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AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() The water surrounding Psycho Mantis begins to churn around him. "How pitiful...another piece...of seafood...to feast upon...." He assaults what little mind the sea creature posseses with his own formidable intellect. Cast Defensively (target=23): 1d20 + 18 ⇒ (8) + 18 = 26
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AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Knowledge (nature) (haste, prayer): 1d20 + 15 + 2 + 1 ⇒ (9) + 15 + 2 + 1 = 27 "There...is no escape...foolish creature...." He draws his wand of Faerie Fire and points it into the cloud. Targetting the center of the last location he saw the octopus. Faerie Fire has a 5 ft radius burst. UMD (heroism, prayer): 1d20 + 18 + 2 + 1 ⇒ (16) + 18 + 2 + 1 = 37 He fires off a sparkly blast of green energy. ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Spellcraft (heroism): 1d20 + 21 + 2 ⇒ (12) + 21 + 2 = 35 Psycho Mantis's voice echoes throughout everyone's minds. "Yes...desecration...let us see...how it fares...against my mind...." He holds out a hand, tensing it up as though grasping something, then suddenly ripping it up. Targeted Dispel Magic on Desecrate: 1d20 + 10 ⇒ (3) + 10 = 13 ...then he tries it once more. Targeted Dispel Magic on Desecrate: 1d20 + 10 ⇒ (12) + 10 = 22 ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Psycho already has everyone telepathic bonded, and he can refresh it if necessary :) ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Psycho has freedom of movement and he can cast it on anyone else who needs help moving ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() I'll take a water breathing. Freedom of Movement is up, so moving down there shouldnt be an issue for Psycho Mantis. ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() "Your time...is at an end...ghostly apparation...." Psycho Mantis softly points a hand at the remaining ghost, then counts out 1, 2, 3, 4, 5 with his fingers, each one shooting a missile of pure force. Magic Missile: 5d4 + 5 ⇒ (1, 2, 1, 3, 1) + 5 = 13 ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() @GM Don't forget Psycho Mantis has 6 mirror images up! You need to roll for which one the ghost hits. Psycho Mantis floats back again as the ghost claws at him. "Do not think...your mind is safe...from mine...." He focuses intensely, pushing through the haze of negative energy towards the mind of the ghost, rending its consciousness in his wake. Spending two points from my Phrenic Pool to activate Will of the Dead so that Mind Thrust works against the ghost Mind Thrust IV (spell specialization): 14d8 ⇒ (1, 4, 4, 8, 8, 1, 3, 1, 2, 7, 1, 4, 7, 5) = 56
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AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Free action to talk out-of-turn "Yes...I am recalling...information from my mind palace...they resist channeled energy...they only attack with their touch and frighten with their moan...their reflexes are poor...and I am sensing...they are connected to the discs...that we seek...." ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Will Save (heroism, prayer): 1d20 + 13 + 2 + 1 ⇒ (7) + 13 + 2 + 1 = 23 Psycho Mantis shrugs off the effect that attempted to reach into his mind. He shakes his head, his soft chuckling taking an even more sinister tone through his filter mask. "Pitiful...I shall show you...true psychic power...shortly...." Knowledge (religion) (heroism, prayer): 1d20 + 16 + 2 + 1 ⇒ (18) + 16 + 2 + 1 = 37 "These creatures...are ghosts...let me see...what I know about them...." Four questions hehe...special defenses, special attacks, lowest save, and anything else interesting the GM can think of Psycho Mantis floats back away from the ghost, and there are suddenly... Mirror Image: 1d4 + 3 ⇒ (3) + 3 = 6 ...six more of him. ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Oh, damn D: And I really liked that intimidate, too! Looks like I forgot to do an acrobatics check that round anyways, so I might not have been able to do anything anyways.... Acrobatics (heroism, prayer): 1d20 + 1 + 2 + 1 ⇒ (7) + 1 + 2 + 1 = 11 Yep, looks like he's flat on his back again hehe.... ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() ROUND 2 Psycho Mantis psychically reaches out to stabilize himself and right himself in the tossing ship. Can he use Telekinesis to try to right the rudder? Perhaps as a bonus on his profession (sailor) check? If not, then he will just do it normally. Profession (sailor) (heroism, prayer): 1d20 + 2 + 2 + 1 ⇒ (12) + 2 + 2 + 1 = 17
ROUND 3 Realizing that time is short, Psycho Mantis organizes his mental processes to focus entirely upon the subject of repairing the mast. Casts hypercognition Knowledge (engineering) (heroism, hypercognition, prayer): 1d20 + 14 + 2 + 10 + 1 ⇒ (1) + 14 + 2 + 10 + 1 = 28 ...Good thing he did.... ROUND 4 Psycho Mantis stares down Caradoc, the psychic's body tensed with telepathic energy. "Stand your ground...there are greater terrors...than the sea..." Psycho Mantis holds his hands out in front of him, tensing and squeezing them as though crushing a melon. Caradoc can feel the psychic pressure pressing against his own skull. "...you do not want to...lose your head...." Casting Telempathic Projection to assist own intimidate check for +5 insight bonus Intimidate (telempathic projection, heroism, prayer): 1d20 + 8 + 5 + 2 + 1 ⇒ (15) + 8 + 5 + 2 + 1 = 31 ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Strength Check: 1d20 - 2 ⇒ (2) - 2 = 0 Psycho Mantis is smacked into the side of the ship by the wind. Not looking good, people! ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Earlier Psycho Mantis turned slowly towards the gnome girl as she prattled at him. His body language was suddenly more stiff, as though he was uncomfortable at having to deal with such a precocious creature. "Indeed...perhaps...you should focus...on our foe...instead of me...." Now "I may learn...much about ships...in short time...if it is necessary...." Psycho Mantis floats up to the tied-up sailor. He glares down at the man, staring at him right in the eyes. "Your minds...are jars in my pantry...for me to open...whenever I need...." ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() @Dor'heana Silence is a 1 round cast time, so you would be casting it all this round and it would not finish casting until the beginning of your next turn Seeing that the battle is well-under control, Psycho Mantis remains in his protected position. He keeps his eyes trained upon this mysterious spellcasting bird, the only foe with the potential to inflict serious damage. Readied action to cast Magic Missile on the bird if it tries to cast a spell Readied Magic Missile: 5d4 + 5 ⇒ (4, 2, 1, 3, 1) + 5 = 16 ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Psycho Mantis floats back behind the rest of the party, his arms dancing in languid, hypnotic motions. The southern soldier hears a voice in his head. "Your companion...he plans to murder you...in your sleep...you should kill him first...." Murderous Command on Red to attack Blue, DC 19 will save ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Psycho Mantis continues to float soundlessly, bobbing up and down rhythmically. "I care not...one way or another...we have already...committed murder...theft is a drop of rain in the great sea...." ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() @Dor'heana Thanks for the heal! Spellcraft on Ring (heroism): 1d20 + 21 + 2 ⇒ (11) + 21 + 2 = 34 Psycho Mantis floats near the rescued prisoner. "Fellow traveler upon the Open Road...tell us...everything you know...of this 'fancy' prisoner...we require him...for our mission...if what you say is useful...we shall commend you...to our superiors...." Diplomacy: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21 "Also...give us 5 prestige...for your body recovery...." :P ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() As the wound in his side bleeds, the air around Psycho Mantis suddenly tenses, a massive pressure pounding out in waves. His fierce gaze turns to to the men at the ballista. "You...I will punish you...." Targetting red
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AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Psycho Mantis raises his arms and he begins to ascend. "Fools..." Once he reaches the level of the door, he floats into the room, settling behind Alie. "You shall soon see...my true power...little one...." Action Summary: move action to move vertically with levitate, move action to move into room Cant adjust map until this evening, could someone put Psycho in the square north of Alie? ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Psycho Mantis casts Telempathic Projection, so Alie's diplomacy goes up to 37 @GM Oh wow! I never had a Nintendo system until the N64. I started with MGS2 then went to play the others. Just started MGSV and it's pretty amazing, but MGS3 might be my favorite ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Hah! Someone knows his MGS ;) Psycho Mantis will let Alie take the lead, since they are talking to her. If she makes a Bluff, Diplomacy, or Intimidate check, he will cast Telempathic Projection to assist ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Alie Saechel wrote: Alie was just fascinated by the floating mage and his writing tools. "How do you do that? Is it the mask? It has to be the mask! Can you show me where you bought it? If it will let me float like that, I'll save up and buy one! Look, I can cast that spell too," Alie says as she tries to impress the mind mage. While his mask obscures his mouth, a movement of his thin skin around his eyes indicates a smile. "The mask merely helps...quiet my mind to noise...from unworthy minds..clutter in their attics...so to speak...." He taps the side of his skull. "This power...is all mine...." He floats forward, moving himself up in the air so his head is even with Fendahl's atop his mount. "If we wish to speak...I have ways...of making men listen...." Charm Person 8 times a day, yo (well, 7 times left now >_> ) ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Mage Armor, up for 10 hours. Extended Heroism on himself and Drax for 200 minutes each (using lesser extend rod). Freedom of Movement on self for 100 minutes. Levitate for 10 minutes. "Wait...I will gather intelligence...on the future...." Psycho Mantis floats in the air as an ink pen and a pile of papers floats up in front of him. The pen begins writing questions. He is using Superior Automatic Writing to mimic the effect of Commune. Superior Automatic Writing w/heroism (DC 35): 1d20 + 23 ⇒ (14) + 23 = 37 Ability Text:
Superior Automatic Writing (Ex): At 5th level, when attempting checks for the automatic writing occult skill unlock (see page 194), you can treat your psychic level + your Wisdom bonus as your number of Linguistics skill ranks. At 8th level, you gain an additional option when using automatic writing, and can attempt a DC 35 check to gain information as though you’d used commune instead of augury or divination. This type of commune requires no material component, and the duration equals 1 round per psychic class level you possess. You connect to a distant being of great intellect, a fragment of the Akashic Record (see page 244), or a similar bastion of knowledge instead of to a deity. He gets 10 questions. I came up with 10 on my own, but other people are free to toss in suggestions of their own Potential Questions: Will we have better results if we sneak in to rescue Caradoc than if we blasted our way in directly? Did Caradoc know what he was stealing? Was Bartavious telling the truth when he said that he intended to give the disks over to the society for safekeeping? Are there intelligent undead within Caradoc's ship? Are there non-intelligent undead within Caradoc's ship? Will Caradoc attempt to double-cross us if we take him with us to the ship? Was Caradoc enticed to steal the discs by anyone else? Are there any large sea monsters such as kraken within the area of the wreckage? Will the discs already be combined into the plate when we find them? Do we have sufficient spells and items for recovering the disks from the ship?
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AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Psycho Mantis has Freedom of Movement as a spell known and can spontaneously cast it a bunch of times. Unfortunately, his breathing mask only filters the air, so it doesn't let him breath underwater. He will happily spend the money for a Water Breathing scroll for Alie to use Psycho Mantis floats up, the air humming with psychic energy. "Behold...the full power...that comes from...true mastery of the mind...." He casts Hypercognition for this knowledge check Knowledge (religion) w/Hypercognition: 1d20 + 16 + 10 ⇒ (12) + 16 + 10 = 38 The limit on hypercognition is what I could get on a 20, so that's a 36 His eyes bulge wide. His body tenses. His breathing slows and deepens into fuming. "I see bronze disks...covered in holes...bound by entrails of provenance unknown...a gift to Dason for writing 'Serving Your Hunger'...it made his powers stronger...they are strong with necromancy...yes, quite strong...they meld to one on a moonless, starless night...a plate for a meal...a meal that the Pallid Princess shall bless herself...." EDIT Oh, I should mention this was at the briefing ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() I've got three extended heroisms a day. Psycho will be taking one for himself, and Drax can have one :) Between me and Alie "Hello, Darling! My Champion...." ;), we should be able to keep Heroism up on everyone I think. I will eventually be Telepathic Bonding all of us, once the timing is appropriate (it will last for 100 minutes). I get one free use as an SLA, and I can sac' spell slots of 4th or higher to cast it again to keep it up. ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() This figure is skeletally thin underneath his maroon duster. Under the jacket, he wears a tight black suit covered in straps. He moves with an unsettling grace. His face is covered in some kind of strange technological breathing apparatus. Underneath the yellowed lenses of his mask, the area around his eyes is darkened, accentuating his sharp brow and fierce gaze. He floats several feet above the ground, waving his hands through the air with hypnotic flowing motions. "My code name...is Psycho Mantis...I am the world's greatest master...of psychokinesis and telepathy...I am here...to find secrets...." His voice has a filtered, mechanical quality from behind his mask, his words coming out in sharp bursts of static. His breathing is constantly audible. ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() K, all up to date now! Player Name: Hrothdane
Notes: Psycho Mantis is a psychic spellcaster, so he's got some weird things if you are not familiar with their mechanics. His caster level for divination spells is 13, and he casts Mind Thrust IV like it's 15 thanks to spell specialization. ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Hey, I'll post my info when I get home this evening. I havent played Psycho in PbP since level 6, so I need to get his new stats up too. ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() I liked him too, even if Psycho didn't :D I look forward to running this and getting the chance to play him I have a friend with a character modeled after Bane from The Dark Knight Rises that needs the breathing mask too who I will need to run this for :D ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Mine says "Pscyho" instead of "Psycho," but it's otherwise correct :) Thank you so much for running! I had a great time :D ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Psycho Mantis groans, his breathing mask accentuating the sound. "This...is foolishness...the robot...is irrelevant...name it whatever...." ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Well, damn. Nefreet, you pointing out that Harrow Chosen trait made me think of the Harrower prestige class. Tower of Strength gives you +1 damage per die on a spell you cast...for each strength-suit card you draw when doing Harrowed Casting. You can conceivably get +4 per die (if you draw the strength card that matches your alignment and two others), or other benefits like increased saves or SR penetration. At level 11, that would make my 15d8 mind thrust v's do anywhere from +15 to +60 damage. I think I may go in that direction.... ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Psycho would like to search the salamander for anything interesting and I would also like to ask the azers how we can go about collecting this bounty ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Well, glad it's dead or alive lol Psycho Mantis's eyes open wide for a moment as the lava begins pouring through the portal. He floats away while also moving back into range of the mephit. Could someone please move him six squares of movement to the east, avoiding the lava. On my iPad right now and can't He presses his mental assault on the tiny creature of fire. Undercasting Mind Thrust III as Mind Thrust II
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AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() I would actually stabilize him if possible. The azer said there's a bounty on him. ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() If the mephit makes its save vs. slumber Psycho Mantis reaches out into the mephit's mind to tear it to pieces, but he does not bother bringing the full-force of his power to-bear. I am undercasting Mind Thrust III as Mind Thrust II
If the mephit falls asleep Psycho Mantis swivels in place as he floats barely off the ground, attempting to deactivate the magic powering one of the portals purely with his own mental powers. Dispel Check: 1d20 + 6 ⇒ (2) + 6 = 8 ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Knowledge (planes) on Jethzerai: 1d20 + 9 ⇒ (7) + 9 = 16
Psycho Mantis floats after Jethzerai, implacable in face of the salamander's resistance "Pitiful...your attacks...are meaningless...grains of sand thrown against the tsunami...." He continues to press his mental assault. Mind Thrust III (spell specialization): 8d8 ⇒ (8, 2, 7, 4, 3, 6, 1, 3) = 34
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AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Knowledge (engineering): 1d20 + 8 ⇒ (17) + 8 = 25
Psycho Mantis completely ignores the pitiful scorching ray from the mephit. He has no interest in the weaklings. "Ah...the snake...reveals himself...at last...." He floated closer, his eyes locked on the salamander. "You have seen technology...the tangles of cords inside...like your mind...what happens...when I rip them all out...." Mind Thrust III (spell specialization): 8d8 ⇒ (2, 5, 5, 6, 1, 3, 3, 4) = 29
He will spend 2 points from his Phrenic Pool as part of casting the spell to activate Defensive Prognostication. He gets a +4 insight bonus to AC for 3 rounds ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Psycho Mantis attempts to help someone with the components and wires around the nearby portal. Portal 4 Dex Check Assist: 1d20 + 1 ⇒ (1) + 1 = 2 -_- ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Aid Another in the PRD wrote: In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can't aid another to grant a bonus to a task that your character couldn't achieve alone. I thought that clause just meant that you couldn't aid on skill uses that you are incapable of, such as trained-only uses when untrained? I'm not sure I like the implications for otherwise, particularly since it would lock non-diplomancers out of participating in many social encounters. ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() "Good...now...let us undo...any damage he did...." Psycho Mantis turns back to the portals, searching for other methods to contribute to stabilizing them. Psycho can assist someone with a dex check, but I wouldn't want him to try to do it himself with only a +1 dex modifier ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Okay. At this rate, I'm gonna use up all my remaining first level spells, and for chip damage at that. Psycho may be able to help with the other problem of the deactivated failsafe though. Is there anything else he can do at the portals, or does he need to go to the terminal Tig-0 was at? Or do I need to roll something to know? ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Psycho Mantis remains complately motionless, aside from the slow inhaling and exhaling amplified by his mask. Magic Missile: 3d4 + 3 ⇒ (4, 1, 3) + 3 = 11 Chip damage, yo ![]()
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day: 5-4/4 4-7/7 3-7/8 2-8/8 1-8/8 Spells Active: Human Psychic/10
MA, Heroism, FoM, Heightened Awareness ![]() Note to self: get more things to do against constructs D: Psycho Mantis remains completely stationary, three fingers still pointed at Tig-0. "It is only...a matter of time...." Magic Missile: 3d4 + 3 ⇒ (1, 2, 4) + 3 = 10
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