, 2, 4, 2, 6, 4, 5, 1, 1, 3) = 80
24d6 ⇒ (1, 1, 5, 5, 3, 5, 4, 6, 2, 1, 1, 5, 6, 2, 4, 2, 6, 2, 4, 4, 1, 1, 2, 1) = 74
24d6 ⇒ (3, 6, 5, 2, 4, 1, 1, 4, 3, 3, 2, 5, 1, 6, 5, 1, 3, 6, 6, 2, 6, 5, 4, 6) = 90
24d6 ⇒ (3, 6, 4, 5, 3, 5, 2, 3, 3, 1, 1, 2, 3, 4, 6, 3, 3, 6, 1, 6, 5, 1, 3, 2) = 81
5d6 ⇒ (2, 2, 1, 4, 3) = 12
6d6 ⇒ (6, 2, 6, 6, 6, 6) = 32
4d6 ⇒ (2, 2, 2, 6) = 12
4d6 ⇒ (5, 4, 6, 3) = 18
So from the second set of those (the best by just a bit I think) I'd have 6, 6, 6, 6, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 3, 2
Perhaps an 18, 18, 16, 16, 12, 9
My first inclination would be to roll up a Blue Cryptic, but if Today ... was looking at Cryptic already I might explore some other options. Maybe a Tactician of some sort would augment the rest of the group nicely. I'll see what I can come up with in the next couple days.

Sebecloki |
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I do want to point out if people didn't look at the description of the Protectorate, the nation where the AP takes place, that psionic ability is the basis for social standing. There is prejudice against, or at least social obstacles for, non-psionic characters. I just wanted to raise that point, not to prevent anyone from making a non-psionic character, but to make clear a point in the setting and that I am going to RP that.

Storm Dragon |
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Quick question, is the Mystic actually allowed? It technically uses "arcane power" but could easily be refluffed as Psionic since it's really just the Elemental Glyphs feature, and it uses the same active element/Psionic focus mechanic as Psionics.
I had the idea for a character who's kind of resentful of the system because he's quite psionically "powerful" in a sense, but he's still treated as a second class citizen because his power is largely uncontrolled; he can direct it to destructive ends but can't fully control the power (due to how Granted Maneuvers work).
Also, I'll try my hand at the rolling thing.
Set 1: 24d6 ⇒ (4, 6, 5, 4, 2, 3, 1, 5, 2, 6, 2, 1, 1, 3, 1, 5, 3, 2, 2, 6, 3, 6, 4, 1) = 78
Rerolls: 5d6 ⇒ (5, 2, 2, 1, 3) = 13
Set 2: 24d6 ⇒ (1, 3, 1, 1, 1, 3, 2, 6, 4, 1, 3, 6, 4, 3, 6, 1, 2, 4, 4, 6, 2, 2, 3, 1) = 70
Rerolls: 7d6 ⇒ (5, 6, 5, 6, 4, 1, 6) = 33
Set 3: 24d6 ⇒ (3, 6, 1, 2, 4, 3, 5, 1, 2, 2, 4, 6, 2, 5, 4, 6, 2, 1, 4, 2, 3, 2, 3, 1) = 74
Rerolls: 4d6 ⇒ (2, 1, 6, 1) = 10
Set 4: 24d6 ⇒ (1, 1, 4, 3, 3, 5, 2, 6, 1, 5, 5, 1, 3, 1, 1, 2, 5, 1, 6, 4, 3, 1, 5, 5) = 74
Rerolls: 8d6 ⇒ (5, 4, 2, 1, 2, 5, 2, 4) = 25
So Set 2 is a total of 96, so it's the best set. Then I allocate by threes?
So I could have: 18 18 16 14 14 11 9 by the looks of things. I could probably finagle it so I have no stat under 10...but that takes a lot of mental energy and rejiggering, so I don't feel like it. I'll eat a penalty to Cha, since I was going to do it anyway; fits better with someone who's kind of angry at the world/injustice anyway and lashes out.

Sebecloki |
1 person marked this as a favorite. |

Quick question, is the Mystic actually allowed? It technically uses "arcane power" but could easily be refluffed as Psionic since it's really just the Elemental Glyphs feature, and it uses the same active element/Psionic focus mechanic as Psionics.
I had the idea for a character who's kind of resentful of the system because he's quite psionically "powerful" in a sense, but he's still treated as a second class citizen because his power is largely uncontrolled; he can direct it to destructive ends but can't fully control the power (due to how Granted Maneuvers work).
Well, the player's guide allows monks that have (su) abilities, which is what the mystic has, so I guess if you refluff it somehow I have no reasonable grounds to object.

JonGarrett |

Male Duergar Crystal Warrior Aegis 1
Chaotic Good Medium Humanoid (Dwarf) OR Aberration, whichever is beneficial
Initiative; +1 Perception +10
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Defense
--------------------
AC 20, touch 19 flat-footed 11 (Base +10, Dex +1, Armour +7, Shield +2)
Wounds 32
Wound Threshold 16
Vigor 10
Fort +5, Ref +2, Will +5 (Base Fort +2 | Ref +0 | Will +2 | Con+2 | Dex +1 | Wis +4 | Resistance +1)
Resistances: None
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Offence
--------------------
Speed 30 ft
Melee Large Waraxe - +7 to hit - 2d8+7 Slashing - x3 Crit
Power Attack Large Waraxe - +6 to hit - 2d8+9 Slashing - x3 Crit
Ranged
--------------------
Statistics
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Str 20 (18 +2 Enhancement)
Dex 12 (12)
Con 16 ( 14 +2 Racial)
Int 14 (14)
Wis 16 (12 +2 Racial)
Cha 7 (9 -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.
Combat Stamina - Gain a combat stamina pool equal to BAB and Con modifier. Dropping to 0 causes the character to become fatigued. Gained as game bonus.
Push The Limits - Gain a second stamina pool equal to con modifier, but become exhausted if all are spent.. Gained as a game bonus.
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 - Class Skill)
Appraise - +2 (+2 Int - 0 Ranks - Class Skill)
Bluff - +0 (-2 Cha +2 Int - 0 Ranks - Class 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 - -3 to gather info)
Disable Device - +4 (+1 Dex - 0 Ranks - Class Skill)
Disguise - -2 (-2 Cha - 0 Ranks - Class Skill)
Escape Artist - +1 (+1 Dex - 0 Ranks - Class Skill )
Fly - +1 (+1 Dex - 0 Ranks - Class Skill)
Handle Animal - -2 (-2 Cha - 0 Ranks - Class Skill)
Heal - +3 (+3 Wis - 0 Ranks - Class Skill)
Intimidate - +6 (-2 Cha - 1 Ranks - Class Skill - +4 Racial Bonus - +3 Skill Superiority) (If medium or smaller +4)
Knowledge (Psionics) - +2 (+2 Int - 0 Ranks - Class Skill)
Knowledge (Dungeoneering) - +2 (+2 Int - 0 Ranks - Class Skill)
Knowledge (Engineering) - +2 (+2 Int - 0 Ranks - Class Skill)
Knowledge (Geography) - +2 (+2 Int - 0 Ranks - Class Skill)
Knowledge (History) - +2 (+2 Int - 0 Ranks - Class Skill)
Knowledge (Local) - +2 (+2 Int - 0 Ranks - Class Skill)
Knowledge (Nature) - +2 (+2 Int - 0 Ranks - Class Skill)
Knowledge (Nobility) - +2 (+2 Int -0- Ranks - Class Skill)
Knowledge (Planes) - +2 (+2 Int - 0 Ranks - Class Skill)
Knowledge (Religion) - +2 (+2 Int - 0 Ranks - Class Skill)
Linguistics - +2 (+2 Int - 0 Ranks - Class Skill)
Perception - +10 (+3 Wis - 1 Ranks - Class Skill - +1 Trait - +2 Race)
Perform (-) - -2 (-2 Cha - 0 Ranks - Class Skill)
Profession (Miner) - +7 (+3 Wisdom - 1 Ranks - Class Skill - Background 1)
Ride - +1 (+1 Dex - 0 Rank - Class Skill)
Sense Motive - +8 (+3 Wis - 1 Ranks - Class Skill - +1 Trait)
Sleight of Hand - +1 (+1 Dex - 0 Rank - Class Skill)
Spellcraft - +2 (+2 Int - 0 Ranks - Class Skill)
Stealth - +8 (+1 Dex - 1 Rank - Class Skill - Skill Superiority - +3)
Survival - +7 (+3 Wis - 1 Ranks - Class 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 Wood Shield, Armoured Kilt
Gear Backpack, 50ft rope.
Collapsible Bathtub, Grooming Kit
Cooking Kit
Money 0pp - 13gp - 0sp - 0cp
--------------------
Special Abilities
--------------------
Automatic Bonus Progression
- Resistance - Add +1 to All saves.
Defense Bonus - When unarmored gain a bonus to AC.
Oaths
Oath of Offerings (Gain 7 Points) - Offer up at least half your wealth by level (or by party) to another source. If this is refused then lose all abilities gained.
Oath of Ritual (Gain 1 Point) - Perform a ritual spending at least 5gp each day or count all ability scores as 2 lower.
- Skillul (3 points) - All skills become class skills, gain 3 additional skill points a level.
- Skill Superiority (2 Points) - Add 2 + ½ character level to a skill chosen, 1 per point spent.
- Enhanced Attributes (2 Points) - At 4th level, and every eve level after, add a +2 Enhancement Bonus to an attribute.
Aegis Abilities
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.
Bonus Power Points - Gain additional points per level based on Manifester attribute.
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
[spoiler=Clear]
Informant Psicrystal
Perception +7
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Defense
--------------------
AC 16 touch 12 flat-footed 14
Vigour 6
Wounds 20
Wounds Threshold 10
Fort -, Ref +4, Will +1
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Offence
--------------------
Speed 30 ft, 20ft climb
Melee -
--------------------
Statistics
--------------------
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)
--------------------
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.
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.
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.
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.

Tai Pao Leng |
1 person marked this as a favorite. |

So I could have: 18 18 16 14 14 11 9 by the looks of things. I could probably finagle it so I have no stat under 10...but that takes a lot of mental energy and rejiggering, so I don't feel like it. I'll eat a penalty to Cha, since I was going to do it anyway; fits better with someone who's kind of angry at the world/injustice anyway and lashes out.
...You know I just realized I picked out 7 stats here. I'm dumb.
Anyway, Tai Leng 3.0 is coming along. Aurora Soul Mystic, very Monk-like.

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1 person marked this as a favorite. |
Let’s try this out: is it just 1 reroll or multiple?
set 1: 24d6 ⇒ (4, 3, 3, 2, 2, 3, 1, 2, 1, 2, 6, 2, 5, 6, 5, 2, 4, 6, 3, 2, 6, 5, 4, 6) = 85
reroll set 1: 2d6 ⇒ (1, 6) = 7
Score set 1: 6 6 6, 6 6 6, 5 5 5, 4 4 4, 3 3 3, 3 2 2
18, 18, 15, 12, 9, 7
set 2: 24d6 ⇒ (3, 2, 1, 2, 6, 2, 1, 2, 3, 3, 1, 4, 1, 4, 3, 2, 2, 3, 2, 1, 6, 4, 4, 5) = 67
reroll set 2: 6d6 ⇒ (2, 4, 6, 3, 3, 5) = 23
Score set 2: 6 6 6, 5 5 4, 4 4 4, 4 3 3, 3 3 3, 3 3 2
18, 14, 12, 10, 9, 8
set 3: 24d6 ⇒ (6, 6, 4, 5, 3, 3, 3, 3, 4, 6, 3, 1, 5, 2, 4, 1, 6, 5, 1, 4, 1, 4, 4, 4) = 88
reroll set 3: 4d6 ⇒ (6, 1, 6, 6) = 19
Score set 3: 6 6 6, 6 6 6, 6 5 5, 5 4 4, 4 4 4, 4 4 3
18, 18, 16, 13, 12, 11
set 4: 24d6 ⇒ (4, 5, 1, 6, 6, 1, 6, 5, 2, 4, 3, 2, 5, 1, 1, 4, 6, 2, 5, 6, 2, 1, 1, 6) = 85
reroll set 4: 5d6 ⇒ (6, 4, 3, 4, 1) = 18
Score set 4: 6 6 6, 6 6 6, 6 6 6, 5 5 4, 5 5 4, 4 4 3
18, 18, 18, 14, 14, 11

Today is a good day to... halp |

My first inclination would be to roll up a Blue Cryptic, but if Today ... was looking at Cryptic already I might explore some other options. Maybe a Tactician of some sort would augment the rest of the group nicely. I'll see what I can come up with in the next couple days.
No worries, Zorblag- I don't mind it all if you wanted to go with a Cryptic of your own. I was more or less thinking of going with a Raveler Cryptic archetype myself [just to toss in some Akashic goodness]- if that'll help you with what type of Cryptic you wish to create. ;)
set 1: 24d6 ⇒ (3, 2, 2, 5, 4, 3, 6, 1, 6, 2, 3, 3, 3, 6, 6, 5, 4, 4, 5, 3, 1, 6, 1, 3) = 87.
reroll 1: 3d6 ⇒ (5, 5, 4) = 14.
set 2: 24d6 ⇒ (6, 4, 5, 6, 5, 1, 1, 4, 1, 3, 5, 6, 4, 1, 1, 4, 3, 6, 1, 6, 4, 4, 1, 4) = 86.
rereoll 2: 7d6 ⇒ (3, 5, 3, 3, 3, 5, 5) = 27.
set 3: 24d6 ⇒ (5, 2, 1, 6, 6, 4, 4, 1, 5, 1, 1, 2, 6, 6, 3, 1, 4, 3, 3, 2, 3, 6, 3, 5) = 83.
rereoll 3: 5d6 ⇒ (2, 3, 4, 6, 2) = 17.
set 4: 24d6 ⇒ (5, 6, 4, 1, 2, 6, 1, 1, 3, 6, 2, 6, 3, 3, 5, 5, 6, 6, 4, 6, 1, 4, 4, 4) = 94.
rereoll 4: 3d6 ⇒ (4, 3, 3) = 10.

Tai Pao Leng |

Character mostly done; all character choices are made I'd just need to fill in derived stats (defense bonus, Wound total, etc.) and gear. Short personality/motivation blurb up in profile, along with a link to Mythweavers for the sheet.
I don't like to go into TOO much detail for character backstories, particularly when I don't have a strong grasp of the setting beyond what the Player's Guide provides.
However, going by the description, I envision a very bureaucratic system, modeled as a sort of meritocracy. Tai Leng is a military recruit. Finished basic training, but probably hasn't seen real action yet given we're level 1; maybe some small skirmishes with bandits and the like, but nothing serious.
I imagine given the nature of PCs, however we're drawn into the plot having a recruit that shows enough aptitude to be worth training for a future special ops position of some sort would be a good fit.

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Presenting the updated vitalist. Did I incorporate all the rules correctly?
Male Human vitalist 1
CG Medium humanoid (human)
Init +6, Senses Perception +4
=================================================
DEFENSE
=================================================
AC 17, touch 17, flat-footed 13? (+4 Dex, +3 DEF)
Wounds: 36 (18 threshold)
Vigor: 6
Fort +6, Ref +4, Will +7
=================================================
OFFENSE
=================================================
Speed 20 ft.
Ranged crossbow, light +4 (1d8/19-20)
Melee morningstar +4 (1d8+4/6)
Vitalist Powers Known 2+1: natural healing (mender)(N); vigor (N); thicken skin
Vitalist talents known 2+1: halt death (mender); dazzle; disruptive touch
Prepared Spells
=================================================
TACTICS
=================================================
=================================================
STATISTICS
=================================================
Str 14, Dex 18, Con 18, Int 14, Wis 20, Cha 11,
Base Atk +0; CMB +2; CMD 16
Feats Armor Proficiency, Light, , Psionic Body, Simple Weapon Proficiency, psionic Weapon.
Skills Autohypnosis +8, Heal +10, Sense Motive +9, Survival +8, craft (alchemy), profession (herbalist)
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
=================================================
SPECIAL ABILITIES
=================================================
Bonus Feat Humans select one extra feat at 1st level.
Collective (Su) Connect 5 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 wound/vigor points of damage to yourself, 8/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.

GM_Panic |
1 person marked this as a favorite. |

Hi GM Sebecloki
Spotted this and was thinking this may be the one game I could play Thought Scribe (Psion; Android)
But and this is a mad but,
I really like the idea of an android with the Thought Scribe Psionics, be a 1st
Would you let that race and subclass into the game?

Sebecloki |
1 person marked this as a favorite. |

Fluff wise, an android would have to be a relic of the pre-psionic days dug up from something like an archaeological dig, or in the mines of the kobold city where part of the first adventure takes place. That level of technology does not currently exist, but did at one point in the distant past. If you're comfortable with that fluff, I'll allow it.

Sebecloki |
1 person marked this as a favorite. |

Are there any "official" VMCs lying around for the psionic classes? I looked but haven't seen any. GM okayed VMC, and with all those extra feats it seems pretty tasty, but I'm having a tough time really finding one that adds to my character concept, as opposed to just, "might as well take it."
I'm not aware of any -- you can homebrew something if you'd like.

GM_Panic |

Thanks, GM that sounds cool and sets up my PC's background.
Will start on it now.
Ok, let's get at this.
Set 1 24d6 ⇒ (6, 4, 3, 3, 1, 5, 2, 6, 5, 1, 4, 5, 2, 6, 1, 1, 6, 6, 1, 2, 2, 2, 4, 4) = 82
Set 2 24d6 ⇒ (5, 2, 5, 3, 1, 5, 4, 6, 1, 4, 4, 3, 6, 1, 5, 1, 6, 5, 6, 4, 2, 4, 5, 1) = 89
Set 3 24d6 ⇒ (2, 5, 3, 6, 1, 2, 4, 3, 1, 6, 2, 1, 2, 1, 4, 6, 1, 2, 1, 6, 2, 1, 4, 6) = 72
Set 4 24d6 ⇒ (2, 4, 4, 2, 1, 5, 2, 3, 6, 5, 4, 1, 2, 1, 4, 2, 1, 2, 4, 5, 1, 4, 4, 2) = 71
Set 1 Re-Rolling 1s 5d6 ⇒ (1, 4, 2, 2, 1) = 10
Set 2 Re-Rolling 1s 5d6 ⇒ (1, 5, 2, 5, 3) = 16
Set 3 Re-Rolling 1s 7d6 ⇒ (3, 3, 5, 5, 1, 1, 4) = 22
Set 4 Re-Rolling 1s 5d6 ⇒ (6, 4, 1, 5, 1) = 17
Set 1 Re-Roll Re-Roll 2d6 ⇒ (5, 5) = 10
Set 2 Re-Roll Re-Roll 1d6 ⇒ 2
Set 3 Re-Roll Re-Roll 2d6 ⇒ (2, 6) = 8
Set 4 Re-Roll Re-Roll 2d6 ⇒ (3, 6) = 9
Set 1 - 18,15,15,12,12,11
Set 2 - 18,16,15,14,14,14 [This one]
Set 3 - 18,18,12,10,10,10
Set 4 - 18,12,10,10,9,8

Eleven_Zee_Alpha |

GM Panic here, this is the core of my Build
Meet: Eleven Zee Alpha a Android Psion Thought-scribe [L1]

Redblade8 |

I've got the crunch of my Pathwalker pretty nailed down. Need to decide if I'll do anything with VMC, but that can easily be a decision for later.
I don't know enough of the world yet to finish out the fluff, but he's a Maquoran who had been serving aboard a privateer that was betrayed by an "official" navy vessel. A few survivors of the battle made it back to civilization, and Matreo would love to get some revenge.
More to come as I flesh it out.
Still to do: finish gear, and put in the right maneuvers (I couldn't make a Pathwalker that had Sleeping Goddess maneuvers).
Male maenad psychic warrior (pathwalker) 1
LN Medium humanoid (human)
Init +3; Senses Perception +8
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Defense
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AC 22, touch 19, flat-footed 13 (+3 Dex, +6 dodge, +1 natural, +2 shield)
Vig 14 (1d8) Wnd 32 (Threshold 16)
Fort +6, Ref +4, Will +5
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Offense
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Speed 30 ft.
Melee cutlass +4 (1d6+5/18-20+1d6)
Special Attacks 1 primal wrath, 1 prince's attitude, 1 red zephyr's strike, 1 scarlet einhander
Psi-Like Abilities (CL 1st; concentration +3)
. . 1/day—energy ray[M]
Psychic Warrior (Pathwalker) Powers Known (power points 6, ML 1st; concentration +3)
. . 1st—offensive precognition (path), vigor
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Statistics
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Str 18, Dex 16, Con 16, Int 14, Wis 18, Cha 15
Base Atk +0; CMB +4; CMD 23
Feats Psionic Body, Psionic Talent, Psionic Weapon
Skills Acrobatics +7 (+9 when on a sailing ship.), Autohypnosis +8, Climb +4 (+6 when on a sailing ship.), Knowledge (geography) +3, Knowledge (martial) +3, Knowledge (psionics) +6, Perception +8, Profession (sailor) +10, Sense Motive +8, Swim +6
Languages Common, Custom Language, Custom Language, Maenad
SQ active energy type, crystallized skin, finesse weapon attack attribute, inner rage, natural sailors, ordered rage, path power, sonic affinity, warrior's path, warrior's path (scarlet throne path), weapon familiarity
Other Gear buckler, cutlass, 155 gp
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Special Abilities
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Active Energy Type (Sonic) Lets you set your psionic active energy type.
1 Primal Wrath (Readied, 1/Encounter) (Ex) Strike: A forceful strike that suffers a -2 penalty to hit but adds +4 to damage, or +6 to damage if used with a two-handed weapon.
1 Prince's Attitude (Readied, 1/Encounter) (Ex) Boost: +4 AC against attacks of opportunity while moving, +2 bonus to Reflex saves and Initiative.
1 Red Zephyr's Strike (Readied, 1/Encounter) (Ex) Strike: Make a melee attack, then make an immediate 10ft movement.
1 Scarlet Einhander (Ex) Stance - +2 shield bonus to AC and +1d6 damage on attacks when fighting with one weapon.
Crystallized Skin +1 natural armor bonus to Armor Class.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Inner Rage Maenads are able to rage one additional round per day should they have the rage ability and they gain an additional round per day for every two character levels. In addition to using these rounds for rage, maenads may use them to fuel their outburst,
Natural Sailors Maenads have a +2 bonus to Swim and Profession (sailor) checks. In addition, they gain a +2 bonus to Acrobatics and Climb checks made on sailing ships.
Ordered Rage Maenads may take levels in the barbarian class even if they are of the lawful alignment.
Path Power (Precognition, Offensive [Path]) (Ex) Gain a bonus power related to your path.
Psionic Body Bonus HP +6
Psionic Talent Gain 2 or 1 extra power points.
Psionic Weapon +1/+2d6 While focused melee attacks do +1 dmg and expend focus to deal +2d6 dmg.
Sonic Affinity Maenads add a +1 to the DC of any spell or power with the sonic descriptor.
Warrior's Path (Ex) Gain benefits based on a specific warrior path.
Weapon Familiarity Maenads are proficient with flails. Maenads treat any weapon with the word “maenad” in the name as a martial weapon rather than an exotic one.
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Sebecloki |

Sebecloki wrote:I'll keep an eye on that if I'm selected, but that's a level 5 issue.-Everyone gets the signature skill feats for the skills they have, b/c skill unlocks are going to be a base part of the system.
The actual implementation kicks in then, but you have the feat at the outset.

ElbowtotheFace |

Dice pool: 24d6 ⇒ (5, 5, 4, 2, 2, 4, 5, 6, 1, 1, 4, 1, 2, 2, 2, 3, 6, 5, 3, 3, 1, 2, 2, 6) = 77
5, 5, 4, 2, 2, 4, 5, 6, 4, 2, 2, 2, 3, 6, 5, 3, 3, 6
Dice pool: 24d6 ⇒ (2, 6, 4, 5, 2, 1, 1, 5, 2, 2, 1, 4, 6, 2, 3, 2, 3, 4, 1, 4, 1, 5, 5, 3) = 74
2, 6, 4, 5, 2, 5, 2, 2, 4, 6, 2, 3, 3, 4, 4, 5, 5, 3
Dice pool: 24d6 ⇒ (4, 2, 3, 6, 2, 2, 3, 3, 2, 4, 2, 1, 3, 5, 3, 4, 2, 3, 3, 4, 2, 6, 5, 4) = 78
4, 2, 3, 6, 2, 3, 3, 4, 3, 5, 3, 4, 3, 3, 4, 6, 5, 4
Dice pool: 24d6 ⇒ (6, 2, 4, 5, 5, 6, 2, 6, 5, 4, 6, 6, 4, 4, 6, 2, 5, 4, 4, 2, 6, 2, 1, 3) = 100
6, 4, 5, 5, 6, 6, 5, 4, 6, 6, 4, 4, 6, 5, 4, 4, 6, 3
6, 6, 6 - 18
6, 6, 6 - 18
6, 5, 5 - 16
5, 5, 4 - 14
4, 4, 4 - 12
4, 4, 3 - 11

Zorblag |

I present Krat the Brutal, Blue Cryptic for your consideration.
Krat the Brutal isn’t anyone’s actual name. It’s the identity that Grelb Rivercrest has taken in the city of Arbil, but knowing that true names have power Grelb never plans to let anyone else know what his true name is.
Krat was raised in a tribe of goblins who almost killed him once they realized that he was actually a Blue. He never knew his father or mother and doesn’t know which of them might have infiltrated the tribe and then left him there, but this doesn’t bother him much. Being exiled be a tribe of goblins means that one doesn’t need to stay with a tribe of goblins which suits Krat just fine.
After leaving his tribe Krat wandered the lands of the Ophid Protectorate for a while before winding up in Abril. The city suits Krat just fine and he’s decided that he’s going to make himself a power there before too long. Always in disguise he has made the connections with the local thieve’s guild he needs to; they take a cut of his treasure from any haul and he follows their rules for who is and isn’t a valid target, but that doesn’t bother him. He’s using them to make the connections he’ll need for the future. His psionic ability has served him well in a place where psionic powers equate to authority, and he is focused on developing those as well as his connections and knowledge before establishing a base of power in the city.
Being especially driven, Krat has sworn off anything that might distract him from his goals: fine food; wine; close companionship; the comfort of another's arms. All distractions and potential dangers that could lead to someone discovering his true identity, all useful to entice others with instead. Krat isn’t especially cruel when left to his own devices, but he’ll do whatever he thinks best to achieve a given goal.
When moving around town Krat will usually be disguised as some other persona, often a kobold or other small race, depending on what he needs to accomplish. He’s almost never seen as a goblinoid, and when he is he wears a kobold mask designed to look as intimidating as possible. Krat would have no compunction at all eliminating anyone who he believed to know his true identity. He intends that his moniker, the brutal, will be known and respected by those who dwell in Abril’s underworld and will go to great lengths to further that end.
Krat will work alongside a group as long as their goals align, but is unlikely to make close friends and it will take extended contact to make him believe that anyone else would actually value him or his needs above their own. He doesn’t find this at all unfortunate, it’s just what expects from the world.
Krat the Brutal
Male Blue Cryptic(Brutal Disruptor, Distorter) 1 VMC Rogue
LE Small humanoid (goblinoid)
Init +6; Senses Darkvision 60 feet; Perception +9
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Defense
--------------------
AC 19, touch 19, flat-footed 14 (+3 Defense Bonus Type B, +5 Dex, +1 Size)
Wounds 28
Wound Threshold 14
Vigor 8
Fort +3; Ref +8; Will +6 (-2 to vs charm and compulsion effects if the creature creating the effect promises wealth or power)
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Offense
--------------------
Speed 30 feet
Melee Rapier +6 (1d4 +5 P/18-20) or Dagger +6 (1d3 +5 S or P/19-20)
Ranged Disrupt Pattern +6 Touch (1d6 +5, range 30 feet, ½ damage if not active creature type) or Dagger +6 (1d3 +5 P or S/19-20, range 10 feet)
Special Attacks Ambush Training (+1 Weapon Damage in surprise round), Unnerving Disruption (Use Psionic Focus for demoralize attempt when doing damage with Disrupt Pattern)
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Statistics
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Str 7 (-2 R), Dex 20 (+2 R), Con 14, Int 20 (+2 R), Wis 16, Cha 14
Base Attack +0; CMB -3; CMD 12
Feats Deadly Agility (1), Psionic Talent (Race), Signature Skill (Free), Weapon Finesse (EitR)
Traits Ambush Training (Combat), Bruising Intellect (Social), Ugly Swine (Race, Goblin)
Drawback Power-Hungry
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Oaths
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Oath of Abstention (1): You cut excess pleasures from your consumption, surviving on only the bare necessities. You may not consume any but the most basic food and drink, meaning that you cannot consume drugs, potions, alchemical formulae, or other beneficial items that must be consumed to gain their effects. You may not consume any food or drink worth more than 1 gp.
Oath of Celibacy (1): You have vowed to abstain from all intimacy with others, refusing to form romantic or sexual attachments with others. You cannot express any non-platonic love to others in any form, and cannot willingly benefit from morale bonuses granted by other characters or from the aid another action. In addition, you cannot perform the aid another action to benefit other people.
Oath of Secrecy (1): You have sworn to keep your identity secret from all others, and may neither speak your real name nor reveal your real face to anyone.
Skillful (3): If you spend at least one Oath point on this Oath boon, you treat all skills as class skills. For every Oath point you spend on this Oath boon, you gain a number of skill ranks equal to your character level.
--------------------
Skills
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Ranks: 15 (4 Class +5 Int +3 Skilled +2 Background +1 FCB)
Acrobatics +9 (1 Rank +5 Dex +3 Class)
Appraise +9 (1 Rank +5 Int +3 Class)
Autohypnosis +6 (1 Rank +2 Wis +3 Class)
Bluff +6 (+5 for non-goblinoid humanoids, +7 for goblins) (1 Rank +2 Cha +3 Class)
Climb +2 (1 Rank -2 Str +3 Class)
Craft +5 (5 Int)
Diplomacy + 6 (+5 for non-goblinoid humanoids, +7 for goblins) (1 Rank +2 Cha +3 Class)
Disable Device +9 (+11 with tools) (1 Rank +5 Dex +3 Class)
Disguise +8 (+7 for non-goblinoid humanoids, +9 for goblins) (1 Rank +2 Cha +3 Class +2 Trait)
Escape Artist +5 (5 Dex)
Fly +5 (5 Dex)
Handle Animal NA (2 Cha)
Heal +3 (3 Wis)
Intimidate +9 +1 to demoralize (1 Rank +5 Int +3 Class)
Knowledge (Arcana) NA (5 Int)
Knowledge (Dungeoneering) +9 (1 Rank +5 Int +3 Class)
Knowledge (Engineering) NA (5 Int)
Knowledge (Geography) NA (5 Int)
Knowledge (History) NA (5 Int)
Knowledge (Local) NA (5 Int)
Knowledge (Nature) NA (5 Int)
Knowledge (Nobility) NA (5 Int)
Knowledge (Planes) NA (5 Int)
Knowledge (Psionics) +9 (1 Rank +5 Int +3 Class)
Knowledge (Religion) NA (5 Int)
Linguistics NA (5 Int)
Perception +9 (1 Rank +3 Wis +3 Class +2 Race)
Perform +2 (2 Cha)
Profession NA (3 Wis)
Ride +7 (5 Dex +2 Race)
Sense Motive +7 (1 Rank +3 Wis +3 Class)
Sleight of Hand +9 (1 Rank +5 Dex +3 Class)
Spellcraft NA (5 Int)
Stealth +15 (1 Rank +5 Dex +3 Class +2 Race +4 Size)
Survival +3 (3 Wis)
Swim -2 (-2 Str)
Use Magic Device NA (2 Cha)
Languages Alyrian, Chemish, Goblin, Giant, Ophic, Ophiduan, Orc
--------------------
Psionics
--------------------
Daily Power Points: 5 (1 Cryptic + 2 Int + 2 Feat)
Level 0 Powers (DC 15): Conceal Thoughts, Detect Psionics
Level 1 Powers (DC 16): Chameleon
--------------------
Powers
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Altered Appearance: Full round action to gain +10 to disguise check to change physical appearance to look like someone else. Must have psionic focus to use/maintain.
Altered Defense: 9 Rounds; Swift Action to gain DR 1/- or +1 Dodge to AC until dismissed as a free action
Ambush Training: +1 initiative, +1 weapon damage during the surprise round
Chameleon: 1 PP for +10 enhancement bonus to Stealth (visual) for 10 minutes. +1 bonus for each additional 2 PP.
Conceal Thoughts: 1 PP or Psionic Focus to gain +10 bonus to Bluff Checks opposed by Sense Motive and +4 to saves vs. spells/power to read mind for 1 hour.
Detect Psionics: 1 PP or Psionic Focus to Detect Psionics for up to 1 minute (Concentration)
Disrupt Pattern: Ranged Touch attack for 1d6 + 5 damage (½ damage if target not of active type)
Intimidating Pattern: +1 on Intimidation checks to demoralize
Repletion: Spend 1 PP to not need to eat or drink for 24 hours.
Unnerving Disruption: Expend Psionic Focus for a free demoralize attempt when dealing damage with Disrupt Pattern
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Racial Traits
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Size: Blues are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Type: Blues are of the humanoid (goblinoid) subtype.
Speed: Blues are fast for their size, and have a base speed of 30 feet.
Vision: Blues have darkvision 60 ft. See Vision and Light for details.
Naturally Psionic: Blues gain the Wild Talent feat as a bonus feat at 1st level. If a blue takes levels in a psionic class, he instead gains the Psionic Talent feat..
Pariah: The appearance of the blue can affect the reactions of those nearby. A blue takes a -1 penalty to Charisma-based skill checks when dealing with non-goblinoid humanoids, but gains a +1 bonus to Charisma-based skill checks while interacting with goblins.
Psionic Aptitude: When a blue takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Repletion (Su): A blue can sustain his body without need of food or water. If he spends 1 power point, a blue does not need to eat or drink for 24 hours.
Keen Senses: Blues receive a +2 racial bonus on Perception skill checks.
Stealthy: Blues receive a +2 racial bonus on Stealth and Ride checks, and blues always treat Stealth as a class skill
Weapon Familiarity: Blues treat any weapon with the word “goblin” in its name as a martial weapon.
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Brutal Disruptor, Distorter Cryptic Traits
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Weapon and Armor Proficiency: Cryptics are proficient with all simple, plus the rapier and shortbow. Cryptics are proficient with light armor but not with shields. Armor does not interfere with the cryptic’s class features.
Pattern Designs (Su): Unlike normal manifesters, a cryptic manipulates the world around her by creating tattoos and patterns that alters reality in different ways. Cryptic powers show up on the cryptic’s body in the form of tattoos. The cryptic’s known powers can be identified via Spellcraft checks with a DC equal to 10 + double the power’s level. These tattoos do not count against the number of psionic tattoos that the cryptic can safely wear.
When a cryptic manifests one of her powers, it creates a visual pattern of energy during the action taken to manifest the pattern. While the cryptic’s powers have the normal displays for psionic powers – auditory, mental, and the like – this visual pattern unique to the cryptic cannot be suppressed as normal displays can be suppressed.
Altered Defense: A cryptic learns early on to modify the patterns around her to grant her protection as a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time. The cryptic can use this ability for a number of rounds per day equal to 4 + her Intelligence modifier. The cryptic can maintain this ability as long as she wants as long as she has rounds available, or dismiss it at any time as a free action.
Absorb: The cryptic gains DR 1/-.
Deflect:[i] The cryptic gains a +1 dodge bonus to his AC.
[i]Retaliate: The cryptic gains a +1 bonus on his attack rolls against any opponent that successfully hit him since his last turn.
Every four cryptic levels thereafter, this bonus increases by 1 (to 2 at 5th level, 3 at 9th level, 4 at 13th level, and 5 at 17th level).
Disrupt Pattern (Su) All cryptics are able to disrupt the patterns they can perceive, although the potency of this disruption is based on the cryptic’s focus. When a cryptic gains psionic focus, she selects one creature type as her active type (she does not need to select a subtype). As a standard action, the cryptic can make a ranged touch attack with a range of 30 feet, firing a ray of black energy at the target. If the attack is successful, the cryptic deals 1d6 points of damage + additional damage equal to the cryptic’s Intelligence modifier. This attack deals half damage if the target’s type is not of the cryptic’s active type. Like some other rays, if the attack roll of this ability would indicate a critical hit, the damage is doubled. This ability can only be used once per round, even if an item or other effect would duplicate it.
Lesser Insights: Cryptics learn minor powers they can use at will to aid them in a variety of ways. The cryptic gains 2 talents from the cryptic talent list.
Intimidating Pattern: A brutal disruptor adds 1/2 her level (minimum 1) on Intimidate checks made to demoralize a target.
This ability replaces trapfinding.
Unnerving Disruption: Any time the brutal disruptor deals damage with her disrupt pattern ability, she can expend her psionic focus to make a free Intimidate check against the affected opponent.
This ability replaces trapmaker.
Altered Appearance (Su): A distorter has learned to alter her pattern to mask her appearance. As long as the distorter is maintaining psionic focus, as a full-round action, the distorter can change her physical appearance to look like someone else, granting a +10 bonus on Disguise skill checks. The distorter’s size does not change, and she does not gain any special abilities, even if her new appearance would seem to grant it. The effect ends once the distorter is not maintaining psionic focus or it can be dismissed as a free action.
This ability replaces the Scribe Tattoo feat normally gained at 1st level.
Favored Class Bonus: Skill Rank x1
=Equipment=
Weapons: Rapier, Dagger
Other Gear: Adventurer’s Sash, Belt Pouch, Chalk (5 pieces), Charcoal (1 stick), Mirror (Small, Steel), Monster Mask (Kobold), Paper (5 sheets), Thieves' Tools, Twine (50 ft), Whistle (Signal)
Treasure: 9 gp
I used a goblins racial trait (for +2 to disguise) which I need to OK as technically this is a Blue and not a Goblin. I'm also wondering for the future whether we'll be able to apply the ABP armor enhancement to our AC bonus when we get to that level. I'm not planning on using anything that would receive it otherwise, but I can swap plans around for the future if needed.
*edit* Oh, and for languages I decided that Ophiduan was probably the stand in for common for our purposes, so I went with that and then chose what I hoped were fairly common languages around Arbil that I hoped make sense for the setting, but let me know if those assumptions are incorrect.

Zorblag |
1 person marked this as a favorite. |

By AC bonus do you mean the defense bonus or the bonus you get from armor?
I mean the defense bonus we're (potentially) using in place of armor. It's not clear that the ABP armor attunement would interact with it. By default I think it wouldn't, but the purpose of the armor bonus is to allow for armor-free swashbuckling action, so I'm hoping that we can enhance it with ABP.

Eleven_Zee_Alpha |

Eleven sat with one leg on the tattoo couch, the other on the back of the Maenad. Here to get a ship tattoo with the current love's name on it. He moved in discomfort below her as her needle and inc pricked his skin. She slapped him on the side of his head.
"Keep, still or I love Sally, will be I love sloppy"
He grunted
"yar a lot heavier than ye looks."
"Wow you really know how to flatter a Girl, no keep still."
He stopped moving and kept still as she worked. Soon she was on the last sail and done. She wiped off the blood and massaged it in a thin layer of oil. When done she jumped off him and stood back, He got up and walked to the mirror. Looking at her work.
"Nee-bad, nee bad at all. Here's ya coin."
Walking over to his bottle of grog he dropped coins where the bottle had been, then the sailer staggered out the door and back to the gambling in the main room. Not no doubt to meet this shore leaves love. The sally now immortalized in inc.
Eleven started packing her things away as Tully came into space. Picking up most of the coin he said.
"Good job, I left something for you. Pack and take the rest of the day off. Me and the lads are having a game in here tonight. So come back later, much later"
She winced, thinking to herself The lads and I you moron.
"Yes boss"[/vb]
taking her stuff and the few coins, she headed out of the gambling den. The next hours she walked the streets of the city. looking for a few in colors she was low on. They sat in the park, feeding the night birds. This world was not her world, eat the moons and stars were the same. Most of the flora and faunas the same. She had been owned then and now she was owned again. An indentured worker doing one of the few things she was skilled at, that made a coin in this world. just before dawn, the last Watch bell rang, She got up and walked back to the gang's den. Just as the sun was coming up. She stopped when she spotted the Gaurd wagons and Troops. Walking closer she could see a line of bodies lying in the street. She strained to hear two young officers talking.
[b]"A gang fight, most of these of the 3ed street gang, whose base this is. The other two. Dragon fist clan. Seems a deal gone bad."
"Any left alive inside?"
"No 15 dead in all and some attempt to set the place on fire, but the place had wards"
"Gang on gang then, Well let's rap this up. Get the boies to ..."
She forgot about them because of the very dead body of Tullyout. He was very dead and half of his head was missing. She looked at a moment. Then it hit her, she was free, There was no home for her here anymore, and with Tully dead, her debt to the gang was paid.
Mot that there was a gang now.
For the very 1st time this millennium, Eleven smailed. She turned and walked into a new day. She had no idea what she would do, but it would her todo not anothers.