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INTEREST/RECRUIT - TIDERULER - THE FALL OF LAHOLT (HIGH-LEVEL CHARS)
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<blockquote data-quote="tglassy" data-source="post: 7307536" data-attributes="member: 6855204"><p>Here’s the Dhampir. He doesn’t have a name, yet. Mostly utility powers, with some combat thrown in. His Thrall will be Combat focussed. The Thrall still isn’t set, so if anyone has any suggestions, I haven’t started the work yet. Can we get a run down of what everyone is doing? See what holes need filling? I know I want her combat focussed, but specifics are up for grabs. Except Race. She’ll be an elf. </p><p></p><p></p><p>Name:</p><p>Race: Dhampir Daywalker</p><p>Class: Psion Telepath 8/Thrallherd 4</p><p></p><p>HP: 63</p><p>AC: </p><p>BAB: +6</p><p>Fort: +5</p><p>Ref: +6</p><p>Will: +8</p><p></p><p>Str: 11</p><p>Dex: 17 (+2 Racial)</p><p>Con: 16 (-2 Racial, +1 ASI)</p><p>Int: 26 (+2 ASI, +6 Headband)</p><p>Wis: 10</p><p>Cha: 20 (+2 Racial)</p><p></p><p>Racial features:</p><p>•Add +2 to manifested level for charm powers. </p><p></p><p>Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.</p><p></p><p>Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.</p><p></p><p>Vampiric Empathy: Though dhampirs often relate poorly to humanoids, some share an affinity with baser creatures. These dhampirs gain the ability to communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (caster level equal to 1/2 the dhampir’s Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability. This racial trait replaces manipulative.</p><p></p><p>Dayborn: A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.</p><p></p><p>Darkvision: Dhampir see perfectly in the dark up to 60 feet.</p><p></p><p>Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.</p><p></p><p>Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.</p><p></p><p>Languages:</p><p>Common + any 4</p><p></p><p></p><p>Class features:</p><p></p><p>Class Skills: 12 on 6 skills</p><p>15 Autohypnosis (Wis)</p><p>15 Craft (Int)</p><p>15 (Psionics ) Knowledge (all) (Int)</p><p>15 knowlege (Undead) (Int)</p><p>15 Knowledge (??) (Int)</p><p>Profession (Wis)</p><p>15 Spellcraft (Int)</p><p>15 Bluff (Cha)</p><p>17 (+2 from Alluring Voice) Diplomacy (Cha)</p><p>17 (+2 from Alluring Voice) Sense Motive (Wis).</p><p></p><p>Feats: Blood Drinker (Elves), Natural Charmer, Master’s Voice, Psicrystal Affinity, Expanded Knowledge (Psychoport), Psicrystal Containment, Inquisitor, improved psicrystal</p><p></p><p>Detect Psionics at will</p><p></p><p>Discipline: Telepath</p><p></p><p></p><p>Proficiencies:</p><p>club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear</p><p></p><p>Power Points/Day: 106</p><p>Powers known: 22</p><p>Maximum Power level: 6th</p><p></p><p></p><p></p><p></p><p>Mental Intrusion (Ex)</p><p>At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.</p><p></p><p>Telepathy (Su)</p><p>At 8th level, you gain telepathy out to 400 ft. and can communicate with any creature, regardless of intelligence, so long as they have an Intelligence of 1 or higher. The range of your telepathy increases by 10 ft. every psion level thereafter.</p><p>Additionally, as long as you maintain psionic focus, you can detect other creatures within 30 ft. using telepathy to communicate, although you cannot determine the content of the communication.</p><p></p><p>Thrallherd (Ex)</p><p>A thrallherd who has just entered the class sends out a subtle psychic call for servants, and that call is answered. Essentially, the character gains something akin to the Leadership feat, but with some important differences.</p><p>Those who answer a thrallherd’s call are not referred to as cohorts and followers, but rather as thralls and believers, respectively. They do not appear because they admire the character and want to serve her, but because a hidden psychic resonance connects the thrallherd and her servants.</p><p>As with the Leadership feat, a thrallherd has a Leadership score that determines the highest-level thrall and believers she can attract. A thrallherd’s Leadership score is equal to her character level + her Charisma modifier + her thrallherd level. (Note that her thrallherd level is counted twice.) This score is not affected by any of the modifiers mentioned in the Leadership feat.</p><p>As with the Leadership feat, the called thrall’s level is limited, even if the character’s Leadership score would indicate a higher-level thrall. Unlike with the Leadership feat, the level limit of a thrall is equal to the character’s total level minus 1 (not level minus 2, as is true for cohorts).</p><p>A thrallherd cannot take the Leadership feat; if the character already has it, the feat is lost and replaced by this ability; those who were previously cohorts and followers go their separate ways, and those who are more mentally pliable show up later to take up roles as thralls and believers. A thrallherd’s thrall and believers arrive within 24 hours. Lost thralls are replaced within 24 hours. Believers arrive and are replaced at a rate of the thrallherd’s leadership score per day, with the lowest level believers arriving first. If the thrallherd is in a location where thralls and believers cannot reach, none arrive until she moves to a location where she can be reached. A thrallherd establishes a resonance with his thrall and suffers if the thrall is killed. For 48 hours following the loss of a thrall, a thrallherd suffers one negative level. This negative level may not be healed by any means until 48 hours have passed since the thrall’s death, at which point it fades naturally. Should the thrallherd’s new thrall die while the thrallherd is still suffering a negative level, he acquires an additional negative level, and the duration of any negative levels gained through losing a thrall resets to 48 hours from the time the most recent thrall was lost.</p><p>Use the above table instead of the one with the Leadership feat to determine the level of a thrallherd’s thrall and the number of believers of various levels a thrallherd can attract.</p><p></p><p></p><p>Alluring Voice (Ex)</p><p>At 2nd level, the thrallherd gains a +2 bonus to her choice of Bluff, Diplomacy, Intimidate or Sense Motive skill checks. At every 2 levels thereafter, she gains an additional +2 bonus that can either be applied to the same skill, or to another skill on the list. For example, a 6th level thrallherd could have a +6 bonus to just Diplomacy, or a +2 bonus to Bluff, Diplomacy, and Intimidate, or a +2 bonus to Bluff and a +4 bonus to Diplomacy. Once this choice is made, it cannot be changed.</p><p></p><p>Empathic Connection (Ex)</p><p>At 3rd level, a thrallherd adds empathic connection to her powers known. If she already knows empathic connection she can instead add a Telepathy power available to her powers known. Once per day, she can manifest empathic connection at a reduced power point cost. The cost of empathic connection is reduced by the thrallherd’s level, to a minimum of 1 power point. The effect of this power is still restricted by the thrallherd’s manifester level.</p><p></p><p></p><p></p><p>Powers Known: (1 6th, 4 5th, 4 4th, 4 3rd, 4 2nd, 5 1st)</p><p></p><p>6th:</p><p>Sustained Flight</p><p></p><p>5th</p><p>Mind Probe</p><p>Adapt Body</p><p>Psychic Crush</p><p>Planar Travel</p><p>Psychoport (Feat)</p><p></p><p></p><p>4th</p><p>Memory Modification</p><p>Schism</p><p>Correspond</p><p>Fold Space</p><p></p><p>3rd</p><p>Battlesense</p><p>Empathetic Transfer, Hostile</p><p>Touchsight</p><p>Telekinetic Force</p><p></p><p>2nd</p><p>Read Thoughts</p><p>Compelling Voice</p><p>Cloud Mind</p><p>Share Pain</p><p></p><p>1st</p><p>Force Screen</p><p>Inertial Armor</p><p>Mind Thrust</p><p>Slumber</p><p>Vigor</p><p></p><p>From class features:</p><p>Empathetic Connection (-4 PP)</p><p>Mind Link (Talent)</p><p>Conceal Thoughts (self)</p><p></p><p></p><p></p><p>Equipment:</p><p>108,000 gp</p><p></p><p>5-PP cognizance crystals (5,000 gp)</p><p>Psicrystal Staff, Greater (10,000 gp)</p><p>Setting Stone of Invigoration (10,080 gp)</p><p>Headband of Vast Intelligence +6 (36,000)</p><p></p><p></p><p>Sent from my iPad using EN World</p></blockquote><p></p>
[QUOTE="tglassy, post: 7307536, member: 6855204"] Here’s the Dhampir. He doesn’t have a name, yet. Mostly utility powers, with some combat thrown in. His Thrall will be Combat focussed. The Thrall still isn’t set, so if anyone has any suggestions, I haven’t started the work yet. Can we get a run down of what everyone is doing? See what holes need filling? I know I want her combat focussed, but specifics are up for grabs. Except Race. She’ll be an elf. Name: Race: Dhampir Daywalker Class: Psion Telepath 8/Thrallherd 4 HP: 63 AC: BAB: +6 Fort: +5 Ref: +6 Will: +8 Str: 11 Dex: 17 (+2 Racial) Con: 16 (-2 Racial, +1 ASI) Int: 26 (+2 ASI, +6 Headband) Wis: 10 Cha: 20 (+2 Racial) Racial features: •Add +2 to manifested level for charm powers. Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects. Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw. Vampiric Empathy: Though dhampirs often relate poorly to humanoids, some share an affinity with baser creatures. These dhampirs gain the ability to communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (caster level equal to 1/2 the dhampir’s Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability. This racial trait replaces manipulative. Dayborn: A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait. Darkvision: Dhampir see perfectly in the dark up to 60 feet. Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light. Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it. Languages: Common + any 4 Class features: Class Skills: 12 on 6 skills 15 Autohypnosis (Wis) 15 Craft (Int) 15 (Psionics ) Knowledge (all) (Int) 15 knowlege (Undead) (Int) 15 Knowledge (??) (Int) Profession (Wis) 15 Spellcraft (Int) 15 Bluff (Cha) 17 (+2 from Alluring Voice) Diplomacy (Cha) 17 (+2 from Alluring Voice) Sense Motive (Wis). Feats: Blood Drinker (Elves), Natural Charmer, Master’s Voice, Psicrystal Affinity, Expanded Knowledge (Psychoport), Psicrystal Containment, Inquisitor, improved psicrystal Detect Psionics at will Discipline: Telepath Proficiencies: club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear Power Points/Day: 106 Powers known: 22 Maximum Power level: 6th Mental Intrusion (Ex) At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options. Telepathy (Su) At 8th level, you gain telepathy out to 400 ft. and can communicate with any creature, regardless of intelligence, so long as they have an Intelligence of 1 or higher. The range of your telepathy increases by 10 ft. every psion level thereafter. Additionally, as long as you maintain psionic focus, you can detect other creatures within 30 ft. using telepathy to communicate, although you cannot determine the content of the communication. Thrallherd (Ex) A thrallherd who has just entered the class sends out a subtle psychic call for servants, and that call is answered. Essentially, the character gains something akin to the Leadership feat, but with some important differences. Those who answer a thrallherd’s call are not referred to as cohorts and followers, but rather as thralls and believers, respectively. They do not appear because they admire the character and want to serve her, but because a hidden psychic resonance connects the thrallherd and her servants. As with the Leadership feat, a thrallherd has a Leadership score that determines the highest-level thrall and believers she can attract. A thrallherd’s Leadership score is equal to her character level + her Charisma modifier + her thrallherd level. (Note that her thrallherd level is counted twice.) This score is not affected by any of the modifiers mentioned in the Leadership feat. As with the Leadership feat, the called thrall’s level is limited, even if the character’s Leadership score would indicate a higher-level thrall. Unlike with the Leadership feat, the level limit of a thrall is equal to the character’s total level minus 1 (not level minus 2, as is true for cohorts). A thrallherd cannot take the Leadership feat; if the character already has it, the feat is lost and replaced by this ability; those who were previously cohorts and followers go their separate ways, and those who are more mentally pliable show up later to take up roles as thralls and believers. A thrallherd’s thrall and believers arrive within 24 hours. Lost thralls are replaced within 24 hours. Believers arrive and are replaced at a rate of the thrallherd’s leadership score per day, with the lowest level believers arriving first. If the thrallherd is in a location where thralls and believers cannot reach, none arrive until she moves to a location where she can be reached. A thrallherd establishes a resonance with his thrall and suffers if the thrall is killed. For 48 hours following the loss of a thrall, a thrallherd suffers one negative level. This negative level may not be healed by any means until 48 hours have passed since the thrall’s death, at which point it fades naturally. Should the thrallherd’s new thrall die while the thrallherd is still suffering a negative level, he acquires an additional negative level, and the duration of any negative levels gained through losing a thrall resets to 48 hours from the time the most recent thrall was lost. Use the above table instead of the one with the Leadership feat to determine the level of a thrallherd’s thrall and the number of believers of various levels a thrallherd can attract. Alluring Voice (Ex) At 2nd level, the thrallherd gains a +2 bonus to her choice of Bluff, Diplomacy, Intimidate or Sense Motive skill checks. At every 2 levels thereafter, she gains an additional +2 bonus that can either be applied to the same skill, or to another skill on the list. For example, a 6th level thrallherd could have a +6 bonus to just Diplomacy, or a +2 bonus to Bluff, Diplomacy, and Intimidate, or a +2 bonus to Bluff and a +4 bonus to Diplomacy. Once this choice is made, it cannot be changed. Empathic Connection (Ex) At 3rd level, a thrallherd adds empathic connection to her powers known. If she already knows empathic connection she can instead add a Telepathy power available to her powers known. Once per day, she can manifest empathic connection at a reduced power point cost. The cost of empathic connection is reduced by the thrallherd’s level, to a minimum of 1 power point. The effect of this power is still restricted by the thrallherd’s manifester level. Powers Known: (1 6th, 4 5th, 4 4th, 4 3rd, 4 2nd, 5 1st) 6th: Sustained Flight 5th Mind Probe Adapt Body Psychic Crush Planar Travel Psychoport (Feat) 4th Memory Modification Schism Correspond Fold Space 3rd Battlesense Empathetic Transfer, Hostile Touchsight Telekinetic Force 2nd Read Thoughts Compelling Voice Cloud Mind Share Pain 1st Force Screen Inertial Armor Mind Thrust Slumber Vigor From class features: Empathetic Connection (-4 PP) Mind Link (Talent) Conceal Thoughts (self) Equipment: 108,000 gp 5-PP cognizance crystals (5,000 gp) Psicrystal Staff, Greater (10,000 gp) Setting Stone of Invigoration (10,080 gp) Headband of Vast Intelligence +6 (36,000) Sent from my iPad using EN World [/QUOTE]
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INTEREST/RECRUIT - TIDERULER - THE FALL OF LAHOLT (HIGH-LEVEL CHARS)
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