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Modern Game with Psionics - Mental Bloc/OOC


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Or I could change the background a bit to get rid of the govt. guys recruiting him. He could have just gotten out of prison and be looking to get back into his criminal ways when something happens. Or if its easier to leave the background how it is because the others are gonna be part of a group already, then thats fine by me too. Let me know what you'd rather have me do. But with Lex only having one level of psychic stuff, it may make more sense for him to have not come into the fold yet with any group. Of course, Ash's background makes her so much a loner that it makes sense for her to have no formal training yet either. I'm good either way.
 

I don't want to mess with what you've got. It's good the way thing are. Reed has already been contacted by "the guru," a spokesman for a small group of psis looking out for each other. Ash and Lex will be introduced shortly.
 

Arr, Ash lacks the ability to detect other psychics, and her evasive lifestyle would probably, inadvertantly, make her as hard to track down and recruit as it has made her hard to track down and kill. :) So it makes sense. I'll get a more detailed background up today or tomorrow, asap.

I may take a feat from Dark Matter if that's acceptable. There's a Wizards web posting that features some of them, and they're pretty nice...
 


Here's an update of Ash, based on the revised starting Wealth:

I'm thinking I may redo skills a bit too...in fact, I most likely will.

[sblock=Ash v.1.2]Name: Ashley
Class: Battle Mind 4
Occupation: Psychic
Gender: Female
Height: 5'6" Weight: 120
Hair: Red Eyes: Green
Age: 17

XP: 6000 Needed: 10000 xp
Allegiances:
Reputation: 0
Speed: 30 Run: 120
AP: 6/8

Hit Points: 30/30
Massive Damage Threshold: 14
Initiative: +3
Defense: 16 (10 + 3 dex + 3 class)
Buffed Melee AC: 20 (+3 equipment + 1 insight)
BAB: +3 Melee: +4 Ranged: +6
Unarmed +4 (1d3+1; 20, x2)

Abilities: Str 12, Dex 16, Con 14, Int 12, Wis 14, Cha 12

Saves: Fort +6, Ref +4, Will +5

Skills: 14
Autohypnosis (Wis) +5 (3 ranks + 2 wis)
Concentration (Con) +10 (7 ranks + 2 con +1 occ)
Intimidate (Cha) +8 (7 ranks + 1 Cha)
Jump (Str) +8 (7 ranks + 1 Str)
Knowledge: Streetwise (Int) +5 (4 ranks + 1 int)

Feats:
occ Iron Will
1 Weapon Prof: Personal Firearms
1 Psionic Surge
3 Point Blank Shot
b Weapon Finesse: Psiblade

Attacks
Psiblade +1, +7 to hit, 1d6+2 dmg, move action, lasts 4 rnds
Firebolt, +6 to hit (rngd touch), 1d6+1 dmg, 60', +1 hit/dmg within 30', 1pp

Class Abilities
Psionics
Psiblade (+1 enhancement, 1d6 dmg, mv to manifest, 4 rnds)
Psishield (+3 equip to AC, mv to manifest, 4 rnds)
Imprint Tattoo

Psionics
Manifester level 4
DC: 12+lvl
Power Points: 5/5

0 level (each free manifest 7/day)
- Burst (+10', 1 rnd, free action)
- Finger of Fire (35', 1d3)
- Far Hand (35', 5lbs)

1 level
- Fire Bolt
- Combat Precognition (+1 insight to Defense, 1 hr/lvl)

Current Wealth: +5

Weapons
-* Glock 17 (9mm), +7 to hit, 2d6 dmg, 30', 17rnds, +1 hit/dmg within 30'

Armor

Gear
* Fake ID (DC 15)
Casual Clothes, 2lbs
Fatigue Jacket, 2lbs
* Photojournalist's vest, 1lb
Range Pack, 2lbs
First Aid Kit, 3lbs
Ammo, 9mm: 100 (2 boxes), 2lbs
Spare magazines: 2, 1lb
Concealed carry holster, 1lb
Daypack, 2lbs
Road Atlas, 1lb
Ducktape, 1lb
Flashlight, 1lb
* Multipurpose tool,
Rope (150'), 12lbs

* Reduced wealth by 1
[/sblock]
 

I have a question, and I apologize if this has been addressed already, but you mentioned that it's possible that some of the characters could be full Telepaths or Battle Minds. Are you waving the entry requirements for these classes? Normally, these are advanced classes, and you have to be at least 3rd level I think before entering them.
 


That's the way I understood it too. And he didn't bat an eyelash at Ash's writeup with nothing but 4 levels of Battlemaind, so I took that as confirmation. Lucky you guys getting more powers. I'm gonna be relying on my gun more than my powers for awhile.
 

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