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Higher Level Psionics PbP (Demon with a Glass Hand)

Here's a second draft...since there weren't questions or objections to the first, I assume that means you're okay with the spell selection. This draft doesn't change anything but the items and two feats...I did some shuffling, some consolidating. No huge changes though. The net result is that I traded some offensive capacity for some defensive capacity, as I felt my AC and saves were a bit low. As for feats, I traded in Eschew Materials (as much as I love that feat for sorcerors) for Sunlight Eyes, a Reserve feat from Complete Mage. As long as I have 5th level slots left, Sunlight Eyes lets me spend a swift action to see through up to 50' in any light conditions...darkness, magic darkness...whatever. The ability only lasts one round per activation though, so if I'm using it constantly it precludes the use of Quickened spells.

Let me know if there's any questions or problems, or heck even comments or corrections. :)

[sblock=Shard v.2.0]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: 20 (10 + 4 Dex + 4 armor +2 luck)
Buffed AC: 24 (+4 shield)
Hit Points: 4+13d4+28
Movement: 30'

Init: +4
Base Attack Bonus: +6
Melee Attack: +5
Ranged Attack: +9
Fort: +11
Reflex: +16
Will: +14

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 Magical Aptitude
3 Empower Spell
6 Celestial Lance (1d8/spell level used, 60' line, only to evil)
9 Quicken Spell
12 Sunlight Eyes (swft action, 1rnd see in any lighting condition 50', +1 CL light)

Spells (Base DC 17+lvl, Caster level 12+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 - 380gp

Weapons -
Runestaff, +7/+2, 1d6+1, crit 20, 4lbs, Special: Smite

Armour -


Gear -
Scroll cases
Pouches
Spell component bag

Magic -
Ring of Arcane Might, 20k (Complete Arcane) +1 CL
Ring of Enduring Arcana, 6k (Complete Mage) +4 to dispel DC of spells.
Bracers of Armor +4, 16k (SRD)
Headband of Charisma +6, 36k (SRD)
Gloves of Dexterity +2, 4k (SRD)

Robe of Mysterious Summoning, 10k (Magic Item Compendium) 3/day allows user to sacrifice spell slot to cast Summon Monster of equal level to slot as standard action.

Cloak of Comfort +3, 11k (Complete Mage) As Cloak of Resistance, plus Endure Elements within 30'.

Runestaff of Power, 38.3k (Magic Item Compendium) Allows casting each of the following spells 1/day, by spending spell slots of appropriate level. Is also +2/MW weapon and grants +2 luck to AC and saves while wielded. Can Smite by using 1st level slot to do double damage for 1 round.
- Cone of Cold
- Continual Flame
- Fireball
- Globe of Invulnerability
- Hold Monster
- Levitate
- Lightning Bolt
- Magic Missile
- Ray of Enfeeblement
- Wall of Force (only to create 5' radius dome centered on caster)

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 Moderate Wounds, 4,420gp (Magic Item Compendium) Cast 2nd level spell 2/day.

Scroll of Knock, 150
Scroll of Alter Self, 150
Potion of Lesser Restoration, 300

Background:
Pending[/sblock]
 

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I'll try to post something more in-depth on Monday, but here's where I'm going...

Zafrire, Spirit of Morning
[sblock]

Many years ago a man was called into the desert. Leaving his family behind he carried little with him save a walking staff and half a loaf of bread.

But despite the harsh face it shows to intruders, the desert cares for those it calls; and he survived.

For many years he wandered the sands, following the voice of the desert to it's heart.

In the heart of the desert he was shown many things. And as knowledge is power, the power of the images he was shown changed him.

Visions of the Past showed him the lost beauty of a community of angels living in the desolate regions of dust and sand. As he wept, he forgot who we was.

Visions of the Present showed him great good and great evil in the houses of the God Kings. As he reeled, the desert gave him a new name. Zafrire, Spirit of the Morning, was born.

Visions of the Future showed war and desolation. As he cowered, and his mind cracked under the strain, he chose his path. He would do as the voice of the desert asked. Zafrire took wing; he had someone to meet.

[/sblock]
 

Here is a better defined version of my first concept, based on some of the stuff posted in the thread so far and the breakdown of existing character ideas. My other (now secondary) concept is a half-orc warrior/scout light melee and stealth type- born in the "slums" of one of the great cities, escaped from a conscript army to return to the nomadic "old ways" that his ancestors spoke of. Some elements of rogue, ranger, and barbarian- two weapon fighting and recon ability.

Name: Suvarion
Race/gender/class: Elan female psion (kineticist) 14
Concept: Destructive force, an ancient living weapon released into a strange and different world. Basically a focused blaster, some utility powers.

Background capsule: Uncounted years ago, in the days before the sundering of the world, when the old gods still held sway, the first elans were created. Most were tools of some sort or another- many were little more than living weapons, made to inflict suffering and destruction upon the enemies of their creators. Suvarion was one such being. Like most of her kind, she was incredibly powerful and skilled, capable of feats of terrible devastation- but all her power was not enough to save her. In the dark days, as catastrophe wracked the whole of the world, Suvarion did battle with the greatest agents of her patron's enemies- and after a battle of epic scope, she was finally vanquished. She was not slain, though, but was rather bound into an eternal psychic prison called a Microcosm.

Bound within that ageless realm, Suvarion endured the sundering of the outside world. She was held for years beyond counting, and her own powers withered. In time, though, even the most powerful artifacts must break down, and in the past few years, the seals of her prison began to fray. While she remained bound, visions of the outside world began to filter through the veils of her confinement- visions not of the world she had known, but what it had become. At first she simply dismissed them as cruel figments of her tormented and trapped mind, but slowly she came to know that the sights were real. The world had changed, almost beyond her comprehension. Even more slowly, the physical seals of her prison began to break down as well. She began to exercise her own powers- and was appalled by how weak she had become. Years passed in the outside world, as Suvarion began to rebuild her powers, and the prison continued to break down. When she could, she watched the visions, trying to learn of the new world. Finally, she flexed her psychic muscles, and the last shards of her prison fell away. She was free, at last, and the strange new world lay before her. without pause, Suvarion strode out into the desolate heat of the desert, to reclaim her place, and to find out what had become of her masters- the old gods as they were now called. In time she found kindred spirits in the wastes, nomads and outcasts- and she found enemies, agents of the so-called god-kings.
 

Creamsteak said:
I don't think the totemist sounds like it fits very well. I'm also not remembering what an Asherati is.

Asheratis are a race of humanoids that are native to deserts. They can be found in the Sandstorm book.

Their stats are as follows:
[sblock=Stats]
  • Medium Size
  • Base Land Speed: 30 ft.
  • +1 Natural Armor
  • Natural Dryness (Ex): They need only 1/4 the amount of water per day needed by humanoids of their size to survive.
  • Sandswim (Su): Can sandswim through sand, ash, dust, and even softsand at their land speed if wearing light or no armor or carrying a light load. His speed drops to 5 ft if he wears heavier armor or a medium load. He cannot make any headway through the sand if carrying a heavy load.
  • Body Lamp (Su): At will, an asherati can make his skin glow to provide bright light out to 60 ft. and shawody illumination out to 120 ft. In a medium of loose soil such as sand, dust, dirt or ash, this light allows asherati to make out solid objects up to 60 ft away. Under the sand, this light is sufficient for navigation, and general identifiction of object but not for reading, recognizing individuals, or other similar feats of finer perception. This ability does not allow an asherati to see invisible creatures or cretaures with concealment more easily than normal.

    Other creatures in the sand with an asherati do not gain this special sight, but they can see the sand take on a warm, orange glow.

    Once per day as a free action, an asherati can bring his skin up to full brilliance so rapidly that it can dazzle all creatures w/in 30 ft for 1 minute. Fort save to negate (DC 10+ 1/2 the asherati's char level + his cha mod)
  • Heat Endurance as a bonus feat.
  • Asherati's treat the eagle's claw as a martial weapon instead of an exotic one.
  • +2 racial bonus on Move Silently and Hide checks (an asherati cannot hide while his skin glows). If in a sandy area, an asherati gains an additional +2 racial bonus on hide checks.
  • Water Vulnerability: If completely wet, an asherati takes a -1 penalty on all attack rolls, skill checks and ability checks. If an asherati is immersed in water, he canot hold his breath and must immediately begin making constitution checks to avoid drowning.
  • Automatic Languages: Asherati, Common. Bonus Languages: Bhuka, Goblin, Giant.
  • Favored Class: Rogue
  • LA: +0
[/sblock]

Come to think of it, try getting your hands on the Sandstorm book. It would be perfect for this kind of game.
 

I don't particularly like the Asherati, they seem a bit out of place for the context of my game. They are a lot like the thri-kreen and dromites to me, they might make sense in the desert, but not this world.
 

Mmmkay, understandable. He's a bit of a weird concept, and I'm still refining him. Feel free to use him as an NPC though, I'd be honored if you would. Well, I could also go with two more options -

1. CN Raptoran Ranger / Stormtalon (high-speed offense / scouting)

2. CG Human (maybe) Paladin of Freedom (front-line mounted archer, possibly a flying mount)

Do either of these appeal to you? They're a little less complicated, and I could get either concept to you soon.
 


The fremen are kind of subsumed within any of the non-city-states factions. The Asherati race is essentially one that has adapted physiologically to the environment of the desert. The whole world being a desert is a massive change that happened a meager millenia ago. This desert was created more out of ecological disaster than natural phenoms. The way I want things to "feel" is like creatures of the desert are monsters. There are no races of true desert people. Nobody is at home there. This is an alien and harsh environment.

As far as the Sandstorm book goes I took a few minutes with it:

Prestige Classes: Lord of the Tides, Sand Shaper, Walker in the Waste are all good.

The equipment chapter in general is good.

I don't particularly like the races or racial variants, except that the painted elves come from petrified forests which is in line with some of the lore. The orc variant might also have some grounds. The dwarven variant does not, because of the races, dwarves (and to a lesser extent goliaths) have had some ability to maintain their culture.

Some of the rules information is somewhat useful, but is circumstantial and only related to the specifics going on in the game at a particular time. Some of the magic is appropriate, but I wouldn't give it a blanket statement.
 

Nazhkandrias said:
Mmmkay, understandable. He's a bit of a weird concept, and I'm still refining him. Feel free to use him as an NPC though, I'd be honored if you would. Well, I could also go with two more options -

1. CN Raptoran Ranger / Stormtalon (high-speed offense / scouting)

2. CG Human (maybe) Paladin of Freedom (front-line mounted archer, possibly a flying mount)

Do either of these appeal to you? They're a little less complicated, and I could get either concept to you soon.

Paladin would be interesting if done right. As I said, most paladins (almost all) come from the Templar of the God Kings. In the case of chaotic good, the only real option is Clare, which is an interesting but possibly odd patron. It does give probably the most freedom to be involved in the desert. Most of Clare/Clair's vassals are women.

As far as a Raptoran-Ranger/Stormtalon, I'd need to see the character concept to know what direction your taking this.
 

Below are my two concepts (hopefully one makes it). One is a Warforged with their racial PrC mixed with a P. Warrior. His history is pretty relative simple and probably needs a bit of work. The other concept is my original proposal and needs a bit of work as well. With this one I took some liberties with the Shadow and Positive Energy Plan and how they relate to your realm. Let me know what you think and if you do not agree with something we can always change it. [sblock=Braq – Tetugen (Warforged) (Warforged Juggernaut 5 / Psychic Warrior 9]
His home was a nomadic tribe who’s philosophical and spiritual beliefs greatly involved mediation and isolation. Unlike others of their kind a core tenet of the tribes beliefs is shun the mindless blood lust comes naturally for them and to instead accept the peace of mediation that is so hard to find. This core tenet, and Braq’s violation of it, is what has lead this peaceful warrior to be a lone wander in the waste lands.

As is what often common in the city states, Warforged readily accept their blood spilling roles and willing let their bodies and minds revert back to the mindless creates they once were. A long time ago, the ancestors of his tribe ran away from their cities and traversed out into the desert in hopes of finding a better way of life then what the city states have offered.

Braq’s solitary path was not an easy one. Some time ago his tribe faced almost near extinction when a large force of marauders descended onto their village. Faced with either death or life Braq made the only real choice he had. Willing he embraced his races violent side and helped turn the tide against his people. Afterwards, his embrace to the forbidden was obvious to all within his tribe. And though he had saved them from death he had also violated their beliefs. Extradited for his actions Braq now travels the wasteland with the knowledge of his ancestors and the strength of his embrace. Silently hoping to one day to find a family that will accept him.


Description
Braq stands well over six feet tall and has all the markings of a full embrace (WF Juggernaut). Though exiled from his tribe, he still bears their unique crystal marks imbedded randomly across his sand colored armored body. These stones have an ancient tradition and have helped him during his long hours of meditation. [/sblock][sblock=Caladan Duskblade - Human (Soulknife 5 / Illumine Soul 4 / Shadow Sentinal 5)]Description
Caladan stands at about 6’1” and has short fiery red hair with piercing blue eyes. His skin has a deep weathered tan to it, and he has an exotic facial tattoo that covers the left side of his face and runs down the side of his neck and across his body. The tattoo is very noticeable even when he is wearing his helmet. His equipment, though noticeably used, is kept in the best of condition. Hanging over his shoulders and falling past his knees is a light and earth tone cloak that helps protect him from the elements. Depicted on the chest plate of his armor and on his shield are strange detailed engravings and various symbols of an unknown source.

Caladan hardly talks and when he does its more often than not five words or less. However, when it comes to cleansing a crypt of a foul presence or putting the restless souls back at ease, there are few warriors who can do so better than him. Caladan is a man of action and has little time for holding hands and warming up to the masses. He is more at home out under the heavens and in the wastelands with his fellow adventures than he ever will be in a city state.



He was once a herder for his family and tribe in the regions to the north but that was a long time ago. A time when a mysterious and deadly plague had swept across the region, corrupting the bodies and souls all of those who came into contact with it. With no remedy in site, the undead were soon too many to count and it was not long until the entire region was literally under siege. The plagued dead attacked and killed all of those that they came into contact with. They attacked and killed innocents without rime or reason including Caladan’s pregnant wife and three-year-old son. One by one, members his tribe began to fall victim to the horde however, what was once thought as a random plague was to become the apparent workings of a vile leader. Caladan, with the help the few remaining villagers, would begin a crusade to rid the region of the vile plague and destroy the Necromancer behind it. It was during this crusade that Caladan first came across the Seto and his teachings. With his determination to put his loved ones to rest and to route out the one responsible, Caladan quickly became a devoted follower.

In time he and the remaining survivors returned peace and order to the region despite never being able to catch the Necromancer that caused it. With the region back under control Caladan finally went home. He realized then that he had nothing to go home to. The plague and those behind it had taken everything from him and in return gave him a huge whole in his already heavy heart. With nothing left but his faith. He buried his loved ones for good and left.

Eventually he was able to hunt down and corner the undead necromancer that was responsible for the death of his family. The evil mage made his home in an ancient and long forgotten temple. Soon a battle of epic proportions raged within its halls until both of them struck what would appear to be a fatal blow to each other. In his dying breath he called for his god to grant him his next breath so that he could finally seek the revenge that he so desperately wanted. But his Lord did not respond. Caladan does not know how long he laid there on the temple’s floor. He just remembers waking fully rested and to the whispering sound of his wife saying, “Now you have the power to make right what was done wrong so long ago…”. Many days and nights would pass with Caladan spending countless hours searching throughout the temple. During his search he found no trace of the undead necromancer that he thought he killed or of the source of the whisper that woke him. It was also during this time that he saw his skin began to almost completely cover itself in dark ancient markings. As if some invisible force was writing on him like he was a piece of parchment. Perhaps the most shocking of all was that the Seto no longer spoke to him. Replaced by it was a warm and comforting presence. A presence that he has never felt before but yet felt fairly familiar to him. He would finally figure out that this temple was not temple but more of a sacred monastery devoted to the teachings and worship of ******, (Not too sure what old god you want) an ancient God of both Shadow and Light (positive energy). And in this monastery lived those who were blessed to wield the Gods power of both against those that have done horrible injustice against the innocent.

Armed with this new infused power, Caladan travels out once again into the wasteland in search for the undead necromancer (Lich) that has eluded him yet again[/sblock]
-Blood
 

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