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

Game Master Sebecloki

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


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Today is a good day to... halp wrote:
Sebecloki wrote:

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.

My character (Tai Leng) is done, or at least within the confines of "choices I need to make" anyway. I may change the character's name but that's about it.


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I'm working on making some hex maps of the campaign are with Worldographer.

Here is a map of the Ophiduan Protectorate in Timon, on the southern coast of the continent. Worldographer lets you make some crazy things -- this map has 6,949,728 hexes.

Southern Tion: The Ophiduan Protectorate

Grand Lodge

Gigar Vitalist:
Gigar
Male Human vitalist 1
CG Medium humanoid (human)
Init +6, Senses Perception +4
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DEFENSE
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AC 17, touch 17, flat-footed 13? (+4 Dex, +3 DEF)
Wounds: 36 (18 threshold)
Vigor: 6
Fort +6, Ref +4, Will +7
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OFFENSE
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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
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TACTICS
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STATISTICS
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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
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SPECIAL ABILITIES
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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.

Dotting to make this thread easier to find lol


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Gigar wrote:
** spoiler omitted **...

I just noted that the build rules got updated after some discussion and reposted them -- this character still has HP, which we're not using in this game. I didn't look at everything else, but make sure you're following what I just posted for build rules.


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Everyone, please post completed characters in the discussion thread for me.

Grand Lodge

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I’ll go through and double check everything again. There have been a lot of submissions, are you going to narrow it down?


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I just said I may run 2 tables if we have enough good submissions; if there's only 1 table, I'm picking 6 (or maybe 4-6; if there aren't 6 submissions I'm happy with, I'll settle on a smaller party and maybe offer a half-gestalt or gestalt later if they don't seem strong enough w/ lower numbers).


Krat the Brutal has been tweaked slightly. I added heirloom weapon as a trait to give access to a Kukri which would be used later and picked up the meticulous drawback as it fits him well enough. I also added tentative plans for leveling in the future. Let me know if anything looks out of place, otherwise I think he'd be ready to go anytime.

Personality and Backstory:

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 with only a well-worn kukri as a memento of them, 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 with nothing but the blade his unknown parent had left for him, 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.

Party Role:
Krat is a sneaky skill monkey who will do reasonable damage as a striker once a few abilities kick in by level 6 or so. He can handle traps and scouting as well as some face activities (in disguise.)

Build:

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
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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
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Speed 30 feet
Melee Rapier +6 (1d4 +5 P/18-20) or Kukri +6 (1d3 +5 S/18-20)
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), Heirloom Weapon (Equipment), Ugly Swine (Race, Goblin)
Drawback Meticulous, 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.
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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
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Psionics
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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
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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
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Equipment
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Weapons: Dagger, Kukri (Heirloom, Proficient), Rapier

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: 1 gp
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Future Plans
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Level 2: Psycrystal Affinity, Branding Pattern, Minor Metamorphosis
Level 3: Trapfinding (VMC), Defensive Precognition
Level 4: Psycrystal Containment, Cloud Mind
Level 5: One Pattern, Power, Control Sound
Level 6: Two Weapon Fighting, Fast Stealth, Defy Gravity
Level 7: Sneak Attack (VMC), Escape Detection
Level 8: Greater Two Weapon Fighting, Dislocating Pattern, Dispel Psionics
Level 9: Improved Disruption, Hidden Pocket (possibly Natural Linguist?)
Level 10: Weapon Focus (Light Blades), Fold Space
Level 11: Evasion (VMC, dead level, ask about improved evasion or regular feat), Slip the Bonds
Level 12: Improved Critical (Light Blades), Throw Pattern, Hidden Body

Martial Training (Veiled Moon) or Harbinger Dip (at 13?)

Harbinger at 13: Distorted Clock (Riven Hourglass Level 1 Stance)
Rapid Strike (Riven Hourglass Level 2 Strike)
Time Skitter (Riven Hourglass Level 3 Boost)
Temporal Body Adjustment (Riven Hourglass Level 4 Counter)
Ghost Hunting Blow (Veiled Moon Level 1 Boost)
Flicker Strike (Veiled Moon Level 4 Strike)

Grasp of Darkness (claim 3 instead of 1)
Winds of War (Extra move, more for each claimed creature)
Lurker in Darkness (Stealth vs special senses)
Accomplished Sneak Attacker?


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Quote:


Deflect:[i] The cryptic gains a +1 dodge bonus to his AC.

[i]Retaliate:

the italics are messed up here

Just a heads up -- I'm not requiring any formatting in particular, but I have a preference for sheets like this that are completely filled out and don't make me look anything up. I also like that this submission used some of the house rules like oaths to customize the submission. I also like the length of background info here if anyone's still working on there's.


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I forgot I never picked a second Trait. How do you feel about this? You mentioned we could refluff Campaign Traits, and I've had a lot of fun seeing one of my players use this in my Tyrant's Grasp campaign.

The Pessimist wrote:


You expect the worst and have rarely been disappointed. Your dour outlook may hail from the original destruction of Roslar’s Coffer at the hands of the Twisted Nail tribe, the exile of the faithful from the nearby Sarenite temple, or some more personal misfortune, but it has set you apart among the largely forward-thinking population of Lastwall. Your faith that the worst possible outcome will occur grants you a +1 trait bonus on Will saving throws. Your frustrating pessimism can spur friends to succeed just to spite you; once per day as a free action, you can force an ally within 30 feet to reroll a saving throw she just failed, using the better of the two results.


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Rhami Phaethor, my Hummingbird Tengu Vigilante Stalker is almost done, just need to get him some gear.

Wealth: 4d6 ⇒ (6, 2, 5, 4) = 17x10 = 170 gp

Nice, a slight bonus compared to average.

He has sworn an Oath of Candor and, as a result of that oath, has recently forsworn an Oath against Psionics (a transposed version of the Oath against Magic) when he discovered his own innate ability, even if it's minor.


Rhami Phaethor is done.

I haven't been able to find a decent picture for a humanoid hummingbird anywhere. Barring that I envision him as humanoid version of a White-Chested Emerald hummingbird

Party role:
In combat Rhami is a skirmisher who excels when he can flank with another combatant.
Out of combat he's a skill monkey and trapfinder with a decent selection of knowledge skills. He also is a very skilled scout.

Background:

Rhami was born in an island nation situated beyond the lands of Maquoran Fleet. Life in his home country was centred around the worship of the Feathered Serpent, a warlike deity who had, according to legend, helped the people conquer their island nation and repel invasion from barbaric outsiders. In a form of everlasting gratitude regular sacrifices would be brought to what supposedly was the god's living embodiment on the material plane. These sacrifices were brought in the form of those psionically gifted from among their own population, as this talent was believed to be a remnant of the corruption of the outsiders.

Like his father before him, Rhami joined the elite unit that was trained to find and capture the so-called 'tainted ones' for sacrifice.
After all, his people had not been attacked ever since the sacrifices started so it was for the good of society.
Yet the belief that what he did was for the good of all did not cause him to like what he did.

When, after a series of earthquakes and increasing amounts of smoke from a nearby volcano, the priests started demanding more sacrifices only caused his discomfort to grow. The Winged Serpent had never protected them against these natural events, that was one of the other gods. One that demanded fruit and not blood. However shortly the other priests said as much they were proclaimed tainted and end up tossed to the snake in the temple.

It was then, when his doubts where deepest, that Rhami came into contact with an underground resistance movement that helped smuggle supposed tainted people off the island and into the lands of the Maquoran Fleet. Initially he ignored them, unwilling to report them as they clearly did what they believed was best he kept their existence a secret. Then, when the priests started demanding that even newly hatched chicks would be tested for 'the taint' Rhami shifted gears and instead started to help people reach the smugglers so they could be taken off the island.

Then the unthinkable happened. At first both Rhami and his father suspected it was a malfunction in their testing equipment. Yet when they swapped out their testing rods for those of others the result remained the same: Rhami was 'tainted'.
While his father was still debating whether he should hand in his own son for sacrifice Rhami did not wait. Within the hour he had packed his things, said his goodbyes and left, using his contacts with the underground to make his escape.
Yet where others were content to live among the Maquoran, Rhami was not. Afraid that he was discovered anyway and what that would mean for his family drove him to flee further away from his home.

Last month he arrived in a city called Arbil. A city populated by psionically gifted, humanoid snakes. While he picked up their language very quickly it took him almost a full month to get over the initial shock. Here were people who almost all carried that supposed 'taint', yet they thrived! His life up to his flight had been one, massive lie. But now he was here and everything would improve.


Starting Gold: 5d6 ⇒ (3, 5, 4, 3, 3) = 18x10= 180gp.
"Medic at your service! —No, really. I'm contracted."

Desidera Tahn:

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

Traits: Mental Discipline, Protectorate Educated(Religion, History)
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), K.(Religion)™

•B•
P.(Medic) +7 =[3+1+3]
Sleight of Hand +6 =[2+1+3]
Craft, K.(Nobility), K.(History)

Background:
"Stand, and others stand with you."
Those were the words written over the door to the training hall in which the company that she had signed onto. Strong... Inspiring... and vague. The confusion at something so general made her wonder what she had signed on for.

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

"Oh. Joy."

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


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I'm only counting six submissions here, so I suppose everyone can play?

Can everyone who has not please post their final submission and alias in the discussion thread so I can make sure that count is accurate?


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Storm Dragon wrote:

I forgot I never picked a second Trait. How do you feel about this? You mentioned we could refluff Campaign Traits, and I've had a lot of fun seeing one of my players use this in my Tyrant's Grasp campaign.

The Pessimist wrote:


You expect the worst and have rarely been disappointed. Your dour outlook may hail from the original destruction of Roslar’s Coffer at the hands of the Twisted Nail tribe, the exile of the faithful from the nearby Sarenite temple, or some more personal misfortune, but it has set you apart among the largely forward-thinking population of Lastwall. Your faith that the worst possible outcome will occur grants you a +1 trait bonus on Will saving throws. Your frustrating pessimism can spur friends to succeed just to spite you; once per day as a free action, you can force an ally within 30 feet to reroll a saving throw she just failed, using the better of the two results.

That's fine


Sebecloki wrote:

I'm only counting six submissions here, so I suppose everyone can play?

Can everyone who has not please post their final submission and alias in the discussion thread so I can make sure that count is accurate?

From what everyone who has posted here in the recruitment thread, only Vulkanus, half-giant/jettur psychic warrior [not yet to be converted to the updated build requirements], by psionichamster, and Matreo, maenad psychic warrior [pathwalker], by Redblade8, have yet to post in the discussion thread with an alias.


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I'm not sure if everyone who had intended to make a character is done -- but we have enough now. Recruitment is closed, no one else post in the game.


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Yeah, I never got back to this thread, sorry. Enjoy the game, folks!

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