Pathfinder 1E Pathfinder: Weird Frontiers (online, OpenRPG, Wednesdays)


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neosaidin

First Post
Gabriel


Character Name: Gabriel

Race: Human , Alignment: Lawful Neutral , Patron Deity: Oramina
Class Levels: Oracle 11
Character Level: 11 , XP: 122440 , Next Level: 145000 total
Age: 23 yrs., Height: 5 ft. 8 in., Weight: 160 lbs., Male/Female: M
Eyes: Blue , Hair: Brown
Languages: Common; Celestial

Strength 16 (+3), Dexterity 11 (+0), Constitution 14 (+2)
Intelligence 12 (+1), Wisdom 14 (+2), Charisma 19[21] (+4[+5])

HP / Maximum: 85 / 85 , Nonlethal: 0 , DR: 0/X , SR: 0
AC: 19(+0 Dex, +0 dodge, +0 size, +6 armor, {+2 shield}, +0 natural,)
Touch AC: 11 , Flat-Footed AC: 19
Fortitude +5 (3 +2 (Con) ) , Reflex +3 (3 +0 (Dex) ), Will 9 (7+2(Wis) ) , Initiative +0, Hero Points: 1

Base Attack Bonus: 8/3
Melee: +11/+6 (+8/+3 BAB, +3 Str)
Ranged: +8/+3 (+8/+3 BAB, +0 Dex, +0 size)
Combat Maneuver Bonus: +11 (8 BAB, +3 Str, +0 size)
Combat Maneuver Defense: 22 (+8 BAB, +3 Str, +0 Dex, +0 size)

Favored Class:Oracle
Size: Medium , Space: 5 ft., Reach: 5 ft., Speed: 30 ft.
Type (Subtype): Human
Racial Ability Score Adjustments: +2 Cha
Other Racial Qualities:


Advanced Traits: Sacred Conduit (+1 channel dc)Birthmark (+2 vs charm and compulsion)

Feats:
Extra Revelation (channel)
Extend Spell
Toughness
Selective Channeling
Improved Channeling
Reach Spell

Skills: (49 points)
Diplomacy: +20 (10 ranks, +5 (Cha), +2 Breastplate +3 class)
Handle Animal: +11 (1 ranks, +5 (Cha), +)
Heal: +11 (6 ranks, +2 (Wis), +3 class )
Knowledge (History): +6 (10 ranks, +1 (Int), +3 class )
Knowledge (Planes): +10 (6 ranks, +1 (Int), +3 class )
Knowledge (Religion): +12 (8 ranks, +1 (Int), +3 class)
Knowledge (Nature): +3 (2 ranks, +1 (Int) )
Perception: +11 (9 ranks, +2 (Wis), )
Sense Motive: +7 (2 ranks, +2 (Wis), )
Spellcraft: +6 (10 ranks, +5 (Cha), +2 class)
Survival: +3 (10 ranks, +5 (Cha), +2 class)


Platinum Pieces: 0, Gold Pieces: 4091, Silver Pieces: 1090 , Copper Pieces: 697, pearl 100g,
Load: 69 lbs., Light: 76 lbs., Medium: 153 lbs., Heavy: 230 lbs.
Maximum Load: 230 lbs., Push/Pull: 1150 lbs.

Armor:
Breastplate of Command (20 lbs., AC +6, Max. Dex. Bonus: 3, Check Penalty: 4)
* +2 competence bonus on all Charisma checks +2, +2 resistance bonus on saving throws against fear for all
Mithral Heavy Shield (5 lbs., AC +2, Check Penalty:-2 2)

Weapons:
Grayflame Heavy Mace ( 4 lbs., Dmg: 1d8+2 , Crit: 20/x2)
Mwk Light Crossbow ( 4 lbs., 1d8 , Crit: 19-20x2, Range 80)


Ammo:
40 bolts

Gear:
Headband of Alurring Charisma (+2cha)
Handy Haversack
2k worth of Diamond Dust
5th lvl potion of Fly
2 pairs of bracelets
Belt of Str +2 (hoonarro uses)
4 sets of platinum rings
Tunic of Careful Casting (+2 concentration)
275g of incense


Other Class Features:
Revelation (Energy body)
As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature’s square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.

Revelation (Channel) 5d6 positive energy, 6/6 times per day day, dc23 will save for half.
You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charismamodifier.

Revelation (Life Link) As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage

Lifesense
You notice and locate living creatures within 30 feet, just as if you possessed the blindsight ability. You must be at least 11th level to select this revelation.

Understand all spoken language


Spellcasting Class: Oracle , Caster Level: 11, Concentration: +16 (+11 Caster Level, +5 CHA)
Spell Save DC: 10 + 5 + spell level (Charisma)
Spell Per Day: 6 1st-level, 6 2nd-level, 6 3rd-level, 6 4th-level,
6 5th-level, 0 6th-level, 0 7th-level, 0 8th-level, 0 9th-level

Spells Known:
0 Level- Stabalize, Detect Magic, Read Magic, Light, Purify Food & Drink, Create Water, Mending, Guidance, Resistance
1st Level- Cure Light Wounds, Inflict Light Wounds, Bless, Magic Weapon, Sancturary, Shield of Faith, Detect Undead
2nd Level- Cure Moderate Wounds, Inflict Moderate Wounds, Zone of Truth, Summon Monster II, Shield Other, Lesser Restoration, Weapon of Awe, Calm Emotions
3rd Level- Cure Serious Wounds, Inflict Serious Wounds, Sacred Bond, Summon Monster III, Continual Flame, Speak With Dead
4th Level- Cure Critical Wounds, Inflict Critical Wounds, Restoration, Neutralize Poison, Blessing of Fervor, Summon Monster IV, Divination
5th Level- Mass Cure Light Wounds, Mass Inflict Light Wounds, Wall of Stone, Flame Strike, Breath of Life


Background/Personality:
he was born to a fairly average human family in corinaitus, it was often noticed he had a birthmark on his shoulder which closely resembled a horse. he grew up as a stablehand with a fairly uneventful life, sometimes hearing stories from adventurers as he looked after the horses. as he got older he felt more and more of an urge to make a journey of his own, one day he heard the voice of the goddess oramina urging him to begin his journey. after a year or two he was known to be a able adventurer and was recruited for an expedition which ultimately had failed ending him in the endless savannah with oramina to guide him to a town.


Notes:
Always has Life Link active on Hoonarro
 

Arkhandus

First Post
Hey folks, I'm posting this from my father's computer to let ya know that I can't seem to run the Pathfinder game today. A neighbor's wireless network has been interfering with my own network almost constantly today, some new neighbor or new router of theirs, and I haven't been able to load even a single webpage on my computer in the last 3-4 hours, damnit, let alone play any online games. I'll have to try finding a new router soon I guess, and hopefully find one that uses a different radio frequency, channel, or signal type, as it seems every router in the neighborhood uses the same damned 802.11n or 802.11g radio type that my router uses. Usually it only causes brief interference with mine, but today that new network seems to be active constantly, so I can't do a thing online with my computer right now.

Hopefully the problem will go away soon, or at least before my next game session. I'll see if I can find a router this month that would get around the stupid interference, but I'm not sure if a different router will help any. :-/
 

neosaidin

First Post
just fyi, the 802.11 G/N is the only types available, lower ones are just even weaker signals basically.. you can change the channel it uses in the router itself, usually there are around 10-20 channels or something you can try. just fyi, and im assuming running a physical cable to the router is not much an option?
 

Synjin

First Post
Synjin level 12

Pathfinder: Weird Frontiers Character Sheet:

Character Name: Synjin
Race: Half-Orc , Alignment: NN , Patron Deity: MHAVARA
Class Levels: Ranger 12
Character Level: 12 , XP: 145000 , Next Level: 210000 total
Age: 21 yrs., Height: 6 ft. 4 in., Weight: 262 lbs., Male
Eyes: Brown , Hair: Red , Skin: grey/green
Languages: Vanderglotten, Common, Draconic, Orc

Strength 15 (+2), Dexterity 19/21 (+4/+5), Constitution 15 (+2)
Intelligence 13 (+1), Wisdom 14 (+1), Charisma 9 (-1)

HP / Maximum: 92 / 92 , Nonlethal: 0 , DR: 0/X , SR: 0
AC: 27 (+5 Dex, +0 dodge, +0 size, +9 armor, +3 shield, +1 natural, etc.)
Touch AC: 16 , Flat-Footed AC: 23
Fortitude +13 , Reflex +15 , Will +8 , Initiative +5, Hero Points: 3

Base Attack Bonus: +10/+5/+0
Melee: +12/+7/+2 (+10 BAB, +2 Str, +0 size)
Ranged: +15/+10/+5 (+10 BAB, +5 Dex, +0 size)
Combat Maneuver Bonus: +12 (+6 BAB, +2 Str, +0 size)
Combat Maneuver Defense: 30 (+6 BAB, +2 Str, +5 Dex, +0 size)

Favored Class: Ranger (+0 HP, +12 skill ranks)
Size: Medium , Space: 5 ft., Reach: 5 ft., Speed: 30 ft.
Type (Subtype): Humanoid (Orc)
Racial Ability Score Adjustments: +2 Dex
Other Racial Qualities:
Dark Vision, Intimidating, Orc ferocity, Weapon Familiarity
Advanced Traits:
Devotee of the Green: Knowledge: Nature,
Resilient

Feats:
Animal Affinity,
Armor Proficiency (Light)
Armor Proficiency (Medium)
Deadly Aim -3/+6,
Endurance,
Improved Critical Longbow
Improved Precise Shot
Manyshot
Martial weapon Proficiency all
Point Blank Shot,
Precise Shot
Rapid Shot
Self-sufficient
Shield Proficiency
Simple Weapon Proficiency






Acrobatics +5 (2 ranks, +5 ability(Dex), +0 class, +0 other, -2 armor)
Appraise +2 (1 ranks, +1 ability (Int)+0 class, +0 other, -0 armor)
Bluff -1 (0 ranks, -1 ability(Cha), +0 class, +X other, -0 armor)
Climb +10 (2 ranks +5 dex +3 class)
Craft Bows +13 (6 ranks, +1 ability(Int), +3 class, +2 other, -0 armor)
Diplomacy -1 (0 ranks, -1 ability(Cha), +0 class, +0 other, -0 armor)
Escape Artist +3 (0 ranks, +5 ability(Dex), +0 class, +X other, -2 armor)
Fly +3 (0 ranks, +4 ability(Dex), +0 class, +0 other, -2 armor)
Handle Animal +17 (6 ranks, -1 ability(Cha), +3 class, +2/+5 other, -0 armor)
Heal +12 (4 ranks, +2 ability(Wis), +3 class, +2 other, -0 armor)
Intimidate +8 (2 ranks, -1 ability(Cha), +3 class, +2 other, -0 armor)
Knowledge: Arcana +9 (9 ranks, +1 ability(Int), +3 class, +1 other, -0 armor)
Knowledge: Geography +14 (9 ranks, +1 ability(Int), +3 class, +1 other, -0 armor)
Knowledge: Nature +14 (9 ranks, +1 ability(Int), +3 class, +1 other, -0 armor)
Linguistics +2 (1 ranks, +1 ability(Int), +0 class, +0 other, -0 armor)
Perception +19 (9 ranks, +1 ability(Int), +3 class, +6 other, -0 armor)
Profession: Cook +9 (4 ranks, +2 ability(Wis), +3 class, +0 other, -0 armor)
Ride +12 (3 ranks, +5 ability(Dex), +3 class, +2 other, -2 armor)
Stealth +15 (3 ranks, +5 ability(Dex), +3 class, +0 other, -2 armor)
Survival +19/+24 (7 ranks, +1 ability(Wis), +3 class, +2/+5 other, -0 armor)
Swim +6 (3 ranks, +2 ability(Str), +3 class, +0 other, -2 armor)


Platinum Pieces: 1, Gold Pieces: 1068 , Silver Pieces: 935 , Copper Pieces: 73
Load: 64.5 lbs., Light: 0 lbs., Medium: 0 lbs., Heavy: 0 lbs.
Maximum Load: 0 lbs., Push/Pull: 0 lbs.

Gear:
Masterwork Cold Iron Battleaxe 320 GP, 6 LBS, Back holder
Flint and steel 1 GP, 0 LBS Belt Pouch
Mirror, small steel, 10 GP, 0.5 LBS Belt Pouch
Whetstone, 2 CP, 1 LBS Belt Pouch
Whistle, Signal, 8 SP, 0 LBS Belt Pouch
Masterwork Kukri, 308 GP, 2 LBS, Belt Sheath
LongSword, 15 gp, 4 LBS, Belt Sheath
Longbow Composite (str +2) +1, 2600 gp, 3 LBS, efficient Quiver
Arrows 60, 3 gp, 3 LBS, efficient Quiver
Clothing, Explorer's Outfit, FREE, 8 LBS, Equipped
Pouch, belt (empty), 1 gp, 0.5 LBS, Equipped
Mithral Chainmail +3, 5150 gp, 20 LBS, Equipped
Masterwork Buckler, 165 gp, 5 LBS, Equipped
Efficient Quiver, 1,800 gp, 2 LBS, equipped
Handy Haversack, 2,000 gp, 5 LBS, equipped
Amulet of Natural Armor +1, 2000 gp, 0 LBS, equipped
Artisan's Tools, masterwork (Bow Making), 55 gp, 5 LBS, Handy Haversack Main
Bedroll, 1 sp, 5 LBS, Handy Haversack Main
Blanket, Winter, 5 sp, 3 LBS, Handy Haversack Main
Clothing, Cold-Weather Outfit, 8 gp, 7 LBS, Handy Haversack Main
Clothing, Traveler's Outfit, 1 gp, 5 LBS, Handy Haversack Main
Clothing, Traveler's Outfit, 1 gp, 5 LBS, Handy Haversack Main
Fishing net, 25 sq. ft., 4 gp, 5 LBS, Handy Haversack Main
Mug/Tankard, clay, 2 cp, 1 LBS, Handy Haversack Main
Mug/Tankard, clay, 2 cp, 1 LBS, Handy Haversack Main
Rope, silk (50 ft.), 10 gp, 5 LBS, Handy Haversack Main
Rope, silk (50 ft.), 10 gp, 5 LBS, Handy Haversack Main
Sack (empty), 1 sp, 0.5 LBS, Handy Haversack Main
Sack (empty), 1 sp, 0.5 LBS, Handy Haversack Main
Waterskin 1 gp, 4 LBS, Handy Haversack Main
Waterskin 1 gp, 4 LBS, Handy Haversack Main
Potion of Cure Light wounds x 4, 200 gp, 0 LBS, Handy Haversack Side Pouch 1
Potion of Cure Moderate Wounds x3, 900gp, 0 LBS Handy Haversack Side Pouch 1
Fishhook x10, 1gp, 0 LBS Handy Haversack Side Pouch 1
Food- Rations, Trail (per day) x 20, 10 gp, 20 LBS Handy Haversack Side Pouch 2
Animal, Horse, Heavy , 200 gp, Horse
Animal Gear, Bit and bridle, 2 gp, 1 LBS Horse
Backpack, masterwork, 50 gp, 4 LBS, Horse
Food- Animal Feed (per day)x 20 1 gp, 200 LBS Horse
Saddle, military, 20 gp, 30 LBS, Horse
Saddlebags, 4 gp, 2 LBS, Horse
Hammock, 1 sp, 3 LBS, saddle bag
Iron pot, 8 sp, 2 LBS, saddle bag
Saw, 4 cp, 2 LBS saddle bag
Shovel, 2 gp, 3 LBS, saddle bag
Tent (small), 10 gp, 20 LBS, saddle bag
Silvered Dagger, 24 gp, 1 LBS, Boot Sheath
Dagger, 2 gp, 1 LBS, Belt Sheath
Potion of Neutralize Poison
Ring of Sustenance
16 +1 ghost touch arrows
Blessed Bow of Nelbarian
Bag of holding I
Belt of Incredible Dexterity +2
Cloak of Resistance +1
Eyes of the Eagle
Ring of Climbing
2 Circular-Fractal-Shaped Tattoos *identified as Psionic Tattoos of Body Adjustment


Weapon and Armor Proficiencies:
Armor Proficiency (Light)
Armor Proficiency (Medium)
Martial Weapon Proficiency –All
Deadly Aim
Point Blank shot
Precise Shot
Shield Proficiency
Simple Weapon Proficiency-All
Improved Critical (Long Bow)


Animal Affinity
Other Class Features:
Animal Companion Link,
Enemies: Humanoids (Goblinoid) (+4 bonus),
Enemies: Magical Beasts (+4 bonus),
Enemies: Giants (+2 bonus),

Orc Ferocity (1/day),
Share Spells with Companion,
Terrains: Forest (+4 bonus),
Terrains: Mountains (+2 bonus),
Track +6,
Wild Empathy +11

Spellcasting Class: Ranger , Caster Level: 9 , Concentration: +11
Spell Save DC: 12 + level wis +1
Spell Slots: 0 0-level, 2 1st-level, 0 2nd-level, 0 3rd-level, 0 4th-level,
Prepared Spells:
Gravity Bow
Keen Senses
Speak with Animals
Cure light Wounds
Hide Campsite
Hunter’s eye
Neutralize Poison

Appearance:
A glance beneath the dark cowl of his cloak reveals a face hideously scared by fire. The left side of his face is scarred to the point no hair will grow. His deep brown eyes peer out of the scar tissue. The right half of his head is covered with a thick red brown hair grown out to shoulder length and tied off in a pony tail. Synjin is dressed for the woods; his heavy Woolen cloak hides most of masterly crafted set of Mithral Chainmail. His left hand is incased in an archers glove his right is bare. About his right wrist is a Manacle.

Synjin is a 6’4” tall 262 lbs

Background/Personality:

Born in the dark of winter, his mother the daughter of a merchant was raped in an orcish raid on their small village. His earliest memories are of Pain and abuse. His grandfather sold him off as soon as he was weaned from the :):):) to a slaver in a larger town. Synjin was purchased and as soon as he was able was put to work in the kitchens of a Laird. He worked hard or was beaten, sometimes was beaten anyway. He lived this life until one day in an accident he was badly burned across his face and arms. He spent 2 weeks on the verge of death, it was here at the age of 12 he met the first person he would ever consider friend, a hunter in the Lairds employ. The Hunter named Zed had recently watched his own son die and in a fit of remorse took the wounded half orc under his wing. Synjin was soon learning the ways of the woods and training as a ranger. His natural dexterity made him a good ranger and hunter. Synjin has worked hard to overcome his upbringing, but he still carries everything he owns with him. Synjin has left the employ of the Laird and now travels the world seeking a place he will fit in.
Synjin is a at home in the woods, he avoids civilization when he can. When required by either need or employment he keeps his head covered by his cloak or the cowl of his Armor. He is a hard worker and works well as a team member.
 

Arkhandus

First Post
New Psionic Items of Azagan, part 3

The following psionic items were designed by Azaganian cultures and psionic masters, never making their way across the ocean to Rhivia. While some of these items are fairly common in Azaganian societies, they are rarely sold to foreigners and are rarely seen in western Azagan where most Rhivian explorers go, typically due to the insular, quarrelsome, or strange nature of most Azaganian societies. Only individuals trained by Azaganian psionic masters with knowledge of these designs can craft the following items.

As a further note, this list is currently incomplete as I haven't finished a few of the items yet, and still have a few more to add. But I felt like I should at least post what's finished so far. I've added a few things in September but the remainder will have to be filled in later when I get around to finishing them. Metaxo has won the Crystal Chasm Bow by defeating the Boltslinger Champion of Sivasin Esulim, and will likely be challenged to another Trial of Champions for it in half a year or so by Osyna or another xeph archer.

PSIONIC MINOR ARTIFACTS

Crystal Chasm Bow
Aura: strong Psychoportation; ML: 15th
Slot: weapon; Price: priceless; Weight: 3 lbs. (when Medium-sized)
DESCRIPTION
This unusual bow is made with a dragonbone grip, deep crystal spars at the top and bottom, and a composite of yew wood, dinosaur-horn pieces, dragon sinews, and spring-steel slats between the other three segments, glued together with udoroot sap and the cerebral fluids of a phrenic scourge. Few of these items were ever made, in the depths of ancient xeph canyons, but most of them have survived the ages in buried treasure-hordes and private collections, or passed down the generations of xeph leadership in those regions. The secrets of their creation have been lost. Each Crystal Chasm Bow functions as a psionic +5 Deep Crystal Composite Longbow that automatically adjusts its size and draw-weight to suit the wielder (thus, the Strength bonus required by it and applied to damage with it is the same as the wielder's Strength bonus). Furthermore, each hit scored with this weapon creates a momentary gap in the target's armor or natural armor, distorting space to reduce the target's total armor and natural armor bonuses to AC by 1 for a single round (armor AC is reduced first, if it matters). This AC reduction is cumulative over multiple hits. When striking objects, the Crystal Chasm Bow instead reduces their hardness in this fashion. Note that these reductions occur only after the bow hits and deals its damage; also, these reductions do not occur if the bow did not successfully damage its target after defenses are factored in (such as DR). Effects that split or share damage do not confer the AC or hardness reduction upon others; only a direct hit incurs this reduction.

The final power of this psionic longbow is that it creates momentary distortions in space when hitting the ground or floor (not a wall, ceiling, or other surface), which generally has AC 10. This only happens when intentionally targeting solid or semisolid ground, not missing a different target. The distortion from a Crystal Chasm Bow lasts 1 round and creates a 5-foot cube of empty space in the ground, essentially a temporary pit trap (visible and not covered). Multiple hits to the same spot during the distortion's effect simply deepen the pit by 5 feet each time and extend the duration by 1 round each time, but the Crystal Chasm Bow cannot produce pits deeper than the ground or flooring in that location (a 3-foot-thick ledge could not be turned into a full 5-foot-deep pit for example, but would instead be a 3-foot-deep pit), and these pits always have a solid bottom with the combined HP and hardness of the ground they were compressed from. After the distortion ends, the ground returns to its normal shape and height without any apparent harm or disturbance from its previous state, lifting anything within the pit back to normal ground-level. Hazards on the affected ground (such as caltrops or quicksand) remain in place at the bottom of the pit. Crystal Chasm Bows deal no damage to the ground and do not reduce its hardness. When you create a pit under a conscious creature who is currently able to act (not immobilized, paralyzed, flat-footed, or the like), or immediately in front of such a creature who is moving in that direction, the creature may hop over to an adjacent, open space of his or her choice immediately as a free action if he or she succeeds at a Reflex saving throw (DC 20); the creature may choose to simply avoid stepping into the pit on a successful save, if the pit was opened in front of them rather than under them. Creatures who do not avoid the pit with a successful Reflex save will fall in and suffer falling damage as normal, landing prone regardless of damage, though an Acrobatics check is allowed as normal to avoid landing prone (and other effects can also make them land on their feet, such as Catfall, Feather Fall, or Boots of Landing.
DESTRUCTION
The only ways to destroy a Crystal Chasm Bow are to Disintegrate it at the bottom of a 100-foot or deeper chasm during a full moon, or immersing it in lava within such a chasm at noon during summer (otherwise it merely floats on the surface), or by using another artifact's Disintegrate ability or similar effect (regardless of time or place), such as with the Annulus.

Psychic Bladesmith Armor
Aura: strong Psychokinesis; ML: 15th
Slot: armor; Price: priceless; Weight: 15 lbs.
DESCRIPTION
This unusual suit of black-leather armor is studded with small metal plates that are embedded with lambent crystals, and the armor is crisscrossed with unusual linework in gray leather. Crafted by master armorers among the most-advanced xeph communities, this powerful psionic armor is so charged with power that it can be felt pulsing through the armor by anyone who touches it. Rare and difficult to produce, Psychic Bladesmith Armor is normally bestowed upon the greatest soulknife in any xeph community. It functions as +5 Studded Leather Armor, but has several special properties that no common psionic armor would possess. Firstly, whenever the wearer gains psionic focus, the Psychic Bladesmith Armor also becomes psionically focused, and the wearer can expend the armor's focus instead of his or her own when activating any psionic feat, power, or class feature that requires expending psionic focus. Secondly, as a swift action on his or her turn, the wearer may expend psionic focus to teleport up to 10 feet away, functioning otherwise as per the Psychoport power of a nomad psion. This teleportation only functions up to 5 times per day, however. Thirdly, anyone wearing the Psychic Bladesmith Armor can use a command thought to heal themselves as per the Body Adjustment power of a psion (healing 6d12 HP). This healing is only useable once per day.

However, the Psychic Bladesmith Armor has other powers that only function for characters of the soulknife class or otherwise possessing the Mind Blade ability. The first of these additional powers is that Psychic Bladesmith Armor allows the wearer to deal acid, cold, electricity, fire, or sonic damage (his or her choice each time) with the bonus damage dice of Psychic Strikes, up to a total of 5 times per day; doing so makes the Psychic Strike function against any creature or object as though it were an energy attack rather than a mind-affecting effect. Furthermore, the wearer can use a command thought as a standard action to make Psychic Bladesmith Armor project a set of armor spikes from its crystals, which last until dismissed with another command thought, the armor is removed, or the wearer loses consciousness (whichever comes first). These armor spikes are formed of pure mental energy, however, like the wearer's mind blade (and are thus weightless), and they have the same enhancement bonus and psionic weapon abilities as the wearer's mind blade (when the mind blade is active). Similarly, if your mind blade is treated as though it were made of a special material or possessed an alignment, then these armor spikes share those same qualities while the mind blade is active. When the wearer's mind blade is not active, these merely function as masterwork armor spikes, but are still considered psionic weapons. The wearer is considered proficient in these armor spikes. Finally, the wearer may expend an attack of opportunity whenever he or she is stricken in melee combat (if he or she is aware and has any attacks of opportunity remaining, and regardless of whether or not he or she already made an attack of opportunity against the same foe; however, you cannot do this when denied a Dexterity bonus to AC), in order to get a free attack with the armor spikes against whoever just hit them in melee. The spikes closest to that foe simply extend for a moment and attempt to pierce them. This cannot be done more than once each time that you are stricken.
DESTRUCTION
To destroy a suit of Psychic Bladesmith Armor, one must use its armor spikes or Psychic Strike energy damage to kill a xeph soulknife of 15th-level or higher and then soak the armor in that xeph's blood for a full day, while the blood is still fresh. Alternatively, the armor can be disintegrated with an appropriate power, spell, or item after the Psychic Bladesmith Armor has been soaked in the juices of a dead phrenic scourge or neothelid for at least an hour (provided that the neothelid or phrenic scourge has been dead for less than a day, and the soaking occured less than a day ago).

CRYSTALLINE FOCUS ITEMS

Crystal Baton
Aura: faint Psychokinesis; ML: 3rd
Slot: weapon; Price: 10,000 gp; Weight: 2 lbs.
DESCRIPTION
A Crystal Baton appears to be nothing more than a crystalline rod roughly a foot in length, flat at the top and pointed at the bottom. A Soulknife, or anyone else with the ability to manfiest a mind blade or mind bolt, channels their mind blade or mind bolt through the Crystal Baton when summoning it. This does not otherwise change the action used to summon a mind blade or mind bolt, and only requires holding the Crystal Baton while summoning and maintaining the mind blade or mind bolt. When mind blades or mind bolts are manifested in this fashion, the bonus damage dealt by Psychic Strikes with the mind blade or mind bolt is converted to energy damage, and your Psychic Strikes deal +1d8 bonus damage when doing so. As such, these Psychic Strikes work even against objects or Mindless creatures. The type of energy damage is chosen with a full-round action of concentration that provokes attacks of opportunity while wielding the Crystal Baton, and you must expend psionic focus to change the Crystal Baton's attuned energy type. Crystal Batons do not function until you have spent an action attuning them in this fashion, each time that you draw the Crystal Baton. When attuning a Crystal Baton, you choose either acid, cold, electricity, fire, or sonic energy for it. You do not throw the Crystal Baton itself when throwing a mind blade or launching a mind bolt. Each Crystal Baton affects only one mind blade or mind bolt at a time, or one target when striking multiple foes with a single attack, so you need another Crystal Baton if you intend to affect two mind blades or mind bolts at once. Crystal Batons have 45 hit points and hardness of 15.
CONSTRUCTION
Requirements: Craft Crystalline Focus, ability to manifest a mind blade or mind bolt, ability to perform psychic strikes; Cost: 5,000 gp

Crystal Scabbard
Aura: faint Telepathy; ML: 3rd
Slot: none; Price: 6,000 gp; Weight: 4 lbs.
DESCRIPTION
Crystal Scabbards are shaped like a typical weapon scabbard around 3 feet in length but made entirely of crystal, and they have no actual space for stowing weapons. A Soulknife, or anyone else with the ability to manfiest a mind blade or mind bolt, may choose to channel their mind blade or mind bolt through the Crystal Scabbard when summoning it. This does not otherwise change the action used to summon a mind blade or mind bolt, and only requires holding the Crystal Scabbard while summoning the mind blade or mind bolt and keeping the Crystal Scabbard on your person while maintaining the mind blade or mind bolt. When mind blades or mind bolts are manifested in this fashion, they are instantly charged with a Psychic Strike without need for any separate action to do so, though only wielders who are already capable of performing Psychic Strikes may use this benefit. The instant charge only occurs when 'drawing' the mind blade or mind bolt, so if you wish to charge it instantly again, you must first let the mind blade or mind bolt disappear and then manifest it anew. A Crystal Scabbard can only perform this instant Psychic Strike charge up to 3 times per day. You cannot channel a mind blade or mind bolt through more than one Crystalline Focus item at a time, even though Crystal Scabbards don't occupy your hand for more than a moment while drawing the mind blade or mind bolt. Each Crystal Scabbard affects only one mind blade or mind bolt at a time, so you need another Crystal Scabbard if you intend to affect two mind blades or mind bolts at once. Crystal Scabbards have 45 hit points and hardness of 15.
CONSTRUCTION
Requirements: Craft Crystalline Focus, ability to manifest a mind blade or mind bolt, ability to perform psychic strikes; Cost: 3,000 gp

Crystal Stave
Aura: faint Psychokinesis; ML: 3rd
Slot: weapon; Price: 5,000 gp; Weight: 5 lbs.
DESCRIPTION
This item appears to be a long shaft of crystal with a slightly-pointed tip at one end and a blunt tip on the other. Crystal Staves require two hands to wield and may function as mundane quarterstaves of average quality, but cannot be permanently enhanced in that fashion since they serve a different purpose and are not considered masterwork weapons. A Soulknife, or anyone else with the ability to manfiest a mind blade, channels their mind blade through the Crystal Stave when summoning it. This does not otherwise change the action used to summon a mind blade, and only requires holding the Crystal Stave while summoning and maintaining the mind blade. When mind blades are manifested in this fashion, they automatically function in a two-handed form (never one-handed or light), deal +1d6 bonus damage on critical hits, and gain an extra 5 feet of reach in melee, extending out from the tip of the Crystal Stave like a polearm. However, the mind blade cannot be used against targets within 5 feet of the wielder, due to the long shaft getting in the way, unless using an appropriate feat or ability to temporarily shorten this polearm's reach. You do not throw the Crystal Stave itself when throwing a mind blade. Each Crystal Stave affects only one mind blade at a time, and you cannot use more than one Crystal Stave at a time since it requires two hands to wield. Crystal Staves have 65 hit points and hardness of 15.
CONSTRUCTION
Requirements: Craft Crystalline Focus, ability to manifest a mind blade; Cost: 2,500 gp

Crystal Stock
Aura: faint Psychokinesis; ML: 3rd
Slot: weapon; Price: 7,500 gp; Weight: 3 lbs.
DESCRIPTION
These crystalline items vaguely resemble the stock of a crossbow, without the bow, and they are charged with psionic power. A Soulknife, or anyone else with the ability to manfiest a mind blade or mind bolt, may choose to channel their mind blade or mind bolt through the Crystal Stock when summoning it. This does not otherwise change the action used to summon a mind blade or mind bolt, and only requires holding the Crystal Stock while summoning and maintaining the mind blade or mind bolt. When mind blades are manifested in this fashion, they are treated as projectile weapons for ranged attacks (maximum range of 10 increments), and their base damage dice are doubled on ranged attacks (note for critical hits and other purposes that two doublings is a tripling, and a doubling plus a tripling is a quadrupling, etc.), but bonus dice and other modifiers are not doubled. When mind bolts are manifested in this fashion instead, their range increment increases by 20 feet and their total threat range for critical hits increases by 1 (which stacks with any other threat range improvements, though applied last). Each Crystal Stock affects only one mind blade or mind bolt at a time, so you need another Crystal Stock if you intend to affect two mind blades or mind bolts at once. Crystal Stocks have 45 hit points and hardness of 15.
CONSTRUCTION
Requirements: Craft Crystalline Focus, ability to manifest a mind blade or mind bolt, ability to perform psychic strikes; Cost: 3,750 gp

UNIVERSAL ITEMS

Concussive Glove
Aura: faint Psychokinesis; ML: 3rd
Slot: hands; Price: 3,200 gp (each); Weight: ---
DESCRIPTION
This simple brass hand-guard is engraved with jagged marks and adorned with a single quartz gemstone in the palm and engraved with jagged marks, appearing fairly cheap but infused with dangerous psionic forces. The Concussive Clove is designed like an open-fingered glove, encasing only part of the hand its worn on, and as such is no proper gauntlet. Instead, by pointing the quartz at a target and willing it to fire, the Concussive Glove projects a bolt of telekinetic force at your target. This is a standard action that does not provoke attacks of opportunity, launching a faintly-visible ray as a ranged touch attack with a maximum range of 60 feet and no range increments. Ranged touch attacks ignore armor, natural armor, and shield bonuses to Armor Class. On a successful hit, the target suffers 2d6 points of damage as a Force effect, which is equally effective against incorporeal or ethereal targets as corporeal ones. This ray threatens a critical hit on a natural 20 attack roll, inflicting double damage on a successful critical hit. A Concussive Glove may generate this attack up to 4 times per day, but you can choose to expend multiple charges at once to increase the damage accordingly (expending 2 uses to deal 4d6 damage at once, for example) when activating the Glove. Since this item only covers one hand, you may wear a different glove or gauntlet on your other hand, even another Concussive Glove. Your hand must be open and free (not holding anything) in order to activate the Concussive Glove.
CONSTRUCTION
Requirements: Craft Universal Item, Concussion; Cost: 1,600 gp (each)

Crystalline Burst Ring
Aura: moderate Metacreativity; ML: 7th
Slot: ring; Price: 8,400 gp; Weight: ---
DESCRIPTION
This roughly-hewn ring of psionically-charged crystal can be used to create temporary shards of crystalline, solidified ectoplasm. A simple gesture while wearing the Crystalline Burst Ring unleashes a spray of sharp-edged crystals in a 30-foot cone-shaped burst, originating right in front of you. These crystals inflict 3d6 points of piercing and slashing damage, which victims can reduce by half with a successful Reflex saving throw (DC 16). Inanimate, nonmagical, nonpsionic, unattended objects receive no saving throw. Damage Reduction is effective against these crystals, but they are treated as psionic weapons and can thus bypass Damage Reduction of the DR X/psionic type. Incorporeal foes are also resistant but not immune, just like they would be against a psionic weapon. Crystalline Burst Rings function only 3 times per day, but you may choose to expend 2 uses at once for 5d6 damage and a Reflex DC of 17 (if the Ring still has 2 charges for the day), or all 3 uses at once for 7d6 damage and a Reflex DC of 18 (if the Ring still has all 3 charges for the day).
CONSTRUCTION
Requirements: Craft Universal Item, Hail of Crystals; Cost: 8,200 gp

Crystal Negation Ring
Aura: moderate Metacreativity; ML: 6th
Slot: ring; Price: 5,000 gp; Weight: ---
DESCRIPTION
Wrought of simple copper and adorned with nothing more than scratchings that resemble broken gems, a Crystal Negation Ring is actually infused with discordant psionic forces. Wearing this psionic ring negates the first 20 points of damage dealt to you each round by crystals, whether it is crystalline items (such as a weapon made out of deep crystal), crystalline powers (such as Hail of Crystals), natural weapons from crystalline creatures (such as a crystal golem, a.k.a. psionkiller), crystalline magic, or other crystalline effects. Other stones, ceramics, or metals do not count for purposes of this Ring, but ice, glass, obsidian, and gems are all crystalline. You cannot be changed into a crystalline form while wearing a Crystal Negation Ring. Finally, once per day you may perform a melee touch attack to deal 5d6 damage to a crystalline object or crystalline creature. This is a standard action that does not provoke attacks of opportunity, and a missed attack roll does not expend the daily use.
CONSTRUCTION
Requirements: Craft Universal Item, Dispel Psionics, Shatter; Cost: 2,500 gp

Sash of Secrets
Aura: moderate Clairsentience; ML: 6th
Slot: belt; Price: 27,600 gp; Weight: 1/2 lb.
DESCRIPTION
This black sash may be worn around the waist or over the shoulder, and appears quite ordinary except for silvery patterns that are only visible in direct moonlight. Simply wearing a Sash of Secrets lends you a +5 resistance bonus on Will saves against all Charm effects, any Compulsion effects that would directly control your actions, any alignment-detecting effects, and any other effects that would detect or prevent lies. This Will bonus also applies against scrying, remote viewing, thought-reading, emotion-reading, memory-reading, and memory-altering effects. The Sash of Secrets likewise gives you a +5 competence bonus on Bluff checks. Finally, once per day the wearer of this item can trigger one of the following powers by command thought: Aura Sight, Memory Modification, Mind Probe, Pierce the Veils, and Trace Psychoport.
CONSTRUCTION
Requirements: Craft Universal Item, Aura Sight, Conceal Thoughts, Fortify, Memory Modification, Mind Probe, Pierce the Veils, Trace Psychoport; Cost: 13,800 gp

Tricrystal Ring
Aura: moderate Metacreativity; ML: 10th
Slot: ring; Price: 10,000 gp; Weight: ---
DESCRIPTION
This golden ring is adorned with a diamond, an emerald, and a ruby, each infused with different psionic properties. Each function of the Tricrystal Ring is useable once per day. Activating any of these functions is a standard action that does not provoke attacks of opportunity, nor does it require any special knowledge or commands, but anything created by this Ring disappears if the Ring is removed. Everything created by a Tricrystal Ring is made of crystallized Astral ectoplasm. By focusing on the diamond, the wearer can create a temporary crystalline barrier in front of him or her that functions as per a tower shield, which hovers in front of the Tricrystal Ring's wearer and incurs no penalties or spell failure chances but still provides the benefits of a tower shield. This barrier disappears after 1 minute (10 rounds) or can be dismissed as a free action by the Ring's wearer; the crystalline barrier resembles blue-white diamond but has the same statistics as a normal tower shield.

You can focus on the emerald while wearing this Ring in order to generate a hollow crystalline box around one targeted 10-foot cube of space, entrapping anything within the area, but you cannot create the box where its formation would be obstructed (such as if a particularly-massive creature is occupying the space and would not fit inside the crystalline box). This box is transparent but visible and faceted like a green emerald, with 100 hit points and 15 hardness (1 inch thick, but damage is psionically-dispersed across the structure so it isn't destroyed too easily), lasting until destroyed or until 1 minute (10 rounds) has passed or dismissed as a free action by the Ring's wearer. It hovers in place where created, stationary and impermeable until destroyed (though Incorporeal or Ethereal entities can pass through, and teleportation still works). Gasses, liquids, and pliable objects (such as grass or tree branches) do not obstruct the formation of the box, as long as it does not bend them to the breaking point when it forms. Conscious, non-immobilized creatures may avoid being trapped in the box with a successful Reflex save (DC 20) at its formation, ending up in a random space adjacent to the box.

Focusing on the ruby while you wear this Ring results in a ruby-red crystalline blade materializing before you, and it functions like a psionic Medium-sized +1 Greatsword for 1 minute (10 rounds) before disappearing (you may dismiss it as a free action, and it can be destroyed like any other weapon). This blade flies on its own and fights independently against whichever targets you choose (a free action to select a target at any time), with a fly speed of 100 feet and perfect maneuverability (even flying underwater at the same speed if need be). Designating targets requires being aware of their approximate position; the ruby blade ignores targets who you cannot locate at any given moment. The crystalline blade has an effective Base Attack Bonus of +10 and no other attack or damage modifiers besides its +1 enhancement (plus any modifiers for flanking, charging, or other circumstances). It is limited to attack, charge, full attack, move, and double-move actions, unable to perform combat maneuvers or any other special actions, but it acts on the same Initiative count as when it was created (you may still take your normal actions each round). The crystalline blade threatens the area within 5 feet of it, can perform one attack of opportunity each round against its designated target, and is capable of flanking its target like a creature could, but does not fully occupy a space (so creatures may enter its space without hindrance, aside from the designated target suffering an attack of opportunity). The blade cannot be held or wielded, as it partially breaks down into ectoplasm for a moment when grasped and simply reforms outside the grasper's clutches.
CONSTRUCTION
Requirements: Craft Universal Item, Ectoplasmic Creation; Cost: 5,000 gp

Vindication Waistwraps
Incomplete, will be filled in later
 
Last edited:


Arkhandus

First Post
I have updated the Azaganian psionic items list above with a few items and clarifications, including the Crystal Chasm Bow. I will be editing this post as well, sometime in the next week, with details on a half-dozen or so new psionic monsters found on Azagan. Then I'll get back to working on some details of Azagan and Rhivia, maybe add a few more of the deity descriptions or something, after that's done.
 

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