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Higher Level Psionics PbP (Demon with a Glass Hand)

Bloodweaver1 said:
For the Illumine Soul. Got it.


So what would be the Manifester Level for a SoulKnife?

I was thinking the ML would be to either;
a) the character level (14)
b) the character's BaB (11)
c) the min to create the actual weapon enchantment (ML = 10)


-Blood

Manifester Level: The manifester's psionic class level.
 

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Insight said:
I got my copy of Hyperconscious!

Question: Would the Quietus prestige class be allowed? It's fairly similar to the Innate Pretender that you have listed above, and fits an idea I had for a character better than would the Innate Pretender.
I could deal with one.
 

Avalon® said:
Actually it would be a base class and a prestige class.

These would be the totemist (base class) and the Impure Prince (prestige class)

The first is from Magic of Incarnum while the latter is from Magic of Eberron.

If you want, I can email the needed info to you.

The impure prince seems fine but it obviously has to be tweaked for the setting as far as entry requirements and the language in certain abilities.

I have no idea what a totemist is, but I'm not particularly interested in adding too many base classes.
 

Pyrex said:
If you aren't full yet I'd love to give this a shot. I'm a little worried about the relative frailty caused by LA+7; but it'll certainly be fun to try.

Two questions though:
-- What sources are allowed for gear? Same list as for PrC's? What about he Magic Item Compendium?
-- Anyone know of a feat that will increase the Caster Level of SLA's by 1? I'd really like to be able to squeeze the 5th missile out of the at-will Magic Missile SLA.

Gear is going to be item-by-item approval. I can't really do it any other way as there could always be the stray item that I don't think fits with my vision for the game.

As far as the feat goes, I havn't seen anything like that... but then again I'm not certain.
 

gabrion said:
I saw your list of allowed classes, so maybe this is a silly question, but any chance you would allow some Tome of Battle material? I've been searching for a mid/high level campaign to play a Crusader concept it, but can't seem to find one. Let me know if this is a possibility.

As much as I like that book and the classes contained therein, I'm shaping this game without them (I could really see them being used obviously, some of the flavor for their abilities makes a LOT of sense for the setting). I'm making this decision because I have seen a lot of them in my games lately and would like a party without for this one.
 

Of what I've seen so-far here's the list as best I can seem to form it:

Bloodweaver1 - Soulknife/Illumine Soul
Avalon - Impure Prince
Psion - Crystal Proselyte
Shayuri - Sorcerer
doghead - Troll-bara Ang, Half Celestial Human
Wrahn - War Mind
Nazhkandrias - Kenku Rogue/Assassin
Pyrex - Guardinal

I know already that I like doghead and shayuri's characters. They can both draft there characters at this point. I'm not positive about anyone elses concept. I'm only interested in 4-6, and while I don't want to make a competition out of anything I'm looking for a few more concepts that are fleshed out a bit.

Also because most of the characters I've seen are nomad-oriented, I'm going to set the campaign initially in that sort of situation.
 

You've obviously got some notions about why you wanted to include a guardinal. Can you tell us a bit more about the game so I can tell you more about my celestial denizen? :D
 

As it happens...I have a draft ready. :)

I've included sources on spells and items, and provided a capsule description of what non-core spells and items do. If you need more details on anything let me know and I can do a full writeup. Most of it's from your sources...I did dip into the Compendiums a little though.

[sblock=Shard Rough Draft]Name: Shard
Race: Human
Class/Level: Sorceror 5/Wild Mage 9
Gender: Female
Exp

Desc: Pending

Strength (STR) 8 -1
Dexterity (DEX) 16 +3 (8)
Constitution (CON) 14 +2 (6)
Intelligence (INT) 10 +0 (2)
Wisdom (WIS) 14 +2 (6)
Charisma (CHA) 18 +4 (10)

Alignment: Chaotic Neutral
AC: 13 (10 + 3 Dex
Hit Points: 4+13d4+28
Movement: 30'

Init: +2
Base Attack Bonus: +6
Melee Attack: +5
Ranged Attack: +8
Fort: +6
Reflex: +9
Will: +9

Race Abilities
Bonus Feat
Bonus skills

Class Abilities:
Sorceror
- Metamagic Specialist (PHB2 variant)

Wild Mage
- Wild Magic (-3 base caster level, but +1d6 when each spell cast)
- Random Deflector 3/day (redirect some spells/attacks to random target within 20')
- Student of Chaos (When using magic device that offers random result, roll twice and select)
- Chaotic Mind (immune to Confusion & Insanity, constant Nondetection effect)
- Reckless Dweomer (Can expend slot of 1st level or higher to produce Rod of Wonder effect)

Skills: 24+27
Concentration +19 (17 ranks +2 Con)
Knowledge Arcana +10 (8 ranks +0 Int +2 Synergy)
Knowledge Planes +4 (4 ccranks ranks +0 Int)
Spellcraft +7 (5 ranks +0 Int +2 feat)
Use Magic Device +12 (4 ccranks +2 ranks +2 feat +4 Cha)

Languages - Common, Draconic

Feats
1 Celestial Heritage (+2 vs elec & petri, gain Prot from Evil)
1 Eschew Materials
3 Magical Aptitude
6 Celestial Lance (1d8/spell level used, 60' line, only to evil)
9 Empower Spell
12 Quicken Spell

Spells (Base DC 17+lvl, Caster level 13+1d6)
0 6/6 - Acid Splash, Mending, Message, Ghost Sound, Light, Disrupt Undead, Prestidigitation, Arcane Mark, Detect Poison
1 8/8 - Shield, Magic Missile, Dawnburst, Alarm, True Strike, Protection from Evil
2 8/8 - Invisibility, Arcane Turmoil, Rope Trick, See Invisible, Dimension Hop
3 8/8 - Energy Aegis, Arcane Sight, Disobedience, Phantom Steed
4 7/7 - Confusion, Ennervation, Voice of the Dragon, Orb of Force
5 7/7 - Telekinesis, Lucent Lance, Greater Blink
6 6/6 - Disintegrate, Greater Heroism
7 4/4 - Limited Wish

Noncore spells
Dawnburst (Complete Mage)
- Causes all creatures within 10' of caster to glow like torches for 1 rnd/lvl. Reduces invisibility to concealment. Makes Hide difficult. Causes 1d6+CL (max 5) to undead and light-sensitive creatures.

Arcane Turmoil (complete Mage)
- Works as per targeted Dispel Magic (can't do area version), but also causes a spellcaster to lose 1 prepared spell or slot of highest level if Will save failed.

Dimension Hop (PHB2)
- Teleport 5'/2 CL as standard action, either self or creature touched. Will negates.

Energy Aegis (PHB2)
- As immediate action, grant self or ally at Close range 1 rnd of resistance 20 to specified energy type.

Disobedience (Complete Scoundrel)
- Grants immunity to charms and compulsions, and can fool a caster into thinking the charm/compulsion succeeded if they fail a will save. 1hr/CL.

Voice of the Dragon (Spell Compendium)
- 10 min/CL gain +10 to Bluff, Diplomacy and Intimidate attempts...can discharge spell by issuing a Suggestion.

Orb of Force (Complete Arcane)
- Ranged touch, 10d6 damage cap, no save, no SR, force damage.

Lucent Lance (Spell Compendium)
- Ranged touch, Ray, 15d6 damage cap, no save, SR applies. 15d4 dmg if in shadowy illumination. Blinds target for 1 rnd, dazzles for 1rnd/CL. Acts as 1 rnd sun exposure to light-sensitive creatures. Light damage.

Money - 880gp

Weapons -


Armour -


Gear -


Magic -
Ring of Arcane Might, 20k (Complete Arcane) +1 CL
Ring of Enduring Arcana, 6k (Complete Mage) +4 to dispel DC of spells.
Orange Prism Ioun Stone, 30k (SRD) +1 CL
Bracers of Armor +4, 16k (SRD)
Headband of Charisma +6, 36k (SRD)
Steadying Robe, 1k (Complete Mage) Negates need for Concentration check due to casting spell while in vigorous, violent or extremely violent motion.
Cloak of Comfort +3, 11k (Complete Mage) As Cloak of Resistance, plus Endure Elements within 30'.
Runestaff of Evocation, 25k (Magic Item Compendium) Allows casting each of the following spells 2/day, by spending spell slots of appropriate level.
- Chain Lightning
- Fireball
- Ice Storm
- Magic Missile
- Shatter
- Wall of Force

Survival Pouch, 3.3k (Magic Item Compendium) Can be accessed up to 5/day, each time producing one of the following effects: (anything taken out vanishes 8 hrs later, unless it's been eaten/drunk)
- 1 day rations for 1 Medium creature.
- 2 gallons water in skin
- Campfire (lit...lasts 8 hours or can make up to 8 torches that burn 1 hr each)
- Tent & 2 bedrolls
- 50' rope
- Composite shortbow (+1 Str) and 20 arrows.
- Shovel
- Pack Mule with riding gear and saddlebags. Treated as summoned, but will not fight.

Eternal Wand of Cure Light Wounds, 820gp (Magic Item Compendium) Cast 1st level spell 2/day.

Background:
Pending[/sblock]
 

Pyrex said:
You've obviously got some notions about why you wanted to include a guardinal. Can you tell us a bit more about the game so I can tell you more about my celestial denizen? :D

I listed that option as something that I would allow someone to play if they had an interest in it, not so much because "I" have some idea for one. The only thing I would change is that an Avoral would not be from the outer planes, but rather from the campaign world. I guess this would imply a native outsider sub-type like an Aasimar or Tiefling. You would also be one a very few, not likely to see another of your own kind.

One short idea, I think there's a good spot still left in the group for someone that wants to acquire/protect/destroy some magic doodad of ultimate something something.
 

A Kenku (from MM3) is an avian humanoid. This info was taken from Wizards.com.

[sblock=Kenkus]-- +2 Dexterity, -2 Strength.
--A kenku's base land speed is 30 feet.
--Great Ally (Ex): Kenkus work exceptionally well with their allies. When successfully aided on a skill check or attack roll by an ally, or when aiding another, a kenku applies or gains a +3 bonus on its check or attack roll (instead of the normal +2 bonus). Furthermore, a kenku gains a +4 bonus on attack rolls against an opponent flanked by an ally (instead of the normal +2 bonus).
-- Mimicry (Ex): A kenku can perfectly mimic familiar sounds, voices, and accents. This ability does not enable the kenku to speak languages it can't normally speak. To duplicate a specific individual's voice, a kenku makes a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice isn't genuine.
--Natural Weapons: 2 claws (1d3).
-- +2 racial bonus on Hide checks and Move Silently checks.
--Low-light vision.
--Automatic Languages: Common and Kenku. Bonus Languages: Auran, Dwarven, Gnome, Goblin, Halfling.
--Favored Class: Rogue.
--Level adjustment +0.[/sblock]
[sblock=Kenku Picture]
iw_kenku.jpg
[/sblock]

OK, I have a better idea of the character now. I didn't want to really think about background until I knew that I at least had a chance. Still, you seem to be concerned with motivation. I'll explain as best as I can...

I suppose you could label Rainplume as an antihero, but he's really more of a FORCE then anything else. How he works and whether he advances a good or evil cause depends almost completely upon who secures his aid. He's like a mercenary, but instead of fighting for gold and glory, he fights for blood and personal satisfaction. Now, Rainplume will fight for whoever offers him the most lives (or, secondarily, gold or experience) to take in the future and at the moment (the highest bidder; the mercenary's terms). As such, he could destroy the leadership of some dark army and liberate the countryside, or he could murder the good king and let said countryside fall into anarchy. He doesn't discriminate if he kills some evil tyrant or a saint - it's all a life to him (a bit of a cruel perversion of that philosophy that "a life is a life, and it is worth protecting, no matter whose it is"), and it's something that he can take away. He gets such a sick rush and feeling of power and satisfaction from taking somebody's life, it's become addictive to him - he is quite literally bloodthirsty.

He also never turns up the opportunity to hone his skills, but that is only so that he may kill more often and more efficiently. Gold is also good, but that's only for survival, and - you guessed it - weaponry, or similar killing tools. In a sense, he's like a junkie - every resource goes towards feeding the addiction.

He's most definitely insane, but in a sociopathic way - he doesn't want to get caught or killed, since it's rather hard to feed his addiction from a cell or a grave. He won't kill somebody in front of a cop, but he might wait for the cop to turn a corner, then kill his target. Now, don't get me wrong, he isn't exactly a serial killer. He typically works on some sort of commission, since it never hurts to make a little gold on the side (which can go towards the addiction). In the dunes and the wilds, however, he'd kill you just as soon as he'd lay eyes on you. He won't go on a murdering rampage throughout the city, but if he is asked to go kill somebody, there is likely to be a good bit of collateral damage. He does have a SMALL code of moral (heh) laws to his name, however - if they aren't in the way, witnesses, or threatening him, then he isn't likely at all to kill them. Killing large amounts of random people could initiate a manhunt, which would draw undue attention to him, which could result in capture, incarceration, and execution, all eventually leading up to his death, and the end of his addiction.

In short, he has a list of priorities in mind at all times. 1, Kill. 2, Train to kill more efficiently. 3, Get resources to kill more efficiently. Underlying these three principles is his desire to survive, which is necessary to achieve all three. As such, he won't go on a rampage (resulting in a manhunt) and he won't kill people who are almost guaranteed to kill him in return (stabbing PCs in their sleep). He's completely self-serving regarding these goals, and he doesn't care what he does to accomplish them. If left to his own devices, he'd probably just waylay travelers in the dunes, but GIVEN a purpose or direction by another (so long as it satisfies one of his three needs), he'll destroy anything that stands in the way of it being accomplished. His addiction is the reason for his insanity, and his "evil" stems from this addiction. He is a weapon to others, to be used however they see fit, so long as they promise him (or he sees reason to believe that there will be) bloodshed, gold, an opportunity to test his skills, or preferably all three. Hence, him falling in with a party of warriors (giant battles and bloodshed, a cut of the gold, valuable training, and backup from a group of people - perfect).

Sorry for the long-winded description of his motives, I hope that they'll suffice. If anything needs clarification, just let me know. I'll toss in background (how his addiction came about, his decision to follow the assassin's path, falling in with the PCs) at a later date, but I hope that this gives you an idea of how he ticks. Just keep him happy and his addiction fed, and nobody gets hurt. I think it will create a nice little air of tension at all times, and although he won't be much of a talker, the occasional confrontation or questioning from another PC is always welcome.
 
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