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

one note about your character sheet, Vertexx.

Enlarge person only works on humanoids. It's still usable if you're planning on casting it on others, though I thought you should know in case you were planning on buffing yourself with it. (Not that you'd need it with that combat-monster! *L*)
 

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

Desc
Shard is a young human woman with very fair, even pale skin and hair so blonde that it's almost white. Her eyes are large and faded blue in color. Between them, in her forehead, is embedded what appears to be a small crystal whose color can vary...apparently with her moods. She is quite slim and frail looking, though is considerably more resilient than she looks.

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: (Working on it;almost done)
[sblock]Once upon a time...
There was a town beholden to Thay near the border. Mostly subsistence farmers and men of crafts, it had to barter its own people to its wizard overlords for protection. Though there was a keep on a nearby hill where they grazed their sheep, it had been empty for generations and no one even knew it's name now. Crumbling and in disrepair, it nevertheless gave the villagers a sense that they were heirs to something noble, and they took from it the name of their town: Shepherds Keep.

In a far off land...
This small community decided that no protection at all was better than sending their children off to slavery. Though the issue was contentious, and they knew there would be consequences, the stubborn people of Shepherd's Keep had been pushed as far as they would go. Rallied by a brave (though some said foolish) man, they prepared for Thay's response.

There lived an idealistic young man...
Under their charismatic leader, the villagers turned their town into a trap, then worked feverishly on restoring the keep on the hill. They kept some people in the village, and worked on the keep from the inside though. When wizard familiars scouted Shepherd's Keep, and scrying eyes appeared in the sky, they saw only minimal preparations. In Thay, cruel voices laughed and issued commands. A small task force was assembled to punish the small town.

They arrived at Shepherd's Keep to an empty village. Yet as they explored they encountered triplines that fired crossbows from empty houses. Covered pits full of tarry water their horses couldn't get out of. Buckets of lamp oil sealed with wax with a bit of alchemist's fire at the top...they burst into terrible clinging flames when the wax seal broke (which was usually when the bucket fell onto soldiers as they burst into a house). The survivors put the remaining town to the torch, but they couldn't find the PEOPLE. That is, until the scout sent to the keep didn't come back.

When what was left of the punishment detail went to the keep to investigate, they were met with arrow fire and hurled spears from the battlements! The keep's doors had been restored and fortified, and its stone walls, while crumbling, were more than enough to keep them at bay. They retreated and waited for reinforcements, knowing that the wizards were watching.

...and his daughter.
As the farmers and shepherds celebrated their 'victory' in the keep, doom gathered on the horizon. What had been thought by the wizards as mere recalcitrance...inevitable and forgivable with punishment...had become full blown armed revolt, however pathetic. In their dark hearts, the wizards of Thay feared this the most. Rebellion could spread like a fire in wild grass if left unchecked. Even the faintest hint of success could inflame the passions of the oppressed. There would be no quarter now, no mercy. An example would be made.

Thay returned to Shepherd's Keep with an army that had a full wizard's contingent. The shields of phalanx batted aside hunting arrows and javelins. No courage was enough when the ground shook, and the very stones of the keep seemed to come alive to strike at the men manning the walls. Lightning roared down from the sky, and fire bloomed across the battlements. The second battle of Shepherd's Keep was not a battle at all.

The keep was stormed, and the surviving men captured. In the cellar, hiding in the front end of an escape tunnel that had partially collapsed, preventing escape now, were the women and children. They too were taken into custody. The fathers were crucified while their wives and children watched. The men of Shepherd's Keep died believing that their families would live in slavery to the wizards they'd defied. And so Shepherd's Keep itself died.

All but one.[/sblock]

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 fort, +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]
 

one note about your character sheet, Vertexx.

Enlarge person only works on humanoids. It's still usable if you're planning on casting it on others, though I thought you should know in case you were planning on buffing yourself with it. (Not that you'd need it with that combat-monster! *L*)
Yah, I changed it to fist of stone instead. Looks like the only spells that could ever change "tek's" size would be righteous might or a higher lvl polymorph. Abberation is a nasty type to be for spells.

Enlarge shouldn't be limited conisdering how little it gives. +5ft of reach and +1 dmg for -2AC.
 
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Xoan's background has been copied and pasted into the post with his stats.

As far as escaping, without psionics he's pretty stuck. I'm sure one of the menagerie members he's locked up with will figure out a way out. That same menagerie will make a good meat shield to keep him from having to fight. Xoan only has limited mental power, so he'll have to save it for when his life is directly threatened. He'll also try to get everyone moving in the direction he wants to go, without really making it obvious. Or at least he'll try. Eventually he'll succeed at his mission and will discard his companions like so much dead weight. Not with prejudice, just expeditiously.

Er, uh, that is to say, he's 100% a team player who wants to make sure everyone makes it out together.

*sigh* This one's gonna be tough.
 


I think the first dozen or so players have already submitted character sheets. So, Thursday and then another week after that before start-of-game?
 


it's PbP with TEN PC's.... if you have issues with slow... you're barking up the wrong tree methinks LOL


On a side note: Read your characters description Vertexx69.... good LORD that sounds like something from someones nightmares... *shudders* well played my friend.. well played heh *does another shudder*
 
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Also, Vertex RE: Enlarge. It's not just +1 damage, it also increases the damage dice due to size (D6 becomes d8, etc). So it's a +2 (avg) dmg bonus, even on a base 1 handed sword.. more if you're using a 2-handed weapon.

EXAMPLE:
Greatsword and 16 str deals 2d6+4 dmg(6-16, avg 11). cast enlarge person on him and he's now dealing 2d8+6 dmg(8-22, avg 15). thats +2 min damage, +4 average, +6 max. PLUS extended reach, and a +4 to grapple/trip checks for a cost of 2 ac and a first lvl spell.

Hell, five feet of reach would be worth it by itself, IMO. Enlarge person's always been an awesome buff spell for low lvl characters. It's not comparable to high level buffs, but it's still a powerful spell for its level.
 

On a side note: Read your characters description Vertexx69.... good LORD that sounds like something from someones nightmares... *shudders* well played my friend.. well played heh *does another shudder*
XD his yuan-ti creators weren't going for pretty, but as scary and powerful as possible, to sow as much confusion as he could...so the next part of his master's plan could happen elsewhere! muahahaha

@ Jemal I give already. Yes its a good spell but Im no longer taking it since I can't use it on myself.
 
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