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Hordes of Chaos - And other Sailors on the River of Worlds
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<blockquote data-quote="Psion" data-source="post: 2783405" data-attributes="member: 172"><p><strong>And at last</strong></p><p></p><p>Here's what I need input for. Mostly, I could use some ideas for magic and psionic items, but any other ideas welcome.</p><p></p><p>The party just completed a story arc in Ouno, the storm realm (from <em>Beyond Countless Doorways</em>). The party just recovered the sky captain's living ship from the biggest band of sky pirates.</p><p></p><p>BCD features a major pirate band supposedly led by an 8th level figher. The pirate band supposedly rich in psionics and magic. In keeping with my guiding principle, I figured there was more to it, and made the power behind the throne - or wheelhouse - of the sky pirates.</p><p></p><p>I always love the Astral Zealot class and thought a rogue Talaire would be cool, so this was the place to plug him in.</p><p></p><p><strong>Zamiel </strong>- Male Talaire Shaper 5 / Astral Zealot 10 / Matamind 1: CR 16; Medium Humanoid (Human); HD 16d4+8; hp 55; Init +2; Spd 30; AC:15 (Flatfooted:13 Touch:15); Atk +3 base melee, +4 base ranged; SQ; AL NE; SV Fort 9, Ref 6, Will +12; STR 9, DEX 14, CON 12, INT 21 (+1 at 12 and 16), WIS 16, CHA 15.</p><p> <strong>Skills:</strong> Autohypnosis +10 (7 ranks, +3 wis), Bluff +15 (13 ranks, +2 Cha), Concentration +19 (18 ranks, +1 Con), Craft (Alchemy) +17 (12 ranks, +5 Int), Craft (Sculpting) +17 (12 ranks, +5 int), Disguise +14 (12 ranks, +2 Cha), Knowledge (local) +17 (12 ranks, +5 int), Knowledge (psionic) +23 (18 ranks, +5 int), Knowledge (the planes) +17 (12 ranks, +5 int), Psicraft +23 (18 ranks, +5 int).</p><p> <strong>Feats: </strong>Combat Manifestation, Expanded Knowledge (Animal Affinity), Expanded Knowledge (Dominate, Psionic), Expanded Knowledge (Energy Adaptation), Leadership, Psicrystal affinity, Psionic Body, Psionic Meditation, Quicken Power.</p><p> <strong>Powers Known: </strong>(14th level, PP: 244, DC: 15+level), 1-5; 2-4,3-4,4-4,5-4,6-3+1 metacreative, 7-1) 1st - Astral Construct, Defensive Precognition, Inertial Armor, Mind Thrust, Resistance, Psionic*; 2nd - Alloyed Hide, Animal AffinityEK, Biofeedback, Ego Whip, Inflict Pain, Throw Ectoform; 3rd - Dismiss Ectoplasm, Dispel Psionics, (Energy Bolt-sequestered), Psionic Blast; 4th - Detect Remote View, Dimension Door, Dominate(Psionic)EK, Energy AdaptationEK, Intellect Fortress, Shatter Storm; 5th - Plane shift (psionic), Power resistance, True Seeing (Psionic), (+1 sequestered); 6th - Cloud Mind, Mass, Crystallize, Probability Mantle*, Retrieve; 7th - Psionic Cocoon (mass).</p><p> <strong>Astral Zealot Powers:</strong></p><p> <strong>Ectopic Suit (Su): </strong>As a free action, the character can clothe herself in custom clothing of solidified astral material. (snip)</p><p> <strong>Throw Ectoform(Ps): </strong>At 1st level, the character discovers deeper abilities of shaping. She learns throw ectoform† as if normally learning a new power through gaining an effective manifester level. Moreover, she gains one free manifestation of this power per day.</p><p> Regardless of whether the astral zealot freely manifests or normally manifests throw ectoform, she never pays the XP Cost for the power.</p><p> <strong>Conjoin Ectoform (Su): </strong>When using the throw ectoform† power, the character can throw a duplicate that forms around her instead of appearing in an adjacent square while she maintains her psionic focus. The consequences of this ability vary.</p><p> <strong>Upgrade Construct (Ex): </strong>Whenever the character manifests an astral construct power, she can make one additional menu choice from the customization menu at the highest level allowed for the construct being created.</p><p> <strong>Ectopic Proficiency (Ex): </strong>Once per day the character can customize her ectopic suit (whether conjoined or not) as if it were an astral construct by making one choice from Menu A as described above. In so modifying the ectopic suit, treat the benefits as if conferred upon the character.</p><p> <strong>Improved Ectoform (Su):</strong> Once per day when the character manifests throw ectoform†, those ectoforms not conjoined continue to duplicate her and provide the base effect of the power, but they have the stats of 3rd-level astral constructs</p><p> <strong>Ectopic Expertise (Ex): </strong>As ectopic proficiency, except the character gains one choice from Menu B (she can’t subdivide her Menu B selection into two choices from Menu A). At 6th level, she can gain the benefits of both the Menu B (from this ability) and Menu A (from ectopic proficiency) choices simultaneously.</p><p> <strong>Metacreative Latency: </strong>He learns any power from the Metacreativity discipline.</p><p> <strong>Ectopic Mastery (Ex): </strong>As ectopic expertise, except the character gains one choice from Menu C .</p><p> <strong>Advanced Ectoform (Su): </strong>Once per day, the character can throw ectoforms with the base stats of a 4th-level astral construct</p><p> <strong>Ectopic Dispersion (Su): </strong>Starting at 10th level, the astral zealot can attempt to cheat death once per week. When death from a lethal melee or ranged attack is about to claim her, or when she would normally die from bleeding, instead she has a chance to disperse her form. The astral zealot attempts a Fortitude save (DC 21); if successful, the astral zealot simply evaporates, as if composed of unstable ectoplasm, along with anything she is holding or carrying.</p><p> Twenty-four hours later, the astral zealot condenses at a point randomly determined by the DM within 10 miles of where she was dispersed. While dispersed, the astral zealot exists outside of time. When she condenses, she has 1 hit point and 1 power point.</p><p> <strong>Cognizance Psicrystal (Ex): </strong>At 1st level, a metamind masters the trick of storing excess power points in a psicrystal. The psicrystal is now treated as a cognizance crystal capable of storing 5 power points, in addition to its psicrystal abilities.</p><p> <strong>Sequestration (Ex): </strong>The metamind is required to sequester two powers at first level. When a power is sequestered, the character loses the use of it, in this case permanently. On the upside, the character gains a bonus to power points equal to the power point cost of the sequestered powers. For instance, a 1st-level metamind might choose two 1st-level powers to sequester, empty mind and ecto protection. While this adds only 2 additional power points to the metamind’s power point total, the character remains leery at this point of sequestering higher-level powers, which would have added a higher number of power points to the character’s power point total. Thus, metaminds have more power points than is normal for their manifester level.</p><p></p><p> <strong>Possessions: </strong>+3 ring of protection, 2 tattoos of body adjustment</p><p></p><p><strong>Tactics: </strong>Before combat, one of more of the following powers will be initiated to protect against physical attacks. Power resistance and intellect fortress will also be used if significant magical or psionic power is deployed against him or his crews.</p><p></p><p> <strong>Inertial Armor: </strong>+4 for 1 point or +10 for 13 points.</p><p> <strong>Defensive Precognition:</strong> +1 AC/saves (insight) for 1 point or +5 for 13 points.</p><p> <strong>Animal Affinity: </strong>+4 dex (+2 AC/reflex save), +4 con (+2 fort saves and +32 hp), or +4 int (+2 save Dcs). 3 points to do one ability at a time, 8 points for 2, 13 points for all 3.</p><p> <strong>Alloyed Hide: </strong>DR 5/bludgeoning (3 pp), DR 5/magic (5 pp), DR 5/mithril (7 pp) or DR 10/adamantine (9 pp). 140 points duration.</p><p> <strong>Costs for manifesting all the above powers at full: </strong>48. Potential AC: (with +3 ring of protection): 32.</p></blockquote><p></p>
[QUOTE="Psion, post: 2783405, member: 172"] [b]And at last[/b] Here's what I need input for. Mostly, I could use some ideas for magic and psionic items, but any other ideas welcome. The party just completed a story arc in Ouno, the storm realm (from [I]Beyond Countless Doorways[/I]). The party just recovered the sky captain's living ship from the biggest band of sky pirates. BCD features a major pirate band supposedly led by an 8th level figher. The pirate band supposedly rich in psionics and magic. In keeping with my guiding principle, I figured there was more to it, and made the power behind the throne - or wheelhouse - of the sky pirates. I always love the Astral Zealot class and thought a rogue Talaire would be cool, so this was the place to plug him in. [B]Zamiel [/B]- Male Talaire Shaper 5 / Astral Zealot 10 / Matamind 1: CR 16; Medium Humanoid (Human); HD 16d4+8; hp 55; Init +2; Spd 30; AC:15 (Flatfooted:13 Touch:15); Atk +3 base melee, +4 base ranged; SQ; AL NE; SV Fort 9, Ref 6, Will +12; STR 9, DEX 14, CON 12, INT 21 (+1 at 12 and 16), WIS 16, CHA 15. [B]Skills:[/B] Autohypnosis +10 (7 ranks, +3 wis), Bluff +15 (13 ranks, +2 Cha), Concentration +19 (18 ranks, +1 Con), Craft (Alchemy) +17 (12 ranks, +5 Int), Craft (Sculpting) +17 (12 ranks, +5 int), Disguise +14 (12 ranks, +2 Cha), Knowledge (local) +17 (12 ranks, +5 int), Knowledge (psionic) +23 (18 ranks, +5 int), Knowledge (the planes) +17 (12 ranks, +5 int), Psicraft +23 (18 ranks, +5 int). [B]Feats: [/B]Combat Manifestation, Expanded Knowledge (Animal Affinity), Expanded Knowledge (Dominate, Psionic), Expanded Knowledge (Energy Adaptation), Leadership, Psicrystal affinity, Psionic Body, Psionic Meditation, Quicken Power. [B]Powers Known: [/B](14th level, PP: 244, DC: 15+level), 1-5; 2-4,3-4,4-4,5-4,6-3+1 metacreative, 7-1) 1st - Astral Construct, Defensive Precognition, Inertial Armor, Mind Thrust, Resistance, Psionic*; 2nd - Alloyed Hide, Animal AffinityEK, Biofeedback, Ego Whip, Inflict Pain, Throw Ectoform; 3rd - Dismiss Ectoplasm, Dispel Psionics, (Energy Bolt-sequestered), Psionic Blast; 4th - Detect Remote View, Dimension Door, Dominate(Psionic)EK, Energy AdaptationEK, Intellect Fortress, Shatter Storm; 5th - Plane shift (psionic), Power resistance, True Seeing (Psionic), (+1 sequestered); 6th - Cloud Mind, Mass, Crystallize, Probability Mantle*, Retrieve; 7th - Psionic Cocoon (mass). [B]Astral Zealot Powers:[/B] [B]Ectopic Suit (Su): [/B]As a free action, the character can clothe herself in custom clothing of solidified astral material. (snip) [B]Throw Ectoform(Ps): [/B]At 1st level, the character discovers deeper abilities of shaping. She learns throw ectoform† as if normally learning a new power through gaining an effective manifester level. Moreover, she gains one free manifestation of this power per day. Regardless of whether the astral zealot freely manifests or normally manifests throw ectoform, she never pays the XP Cost for the power. [B]Conjoin Ectoform (Su): [/B]When using the throw ectoform† power, the character can throw a duplicate that forms around her instead of appearing in an adjacent square while she maintains her psionic focus. The consequences of this ability vary. [B]Upgrade Construct (Ex): [/B]Whenever the character manifests an astral construct power, she can make one additional menu choice from the customization menu at the highest level allowed for the construct being created. [B]Ectopic Proficiency (Ex): [/B]Once per day the character can customize her ectopic suit (whether conjoined or not) as if it were an astral construct by making one choice from Menu A as described above. In so modifying the ectopic suit, treat the benefits as if conferred upon the character. [B]Improved Ectoform (Su):[/B] Once per day when the character manifests throw ectoform†, those ectoforms not conjoined continue to duplicate her and provide the base effect of the power, but they have the stats of 3rd-level astral constructs [B]Ectopic Expertise (Ex): [/B]As ectopic proficiency, except the character gains one choice from Menu B (she can’t subdivide her Menu B selection into two choices from Menu A). At 6th level, she can gain the benefits of both the Menu B (from this ability) and Menu A (from ectopic proficiency) choices simultaneously. [B]Metacreative Latency: [/B]He learns any power from the Metacreativity discipline. [B]Ectopic Mastery (Ex): [/B]As ectopic expertise, except the character gains one choice from Menu C . [B]Advanced Ectoform (Su): [/B]Once per day, the character can throw ectoforms with the base stats of a 4th-level astral construct [B]Ectopic Dispersion (Su): [/B]Starting at 10th level, the astral zealot can attempt to cheat death once per week. When death from a lethal melee or ranged attack is about to claim her, or when she would normally die from bleeding, instead she has a chance to disperse her form. The astral zealot attempts a Fortitude save (DC 21); if successful, the astral zealot simply evaporates, as if composed of unstable ectoplasm, along with anything she is holding or carrying. Twenty-four hours later, the astral zealot condenses at a point randomly determined by the DM within 10 miles of where she was dispersed. While dispersed, the astral zealot exists outside of time. When she condenses, she has 1 hit point and 1 power point. [B]Cognizance Psicrystal (Ex): [/B]At 1st level, a metamind masters the trick of storing excess power points in a psicrystal. The psicrystal is now treated as a cognizance crystal capable of storing 5 power points, in addition to its psicrystal abilities. [B]Sequestration (Ex): [/B]The metamind is required to sequester two powers at first level. When a power is sequestered, the character loses the use of it, in this case permanently. On the upside, the character gains a bonus to power points equal to the power point cost of the sequestered powers. For instance, a 1st-level metamind might choose two 1st-level powers to sequester, empty mind and ecto protection. While this adds only 2 additional power points to the metamind’s power point total, the character remains leery at this point of sequestering higher-level powers, which would have added a higher number of power points to the character’s power point total. Thus, metaminds have more power points than is normal for their manifester level. [B]Possessions: [/B]+3 ring of protection, 2 tattoos of body adjustment [B]Tactics: [/B]Before combat, one of more of the following powers will be initiated to protect against physical attacks. Power resistance and intellect fortress will also be used if significant magical or psionic power is deployed against him or his crews. [B]Inertial Armor: [/B]+4 for 1 point or +10 for 13 points. [B]Defensive Precognition:[/B] +1 AC/saves (insight) for 1 point or +5 for 13 points. [B]Animal Affinity: [/B]+4 dex (+2 AC/reflex save), +4 con (+2 fort saves and +32 hp), or +4 int (+2 save Dcs). 3 points to do one ability at a time, 8 points for 2, 13 points for all 3. [B]Alloyed Hide: [/B]DR 5/bludgeoning (3 pp), DR 5/magic (5 pp), DR 5/mithril (7 pp) or DR 10/adamantine (9 pp). 140 points duration. [B]Costs for manifesting all the above powers at full: [/B]48. Potential AC: (with +3 ring of protection): 32. [/QUOTE]
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