Intellect Devourer

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I shall be devoting every ounce of my spare time from this point to getting you guys onto land!

Post in the works!


Hey hey everyone, I've been really busy lately and have been delaying the kicking off of this campaign, as I have another campaign going that's already suffering a little bit. Anyways, I think it'd be best for me to hand this one over to DM Wolf now that he's stepped up. I may try something like this for the future, but for now I wish you all the best of luck.

DM Wolf: Expect a pm from me with some early details I had worked out.


Two large swamp regions identified. Please select to further refine landing site:

[Region 1]: Located in the northern half of the largest bay within the northwestern quadrant.
[Region 2]:Located just east of the large mass of irregular storm patterns within the southwestern quadrant.

Further information is unavailable as some calculations have been suspended.

Please select region immediately.


Precisely Van.


At current velocity, projected damage to ship shall be moderate to high, regardless of landing area. Damage to crew should be nonfatal.

The discontinuation of manual calculations is strongly recommended. Ship's power is low and determining landing sites will require large amount of processing power.


Sorry guys, been a bit busy lately. Anyways, the academy is mostly done, so I think what I'll do is accept 10 of you into the first class at Fezziwick's, and then see where the game goes and possibly add more players as we go.


Sorry folks, entertaining some guests yesterday and today, haven't read the gameplay, but expect me to post tomorrow.


Systems partially restored. Voice module 100% online. Immediate landing still advised. Please select a terrain type for possible landing sites to be determined. To input choice, currently connected mind may use thoughtspeech. Possible commands include [Glacier][Water][Tundra][Grasslands][Forest][Swamp][Desert][Hills][Mountains][High Population].


STR: 3d6 ⇒ (4, 4, 6) = 14
DEX: 3d6 ⇒ (4, 3, 2) = 9
CON: 3d6 ⇒ (4, 4, 2) = 10
INT: 3d6 ⇒ (4, 3, 1) = 8
WIS: 3d6 ⇒ (1, 1, 1) = 3
CHA: 3d6 ⇒ (3, 5, 2) = 10

Minimum wisdom, maximum fun!


A split second after One who goes forth touches the 3 plates on the front wall, a wave of telepathic information bursts forth from his brain, enabling all in the small craft to experience exactly as he does. After the initial shock of this sudden synaptic avalanche wears off, the six of you find yourselves with a strange sort of mental image imprinted into your minds. You realize that this must be the 'sensory spectrum' which Van speaks of, for where the upper half of the wall once was appears a strange, 'colored' image of two land masses separated by a large body of water. Their slow expansion verifies the fact that you are indeed moving. Before you can take in this new sensation however, a metallic, telepathic voice comes from One who goes forth, broken in places by a harsh grating sound.

Welcome to krrrrrt interface. Systems check reveals current krrrrrt critical. Emergency landing procedure advised. Krrrrrrrt. Please select terrain type for krrrrrrrt possible landing sites to be determined. To input choice, krrrrrrrt.


Witness' further search proves to be fruitful, as it manages to find a ChemSynth machine already cracked open, revealing an undamaged PUD attachment.

ChemSynth Attachment:
The ChemSynth attachment functions as a portable alchemy lab (granting a +1 bonus to Craft(Alchemy) when used), in addition to being able to convert certain substances into the components to create necessary alchemical concoctions. Using the attachment consumes 1 charge, plus an additional charge if substitution components are being used. For example, crafting a flask of acid out of the necessary materials requires one charge; if those materials are absent but a suitable substitute is present it requires 2 charges. Substitutes can be identified with a Craft(Alchemy) check.

Van probes the PUD, and in spite of some obviously broken connectors, the device should still be able to support 4 attachments.

Van Only!:
As you turns the device over in your appendages, it 'shimmers' and mysteriously alters. As this happens, your vision suddenly constricts into what its knowledge bases refer to as a 'field of view'. It would appear that your protoplasm body's visual functions have just come online. While your vision has been somewhat constricted, a whole new world of textures, light, and darkness opens up. The most radically altered feature is perhaps the front wall. The upper partition was apparently not a wall at all, but rather a 'window', through which an utterly stunning sight emerges. Two immense masses of land divided by a wide swath of sea stretch out in front of you. At first glance the land masses seem to be slowly expanding, but your new found sense of depth perception tells you otherwise, that they are moving towards you. Or rather, you are moving towards them. I forgot that your eidolon used normal vision instead of blindsight, thus enabling you to see in color. We'll just suppose that your normal vision has just come 'online'.

Curses! One who goes forth snuck right by me! I'll update as soon as I can.


Nope!

They're a surprise!


Preludes are utterly delectable.


Well, the Academy floorplan is in the works. Any character updates?


Researcher, Van, One who goes forth do you want to take any action now or should I just continue the narrative?


Jarred, I'm not entirely sure where that incorporeal subtype came from. Also, you probably don't even want it in the first place considering that an incorporeal monk's fists will just go through everything.


Don't forget the catchphrase! Also I think you could go bigger with your title. Like 'Oom, Aetherchild of the Maelstrom Godspirit' or something that similarly walks the fine line between badass and ridiculous.

Also, I've decided that the Really, Really Wild Magic feat (third one in the tree) requires levels in a class connected to primal magic (spellscar oracle, primalist).


I found this MASSIVE table with full of random magical effects that gets rolled one. It's a bit like a primal surge but with a MUCH wider range of effects. I guarantee you'll love it.

By the way, Fezziwick still has around 9,000 gp of grant money left after stocking the academy with servants, food, and booze. Any suggestions on what he can spend it on?


The construction of the academy is under way! By combining the vehicle rules from Ultimate Combat and the building/organization rules from Ultimate Campaign, and then securing Fezziwick a lovely little 600,000 gold piece loan from the Bank of Absalom, you guys will be kickin' it in style in a magical floating castle propelled by alchemical engines and giant balloon! Floorplan in the works!

Silver Prince, I'm really liking Strahd. Vampire angst is hilarious, but 20th level vampire angst is an instant classic.

Billy, if you go with the Wildling please take some or all of my Really Wild Magic line of feats, they'll jam pack your character with chaos-y goodness faster than you can say 'Reckless Dweomer'!


Nidoran Duran: As I said, ANYTHING goes. However, that doesn't mean that there wouldn't be any challengers to your throne...

And yes you can add one round per level to the Draconic sorcerer's claws. In addition, the 20th level bloodline power will make them infinite.


The body's physical stats.

And in case anyone is wondering I'm not ignoring the gameplay thread, I'm just waited until everyone has posted so that I can make sure that all of you get the same amount of actions before the imminent crash.


Alright, while I really like the pantheon idea, I'd like to take it in a direction that allows for a little more freedom in deciding what kind of character you are. If you want to play some scion/avatar/wannabe god that's just fine, but regular epic heroes are okay too.

Anyways, the basic premise would be that all of the legendary heroes get flyers inviting them to enroll in Fezziwick's School for Really Powerful Wizards (spoiler: it's not just for wizards), and then decided to attend for whatever personal reason they may have (need to test their power, boredom, just looking for friends, etc). As mentioned before, silliness and cheese are key.

Anyways here are the rules for character creation, with an example below:
Name: Your name must include some sort of cool title to distinguish yourself as an epic hero.
Flavor Text: Include some sort of catchphrase, tagline, or character quote for a little flavor. If any of you have played Borderlands, think of the cutscene text that pops up when you first encounter a boss or npc.
Alignment: Non-evil preferred. If you want to play an evil character, use the villains from children's cartoons as a guidelines; they often coexist with the good guys just fine, and they never cause any lasting harm.
Races: All the Paizo Races are allowed, as well as custom races built using up to 25 race points. Because the value of racial abilities generally wanes with level, there shouldn't be any balance issues. Otherwise, we can find some little bonuses to give to the weaker races.
Classes: We will be using gestalt rules, with the following addition: Whatever class you choose to receive your favored class bonus shall be considered your primary class, and must be taken at every level. Wizards are NOT required, and this is by no means a wizard centric campaign. Unfortunately, I am only going to be allowing Paizo classes and archetypes, as I don't want to have to deal with the sudden onslaught of 20 levels of class abilities that I've never seen before. Also, we might (and this is a big might) be taking this campaign into epic levels using this supremely cool pathfinder epic level handbook I recently discovered.
Ability Scores: 30 point buy. No scores below 7 or above 18 before racial modifiers, and remember to add five points for leveling up!
Identifying Characteristics: Age, hair, eyes, birthplace, etc. I'd image some 20th level characters (aka sorcerers) would have some cool physical features.
Crunch: While you should get some semi-sort of full crunch done sometime, for now all I need to know is what choices you've made (feats, skills, rogue talents, rage powers, etc). You can take two traits or a bonus feat, and if you want, you may take a Tragic Flaw to gain an extra feat. This page has some funny and serious (mostly funny) flaws, but I haven't read all of them, so I reserve the right to ban certain flaws. See below for some homebrew feats that are allowed in this campaign.
Equipment: First off, you should list some 'favorite' of your character's, be it a weapon, spell, or signature martial arts move. Then give me a list of some key equipment items. Under that list your remaining gold total as 'Assets'. Assets can include straight wealth or items that you forgot to buy or don't want to write down at the moment. The starting wealth for a 20th level character is 880,000 gp.
Backstory: Feel free to take as many liberties as you want with background. You are a 20th level hero after all!

Example (Yes, this is THE Fezziwick, and he will be in the campaign):
Headmaster Fezziwick, Really Powerful Wizard
He's not a wizard.
Male N Human Commoner 3 / Cleric of Barbatos 3

Age: ~36
Hair: Greying
Eyes: Blue
Birthplace: Varisia
Traits: Rough and Ready, Harrow Born
Tragic Flaw: Chicken Infested
Feats: Harrowed, Duck and Cover, Plot Essential, Quick Draw
Skills: Climb +7, Craft (shoes) +6, Handle Animal +11, Profession (chicken juggler) +5
Class Features: Domains (Devil and Travel)
Favorite Weapon: Trusty Quarterstaff
Other Possessions: Family Harrow Deck, Slightly Rusty Dagger, Headmaster's Robes, Academy Signet Ring, Fire-Resistant Boots, Wizard's Hat
Additional Assets: 1,500 gp

Str: 12
Dex: 14
Con: 14
Int: 11
Wis: 8
Cha: 20

Fezziwick was born in a traveling gypsy caravan, where he grew up learning the noble arts of traveling circus performer. However, Fezziwick always believed he was destined for greater things than juggling chickens and fixing the trapeze artists boots. He knew that within him lay the potential to become the greatest hero that ever lived, or even better, the greatest schoolmaster that ever lived. And so, after somewhere in the neighborhood of 36 long hard years of toil, he set of to create the finest wizarding academy in all of Golarion, "Fezziwick School for Really Powerful Wizards." Now all he needs are some actual wizards.

New Feats:
Hero of Legend
You begin play with one really awesome magical item (chosen by the GM) taken from the adventure path of your choice. You are considered to be one of the heroes who completed that adventure path.

Wild Magic
Every time you cast a spell, roll a d20 and consult the following table (the GM will handle the results):
1 :Spell misfires in a particularly amusing way.
2-3 :Spell goes off as normal, accompanied by a chaos burst.
4-17 :Spell goes off as normal.
18-19 :Spell goes off as normal, accompanied by a chaos burst.
20 :Cataclysmic version of spell is cast.

Really Wild Magic
Requires: Wild Magic
As Wild Magic, but instead roll a d10 and consult the following table:
1 :Spell misfires in a particularly amusing way.
2-3 :Spell goes off as normal, accompanied by a chaos burst.
4-7 :Spell goes off as normal.
8-9 :Spell goes off as normal, accompanied by a chaos burst.
10 :Cataclysmic version of spell is cast.

Really, Really Wild Magic
Requires: Really Wild Magic
As Wild Magic, but instead roll a d4 and consult the following table:
1 :Spell misfires in a particularly amusing way.
2 :Spell goes off as normal.
3 :Spell goes off as normal, accompanied by a chaos burst.
4 :Cataclysmic version of spell is cast.


Actually come to think of it, I'd totally be up for running a completely oddball, no holds barred, semi rules light, chock full of homebrew, 20th level fest of ridiculousness. The emphasis would be more on silliness than epic battles.

If you feel that I'm jacking your thread Billybrainpan, I'll scamper off, otherwise, are you perhaps a little enticed?


*necessarily


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Somebody needs to play a 20th level monk of the healing hand named 'I'.
As soon as the game begins, they can immediately use the True Sacrifice ability, killing themselves but making it so that their name can never be spoken again. Finally, laugh in your grave as a bunch of 20+ INT wizards are forced to say things like: 'Me cast Time Stop! Me need components! Me am going to learn new spell!'


The P.U.D. is one standard foot, meaning it can still be easily carried by Van, guard. Other Telekt may still easily activate it if it is on the ground.

I hadn't thought about the plural of Telekt, but I think I used 'Telekts' somewhere else. In their native tongue it could possibly be Telektu.
(I've been making Telekt words by google-translating English to Latvian and then changing the Latvian to sound more 'sci-fi-ish'. For example:
intellect->intelkts->Telekt
intellects->intelktu->Telektu
shipwreck->avarija->Av'rija (the name of the ship you are on)
life water->dzivibas udens->Dzivib'ud (the nutrient liquid from the genesis pods)


The Wall Behind

Researcher of Beings scours the interior of each birthing pod, finding no differences between them save a somewhat varied amount of liquid within each one. The origin of the liquid is likely the small cracks that appear in the corners of each birthing pod. Researcher recognizes the liquid as dzivib'ud an artificial, Telekt-made substance capable of carrying both nutrients and data, but knows little else about it.
-------------
The Left Wall

Van notices no difference between the two wall partitions, but quickly manages to open the boxes, both of which were clearly designed to be operated by Van's manipulative digits. One box contains nothing but shattered vials sitting in a pool of whatever liquids they once held. Based upon Van thought data, Zod knows that identifying these Telekt liquids while mixed together would be impossible. The other box, however, contains something far more valuable. As Van lifts a strange disk about a foot in diameter from the box, Zod quickly recognizes it as a valuable piece of Telekt technology, an Portable Utility Disk.

Portable Utility Disk:
This disk, covered in a bizarre amalgam of circuitry and magical elements, is a hugely valuable (but experimental) piece of Telekt technology which can make portable many larger Telekt devices. P.U.D. attachments are often found built in to certain Telekt machines, and can be transferred to the Portable Utility Disk without any loss of function. Once given one or more attachments, the Portable Utility Disk can be operated by a set of dials and buttons on it's front face. The only downside of the device is that it possesses a limited amount of power, and is drained with each activation. An indicator meter shows that the device is currently at full power, contain 50 charges.

-------------
The Right Wall

Witness-Of-Unity's-Truth comes to the realization that while many of these machines are broken, some might still house undamaged attachments compatible with a Portable Utility Disk. Between Witness and One Who Goes Forth, two functioning attachments are recovered, although it is possible that more remain to be found.

Basic Medical Attachment - functions as cure light wounds with caster level equal to charges expended.
Host Preservation Attachment - functions as gentle repose with caster level equal to charges expended.
-------------
The Ceiling Above

Rheolwr notices nothing amiss about the ceiling.


nvestigating, the brood discovers 6 most curious features within the room:

  • The Wall Behind
  • The Wall in Front
  • The Wall in Right Hemisphere
  • The Wall in Left Hemisphere
  • The Floor Below
  • The Ceiling Above

The more cunning of the brood find that these features seem to possess identities unique to each self within the room, based on the position of said self. Realizing this, it is quickly decided that all features shall be identified based upon the notion of the brood's original position within the breeding pods. Don't worry, I normally I won't dictate your characters thoughts/actions like this. If anyone has their character take some action which contradicts with what I make them do in a post, the player's action will overwrite 'my' action. Also unless otherwise noted, spoilers may be read by everyone.

The Wall Behind:
The primary and sole function of this wall is to provide support for the six genesis chambers set into the wall in two rows of three. Each chamber is currently open, although nothing remains inside save for faint traces of something damp, though you know not what.

The Wall in Front:
This wall is almost entirely bare, possessing only two features, the first of which is a barely indented line that divides the wall in half lengthwise. On the bottom half, three disks protrude, a thick cable running from each. When pressure is applied to the surface of the disks, they can be moved further apart or closer together, though they always try to return to their original position. When in their original position, they form a space roughly the size of a Telekt brain.

The Wall in Right Hemisphere:
The right wall has clearly sustained some sort of force, likely applied from the outside, judging by the fact that it seems to have been crushed inward. What's left of some sort of machinery is connected to this wall, much of it in a state of apparent disrepair and just barely connected to the wall by a set of thin cables. Other pieces of the machinery lie smashed on the floor, probably thrown off the wall when it was indented. The function of the machines is not readily apparent.

The Wall in Left Hemisphere:
The left wall contains an indentation similar to that of the front wall, although this indent runs from ceiling to floor. On each side of the indent is what appears to be some sort of box, each one possessing a handle which can't seem to be opened by small Telekt paws.

The Floor Below:
The floor possesses all the qualities of a good floor. It is hard and smooth. Some bits of debris from the right wall machines are on the floor. As mentioned, it occasionally pitches slightly, moving the rest of the room with it.

The Ceiling Above:
The ceiling is flat and smooth, much like the floor.

Though your characters won't know this yet, they do not have unlimited time. For now, each of you may pick one feature in the room and interact and/or make skill checks (Telekt Tech and/or Perception) with that feature. You may NOT take 20 on these checks.


Yikes! This exploded! I actually have to start doing things!

P.S. I'm loving the dialogue! This is definitely going to be one that I reread sometime in the future.


Also, I may do a bit of shameless stealing and rehashing of encounters/npcs/locations/quests/etc from the Paizo modules/APs that I own. If anyone has played/read some of these modules or APs and would not like to see bits and pieces reused, please do tell me.


Gameplay is, at last, up! I shall try to have a much more regular posting schedule from now on.

Don't worry, the ship is a bit more detailed than I wrote it up as in the post. You'll just have to do a bit of exploration.

Let the games begin!


--CHAPTER ZERO--
----=GENESIS=----

One would think an organism's first taste of consciousness to be an odd sensation. From a void of the most unimaginably utter nothingness comes first sensation, thought, and cognition. A pile of barely living flesh and blood suddenly sparked into being by forces only the gods and madmen can ever hope to comprehend. It truly must be the single most amazing experience any being on this plane can have.

In fact, it isn't. It feels very normal; a lot like, well, being conscious. And this is precisely what our strange heroes are about to discover.

***

Ksssssssshk!

Sound. Data suggests 'genesis pod door' as its source.

Surface. Smooth to the touch.

Feeling. Data suggest a metal alloy of some type, but does not give further specifics.

Shapes. Other shapes, moving by the looks of it.

Sight. Data suggests they are broodmates, or 'kin'.

You crawl from your birthing chamber as your 'kin' do likewise, into a room about 10 feet by 10 feet. You quickly learn that 'machines' whir all around you, and an occasional pitch in floor angle gives the feeling of movement.

Data suggests acquaintance with your 'kin' is a likely next best step.


Forgive me bodyless ones!

A slew of work issues followed by a computer crash had rendered me unable to connect. I PROMISE to have our first post up probably not today (fourth of july with the family) but DEFINITELY tomorrow.

Thank you all for tolerating my extreme lateness.


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Alas friends! I seem to have come down with an terrible case of some sort of stomach-y illness yesterday, but am feeling right as ever now, so NOW I shall get to work on kicking off our adventure.

Please pardon the delay!


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Van: Go ahead and take Cosmopolitan, but it won't activate until I say so. Maybe second level, maybe earlier, maybe later, depending upon when the time is most thematically appropriate.

Witness: I'm not familiar with the Gothic Grimoire, but yes, that does sound like the sort of thing that Telekt Technology would let you do. By the way, I'm changing the skill to simply 'Telekt Technology', to reflect the fact that it seems that you folks are inevitably going to be building things with it.
Also I suppose the language could be partly derived from Aklo; possibly reducing the time it takes if someone tries to learn Aklo.

One who goes forth: Yep, that's right.

As soon as I get home from work we shall begin!


Hurrah! Looks like we're all here. Today I'll definitely be too busy to kick off our first official gameplay post, but expect the campaign to start tomorrow!

Now, for the questions (if I missed anyone's question, don't hesitate to ask again):

You will be waking up in space.

I will be providing an early means to cast gentle repose (with limited uses however!).

Van: Go ahead and take Extra Evolution. Just be warned that a humanoid with extra tentacles sprouting from his head might not be welcomed in all places. On the subject of blindsight:

Blindsight requires line of sight for you to 'see' something. Sitting inside of somebody's skull (or an Eidolon) effectively blocks line of sight to anything, rendering blindsight useless.
Another blindsight quirk to remember is that blindsight can't differentiate between colors, meaning that reading will usually be impossible.


Ah, one thing I forgot to tell all of you. If you have a class feature that could work for human form (or works only for human form), then you can have it apply to your host body instead of you. Another example is power attack, as I said you may ignore the power attack STR requirement, but your host body must have enough Strength to use the feat.

So yes Witness, you're evolutions will apply to the host instead. Just watch out for those angry mobs...

Also, has anyone heard from Irnk?


Witness, you'll definitely need to help me out in the beginning, you've got quite a lot of class abilities!

And Rheolwr, I noticed that you put age/height/weight sections on your statblock. So I thought I'd provide this information for all of you:

Your age is currently 0 years, having just been born.
Normal intellect devourers approx 3 ft. long and 60 lbs.
I figure the smaller Telekts would be in the are of 2 ft. and 40 lbs. but if anyone else has some more scientific calculations we could use those.


KidDangerous wrote:

I'm in UK, so running to GMT time zone . I'll have to post when I get home from work (about 9 hours from now). I'll have an alias up later. If psionics are allowed then my telekt will definitely be either psion or aegis. Would either of those be a problem Baron?

They're both available to view here

I'm familiar with all the PFSRD psionics material, so go right ahead.


Aah vivisectionist/internal alchemist is actually one of my favorite archetype combos! You and the fleshwraith are going to have fun with your 'experiments'.

Algar: Fine by me. By no means do I want to lock you into playing something combaty, so do whatever you need to make your character fun and interesting.

Also, let's all migrate to the discussion section! Perhaps?


I had never heard of the fleshwraith before this, so yes, you'll have to keep your statblock updated.


Fair enough! We shall await the others then.


Let the discourse begin!


Alas! It seems another potential applicant snuck in under my last post. I hate to give you the boot fnord 72, but I don't want to breach the 6 player limit, and I especially don't want to rescind my promise to the other players. Best of luck in your future pbp endeavors though.


As of now here are the current submissions, including class, role, and philosophical outlook. I think we have a great set of 6 applicants with very different characters. If it's fine with you body snatchers, I'd like to close recruitment so that we can all finish our characters and get into the action as fast as possible. I've put up a discussion thread as well, so you can all head on over there.

Silver Prince - Fleshwraith - Super Supporter - Ultimate Oneness
Loup Blanc - Inquiz/Rog/Bard? - Skill Monkey? - Hedonistic
HavocPrince - Ranger - Combaty - Protector
Algar Lysandris - Magus - Combaty - Protector
KidDangerous - Psionic Class? - Magicy? - Colonizer
Irnk - Synthesist Summoner? - Infiltrator? - ???

In addition, a few character specific notes:

HavocPrince and Algar: You two have very similar philosophies. You might want to consider how you can stick to you 'protector' concepts while still being different. I think it will be interesting to see how your characters relate in-game, having similar goals but perhaps coming up against each other with regards to how to complete those goals.

KidDangerous: I forgot to mention this, but the Telekts on the ship won't have much (if any) knowledge of their homeland. You could very well come to learn eventually, but your short term goals should probably lie somewhere else, for example, as you said, colonizing.


Now hold on there Algar, we haven't even gotten to the crash landing yet! I won't spoil much, but I will say that each Genesis chamber only contains the resources to create one Telekt. You want more Telekts, you'll have to build the technology yourself. If you can figure it out that is....

Anyways, in normal Telekt society, new broodlings are immediately thrust into a society where there is room for little else besides loyalty. However, you should still have some innate loyalty even without learning it from Telekt society.

Witness: I'll probably use a little of both. I will let you guys make checks to determine the physical fitness of bodies in order to select the choicest hosts.


EDIT: Yikes! Double ninja'd!

KidDangerous: I'd definitely consider allowing psionics, but make sure to clear the specific class with me first.

Algar: The membrane mods protect only the Telekt, they are meant to give players a little extra survivability while host-less and vulnerable.

I had intended the spell resistance to only apply to spells that directly target the host body's mind (aka the Telekt). If the host body is targeted by fireball, for example, spell resistance doesn't apply, but a fear spell would allow spell resistance.

However, if anyone else has thoughts on the matter, I'd be happy to consider them.


Irnk, Dead-Eye's Prodigal wrote:
Also, @Baron Bloodless: To be certain I am interpreting things correctly, Telekt start with a total -4 Racial modifier to Strength?

Yes this is correct. Remember though that this modifier does not apply when qualifying for feats; as the Telekt can learn to, for example, Power Attack, by using host bodies.


On the name issue:

I figured that the newly born Telekts would have to decide how to identify themselves, whether through a phrase from their language (One Who Goes Forth), a telepathic sound (Zod), or literally anything else. Perhaps you may even begin with one name only to change it later. Also remember that you may need to adopt new names to blend in with whatever cultures you may be infiltrating.
So yes, just name away.


One Who Goes Forth: The language implant was designed to take the place of bonus languages for those with high int, as int allows you to store more languages in your bank, which is technically permanent if you don't delete any. However, the bank isn't actually part of your memory, so you'd still have to manually learn those languages if you want to make them truly permanent.

With regards to learning new languages, I usually allow Int or Linguistics checks to be made each week to make progress on learning a new language. Linguistics ranks do NOT automatically grant new languages, but do aid in their learning and deciphering.

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