[OOC] If Thoughts Could Kill

Well as you all may know, I myself am a self-styled Addict, and I would like to announce my alleigance and support to overlord garyh's world IC takeover!

In other news, I'm not in as many games as Gary, so I gotta join this to try to catch up. ;)
Character concept:
Probably either a druid or a sorceror. I've not played a spellcaster in a while.
If we're lacking in the melee combat area, though, I can ALWAYS whip up a mean fighter in record time (And truth be told, it's my fave. class, anyways)

EDIT: BTW, could you PLEASE post some actual stat rules, instead of "Choose your own stats"?
It's not a good way to do business, IMHO. It's too tempting to take lotsa high stats, but from an RP point of view, I want to take some low ones too. Then there's the "Am I overpowered? Am I Underpowered?" debate. It just makes it so much simpler if we have actual rules to follow.
 
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Jemal said:
Well as you all may know, I myself am a self-styled Addict, and I would like to announce my alleigance and support to overlord garyh's world IC takeover!

In other news, I'm not in as many games as Gary, so I gotta join this to try to catch up. ;)

1 - Your membership card and secret handshake codebook are in the mail.
2 - Good luck.

:)
 


Oh yea, can we use The Mind's Eye info?

Specific Question:

Mark, the psi guy at wizards who does Mind's Eye, said that the info in The Pet Rock article could be used for free by PCs in some campaigns. What about us? Can we have the Empowered Psicrystal free?

What world are we playing in?

Is psionics the same or different than magic?
 
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My character:

[EDIT] Updated 12-12-02

Ashrem Bayle
Human
8th level Psion (Savant) / 1st Level Slayer (Bruce’s Alternate)
Alignment: Lawful Neutral
Experience: 39,310

ABILITIES
Str: 16 (+3)
Dex: 12 (+1)
Con: 22 (+6) (24 for psionic purposes)
Int: 12 (+1)
Wis: 14 (+2)
Cha: 8 (-1)

SAVING THROWS
Fortitude: +8
Reflex: +4
Will: +12

COMBAT
Hit Points: 86
Initiative: +1
Base Attack Bonus: +5
Armor Class: 27 (10 Base, +11 Armor, +5 Shield, +1 Dexterity)

Attacks:
Longsword +9 Att, 1d8+3 Dmg
Shortbow w/ Arrow +7 Att, 1d6+4 Dmg
Shortbow w/ Charged Arrow +7 Att, 1d6+4+1d4 Dmg

SPECIAL ABILITIES:
Bonus Feat (Human)
Bonus Skills (Human)
Psionics
Psicrystal
Psychic Combat
Favored Enemy (Illithid)
Illithid Sense

FEATS:
Empowered Psicrystal (Free, Mind’s Eye)
Psychic Prodigy (+2 Con for psionic purposes, Tome and Blood)
Inner Strength
Talented
Trigger Power: Greater Concussion (DC:17, +7 to check)
Encode Stone
Craft Psionic Arms and Armor
Resculpt Mind
Fortify Power
Chain Link
Track

SKILLS:
Autohypnosis (+13, 11 ranks); Concentration (+16, 10 ranks); Craft: Gemcutting (+2, 1 rank); Disable Device (+5, 4 ranks); Knowledge: Illithids (+4, 3 ranks); Knowledge: Psionics (+8, 6 ranks); Open Lock (+5, 4 ranks); Profession: Miner (+2, 1 rank); Psicraft (+9, 8 ranks); Search (+7, 6 ranks); Spot (+7, 0 ranks, +5 bonus); Listen (+10, 3 ranks, +5 bonus); Hide (-7, 0 ranks, -8 Armor Check Penalty); Move Silently (-7, 0 ranks, -8 Armor Check Penalty), Remote Viewing (+9, 7 ranks), Stabilize Self (+4, 1 rank), Wilderness Lore (+9, 8 ranks)

EQUIPMENT:
Longsword +1, Power Storing
Full Plate Armor +3
Large Steel Shield +3
Bracers of Health +2
Masterwork Mighty (+3) Composite Shortbow
50 Charged Arrows +1
50 Arrows
Dorje of Lesser body Adjustment (50)
Power Stone: Schism x 4
Power Stone: Suggestion x 2
Power Stone: Remote Viewing
Power Stone: Greater Concussion x 4
Power Stone: Disable x 4
Crystal Mask of Psionic Might (-1 to all PP costs)
Amulet of Perception (+5 Spot, +5 Listen)
Signet Ring
Belt Pouch x 3

Treasure:
1550 gp


PSIONICS:
Power Points: 68
Psychic Combat Modes: Psychic Crush, Mind Blast
Psychic Defense Modes: Empty Mind, Intellect Fortress, Tower of Iron Will
Secondary Disciplines: Telepathy & Clairsentience

Displays:
Psychokinetic Powers: A low humming sound.
Clairsentient Powers: Eyes glow green
Telepathic Powers: Everyone senses that they are being watched
Psychoportation Powers: Sound of glass breaking
Psychometabolism Powers: A wet cracking sound as the body disfigures or heals.
Metecreation Powers: Ectoplasm soaks or blankets the created object or effected area for a brief second.

Talents: Free Uses: 14
Far Hand
Daze (DC:+6)
Missive
Inkling
Detect Psionics
Burst
Float
Elfsight

1st Level Powers: Cost: 1 pp
Matter Agitation (DC:+7)
Charm Person (DC:+7)
Control Object
Disable (DC:+7)
Sense Link

2nd Level Powers: Cost: 2 pp
Control Air
Control Body (DC:+8)
Control Flames
Suggestion (DC:+8)

3rd Level Powers: Cost: 4 pp
Remote Viewing
Greater Concussion (DC:+9)
Schism

4th Level Powers: Cost: 6 pp
Telekinesis (DC:+10)
Mindwipe (DC:+10)



BACKGROUND

Appearance:
Age: 29
Height: 5’-10”
Weight: 175 lbs.
Hair: long and black in dreadlocks
Eyes: ice blue

Well muscled and graceful, Ashrem seemingly has no body fat. His time spent in slavery and practicing exotic conditioning exercises has developed his body to a level of health and fortitude that few ever achieve. His body, especially his back, is covered in numerous scars from his time as a slave. Also, there is a slave mark tattooed into the back of his neck. He wears his hair long to cover this.

Ashrem prefers dark clothing. He wears a suit of tight fitting magical full plate armor adorned with numerous crystalline runes and spikes that protects his body. Worn over his armor is a long black cloak with a deep hood. His long black hair stands out in contrast to his dark clothing and is usually kept in seemingly hundred of small thin braids. Ash carries a beautiful crystal curved sword forged with six small settings and one large one in the pommel. Ashrem’s power stones normally occupy these smaller settings and the larger one serves as the resting place of Tarsis, his sentient psicrystal.

Ashrem is actually good looking, however his lack of a normal childhood and his dependency on psionics make him seem distant and brooding. He never bothered to learn diplomacy when he could simply will the other person to agree with him.

History:

Born in the Duchy of Urnst, Ashrem Bayle’s first memory was of blood and carnage. At the age of but four summers, he became one of a dozen survivors of a drow raid on his hometown of Kalari Springs. Along with the other captives, Ashrem was taken into the underdark and sold into the service of a brood of mind flayers.

Serving under the lash of a harsh taskmaster, Ashrem spent his youth mining the cold stone of the underdark. However, at the age of twelve, he was taken by one of the more prominent illithids for study. Ashrem has little memory of this time for he often faded in and out of consciousness. His memories and perceptions distorted by rigorous psychic experimentation, Ashrem was finally returned to the mines.

Little did he know that he was being watched. The Illithid leader had managed to awaken the boy’s latent psychic potential. He had been returned to the other slaves in order for the illithids to watch his abilities naturally manifest. Unfortunately for the mind flayers, Ashrem was quicker to manifest his abilities than they imagined. Using his psychic abilities, Ashrem melted through his shackles and freed his fellow slaves. In the revolt, only he and a half dozen others managed to escape to the surface.

After his escape, Ash returned to the remains of what was once his home. There he found a dilapidated farmhouse and his family's remains. He buried his family and from his father's corpse he took a signet ring depicting a wolf with three eyes. The importance of the third eye was not lost on Ash who now believes his family had a strong psionic heritage. He wishes he knew how to contact anyone else in his family, but he has only a few very vague memories of his childhood before slavery.

Leaving his home behind, Ash traveled about and soon found himself in the Yeomanry region. There he lived on the streets and made his way as a petty thief. He learned to use his powers to bend the will of men so that they would be more than generous with their offers of charity. While most thieves were slick tongued and smooth, Ashrem refused to spend time developing those abilities. His psychic abilities made such tactics unnecessary in his eyes.

He lived this way for a two years before his abilities were discovered. A man by the name of Sorren recognized the youth’s abilities and gave him an ultimatum. He would not turn Ash over to the authorities, if he agreed to become Sorren’s pupil. Ashrem agreed and began a formal study of the “Unseen Way” under the strict tutelage of his new master. In his studies, Ash developed the ability to engage others in mental combat and learned a much about psionic theory and principles.

He had learned a great deal, but while very different than the mines of the underdark, he still resented being in a submissive position. After spending a year with his teacher, Ashrem has decided to move on. He does not know where he plans to go, but he craves adventure and the freedom of the road. He searches for knowledge and treasures so that one day he may create his own estate and forever be free.

PSI-CRYSTAL:

Tarsis
Hit Dice: 1 special (20hp)
Initiative +6
Speed: Varies
AC: 13 (-5 Dex, +8 Size); Hardness 15
Attacks: --
Damage: --
Face/Reach: Special
Special Attacks: Special
Special Qualities: Regenerate 2d4hp per day, Personality (Resolve, +2 Will)
Saves: Special
Abilities: Str: 1, Dex 0, Con -, Int 9, Wis 14, Cha 8
Skills: Special
Feats: --

Special Abilities: Sighted, Empathic Link, Self-Propulsion, Speak with Other Creatures, Lesser Channel Power, Hardened Crystal, Power Storing (Greater Concussion),
 
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Jemal said:
EDIT: BTW, could you PLEASE post some actual stat rules, instead of "Choose your own stats"?
It's not a good way to do business, IMHO. It's too tempting to take lotsa high stats, but from an RP point of view, I want to take some low ones too. Then there's the "Am I overpowered? Am I Underpowered?" debate. It just makes it so much simpler if we have actual rules to follow.

Jemal, I appreciate your point of view, but I stand by my decision. PbP is my testing ground for new ways of running a campaign, and in this campaign one of the things I am trying is a different way of assigning stats. I will tell people if they are overpowered.

Argent, you are first on the waiting list. Everyone else has two days to post a character.

Current tally: archer psion, wizard, arcane trickster, and fighter/savant, druid or sorceror, and savant/slayer.
 

Here's what I've got so far:

Sir Darian Almardean
Human male
Wizard 10(37845 XP +?)
Lawful Good

Specialization: Abjuration Barred: Illusion

STR 12 +1
DEX 8 -1
CON 14 +2
INT 20 +5 (24 +7)
WIS 13 +1
CHA 15 +2

Spd: 30
Initiative: -1

Attack +5, +6 melee, +4 ranged (+7 rapier)
Dmg: rapier: 1d6+1 18-20
AC 9 (- 1 dex)
HP 51

F: +3 (+8)
R: +3 (+5)
W: +7 (+11)

Spell Focus: Transmutation, Martial Weapon Prof: rapier, Scribe Scroll, Craft Wonderous Item, Lace Spell: Holy, Spell Penetration, Lace Spell: Resistant, ?

Spellcraft 13 +20
Concentration 13 +15
Riding 3 +2
Scry 1 +8
Speak Language 2
Diplomacy 3 +5
Knowledge:
__Arcana 13 +20
__Nobility and royalty 3 +10
__History 3 +10
__Geography 3 +10
__Psionics 1 +8
Psicraft 1 +8

Languages: Common, Celestial, Draconic, Auran, Terran, Elven, Dwarven

Spells Known:

Cantrips: tons

1: Endure Elements, Alarm, Protection from Evil, Shield, Mage Armor, Comprehend Languages, Detect Secret Doors, Identify, Charm Person, Sleep, Magic Missile, Erase, Message, Reduce*, Anavar's Anticipated Attack, Feather fall, Betray the Years, Resist Scrying, Spider Climb

2: Protection from Arrows, Glitterdust, Arcane Lock, Detect Thoughts, See Invisible, Rope Trick, Bull's Strength, Endurance, Knock, Daylight, Levitate

3: Dispel Magic, Protection from Elements, Slow*, Haste, Fly, Secret Page, Extended Charge, Force Blast, Fireball, Arcane Sight, Water Breathing, Greater Magic Weapon

4: Dimensional Anchor, Evard's Black Tentacles, Scrying, Confusion, Polymorph Other*, Minor Globe of Invulnerability, Strength to Strike, Chains of Vengeance, Gird the Warrior

5: Permanency, Teleport, Wall of Force, Quintelemental Blast, Dismissal, Sending, Energy Buffer, Prying Eyes
Spells per day:
0: 4 (DC 17)
1: 6+1 (DC 18)
2: 6+1 (DC 19)
3: 5+1 (DC 20)
4: 4+1 (DC 21)
5: 3+1 (DC 22)

+1 spells must be from abjuration
+2 DC for Transmutation spells
+2 DC against evil creatures
+2 to penetrate SR

Stuff:

Spell workbook
Lots of extra spells
Boccob's Blessed Book (full)
Robe of Resistance +3
Headband of Intellect +4
3x Pearl of Power 1
Pearl of Power 2
Vestments of Hygiene
Wand of Magic Missiles (7th level caster, 17 charges)

mw rapier
Light warhorse
Military Saddle
2 healing potions
50 ft rope
5 sunrod
5 tindertwig
Books from library [200 gp.]
2 captured spellbooks

Lots of Scrolls: spells are at the minimum caster level unless otherwise mentioned
0:
2 Detect Magic
2 Detect Poison

1:
2 Alarm (4)
2 Reduce (5)
4 Endure Elements
2 Detect Secret Doors
2 Spider Climb
2 Message
2 Comprehend Languages
4 Protection from Evil
1 Erase
8 Resist Scrying

2:
2 See Invisible
2 Glitterdust
2 Daylight
2 Knock
2 Rope Trick (8)
2 Levitate

3:
2 Protection from Elements
2 Water Breathing
1 Dispel Magic
1 Fly

4:
2 Dimensional Anchor
1 Scrying
1 Charm Monster


5:
1 Dimissal
1 Teleport
1 Sending

other adventuring gear that would be a pain to write out

70 pp
70gp
18 sp
10 cp
+2747 GP

Appearence:

Sir Darian is a distinguished looking gentleman of slightly above average height. His dark gray robes are trimmed with blue, and are cut of fine silk. Each breast of his robes is adorned with a sigil, one for his noble house (a ship surronded by 2 lightning bolts), and the other is the rune for his mage's guild. Darian avoids ostentation in dress - no honorable family flaunts its wealth with gaudy baubles. Despite his ordinary grey eyes and brown hair, his refined and elegant mannerisms would set apart in a crowd. His graceful movements are rather slow though, in order to conceal his clumsiness.

Background:

Darian is a scion of the Almardean family of [city name], a thriving costal trading center. As a child, he usually stood in the shadow of his elder brother, Edmure, who stood tall and athletic. However, as they grew, Darian quickly proved to be far more adept in his studies and easily mastered knowledge of other noble houses and heraldic devices, geography, history, the best trade routes, and other skills that would enable him to better manage the family business. With Darian's quick mind, he quickly became his father's favorite, and had additional training in courtly graces, riding and swordplay. Edmure was expected to become a knight and advance the prestige of the family through might of arms and adventuring.

However, when Edmure was sheared (sent out on his own for a year to make his way in the world without the name or backing of his family), instead of adventuring, he proved himself a merchant of unusual savvy by working for the [merchant guild]. In fact, Stephaneos, patriarch of the Almardeans, was somewhat displeased because of the substancial advantage the contracts Edmure negociated gave to potential rivals. So it fell upon Darian to advance the family's honor while Edmure increased its fortunes.
 
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Verra Grimson ('the Hawk')
Male Elven Nomad 10
Age: 95
Weight: 158 Lbs
Height: 5' 7"
Hair: Long curly brown
Eyes: Green

Alignment: Neutral
Xps: 45,000+ xps
Languages: Common, Elven, Draconic, Infernal

Attributes
Str 16 (+3)
Dex 26 + 0 (+8) (28 for Psionics)
Con 14 (+2)
Int 14 (+2)
Wis 14 (+2)
Cha 10 (+0)

Initiative: +8 (+8 Dex)
Move: 60' Base (Boots of Striding)
Hit Points: 65
AC: 27 (+8 Dex, +6 Mithral Chain Shirt +2 of Grace, +1 Natural, +2 Deflection)
BAB: +5 (+8 to hit melee, +11 ranged)

Specifics:
Bow +17/+17 (+5 Base, +2 Bow, +8 Dex, +2 Competence, +1 w/in 30'+1 Arrow - 2 Rapid Shot)
Damage: 1d8+1d4 (Psionic Shot)+1d6 (Cold)+1d6(Shock)+1 (Competence)+1 (w/in 30') +2 bows +1 Arrows + 3 (Str - varies) or 1d8+2d6+1d4+7

Saves:
+8 Fort (+3 Base, +2 CON, +3 Resistance),
+14 Ref (+3 Base, +8 DEX, +3 Resistance),
+12 Will (+7 Base, +2 WIS, +3 Resistance)

Special Abilities:
Low Light Vision
Immune to Sleep
+2 Racial Save Bonus vs. Enchantment
+2 Racial Bonus to Listen, Spot, Search
Proficient with Rapier and Composite Longbow

Feats: Psionics Prodigy, Point Blank Shot, Rapid Shot, Precise Shot, Psionic Shot, Fell Shot, Craft Armors and Armor, Craft Universal Item

Skills:
Climb +5 (2 ranks)
Concentration +12 (10 ranks)
Craft: Bowyer +7 (5 ranks)
Craft: Armorer +7 (5 ranks)
Escape Artist +16 (8 ranks)
Intuit Direction +4 (2 ranks)
Jump +15 (2 ranks, +10 Competence)
Knowledge: Psionics +15 (13 ranks)
Listen: +4 (0 ranks, +2 racial)
Ride +10 (2 ranks)
Remote View +4 (2 ranks)
Psicraft +15 (13 ranks)
Search +15 (1 rank, +2 racial, +10 Competence)
Spot +19 (5 ranks, +2 racial, +10 Competence)
Use rope +10 (2 ranks)

Equipment:
Circlet of Psionic Might (Purchased 10,000gps - as the torc)
Third Eye Aware (Crafted 1/2 Cost, 160 xps)
Mithral Shirt +2 of Grace (Crafted 1/2 Cost, 160 xps)
--Grace (BoEM II - No dexterity penalty from Armor)
Amulet of Natural Armor +1 (Purchased)
Cloak of Resistance +3 (Crafted 1/2 Cost, 360 xps)
Bracers of Archery (Crafted 1/2 Cost, 204 xps)
Glove of Storing (Crafted 1/2 Cost, 88 xps)
Shocking Frosting Bow of the Grey Marches (Crafted 1/2 Cost, 1455 xps)
--Bow of the Grey Marches (BoEM II) Added Shock and Frost for a total cost of the weapon of 36,375
Ring of Protection +2 (Purchased)
Ring of Counterspells [Holding a Negate Psionics]
Belt of Dexterity +4 (Crafted 1/2 Cost, 640 xps)
Quiver of Ehlonna (Crafted 1/2 Cost, 72 xps)
Boots of Striding and Springing (Crafted 1/2 Cost, 100 xps)
Dorje of Inertial Barrier (5 charges)
Dorje of Darkvision (8 charges)
Dorje of See Invisible (8 charges)
Stone of Power Resistance (SR 24) (x2)
Tattoo of Combat Precognition
Tattoo of Know Location
Tattoo of Steadfast Gaze
Tattoo of Displacement (x2)

Rapier
Other Normal equipment
150 Arrows
Gold remaining: 29gp 5 sp

PSIONICS
Power Points: 89
Psychic Combat Modes: Mind Blast, Ego Whip
Psychic Defenses: Empty Mind, Thought Shield, Tower of Iron Will

Displays:
Auditory (Au): A rustle of leaves, barely audible
Material (Ma): Excited molecules of water steam from item, looking like a dish fresh from the oven.
Mental (Me): A feeling of deja vu in those around him
Olfactory (Ol): The smell of ozone
Visual (Vi): Body seems to haze as from heat

Talents (Free Uses: 12)
Bolt
Burst
Catfall
Detect Psionics
Inkling
Missive
Prestidigitation (ITCK spells as powers)
Telempathic Projection

1st Level Powers
Call Weaponry
Spiderclimb
Empathic Transfer
Lesser Body Adjustement
Shield (ITCK spells as powers)

2nd Level Powers
Animal Affinity
Knock
Claiaudience/Clairvoyance
Combat Prescience

3rd Level Powers
Haste (ITCK spells as powers)
Metaphysical Weapon
Time Hop (Will negs d20 +12)

4th Level Powers
Dimension Door
Fate of One

5th Level Powers
Teleport

Background:
Verra is a lonely man shunned from his people for the strange powers that he developed. This rejection has mentally forced him to be self-sufficient (to the point of neurosis). Case in point: Verra is hard pressed to use anything that isn't made by his own hand. Things that he hasn't made (either by himself or with the assistance of others) he marks in some way before using (even coins). He will sleep in his own bedroll, even at inns, and would only sleep on the bed if he spit on it or scuffed it in some way.

As his powers continued to develop, Verra discovers that his powers force him to be constantly moving (whether real or imagined). Those who have come to know him well are insistent that he even moves while he is sleeping.

When Verra is ready to act in the day, he typically begins with Animal Affinities for both Strength and Constitution and Metaphysical Weaponing the batch of 50 arrows in his quiver. His bow is kept strung and safe in his glove of storing.

[Updated to 10th, Editted for equipment purchases]
 
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