1 player for a dnd/gng psionic game

doghead

thotd
I am recruiting on more player for my dnd game, Shamutanti Hills. You can find the original ooc thread here.

Currently there are two players, a Soul Knife and a Fighter/Psion. They are looking for a guide. And they are quite persistant about it.

The game, like all of mine, uses Ken Hood's Grim and Gritty Revised Rules. You don't need to be all that familier with it, I can do any conversions if need be. Its not that different really, the main things I have found so far is that a high Con/Toughness (Soak) is a big plus. Links to the rules can be found in the original ooc thread. The rules consist of all of about 6 (fairly empty) pages and take about 30 minutes to read.

The game was set up to try out the psionics rules. There are no divine or arcane spellcasters, only psionic manifesters. With one exception - sorcerers. Sorcerers are regarded in much the same way witches were regarded in the middle ages. They are belived to be the spawn of dragons, they hold obscene rituals with demons, steal children and eat virgins. That sort of thing. Of course, when you need a potion or charm however, ...

The party have stumbled across a small group of sorceres hidden in the foothills. And as mentioned, they are looking for a guide. I would rather not ghost a npc, so I am recruiting.

original ooc thread said:
I work off the 3.5SRD. Please keep to whats in there. The default answer is No. The psionic classes section of the excellent online 3.5SRD by Solvelior & Sage can be found here.

Oh yeah, before I forget, no coloured text please. I'm British.

-- CHARACTER GENERATION --

28 point buy
Core PHB races.
* (no psionic races as I'd like to keep this as simple as possible).
Psionic classes + Barbarian, Fighter, Monk, Rogue.
* (ie, the non-spellcasting classes)
3rd level.
Max 1st starting gold x 7.
* (I'll be handing out some psionic goodies later.)

The character need not be a sorcerer, although I would like the idea of having on in the party. But remember that the character will have been living on the farm for a number of years, and would be need to be sufficiently knowledgeable to be chosen as a guide. You may also choose between one of two options.
1) 2 levels PC class and 2 levels of NPC class: the idea of this is to allow a sorcerer to stock up on some woodland/nature/knowledge skills.
2) 3 levels of a PC class.

Humm. I'm sure that there is a much more elegant way to pitch this. Anyway, the relevant part of the ic thread begins about here.

If you have any questions, feel free to ask.

the head of the dog.
 

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Haven't had a chance to read the IC thread yet, but I'm interested in giving G&G a shot.

Thinking about an elven sorcerer, though the Con penalty scares me a lot...

Question - would you be willing to consider a multiclassed Sorcerer/Scout (Complete Adventurer)? It would seem to fit the 'guide' role, though the class isn't Core... (Bearing in mind the 'default answer', I'm expecting a No, but I had to ask ;) )

Though for the wildernessy aspect... a human Bbn1/Sor2 would do me...

-Hyp.
 
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Scotley, Sado: can I ask you guys to stay out of this thread. See the ooc thread for details
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Hey Hypersmurf

I prefer to keep the mechanics of the game in the background. So far, I have found the gng rules mesh much more seamlessly with the narative. At least, my kind of narative. But my experience of them has still been limited. I'm still learning. I haven't done anything particularly high level yet.

The scout/sorcerer or barabarian/sorcerer are doable, although I don't have access to the Complete Adventurer book. They are a little more hardcore than I had in mind. To be honest, I more interested in knowing why a character is 'such and such' and what their connection to the setting is than trying to control which materials are used. If the backstory fits, I tend to let people take whatever is needed to build the character. So let me give you a little more background.

The stead* you will be starting from was formed by a small group of refugees (lead by Ma, the oldest and strongest sorcerer in the group) from a wave of persecution that swept the old World kingdoms about half a century ago. Since then the stead has remained hidden from the kingdoms in the foothills of the Shamutani Hills. The events that lead to the creation of the stead have firmly entrenced in Ma the belief in the need to keep a low profile. They are primarily farmers, but the hills are dangerous enough for them to have developed some proficiency with weapons and other assorted useful skills.

They have on occasion engaged in a little banditry. However, up until today, it has always been done far from the stead, generally along the more popular southern road to Khare. They have been reasonalbly successful and with the profits from that and one or two other little enterprises, the stead is acctually quite successful.

[bq]With the other characters, I randomly (kinda) rolled for magic (well, psionic really) items based on their initial characters. I will do the same here.[/bq]

Todays little foray (the raid on the party) was organised by Caleb with Hoddle and without Ma's knowledge. Hoodle is Ma's youngest son, and has always been a hothead. If the party had not killed him, Ma might have done so herself (only half joking here) for endangering the stead. Ma is a formidable woman, and although a few think it might be time to quit hiding from the world, Ma won't hear of it, so it is only spoken of in whispers.

The young woman in the story is Ma's niece. Sorcery tends to run along the female side in this family. There are, however, about a dozen adults in the stead you could 'generate'. A male sorcerer would be possible, perhaps one given sanctuary by Ma in more recent years and not related by blood. The other sorcerer in the stead was to be the aunt of the young woman, Ma's daughter.

An elf would be difficult (and the Con penalty could really hurt). I've been basing the game (very) loosely on celtic myths and legends. In this world, the elves are far more fey, and feared, than in the most conventional games. They live in a world that is almost invisible to this one. They command terrible magic, live for centuries and on occasion, ride forth in ghostly hosts to cause terrible chaos and confusion - sometimes they bring war, sometimes gifts, sometimes they just take people, and sometimes all three. That sort of thing.

Barbarians. Hey we aren't barbarians! The western raiders are barbarians. So are the orcs that lurk in the foothills of the mountains. While the people of the old word respect the power of the barbarian, they see themselves, in their master of the White Mind and use of Flux (ie psionics - I'm not big on crystals) as a superior form of warrior (psions of a combat bent are usually considered warriors). Being a barabarian would carry some stigma. Being a sorcerer/barbarian ... hehehe. It could be fun.

OK. Thats enough blather from me. Over to you.

* A stead is basically a village community.
 

doghead said:
The scout/sorcerer or barabarian/sorcerer are doable, although I don't have access to the Complete Adventurer book.

Fair enough - I'll skip CAdv stuff, then :)

An elf would be difficult (and the Con penalty could really hurt). I've been basing the game (very) loosely on celtic myths and legends. In this world, the elves are far more fey, and feared, than in the most conventional games. They live in a world that is almost invisible to this one. They command terrible magic, live for centuries and on occasion, ride forth in ghostly hosts to cause terrible chaos and confusion - sometimes they bring war, sometimes gifts, sometimes they just take people, and sometimes all three. That sort of thing.

Okey-doke. Human it is :)

Barbarians. Hey we aren't barbarians! The western raiders are barbarians. So are the orcs that lurk in the foothills of the mountains. While the people of the old word respect the power of the barbarian, they see themselves, in their master of the White Mind and use of Flux (ie psionics - I'm not big on crystals) as a superior form of warrior (psions of a combat bent are usually considered warriors). Being a barabarian would carry some stigma. Being a sorcerer/barbarian ... hehehe. It could be fun.

Ah, but he's not psionic - that's the whole point. Lacking mastery of the White Mind or any attachment to Flux, but with the forbidden sorcerous powers in his blood, he did his best to stay under the Old World radar. Hiding out and living off the land until he met Ma and her stead, it was only natural for him to develop a more savage, less-refined technique...

Since hooking up with the stead, he's taken on a hunter/gatherer/militia role.

-Hyp.
 

Arn 'Jack' Jackal, Huntsman of Shamutani Stead

Jack is a tall, burly hillman, who sought out Ma some years ago, following a tenuous trail of whispers and rumours. The thought of a community of sorcerers was an enticing one - Jack had tired of hiding his magical abilities, and dreamed of a place where he might be accepted for who he was.

The Stead hasn't really lived up to his expectations; he has a place, and he contributes, and he no longer has to hide every day... but the sense of oppression and fear of discovery by outsiders still lingers. On top of that, Jack disapproves of banditry. He won't speak out publically, but knowing that the community stays afloat by plundering others sits uneasily with him.

Consequently, he spends more time out in the hills than in the village, keeping the community in meat and hides beyond what the domesticated animals can provide.

When out hunting, he typically dresses in furs and leathers; when danger is anticipated, however, he prefers to armour up in an old steel breastplate and a heavy shield.

[sblock]
Code:
Neutral Human Male Bbn1/Sor2

S    14 
D    14 
C    16  
I    10 
W     8 
Ch   12 

BAB  +2
Fort +5
Refl +2
Will +2
Init +6

Defense:    With Shield: +6* [+2 BDB, +2 Dex, +2 Shield]
         Without Shield: +4* [+2 BDB, +2 Dex]
  *-2 when Raging

Attack:           Melee: +4* [+2 BAB, +2 Str]
                 Ranged: +4  [+2 BAB, +2 Dex]       
  *+2 when Raging

Soak:                    +9* [+3 Con, +5 Breastplate, +1 Familiar]
  *+2 when Raging

-----
Feats

Improved Initiative
Combat Reflexes
Track

-----
Skills

Speak Common
Survival               5 -1 = +4
Knowledge (Local)  xx  2 +0 = +2
Knowledge (Nature) xx  2 +2 = +4
Listen                 4 -1 = +3*
Climb                  4 +2 = +6^
Concentration          4 +3 = +7

* +2 [Alertness] from Familiar
^ ACP -4 [Breastplate], -2 [Shield]

-----
Equipment                

Longspear                               5
Breastplate                           200    
Heavy Wooden Shield                     7
Battleaxe                              10
Composite Longbow [14 Str]            300
Arrows x40                              2
Handaxe                                 6
Dagger                                  2
Potion of CLW x5                      250
Potion of Enlarge Person x3           150
Assorted Hunter's/Hillman's Gear       30
                                     ----
                                      962
                                    
100gp for familiar                    100
                                     ====
                                     1062
                             
58gp remaining from 1120
                              
-----
Spells

0 (6/day, DC 11)
Detect Magic
Detect Poison
Light
Mending
Message

1 (5/day, DC 12)
Alarm
True Strike

-----
Familiar

Mugwup the Toad - Jack's 'foul demon servant' who eats the souls of naughty Analander children.  (... or maybe he's just a toad.)
[/sblock]

-Hyp.
 

Hypersmurf said:
*whoot* *doghead yoinks the character details*

Took me a while to work out how to access your character. CODE makes my computer go cross eyed, windows and scroll bars all over the place. Also sorted out most of my initial questions. It looks like to have one more skill point left. I'll probably allow you to take K/nature and K/local as background skills (1:1).

Why the level in barbarian? It almost seem to work against the sorcerer level. Barbarians wade in, sorcerers hang back. The armour will give you a significant chance at spell failure. Is it just the skills?

More importantly however, I'd like to tie the barbarian level into the setting. The people of the Old World don't really have a barbarian culture in the sense of raging warriors. As mentioned, the eastern raiders do. Humm. I had a barbarian once. Left his homeland to serve in the Barbarian Guard of another Kingdom, like his father and older brother had before him. This might work. [idea]Some of the Kings and Earls keep a retinue of barbarians as an personal retinue, guard. Like the Romans did. Arn left his homeland and joined one of these groups before his sorcerous abilities began to mainfest themselves. He was forced to leave (before or after being discovered?). Only problem was, his people hate sorcerers more than the Old Worlders. This option leaves open the possibility of 'connections in high(ish) places'. Also the possibilty of bitterness.[/idea]

The longspear and shield also seems a little odd. You can't use both at the same time. The lonmgspear does give you reach though.

Anyways, let me know what you think. For my own record keeping, I usually convert your character sheets to my own - this way everthing is the same at this end. You don't have to use it. It also helps me get my head around them. I've posted 'Jack' as I have him at the moment. [sblock]Arn 'Jack' Jackal
Human Male Barbarian 1 / Sorcerer 2

Abilities:
* Str 14, Dex 14, Con 16, Int 10, Wis 8, Cha 12.

Initiative: +6 _______ [+2 dex, +4 feat]
Speed: 30 ft. ________ [base 30 ft., +10 feat, med armour]
Soak: +9 _____________ [+3 con, +5 armour, +1 familer]
Defense: +6 __________ [+2 bab, +2 dex, +2 shield]

Note: Defense -2, Soak +2 when raging

BAB: +2
Base Melee: +4 _______ [+2 bab, +2 str]
Base Range: +4 _______ [+2 bab, +2 dex]
Base Damage: +2 ______ [+3 str]
* melee +4 (longspear, 1d8+2, 10/+5)
* melee +4 (handaxe, 1d6+2, 10/+0)
* melee +4 (daggar, 1d4+2, 8/+0)
* range +4 (daggar, 1d4+2, 8/+0, 10 ft.)
* range +4 (comp longbow, 1d8+2, X/+X, XXX ft.)

Note: +2 melee, +2 melee damage when raging.

Saves:
* Fortitude +5 _______ [+2 base, +3 con]
* Reflex +2 __________ [+0 base, +2 dex]
* Willpower +2 _______ [+3 base, -1 wis]

Skills: [5*4 + 3*2 = 26 skill points]
* Climb +6 _______________ [4 ranks, +2 str, -6 ACP]
* Concentration +7 _______ [4 ranks, +3 con]
* Knowledge (local) +2 ___ [2 ccranks, +0 int]
* Knowledge (nature) +4 __ [2 ccranks, +0 int, +2 syn]
* Listen +5 ______________ [4 ranks, -1 wis] +2 w/familer
* Survival +4 ____________ [5 ranks, -1 wis]

Feats:
* Improved Initiative ____ [human]
* * Alertness ____________ [with familer]
* Combat Reflexes ________ [L1]
* Track __________________ [L3]

Class and Race Abilities:
* Human Bonus Feat and Skill points.
* Fast Movement
* Rage 1/day
* Summon Familer

Languages:
* Cealic.

Equipment:
Worn Carried
* woodsman's outfit
* breastplate ______________ 030 lb.
* heavy wooden shield ______ 010 lb.
* longspear ________________ 009 lb.
* composite longbow (+2 str) 003 lb.
* * 40 arrows ______________ 006 lb.
* handaxe __________________ 002 lb.
* dagger ___________________ 001 lb.
In Backpack
* Potion: CLW x5
* Potion: Enlarge Person x3
* Assorted Camping Gear
* Coin - 58 gp.

Encumberance:
* Light (58 lbs.) Medium (116 lbs.) Heavy (175 lbs.)

Spells
Oth Level (6/day, DC 11)
* Detect Magic
* Detect Poison
* Light
* Mending
* Message

1st Level (5/day, DC 12)
* Alarm
* True Strike

Familier: Mugwup the Toad - Jack's 'foul demon servant' who eats the souls of naughty Analander children. (... or maybe he's just a toad.)


Appearance:
* Height: 5'9"
* Weight: 145 lbs
* Hair: Sandy Brown, worn in a braid
* Eyes: Hazel
* Age: 21

Personality:


Background:

Arn 'Jack' Jackal, Huntsman of Shamutani Stead

Jack is a tall, burly hillman, who sought out Ma some years ago, following a tenuous trail of whispers and rumours. The thought of a community of sorcerers was an enticing one - Jack had tired of hiding his magical abilities, and dreamed of a place where he might be accepted for who he was.

The Stead hasn't really lived up to his expectations; he has a place, and he contributes, and he no longer has to hide every day... but the sense of oppression and fear of discovery by outsiders still lingers. On top of that, Jack disapproves of banditry. He won't speak out publically, but knowing that the community stays afloat by plundering others sits uneasily with him.

Consequently, he spends more time out in the hills than in the village, keeping the community in meat and hides beyond what the domesticated animals can provide.

When out hunting, he typically dresses in furs and leathers; when danger is anticipated, however, he prefers to armour up in an old steel breastplate and a heavy shield.
[/sblock]
 

Just saw the post before last. I missed it somehow. Whoops.

I don't have access to the CAdv book, but if you don't mind me asking what this means, and this, and that does, as I said, its doable.

OK, I see where the barbarian aspect comes from. I generally see barbarianism and rage as a cultural product, not something you can just 'pick up', unlike say, the Power Attack/Cleave/Greater Cleave fighting style, which anyone can learn. Ideally, I'd like to see the barbarian aspect tied into the setting somehow. However, its not a big problem, and not one thats going to red light anything. Just a preference really. One of my many quirks when it comes to dnd. (did I forget to metion that? *doghead whistles innocently*)

thotd
 

doghead said:
Also sorted out most of my initial questions. It looks like to have one more skill point left.

The fifth rank in Survival is cross-class, so it cost two points.

I'll probably allow you to take K/nature and K/local as background skills (1:1).

Okay... just bump both up to 4 ranks, then.

Why the level in barbarian? It almost seem to work against the sorcerer level. Barbarians wade in, sorcerers hang back. The armour will give you a significant chance at spell failure. Is it just the skills?

He may start hanging back more as he gains more levels in sorcerer, but at the moment, he's a wade-in kind of guy.

If you look at his spells, spell failure isn't a major deal. Alarm is something he uses while hunting (not wearing armour) or at night (not wearing armour). True Strike has no somatic component (no spell failure chance). Detect Magic, Detect Poison, and Mending aren't combat spells. And Message... well, if I need to cast it in armour, it's likely to be at a time when if it fails, I can just cast it again.

[idea]Some of the Kings and Earls keep a retinue of barbarians as an personal retinue, guard. Like the Romans did. Arn left his homeland and joined one of these groups before his sorcerous abilities began to mainfest themselves. He was forced to leave (before or after being discovered?). Only problem was, his people hate sorcerers more than the Old Worlders. This option leaves open the possibility of 'connections in high(ish) places'. Also the possibilty of bitterness.[/idea]

Works for me just fine :)

The longspear and shield also seems a little odd. You can't use both at the same time. The lonmgspear does give you reach though.

That's why I gave a defense-with-shield and a defense-without-shield. If he's using bow or longspear, he's shieldless. If he expects to be right in close with no room to use the spear, he'll go shield-and-battleaxe.

Anyways, let me know what you think. For my own record keeping, I usually convert your character sheets to my own - this way everthing is the same at this end.

All sounds good.

-Hyp.
 

I should have known you would have it all worked out. One cc rank Survival it is. And bump K/nature and K/local to 4 ranks each. I recognised that most of the spells were non-combat ones, but didn't see the 'no somatic component' for True Strike. I'd always just assumed that arcane spell failure was universal (although I knew it was based on restricting movement, so the somatic tie in make sense I suppose).

So, lets say Jack is in the group with the old woman, and can toss his hat into the ring at any time. I'll leave that up to you. Welcome aboard.

Which make us almost good to go, just need to sort out a few items.

Nemdor's Cold Heart; +1 melee weapon , Frost ability.
* You can apply this to any one melee weapon you have.

Quiver of Handrel; Efficient Quiver.

Dust of Appearance; 1 tube.
Dust Of Illusion; 1 tube.

The names are unique to the items. Another item of the same type won't have the same name.

thotd.
 

doghead said:
So, lets say Jack is in the group with the old woman, and can toss his hat into the ring at any time. I'll leave that up to you. Welcome aboard.

Okey-doke.

Which make us almost good to go, just need to sort out a few items.

Nemdor's Cold Heart; +1 melee weapon , Frost ability.
* You can apply this to any one melee weapon you have.

Make it the longspear.

Quiver of Handrel; Efficient Quiver.

Cool. Question - can the longspear fit in the "bow/spear/staff" compartment? Possibly taking up two spaces?

Also, one quick note - I'm out of town this weekend. Shall I wait until I'm back to post?

I've added Jack to the Rogue's Gallery thread - a couple of minor changes with the new magic items, etc, and personality and appearance filled in.

-Hyp.
 
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