Higher Level Psionics PbP (Demon with a Glass Hand)

Creamsteak said:
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.

What's your thoughts on the Unearthed Arcana racial variants (replicated here)?
 

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Creamsteak said:
I like those a lot more.

We are of like minds on this. :)

I'm still more likely to play human or elan, but if I were going to play an elf psion or wizard type, desert elf is an excellent choice.

Still torn between Crystal Proselyte and Psychic Theurge (which I am thinking of more strongly now I have read the divine magic doc).

The adaptation of my already suggested background for the PT build would be: the character was formerly a notorious agent/exectutioner/leader in the ranks of purgatory. Then something he saw, said, or did made him snap. After a campaign of terror at his hands, he razed his troops and showed up on the doorstep of one of the city steps of the virtues, begging for redemption.

Unable to trust him, yet unable to render judgment on someone seeking sanctuary (I hope this is in line with the philosophies of one of the virtues city states), they rendered him anew by making him into an elan. However, his talents began to mirror those he had in his old life (an evil ardent/cleric); this caused some to mistrust him still. Though still a faithful disciple, he tends to operate alone, away from the city. And some prefer it that way.

Personality: Cynical but curious. He's long since accepted that he is a loner of sorts, but doesn't let this faze him. He can be callous in speech, but is more compassionate than he lets on.

Preliminary build thoughts:
Elan Ardent 2 / Cleric 3 / Psychic Theurge 9. Energy, Natural World mantles, +1 other. Not sure about domains, but travel is likely. Mixture of metamorphosis, blaster, and clerical utility/support build.

If you accept the favored soul build someone was talking about earlier, I'm more likely to go with the Crystal Proselyte idea instead (human, elan, or desert elf Psion 5/Crystal Proselyte 9)
 


Ok I did some work and came up with the following character. I still need to go through and check the numbers again (for instance I think I've spent too much gold), but I thought I should at least get him posted now that he's done.

_________________________

Jerek
Male Human
Fighter 9/Occult Slayer 5
True Neutral

7_P36.jpg


Str 22 (+6) (16 base, +2 levels, +4 item)
Dex 20 (+5) (16 base, +4 item)
Con 20 (+5) (16 base, +4 item)
Int 10 (+0) (10 base)
Wis 8 (-1) (8 base)
Cha 8 (-1) (8 base)


Hit Points: 147 (9d10+5d8+70 con)
AC: 31 (10 base, +10 armor [+5 Mithral Breastplate], +5 dex, +3 deflection, +3 shield), Touch: 18, Flatfooted: 26
Initiative: +9 (+5 dex, +4 feat)
BAB: +14, Grapple: +19
Speed: 30 feet

Saves
  • Fort: +12 (+6 Fighter, +1 Occult Slayer, +5 con)
  • Ref: +9 (+3 Fighter, +1 Occult Slayer, +5 dex)
  • Will: +6 (+3 Fighter, +4 Occult Slayer, -1 wis)
Attacks
  • +26/+21/+16 melee, +2 Adamantine Martial Discipline (Devoted Spirit) Spiked Chain, 2d4+11, 20/x2
  • +20/+15/+5 ranged, +1 Composite (+6) Longbow, 1d8+6, 20/x3, 110' range
Skills (24 fighter, 10 occult slayer, 17 human, 51 total)
  • Gather Information +15 (16 ranks [6 cc], -1 cha)
  • Knowledge (Arcana) +4 (4 ranks [cc], +0 int)
  • Ride +10 (6 ranks, +5 dex, -1 ACP)
  • Spellcraft +3 (3 ranks[cc], +0 int)
  • Listen -1 (0 ranks, -1 wis)
  • Spot +? (0 ranks, -1 wis)
  • Speaks Common
  • Armor Check Penalty: -1 (-1 armor)
Feats
  • Exotic Weapon Proficiency [Spiked Chain] (Level 1 – Human Bonus)
  • Improved Initiative (Level 1 – Fighter Bonus)
  • Weapon Focus [Spiked Chain] (Level 1 - Character)
  • Combat Reflexes (Level 2 – Fighter Bonus)
  • Stand Still (Level 3 – Character – Expanded Psionics Handbook)
  • Power Attack (Level 4 – Fighter Bonus)
  • Mage Slayer (Level 6 – Fighter Bonus – Complete Arcane)
  • Deft Opportunist (Level 6 – Character – Complete Adventurer)
  • Martial Study [Devoted Spirit – Crusader Strike] (Level 8 – Fighter Bonus – Tome of Battle)
  • Martial Stance [Thicket of Blades] (Level 9 – Character – Tome of Battle)
  • Robilar’s Gambit (Level 12 – Character – Player’s Handbook II)
Human Racial Traits
  • Size: Medium
  • Base Speed: 30 feet
  • Skill Bonuses: +4 skill points at first level, +1 skill point each level thereafter
  • One bonus feat
  • Favored Class: Any
Special Abilities
  • Magical Defense +3 (Occult Slayer 1,3,5)
  • Weapon Bond (Occult Slayer 2)
  • Mind over Magic 2x/day (Occult Slayer 2,4)
  • Vicious Strike (Occult Slayer 2)
  • Auravision (Occult Slayer 3)
  • Nondetection Cloak (Occult Slayer 4)
  • Blank Thoughts (Occult Slayer 5)
Equipment
  • +2 Adamantine Martial Discipline (Devoted Spirit) Spiked Chain – 21,000 gp, 10 lbs.
  • +1 Composite (+6) Longbow – 3,000 gp, 6 lbs.
    • 100 Arrows – 5 gp, 15 lbs.
    • Ammunition Type II, etc (weight)
  • +5 Mithril Breastplate – 29,000 gp, 15 lbs.
  • +1 Animated Heavy Steel Shield – 9,170 gp, 15 lbs.
  • Amulet of Health (+4) – 16,000 gp, - lbs.
  • Belt of Giant’s Strength (+4) – 16,000 gp, 1 lb.
  • Boots of Dimension Door (3x/day) – 10,080 gp, 1 lb.
  • Gloves of Dexterity (+4) – 16,000 gp, - lbs.
  • Ring of Protection (+3) – 18,000 gp, - lbs.
  • Ring of Sustenance – 2,500 gp, - lbs.
  • Handy Haversack – 2,000 gp, 5lbs.
    • Stowed Item (weight)
    • Stowed Item (weight)
  • ?? Platinum Pieces, ?? Gold Pieces, ?? Silver Pieces, ?? Copper Pieces (weight [1 lb/50 coins])
Background
Jerek Tarel alway thought he wanted adventure. Born to a well-off merchant family in the security of a fortified and (at least in his district) well-policed city state created a craving in him to travel, see the world, even to face the wretched beasts of the sands outside the city walls.

Now 26 years old - having spent the last four of them guarding merchants as they travel between the city states of virtue (especially those worried about magical attackers, since Jerek has developed particular skills fighter such foes) - Jerek can't help but feel nostalgia for the safety inside city walls and the protection of hired guards. He did set out looking for adventure though, so he can't hardly complain. Braving sandstorms, the all too common attacks of desert beasts on merchant caravans, and, worst of all, the attacks of marauding desertfolk whose survival depended on robbing the merchants he was hired to protect.

If excitement meant waking up each morning not knowing whether to expect wild hyena's trying to rip you limb from limb, a nomad shaman hexing you and boiling your blood, or a sandstorm thick enough bury the entire caravan, then Jerek had certainly found it! And of course if the escorting itself didn't offer the daily does of death and destruction to him and his companions, the inspections at each city state were nearly as bad. The paranoia and downright hostility of most gate-guards was enough to frighten even the most veteran warrior. Jerek had seen men with proper paperwork thrown in the dungeons (far worse than being eaten by a sand wyrm in his opinion) simply for seeming "mischievous."

All things considered, it was an easy decision for Jerek after finishing his last escort job - he quit working for merchant travelers. His taste for adventure and thrills sated, it was time to go home. So working for no one but himself, he prepared for one last trip into the desert...the journey home.
 
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So I got a mostly complete entry done, but I also have a few questions:

1) Does the effect from Mage Slayer feat work against psionics as well?
2) Likewise, do the occult slayer abilities work against psionics? I just remember you saying earlier that there may not be full transparency so I wanted to be sure.
3) I made a custom item - boots of dimension door. It is exactly the same as boots of teleportation, but with the cost adjusted for dimension door rather than teleport and 1x/day rather than 3x/day. The idea is not to use it as a travel item so much as having it to slightly increase mobility.
4) Is spiked chain ok with you flavor wise? If you prefer I could easily use a polearm of some sort instead.
5) I don't have it listed now, but would you allow an augment crystal from Magic Item Compendium for my weapon? I'm thinking of the one that heals 5 HP on each successful attack (up to a max of 50 hp/day). It costs 6,000 gp and is called a Crystal of Lifedrinking.

Ok I think that's all for now. I may come up with other questions, but I figure more specific ones (Like even the item questions above...) can wait till I see if I get in the game.
 

1) Yes.
2) Yes.

Regarding these two, I want to maintain the transparency between the two where it regards combat mechanics because I feel it's important that there not be a massive difference between the two where it concerns how strong or weak a character is. The transperancy will not exist though for things I consider primarily non-combat (detecting magic/psionics, identify, skills).

However, I will occationally (at my discretion) have creatures that have pure "spell resistance" or "psionics resistance." This won't generally apply to anything a player does though. It's more there as a storytelling mechanic. A Psion-Killer golem is going to be vulnerable to arcane and divine magic. A similar anti-sorcerer creature is going to be vulnerable to psionics. As far as this intent goes, it could also even apply to divine magic (for example, there may even be creatures that are hunting God Kings, and as such are resistant to their divine power). This is more of a flavor mechanic.

To summarize, if it benefits the players there's a good chance that it works for all 3 (such as dispel mechanics). If it is something very specific to lore, it probably has less transparency.

3) I havn't checked yet, but if the price matches the cost it would be based on the dmg pricing guide I see nothing wrong with that.

4) Spiked chain is fine.

5) I'd be fine with that particular one.
 


Creamsteak said:
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.


Was the creation of the desert a gradual one or something along the lines of a magical disaster? Were there any people living in the region where the desert is located before the change?

As for being an asherati, I could swap it out for a human with no real difference. It was just something to add flavor. I could have him instead be one of the survivors of the massive change.
 

Not sure if my proposal got lost in the shuffle(post 130) or you are just waiting for a character sheet/full background. Let me know what you need, and I can get it up here.
 

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