I had a think and I wanted to reflect what they are from the description
so simplified.
Pathfinder Kalashtar Racial Traits V2:
Kalashtar Racial Traits
Ability Score Racial Traits: Kalashtar gains +2 bonus to Intelligence and Wisdom but -2 Strength.
This represent their powerful minds but also there Unearthly slender bodies.
Type: Kalashtar are humanoids with the psionic subtype.
Size: Kalashtar are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Kalashtar have a base speed of 30 feet.
Languages: Kalashtar begin play speaking Common and Quor. Kalashtar with high Intelligence scores can choose from the following: Draconic, Maenad, Riedran and Xeph.
Limited Telepathy: A Kalashtar is able to mentally communicate with any creature within 30' feet with whom she shares a language. Otherwise this ability is identical to the telepathy ability.
Pass for Human: Kalashtar receive Pass for Human as a bonus feat.
Aberrant Nature: Although human in appearance, Kalashtar suffer from a nature slightly off from the rest of the non-Kalashtar society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-Kalashtars.
Twin Soul: Kalashtar receive a +2 bonus on saving throws against possession and mind-affecting effects.
Naturally Psionic: Kalashtar gain the Wild Talent feat as a bonus feat at 1st level. If a kalashtar takes levels in a psionic class, he instead gains the Psionic Talent feat.
Psionic Aptitude: When a kalashtar takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Favoured Class Bonuses:
The psion increases the skill bonus provided by his psicrystal's personality by +1/2. Add +1 hit point to the psion's psicrystal.
I fully understand GM Eltonj, and its a good call I feel.
I think the one thing that got me was they are evil by default and I really was not comfortable with that.
Pathfinder Kalashtar Racial Traits:
Kalashtar Racial Traits
Ability Score Racial Traits: Kalashtar gains +2 bonus to Intelligence and Wisdom but -2 Strength.
This represent their powerful minds but also there Unearthly slender bodies.
Type: Kalashtar are humanoids with the psionic subtype.
Size: Kalashtar are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Kalashtar have a base speed of 30 feet.
Languages: Kalashtar begin play speaking Common and Quor. Kalashtar with high Intelligence scores can choose from the following: Draconic, Maenad, Riedran and Xeph.
Pass for Human: Kalashtar receive Pass for Human as a bonus feat.
Telepathic Talent (Ps): A kalashtar gains one discipline talent as a psion (telepath) of his character level. If he later takes levels in psion then he must choose different discipline talents from his class, but does not lose this ability.
Twin Soul: Kalashtar receive a +2 bonus on saving throws against possession and mind-affecting effects.
Dreamless: Kalashtar do not dream when they sleep, and are immune to any effect which influences dreams. However, their natural recovery rate for mental ability damage is halved (i.e. a kalashtar would require two days to restore 1 point of lost Wisdom, rather than one). This does not hinder magical healing, such as restoration effects.
Naturally Psionic: Kalashtar gain the Wild Talent feat as a bonus feat at 1st level. If a kalashtar takes levels in a psionic class, he instead gains the Psionic Talent feat.
Psionic Aptitude: When a kalashtar takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Unearthly Presence:
Kalashtar receive a -1 bonus on Bluff, Diplomacy and Intimidate checks.
Favoured Class Bonuses:
The psion increases the skill bonus provided by his psicrystal's personality by +1/2. Add +1 hit point to the psion's psicrystal.
iN game they are meant to be like a designed super race.
So your kind of going to hit this problems trying to show that.
Saying that I feel I am going to drop this as idea for a PC
Becouse of this and I was happy with the LE ness of them as a race.
I Kind of still want to still play a Psion,
and as you said.
Note this book is purely optional, and only needed if you want to play a Kalashtar or an Inspired Empty Vessel.
Kalashtar may work as one, also LG in place of LE, so good,
I will have a look at the builds V pathfinder.
Gm would that race build be ok for an Inspired (or "Chosen")
But I dose seem a little overpowered I think...
The other much simpler root if we are using Psionic Book is to just use the Elanrace build as they are also a designed/Made beings. Its well balanced to the pisonic side of things, and they are human in appearance.
So keeping it simple we could just say Empty Vessel Racial {are Elans of a type} with the weakness to being possessed.
Inspired-Empty-Vessel/Elan Racial Traits:
Ability Score Modifiers: Elans/Empty Vessel gain a +2 bonus to one ability score chosen at creation to represent their varied nature.
Aberrant Blood: Elans/Empty Vessel are of the humanoid (aberrant) subtype.
Size: Elans/Empty Vessel are Medium creatures and have no bonuses or penalties due to their size.
Speed: Elans/Empty Vessel have a base speed of 30 feet.
Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans.
Naturally Psionic: Elans/Empty Vessel gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat.
Resistance (Su): Elans/Empty Vessel can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an Elans/Empty Vessel can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su): When an elan/Empty Vessel takes damage, he can spend power points to reduce its severity. As an immediate action, Elans/Empty Vessel can reduce the damage Elans/Empty Vessel is about to take by 2 hit points for every 1 power point he spends.
Repletion (Su): An elan/Empty Vessel can sustain his body without need of food or water. If Elans/Empty Vessel spends 1 power point, an Elans/Empty Vessel does not need to eat or drink for 24 hours.
Psionic Aptitude: When an elan/Empty Vessel takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Languages: Elans/Empty Vessel begin play speaking Common. Elans/Empty Vessel with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
ADDED DRAWBACKS
Easily Possessed: (Should an Elans/Empty Vessel be willingly possessed, the invader can maintain the Controller mode indefinitely)
Resist Exorcism: (Should an Elans/Empty Vessel be willingly possessed and the invader is subject to an excorism, any d20 rolls involved are rolled twice and the result most beneficial to the invader is taken)
Chamak, Fei Wan and Niloth, make it out, as the inside of the broken building.
I will see what the others say
Kn Eng or Planes DC20:
It's clear this is one of the mad Alien devices used by whatever race was here before the world turned to a death world. What's clear is that the writing on the device was very ancient dwarvish.
The Inspired (or "Chosen") in Eberron are in essence magebred race, primarily human in appearance but containing elven, fiendish, and planetouched lineage. They are specially bred "Empty Vessels" designed to be possessed by Quori spirits from the plane of Dal Quor, then acting as rulers and agents of the Dreaming Dark in Riedra. So my thinking is they would be Psionically gifted Human-plus with designed weak wills and weakness to being possessed buy Quori spirits. My thinking they are like replicants from BladeRunner.
LE seems to be the norm for The Inspired GM you want this game to have Evil PCs in, he could just as well be LN
If I change the Ability Score Modifier to reflect them being Vessels with weak wills. That dose the same job as Skill Bonus to Cha skills, and fix the feat to reflect they are psionic by design, like half Giants {Ultimate Psionics}. It makes it simpler. And it is 15 RP
Size: Medium: 0 RP
Speed: Normal (30'): 0 RP
Ability Score Modifier: Advanced (4 RP)
Modifiers: : +2 Str +2 Dex +2 Con -2 Wis +4 Cha
Advanced Intelligence (4 RP)
Benefit: Members of this race receive a +2 racial bonus to Intelligence.
Language: Linguist (Common and Quor): 1 RP
Racial Traits:
Skill Bonus (+2 racial bonus to Disguise to appear human): 1 RP
Skilled (1 additional skill rank per level): 4 RP
Static Bonus Feat: 2 RP
Naturally Psionic: Inspired Empty Vessel gains the Wild Talent feat as a bonus feat at 1st level. If a they take levels in a psionic class, they instead gains the Psionic Talent feat.
Easily Possessed (Should an Empty Vessel be willingly possessed, the invader can maintain the Controller mode indefinitely): 0 RP
Resist Exorcism (Should an Empty Vessel be willingly possessed and the invader is subject to an excorism, any d20 rolls involved are rolled twice and the result most beneficial to the invader is taken): 0 RP
Psionic Aptitude: When a Inspired Empty Vessel takes a level in a favored class, it can choose to gain an additional power point instead of a hit point or skill point. 0 RP
Play a Psion yes please,
They will be an Inspired Empty Vessel.
Build Notes
ARG Build
Type: Humanoid (Human Vessel): 0 RP
Size: Medium: 0 RP
Speed: Normal (30'): 0 RP
Ability Score Modifier: Human Heritage: 0 RP
Language: Linguist (Common and Quor): 1 RP
Racial Traits:
Skill Bonus (+2 racial bonus to Bluff): 2 RP
Skill Bonus (+2 racial bonus to Intimidate): 2 RP
Skill Bonus (+2 racial bonus to Diplomacy): 2 RP
Skill Bonus (+2 racial bonus to Disguise to appear human): 1 RP
Skilled (1 additional skill rank per level): 4 RP
Flexible Bonus Feat at 1st level: 4 RP
Easily Possessed (Should an Empty Vessel be willingly possessed, the invader can maintain the Controller mode indefinitely): 0 RP
Resist Exorcism (Should an Empty Vessel be willingly possessed and the invader is subject to an excorism, any d20 rolls involved are rolled twice and the result most beneficial to the invader is taken): 0 RP
Favored Class Option: Empty Vessels can spend their favored class point to gain 1 additional power point instead of a hit point or skill point.
Well done all,
ok last round roll once more in the tentacles,
1d3 unless you took out all the tentacles attacking then 1d2
if last round they missed you roll 1d3 as well.
My logic is this, your all inside this massive broken dome, 100' in radius, I take it your amining for one of the whole in this broken down dome. You said your move was 60' so your 60' in the air and you have another 40' to go to get out, BUT if a tentacle has hit you, your move is stalled. If your not hit by a tentacle, on a round you get a full move, you moved in this surprise round, and I think they all missed you. Your incapital, but that activation comes after this suprise round, as I was clear every player gets a move action only.
So we are into next round as some players have attacke, As you inarpural
Your free to move out the dome.
All other players, we are in round 1, if you have attacked but not moved, I will give you a full move action this round to move to an exit.
Take your moves/s
Surprise round + round 1 from 100'
If your fast and used your move action to move in the surprise round you may already be outside.
In a nutshell the whole building is a trap.
Your just fight and moving to get out.
Each of you on the ground an air faces tentacles
Roll 1d3 to know how many
Then
Roll 1d6 to see which tylp and hit chance
sorry I put 'A' tentacle should have been the above
If you have rolled 1d3 all ready for how many your ok.
:}
Chamak Yes thats a miss amd yep no concentration needed, ok but I Need a will save DC25 as your mind is flooded with all the undead life bound into this thing.
The morbid burial shroud grants the wearer some affinity with the spectral dead. The wearer can discern invisible or ethereal creatures as though using see invisibility.
They are every where in this space
@Fei Wan, this rounds tentacles that hit you crumble and lose there coherence, Next round you roll only 1d2 Tentacle, that attacked you.
Each tentacle has 50hp, if you destroy the ones attacking you the DMG caries over to the mean body of the Demon.
Int roll DC24 or a means to understand an attacker:
The thing is locked to the device, you thing [ooc]if you can but your way out three rounds of wasting ALL the tentacles attacking you, you are out of its attack range.
So @Fei Wan, wasted the two tentacles attacking
26 29 31 30 25 = 50 Tentacle +50 Tentacle +31 Demon Body / Acid resistance 10 so 21 HP DMG Demon body.
You feel a ripple of pour Chaos, emanate from the device, the life around you seems to wither and die, but become more active.
The very air is full of negative energy.
THE DANGER
For all on the ground made a Ref save DC22, the terrain is now hard.
As the ground around you eroups with black undead tentacles made of dead matter, rotting flesh of local beats and bones.
The stench is horrific Con Save DC25 or be Fortitude save or be sickened, this is a supernatural effect and counts as magic.
Each of you on the ground an air faces a tentacle
Roll 1d3 to know how many
Then
Roll 1d6 to see which tylp and hit chance
If you are grappled you will take the same DNG next round.
If two or more tentacles have you, the DC to get out is +50% per tentical after the 1st one.
Kn PLanes DC24:
This is a demon, pour undead CE and all around you, its all over the building. Outsider
Light Shields (Bucklers): Can be worn on the forearm, potentially freeing your hand, but you lose the shield bonus unless you have a feat like "Unhindering Shield.
So unless its a Bucklers no, you have to drop the shield to use the wand
As you all entered the broken building, nestled in this hostile death-world jungle, enclosed within an immense, smashed transparent dome designed to withstand the planet’s brutal environment, you inspect the large mysterious alien device.
At its center, There seem to be a class chamber, looking over the odd sigils and symbols you spot a unit command attached to this old sleek yet otherworldly design.
The device is inscribed with alien text:
looking close you see some sybles very close to enchant elvish, with some runic dwaven. The dwarvish gives you a hint to what it is, and then you get it, the use test is runic dwarven the description enchant elvish, so you identify it as a "Essence Transformer unit," and an additional message signals that it is "ready for a occupancy"—a cryptic indication of its operational status or an imminent activation sequence.
As your reading the text, to brush a surface of the device and it emits a faint, ethereal light that contrasts starkly with the dense, twisted foliage and dangerous fauna lurking just beyond the dome’s protective barrier. A surface composed of unknown materials seems to absorb and refract the dim ambient light, while the alien script pulses rhythmically, as if alive and waiting. The device radiates latent Necromantic energy, promising immense power drawn from the life around it.
This enigmatic unit, poised for connection or activation, hints at a purpose both profound and potentially perilous—perhaps to harness or redistribute life energy in a world where survival is a constant struggle. The presence of the Life Essence Transformer in such a forbidding environment suggests an advanced civilization’s attempt to manipulate or sustain life amid the chaos of a death world, casting a shadow of mystery and anticipation over the domed sanctuary.
In the heart of a forsaken death world jungle, where twisted, gnarled trees stretch their skeletal branches skyward and thick tendrils of toxic vines crawl across the cracked earth, lies the ancient, broken domed building you stand in.
Once a marvel of engineering and spirituality, its massive stone archways and towering columns now stand shattered and overgrown with moss, fungi, and strange luminous flora.
The once-glorious dome, crafted from iridescent materials that shimmer faintly in the dim, eerie light, is now fragmented, with jagged edges and holes that reveal the dark, cloudy sky beyond—an ominous swirl of ash and shadow.
At the structure’s core, amidst the debris and fallen stones, rests a mysterious device of unknown origin.
It radiates an otherworldly glow, pulsating softly with a rhythm that feels almost alive. The device is a complex assembly of shimmering metals, glowing runes, and floating crystalline orbs, suspended in mid-air as if held by unseen forces. Its surface is etched with symbols that seem to shift and shimmer, defying comprehension, hinting at ancient magics or alien technology long forgotten.
Perception results:
You can see the air around it crackles with a faint, humming energy, as if the device is both a relic and a key—waiting silently in the shadows of a fallen civilization. Its power seems to come form the very life around it.
If you have KN Alarna or Spell craft ranks of 6 or more you can tell for all the life round this device its power is Necromancy based.
There are runes on the device, if you have ranks in language skill attempt a roll. Higher the better.
If you roll the same number again, you auto save as you know to avoid it
Its been a few hours when you come across your 1st ruin, A broken building sits before you, The 400' trees around it, shape most of it. You can see through its broken walls a huge hallway where holds inthe roof a vast dome at the end of it. There seems to be some kind of device covered in vines at tyhe domes center,
The Building is about a 1//4 in lengths with rooms heading off from the main dome. To see whats there you will have to enter.
Ok back, Family always complicated, ok my head is in the right space now so my dear players lets keep going, if anther player drops or dose not post for a mouth, I will kill their PC in a suable death world way.
As you head SW you enter the jingle true, its dark and full of plants that look like nothing you have seen before. If your flying you
Auto get 6 or you can roll and say you landed.
Roll 1d6 and open the spoiler Please
Rolled 1 Your event walking is...:
Your flat footed
You get close 10' to a strange green plant suddenly it's an acid pray at you. Area affect 30' cone, Ref save DC18 for 1/2 DMG
Damage is 4d6 ⇒ (6, 5, 3, 4) = 18 Acid
Rolled 2 Your event walking is...:
Your flat footed
You get close 30' to a strange Blue orange puff ball that suddenly pops and releases a cloud spores. Area affect 30' Radeus,
For save X2 DC18 over two days or become infected with a wasting sickness, coure disease removes it. If you fail save lose 1d4 Con temp each day your infected.
Rolled 3 Your event walking is...:
Your flat footed
You get close 20' to a strange yellow and pink tree, as you do the bark explaodes with darts, Area affect 20' Ref Save DC22 for half 4d6 + 4 ⇒ (1, 5, 4, 6) + 4 = 20 Piercing Damage, + it takes 10 mins per 5DMG to remove the wood darts
Rolled 4 Your event walking is...:
Your flat footed
You walk on some odd orange grass, and suddenly your sucked into the ground, its dark, wet and you can not breath.
Take 1d2 points of Con DMG a round until you work out hot to get out,
Movement is reduced to 1' and to move you have to make a STR check of DC16 per 1'
Rolled 5 Your event walking is...:
Your flat footed
You get close 10' to a strange tube like thing, something like a snakes head shoots out to bite you. Hits on a 26, If it gets its teeth into you its causes no Damage but starts to pull you into the tube.
CMD 30 or more, to brake off or it has HP200 at zero hp you cut it.
Rolled 6 Your event walking is...:
You are NOT flat footed you see them coming.
You get close 100' to nest of insects that swarms you.
1d4 ⇒ 2
Large swarm take 1d12 ⇒ 2 DMG a round.
Each swarm has HP60
If you live you know what to look out for and the same Jingle event can not effect you again.
Can I ask are we playing core races and none 3pp rules.
Other stuff like Elephant in room, Leadership feat and pre game crafting can come later just need to know if core if so I would really like to
Play an Elf Barbarian who has an Honor debt to the witch hunter Leader.
Showing my age now, {I started on the BBC Micro, so that shows you how old I am} but I remember it being devalupts, later when I was a computer science researcher, we had a number kernel OS's testing on an SGIs and Sun Microsystems boxes we has paid a small future for and fresh off the production lines. Downloading V modem OSs to test, also the great GNU/Linux naming controversy, haha and all the way up to redhat and Ubuntu today, {I use Ubuntu as a second OS on my PCs, and windows v parallels on my Macs / Always have a second OX on your Tin}
For me, I have to say IRIX/UNIX was one of the best kinds of Os's out there. SGI really did groundbreaking work when it came to graphics.
Arr those were the days. Now I have to put up with some kid using Gen-AI showing me something bad made with three prompts and a Redbull overnight. How computer art has fallen, hahah.
@RHMG have you had a look at PonyOS, thats a fun one.
Well that was a mass of bad grammar, ok
what I am saying is, its complicated so going to rethink my PC, will still be a Noble Drow, but a class that dose not need a Fortitude Save
against the spell’s Drain DC for just casting a spell.
Dose that mean every time she uses
1: Evocation School
CL-Ability
1st Arcane Bolt (Su): {4d6}
You can make a ranged touch attack that does 1d6 points of damage, +1d6 for every two warlock levels. The warlock may choose whether the damage is acid, cold, electricity, or fire. The range on an Arcane Bolt is 100ft. + 10ft./level.
Its a Fortitude Save?
So attacks are
Fortitude Save Then to hit?
Two rolles every magic attack??
If so it kills any PC with any kind of EX or SP ability they are not inherent anymore they draining magic.
Im not being funny GM but it very hard to keep a game going on here as you know well. And asking a player to learn a new complicated system that from what I have read just limits its an over complicated system and limites all magic to rolls to do rolls sorry,
What about EP and SP spells, do you have to get exorcised using them now. Even cantraps and make you run out of magic power.
I dont this it will work with worlock, the idea being they dont have much but they can use it again and agin as if its part of them.
The Adavance rules just make every use a roll that can take something away.
Acane balt Roll can I cast it, then Roll what dose it drane the roll TH
where a fighter just rolls TH.
Game will die on its feet with that added roll list.
No Chamak they do a kind of dive bombing with the stones, some how they seem to home in on you, hidden or not, it could be they see air currents as you move. Once they drop the stones they go back to hight. So your assessment is right, they do not seem to want to come down a fight on the ground, they stay high, wheeling after they drop their stone as if checking if they hit.
Yep 500' and they are fast,
Fei Wan I have placed you on Init 1 so you can work out what you want to do, retcon your actions. right now the Birds are dropping stones.