[D&D 3.5] Paths of Legend: Paths of Madness (OOC)


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Has promised here's my character:

Vulpine Sorcerer 5/Dragon Disciple 1

STR 8 INT 14 (including +1 at lvl 4)
CON 11 WIS 12
DEX 10 CHA 16


I was going back over the posts and it came to my attention that I forgot a couple of things on my character sheet.

Alignment is Chaotic Good
Vulpine is charaters name, He is a male Shifter(fox-based).
His shifter trait is Wild Hunt(+2 Con, scent ability while shifted).

Thanx for bearing with me.:D
 
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I know CM was talking about running maybe 10, he likes to start with lots of players due to player attrition over time. For those who haven't been in one of his games, he really appreciates extensive backstories that he can incorporate into the story-arc.

I'm still waiting on the revised monster class and some feedback from Crazy Monster before I provide more material. I can type backstory until our poor DM's eyes glaze over, but before I put the effort into it I'd like some assurance that the campaign has legs and that I'll be playing in it.

As is, we've got enough character submissions to organize a veritable adventuring battalion, let alone an adventuring party. :)
 

And now you have one more to add to the battalion.

Sheet in sblock
[sblock]
Steise
Male kalashtar telepath 5/thrallherd 1
Chaotic Neutral humanoid
Init +1; Senses Listen +1, Spot +1
Languages Common, Quor, Draconic, Elven, Dwarven

AC 11, touch 11, flat-footed 10
(+1 DEX)
hp 22 (=14 Telepath + 2.5 Thrallherd + 6 CON)
Fort +2, Ref +2, Will +7

Speed 30ft
Base Atk +2; Grp +2
Powers Known (ML 5); Power Points 41 (25 Psion + 10 Bonus + 6 Kalashtar)
1st Level (5)
conceal thoughts, crystal shard, mind link, psionic charm, synchronicity
2nd Level (4)
ego whip, read thoughts, psionic suggestion, psionic tongues
3rd Level (2)
energy wall, psionic darkvision
Psi-Like Abilities:
Mindlink 1/day, DC CHA-based, ML 1/2 HD

Abilities Str 8, Dex 12, Con 12, Int 18, Wis 13, Cha 14
Feats Inquisitor (1), Psionic Meditation (Psion1), Overchannel (3), Extend Power (Psion5), Talented (6)
Skills Autohypnosis +9, Concentration +9, Diplomacy +12, Bluff +6, Knowledge (psionics) +14, Psicraft +14, Sense Motive +9 (Skill Ranks: Autohypnosis 6, Bluff 2, Concentration 8, Diplomacy 8, Knowledge (psionics) 8, Psicraft 8, Sense Motive 8)
Possessions

Skills
Kalashtar gain a +2 racial bonus on Bluff, Diplomacy and Intimidate Checks
Kalashtar gain a +2 racial bonus on Disguise checks made to impersonate a human

Racial
Immunity to effects that rely on the target's ability to dream
+1 Power Point per character level
[/sblock]

Appearance
Steise has lightly-tanned skin, with a frail, weak body. His crimson eyes hold a bright, penetrating stare when something interests him, taking in everything all at once. He wears his pale blonde hair shorn short, though it has grown shaggy due to his incarceration, wild and unkempt. He has all the delicate features common amongst Kalashtar, heightened by his malnourished body, making him seem human and something other at the same time.

Personality
Steise has a vaguely loose grasp on reality. The part of the One Mind that is imparted to him that granted him his psionic abilities snapped something in him, which, when nothing draws his attention, tends to cause him to stare off into space, lost within the expanses of his mind. Despite this, he is an outgoing, friendly sort who seems to make friends easily. He tends to look out for himself when things hit the fan, though in the company of others, he will contribute to the best of his abilities - so long as it doesn't endanger him too much.

Steise regards his more-than-casual-acquaintences friends as his dearest treasures, however, and will gladly defend them and come to their aid whenever possible. He'd gladly take an arrow for a friend - not in the chest, certainly, but in the thigh, or the shoulder, or some not-entirely-essential body part like that.

Background
The One Mind gifted Steise at a young age, granting the formerly skill-less boy a competence he had never known before. With the power of the mind opened to him, a once gray and dreary world suddenly brightened with color as he delved into the possibilities that had opened up for him.

When Steise reached adulthood, he left the Awakened Lands, determined to travel the length and breadth of the world to see what sights awaited. With naught but his psionic powers and his wits (few and far between, some would say), he drifted from land to land. Mostly, it was mercenary work that sustained him with that precious commodity that makes the world go 'round: gold. Spying on his employers' foes from a safe distance, turning bodyguards against their masters, sowing a bit of chaos into order, that sort of thing.

Understandably, this has earned him more than a few enemies, and a number of bounties on his head. In particular, the Dijhon have a pretty high bounty on his head, due to a little misunderstanding about some runaway slaves, a missing key, and a few chests of gold. And the Thayvians had a bounty out for him, due to a little fracas involving an uppity son of a 6th tier Red Wizard. It was only a wounding; he still doesn't know why they made such a big deal out of it.

Which is why he finds himself in his current situation. Oh, he fought as best he could against the wizards who came to take him into custody, even manging to draw blood from one of them, but he fell to their holding magics. Oh, and that trial! Wouldn't even let him explain it was a misunderstanding and he didn't mean to seriously hurt the guy.

Now he languishes in prison, execution ever looming closer. With the lunatic gnome telling him of an escape route, though, he's willing to take a few chances to avoid being executed in a public, possibly embarassing manner.

Age: 44
Height: 5'
Weight: 135 lbs
Hair: Light blond
Eyes: Red

I'd like to acquire Steise's thrall(s) in the course of the game if that's feasible - if not, I'll throw up something for his first thrall.
 
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Putting up my in-progress sheet to give peeps an idea of where I'm going and so on. Shard's offensive potential is largely realized through Astral Constructs, though she has some decent single target control powers as well. She also has a good amount of 'sensory' utility powers like Detect Hostility, Clairvoyant Sense, and Toughsight. Her Minor Creation power will probably be handy in the early game when we don't have much equipment. I can swap it out later for something more useful. :)

Comments welcome!

[sblock=Shard]Name: Shard
Race: Human
Class/Level: Psion (Shaper) 6
Gender: Female
Exp

Desc

Strength (STR) 8
Dexterity (DEX) 12
Constitution (CON) 12
Intelligence (INT) 19
Wisdom (WIS) 14
Charisma (CHA) 10

Alignment: Chaotic Good
AC: 11 (+1 dex)
Hit Points: 34
Movement: 30 ground

Init: +1
Base Attack Bonus: +3
Melee Attack: +2
Ranged Attack: +4
Fort: +5
Reflex: +3
Will: +7

Race Abilities
Bonus Feat
Bonus Skills

Class Abilities:
Discipline: Metacreativity
Proficiency: club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear
Psionics
Bonus Feats

Skills: 63
Autohypnosis CC (Wis) +8 (4 ccranks + 2 Wis +2 synergy)
Bluff (Cha) +9 (9 ranks + 0 Cha)
Concentration (Con) +10 (9 ranks + 1 Con)
Craft (Sculpture) (Int) +13 (9 ranks + 4 int)
Knowledge (Psionics) (Int) +9 (5 ranks + 4 int)
Psicraft (Int) +15 (9 ranks + 4 int + 2 synergy)
Sense Motive CC (Wis) +6 (4 ccranks +2 Wis)
Use Psionic Device (Cha) +6 (6 ranks + 0 Cha)

Feats
1 Psionic Body
1 Psicrystal Affinity
1b Boost Construct (+1 special ability from available table)
3 Psionic Meditation (regain focus with move action)
5b Expanded Knowledge: Clairvoyant Sense
6 Skin of the Construct

Languages - Common, ?, ?, ?, ?

Psionics (DC 14+lvl, caster level 6)
Power Points: 47
Level One
Astral Construct (lvl 1 1pp, lvl 2 3pp, lvl 3 5pp)
Minor Creation
Entangling Ectoplasm
Inertial Armor (+4 for 1pp, +6 for 5pp)
Empathy

Level Two
Clairvoyant Sense (From feat)
Swarm of Crystals
Cloud Mind
Detect Hostile Intent
Energy Adaptation (Specified)

Level Three
Body Adjustment
Greater Concealing Amorpha
Ectoplasmic Cocoon
Touchsight

Money -

Weapons -


Armour -
None

Gear -
None


Magic -
None


Background:
None


Psicrystal:

Diminutive Construct
Hit Dice: 6 (17)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 18 (+4 size, +2 Dex, +2 natural), touch 16, flatfooted 16
Base Attack/Grapple: +3/-14
Attack: -
Full Attack: -
Space/Reach: 1 ft./0 ft.
Special Attacks: -
Special Qualities: Construct traits, hardness 8, psicrystal granted abilities (improved evasion, personality, self-propulsion,

share powers, sighted, telepathic link, Hero Personality, deliver touch, telepathic speech)
Saves: +2 fot, +4 ref, +5 will
Abilities: Str 1, Dex 15, Con -, Int 8, Wis 10, Cha 10
Skills: Climb +14*, Listen +6, Move Silently +6, Search +3, Spot +6, Plus Shard's ranks
Feats: Alertness[/sblock]
 

Shayuri, if you are looking for language suggestions how about Gith or Thri-kreen. You are the one most plausible to learn languages of psionic races, and the more different species we can talk to in their native language the better.
 

So, just in case CM's not going to give us a 'free out' (IE helping us escape), does anybody/everybody know how they could get themselves out of prison?

Evan could try shattering his chains and the bars of his cage (Baleful Utterance *As the Shatter spell* can destroy any single object of up to 50 LBs. Very useful when castable at will. :D)
Alternately, i have a 3d6 Eldritch Blast (Also at will, of course). GOGO Cutting laser?

Of course both of these work only if there's no magical wards holding us in.. considering we're being imprisoned by the RED WIZARDS, I doubt that... but hey, it's something to talk about while we wait for CM's return.

Also it's fun to talk about stuff like this. :D
 

Hmmm there are plenty of physiques. I think the reddies would have some sort of mental blocking device just for the these situation, so the psionic abilities wont be of much help.
My squid could just slip through the bars =P
 

Shard's likely escape plan would be to use constructs to assault the bars/chains, or use repeated Swarm of Crystals to slowly cut through them.

Alternatively, she might use her psicrystal, if its intact. She can pretty easily communicate with it, and use Clairvoyant Sense to scry on it's location. Thus, when the coast is clear and the crystal isn't locked up, it could explore a bit, possibly finding a key which it could drag over to her...

Granted, that's pretty risky, so she wouldn't do it lightly.
 

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