
Me'mori |

Here is the collected and applied info for Desidera, PoW Medic.
NG Female (Cosmopolitan)Human Medic 1
12,14,16,17,16,13
AC:
WP: 32
Vigor: 8
BAB: +0(+2 ranged)
F/R/W: +5/+2/+4
Racial: Focused Study, Heart of the Streets
SQ: Medic's training, Triage/3 encounter, Medic's Expertise(2)
• Medic's Expertise: First Responder, Invigorating Touch
Maneuvers Known (5), Readied(3), Stances(1)
(B)oost, (S)trike, (C)ounter
• Broken Blade: Brawler's Attitude(B), Shards of Iron Strike(S)
• Steel Serpent: Poisoner's Stance, Sting of the Rattler(S), Dizzying Venom Prana(B)
Skills
•A•
Acrobatics +6 =[2+1+3]
Diplomacy +4 =[1+1+3]
Heal{FC} +9 =[2+1+3+3]
K.(Martial) +7 =[3+1+3]
Perception +7 =[3+1+3]
Sense Motive +7 =[3+1+3]
Appraise, Bluff, K.(Nature)
•B•
P.(Medic) +7 =[3+1+3]
Sleight of Hand +6 =[2+1+3]
Craft, K.(Nobility)
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.

Eleven_Zee_Alpha |

Eleven snapshot story Expanded and I hope spell checked
Eleven sat with one leg on the tattoo couch, the other on the back of the Maenad. The Maenad was here to get a ship tattoo with the current love's name on it. He moved in discomfort below her as her needle and ink 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. Jumping off him she stood back.
He got up and walked to the cracked mirror on the wall.
Looking at her ink work.
"Nee-bad, nee bad at all. Here's ya coin."
He walked over to his bottle of grog on the side table and dropped coins there. Picking up the bottle the sailer staggered out the door and back to the gambling room. Not no doubt to meet this shore leaves love. The very sally now immortalized in ink.
Eleven started packing her things away as Tully came into the small room. Picking up most of the coin he said.
"Good job, he'll spend tonight, I left something for you. No cleaning, just pack and take the rest of the night off. Me and the lads have some biz tonight. So come back later, much later."
She winced, thinking to herself The lads and I you moron.
Tully was the gang owner and the one who had won her from the scavengers gambling at one of his tables. That had been a few years ago and from that day to this, she had done his bidding. From cleaning the place to Ink work. Even at times some wet work as needed. She had long ago worked out she was the smartest person in the gang, but she hid it. Best not upset her owner. So
"Yes boss"
Was all she said, taking her stuff and the few coins, she headed out of the gambling den and onto the duck city street. The next hours she walked the streets of the city. looking for a few ink colors she was low on. Then sat in the park, feeding the night birds. This world was not her world, Yes the moons and stars were the same. Most of the flora and faunas the same. But the high cities gone, the sky where no full of craft and the ground cars were little more than animal pulled wagons.
Back then she had owned, I thing purchased for work. That had not changed, she still owned. An indentured worker doing one of the few things she was skilled at in this world. Tattooing, making made a coin for others. She sat there thinking of the lost world from the time of her making.
Then just before dawn, as the last Watch bell rang. She got up and walked back to the gang's den. To start yet another day of graft. Her clock up to hid her otherness.
Then just as the sun was coming up. She stopped when she spotted the Gaurd wagons and Troops milling around the Entrance to her workplace. Moving closer she could make out a line of bodies lying in the street. She strained to hear as two young officers talking.
"A gang fight, looks like all the 3ed street gang, whose base this is. The other two. Dragon fist clan."
"Any left alive inside, any we can question?"
"Nope, no survivors, we have 15 dead in all and some attempt to set the place on fire, but the place had wards. All the paperwork is gone, with the hole gang dead the tail is dead"
"Then let's wrap this up, Write this up as a Gang on gang attack and case closed, let's get the boi...."
She tuned them out because of the very dead body of Tully that had just been bought out. Half of his head was missing. She looked at his body for a moment before a city guard moved her and the other onlookers away.
She walked off and founds a wall to sit on. The whole gang dead There thinking and then it hit her, they were all dead, she was free, no more owner. For the very 1st time this millennium, Eleven smiled. She was free and now well... she owned herself.
She thought about this and then making her mind up. She stood and walked into a new day. Eleven had no idea what she would do, but whatever it was she would determine it.
As she walked she sang to herself a song from a world now lost in time.
How do I see Eleven at a party, She has a large range of abilities and skills. As a Psion Telepath, she can communicate telepathicly and can get a feeling for others' emotions. Most of all in a world where there is lost tech, she had tech skills. Think of her as a swiss army knife who is finding out who she is in this strange future.

Cuàn |
1 person marked this as a favorite. |

Another question from me: How do you feel about the Hummingbird variant Tengu? It fits with the preference for, among other, avian races from the campaign info.
It comes from Dreamscarred Press's Bloodforge Infusions: Feathers and Fur. It's not on d20pfsrd as far as I've found, though it is listed on a Fandom page I came across.
As far as character goes, I'm looking at a Vigilante Stalker, part of The Wayward Path martial tradition. The idea behind the character is that he's an outsider within the land, currently making ends meet as a low grade private eye. His original reason for coming here would be exploring his own budding Psionic ability (Wild Talent feat), which marked him as an outsider back home.

Sebecloki |
1 person marked this as a favorite. |

Another question from me: How do you feel about the Hummingbird variant Tengu? It fits with the preference for, among other, avian races from the campaign info.
It comes from Dreamscarred Press's Bloodforge Infusions: Feathers and Fur. It's not on d20pfsrd as far as I've found, though it is listed on a Fandom page I came across.
As far as character goes, I'm looking at a Vigilante Stalker, part of The Wayward Path martial tradition. The idea behind the character is that he's an outsider within the land, currently making ends meet as a low grade private eye. His original reason for coming here would be exploring his own budding Psionic ability (Wild Talent feat), which marked him as an outsider back home.
I'm okay w/ that race -- that feels right for the flavor of this setting.

swordwarden |

Thanks!
ok:
1) 24d6 ⇒ (1, 5, 2, 3, 5, 3, 6, 2, 1, 4, 5, 1, 5, 6, 2, 5, 3, 6, 2, 1, 6, 4, 4, 3) = 85
2) 24d6 ⇒ (4, 2, 1, 6, 5, 4, 1, 1, 2, 3, 4, 6, 5, 1, 2, 1, 3, 5, 6, 5, 1, 2, 2, 1) = 73
3) 24d6 ⇒ (6, 3, 6, 1, 5, 2, 6, 1, 3, 2, 4, 1, 5, 2, 5, 6, 2, 4, 6, 2, 4, 5, 6, 4) = 91
4) 24d6 ⇒ (6, 3, 3, 4, 3, 6, 5, 1, 5, 4, 2, 1, 5, 5, 1, 2, 4, 4, 2, 6, 1, 2, 6, 4) = 85
rerolls for 1's:
1) 4d6 ⇒ (5, 6, 6, 3) = 20
2) 6d6 ⇒ (1, 6, 6, 1, 4, 5) = 23
3) 3d6 ⇒ (4, 3, 4) = 11
4) 4d6 ⇒ (3, 1, 5, 4) = 13

Eleven_Zee_Alpha |

She sat by a makeshift fire, Even Androids can feel cold. She had come off the road and stelled for the night in a small wood. Eleven did not sleep so was spending the time resting and thinking. When from the road a sound spooked her, someone was there moving in the dark. In a moment she had her pistol point and pointing into the gloom.
"Who's there"
::"Just me sweety, do you mind if I come into the fire, its a bit cold"::
The voice was that of a female, by the sound of it old, but that was not what was odd, it was the fact the voice did not come to her by her ears but seem to be in her head.
"If you wish, I like to see my gests"::
And old human woman shuffled into the light of her fire. And without a word sat and started warming her hands. She had on her back a large pack that seems full of vegetables.
::"It's a long walk back to my home from the lower field, and I'm not as fit as I used to be"::
Eleven just looked at the crone. The words came, but her mouth did not move.
"You speak yet you do not move your mouth, do you can internal comms?"
Eleven ask, wondering if the old woman was using Electromagnetic waves to communicate.
::"I have no idea what your words mean dear, I am what they call a Telepath, and since I have no tongue, born like it. I can only talk this way, My mother said 'as you lose one gift Rosa, you gain another.' But where are my manners? My name is Rosa, my mother called me that after the flower. And you're sitting on my land, so your my gest, not the other way around."::
Eleven thought on this a moment, In the city, the gang had talked about such a thing, and those with powers to cheat at the tables.
They had someone at the door that stopped such persons from getting into the den. But from the time she had been dug up at an archaeological dig in the kobold city, until now, she had never met anyone with such powers. She relaxed, this old woman seemed harmless, Eleven slipped her weapon back in its holster.
"I have never met anyone like you before, one with psionic gifts.
Such things were not around in the past. Sorry, and where is my designation is Eleven Zee Altha but the gang just called Eleven. And if this land is your I am sorry for my trespass"
The old Woman looked shocked
::"11ZA is not a name"::
"And yet it is mine"
Eleven said back.
::"Sorry, yes, I was being rude, It's nice to meet you Eleven, So if you don't mind me asking, what are you doing camping in my woods"::
"I don't know, I'm at a loss. All of my existence I was told what to do. I never question it for that was what I was made to do. But now I find I have no directives. It's confusing."
The old woman nodded her head.
::"I know it, The moment my mind touched yours I had never felt anything like it before. Your head is like a clock, all cold gears, and logic. Just about as far from my Grandkid's heads as you can get. If you don't mind me asking, what are you?"::
With the question, Eleven stood her full 7' feet, her arms by her sides and looking ahead. Shop sales mode.
"I service Andriod model Eleven Zee Alpha, designation Artistic tattoo assistant. Programed for body art and defense capability. My Current owner.."
Then she stopped, coming out of it she looked at the old woman.
In a low voice, she added.
"My current owner is me"
And sat back down again, looking confused even more.
::"I see, well I have no idea what an Andry is but we all living things, as such we all own ourselves, dear. Look I can feel your emotions, and you seem lost. How About you help me carry my pack back to my home just the other side of the woods. I have a spare room, my kids move out years ago and my husband passed away 5 years now. So it's a bit lonely. How about you can stay with me until you figure things out. You help me around the house and ill try and help you. How does that sound?"::
Eleven nodded, what was something to do. She stood and went to pick up the pack. The old woman did as well, taking a walking stick and leading the way. Eleven stayed with Rosa until her death some nine years later. The woman was kind and they talked a lot, by the end my mind alone. Eleven told her about the world of the past, and how she had been found and sold on the black market, her time with the gang to the point they meet in the woods. Rosa was amazed by the tales of flying craft and building reaching into the sky. In return, Rosa taught Eleven the way of the mind, how to see the feelings of others, and project one's thought. Even suggesting that Eleven tattoos her abilities onto her skin. Eleven did and it seemed to enhance her mental abilities greatly.
When Rosa passed her whole family came, children, grandchildren, and many others. For Rosa was much loved. Her gift was to fix the broken, to ease the mind and pains of heartache. And she helped Eleven gain confidence and the will to direct her own life. After Rose's funeral, her eldest son came to Eleven and asked her if she intended to stay at the house. The family was going to move back and with a new baby, they wanted to know if Eleven wanted to keep her room.
::"No, it will not be the same without Rosa here. I have made up my mind to go back to the kobold city and see if others of my kind have been unearthed. Thank you for asked Jutter, I wish you and the family well. Rosa I know would be happy your moving in. She loved the sound of Children playing in the place."::
Then they spent the night talking about Rosa and old times. In the morning Eleven packed and left. That part of her life over.
Can I ask about how in the game you intend to show Telepathic communication.
I have been told by other GMs that this is a good way.
::[i ]"Telepthic words here"[/i ]::
With the gaps removed making
::"Telepthic words here"::

swordwarden |
1 person marked this as a favorite. |

Would you allow the Highlord or Voyager, from Psionics Augmented, found here on this site someone else linked to?
I know they're not on the SRD, but they are Dreamscarred.

Monkeygod |
1 person marked this as a favorite. |

Found this with a quick Google search:
With sufficient ranks in Autohypnosis, you earn the following:
5 ranks: You can now resist movement penalties that result from any wound, not just caltrops (EG hamstringing) with a successful DC 18 autohypnosis check.
10 ranks: You can make an Autohypnosis check with a -10 penalty in place of a Will save to resist a fear effect or a Fortitude save to resist a poison. You can attempt an Autohypnosis check to avoid losing hit points while acting at or below 0 hp, such as from Diehard or Ferocity.
15 ranks: You can now trigger your own healing surge while unconscious with a successful DC 15 Autohypnosis check.
20 ranks: Even on a failed save you reduce the effect of a fear effect one step. In addition once per encounter you can attempt a 2nd save vs a failed fear effect one round later. This second save does not reduce the severity of fear a second time. Also you need 1 less successful save vs poisons (minimum 1) to clear a poison (EG if it takes 3 saves to clear a poison, it would now only take 2).

Monkeygod |
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welcome monkey, are you making a character for this?
Been lurking for awhile now, keeping an eye on things, as it were, lol.
I'm actually considering a voyager, but I haven't had the free time to read over the class fully or the player's guide, as the last week+ has been super busy here with our roof being re-done.

Redblade8 |
1 person marked this as a favorite. |

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? :)
I decided the easiest fix was to just steer away from it. Matreo's second Pathwalker discipline after Scarlet Throne will simply be Solar Wind; given the "guns everywhere" setting, some focus on ranged seemed smart, so he'll be more sword-and-pistol. I'll probably use one of the variants that does a different damage type (I'm thinking the electric damage one).
I briefly toyed with making a tactician version of Matreo, because when you've got ability scores that are COMPLETELY BONKERS, why not try making the MAD-dest type of character there is? :) But it doesn't match up with how I've got him set in my head, so I stuck with Psychic Warrior.

Redblade8 |
1 person marked this as a favorite. |

Well I'm not ditching the whole character. I'm just changing his secondary focus, which was far from set in stone. Trust me, if I wasn't already down with it as an option, I wouldn't have done it. DSP stuff always twists me into knots while I'm building anyway, so there was always going to be a point when I looked like a dog chasing his tail. :)

Storm Dragon |
1 person marked this as a favorite. |

Yeah, I've wanted to play a Fool's Errand user for a while, and I noticed there was also a very complementary Discipline called Brutal Crocodile last time I toured the Library.
I forget, are we doing Martial Traditions or no? I actually feel like the country's army might reasonably count as a Sleeping Goddess Tradition, given the HEAVY focus on Psionics in every aspect of the setting; it would make sense for them to teach simple methods of Psionic combat (and defense against such) even to grunts.
Edit: Anyone played a Voltaic? If so, opinion? They seem somewhat inconsistent, but theoretically very good, and are also a solid thematic fit for my character.

Sebecloki |
1 person marked this as a favorite. |

Slim pickin's remaining.
Would it be alright to try a Spiritualist (Fractured Mind archetype, since it's all in her head, so to speak) from the Occult Handbook?
As I specified above, I'm open to psychic magic that is integrated into the psionics system via that DS supplement I mentioned above -- this doesn't seem to be such an option, so I'd prefer you pick something else.

Sebecloki |
1 person marked this as a favorite. |

Yeah, I've wanted to play a Fool's Errand user for a while, and I noticed there was also a very complementary Discipline called Brutal Crocodile last time I toured the Library.
I forget, are we doing Martial Traditions or no? I actually feel like the country's army might reasonably count as a Sleeping Goddess Tradition, given the HEAVY focus on Psionics in every aspect of the setting; it would make sense for them to teach simple methods of Psionic combat (and defense against such) even to grunts.
Edit: Anyone played a Voltaic? If so, opinion? They seem somewhat inconsistent, but theoretically very good, and are also a solid thematic fit for my character.
spheres of might is okay -- I just don't want to get into spheres of power, as we discussed above, because it's going to lead to watering down the concept of psionics too easily.

Storm Dragon |
1 person marked this as a favorite. |

Sorry, I meant Path of War Martial Traditions; the thing where you can trade out one of your Disciplines for another based on being part of an organization. Sleeping Goddess is the Psionic Discipline (you can augment the Maneuvers by spending Power Points, and it gives you the Psionic subtype and a small PP pool if you don't already have one) so I figured the military might count as a viable organization given the setting.
Spheres of Might being allowed is neat though. There's actually a Spheres using archetype for Soulknife which is pretty cool.
Speaking of Soulknife, are we using the High Psionics Soulknife rule? It basically gives Gifted Blade as a free archetype.
Could be a nice boost if anyone was considering playing one.

Sebecloki |
1 person marked this as a favorite. |

Sorry, I meant Path of War Martial Traditions; the thing where you can trade out one of your Disciplines for another based on being part of an organization. Sleeping Goddess is the Psionic Discipline (you can augment the Maneuvers by spending Power Points, and it gives you the Psionic subtype and a small PP pool if you don't already have one) so I figured the military might count as a viable organization given the setting.
Spheres of Might being allowed is neat though. There's actually a Spheres using archetype for Soulknife which is pretty cool.
Speaking of Soulknife, are we using the High Psionics Soulknife rule? It basically gives Gifted Blade as a free archetype.
Could be a nice boost if anyone was considering playing one.
that's fine

Monkeygod |
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This is important, so I felt it deserved it's own separate post. This from the player's guide:
The Ophid Protectorate is a land consumed by psionics –its use is encouraged in every aspect of life, an individual’s psionic ability is how their value to society is measured, and those without psionic ability are viewed as lower than even the meanest of slaves, although such a view is rarely accompanied by any sort of malice.
Keep the above in mind, should you be considering a non psionic character. However also note the following:
As a result, characters who reside within the Ophid Protectorate should have some psionic aspect, be it a psionic race, class, or just a simple psionic feat. Otherwise, they should expect to be treated poorly by Ophid society.
Meaning, you have all sorts of options to help you possess even a tiny amount of psionics.

Today is a good day to... halp |

Looks like discussion has petered out? I guess everyone interested has finished their character?
Still gonna hafta get character things built up soon; getting the COVID vaccine on my end took a bit more longer than I thought.
Thought I just had: you're going to have to come up with a set of skill unlocks for Autohypnosis.Monkeygod wrote:Found this with a quick Google search: ** spoiler omitted **
In addition, the Porphyra rpg ruleset, based on PF1e, has their own take on the Autohypnosis Skill Unlocks.
•5 ranks: You can memorize a number of pages per Autohypnosis check equal to your Intelligence and Wisdom modifiers combined.
•10 Ranks: When resisting fear, you may add +6 to your subsequent Will save if your Autohypnosis check is successful.
•15 Ranks: You may use second wind a second time per day.
•20 Ranks: You are immune to confusion effects.
Would you allow the Highlord or Voyager, from Psionics Augmented, found here on this site someone else linked to?
I know they're not on the SRD, but they are Dreamscarred.

Sebecloki |
1 person marked this as a favorite. |

Storm Dragon wrote:Looks like discussion has petered out? I guess everyone interested has finished their character?Still gonna hafta get character things built up soon; getting the COVID vaccine on my end took a bit more longer than I thought.
Redblade8 wrote:Thought I just had: you're going to have to come up with a set of skill unlocks for Autohypnosis.In addition, the Porphyra rpg ruleset, based on PF1e, has their own take on the Autohypnosis Skill Unlocks.Monkeygod wrote:Found this with a quick Google search: ** spoiler omitted **
I've actually been very disappointed they haven't done more with the Porphyra system. Everyone's tastes are different, but PF2e didn't end up being the product for me, and I was really hoping for a 3.8/3.85. They haven't made nearly enough product to easily use this -- they basically made a corebook and a monster book. The changes to spellcasting and feats are just enough it would require a lot of conversion -- they'd need 10 times the material they currently have for it to be usable as a new 3x platform for me.

Today is a good day to... halp |

I've actually been very disappointed they haven't done more with the Porphyra system. Everyone's tastes are different, but PF2e didn't end up being the product for me, and I was really hoping for a 3.8/3.85. They haven't made nearly enough product to easily use this -- they basically made a corebook and a monster book. The changes to spellcasting and feats are just enough it would require a lot of conversion -- they'd need 10 times the material they currently have for it to be usable as a new 3x platform for me.
Heh, fair enough, Sebecloki; not sure if the upcoming "Corefinder/new name TBA" [the other 3pp based on the PF1e ruleset] will have anything more with stuff like the autohypnosis skill. ;)

Cuàn |
1 person marked this as a favorite. |

I'm still busy on my Hummingbird Tengu Vigilante Stalker.
He will be grabbing Wild Talent to have a small degree of Psionic talent.
The idea beyond that is that he comes from an island nation outside the described part of the setting and travelled to the Ophid Protectorate on ships of the Maquoran Fleet.
The idea being that he comes from a place with a lot of parallels with the real world Aztecs (they thought hummingbirds were the reincarnated spirits of warriors) where they worship giant, feathered serpent (some sort of variant coatl). They bring this serpent humanoid sacrifices in the form of those psionically gifted, which is why psionics are more or less non existent. My character was trained to track those with psionic abilities so they could be taken and sacrificed and fled when he discovered he had a tiny measure of psionic ability himself, fearing of the same grizzly fate.
Imagine his surprise when he landed in a nation of psionic snake people.

Sebecloki |
1 person marked this as a favorite. |

Sebecloki wrote:I've actually been very disappointed they haven't done more with the Porphyra system. Everyone's tastes are different, but PF2e didn't end up being the product for me, and I was really hoping for a 3.8/3.85. They haven't made nearly enough product to easily use this -- they basically made a corebook and a monster book. The changes to spellcasting and feats are just enough it would require a lot of conversion -- they'd need 10 times the material they currently have for it to be usable as a new 3x platform for me.Heh, fair enough, Sebecloki; not sure if the upcoming "Corefinder/new name TBA" [the other 3pp based on the PF1e ruleset] will have anything more with stuff like the autohypnosis skill. ;)
I'm interested to see what they come up with -- I've been trying to follow the discussion on Discord, but it's still not entirely clear to me what the end product is going to look like. It will definitely be interesting to see if it takes off more than Porphyra, which doesn't seem to have made much impact on the market at all.

Me'mori |
1 person marked this as a favorite. |

I'm going to go with the Rapid Metabolism feat, and similar to make the psionic capability (Thanks MonkeyGod!) internalized.

Today is a good day to... halp |

May as well take a chance at the gold pieces available, randomizer-style. ;p
available gp: 3d6 ⇒ (6, 3, 5) = 14 times ten.
So 140 gp to work with. ;)
=====
Went with Set 2 of my rolls [18/17/15/14/12/12] since all of the ability scores got some sort of bonus.
Going with an Male Ophidian Cryptic [Raveler] that keeps both the Lockpicking and Scribe Tattoo; most of other Cryptic stuff got either replaced or adjusted.

Xonti Ensk |

Gotta make a few other rolls...
Age: 2d4 + 18 ⇒ (1, 2) + 18 = 21. 21 years old
Height: 2d10 + 61 ⇒ (3, 5) + 61 = 69. In inches. 5'7.5".
Weight: 2d4 ⇒ (3, 1) = 4 times Eight plus 120. In lbs. 152-lbs.
=====
Presenting...
Xonti Ensk, NG Male Ophiduan 1st level Cryptic [Raveler]
Vision: 60' Darkvision
Age: 21 years
Height: 5'7.5"
Weight: 152 lbs.
Religion/Philosophy: the Flow
Str: 12 +1
Dex: 19 +4;[17 base]
Con: 14 +2
Int: 18 +4
Wis: 14 +2;[12 base]
Cha: 13 +1;[15 base]
Wounds=28
Wound Threshold=14
Vigor=8;[d8]
AC: 18; Def. Bonus=+3; NAC=+1
TAC: 17; Def. Bonus=+3
FfAC: 14; Def. Bonus=+3; NAC=+1
BAB: 0
CMB: +1
CMD: 15
Fort: +3; Resist=+1/Con=+2
Refl: +7; Resist=+1/Dex=+4
Will: +5; Resist=+1/Wis=+2
[+2 save vs. poison]
PP: 6 [1st=+1/Bonus=+2/Psi-Tal=+2/FCB=+1]
FCB: +1 PP/level
Move: 30'
Lang: Ophiduan, Chemish, Ophic, Oroki, and Somnese
Skill Ranks per Level: 4 + Int modifier[4]; Background: 2/level
Class Adventuring Skills: Acrobatics (Dex), Autohypnosis (Wis), Climb (Str), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (all else) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Class Background Skills: Appraise (Int), Craft (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Knowledge (engineering), Knowledge (geography), Knowledge (history), Knowledge (nobility)
Trained Adventuring: +6 Autohypnosis, +9 Disable Device, +6[+7 vs. trap] Perception, +6[+4 vs. other than NG/the Flow] Sense Motive, +8 Spellcraft, +9 Kn=Religion, +9 Kn=Psionics, +8 Escape Artist
Trained Background: +5 Appraise, +5 Sleight of Hand
Feats: Psionic Talent, Extra Power Known
Traits: Flexible Form=Rapier [Magic], Combat Training=Clockwatcher [Combat], Disgraced Guardsman [Campaign], Protectorate Educated=Religion and Psionics [Regional]
Flaws: Impatient, Provincial=-2 Sense Motive/Diplomacy other than NG alignment or the Flow
Cryptic Talents and Powers: Psionic Repair, Ectoplasmic Trinkets, Kinetic Legerdemain, Minor Metamorphosis, Prevenom/Prevenom Weapon [1/day]
Equipment [Carry Cap: 43/86/130]=
Ophiduan Glaive=75gp/8-lb
Sling=0/-
+10 sling bullets=1sp/5-lb
Kunai=2gp/2-lb
Backpack=2gp/2-lb
Haramaki=3gp/1-lb[ac1]
Poncho=5sp/2-lb
Bandolier=5sp/-
Speed sheath=10gp/1-lb
Thv-tools=30gp/1-lb
Waterskin=1gp/4-lb
Explorer-outfit=free/8-lb
Messkit=2sp/1-lb
Club=0/3-lb
6gp;7sp left
[Enc=38-lbs]

Xonti Ensk |

Continued...
Xonti Ensk, NG Male Ophiduan 1st level Cryptic [Raveler]
Hero points=1
Akashic Veil: Loyal Paladin’s Spear of Light [hand; good; Save vs. Reflex for 1/2 damage]; Swift action, 1d6 Akashic energy damage [1d4 vs. good/1d8 vs. evil]; shortspear or rapier form.
Weapon Proficiency: All Simple plus Rapier, Shortbow, and Ophiduan Glaive [+1 to attacks with Ophiduan Glaive due to Disgraced Guardsman trait].
Armor Proficiency: All Light Armor; Defense Bonus [+3]
Ophiduan Racial abilities [plus Alternate Racial Trait]:
+2 Dexterity, +2 Wisdom, –2 Charisma
Reptilian Blood: Ophiduans are of the humanoid (reptilian) subtype
Medium: Ophiduans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Ophiduans have a base speed of 30 feet.
Scaled Hide: An ophiduan’s skin is hardened scales and grants the character a +1 natural armor bonus to AC.
Naturally Psionic: Ophiduans gain the Wild Talent feat as a bonus feat at 1st level. If an ophiduan takes levels in a psionic class, he instead gains the Psionic Talent feat.
Poisonous Flesh: While most ophiduans are resistant to poison, some are capable of excreting a poison from their skin. Ophiduans with this racial trait can use prevenom or prevenom weapon as a psi-like ability once per day with a manifester level equal to character level. This trait replaces the serpent’s bite racial trait.
Darkvision: Ophiduans can see in the dark up to 60 feet.
Poison Resistant: Ophiduans gain a +2 racial bonus on saving throws against poison.
Psionic Aptitude: When an ophiduan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Weapon Familiarity: Ophiduans treat any weapon with the word “ophiduan” in the name as a martial weapon rather than an exotic one.
Difficulty Class for saving throws against cryptic powers: 10 + the power’s level + the cryptic’s Intelligence modifier [4]. To learn or manifest a power, a cryptic must have an Intelligence score of at least 10 + the power’s level.
Pattern Designs (Su): 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 their 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 (Su): 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 + Intelligence modifier [4]. The cryptic can maintain this ability as long as the rounds are available, or dismiss it at any time as a free action.
Absorb: The cryptic gains DR 1/-.
Deflect: The cryptic gains a +1 dodge bonus to his AC.
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).
Akashic Absorption: The raveler’s altered defense ability is tied directly into his veils, increasing the defensive properties of any veils he wears while sacrificing the standard benefit of the ability. Whenever a raveler activates his altered defense ability while he has a veil shaped which grants damage reduction, energy resistance, or a bonus to saving throws, he increases that bonus or defense by an amount equal to his altered defense bonus instead of gaining its normal benefits.
This modifies the altered defense ability.
Scribe Tattoo: At 1st level, cryptics receive Scribe Tattoo as a bonus feat. A cryptic can scribe tattoos of any power known (up to 3rd level). The power must be one that can be made into a tattoo. The cryptic does not need to meet the prerequisites for this feat.
Trapfinding: A cryptic adds 1/2 level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A cryptic can use Disable Device to disarm magic traps.
Veilweaving: At 1st level, the raveler may choose any one veil from the guru veil list. They know and can shape that veil, and are considered to have a veilweaver level of their class level –3 for the purposes of determining feats and other effects based on veilweaving level. Every four levels thereafter (5th, 9th, 13th, 17th) they may select one additional veil. This veil must occupy a different chakra than any of the previously selected veils. If the raveler does not have any levels in another veilweaving class, their total veils shaped is equal to the number of veils gained through this class feature. Characters with levels in a veilweaving class add their raveler veilweaving level that class to determine their total veils shaped. This replaces the disrupt pattern ability gained at 1st level and the enhanced disruptions gained at 5th, 9th, 13th, and 17th level.
Contemplation: The raveler gains the ability to fuel veils and other essence receptacles with psionic energy instead of essence. By spending 1 power point per receptacle as a swift action, the raveler may treat an essence receptacle as though it were invested with a point of essence for 3 rounds. This does not stack with, though it may overlap, standard essence invested in a given receptacle. At 6th level and every three levels thereafter, the raveler may spend an additional 3 power points per receptacle he wishes to invest to treat it as being invested with an additional point of essence.
This ability can be used to exceed the raveler’s normal limitation on the maximum amount that can be invested in a given receptacle. If the raveler has multiple receptacles available, he may choose to spend power points in this way to psionically invest any number of them with the same swift action, though he must still pay the normal cost for each.
This replaces the trapmaker ability and the insights gained at 6th, 10th, 14th, and 18th level.
Personal Background: A former Ophid Guardsman of Lirasse, Xonti Ensk found opportunities elsewhere in the City of Arbil as a private citizen. As a Raveler Crytic who follows the philosophy of the Flow, Xonti possess some unusual abilities in Akashic manipulation; something that the Ophiduan Cryptic suspects to be some obscure and ancient form of Psionics pre-dating back from even before the Godminds existed.
=====
Loyal Paladin’s Spear of Light:
Descriptors: good
Class: Daevic, Guru, Helmsman, Nexus, Radiant, Vizier
Slot: Hands
Saving Throw: Reflex half
When this veil is shaped, the user gains a weapon forged from akashic energy and infused with the power of the upper planes. Treat this weapon as a shortspear sized appropriately for the wielder, except that it is a light weapon and the damage dealt results directly from sanctified akashic energy and is therefore not subject to being reduced by damage reduction or energy resistance. Treat the base weapon size as one category smaller if the target of an attack is good [d4], or one size category larger if they are evil [d8]; these size modifiers stack with all other size changes or virtual size changes. If the spear leaves your possession, it dissipates immediately and can be reformed in your hand again as a free action on your next turn, or whenever the veilweaver spends a swift action to invest essence. The wearer may choose to use their veilweaver level in place of their base attack bonus to determine their to-hit and other abilities of this veil.
Essence: For each point of essence invested in this ability, the spear deals an additional 1d6 damage; this bonus damage is not affected by size increases or multiplied on a critical hit. For every 2 points of essence invested in this veil, the spear’s reach increases by 5 feet.
Due to Flexible Forms trait, the shortspear may also take the form of a Rapier [Light-Blades category]
=====
Discipline: Riven Hourglass (Counter)
Associated Skills: Autohypnosis
Associated Weapon Groups: Flails, hammers, and light blades
Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
By pulling your perception forward in time for the barest of moments, you are able to cheat fate and act when most would be caught unaware. Unlike other immediate actions, you can initiate this counter while flat-footed, and can use this maneuver at the beginning of a surprise round you otherwise would not be able to act in. You may act during the surprise round normally.

Sebecloki |
1 person marked this as a favorite. |

Was originally hoping to have all the submissions in tomorrow to make decisions -- is everyone going to be ready, or do you want me to push it off until next week?
I might be persuaded to do 2 tables if there are enough submissions and the characters are that good I think it's worth it.
Here is another free file that Dreamscarred put out that describes the setting: Introduction to Third Dawn

Today is a good day to... halp |

Was originally hoping to have all the submissions in tomorrow to make decisions -- is everyone going to be ready, or do you want me to push it off until next week?
I might be persuaded to do 2 tables if there are enough submissions and the characters are that good I think it's worth it.
I'm fine with whichever decision you wish to go with [in terms of delaying until next week or not], Sebecloki; I think there were 5 others that still need to finish [ElbowtotheFace, Monkeygod, Storm Dragon, Cuàn, and Swordwarden] up their characters.

Sebecloki |
1 person marked this as a favorite. |

I'd rather get the best submissions -- let's push it off until Sunday (25th), and see if everyone's done by then.
I'll start posting some more setting info -- I explained that the area the AP actually takes place in doesn't even have a map except for the small area detail in the Player's Guide. There's no continent map, and the information on the continent is pretty slim in the campaign setting. I am going to try to fill in some more detail and mapping.
I also explained that I'm expanding the starting city of Arbil into a more prominent settlement.

Sebecloki |
1 person marked this as a favorite. |

And just a reminder to anyone joining the discussion -- I revised the build rules after some discussion from what I posted at the beginning of this thread -- this is also posted on the campaign info page.
Build Rules:
Dreamscarred Press has a helpful From the Deep: Player's Guide that presents setting information and most of the race/class options. However, note that I modify a couple of these elements below.
Ability Scores: 25pt. or buy use the Dice Pool method where 1's are rerolled. You can attempt 4 sets if you want. You can try each method and decide what you want to keep.
Race: Anything from the Player's Guide. You can also pick Blues even though they aren't listed in the Player's Guide, as well as Arkhoon and Maedu. I am also open to other options that make sense within the setting, though I don't necessarily have a list. Reptilian, avian, and insectoid races, or other unusual options would be appropriate.
Class: 1st level, with VMC allowed. You can pick anything from the Player's Guide or anything from the d20pfsrd, so long as it abides by the setting restrictions of 'no magic'. There is no arcane or divine magic of any description in this setting. Gunslingers are available w/ the 'guns everywhere' setting for the campaign's technology level.
Skills: We will be using the background skills system and skill unlocks from Pathfinder Unchained. For skill unlocks, all characters automatically get access to the expanded skill features when they achieve the requisite ranks in their skill. In other words, this is now a base part of the skill system. If anyone wants to play a rogue, I'll work out some additional feature with you to compensate for everyone getting the skill unlocks.
Feats: 1 per level, with the Elephant in the Playground feat tax rules also in effect. Additionally, all martial characters get the Combat Stamina (Combat) and Push the Limits (Combat) feats for free as long as they fulfill the prerequisites. They also receive Extra Stamina (Combat) when they fulfill the prerequisites.
Equipment/Wealth: Roll or take average. This is a swashbuckling setting with ancient industrial level technology, so we will be using the 'guns everywhere' setting for technology.
Hit Points We will use the Wounds and Vigor system from the Gamemastering Guide instead of hit points. Take maximum values per level. The creatures will also receive maximum values.
Xp: I am not using xp, I'm just going to level you up at the appropriate level.
Traits: Two traits, and up to two more with drawbacks. You can refluff something from a Paizo AP if you want.
Additional Notes:
*We will be using the Hero Points system from the Gamemaster Guide to convey the cinematic character of the setting's swashbuckling themes.
*All characters receive a Defense Bonus by class.
*I also forgot (!) that there are no magical items. So we need some kind of ABP to keep up w/ the expected bonuses per level. Consequently we'll use the ABP from Pathfinder Unchained at the 'no magic' setting.
*Characters can swear Oaths if they wish.
Other Rules:
*I use a hex grid for combat, which changes the diagonal facing opportunities.
*Combat will have the enemies roll, and act, as a group for initiative.
*Called shots from the Gamemastering Guide are an option for combat.
*Artestia is also an option for combat.
*I will also employ some of the subsystems from Ultimate Intrigue and Horror Adventures to mechanically model the Lovecraftian and swashbuckling concepts in the campaign setting. I will apprise the group when I introduce one of these subsystems.

Philo Pharynx |
1 person marked this as a favorite. |

hmm... I haven't been in a psionic campaign for a while...
let's see what the dice give me.
24d6 ⇒ (5, 3, 1, 5, 5, 3, 4, 4, 5, 6, 2, 1, 6, 5, 5, 4, 4, 5, 6, 2, 1, 4, 4, 5) = 95 Rerolls 3d6 ⇒ (4, 6, 4) = 14
24d6 ⇒ (5, 3, 1, 1, 4, 3, 3, 4, 5, 3, 2, 6, 4, 1, 2, 4, 4, 2, 3, 2, 3, 5, 4, 2) = 76
24d6 ⇒ (3, 6, 3, 6, 4, 6, 3, 1, 1, 6, 3, 2, 5, 5, 1, 1, 3, 5, 3, 3, 1, 5, 4, 5) = 85
24d6 ⇒ (1, 4, 6, 1, 5, 6, 2, 1, 4, 6, 3, 4, 3, 4, 2, 1, 6, 6, 3, 6, 4, 1, 2, 5) = 86

Eleven_Zee_Alpha |
1 person marked this as a favorite. |

Changed Elevens look.
New look here
As I wanted to lean into the whole guns everywhere slant.