[Players Chosen] Do You Have What It Takes To Join The Nameless Legion?

Isida Kep'Tukari

Adventurer
Supporter
In that case Harvey, I shall make a lumi fighter. Strong, elegant, and merciless in her bearing, able to cleave down those that charge at her, shatter the weapons of those brought to bear against her, and push back any that dare close with her. She prefers to shatter both the swords and the bones of her enemies, so they cannot possibly fight her again. Strong shoulder-to-shoulder with others, but unafraid to stand alone, she has found great joy with the Breakers. When not breaking weapons or bones, she prefers to break minds, engaging in riddles and mind-games with others, attempting to predict others' moves and thoughts.

I'm honestly not sure what class I'd want for her yet. I haven't seen a PrC that really suits the picture I have in my head. I want a "breaker" PrC, someone who's good at breaking through resistances. If anyone recalls something like that from Dragon magazine or anywhere else, can you let me know?
 

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Someone

Adventurer
The constructor:

[sblock]
It seems like someone is always itchin' for a fight. It is a well-known fact that most psions don't last too long in a knock-down drag-'em-out style melee. However a few gifted psionic characters have chosen to follow a different path. They use the brawn and bodies of others as their fists and shields. These psionic characters have focused their studies on astral constructs and have created constructs that are much more powerful than those of their so-called "normal" counterparts. Some of these specialists, sometimes known as "Erbauer" or constructors, have become quite famous by leading the charge into battle or laying waste to the walls of enemy strongholds. Regardless of the path they travel in life, many find comfort in knowing that extra help isn't far away whenever these constructors are around.

Hit Die: d4.

Requirements
To qualify to become a constructor, a character must fulfill all the following criteria:
Skill: Craft (any) 9 ranks.
Feat: Boost Construct.
Psionics: Manifester level 5th and able to manifest astral construct, ecto protection, and psionic repair damage.
Class Skills
The constructor's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Knowledge (any) (Int), Psicraft (Int), and Spot (Wis).
Skill Points at Each Level: 4 + Int modifier.

Class Features
All the following are class features of the constructor prestige class.

Weapon and Armor Proficiency: Constructors gain no proficiency with any weapon or armor.

Powers Known: At every level from 2nd through 9th, a constructor gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of constructor to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before she became a constructor, she must decide to which class she adds the new level of constructor for the purpose of determining power points per day, powers known, and manifester level.

Advanced Construction: At 1st level, a constructor gains the ability to select menu abilities from an expanded list.

Menu A
Brawn (Ex): The astral construct does an additional +1 point of damage on a successful melee attack.
Claws (Ex): The astral construct has razor sharp claws. Attacks are now considered claw attacks instead of slams. Damage from these claw attacks is 1d8 + Strength modifier. The claw attacks are considered slashing or piercing weapons. The type is chosen when the construct is manifested.
Dodge (Ex): The astral construct gains the Dodge feat even if it does not meet the prerequisites.
Armor Spikes: The construct's body is covered in spikes, which allows the construct to deal an extra 1d6 points of piercing damage with a successful trample, constrict, bull rush, or grapple attack. The construct also can make a regular melee attack with the spikes, and they deal 1d6 points of damage (x2 critical) in that case.

Menu B
Great Cleave (Ex): The astral construct gains the Great Cleave feat even if it does not meet the prerequisites.
Improved Brawn (Ex): The astral construct deals an additional +3 points of damage on a successful melee attack.
Reach (Ex): The astral construct's arms elongate, which increases its reach by 5 feet.
Stunning Fist (Ex): The astral construct gains the Stunning Fist feat even if it does not meet the prerequisites.

Menu C
Extra Brawn (Ex): The astral construct deals an additional +5 points of damage on a successful melee attack.
Tail Slap (Ex): The astral construct has a tail, and it can slap one opponent each round with its tail. A tail slap deals 2d8 points of damage plus 1-1/2 times its Strength bonus (round down) and is treated as a secondary attack.

Ecto Protection: At 2nd level, any constructs manifested by a constructor are made from reinforced ectoplasm. They receive a +1 bonus on any manifester level checks made to protect them against dispel psionics or a similar effect, and a +1 bonus on saving throws to resist dismiss ectoplasm. These bonuses
increase by +1 every other level (4th, 6th, 8th, and 10th). These bonuses stack with those of the ecto protection power (see Expanded Psionics Handbook, page 97).
Combat Construction: At 3rd level, the constructor gets a +4 bonus on Concentration checks made to manifest astral construct while on the defensive (see Manifesting Powers on the Defensive on page 54 of
the Expanded Psionics Handbook). The +4 bonus from this ability stacks with that of the Combat Manifestation feat (ExpandedPsionics Handbook, page 44), granting a possible total bonus of +8.

Boost Construct: At 4th level, when the constructor creates an astral construct, she can give it one additional special ability from any menu (Expanded Psionics Handbook, page 186) from which the construct currently has an ability. The constructor can use this ability in conjunction with the Boost Construct feat (Expanded Psionics Handbook, page 43). She gains this ability again at 8th level.

Extended Construction: At 5th level, astral constructs manifested by the constructor have a duration of 1 minute per manifester level instead of their normal duration. This ability is active only when the constructor has psionic focus.

Utility Construct: At 7th level, the constructor gains the ability to alter an astral construct as it is being manifested. The astral construct loses all attack capabilities and menu selections. The astral construct in return has its duration increased to 1 hour per manifester level. The constructor can shape the astral construct into either a standard featureless humanoid-shaped biped or a horselike-shaped quadruped. A utility construct can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. It can perform only one activity at a time, but it repeats the same activity over and over again if told to do so, thus allowing you to command it to clean the floor and then turn your attention elsewhere as long as you remain within range. As another example, a utility construct following a psion and carrying a barrel will stop at a closed door; it must be told to place the barrel on the ground and open the door. It can open only normal doors, drawers, lids, and the like. It can trigger traps and such, but it can exert only 100 pounds of force, which may not be enough to activate certain pressure plates and other devices. It can also perform simple functions such as opening only normal doors, drawers, lids and so on.
A utility construct cannot attack in any way; it is never allowed an attack roll. It can make saves as normal. You need to stay in close range (Close 25 ft. + 5 ft./2 levels) of a utility construct to command it; however, it will continue to execute its last command to the best of its ability until its duration is reached or it is destroyed.
When shaped like a quadruped, the utility construct can more easily have bags or crates strapped to it or be used to pull a cart. A character can ride a quadruped utility construct if her weight is less than its carrying capacity.

Enhanced Construction: At 9th level, the constructor gains added flexibility and greater efficiency when manifesting astral construct. When manifesting astral construct, she can add the following augmentation to the power.
Augment: For every 2 power points you spend, an additional construct is created. The additional construct's level equals that of the first construct created. You can create up to three additional constructs per manifestation. Additional constructs have the same menu selections as the first construct.
For example, a constructor can spend 17 power points manifesting astral construct: 1 to manifest the power, 14 power points to augment the level of the first construct to 8th level, and 2 power points to create a second 8th-level construct.

Quickened Construction: At 10th level, the constructor gains the ability to manifest astral construct as though the Quicken Power feat were applied to it. Doing so does not cost any additional power points, though the constructor must still expend psionic focus to activate this ability. Using this ability does not provoke an attack of opportunity and it counts as the character's one quickened power per round.

Code:
[b]The Constructor[/b]

Level BAB Fort Ref Will   Special                   Powers Known
  1    +0  +0   +0  +2    Advanced construction               --
  2    +1  +0   +0  +3    Ecto protection 1         +1 level of existing manifesting class
  3    +1  +1   +1  +3    Combat construction       +1 level of existing manifesting class
  4    +2  +1   +1  +4    Boost construct,          +1 level of existing manifesting class
                          ecto protection 2 
  5    +2  +1   +1  +4    Extended construction     +1 level of existing manifesting class
  6    +3  +2   +2  +5    Ecto protection 3         +1 level of existing manifesting class
  7    +3  +2   +2  +5    Utility construct         +1 level of existing manifesting class
  8    +4  +3   +3  +6    Boost construct,          +1 level of existing manifesting class
                          ecto protection 4 
  9    +4  +3   +3  +6    Enhanced construction     +1 level of existing manifesting class
 10    +5  +3   +3  +7    Quickened construction,             -- 
                          Ecto protection 5
[/sblock]

Code:
Name: Sir
Class: Psion 6 (shaper)/Constructor 6
Race: Halfling
Size: Small
Gender: Male
Alignment: Lawful Neutral

Str: 10 +0 ( 4p. -2 racial)     
Dex: 18 +4 ( 6p. +2 racial +2 enhancement)     
Con: 16 +3 ( 6p. +2 enhancement)     
Int: 23 +6 ( 10p. +4 enhancement +3 level advancement)     
Wis: 12 +1 ( 4p.)     
Cha: 10 +0 ( 2p.)     

Level: 12        XP: 78000
BAB:  +6         HP: 85 (12d4+36+12)
Grapple: +2      Dmg Red: -/-
Speed: 20'       Spell Res: -
Init:  +8        Spell Save: -
ACP:   +0        Spell Fail: -

                Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:           10    +0    +0     +4   +1    +0    +0     15
Touch: 15          Flatfooted: 11

                         Base   Mod  Misc  Total
Fort:                      4    +3    +2    +9
Ref:                       4    +4    +2    +10
Will:                     10    +1    +2    +13

Notes: +2 against fear effects. +1 against poisons, spells and spell like abilities.

Racial and class abilities:
Halfling:
+2 Dex, -2 Str; small; +2 on Climb, Jump and Move Silently skills.
+1 racial bonus to saving throw. +2 morale bonus against fear effects.
+1 to hit with slings and thrown weapons.
+2 racial bonus to Listen checks.
Favored class: rogue.

Psion:
Bonus feats

Constructor:
Advanced construction
Ecto protection 3
Combat construction
Extended construction

Weapon                  Attack   Damage
Ranged touch             +11     Varies

Languages: Common, Halfling, Elven, Dwarven, Gnome.

Feats: Overchannel (1st level)
Talented (1st level psion bonus feat)
Boost construct (3rd level)
Psionic Body (Psion 5th level bonus feat)
Expanded knowledge (Clairvoyant sense) (6th level)
Improved initiative (9th level)
Expanded knowledge (Greater concealing amorpha) (12th level)

Skill:  Max Ranks: 15/7.5
Skills                   Ranks  Mod  Misc  Total
Concentration             15     +3         +18
Knowledge (psionics)      15     +6         +21          
Psicraft                  15     +6         +21
Craft (sculpting)         15     +6         +21
Bluff                     13     +0         +13
Spot                       6     +1         +7
Knowledge (nobility)       6     +6         +12
Craft (carpentry)          6     +6         +12

Powers: Manifests as a 11th level psion. Power points: 139 (106 base +33 bonus)
Save DC: 16 + power level

1st level: Astral construct, Psionic minor creation, Ecto protection, Crystal shard, Entangling ectoplasm, Inertial armor.
2nd level: Psionic repair damage, Specified energy adaptation, Swarm of crystals, Clairvoyant sense.
3rd level: Touchsight, Ectoplasmic cocoon, Dispel psionics, Forced share pain, Greater concealing amorpha.
4th level: Psionic dimension door, Psionic fabricate, Wall of ectoplasm, Correspond.
5th level: Power resistance, Psionic plane shift, Psionic major creation, Adapt body.
6th level: Temporal acceleration.

Equipment*:                     Cost    Weight
Gentleman´s outfit              10gp
Headband of intelect +4         16k
Gloves of dexterity +2           4k
Torc of power preservation      36k
Belt of dwarvenkin            14,9k
Winged boots                    16k
+1 cloak of resistance           1k
Tatoo of amity               0,640k

*Sir looked a long time before finding wizards that admitted to create magic items with his special requirements. 
His headband is instead a bowl hat, and the torc a bow tie (using the amulet space)

Money: 1450 gp
             
Age: ??
Height: 3´ 2´´ 
Weight: 40 lbs
Eyes: Brown
Hair: Black

Appareance and background: [sblock]In the nameless legion there are strange creatures: some are rather normal, for the standards of those in many of the Material Prime planes; others are quite strange, and more than few are genuinely bizarre. But no one is so shockingly out of place as Sir.

Sir is a middle aged halfling, apparently with more than a part of dwarf. He´s tall for a halfling, but also somewhat fat (though surprisingly agile). He´s a carefully trimmed moustache that joins with his sideburs, and dark and curly hair. His suits are the strangest part of his figure: he keeps safe a good collection of tweed jackets and pants, along some, stranger and more formal ones, apparently called frock coats. Rumours say that they are common in the plane from wich Sir comes from, others that it´s an unexpected side effect of his memory wipe. Anyway, the sight of Sir with such an exotic outfit in the battlefield, armed with nothing but a slender ebony walking stick had enough power to stop a charging minotaur in surprise. Others stopped to laugh at the halfling. Both commited a mistake,
since Sir commands huge psionic power, and is a master at mentally sculpting ectoplasm.

Sir likes to feel at charge in battle, crafting his own, extremely dangerous astral fighters, or using ectoplasm to bind or isolate others from battle or make dangerous missiles. Either way, he just stands and watches the battle, with a satisfied smile in his face; and he actually likes missions -sir has been in the Legion for quite a time, serving without a question-
When he´s not in a mission, he likes some civiliced passtimes; though it´s rare for him to find partners for them in the nameles legion.

His was heavily involved in the relatively recent Greyhawk wars, first aiding in the crushing of the Shield Lands and the conquest of Tenh, then changing sides when a failure in the payment broke the contract with the Iuzian forces. The paymasters arranged a secret agreement with the kingdom of Furyondy (at a reduced price) that involved the regular harrasment of the Old One´s forces. It finished recently, leaving Sir ready for more missions[/sblock]
 

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Brain

First Post
I was looking through Heroes of Battle and the War Weaver PrC seems like it would be cool for this game. Would that be allowed?
 

Harvey

First Post
Thanee said:
Here's another concept (Gloura Bard :) -- Gloura are from the Underdark sourcebook). Not quite finished yet, I'm still pondering what kind of weapon would work well (there isn't a feat, that adds Dex to damage out there, I suppose ;)), probably a shortbow, rapier or whip. As should be somewhat obvious, she is heading for the Sublime Chord PrC (CA). Pretty powerful defensively, but offensively rather weak. Oh, I took the liberty to count Knowledge (arcana) and Spellcraft as gloura class skills, considering they have full spellcasting progression for their racial hit dice.

Of course, it seems Underdark is one of the books I don't have in front of me right now :) I'll have to check out the race (doesn't ring a bell), but I have no problem with counting Knowledge (arcana) and Spellcraft as class skills, especially if your class is a bard.

Isida Kep'Tukari said:
I'm honestly not sure what class I'd want for her yet. I haven't seen a PrC that really suits the picture I have in my head. I want a "breaker" PrC, someone who's good at breaking through resistances. If anyone recalls something like that from Dragon magazine or anywhere else, can you let me know?

Oof. Touch choices... you mean like someone who specializes in sundering and shield bashing? Can't think of a PrC like that off the top of my head, but I plan on perusing the books anyway...

Someone said:
The constructor

Looks interesting. Where did the PrC come from? On the WotC website? The description of Sir is definitely unique.

Brain said:
I was looking through Heroes of Battle and the War Weaver PrC seems like it would be cool for this game. Would that be allowed?

Most definitely. Coincidentally, I was leafing through Heroes of Battle for the first time this weekend, and that PrC caught my eye. I think it's very cool! It would work perfect for a group of four, sharing everything from cure spells to see invisibility.

Since characters have started trickling in, I realize I didn't talk about HP: the original post never included HP calculation. Everyone can take full HP at 1st, and 3/4 HP from then on. For d10s, use the 8/7 alternating method.

Also, as I've been planning things out, I have a clarification on knowledge skills: due to certain necessities, knowledge (local) will still need to exist. However, because of the nature of the campaign, I am going to tweak knowledge (local) to be knowledge (local- plane). So, for instance, you can have knowledge (local- Eberron), which you can use as a check when your team visits Eberron to tell the rest of the squad what those funky glowing tattoos are. Part of it stems from visits to that world on past missions, part might stem from remnant memories in the sibconscious. So, one could have knowledge (local- Faerun) or Knowledge (local- Greyhawk), etc. The same would hold true for such aspects as bardic knowledge, except that it would apply to all worlds, and would relate more to storytelling amongst Legionnaires than anything else.

And for those that don't already have enough to choose from, I would also allow the races from the Iron Lords of Jupiter (check out Polyhedron #160/Dungeon #101) and the races introduced in Dungeon #317 (the Adu'jas, the Gruwaars, the Deryth, the Golmoids, and the Tkels).
 

Someone

Adventurer
The constructor comes from the Mind´s Eye. They were a series of articles in the Wizard´s site dedicated to psionics: covered new powers, classes (core and prestige), monsters, and so on. They were eventually updated to 3.5 and gathered in one PDF, but IIRC they said it wasn´t going to last long. Sir wouldn´t change too much without the prestige class: would be a matter of adding more power points, picking two more 6th level powers, and an extra feat.

I´ve detected a couple mistakes with the sheet. I´ll correct them as soon I have time.
 

Albedo

First Post
Name: Skipper:
Classes: 2 Ranger, 1 Cleric, 1 Sorc, 2 Fighter, 6 Horizon Walker
Race: Human
Gender: Female
Alignment: N
Deity: None

Str: 14+2 (Base 14)
Dex: 16+3 (Base 14 + 2 Enhancement)
Con: 12+1 (Base 12)
Int: 12+1 (Base 12)
Wis: 12+1 (Base 12)
Cha: 24+7 (Base 15 + 6 Enhancement + 3 Level)

BAB: 10/5
Melee Attack: 12/7
Ranged Attack: 13/8
Fort: 11
Ref: 5
Will: 10
AC: 19 = 10 Base + 3 Dex + 4 Armor +1 Natural Armor +1 Shield
Initiative: +3
Speed: 30 Feet
HD: 8 + 8d8 + 2d10 + 1d4 + 12
HP: 86

Feats: Point Blank Shot (1), Far Shot (1), Track (1), Rapid Shot (2), Divine Might (3), Weapon Focus (Composite Longbow)(3), Precise Shot (3), Endurance (5), Divine Vigor (6), Many Shot (7), Divine Shield (9), Improved Rapid Shot (12).

Skills:
2 Ranger = 6x5=30
1 Cleric = 4x1=4
1 Sorc = 4x1=4
2 Fighter = 4x1= 4
6 Horizon Walker = 6x6=36
Total = 78

Tumble 8/+18, Hide 15/+24, Spot 15/+20, Knowledge Geography 8/+9, Move Silently 15/+22, Survival 5/+6

Special Abilities/Qualities: Wild Empathy, Favored Enemy (Human), Combat Style (Archery), War Domain (Longbow), Luck Domain, Terrain Mastery (Desert, Forest, Plains, Underground, Marsh), Planar Terrain Mastery (Shifting).

Spells:
Sorc Spells Known: 0 - Ghost Sound, Mage Hand, Message, Dancing Lights, 1 - True Strike, Disguise Self
Sorc Spells per Day: 0 - 4, 1 - 4
Cleric Spells Prepared: 0 - Light, Read Magic, Detect Magic, 1 - Detect Undead, Obscuring Mist, (entropic shield)

Possessions: Ring of Invisibility (20,000), Amulet of Natural Armor +1 (2,000), Cloak of Charisma +6 (16,000), Gloves of Dex +2 (4,000), Greater Bracers of Archery (25,000), Heward's Handy Haversack (2,000), Quiver of Elhonna (1,800), Ring of Sustenance (2,500), Mithril Chain Shirt (1,100), Boots of Haste (12,000), Mighty +2, MW, Composite Longbow of Seeking +1 (8,600), Masterwork Buckler (165), Tattoo of Amity (640), 160 Silver Arrows (24), 160 Cold Iron Arrows (16), 160 Adamantine Arrows (488), 3 Daggers (6), 10 Smokesticks (200), 100 Candles (1), 20 Flasks of Oil (2), 10 Square Yards of Canvas (1), Flint and Steel (1), 100 feet Silk Rope (20), Shovel (2), 5 Scrolls (Flame Arrow), 1934 gold

Longbow: Attack: +17, Full Attack: +17/+17/+13, Many Shot: +13 (2 Arrows), Damage 1d8+5, Crit x3

Description: Skipper is a 5'6 human female, weighing 103 lbs, with long black hair and brown eyes. She wears tight black leather clothes over her chain shirt armor, and has a black cape. She carries around a bow and several hold out daggers hidden on her person.

Personality: Skipper was named for her extensive use of Dimension Door. During combat, she uses it to gain good positions for pulling out her longbow and taking shots at vulnerable enemy units. Skipper worships combat skills over anything else. She studies long and hard to master her skills with her longbow, and respects people who likewise sharpen their skills. She spends most of her time training, and she doesn't get out much. In terms of party interactions, Skipper isn't a very open person, due to her isolation as a sniper. She believes she can show better respect to her party by covering them from danger from afar then to actually socialize with them. While she has no worship for any particular deity, she is a religious person, believing in a warrior's code of conduct. She uses a slight knowledge of divine and arcane power to greatly enhance her bow skills.

I am not sure how you want us to do our HP.
 
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Harvey

First Post
Someone said:
The constructor comes from the Mind´s Eye. They were a series of articles in the Wizard´s site dedicated to psionics: covered new powers, classes (core and prestige), monsters, and so on. They were eventually updated to 3.5 and gathered in one PDF, but IIRC they said it wasn´t going to last long. Sir wouldn´t change too much without the prestige class: would be a matter of adding more power points, picking two more 6th level powers, and an extra feat.

I´ve detected a couple mistakes with the sheet. I´ll correct them as soon I have time.

Was not aware of it... but then again, I'm not the most frequent visitor to the WotC website...

Albedo said:
I am not sure how you want us to do our HP.

Everyone can take full HP at 1st, and 3/4 HP from then on. For d10s, use the 8/7 alternating method.
 

Bront

The man with the probe
Is there a feat out there similar to Practiced Spellcaster for Psionic Manifestor levels? If not, would you allow us to take a Practiced Manifester feat? (+4 manifestor levels, up to your current HD for effecitive level, can only be taken once.)

Almost have the Kalashtar Warmind done (He's a Legion vet, trained by the Warminds of the Thoughts of War). I hope to have him finished late tonight (There's a slight issue of a holiday getting in they way today). I also had a few other Ideas I My make as well so you can find a good fit.

Is the Fochlucan Lyrist not allowed because it's an organization? Or it it available since the training may be available/could have been initialy available to the character? I had a Cleric/Bard idea that could be fun. I had a just plain bard idea too, as well as a Warforged Bard/Reforged idea that sounded fun, but not quite sure how well it fit, so probably won't submit that unless I can give him a good backstory. I also was pondering a pure Marshal as more of a military leader type, as well as a Halfling Mounted Warrior (Was pondering either normal Halfling Dog rider, or perhaps a Talentra Halfling Clawfoot rider, I can do either with ease.) I was even debating a cleric or favored soul type, though am looking for the right deity to fit what I was thinking (Was pondering more of a military leader type). I even thought about an Ashbound Druid, though I don't know how appropriate it would be.

Do you have a due date on when you want character submitions by? And how detailed do you want our backgrounds, especialy pre-legion days? Hope you don't mind me flooding you with character ideas. I got lots, and sort of trying to widdle them down to appropriate, interesting, different, and what works well in/with the group.
 

Harvey

First Post
Bront said:
Is there a feat out there similar to Practiced Spellcaster for Psionic Manifestor levels? If not, would you allow us to take a Practiced Manifester feat? (+4 manifestor levels, up to your current HD for effecitive level, can only be taken once.)

Hmmm... not that I've ever read. But it would be easy to apply to psionics:

Practiced Psionicist [General]
Choose a psionic class that you possess. Your powers cast from that class are more powerful.
Prerequisite: Psicraft 4 ranks.
Benefit: Your manifester level for the chosen psionic class increases by 4. This benefit can't increase your manifester level to higher than your Hit Dice. However, even if you can't benefit from the full bonus immediately, if you later gain Hit Dice in levels of non-psionic classes, you might be able to apply the rest of the bonus.
For example, a human 5th-level psion/3rd-level fighter who selects this feat would increase his psion caster level from 5th to 8th (since he has 8 Hit Dice). If he later gained a fighter level, he would gain the remainder of the bonus and his psion manifester level would become 9th (since he now has 9 Hit Dice).
A character with two or more psion classes (such as a psion/wilder or a psychic warrior/soulknife) must choose which class gains the feat's effect. This feat does not affect your power points per day or powers known. It increases your manifester level only, which would help you penetrate power resistance and increase the duration and other effects of your powers.

Bront said:
Almost have the Kalashtar Warmind done (He's a Legion vet, trained by the Warminds of the Thoughts of War). I hope to have him finished late tonight (There's a slight issue of a holiday getting in they way today). I also had a few other Ideas I My make as well so you can find a good fit.

Very cool...

Bront said:
Is the Fochlucan Lyrist not allowed because it's an organization? Or it it available since the training may be available/could have been initialy available to the character? I had a Cleric/Bard idea that could be fun. I had a just plain bard idea too, as well as a Warforged Bard/Reforged idea that sounded fun, but not quite sure how well it fit, so probably won't submit that unless I can give him a good backstory. I also was pondering a pure Marshal as more of a military leader type, as well as a Halfling Mounted Warrior (Was pondering either normal Halfling Dog rider, or perhaps a Talentra Halfling Clawfoot rider, I can do either with ease.) I was even debating a cleric or favored soul type, though am looking for the right deity to fit what I was thinking (Was pondering more of a military leader type). I even thought about an Ashbound Druid, though I don't know how appropriate it would be.

Sorry, but I'm going to veto the Fochlucan Lyrist, mainly because the history of the PrC is too embedded into a world. It is dependent on the College, and the whole "fostering careers of other adventurers" would not make sense in this setting. A Warforged Bard/Reforged is definitely allowable, as is the Marshall or the Talenta Halfling. Ashbound Druids it would depend... he would be displaced from his home forever, so I'm not sure how that would fit in.

Bront said:
Do you have a due date on when you want character submitions by? And how detailed do you want our backgrounds, especialy pre-legion days? Hope you don't mind me flooding you with character ideas. I got lots, and sort of trying to widdle them down to appropriate, interesting, different, and what works well in/with the group.

No problem flooding me with questions or ideas... I love it! I wanted to make a campaign with a large amount of flexibility, but still have at least some constraints.

History can be as in-depth as you want to make it. Let me put it this way: if you write it, I will use it. And, actually, this goes for everone out there: I'm also interested in history since joining the Legion. Is your character a new recruit? Or has he been a member of the Legion for years? Was he part of the forces that routed the Red Wizards of Thay, or was he part of the top secret operation that resulted in the destruction of Cyre? Feel free to be as creative as possible on your character's history, both before and after joining the Legion.

As for due date, I'm making my decisions on Friday. I'll change the name of the thread to reflect this. Mainly because I know a lot of people won't be checking the boards this weekend, so I want to give them all a chance to come up with something...

Though there are so many good character choices, I've been thinking about running two campaigns... after all, why can't there be Alpha Lance and Bravo Lance on different missions ;)
 

Dakkareth

First Post
I am going to hold an open casting call over the course of the next few days. Friday morning (7/8/05) EST, I will select the 4 finalists.

I saw this thread a few days ago, but I totally missed this point. Duh! Going to work on a character now, most likely a psion (subterfuge, telepathy) of sorts ... ;)

Edit: Ahh, two questions: What about crafting feats? Would I need to go down a level to have the XP for crafting?

And related to this, would it be feasible for a member of the legion to also know the tattoo-crafting art (for example as in unslotted wondrous items or an independant crafting feat)?

Okay, now descending into the bowels of Pandemonium, looking for an inspiration ... :)
 
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tyrlaan

Explorer
Code:
[B]Name:[/B] Gyre
[B]Class/Level:[/B] Fighter 5/Dervish 7
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Female
[B]Region:[/B] n/a
[B]Alignment:[/B] Neutral
[B]Deity:[/B] None

[B]Str:[/B] 19 +4 ( 6p. +1 level +4 enhancement)   [B]Level:[/B] 5/7       [B]XP:[/B] 66,000/78,000
[B]Dex:[/B] 20 +5 (10p. +2 level +2 enhancement)   [B]BAB:[/B] +12/+7/+2   [B]HP:[/B] 114 (12d10+24)
[B]Con:[/B] 14 +2 ( 6p.                        )   [B]Grapple:[/B] +16     [B]Dmg Red:[/B] n/a
[B]Int:[/B] 14 +2 ( 6p.                        )   [B]Speed:[/B] 40'       [B]Spell Res:[/B] n/a
[B]Wis:[/B] 10 +0 ( 2p.                        )   [B]Init:[/B] +7         [B]Spell Save:[/B] n/a
[B]Cha:[/B] 10 +0 ( 2p.                        )   [B]ACP:[/B] -0          [B]Spell Fail:[/B] n/a

      [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B] 10    +6    +0    +5    +0    +2    +5*   28
[B]Touch:[/B] 20              [B]Flatfooted:[/B] 23
*(+1 insight +2 dervish +2 deflection)

                      [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                 6     +2    +3      +11
[B]Ref:[/B]                  6     +5    +3      +14
[B]Will:[/B]                 6     +0    +3      +9

[B]Weapon                Attack           Damage           Critical      Range[/B]
[i]Normal[/i]
"Scald" or Frost"     +18/+13/+8
"Scald" and "Frost"   +16/+16/+11/+6
   "Scald"                             1d6+1d6(fire)+7  15-20/x2
   "Frost"                             1d6+1d6(cold)+5  15-20/x2
[i]During Dervish Dance[/i]
"Scald" or Frost"     +22/+17/+12
"Scald" and "Frost"   +20/+20/+15/+10
   "Scald"                             1d6+1d6(fire)+11 15-20/x2
   "Frost"                             1d6+1d6(cold)+9  15-20/x2
[i]Ranged[/i]
Composite Longbow, MW STR +4
                      +18/+13/+8       1d8+4            x3            110 ft.

[B]Languages:[/B] Auran, Common, Ignan

[B]Abilities:[/B] 
-Dervish Dance 4/day (lasts 7 rounds)
-Movement Mastery (can take 10 on Jump, Perform(dance), and Tumble any time)
-Slashing Blades (treat scimitar as light weapon)
-Fast Movement (+10 ft enhancement bonus to speed)
-Dance of Death (gain Cleave feat during dervish dance)
-Improved Reaction (+2 to initiative)
-Elaborate Parry (additional +4 to AC when fighting defensively or total 
                  defense)

[B]Feats:[/B] 
Human:     Two-Weapon Fighting
Fighter 1: Combat Expertise
Level 1:   Dodge
Fighter 2: Mobility
Level 3:   Weapon Focus (Scimitar)
Fighter 4: Weapon Specialization (Scimitar)
Level 6:   Elusive Target (Negate Power Attack: foe you dodge against gets no 
                           damage bonus when using Power Attack)
                          (Diverting Defense: first attack from flanked  
                           opponent you're Dodging misses and may hit flanking 
                           teammate)
                          (Cause Overreach: provoke attack of opportunity, get 
                           a free trip attack if foe misses)
Level 9:   Improved Critical (Scimitar)
Level 12:  Whirlwind Attack


[B]Skill Points:[/B] 81      [B]Max Ranks:[/B] 15/7
[B]Skills                      Ranks  Mod  Misc    Total[/B]
Balance                       7    +5    +2      +14 (+2 synergy)
Climb                         6    +4    +0      +10
Escape Artist                 5    +5    +0      +10
Intimidate                    8    +0    +2      +10 (+2 morale)
Jump                         15    +4    +2      +21 (+2 synergy)
Perform (dance)              15    +0    +0      +15
Ride                          5    +5    +0      +10
Swim                          5    +4    +0      +9
Tumble                       15    +5    +2      +22 (+2 synergy)

[i]Untrained[/i]
Appraise                      0    +2    +0      +2
Bluff                         0    +0    +0      +0
Concentration                 0    +0    +0      +0
Diplomacy                     0    +0    +2      +2 (+2 morale)
Disguise                      0    +0    +0      +0
Forgery                       0    +2    +0      +2
Gather Information            0    +0    +0      +0
Heal                          0    +0    +0      +0
Hide                          0    +5    +0      +5
Listen                        0    +0    +0      +0
Move Silently                 0    +5    +0      +5
Search                        0    +2    +0      +2
Sense Motive                  0    +0    +0      +0
Spot                          0    +0    +0      +0
Survival                      0    +0    +0      +0
Use Rope                      0    +5    +0      +5

[B]Equipment:                           Cost   Weight[/B]
"Scald" Flaming scimitar +1        8315gp      4lb
"Frost" Frost scimitar +1          8315gp      4lb
Composite longbow +1, STR +4       2800gp      3lb
Mithral chain shirt +2             5100gp   12.5lb
Amulet of natural armor +2         8000gp
Gloves of dexterity +2             4000gp
Ring of protection +2              8000gp
Vest of resistance +3              9000gp
Belt of giant strength +4         16000gp
Ioun stone, +1 AC                  5000gp
Minor cloak of displacement       24000gp
Tattoo of Amity                       0gp

Backpack                              2gp      2lb
Bedroll                               1sp      5lb
Paper x2                              8sp       -
Pouch, belt x2                        2gp      1lb
Rations, trail x7                    35sp      7lb
Rope, silk                           10gp      5lb
Vial, ink                             1gp    0.1lb
Waterskin                             1gp      4lb
Everburning torch                   100gp      1lb
Climber's kit                        80gp      5lb
Entertainer's outfit                  3gp      4lb
Traveler's outfit                     1gp      5lb



[B]Total Weight:[/B]62.6lb      [B]Money:[/B] 1265gp 6sp

                           [B]Lgt   Med    Hvy    Lift   Push[/B]
[B]Max Weight:[/B]               116lb 233lb  350lb  700lb  1750lb

[B]Age:[/B] 27
[B]Height:[/B] 5'6"
[B]Weight:[/B] 111lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Black
[B]Skin:[/B] Dark-skinned

Appearance: Gyre is an attractive woman with long raven-colored hair and an incredibly dark complexion, resembling someone who spends excessive amounts of time in the sun. She wears loose, baggy clothing made of thin fabrics. Her pants are black, her blouse is a vibrant green. The sleeves of her blouse have slits that run the length of the arms, through which one can spy a couple of her tattoos. On her right shoulder is the blood-dripping fanged mouth of the Blood Feasters. On her left shoulder is the greataxe with a shattered shield that symbolizes the Shield Breakers. Gyre also has the sandstorm tattoo of the Stinging Sand on the right side of her face. On the back of her left hand is a tattoo of stylized eye of Ra, presumably a remnant of her previous life...

Sitting still borders on torture for Gyre. She is constantly moving, ever graceful. So graceful in fact, that even when she falls it appears as if it was deliberately executed, and executed with style. When one sees her performing her deadly dance of death, they find themselves transfixed by the twisted mix beauty and brutality that she displays.

Personality: Gyre never seems to be comfortable in one place for an extended period of time. This attitude leaks into other aspects of her life; often drifting away from lengthy conversations when something more interesting catches her eye. Her flightiness has probably broken a few hearts along the way.

Gyre happily takes on any mission handed to her and her lance. She's a good Legionnaire...most of the time. Occasionally on missions she will break from protocol or the established plan because she feels she has developed a better plan or feels the protocols are hindering the mission. On more than one occasion she has been reprimanded for these transgressions, but she suspects that the Paymasters keep her around because sometimes her wilingness to work outside the rules is just what is needed.

Background: As with all Legionnaires, Gyre's life essentially starts with her induction into the Nameless Legion. Gyre started as a Blood Feaster. The Paymasters figured her abilities would be best leveraged for assassinations. Gyre proved to be a coldly efficient assassin. During her time with the Blood Feasters she gained her nickname, dubbed "Gyre" by an onlooking lance member who was entranced by the bloody beauty of her spinning dance of death. Gyre performed well enough but seemed to have odd troubles with the undead members of her cadre. If asked, Gyre only answers that undead are creepy and gives a little shiver. What is really behind her distaste for the undead is a mystery to even her.

The Paymasters decided to reassign Gyre to the Stinging Sand as soon as her 5 year term with the Blood Feasters was complete. Gyre was clearly more comfortable in this cadre. Not specifically known for desert survival skills, she seemed to keep up nonetheless. Gyre made many friends in this cadre and got intensely invovled in the rivalry between the Stinging Sand and the Snow Serpents. Things came to a dangerous head when Gyre and Keesha, a frost mage from the Snow Serpents, both competed for the affections of a cavalier in the Mounted Nightmare - a guy named Dra'kan. Gyre and Keesha almost killed each other in a brutal fight (The Stinging Sand gave Gyre 1:5 odds). Members of both cadres broke up the combat before either were killed. The Paymasters let this insubordination go because it didn't damage any property and, ultimately, no one was irreparably harmed or killed.

Gyre has since completed a 5 year stint with the Stinging Sands and, much to the surprise of many of her former cadre buddies, asked for reassignment to the Shield Breakers. Now one year into her time with the Shield Breakers, Gyre continues to excel on the field.
 
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Thanee

First Post
Harvey said:
Hmmm... not that I've ever read. But it would be easy to apply to psionics: ...

It is not, actually.

There is no such feat, because the manifester level for psions is closely tied to the maximum power level they can manifest, unlike for spellcasters, where the two are pretty much completely seperate.

A feat, that improved manifester level, like Practiced Spellcaster, also allows to manifest higher level powers (at least augmented ones, since it would not give the psion more powers, of course, but there are plenty of those available). That's also, why there are so little (no?) items/PrC, which improve manifester level, because of this difference.

It would probably be reasonable to make a feat, that added +4 to manifester level for scaled benefits only (range, duration, power penetration, the few powers, that actually scale with level, etc), but does not allow further augmentation beyond your non-enhanced manifester level.

There is still the Overchannel feat to achieve that somewhat.

Bye
Thanee
 

Bront

The man with the probe
Thanee said:
It is not, actually.

There is no such feat, because the manifester level for psions is closely tied to the maximum power level they can manifest, unlike for spellcasters, where the two are pretty much completely seperate.

A feat, that improved manifester level, like Practiced Spellcaster, also allows to manifest higher level powers (at least augmented ones, since it would not give the psion more powers, of course, but there are plenty of those available). That's also, why there are so little (no?) items/PrC, which improve manifester level, because of this difference.

It would probably be reasonable to make a feat, that added +4 to manifester level for scaled benefits only (range, duration, power penetration, the few powers, that actually scale with level, etc), but does not allow further augmentation beyond your non-enhanced manifester level.

There is still the Overchannel feat to achieve that somewhat.

Bye
Thanee
Makes sense, it just seemed like an idea for the Fighter/Warmind, so I figured I'd ask. Overchannel/Talented could work (Especialy since I'll get few powers over 3rd). I'll examine my feats to see if I can do that with the character concept.
 

Someone

Adventurer
I tend to agree with Thanee: a practiced manifester feat is in some cases more useful than a practiced spellcaster because of the multi-purpose powers, like astral construct, inertial armor or psionic charm, that effectively work as several spells, or have augmentations that work as an in-built heighten (like "+1 DC for every 2 points"). In those cases, the feat would grant an effective increase of the power level the character can manifest, not only the manfester level.

In others, like those that have agumentations that simply give bigger bonuses (like thicken skin) or more damage dice (like energy ray) it would work just as practiced spellcaster. But it´s difficult to balance.
 

Thanee

First Post
Bront said:
Makes sense, it just seemed like an idea for the Fighter/Warmind, ...

It certainly would be. :) Just pointing out why it is unfortunately not easily transferred to psionics.

Bye
Thanee
 

Harvey

First Post
Thanee said:
Just pointing out why it is unfortunately not easily transferred to psionics.

Good point, and one I hadn't considered. Thanks Thanee (& Someone)!

So, no go for the Practiced Psionicist. Sorry, Bront.

Dakkareth said:
Edit: Ahh, two questions: What about crafting feats? Would I need to go down a level to have the XP for crafting?

Any item that you have the ability to craft (i.e. meeting all the requirements, including spells/feats possessed and caster level), instead of spending the XP, you would purchase that item at 70% its market value. (Using the DMG's method of spending 5 gp per 1 XP point needed to create a magic item). So, let's say you have the ability to create a Periapt of Health (you have the Craft Wondrous Item feat, your caster level is 5th, and you can cast remove disease). Normally, it would cost you 1/2 the base price in gold (in this case, 3750 gp) and 1/25 the base price in XP (300 XP). You would convert the 300 XP into 1500 gp, and add it to the 3750 base, giving you a total of 5250 gp, which ends up being 70% of the base value.

For artificers, I will also allow you to spend 70% of your craft reserve as XP in the creation of items at each level (the other 30% is assumed to be used on items already spent, like that handy Cure Moderate Wounds potion that saved your live in the Khyber), but keep in mind that it must be appropriate for each level's ability. For instance, normally a 1st level artificer has a craft reserve of 20. This leaves you with 14 points of XP you could use for item creation for your starting character, but those 14 points of XP must be spent on scribing scrolls, which would have been the only thing you could have used the craft reserve to create.

Dakkareth said:
And related to this, would it be feasible for a member of the legion to also know the tattoo-crafting art (for example as in unslotted wondrous items or an independant crafting feat)?

Unfortunately, no. The creation method (which from a character build POV does involve a new feat) is a secret known only to the Paymasters. And they aren't really the sharing type, ya know?

Dakkareth said:
Okay, now descending into the bowels of Pandemonium, looking for an inspiration ... :)

Good luck!
 

Dakkareth

First Post
Quick question: Do items that give a higher int give additional skill points in your game?

... and how do I get these neat little spoiler boxes?


Edit: I have a first draft ready now :)

<see next page>
 
Last edited:

Harvey

First Post
Dakkareth said:
Quick question: Do items that give a higher int give additional skill points in your game?

Yup.

Dakkareth said:
... and how do I get these neat little spoiler boxes?

Just type "SBLOCK" in brackets, and that should do it.

Dakkareth said:
Edit: I have a first draft ready now :)

Looks cool. I like the bit in italics! There are times that the Nameless Legion "forcibly recruit" members, but they usually constrain it to evil creatures that they remake into good ones. Perhaps Shackler was one?

FYI I'm not going to go through the double-checks of the character sheets until I make the final cut, unless I see something glaring (though I might go through some tomorrow simply because they all look great so far).
 

Bront

The man with the probe
Harvey said:
Good point, and one I hadn't considered. Thanks Thanee (& Someone)!

So, no go for the Practiced Psionicist. Sorry, Bront.
No problem, that's why I asked here, and I agree that it's a headache. :)
 

Bront

The man with the probe
Harvey said:
Wait, so If I get a headband of Intelect, it gives me more skill points? Is this from 1st level, or only at the level you get it and beyond? (This is clearly different from the rules, so I just want all the clairification)
 

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