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Higher Level Psionics PbP (Demon with a Glass Hand)

Well, depending on a lot of things my base, including party content and the like, my character concept would center around a War Mind, maybe a Goliath.

The path of a War Mind is that set forth by the Talariic Codex (which I am assuming was writing in the time of the old gods, but an unknown author, perhaps even one of the old gods themselves).

My characters knowledge of the writing is incomplete for any number of reasons (Perhaps all knowledge of the subject is incomplete, perhaps it is only held by a select few, perhaps his understanding is incomplete) So he spends his time search the ancient ruins for a glimmer of a hope to achieve a greater enlightenment of the texts, either through finding a more complete copy or hint of a location with more knowledge of the subject.

Not that that is his only motivation, but that is the larger background goal he has and what would motivate him in terms of gathering more money (to fund further research) and go to ancient ruins on nearly any pretext.

The other character I was thinking of was an Elan Souleater, but that is largely dependent on the rest of the group. His basic story is as he lay dying (reason are not fleshed out atm) a god-king appeared before him and offered him a chance to live, if he would serve. Out of desperation he agreed and ended a spy/assassin of same god-king. He hates the life he has bargained for, but his life and more hang in the balance to the god-king.

Probably won't go that way unless we end up with more of a evil group, but it was something sitting at the back of my mind.
 

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OK, now I definitely know what I want to go with.

Rainplume, the Final Mirage
NE Kenku Rogue 5/Assassin 9
(Your typical assassin. Crazy amounts of stealth, ruthlessness, instant kills, poison, and ruthlessness.)

Rainplume grew up with his mother and father, who did not accept his race's murderous ways. They named him Rainplume in the hopes that he would grow up as a good man and wash away the prejudices associated with him and his family. However, after accidentally killing someone, he found that he had a taste for the sensation. From that day onward, he slowly slipped into psychosis from the addiction to that feeling. Eventually he forsook his parents and trained himself in the killing arts, later becoming a lone assassin, occasionally killing for gold, occasionally killing when the opportunity rose. He wanders among the dunes, ever moving onward, his reputation as the last thing you'll ever see in the desert (the Final Mirage) always trailing him.

I know that he's evil, but keep in mind that his addiction to killing is his strongest emotion. He is likely to follow around a group of warriors, for two reasons - one, where PCs go, death and battles usually follow, and two, people are less likely to think he is an evil psychopath if he is traveling around with good or neutral characters. He won't stab them in their sleep, because then, the opportunity for massive amounts of blood and gold goes away (future prospects). The other issue that people MIGHT have is that he has a reputation, even though it isn't a particularly big one (only rumors, since not many get away from him alive) - that's where Disguise checks come in. He's not a particularly distinctive individual to begin with, and if he doesn't want his identity to be known, then it won't be. Plus, I doubt he'll be parading into the city gates with the rest of the PC's - he'll probably find his own side entrance.

I won't be using any crazy feats for him (mostly Two-Weapon Fighting related ones), and he'll fulfill the typical rogue role of stealth, sabotage, and sneaky killing (but NOT social interaction). Does this work, or is there something that should be changed?

Oh, by the way, if this guy does get accepted, would you mind me trading a few weapon proficiencies for more desert nomad appropriate ones (rapier -> scimitar, short sword -> kukri)?
 
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doghead said:
Troll-bara Ang, Half Celestial Human Soulknife 10.

[sblock=Reposted]Troll-bara Ang, quiet good half-celestial human soulknife 10.

Description

A shade under 6 feet tall. Lean. Dressed in dusty well worn travelling gear and a battered chain vest. A simple long-sword, straight with a cutting edge along only one side. An ordinary if weather beaten face, nose slightly crooked from having been broken and reset badly. A pleasant smile. Tattoos across the back of her hands and running down her fingers mark him as a member of some remote tribal people. Bright clear eyes, seemingly untarnished by any great loss or grief or despair or insanity. A good person.

Background

Troll-bara Ang was born something more than mortal. As a young man, still with little more than fluff on his chin, he slew a troll, thus earning himself the title 'troll-bara' or troll slayer in the tongue of his people. But it was many years and many battles later before he fully came to understand what he was, and what he had been granted.

As a younger person, Troll-bara Ang once railed against those bent on inflicting cruelty, misery and suffering in the world. He waged a personal, unceasing war on those who inflicted it, and achieved nothing. Except to drive himself to the edge of madness and despair. Now, he has come to accept that he can only do what he can do. Now, he travels the world seeking to alleviate what suffering he can. He lives to give joy a chance to bloom, where ever he can. He knows that He can only fail to change the world. But he also has come to accept that the only real failure is to cease trying.

For the last few years, Ang has avoided great quests and kingdom shattering events. There are in such things, already too many forces ready to meddle. Instead, he has walked among the ordinary people - the farmers, artisans, labourers and herders of the world - settling disputes, healing the sick, lifting the poor and on occasions, slaying monsters. Of late, Ang's sword has seen little use, and for its part it is content to sleep in its sheath after so many decades of slaughter and mayhem. Indeed, after many years the sword and the chain vest are all Ang retains of his past life. Much of the rest has been given away, or sold for coin to be, in turn, given away as well.

Notes

It would be nice to have a sword, just an otherwise ordinary sword, through which he can manifest his soul knife powers. Or perhaps a feat that allows him to do so? Mechanically, it doesn't really make much difference not having such a sword I suppose. Its just a flavour thing. For the armour I'm thinking something along the lines of +2 chain. Perhaps made of adamantine, or with something like Shadow. Perhaps the sword is adamantine as well, made of the same material, something of a pair.

I also really like the idea of making him a half celestial. The special abilities tie in really nicely. The wings are a bit of a problem - don't really fit the 'ordinary person' image. Perhaps a work around could be found for that. The wings were cut from his back. Or perhaps he just gave them up, symbolic of his break from the celestial host.[/sblock]

I'm still keen to play Ang assuming that the half celestial template is allowed.

doghead
aka thotd

I'm fine with a half celestial. If you don't want the wings part I think we can just substitute that for a bonus feat if that's alright.

Here's my idea along the mind-blade lines:

FUSED MIND BLADE [PSIONIC]
You can fuse your mind blade to another weapon.
Prerequisite: Str 13, Psionic Weapon, ability to manifest a mind blade.
Benefit: While you are psionically focused, you can create your mind blade within a melee weapon of the same size and shape as your mind blade (usually a short sword). When you attack, you use the highest attack bonus for either weapon. You can deal damage with either the mind blade or the melee weapon with each attack.

GREATER FUSED MIND BLADE [PSIONIC]
You can attack with both your mind blade and another weapon at the same time.
Prerequisite: Str 13, Fused Mind Blade, Greater Psionic Weapon, Psionic Weapon, base attack bonus +6.
Benefit: To use this feat, you must expend your psionic focus.
As a standard action, you may attack with both your mind blade and a melee weapon. The melee weapon must be the same size and shape as your mind blade (usually a short sword). Both attacks use the highest attack modifier (with a -4 penalty) to determine success and deal damage normally for both weapons (but see Special). You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
For every five points of base attack bonus you have above +6, your melee weapon deals an extra 2d6 points of damage to a maximum of 4d6.
Special: You apply precision-based damage (such as sneak attack damage) only once. If you score a critical hit, only the weapon with the highest attack modifier deals critical damage; all others deal regular damage.
 
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Insight said:
K how 'bout this, matey?

ASCETIC CENOBYTE [GENERAL]
You have learned to merge your interest in the martial arts with your innate psychic combat abilities so that you take the best from both worlds.
Prerequisites: Still Mind class feature, Power Point Reserve of at least 2.
Benefit: Your Monk and Psychic Warrior levels stack for the purposes of determining a Monk's Unarmed Damage bonus, AC bonus, and unarmored speed. These levels also stack for the purposes of determining your Manifester level when using powers on the Psychic Warrior list. It does not affect your power points per day, new powers gained, or the acquisition of bonus Psionic feats associated with gaining levels in Psychic Warrior.
If you have the Stunning Fist feat, your levels in Psychic Warrior stack with Monk levels for the purpose of determining the daily uses of Stunning Fist. Note that, because your Psychic Warrior levels count as Monk levels for determining daily uses, Psychic Warrior does not count as an "other class" for which you gain a daily use for every 4 levels gained.
Your unarmed damage bonus from Monk affects any natural weapon attacks gained by virtue of Psychic Warrior powers such as Bite of the Wolf, Claws of the Beast, or Claws of the Vampire. You increase the die type of these natural weapon attacks by the following steps depending on your effective Monk level: 1-3: None, 4-11: +1, 12-19: +2, 20+: +3.
Finally, you may freely multiclass between Monk and Psychic Warrior without penalty.

CS, does this seem OK? I was wondering about adding something letting the character flurry when using a natural weapon gained by virtue of a Psychic Warrior power (such as those listed above).

Looking at the other examples I've got on hand, that looks like more than what the other feats usually offered. The language also needs to be cleaned up a bit I think. I also think getting all 3 bonuses is a little odd (armor, unarmed damage, and movement speed). Here's my take:


ASCETIC CENOBYTE [GENERAL]
You have trained your mind and body to work together, combining physical skill with psionic technique.
Prerequisites: Improved Unarmed Strike, Power Point Reserve of at least 2.
Benefit: When you use an unarmed strike to deliver a stunning attack you can spend 2 power points in place of using your limited number of stunning attacks per day.
If you have levels in psychic warrior and monk, those levels stack for the purpose of determining your unarmed strike damage and your AC bonus.
In addition, you can multiclass freely between the psychic warrior and monk classes. You must still remain lawful in order to retain your monk abilities and take monk levels. You still face the normal XP penalties for having multiple classes more than one level part.
 

Bloodweaver1 said:
I am looking at making my Soulknife specialize in mage slaying. Running with that thought how would you determine what the appropriate Manifester Level would be for the Suppression Weapon Enchantment? As by RAW Soulknifes do not have a Manifester Level even though this ability appears on their approved Mind Blade enchantment list.

On of the Illumine Soul’s (PrC in CP) class abilities gives their Mind Blade permanent Undead Bane. However it does not say how this ability affects a Soulknifes’ Mind Blade Enchantment cap (determined by a Soulknifes Leve). The reading of the PrC is vague and could lead one to believe that the ability does not count against the Enchantment cap. In affect being a ‘free’ weapon enchantment. Or it could mean you get the Undead Bane added permanently to your weapon with it going against your Encantment Cap. Which in turn could be view to being going against the Soulknife’s ability to change their weapon enchantments whenever they want. What is your interpretation?


-Blood

I think it's pretty much intended to be a constant bonus and you don't need to worry about how it affects your other enchantments.
 

Oh, by the way, if this guy does get accepted, would you mind me trading a few weapon proficiencies for more desert nomad appropriate ones (rapier -> scimitar, short sword -> kukri)?

That would be in line with my thoughts.
 

Creamsteak said:
That would be in line with my thoughts.
Yes, good. And you're fine with an evil character? In other words, would Rainplume be the right KIND of evil? Just want to know if I should scrap him immediately. I put him in there because I didn't notice too many Rogue-ish characters. And because assassins are 1337 as I-I311. Also, I take it that while Kenkus might not be the most common race, they're acceptable?
 
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Creamsteak said:
Looking at the other examples I've got on hand, that looks like more than what the other feats usually offered. The language also needs to be cleaned up a bit I think. I also think getting all 3 bonuses is a little odd (armor, unarmed damage, and movement speed). Here's my take:


ASCETIC CENOBYTE [GENERAL]
You have trained your mind and body to work together, combining physical skill with psionic technique.
Prerequisites: Improved Unarmed Strike, Power Point Reserve of at least 2.
Benefit: When you use an unarmed strike to deliver a stunning attack you can spend 2 power points in place of using your limited number of stunning attacks per day.
If you have levels in psychic warrior and monk, those levels stack for the purpose of determining your unarmed strike damage and your AC bonus.
In addition, you can multiclass freely between the psychic warrior and monk classes. You must still remain lawful in order to retain your monk abilities and take monk levels. You still face the normal XP penalties for having multiple classes more than one level part.

The downside to that feat (and in general, multiclassing Monk and Psychic Warrior) is that the Monk's unarmed damage is always better than the Psychic Warrior's natural weapons. It seems to me a natural synergy that these abilities help each other, not making the character choose between them. Alternately, you could have the feat allow the character to use the powers that normally modify Claws of the Beast, etc, affect a Monk's unarmed strike. For example, the poison ability, energy strike, etc.

Some sources rule that unarmed strikes are a natural attack, and are affected by spells etc as if natural weapons. I'm not sure this issue has been settled officially, so you could just rule that the Psychic Warrior's powers already have the ability to modify the unarmed strike.
 

Creamsteak said:
I think it's pretty much intended to be a constant bonus and you don't need to worry about how it affects your other enchantments.
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
 

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