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[D&D 3.5] Paths of Legend: Paths of Madness (OOC)
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<blockquote data-quote="Shayuri" data-source="post: 4728149" data-attributes="member: 4936"><p>[sblock=Shard]Name: Shard</p><p>Race: Human</p><p>Class/Level: Psion (Shaper) 6</p><p>Gender: Female</p><p>Exp</p><p></p><p>Desc</p><p>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.</p><p></p><p>Strength (STR) 8</p><p>Dexterity (DEX) 12</p><p>Constitution (CON) 12</p><p>Intelligence (INT) 19</p><p>Wisdom (WIS) 14</p><p>Charisma (CHA) 10</p><p></p><p>Alignment: Chaotic Good</p><p>AC: 11 (+1 dex)</p><p>Hit Points: 34</p><p>Movement: 30 ground</p><p></p><p>Init: +1</p><p>Base Attack Bonus: +3</p><p>Melee Attack: +2</p><p>Ranged Attack: +4</p><p>Fort: +5</p><p>Reflex: +3</p><p>Will: +7</p><p></p><p>Race Abilities</p><p>Bonus Feat</p><p>Bonus Skills</p><p></p><p>Class Abilities:</p><p>Discipline: Metacreativity</p><p>Proficiency: club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear</p><p>Psionics</p><p>Bonus Feats</p><p></p><p>Skills: 63</p><p>Autohypnosis CC (Wis) +8 (4 ccranks + 2 Wis +2 synergy)</p><p>Bluff (Cha) +9 (9 ranks + 0 Cha)</p><p>Concentration (Con) +10 (9 ranks + 1 Con)</p><p>Craft (Sculpture) (Int) +13 (9 ranks + 4 int)</p><p>Knowledge (Psionics) (Int) +9 (5 ranks + 4 int)</p><p>Psicraft (Int) +15 (9 ranks + 4 int + 2 synergy)</p><p>Sense Motive CC (Wis) +6 (4 ccranks +2 Wis)</p><p>Use Psionic Device (Cha) +6 (6 ranks + 0 Cha)</p><p></p><p>Feats</p><p>1 Psionic Body</p><p>1 Psicrystal Affinity</p><p>1b Boost Construct (+1 special ability from available table)</p><p>3 Psionic Meditation (regain focus with move action)</p><p>5b Expanded Knowledge: Clairvoyant Sense</p><p>6 Skin of the Construct</p><p></p><p>Languages - Common, ?, ?, ?, ?</p><p></p><p>Psionics (DC 14+lvl, caster level 6)</p><p>Power Points: 47</p><p>Level One</p><p>Astral Construct (lvl 1 1pp, lvl 2 3pp, lvl 3 5pp)</p><p>Minor Creation </p><p>Entangling Ectoplasm</p><p>Inertial Armor (+4 for 1pp, +6 for 5pp)</p><p>Empathy</p><p></p><p>Level Two</p><p>Clairvoyant Sense (From feat)</p><p>Swarm of Crystals</p><p>Cloud Mind</p><p>Detect Hostile Intent</p><p>Energy Adaptation (Specified)</p><p></p><p>Level Three</p><p>Body Adjustment</p><p>Greater Concealing Amorpha</p><p>Ectoplasmic Cocoon</p><p>Touchsight</p><p></p><p>Money - </p><p></p><p>Weapons -</p><p></p><p></p><p>Armour -</p><p> None</p><p></p><p>Gear -</p><p> None</p><p> </p><p></p><p>Magic -</p><p> None</p><p></p><p> </p><p>Background: (Working on it;almost done)</p><p>[sblock]<em>Once upon a time...</em></p><p>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.</p><p></p><p><em>In a far off land...</em></p><p>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.</p><p></p><p><em>There lived an idealistic young man...</em></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><em>...and his daughter.</em></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>All but one.[/sblock]</p><p></p><p>Psicrystal:</p><p></p><p>Diminutive Construct </p><p>Hit Dice: 6 (17)</p><p>Initiative: +2</p><p>Speed: 30 ft. (6 squares), climb 20 ft.</p><p>Armor Class: 18 (+4 size, +2 Dex, +2 natural), touch 16, flatfooted 16</p><p>Base Attack/Grapple: +3/-14 </p><p>Attack: - </p><p>Full Attack: - </p><p>Space/Reach: 1 ft./0 ft. </p><p>Special Attacks: - </p><p>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) </p><p>Saves: +2 fort, +4 ref, +5 will </p><p>Abilities: Str 1, Dex 15, Con -, Int 8, Wis 10, Cha 10 </p><p>Skills: Climb +14*, Listen +6, Move Silently +6, Search +3, Spot +6, Plus Shard's ranks</p><p>Feats: Alertness[/sblock]</p></blockquote><p></p>
[QUOTE="Shayuri, post: 4728149, member: 4936"] [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][I]Once upon a time...[/I] 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. [i]In a far off land...[/i] 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. [I]There lived an idealistic young man...[/I] 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. [i]...and his daughter.[/i] 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] [/QUOTE]
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[D&D 3.5] Paths of Legend: Paths of Madness (OOC)
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