Will save 1d20 + 35 ⇒ (2) + 35 = 37 The devil chuckles at the small Halfing trying to scare her. Then Fear drips it shaken*, eyes now looking worried Shaken
The craft was vast, on any normal world it would match a continent, but out in the void it as no more significant than the lumps of ice that orbited the old red sun. There where no worlds to be seen. Long ago pulled off by a passing younger star, this red orb was all that could see the city tumbling around it. One half of the craft was rock, hard back rock with countless tunnels of openings over its surface. Here and there could be seen the pockmarks of old commit strikes. Other rocks falling into the dying sun. The other half of the craft was a dome, made from a single span of some transparent matter or force. It was clean, glinting off the red light that truck it. Under this dome could be see a vase sprawling city of complex structures. There did not seem to be rhyme or resin to the buildings. No center one could see, to areas of form that made any logical seance. Not to the human mind any how. Tall habitats, what looked to be office building, parks, road and air ways, all there to be soon. Everything a race would need to live. But for one thing, the city was devoid of life, nothing moved, all was still and dead. Going throw the streets doors where closed, shops shuttered, ground craft and air craft parked. No animals of plants could be seen, no beings of any kind. All was if it had been build yesterday and never used. Deep down inside one of the building, behind locked doors there was how ever one sign of life. A simple red light, came to life, and started winking on of off, over and over. Next to it was a name, a label above which the light flashed. The label read
The light kept winking in the darkness, but no one came.
The voice in the dark...whispering to Adon "yes, yes, hate, hate them all, hate all of it, the tech, the magic, the power, and the only way to make that hate go away is to make them pay, make them pay for walking around in front of you, flaunting their gifts, while you have none, showing you just what you are with their every breath. There is one way you CAN make them pay, tell the Empire where they are, tell the hunters, the egg smashers, yes, they will come and show them."
Final States: They should be Str 10 +0 Dex 16 +3 (+2 Race +4 Spend 5p) Con 10 +0 (-2 Race +2 Spend 2p) Int 22 +6 (+2 Race +7 Spend 13p +1Level +2Head Band ) Wis 13 +1 (+3 Spend 3p) Cha 15 +2 (+5 Spend 5p) It works if I use +1 for hitting level 4 to save cut down spend on int.
The craftsmen are good, Them outlines what it needs made, the small shapes start to take from, Them pull some of the hosts mind and soul out and the little ones take like, then out fits, a stage, objects that them will need and how they are to be them knows, because deep down in the past them has done each and every one of their jobs, its just a matter of them remembering. Them looks around, the others here are awaking, them wonders what they will do.
The lap is dark and they see others around, They shift in the new mind, no knowing when or where, but makers soom to be crafting. They look at an onject and move it with their mind. "We are becomming again, how long has it been, this form is elf, female, this form uses magic, this form is of use, other minds around, we feel them, we need things" The elf female sits up and looks around.
Tiny Coffee Golem wrote:
Happy to help out TCG I love psionics, have a read of http://www.d20pfsrd.com/psionics-unleashed You basically get a number of power points per day,
The three key things to remember are
Autohypnosis:
(Wis; Trained Only) You have trained your mind to gain mastery over your body and the mind’s own deepest capabilities. Check: The DC and the effect of a successful check depend on the task you attempt. Action: Typically none. Making an Autohypnosis check usually doesn’t require an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively). Try Again: Yes, for memorize and willpower uses, though a success doesn’t cancel the effects of a previous failure. No for the other uses. Ignore Caltrop Wound If you are wounded by stepping on a caltrop, your speed is reduced to one-half normal. A successful Autohypnosis check removes this movement penalty. The wound doesn’t go away—it is just ignored through self-persuasion. Memorize You can attempt to memorize a long string of numbers, a long passage of verse, or some other particularly difficult piece of information (but you can’t memorize magical writing or similarly exotic scripts). Each successful check allows you to memorize a single page of text (up to 800 words), numbers, diagrams, or sigils (even if you don’t recognize their meaning). If a document is longer than one page, you can make additional checks for each additional page. You always retain this information; however, you can recall it only with another successful Autohypnosis check. Resist Dying You can attempt to subconsciously prevent yourself from dying. If you have negative hit points and are losing hit points (at 1 per round, 1 per hour), you can substitute a DC 15 Autohypnosis check for your d% roll to see if you become stable. If the check is successful, you stop losing hit points (you do not gain any hit points, however, as a result of the check). You can substitute this check for the Constitution check in later rounds if you are initially unsuccessful. Resist Fear In response to any fear effect, you make a saving throw normally. If you fail the saving throw, you can make an Autohypnosis check on your next round even while overcome by fear. If your Autohypnosis check meets or beats the DC for the fear effect, you may make an additional Will save with a +4 competence bonus to shrug off the fear. On a failed check, the fear affects you normally, and you gain no further attempts to shrug off that particular fear effect. Tolerate Poison You can attempt to resist the effect of any standard poison. Every time you make a saving throw against the poison, you make an Autohypnosis check. If your Autohypnosis check exceeds the DC of the poison, you receive a +4 competence bonus on your saving throw against the poison. This skill has no effect on the initial saving throw against poison. Willpower If reduced to 0 hit points (disabled), you can make an Autohypnosis check. If successful, you can take a standard action while at 0 hit points without taking 1 point of damage (or any other action the DM deems strenuous, including some free actions such as casting a quickened spell). You must make a check for each strenuous action you want to take. A failed Autohypnosis check in this circumstance carries no direct penalty—you can choose not to take the strenuous action and thus avoid the hit point loss. If you do so anyway, you drop to –1 hit points, as normal when disabled.
If any of this is wrong please happy to have any one put me right.
@GM Kyle, I know a lot of GMs find them hard psionics or do not like them because in the past they where broken, but the new pathfinder conversion is very good and its just like any other of the sub classes, and I am playing Illithids (commonly known as mind flayers) are monstrous humanoid aberrations with psionic powers. In a typical Dungeons & Dragons campaign setting, they live in the moist caverns and cities of the enormous Underdark. Illithids believe themselves to be the dominant species of the multiverse and use other intelligent creatures as thralls, slaves, and chattel. maniacal laugh, maniacal laugh, maniacal laugh. |