Jeremy
Explorer
So we blew it. Underestimated the big bad and he handed us our livers on gold platters.
Two of us were banished to another plane, two of us were instantaneously slain, one of us was beaten to death, and the other swore allegiance.
Not pretty.
Well here we are 4 years later or so, and the two banished heroes have fought their way back to their plane and even managed to make some new allies. The resourceful rogue who switched sides has managed to distance himself from his "ruler" and has achieved a position of power somewhat separate from him... And the good guys are coming back.
Unfortunately, I was the recipient of a very high level destruction spell, so I need someone who can hack with these big boys right outta the box.
We've got an enchantress capable of 7th level magicks, a troll fighter of 35+ strength, a 10'6" titantic lizardman paladin with full plate mithral spiked armor and 30 strength, and ..... me.
The DM cooked up a very intricate and fun plot hook and left the rest to me, but I'm somewhat at a quandary as to how to live up to the expected company. Two of the characters I will be joining are hard-earned living legends in our world, and all of them kick serious booty and are determined not to make the same mistake twice..
Me, I'm going to be a 13th level telepath. Help me match up to these guys...
I'm using If Thoughts Could Kill so I've got two secondary disciplines as well as my primary. I've got an earring +6 of charisma, bracers of command +1 (+4 competence to charisma), an earring of psionic might, and a telepathic psionatrix.
So far I think I'm going with the following powers..
6- Mass Suggestion, Astral Construct VI
5- Mind Probe, Sending, Teleport
4- Mindwipe, Tailor Memory, Telekinesis, Polymorph Self
3- Charm Monster, Lesser Domination, Schism, Remote View
2- Brain Lock, Chameleon, Animal Affinity, Control Air, Ectoplasmic Coccoon
But the DM has alotted me around 62,000 more gold pieces with which to match up with and I'm low on ideas today.
Not to mention feats and strategems.. Hard to just jump into a character so far into his development. What do you think guys? How should I work this character's mechanical side?
Two of us were banished to another plane, two of us were instantaneously slain, one of us was beaten to death, and the other swore allegiance.
Not pretty.
Well here we are 4 years later or so, and the two banished heroes have fought their way back to their plane and even managed to make some new allies. The resourceful rogue who switched sides has managed to distance himself from his "ruler" and has achieved a position of power somewhat separate from him... And the good guys are coming back.
Unfortunately, I was the recipient of a very high level destruction spell, so I need someone who can hack with these big boys right outta the box.
We've got an enchantress capable of 7th level magicks, a troll fighter of 35+ strength, a 10'6" titantic lizardman paladin with full plate mithral spiked armor and 30 strength, and ..... me.
The DM cooked up a very intricate and fun plot hook and left the rest to me, but I'm somewhat at a quandary as to how to live up to the expected company. Two of the characters I will be joining are hard-earned living legends in our world, and all of them kick serious booty and are determined not to make the same mistake twice..
Me, I'm going to be a 13th level telepath. Help me match up to these guys...
I'm using If Thoughts Could Kill so I've got two secondary disciplines as well as my primary. I've got an earring +6 of charisma, bracers of command +1 (+4 competence to charisma), an earring of psionic might, and a telepathic psionatrix.
So far I think I'm going with the following powers..
6- Mass Suggestion, Astral Construct VI
5- Mind Probe, Sending, Teleport
4- Mindwipe, Tailor Memory, Telekinesis, Polymorph Self
3- Charm Monster, Lesser Domination, Schism, Remote View
2- Brain Lock, Chameleon, Animal Affinity, Control Air, Ectoplasmic Coccoon
But the DM has alotted me around 62,000 more gold pieces with which to match up with and I'm low on ideas today.
Not to mention feats and strategems.. Hard to just jump into a character so far into his development. What do you think guys? How should I work this character's mechanical side?