Psionics is usually described in D&D materials as mind/body/spirit working in harmony, as opposed to pure action of the mind. (Pure 'action of the mind' is closest to the telepathy specialization.) In any case, the psionics handbooks include plenty of psionic items, so they, at least, don't consider the idea inconsistent. If a PC can use a metacreative psionic discipline to create objects out of thin air, I don't see why they could not imbue an existing object (probably one crafted with this purpose in mind) with psionic energy.
Interest in Starting or Ressurecting a Freeform Game?
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Because, like you said, psionic energy is a product of the mind, body, and spirit. A sword has none of these. It's perfectly reasonable for a psion to be able to use their mind, body, and spirit to imbue an item with power, but when their mind, body, or spirit are absent, you really have to wonder where the power is coming from. Creation is different because there is no continual psionic effect. There's just a single expenditure of energy and then the object is there for good.
Heh. We should start a thread. I'd just like to bump the converstion back on track a bit to what it's suppoused to be about. Brainnnsssss!
How do you want us to get ready to start? Send you a character background/charsheet, something like that? And will we start in one place/be meeting with a shared NPC contact?
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
I'll post a sample of what I need for a character sheet (I don't want a full sheet) For now just post a concept. You have 7 class levels to work with. You will probably be assumed know each other from earlier adventures, but the whole ressurecting Maanzecorian thing will be a new idea. Probably, you only feel like you have just gotten enough power to try something crazy like that recently.
I so wish I had a copy of Unveiled Masters right now. For the prestige classes, to be specific.
I'm vaguely looking at ranger levels right now (though I may change my mind later). I'm looking at Horizon Walker as well, but that PrC is generally regarded as underpowered. (I'm thinking of something ranger-like, probably someone who has acted as physical muscle/guide for other flayers on extended journeys, and someone who has traveled much more extensively than a typical flayer.)
It's pretty clear that the idea for the ranger class was designed around non-Underdark-dwelling humanoids. I'm looking at two aspects of the class specifically -- ranger spells and animal companions. I'm thinking very, very few flayers outside the Venerator Creed would cast divine spells, and virtually none would cast nature-based magic. (Maybe replace that with limited psionic-warrior powers?) And I have trouble seeing a flayer with a dog/wolf/shark/baby seal animal companion. Unless thralls count as animal companions.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Actually, I see no reason why an illithid who has served as a guide on the planes wouldn't have picked up some divine magic. Maybe you helped out around the Caverns of Thought and the Divine power is just Ilsensine's way of returning the favor. As for your animal companion you could always try to get one with the Pseudonatural template or maybe a Cranium Rat -- another sign of Ilsensine's favor.
I'm not sure what Ilsensine thinks about resurrecting Maanzecorian. Hmm.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Hmm, had considered ranger myself to go for the whole archery style...
Can anyone recommend an archer class or prestige class that synergizes well with the illithid abilities? So far I only got Order of the Bow Initiate.
He doesn't have to know about it. Alternatively, just because you're working with people things who are trying to resurrect good old Manzy doesn't mean you can't have you own agenda. We'd hardly be a group of Illithids without some duplicity, after all.
Can anyone recommend an archer class or prestige class that synergizes well with the illithid abilities? So far I only got Order of the Bow Initiate.
Yeah, I'm not wanting to go archer. I might just throw levels in warrior (I'm thinking more melee + tentacle combined attacks), but I do like the idea of creeping quietly around the Underdark (and having actual skill points) as well. I don't want to go all the way into the Body Tamer prestige class (although tentacle whirlwind instant death attacks with a 15-foot reach are admittedly amusing).
I will look around and see if I can find any good archer stuff.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
I'd suggest staying clear of the weirder Prestige classes. Some of them, like Illithid Savant, simply were not intended for player consumption.
If ranger isn't your thing, you could always be a barbarian. They get some skill points. Plus, an Illithid barbarian would be hilarious.
If ranger isn't your thing, you could always be a barbarian. They get some skill points. Plus, an Illithid barbarian would be hilarious.
I'm looking for a PrC that fits in well with illithid culture and mindset, not something with the most munchkin powers available (and yes, the Illithid Savant has got to be one of the most OP'd prestige classes ever).
I have Unveiled Masters now. (Hooray for e-publishing!) I'm divided at the moment between the Skull Collector and a Warrior of the Violet Line. I mean, really, how can you go wrong with a PrC named "Skull Collector?"
Anyhow, the collector is mostly a ranger-based PrC, while the Violet Line is warrior-based. It's a choice between having actual skill points, Move Silently, and being very comfortable in wilderness environments, and looking extremely awesome in illithid-wrought, spiky full plate.
Since it's a less combat-focused campaign, though, I'm leaning toward a Skull Collector.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
"Arr, 'twas a hard day, but I'm a survivor and some day, when I've saved enough coin, I'll buy my own nautiloid and rips the brains from those space-tree loving bastards heads. Arr!".
Now I just have to settle on a class.
There's actually a Dread Pirate prestige class, though I don't have the book for it.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Dread pirate isn't a good class for someone W/O a ship
Example of what I want to see. I haven't added items yet. I took average HP (no max at first and used 32 pt buy)
Nd'eigogo
Ilthilid Wiz 3, Cerebremancer 4 (HD 8d8+7d4+15=70 HP)
AC: 16 (+3 natural, +3 dex)
BAB +9/+4
Ability scores (32 pt buy, includes age panalties and bonuses for an old character): 10, 16, 12, 26, 22, 20
Special:
Mind blast, PR/SR, Extract, Darkvision, Telepathy
Feats (6): Scribe scroll B, Inquisitor, Psionic Meditation, Combat casting/manifesting, psionic fist, combat expertise, ability focus (mind blast),
Flaws (describe things that may cause problems for your character and that will affect RP'ing): Indecisive, overly cautious, demands respect for age
Skills: (don't use points, just write what you want your character to be good at):
Obscure knowledge and history, settling arguments, magic and psionics use, sensing lies, concentration, very alert,
Powers
Power points: 199
Powers Known: 25 (as a 13th level telepath):
1:
Charm, Psionic
Empathy
Energy ray
Matter agitation
Precog, defensive
2:
Suggestion, psionic
Read Thoughts
Brain Lock
Cloud Mind
3:
False sensory input
Dispell
Crisis of breath
Telekinetic thrust
4:
Dominate
Death urge
Mindwipe
Modify memory
Psychic reformation
5:
Mind Probe
True seeing
Psychic crush
Plane shift
6:
Overland Flight
Disintegrate
Temporal acceleration
7:
Crisis of life
moment of perscience
Spells:
Spells Per day: 4/6/5/4/3
Typical Spells prepared:
0:
2 detect
ghost sound
resistance
1:
Shocking grasp
2 true strike
identify
mage armor
expiditous retreat
2:
Fog cloud
See invisibility
Shatter
Invisibility
Mirror image
3:
Haste
Displacement
Vampiric touch
Fireball
4:
Scry
Phantasmal killer
Fear
Sent you a PM, Wei. Let me know if you like the character concept, and I can get cracking on a character sheet.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Great concept.
Sorry for the extended absence. Ill send the Character concept sometime latter tonight and ill bang out a character sheet tomorrow.
Can anyone recommend an archer class or prestige class that synergizes well with the illithid abilities? So far I only got Order of the Bow Initiate.
Introducing the soulbow.
I would recommend ignoring the 'Reclaimer' parts of this PrC, though you could always substitute with an affiliation to some wacky sub-group within the Tamer Creed.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
You know, I could post my character concept here too, since the PCs either know each other or at least have heard of each other...
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Yeah, I never got why players were so determined to hide their character concepts. If you've got something cool, show it off!
Sometimes the character concept is simply very long.
Rassthilian, illithid of the Tamer Creed
First, the world of Gyrus:
Gyrus is listed as illithid-dominated on the majority of star charts, at least to those spelljamming nations that know of its existence. While the mind flayers are in fact the single most poweful political entity on that planet, their control is hardly absolute, for pockets of resistance and totally wild places are still easy to find.
The very oldest Elder Brains of this world claim to be able to remember the last days of the lost illithid empire, whether this claim is actually true or not. Starfaring lesser races believe that the mind flayers of Gyrus were able to preserve at least some of the technology of the ancient Penumbral Empire, and it is observably true that their level of (psionically imbued) technology is higher than that of many illithid nations.
While powerful, the illithids of Gyrus face multiple threats to their dominance: sentient oozes and slimes within the Underdark, humanoid resistance fighters, hordes of undead, the gith races, and even the Far Realms.
First, some of Gyrus’ native species include sentient underground oozes and slimes, many of whom show respect to Ghaunadaur or other elder, insane deities. Second, a mostly-human surface nation, eventually (mostly) conquered by the mind flayers, willingly embraced undeath as a major weapon of war, and large numbers of undead from that war (both free-willed and non-), in addition to some constructs, menace both the Underdark and the surface. Third are the gith races. The many, many wars of the githyanki have prevented them from throwing the kind of military force at Gyrus of which they are technically capable, but they have launched major military assaults in the past. The githzerai and gith pirates have also made trouble, but not to the same extent. On a smaller scale, Gyrus is also a popular destination for the most daring and reckless of githyanki hunting parties and githzerai rrakkma bands. Fourth, the remnants of various human, demihuman, and humanoid races occasionally form vicious guerilla bands to resist illithid occupation. Finally, the very lowest reaches of the world’s Underdark contain certain planar rifts and unstable, shifting portals to particularly far-flung areas of the planes, space, and time. (These are often called 'paradox gates' by local scholars.) Once in a while, something really weird comes through the portals, and there have been a few Far Realm incursions in the world’s history. Some of the Elder Brains claim that some of the illithids of the Penumbral Empire were able to get one of these portals stable for a while, thus bringing the original population of mind flayers to this world.
The sun of this planetary system is small, red, and distant, and the atmosphere of Gyrus includes a significant amount of unbroken cloud cover. This means that the sunlight conditions of the surface, while unpleasant, are not immediately deadly for mind flayers. Even so, few mind flayers actually live on the surface full-time, for various reasons. First, the surface has a large concentration of wild, unconquered areas, including entire legions of undead, savage illithid-hating humanoids, native surface monsters, and other threats. Second, while it’s not outright deadly, excessive long-term exposure to the sunlight of Gyrus can still cause skin cancers, eye problems, and other very unpleasant health conditions for mind flayers. While brain raiding is very common – indeed, large stretches of the surface are essentially ‘wild game preserves’ for them – only small populations of mind flayers inhabit the surface for long, usually for scientific or military purposes.
The mind flayers of Gyrus are an active spelljamming nation (though their region of wildspace is on the remote side, as such things go). To a lesser extent, they also have maintained an interest in and presence on the Planes.
Now, Rassthilian himself:
In the conditions under which the illithids of Gyrus live – with the undead and other creatures that can’t be readily mind-blasted and devoured, along with the gith races, as significant threats -- the Tamer Creed has flourished. It was within the briny pool of the Elder Brain Vorax – an ancient mind even by the standards of this world – that Rassthilian grew as an illithid tadpole. When he reached maturity, he was inserted into the brain of a suitable host creature. Those who oversaw his ceremorphosis soon noted that he was already becoming larger and more muscular than an average mind flayer, but still, from a medical point of view, within the usual ceremorphosis tolerances.
As a young flayer, Rassthilian quickly discovered that while his psionic capabilities were merely average, he was unusually suited for physical combat. This might have embarrassed another illithid, but Rass was quickly taken up by the Tamer Creed and found himself happy in this role. Two things about himself were very apparent to him early on– he liked to fight, and he liked to travel.
The Elder Brain Vorax and older illithids had no trouble coming up with things for him to do. Rassthilian acted as bodyguard and escort for the various groups of illithids traveling through communities (Gatherer Creed flayers, Possessor Creed traders, Creative Creed researchers, and many others). He participated in numerous brain raids and ‘population management’ activities in the game reserves of the surface. He fought against the roaming undead and gith hunting bands of both major types, as well as some Underdark-specific menaces. On the surface, he battled the declining remants of humanoid civilizations. Life was good.
As an unintended side effect of these actions, Rassthilian became a rather wealthy illithid. He sold some of his trophies, and kept others. He picked up some interesting thralls, and sold some of those. He located some sources of unusually tasty brains – a hard to find resource on a relatively pacified world like Gyrus – and made a side business for himself. He would bring in exceptional thrall brains (still in the package, as it were) to sell to professional performance eaters, and accumulated a good deal of wealth in the process.
Things were looking bright for Rassthilian when his life abruptly, and unexpectedly, worsened. He joined an expedition, which included a close associate of his in the Creative Creed, to explore the most remote depths of the Lowerdark. In the course of various adventures, they discovered what appeared to be some interesting historical relics. The one of most interest to Rassthilian was a sword, clearly of illithid design, covered in some of the most elaborate psionic circuitry he’d ever seen. His Creative Creed friend speculated that while the level of psi-technology involved in the design suggested imperial times, the Penumbral illithids strongly disdained such physical weaponry for themselves. Perhaps it might have been created by one of the early generations of illithid colonists on this world? Or even by an illithid of some later period, who ended up here?
In any event, as the member of the inquisition most skilled in physical combat, Rass was quick to claim the sword for himself. He soon discovered both advantages and downsides…
First, the advantages. In a fight, it seemed powerful enough, as psionically enhanced weapons go, quick, balanced, and hard-hitting. With some testing, he learned that he could use it to extinguish most commonly-encountered light sources (campfires, magical gems, and such), even from a long distance. Once in a while, if he hit something with it particularly hard, it would literally render the opponent insane (and lend its brain a most interesting taste!).
That led to the disadvantages…
After he killed his first opponent, some nameless crawling thing in the Lowerdark, with the weapon, he discovered that the blade was sentient. Not terribly smart, but definitely sentient. It didn’t talk in words, but seemed able to communicate empathically. And its emotions were utterly bizarre, even by illithid standards, seemingly without referent in many cases. When its emotions were comprehensible, they seemed gleefully destructive.
Eating the first brain the weapon had rendered insane… that turned out not to be such a good idea. Rassthilian had… dreams. Increasingly, he began to hear the blade’s insane, incoherent whispering in his mind, both awake and asleep. He became increasingly uncomfortable being parted from the weapon for any length of time. The tenor of his conscious thoughts was beginning to change… His inquisition-mates began to remark on the changes in him.
Eventually, when they returned to the community of Vorax, the Elder Brain promptly requested his presence. Much to Rass’s dismay, after thorough probing and testing, Vorax gently but firmly expelled him from the community. It believed that the weapon contained some form of imprisoned Far Realm entity – though at least it was a weak, minor one; noisy, but not especially clever or powerful. It concluded that the weapon had psionically bonded with Rassthilian to the point that psychic chirurgery seriously risked either killing the illithid outright or driving him permanently insane. The entity had relatively little strength of will, so there was almost no chance of the weapon ever taking direct control of him, but it was still able to subtly taint his emotions and thought-patterns.
Vorax was able to tell him that it believed the sword had a clear connection of some kind to Maanzecorian. Whether this was an actual avatar of Maanzecorian, a proxy of the god, a priest, or simply a very famous and devoted follower of Maanzecorian depended on which story or rumor one chose to examine. The god was definitely involved in its forging in some way. If Rassthilian was to have much hope of being successfully parted from the weapon, he would do well to look in that direction.
Small problem, of course… the god in question was dead.
After exhausting the leads he could track down on Gyrus, Rassthilian has taken to the planes in hope of reversing his condition. If he has to resurrect Maanzecorian from the dead himself to do it, that’s fine!
What Rass himself does not yet realize is that the experience of exile itself is changing him, in addition to whatever the entity in the sword is doing to his mind. Even if he achieved his goal, he might no longer be happy to resume his old life. He is very concerned with what will happen to his mind/brain after death, which is becoming another motivation for resurrecting Maanzecorian: Should he be successful, he may simply offer his afterlife to the god. His more recent experiences in non-illithid-controlled areas is changing his perspective on the thrall races, as well. He still considers them inferior and a tasty food source (naturally), but he is beginning to think they’re more interesting and capable than he would otherwise have believed, an opinion which happens to mesh well with Maanzecorian’s on the subject.
It should be noted that Rassthilian still maintains contact with the illithids of Vorax. While he is no longer permitted inside the community, he is still welcome to associate with its members if he and they so choose. The Elder Brain made it clear that he is not exiled ‘with prejudice.’
Skills: Melee combat, combined melee/tentacle attacks, getting around in wilderness environments (especially underdark), stalking (hide/move silently), tracking, geography. He is able to act in a crew capacity on a spelljamming vessel and understands the basics of wildspace travel. He knows his way around a bow/crossbow, but is not an archery expert, preferring to either slice opponents in half or forcibly extract their brains. When he wants to be, he can be extremely intimidating, even by mind flayer standards, especially to the ‘thrall races.’ He has a minor knowledge of illithid history, especially as it relates to Gyrus or the period of the illithid empire, but it wouldn’t compare to a scholar’s understanding of the subject. He has the rudimentary understanding of psicraft that any illithid from Gyrus would have.
Flaws: Yeah, he’s psionically bonded to some kind of gibbering, insane elder thing. That can’t be good. He’s fairly unsubtle for an illithid – has a decent Sense Motive, but not so hot on bluffing or diplomacy. Especially not diplomacy. He can be surly, blunt, ill-tempered, cynical, and scathingly sarcastic. For a mind flayer he is pretty honest and straightforward.
The sword (which he has somewhat unimaginatively named 'Darkener'): On a critical hit, the being struck must make a medium-high Will save or be rendered insane (probably as per the confusion spell in combat terms). Permanent unless fixed by remove curse, psychic surgery, etc. etc. (i.e. most mid-to high-level spells/abilities of the appropriate type can fix it). The user may, at will, extinguish any single nonmagical/nonpsionic light source, from a candle to a large campfire (but no larger, i.e., not a blazing building), within 200 feet. Up to four times per day, the wielder can use the power to extinguish any magical or psionic light source (gems of brightness, continual light globes, various spells and effects that replicate bright light/daylight) within 200 feet. If the effect was temporary (such as a spell), it is dispelled. If the effect was permanent (gem of brightness/continual light globe), its abilities to generate light are suppressed for 24 hours. In both cases, the sword must be drawn and pointed at the light source, and line of effect between the sword and light source is required. Obviously it doesn’t work on celestial bodies, artifacts, etc. Becoming bonded to the weapon, as Rassthilian is, can only occur if one is first wielding the weapon, then devours the brain of a being that the sword has rendered insane. (Non-wielders eating such brains merely report very interesting, bizarre, and contradictory ‘tastes.’)
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Zim, got your PM
Can anyone recommend an archer class or prestige class that synergizes well with the illithid abilities? So far I only got Order of the Bow Initiate.
Introducing the soulbow.
I would recommend ignoring the 'Reclaimer' parts of this PrC, though you could always substitute with an affiliation to some wacky sub-group within the Tamer Creed.
Thanks for the suggestion, Zim!
I was actually hoping for something involving an actual bow, for the concept of an illithid drawing and placing arrows with tentacles while pulling the string taut and letting fly with hands - sort of something fluid and synchronous for a cool visual depiction.
Perhaps I should just settle on something, lest we delay game start because of me.
I'm looking for general review and commentary on the following -- particularly regarding the power level, not even specifically regarding the upcoming campaign. I'm posting this because what D&D needs is
mind flayers with cattle prods.
Thrall prod:
Knowing that while most thralls are easily kept in check by a mind blast to the face, some are more resistant than others, the mind flayers of Gyrus have been using thrall prods for a very long time. In its most common everyday use, a mind flayer might use it as part of a reward/punishment system to break in new thralls, or to punish a thrall for making a mistake or for disobedience. Rarely, it can even be used as a fallback weapon, in case a mind flayer encounters trouble that mind blasts and violent brain extraction can't cure.
The most commonplace variety of thrall prod is a metallic, hand-held rod with controls that allow the wielder to select a power setting. Even being lightly touched by the business end of these weapons results in 1d2, 1d4, or 1d8 points of subdual damage. (This damage is electrical and psionic in character with regards to damage reduction and power resistance. Assuming the recipient is in a condition to be able to resist, the electrical attack is against the defender's touch AC.) A Fortitude save (DC 16) halves the subdual damage. Additionally, on the 1d8 setting, the defender must make a DC 16 Fortitude save or be dazed for 1-2 rounds. The controls allow a mind flayer to change the prod's power setting as a move-equivalent action (though a wielder with the Quick Draw feat may do so as a free action). In addition to the game-mechanics side of things, being on the wrong end of a thrall prod is definitely painful and unpleasant.
The majority of mind flayers believe that long-term or excessive use of these devices does nothing good for the tastiness or overall health of thrall brains (which are not well designed for having electricity course through them). Accordingly, they prefer not to use them at all on thralls who are intended either for performance-eating or ceremorphosis, and usually hold back from using the strongest setting unless it's genuinely needed (especially strong-willed captives or rebellious slaves, for example). Of course, there are also a few flayers who don't mind electrically-fried brains as an interesting taste sensation.
In a pinch, the thrall prod makes a passable club (1d4, lethal damage, plus the subdual damage).
While the most common variety of thrall prod does not have a lethal setting, such prods do exist, most often in the hands of the Tamer Creed. A 'quarterstaff' version exists (1d4/1d6/1d8 subdual or 1d8 lethal settings, daze effect applies to the 1d6 and 1d8 settings). If the user wields it as a melee weapon, it does 1d6 physical damage in addition to the electrical damage. The 'polearm' version is almost purely for military use and is generally used to put down serious thrall rebellions, deal with gith incursions, or deal with foes that a mind flayer doesn't want to go anywhere close to with its tentacles, though they are sometimes used to herd very dangerous creatures from one location to another. These weapons deal 1d8 subdual/1d8 lethal electrical damage (plus chance to daze), plus 1d10 physical damage when wielded as a melee weapon, and have a 10-foot reach.
The 'standard model' thrall prod has 100 charges when created, but the highest power setting consumes 2 charges per use. The 'quarterstaff' model has 50 charges, but the 1d8 subdual and lethal settings each consume 2 charges per use. The 'polearm' model consumes 2 charges per use on any setting, and has 50 charges. Given time and resources, they can be recharged by mind flayer specialists familiar with the inner workings of the weapon (Craft Psionic Weapons and Armor feat, and possibly also knowledge of psionic powers of the energy-manipulation type). A casual glance at the weapon won't reveal its number of charges remaining, but anyone with appropriate fine hand tools and an understanding of qualith script can open the outside casing and calculate the current number of charges remaining from a meter located inside the case.
The daze effect does not stack with itself (i.e. if a thrall prod lands several times in one round, or if a thrall is struck with multiple prods at once), nor does it stack with the stun effect of a mind blast. Use the effect with the longest duration, with 'stunned' as the priority. (If a human is mind blasted for 3 rounds, then dazed with a thrall prod for 2 rounds in round 3, the human's status would be stunned-stunned-stunned-dazed, for 4 rounds of negative status effects, not 5.)
Thrall prods do not confer any attack or damage bonuses, but for purposes of overcoming DR, the standard thrall prod is treated as a +1 weapon. The 'quarterstaff' version is treated as +2, while the 'polearm' is treated as +3.
It's worth noting that, due to their considerable power resistance, the effects of a thrall prod will rarely work against a mind flayer. Additionally, it would be considered the height of insult if a mind flayer were to use this weapon against another of its kind. The 'quarterstaff' version, and especially the 'polearm' version, are normally 'locked' and must be psionically hailed by a psi-aware being before they can be used.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
It looks okay. I dunno about cost, but you can use it here. By the way, where is everyone else?
No idea. I hope we get this game going soon.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
I think I'll just go straight rogue with this one and focus on archery feats.
Don't want to prolong game start unnecessarily.
The thrall prod and your character looks awesome by the way, Zim.
Don't want to prolong game start unnecessarily.
I'm not bothered at all if you want your character to go archery specialist ranger (or ranger/rogue). Mine is a "let's see how many melee attacks per round I can get" specialist, anyhow. (I think the number's around 8 while dual-wielding.) Illithid herd-thinners unite!
Aw thanks
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Made a couple of edits to the thrall prod entry.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Ummm...
I don't mind running a solo game if nobody else is interested, but I'd rather see a full party.
Sweet Vecna! I totally forgot about this thread. I'll get you a sheet tomorrow.
Ditto, I've had so much on my mind lately, primarily my travelling plans for saturday.
I'll get started on a sheet.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Wondering if this thread is still active.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
I'm still here. I'll start a solo if I don't get replies and sheets soon.
Bah, solo games are no fun.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Ah crap, I did it again. Sorry, this was the last week before finals, and I've been too busy to sleep (although that's really no excuse as I've posted in my own game).
OK, it's 2 AM where I am, but I'mma try to give you something to assuage your fears. The full stat block will have to wait til morning.
"Bloody" Xlizman Threetentacles
Class: [Illithid base] + Bard 5 + Marshal 2
Alignment: Neutral Evil
[Insert Abilities, AC, BAB, etc.]
[Standard Illithid racial abilities + lots of Illithid psionic abilities]
Skills:
* Able to command or man the helm of any psionically powered small or medium sized Spelljammer. Can serve as a crewman and navigator on most other spelljammers and airship. Gets horribly seasick on real boats and doesn't understand how sails work (he's good with ropes, he just doesn't get how you can fly in air and water).
* Is a competent navigator on land as well as in space.
* Knows how to scare the bepelor out of (Intimidate) people, especially humanoids.
* Can play the Bone Thriven, the rarely seen Illithid jaw harp, the harmonica (with no hands), and the accordion (although he doesn't like to admit the last one). He is also capable of thought-singing some of the bawdiest tunes to ever be telepathically broadcast between two beings.
* Knows a lot about piracy, spelljamming, and how to run a tight ship (which is especially difficult when you have a crew that is totally dependent on fresh brains).
* Knows the basics of gunpowder weaponry (although they usually prefer Mindblasts).
* Speaks space elven, space dwarven, space draconic, and space orcish, although not necessarily the languages of their non-space cousins. He also speaks space planar trade, which is exactly like regular planar trade but with weird jammer/pirate slang instead of Cant.
Equipment:
Full Plate,
Longsword/Cutlass,
A Firearm (I have to check the DMG)
A Psionically enhanced prosthetic tentacle that is powered by his self-control (which is why he has so little for himself),
A Portable Hole containing enough gunpowder and ammunition to stock an armory (or at least blow one up).
OK, that's all I have time for tonight, full bio and stat blocks are forthcoming.
Hahahahahaha. That's awesome.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Looks good. Mind if I call you Cap'n Squidbeard.
Dread Pirate Illithid!
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Alrighty, here's his bio. Stat block coming soon.
History:
"Bloody" Xilzman Threetentacles was born implanted into someone's brain decades ago on some backwater prime. He doesn't remember where, because when he was three weeks old his clan taught him how to swab decks and stuck him on a spelljammer to go brain hunting among the stars. He's been a pirate ever since.
Over the next few decades he served on six different vessel and all his original mates died. That didn't matter though, because by that point they'd gathered plenty of new fleshbags to implant new mates into. Around that time, Xilzman and his mates raided a port belonging to the Giff* and were able to commandeer their very own nautiloid (as well as getting plenty of thralls to stock the larder). Captain Threetentacles (so named because he lost a tentacle to the space orcs** and had to get it replaced with a special Psychomechanical contraption) then began a reign of terror over the space elf shipping lanes that lasted for over a decade. Eventually, a whole fleet of hunter-killer jammers trapped then in a remarkably crowded asteroid field somewhere in Grayspace and, after a bloody fight, slaughtered all his mates. Xilzman managed to Planeshift to safety, but he had to abandon his ship and all its loot to those damn tree lovers.
Trapped on the planes without a ship, a crew, or even a colony to call home, Bloody Xilzman has had been reduced to little more than a mercenary working for various planar factions and Factions in the hopes of one day regaining his lost fame and fortune and seeking revenge on the space elves. He is a natural leader of men tentacled horrors and longs to work among his own kind again. Unfortunately, most shun him as a failure and disgrace and refuse to have dealings with him. That is why he has now joined up with others as fringe as he is on the quest to raise Maanzecorian. That and he always had a soft spot for the old bastard.
*Hippo guys with guns. Don't ask.
**Actual Spelljammer names have been ignored because putting "space" in front of things is funnier.
I like. I do actually have the dread pirate class.
Can we have a thrall or two, Wei? And do we get any kind of residences?
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Yes and yes
Hey all, I've been absent for a long time due to travelling and sickness, but now I'm somewhat back.
However, I've decided to back out of this game - I simply don't think I can manage another one.
Your concepts look awesome, though, and I hope you have fun.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
That's a good point, Duckluck. Now that you bring it up it could be handled by giving the items emotions without inteligence. Happy when it is used for something it's creator approved of, angry when it isn't, etc. Then again, it makes every psionic item kind of like a demented furby that provides bonuses of some sort.