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Higher Level Psionics PbP (Demon with a Glass Hand)

Nazhkandrias, I really don't think your current vision matches with mine for this game. As much as your character is potentially realistic for the circumstances of the game world, I would see your current character more as an NPC and not a PC.
 

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Insight said:
Does that mean the rest of us should be going with similar character concepts? That makes sense, of course, but that changes what I had been considering (an urban, charisma-focused sneak). Somewhat ironically, going to more of an outdoors-type game was closer to my initial idea (a monk who lives in the wastes).

I'll post a fleshed-out character concept soon.

Well, this doesn't cut off a character from being a legitimate citizen from a city state. There are plenty of reasons someone from a city state (most notably members of the Virtues) could be outside the walls living among nomads. Possibly as a diplomat, merchant, or some kind of informant. It's also not unrealistic to assume that eventually your characters WILL get involved in city-business of some form. So the path for your character isn't closed off, but if you have other interests feel free to persue them.
 

Nazhkandrias said:
Ah, I've been thinking about that. I take it that the Wilderness Rogue class (Unearthed Arcana, d20SRD) is OK? Just for some ranks in Survival, the Assassin class will have plenty of skills useful in both urban and wilderness environments (Rainplume typically drifts between the two, so he could be in either the wilderness or the city at the time of meeting).
The wilderness rogue or urban ranger would be fine by me, depending on what angle someone wants to play to.
 

gabrion said:
Fair enough. However, while I hate to press the issue, is there any chance that you might allow feats from that book? Specifically I'm thinking of making an attack of opportunity themed fighter and it would be extremely useful if I could use the martial stance feat to get one stance from that book (although I guess doing so would require getting a maneuver from the other feat, but that would never be used...it would just be to satisfy the requirement of the martial stance feat).

I'd be fine with that.
 

I actually did mean Set, not quite sure why I wrote sin, probably a latent freudian slip. The only real issue I have with being a Favored Soul of Set is the driving need for healing, whereas worshiping an inherently evil god, albeit even if my character is not evil himself, would negate that possibility without the aid of items. The pull for the Destruction and Darkness domains could be very good for a nomadic character, although I'm getting a pull for something more elemental as well, probably to replace Destruction.
 

ZUN [Human Monk 6, Psychic Warrior 2, Lucid Cenobite 6]
Orphaned at an early age, the child known only as Zun was assigned to the monastery at Krietha'alan. The Black Rock Monastery, as it was known, was a magnet for orphans and those outside the system. The monks there taught students toughness, resilience, self-reliance, and assertiveness in the face of oppression. Though outwardly, the monastery was a place of higher learning and ascetic pursuit of knowledge, it was secretly a breeding ground for those who might one day rise up against those who had spurned the monastery founders in the distant past, the followers of the Mad Prophet.

Once Zun had passed his initial training, and was deemed ready, the elders sent Zun into the wastes, to prove himself. This was common among those monks applying for ranks higher than initiate. From the Black Rock Monastery, Zun traveled into the wastes, wandering far, passing the Eternal Spine Mountains, crossing the Valley of Tombs, and eventually reaching Sohr Sakahl, the Tower of the Mad Prophet.

At Sohr Sakahl, Zun planned to challenge the Mad Prophet, as it was written in the histories of the Black Rock Monastery that the Mad Prophet was the one who had spurned the monastery's founders and caused them to forsake civilization forever. Despite Zun's efforts, the Mad Prophet did not emerge from the tower. After many weeks, Zun entered the tower, searching for his quarry. During his exploration, Zun learned much that disputed the histories of the Black Rock Monastery, and Zun began to question the truths he had held true for his entire life. Within the libraries of Sohr Sakahl, Zun studied scrolls and texts. This study opened Zun's mind to a myriad of possibilities, and to a world beyond that of narrow-minded vengeance.

It was at the moment that Zun had studied all he could, and was about to return to Black Rock Monastery to confront the elders that the Mad Prophet (or whom he believed was the Mad Prophet) appeared to Zun, in the courtyard of Sohr Sakahl. The Mad Prophet offered to take Zun as his apprentice, to expand the young monk's mind beyond the simple asceticism of Black Rock Monastery, to the greater union of body, mind, and spirit, humanity's ultimate destiny.

Zun agreed, and stayed within Sohr Sakahl for many years, honing his body, expanding his mind and his latent psychic abilities, and preparing to become the Mad Prophet's new representative in the world. The Mad Prophet's final task for his new apprentice, however, would prove to be daunting, and sidetrack Zun for quite a long time.

The Mad Prophet sent Zun back into the wastes to seek out the Tomb of Nahal'agmun, the Mad Prophet's prior avatar, who had strayed from the Mad Prophet's teachings and become an influential and powerful noble. Nahal'agmun, revered in the Acedia, was buried somewhere in the Su'u'an, a stretch of accursed badlands between the Acedia and the Jutland. Finding the Tomb of Nahal'agmun proved perilous and seemingly beyond Zun's reach. Though the monk spent many years searching for the Tomb, Zun has yet to find it.

While Zun has not given up finding the Tomb, nor has he given up his quest to become the Mad Prophet's avatar, Zun has come to the realization that it is time to try another tact. He has joined a small tribe of nomads who travel the wastes in the hopes that one among the tribe knows something that might help Zun find the object of his quest. He has pinned what seems to be his last hope on a group of strangers, but a group of interesting and unique strangers to say the least.

* Forgive the place names; if they are not appropriate, let me know and I will change them to something more suitable.
 
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I've attached a brief explanation of arcane magic to this post. I'll try to develop the psionics one next. The divine one needs some more work still (it's clearly the most complex because of the nature of all the specifics), so I'll eventually update it and then post a document that combines all three.
 

Creamsteak said:
As far as elans go:

The elan race is split into two groups. One is ancient Elans from the precursor days before the world was sundered. These Elans are more typical to the expanded psionics handbook. The few of these that still live are VERY alien, VERY outcast from normal society. Few know what they are, or where they come from, but they will find it difficult to settle in with nomads or citizens. They have trouble fitting in even with the newer younger Elans, as they come from a completely different world altogether.

The other elan group is the modern Elans. These come from special artificial wombs designed to churn them out in specific numbers to fill rolls within their city states. Most city states have at least a few who usually serve in leadership positions, or as direct underlings to their God Kings. There are even those that were created to serve specifically as concubines, because some particularly unscrupulous God Kings keep huge harems of many races to serve as both sacrifices and lovers.

A few notable city states (Invidia, Acedia, and Luxuria) are populated by a majority of Elans (around 93%). These particular city states rely entirely on artificial womb-created populations to fuel their armies. As such, these Elans are cursed to serve an uncaring and spiteful God King. If they die, they will just increase "production." If they rebel, they will be killed and "replaced." They have little hope, and find little individuality within their city walls. This of course is also one of the reasons that there are elan cults to old gods, because they are looking somewhere else for salvation. There are also some elan nomads, usually either the old elans, or young elans that were "thrown out" or escaped from their god kings city state.

Interesting. So, it looks like you have excised the backstory element of elans that they were once humans? I'll have to think about my backstory then... I guess the whole "memories of my past life is lost" thing is sort of tangential and not really important. He could have still been like a marauder or (if you picture the god-kings as somewhat villainous) a leader in the armies of the god-kings.

Some of your pictures have me thinking Psychic Theurge again. Are there powers other than the god-kings (or did I miss that post)?
 

Humans converted into elans is still completely possible, more likely to have been one of the old elans. The same techniques that created them were re-evaluated and constructed for the purpose of manufacturing similar elans for "use." It's almost as if they robbed the elans of thier techniques to create "easier, more managable" people. This technique could also be used to "recycle" humans.

As far as, "powers other than the god-kings" what specifically are you referring to? I've detailed the old gods as well, or do you mean something else?
 

Creamsteak said:
As far as, "powers other than the god-kings" what specifically are you referring to? I've detailed the old gods as well, or do you mean something else?

Nope... I just missed your divine magic download. Looking at it now.
 

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