Recruiting for a High Level Planescape Campaign (dead, see the last post, sorry)


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I just noticed that too. Fortunately I already realized that I really like the 8th level Psion powers, so I might just be a straight Elan Psion 11/Ectopic Adept (CP), specializing in making particularly badass astral constructs.

Feat-wise, from Complete Psionics I think I'd want to grab a variety of the Elan racial feats, which upgrade Elan powers, and the Metapower feat, which lets you permanently apply a Metapsionic feat to one power, reducing the PP surcharge by 2 points.
 

I'll need that PRC posted if you want to use it (I know; you must be sick of typing up PRCs. You should probably abreviate to save some misery)
 

No worries, It's actually a good way to make sure I've read the important parts.

Gory details behind the SB:

[sblock]
Ectopic Adept, 5 level PrC.
Prereqs: Psicraft 8 ranks, Skill Focus (Craft [sculpting]), Ectopic Form (any), ability to manifest Astral Construct
1/2 BAB, Good Will, d4 hit dice
Skills (2+int): Bluff, Concentration, Craft(Sculpting), Disguise, Knowledge (all), Profession, Psicraft, Use Psionic Device
Manifesting: Levels 2-5 add +1 level to existing manifesting class

First Level: Resilient Construct, adds 2d6 temporary HP to all Astral Constructs
Second Level: Ectopic Form (bonus feat, feat detailed later)
Third Level: Rapid Creation, manifest Astral Construct as a standard action
Fourth Level: Ectopic Form (bonus feat)
Fifth Level: Double Creation, gain the ability to manifest Astral Construct even when you already have one manifested (normally only one Astral Construct can be manifest at a time) This ability maxes out at two Astral Constructs manifest at once.


Feats:
Enhanced Elan Repletion: You never need to eat or drink ever again.
Enhanced Elan Resilience: You can prevent 4 points of damage per power point spent when using Elan Resilience.
Enhanced Elan Resistance: You gain a +6 bonus to saves instead of a +4 when using Elan Resistance
Elan Retainment: Once per day spend 3 power points to retain psionic focus when using an ability that should result in losing focus

Ectopic Form: Every time you gain this feat you get one template you can apply to created Astral Constructs, no more than one template can be applied to any construct.

Agile Loper: +4 initiative, +20ft move speed
Alabaster Aerial: Astral Construct gains a fly speed dependent upon hit dice with average maneuverability. 1-3HD: 20ft, 4-7HD: 30ft, 8+HD: 40ft
Amber Tunneler: burrow speed equal to base move speed
Anathemic Carapace: When the Astral Construct dies, it deals 1d6 plus 1d6 per hit die to every adjacent creature (reflex half, DC 10 + 1/2HD). With a line of sight the manifester can detonate an Anathemic Carapace creature as a standard action. Every round, starting the round after it is manifested, this damage drops by 1d6.
Astral Aquan: swim speed 60ft
Ebony Stinger: Attacks deal 1 point of con damage, (fort negates DC 10 + 1/2HD)
Emerald Gyre: Improved Grab
Iridescent Serpent: Resistance 10 to a chosen energy type, adds that energy type as enhancement to attacks
[/SBLOCK]

Thoughts?
 

Here is the basic stat sheet for Harin'awt, arcanaloth wizard. ACF, let me know what you think. I have not yet written the background and fluff, or added mundane items.

[sblock=Harin]
Harin’awt, male Arcanaloth Wizard 1 (eff ECL 16)

Medium Outsider (Evil)
Hit Dice: 12d8+1d4+78 (144 hp)
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 45 ft. (good)
Armor Class: 32 (+6 dex, +10 natural, +6 belt) (touch 22, ff 26)
AC w/mage armor: 36 (+6 dex, +10 natural, +4 armor, +6 belt) (touch 22, ff 30)
Base Attack/Grapple: +12/+12
Attack: claw +12 melee (1d4+1+poison)
Full Attack: 2 claws +12 melee (1d4+1+poison), bite +10 melee (1d6+1)
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spells, poison, summon yugoloth, spell-like abilities
Special Qualities: Literacy, SR 24, damage reduction 30/”+3”, yugoloth qualities, immunity
Saves: Fort +19, Ref +19, Will +22

Abilities (race+inherent modified(enhanced)/+bonus (base, point cost)):
Str 11/+0 (11, 3 pt)
Dex 18(22)/+6 (14, 6 pt)
Con 16(22)/+6 (14, 6 pt)
Int 26(32)/+11 (17, 13 pt + tome)
Wis 20/+5 (12, 4 pt)
Cha 16/+3 (8, 0 pt)

Skills (ranks/total): Spot 16/21, Listen 16/21, Sense Motive +16/21, Concentration 16/22, Diplomacy (cc) 5/8, Gather Information (cc) 5/8, Intimidate 16/19, Bluff +16/19, Move Silently (cc) 8/14, Knowledge (planes) 16/27, Knowledge (Blood War) 16/27, Knowledge (arcana) 16/27, Appraise 6/17, Alchemy 16/27, Spellcraft 16/27, Escape Artist 16/22, Use Magic Device 16/19

Feats: Iron Will, Improved Initiative, Multiattack, Spell Penetration, Greater Spell Penetration

Alignment: Neutral Evil

Harin in his natural form appears as a robed man with a head like that of a fanged brown jackal.

Carry load 38/76/115

Spells: Harin can cast spells as a 13th level wizard (+17 vs. SR).

Spells/day (DC 21 + spell level):
4 0th 4+3 1st 4+3 2nd 4+3 3rd 4+2 4th 3+2 5th 2+2 6th 1+2 7th — —

Spells known: all PHB, etc.

Spells prepared (typically):

7th: finger of death (x2), planeshift
6th: chain lighting, disintegrate, greater dispel magic, flesh to stone
5th: dismissal, dominate person, feeblemind, persistent image, mage’s private sanctum
4th: dimensional anchor, black tentacles, greater invisibility (x2), enervation (x2)
3rd: haste, clairaudience/clairvoyance, dispel magic, fireball, protection from energy, greater magic weapon, flame arrow
2nd: false life, hideous laughter, glitterdust, web, see invisibility, owl’s wisdom, eagle’s splendor
1st: identify, protection from good, grease, mage armor (x2), obscuring mist, true strike
0th: ghost sound (x2), arcane mark, prestidigitation

Permanent effects:
Arcane sight (1500 xp)
Tongues (1500 xp)

Spell-Like Abilities (sp): Always active- fly;
At will- deeper darkness, heat metal, invisibility, magic missile, quench, shapechange (no su or ex abilities, humanoid forms only), telekinesis, warp wood;
At will- alter self, animate dead, charm person, contagion, silent image, produce flame and greater teleport.
1/day- mirage arcana and fear. These abilities are as the spells cast by a 12th level sorcerer (save DC 13 + spell level).

Poison(Ex): Claw, Fortitude save (DC 22, Con based); initial damage -1 permanent, cumulative penalty to base attack bonus, secondary damage 2d6 temporary Strength.

Summon Yugoloth(Sp): Once per day a arcanaloth can attempt to summon 1d6 mezzoloths, 1d2 dergholoths or one arcanaloth with a 40% chance of succes.

Immunity(Ex): Arcanaloths are immune to all enchantment spells and effects.

Literacy(Ex): Arcanaloth's can speak and write all languages.

They can only be destroyed if fought on the plane of Gehenna.
Yugoloth Immunities(Ex): Acid, fire, poison, iron weapons
Resistance(Ex): Gas 20

Weakness(Ex): Double damage from cold unless saving throw for half is allowed.

Equipment: (260 k gp)
Amulet of health +6 (36 k)
Headband of intellect +6 (36 k)
Cloak of resistance +5 (25 k)
Monk’s belt (13 k)
Gloves of dexterity +4 (16 k)
Silent metamagic rod (11 k, up to 6th level)
Rod of absorption (50 k)
Staff of charming (16.5 k; DC 22/25, CL 13)
Blessed book (12.5 k)
Tome of clear thought +1 (27.5 k)
Wand of cure serious wounds (11.25 k)
Scrying focus mirror (1 k)
Bag of holding type I (2.5 k, wt 15 lb, 2’x4’, holds 250 lb/30 cu ft)
60 arrows (3 gp, 9 lb)

total 258,253; remaining 1,747 gp[/sblock]

The arrows are for use with the telekinesis SLA. (Hurling 12 at a time, doing damage as daggers, generally after casting Greater Magic Weapon and Flame Arrow on them. 12 arrows +26 ranged, damage 1d4+3+1d6 fire each)

BTW I don't suppose I could trade a familiar for a feat ... not that he isn't powerful enough already!
 
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Outsiders get all good saves on racial HD; arcanoloths have 12 HD. That's +8 all around right there. Then he has a cloak of resistance +5 for 13 all around. His Dex and Con give him +6 bonuses, so that's the 19 for Reflex and Fort. His wisdom gives him +5 and he has Iron Will for +3, bringing Will to +21.

I'm stumped on that last point of Will save, though.

Oh, wait. Wizard 1 gives him +2; he should actually have a +23 Will save :D
 


A Crazy Fool said:
DR: I like 3e DR/magic. Your DR is 30/+3 (I count efective +1s as +.5s so a +2 keen, flaming longsword is a +3 weapon for the purposes of overcoming DR)

So how should we figure DR for things native to 3.5 (psionics is pretty much new to 3.5, hence my interest)? I've got a random host of things that grant me DR and astral constructs pick up DR.

DR was rather higher in 3.0 (for reference, Balors and Great Wyrms have 15-20 DR in 3.5).
 

Nac Mac Feegle:

The class works. You raise a really good point about DR in 3e.


kinem:
I agree that your character seems powerful (if it was a game where combat was more central I'd say too powerful) This is partly because of his high con score (not that it should matter since your 'minions' should be taking all the damage anyway). More points in dex or cha would probably be more useful in the long run (especialy since CHA determines the save DCs of your spell-like abilities and modifies diplomacy). Good RP'ing and the fact you are a greater fiend should help to offset some of the benifits.

No, you may not trade the familiar for a feat, but by all means don't summon one if you don't want one. It's a liability. Nac Mac Feecgle's point about DR being higher in 3e is right. I forgot that. Change the DR to 15/good. Also, I don't allow tomes in my games to start. I may give them out as treasure later on, though. Stat boosts should require an item.
 
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