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

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 Name: Frujimandamur
Race: Mindflayer
Size: Medium
Gender: MAle
Alignment: Neutral 


Str: 14 +2 (4p.)     Level: 6        XP: 0
Dex: 14 +2 (4p.)     BAB: +2         HP: 26
Con: 16 +3 (6p.)     Grapple: +4     Dmg Red: 0
Int: 20 +5 (10p.)    Speed: 30'      Spell Res: 0
Wis: 12 +1 (2p.)     Init: +2        Spell Save: +1
Cha: 14 +2 (6p.)     ACP: 0         Spell Fail: 0%

               Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:          10    +0    +0    +2    +0    +2    +0    14
Touch: 14              Flatfooted: 12

                           Base   Mod  Misc  Total
Fort:                      1     +3          +4
Ref:                       1     +2          +3
Will:                      3     +1          +4

Weapon                Attack   Damage     Critical
Tentacles (3)           +4      1d4+2      x2
Crossbow                +4      1d8        x3 


Languages: Common, Undercommon, Abyssal, Aquan, Draconic, Dwarven, Gnome. 

Abilities: 
Race:
Starting Ability Score Adjustments: + 2 Int
Speed: Mind Flayer base land speed is 30 feet.
Darkvision 60 ft.
Aberration Type.  This means the mind flayer is not affected by spells that affect only 

humanoids, such as charm person.  The mind flayer also has the Psionic sub-type.
Automatic Languages: Common, Undercommon.  Bonus Languages: Abyssal, Aquan, Draconic, Dwarven, 

Elven, Gnome, Infernal, Terran.
Favored Class: Psion (Telepath).  Actual Psion levels and the mind flayer’s base manifesting 

ability stack when determining power points per day and other effects dependent on manifester 

level.  For example, a mind flayer 2nd level psion has the same power points per day, powers 

known, and manifester level of an 11th level psion.  Note that if the mind flayer takes levels 

in Psion with a discipline other than telepathy, the class is not considered favored and its 

innate manifester level does not stack with its psion levels.

Telepathy (Su): At 2nd level, the mind flayer gains the ability to communicate telepathically 

with any creature that has a language at the range indicated in the table above.  

Mind Blast (Sp): At 4th level, the mind flayer can create a blast of mental energy that stuns 

those targeted.  A will save (DC 10 +1/2 the mindflayer’s HD from mind flayer class + the mind 

flayer’s Cha modifier) negates the effect.  Initially, this ability is limited to one use per 

day against one target within 10 feet, with the stunning lasting 1d4 rounds.  The number of 

times per day, range and duration of the stunning all increase as shown on the table above.
 
Power Resistance (Ex): At 6th level, the mind flayer gains power resistance equal to 10 + mind 

flayer class levels, + normal class levels.

Feats:
Psionic Meditation, Psionic Fist

Skills               Ranks  Mod  Misc  Total
24+6+7
Concentration         6    +3          +9
Bluff                 6    +2          +8
Move Silently         6    +2          +8 
Hide                  6    +2          +8 
Knowledge (Arcane)    5    +5          +10 
Sense Motive          6    +1          +7 
Spot                  3    +1          +4 

Equipment:            
Crossbow
Bolts
Hat of Disguise (Duergar)      
Money:-

Power point pool: 32                        
Powers:
Lvl1
Charm, Psionic
Control Object
Precognition
Thicken Skin
Mind Thrust

Lvl2
Read Thoughts
Suggestion, Psionic
 
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Voda, your hit points are way too high.

You should have:

1st Level (1 HD): 8+3 Con = 11
3rd Level (2 HD): 11 + 4.5 + 3 Con = 18.5
5th Level (3 HD): 18.5 + 4.5 + 3 Con = 26

So, 26 hit points. Looks like everything else is ok.
 



Crazy Monkey, I've updated my character in the Rogue's Gallery with a new image, descriptions of his two feats, his choice of language and a fleshed out character background. It describes what his fellow prisoners would know about him from the few days before he succumbed to death. It's supposed to preface the beginning of the campaign. I'm posting it here so everyone who's interested can read it. Let me know what you think.

You know it occurs to me that, while waiting for the campaign to start, some of the players who are ready could entertain themselves by role-playing some time together in the dungeon; observing routine, greeting new prisoners, sharing backgrounds, etc. It'd be something to do while we wait. Just an idea. :)

––––––––––––––––––––––––––––––––––––––

A prison guard with a split lip and spitting blood had brought the shackled prisoner down the stairs into the subterranean prison wing known, unsurprisingly, as "the dungeon". If the guard was injured, his charge was a bloody mess. The wretch's hair was matted with blood, his right eye ugly and swollen shut. He struggled to drag his left leg while desperately clutching his sore ribs with both arms. The pitiless guard kept the prisoner moving ahead of him with threats and generous thrusts of his truncheon to the small of the man's back. The prisoner continued to beg pathetically the whole time in spite of the guard's pitiless demeanor; a nearly incomprehensible litany of mumbled apologies, desperate explanations and senseless blubbering.

The hardened criminals of the dungeon, both human and otherwise, laughed and taunted the pair through cell doors as they made their way down the corridor. Word spread quickly that the man was a petty thief who'd senselessly thrown away the possibility of an early release on a foolish escape attempt in which his current escort had been injured. The predictable result was a harsh beating, a much more serious criminal charge and relocation to the dungeon. Instead of opening a cell door, the guard stopped at an iron grate in the floor and fished out a set of keys from his belt. In a few moments, it was unlocked, the grate propped open and a darkened hole loomed ominously before the prisoner. Under better circumstances a wooden ladder would have been lowered into the hole to allow access, but the spiteful guardsman turned and unceremoniously pushed the prisoner in. Still blubbering his sob story the man was caught unprepared and was quickly swallowed up by the darkness with little more than a gasp and a resounding crack of bone as he hit the oubliette floor ten feet below. Nothing but the jeers of the other inmates and the squeal of rusted hinges could be heard as the guard closed and locked the oubliette grating and walked away.

There was some debate amongst the other prisoners over the next day whether the man had even survived the fall seeing as how nothing could be heard from his hole. The question was answered in the wee hours of the morning when the man's moans and then screams of anguish echoed throughout the dungeon. Any pity the prisoners might have felt for the wretch was quickly eroded by his nearly constant cries of pain and more calls for mercy. Angry shouts for him to shut up went unheeded. A few of the more callous inmates dumped the contents of their chamberpots into the corridor so that their waste might drain down into the oubliette and so deliver a more poignant incentive to its occupant to be quiet.

For days, the badly injured prisoner continued to weep in pain while repeatedly muttering a woman's name; something like Amberline. No one knew, or much cared, whether it was the man's lover, wife, mother, sister or daughter, but the wretch seemed more concerned for her well being than his own. Eventually, much to the gratitude of prisoners and guards alike, the man lost the ability to speak and only moaned occasionally. In time, even that sound diminished to nothing. The last anyone in the dungeon heard of the man was two days later when a guardsmen dumped a bucket of drinking water into the oubliette. Some sputtering and weak slurping followed for a few minutes and then, once again, silence. It seemed that the wretch had finally met his end; alone, in the dark, with no one to remember his name, except perhaps for the woman to whom he'd called in his last moments. Rest in peace.
 
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The Paths of Legend Campaign Setting has a new home!

Click here for the latest updates to Monkey's homebrew setting.*

*Membership required. Some material not suitable for users under 18. Side effects include an overabundance of awesomeness.
 


Thanks Monkey! Uh yeah, about the HP, can someone help me with that please? Do we roll for HP or do we take the max or average? Also, the HD for the Minotaur class are changing as he levels up. And how is the CON bonus added to all of this? Sorry, still a bit new to PnP RPGs where you have to do everything yourself :)
 

Here is my updated character sheet. I am submitting it has a attachment because the posts keep removing the spacing I am using to format the sheet. If this is still confusing I will attach scan of a actual character sheet.
 

Attachments


Myth and Legend, we're doing average hit points per hit die (except level 1), so your minotaur should have...

Level 1: 8 + Con mod
Level 2: 4.5 + Con mod
Level 4: 4.5 + Con mod
Level 6: 4.5 + Con mod

21.5 + (Con mod x4)

I don't recall what your Con mod was. As an example, if your Con mod is +3, then your total hit points would be 33.5 (the .5 is ignored during actual play, but is still counted when adding future hit point gains).

SiliconDragon, your ability scores are still too low (you've spent 31 points out of a 32 point buy). Everything else looks ok.
 

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