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Topics - phaedrusxy

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Legends of the Heroes / New campaign for my kids based on Marvel characters
« on: December 24, 2020, 10:21:30 AM »
My kids want me to run a game based on marvel, with them playing clones of Black Widow and the Scarlet Witch. They both want to run on the chaotic/neutral side of alignments, skirting between good and evil, and here is what I have so far.

The Scarlet Witch will be a sorcerer. My son's playing this character, and mostly making his own character creation decisions.

Black Widow I thought would be best approximated as a monk. I'm working on a mostly defensive-based (dodging) Monastic Tradition for her.

Monastic Tradition: Way of the Dancing Reed
You dance like a reed in the wind, allowing you to easily avoid attacks.

Sidestep: Starting at 3rd level as a reaction you may cause an attack that would have hit you to miss. You may use this once per encounter. You may also gain another use by spending a Ki point.

Blurred Form: Starting at 6th level, you are so fast and adept at dodging that it's hard for an opponent to predict your movements. As a bonus action, you may enter a frenetic dance that gives all opponents disadvantage on their attacks against you. This lasts a number of rounds equal to your monk level, and is usable once per short rest. You may also gain another use by spending a Ki point.

Houserules to the monk base class:
1) I'm super annoyed that the unarmed fighting style for the fighter gives higher unarmed damage than the monk's... So... I'm going to use the 3.5 unarmed damage table for them. Also, if all they make is a single unarmed attack in the round they get to double the damage.
2) Add Wisdom modifier to their Ki points.

I am having them start out as a pair of assassins trained from birth to work together for a secret organization that basically "polices" rulers. Here's what I have on it so far:

Librat Manus (supposed roughly to translate to Balancing Hands... but don't lecture me about Latin, please :D I just thought it sounded cool.)
Secret society of assassins, always working in pairs, and trained from birth to work with each other. One with a martial/stealth bent, and the other with magical powers. They're like a more evil version of the Harpers. They "monitor" the kings and other rulers, going after them if they are too oppressive (outright murdering the ruler is last resort, as it can often be very destabilizing. They more often "send messages", etc.)

For stat generation, I used the following home-brew method I found:
Two Strong, Two Good, Two Weak by Yunru
Roll 3d6 for two stats, these are your "weaknesses" - areas where your character simply isn't gifted or hasn't focused.
Roll 4d6k3 for two stats, these are your average stats, neither neglected nor specialized.
Roll 6d6k3 for two stats, these are your "strengths" - areas where you're either gifted or have heavily invested in.

Feel free to offer feedback/comments in this thread.

Legends of the Heroes / The Warper
« on: November 15, 2018, 09:16:55 PM »
My son said he wanted to play a new character based on warping space and I said...

I just happen to have written a class specialized in teleportation and spatial manipulation in the past... and after looking at it, he said it was perfect. So we started a new game... He's playing a 3rd level star elf warper, and my daughter is starting out playing a 3rd level oslecamo nymph, although she may change over to an agraramel (time thief... the other custom class in the link) at some point. I included an NPC agraramel that I'll offer her to take over at the next game time (it's an anthropomorphic rabbit that's been warped by the Far Realm.... and I will use some custom stats for a choker for it's race.... saying that it can extend and grapple with its ears, and distend its mouth open for a nasty bite...).

Their first adventure took them through a mysterious portal into a demiplane that was inspired (ripped off) from Lewis Carol's Alice In Wonderland... and the final BBEG was a Gibbering Mouther Red Queen... which they easily (too easily...) defeated.

Off Topic Fun / Dungeons and Dragons Online (DDO)
« on: August 06, 2018, 02:47:18 AM »
I started playing this again over the past week (I'm working 12  hr night shifts and frequently am not busy). The Crystal Cove area has been open and I have been having a blast running it. I've gotten to where I can solo it 9 times out of 10, and managed to get 330 crystals once. :D

It got pretty intense at times... At one point, the main "boss" came up to the top of the ramp, along with 1-2 other "mini-bosses" and several wraiths... They killed me, my hireling, and all of the kobolds... but I'd already gotten the 100 crystals so I still "won".

It was hard on my equipment, though... At one point, everything I was wearing was broken. :P

I definitely was spending more in repairs than I was getting out of it...

It was definitely worth it, though. You can craft/buy some really great gear with the green gems you get as a reward, and it was tons of fun. I did a few runs with a guy, and it was way easier with two people. Even after crafting/buying myself a set of armor and several skill boosting hats (probably costing around 1000 total), I still have over 1600 green dragonshards.

Off Topic Fun / Audiobooks not available in US
« on: July 01, 2018, 12:47:10 AM »
Hi all. I'm a big fan of the Culture series by Iain M. Banks. However, 3 of the books aren't available for purchase as audiobooks in the US due to some stupid licensing problems. I managed to get one of the three (Excision) somewhere in the past... but was wondering if any of you who live in the UK (or any other region where these books aren't restricted for sale...) could help me get a copy.

I commute 2 hours each day for my work, and audiobooks make it a lot more tolerable. I also never have time to sit down and read an actual paper book.

General D&D Discussion / d20srd down?
« on: August 13, 2017, 08:50:40 PM »
Is it coming back? Anyone know what happened to it?....  :???

Legends of the Heroes / Forest Friends
« on: July 29, 2017, 04:49:50 PM »

m NG Forest Gnome Druid, Level 3, Init 6, HP 30/33, Speed 20
AC 17, Touch 13, Flat-footed 15, Fort 8, Ref 4, Will 8, Base Attack Bonus 3   
  club +3 (1d4-1, 20/x2)
  sling (10 bullets (1 sp)) +6 (1d3-1,  )
  Produce Flame (melee touch) +3 (1d6+4, 20/x2)
  +1 leather,   heavy wooden (+3 Armor, +1 Shield, +2 Dex, +1 Size)
Abilities Str 9, Dex 14, Con 17, Int 16, Wis 17, Cha 15
Condition None

(click to show/hide)

I started running a D&D game for my 9 year old son today, and thought I'd post a log of it here. I made up a quick adventure on the fly, and after the first encounter a friend of his came over and wanted to play, and so did my four year old daughter. :D

My son is using a forest gnome druid that I'd made a while back, his friend said he wanted to play an animal and after a bit of discussion we decided to go with an awakened parrot warlock named Sunshine. My daughter said she wanted to be a fairy, so I just let her use a "stock" pixie, whom she said has a pink bunny pet named Cutie Pie. (Update: She's a White-haired Witch 1/Monk 1 now. She said she wanted magical hair like my wife's witch, and my wife said she isn't going to play anymore, so I'm just going to gestalt their characters. I'm also going to use the PF Pixie as it has more magical abilities (which my daughter likes to make up on the fly... :p) and the d20srd is down right now...)

F   Pixie (PF) White-haired Witch/Monk, Level 1/1, Init 10, HP 18/18, DR 10/cold iron, Speed 
AC 24, Touch 24, Flat-footed 18, Fort 5, Ref 8, Will 6, Base Attack Bonus 1   
grab + constrict (+9) hair +8 (1d4+4, 20/x2)
  unarmed strike (claws) +8 (1d6+4,  )
  MW light crossbow +8 (1d8, 19-20/x2)
 (+6 Dex, +1 Size, +7 Misc)
Abilities Str 5, Dex 22, Con 16, Int 24, Wis 14, Cha 20
Condition None

In the first encounter, my son's druid, Levoid, saw smoke near his home (which he said is an "invisible hut"). He snuck up to investigate, and saw three goblins sitting around a campfire roasting a rabbit. Unfortunately one of the goblins spotted him. He hit them with an Entangle, and called for his animal friends (riding dog AC and two pet "deer", which mechanically I used mule stats for...). Only one of them gets caught in the Entangle, and another hit Levoid with a javelin, but then his animals massacred the two that had escaped the entangle.

He talks to the entangled one, and it says that they'd only came there to hunt. So after getting it to promise never to return, he lets it go. However, he tracks it and follows it back to a huge encampment with hundreds or maybe even a couple thousand goblins. He remembers that there is a village nearby and rides off to warn them.

He convinces the mayor of the danger, and then goes off to gather forest friends to slow down the encroaching goblin army while the townspeople prepare to evacuate to the nearest city. The other two characters come in at this point, and we ad-hoc a lot of this. They recruit some grizzly bears to roll boulders down into a narrow gorge to block it, and then use eldritch blast and more animal heavy labor to dig out a ford in the river to make it too deep to pass easily. This slows the goblins down enough to let the townspeople make it to the city unharmed, and then we all rejoiced and they went outside to play on the monkey bars. :D

Now I need to decide where to go with this from here. Likely it will be just my son and me, but my daughter might want to play as well. I might continue the whole goblin army thing, or I might just have that be resolved in the back ground by NPC armies, etc. (After all... how much can a lone level 1 gnome druid and a pixie do against an army?) If anyone wants to throw out some quick and easy adventure hooks I'm all ears. :D

I'm thinking that I'll have some grateful NPC award him with a Candycane of Awesomness for saving the village and warning the city of the army, to see if he remembers/recognizes it. :P Maybe they'll drop another quest in his lap, too (something about finding out where all these goblins came from, who is organizing them, etc).

He has Greenbound Summoning (template)

Handbooks / Famous Optimized Character Builds
« on: August 17, 2016, 03:40:04 PM »
I was so happy to have found this...

I have a mid-level wizard, with access to 4th level spells, and he wants to destroy or cripple a massive fleet of ships before it sets sail, hopefully without dying in the process. He has access to allies of various classes, some a bit higher level than himself, but likely can't take many with him as he has to Teleport to a distant location to conduct this attack. There are hundreds of thousands of enemies in this fleet, and they no doubt have their own spellcasters, some higher level than my own. This fleet is currently within a harbor, and I have about 1 week to prepare if needed, for that's when they plan to set sail.

What's the most reasonable way to approach this? I'm thinking weather-based magic, but they will be able to counter/dispel that almost as soon as it is deployed.

Another option I've considered is a wraith/shadow/wight-apocalypse... and conveniently my own character's city just happens to be suffering an attack by undead at the moment, some of which are incorporeal. Of course, if this plague hasn't destroyed my own city yet, and indeed the odds look good that our own clergy will contain it, then it likely won't destroy them before it can be stamped out by their casters, either...

It's likely a hopeless endeavor, but I thought I'd pick your collective brains about it. ;) It's a 3.5 game with moderate optimization, and most materials available, even some homebrew and pathfinder. I don't expect to defeat this army myself of course, just slow them down. I'd rather not give more details about my character as there is at least the possibility for PvP in this game, and it's possible that some of the other participants might frequent this board.

Gaming Advice / Best abilities to "consume"? (PF)
« on: April 17, 2016, 11:08:47 PM »
I'm applying to a PF game with a monster character that has the consuming template. Basically, it can gain permanent abilities by eating other monsters. Just about anything is fair game except spellcasting. What would be something fun and flavorful (pun intended) to add to what is basically an aboleth/beholder hybrid?

Since I'll likely be quite strong offensively, but lacking somewhat in defense, I should probably consider something defensive. However I will also have the ability to quicken a supernatural or extraordinary ability once each round, and currently he doesn't have any that I'm tempted to use this on. (His eye rays are already a free action, and he has Quicken SLA as a bonus feat, which I can apply to one of his aboleth SLAs). So an awesome (quickened, Ex or Su) offensive ability would be something to consider as well.

Since the starting CR is 12, and I'm already at 11 without having eaten anything via Consume, I'll only get two special abilities in this way at the start. Although, he could have more via Consuming Curse if he bites a creature and then keeps it alive, but I don't know how much of this kind of stuff the DM would put up with... Blink + Quickened Dimension Door from a Blink Dog (basically turning it into just a dog) would sure be awesome, though. :D

Other obvious/insane ones I've thougth of:
Split from a Black Pudding
Regeneration from something hard to bypass
Strands from a Roper (that's a lot of Str damage...)
Fast Healing from a Hydra
Possession (always a favorite of mine... although it would probably be terrible for this character)
Unearthly Grace from a Nymph (probably not worth one of the two permanent slots, but if he could just bite one...). Heck... Stunning Glance is pretty good, too (especially since he can Quicken it every round for free...)

Gaming Advice / Best Pyromancer/Burninator build in PF
« on: March 25, 2016, 12:29:22 PM »
I'm looking to build a silly pyromaniac character. Will start at 7th level, and will be working as part of a military, but likely doing "special ops" types of jobs. I like the looks of the Alchemist, but am wondering if it can be as effective as a sorcerer. They do get a lot of bombs, and also have spellslots. So they should in theory be able to blow a lot of stuff up, but I've never played one.

Here's what I'm thinking: I can use anything from PF or 3.5. So... what's the highest rate of fire we can get on a sling? And would that apply to a gnome calculus?

With the Fast Bombs discovery, I can "throw" a bomb as an attack, and it is clarified in the pfsrd that any feats or other things that boost your number of attacks also boost the number of bombs you can throw.

Edit: And... problem solved. :D The DM will let me use the gnome calculus along/combined with the following: There is a way to load a sling as a free action by juggling in PF. Even the visual is awesome. There is also a double sling, which is as insane as it sounds. I can't wait to use this.  :lmao After TWF, the rest of my feats will probably go to Extra Bombs to give myself some stamina.

Gaming Advice / Best class to gestalt with a Beast-bonded Witch? [PF]
« on: December 11, 2015, 07:32:47 PM »
I'm thinking of applying to a PF game with a beast-bonded witch, and am debating what to pair it with. Of course I could use wizard, and get double the benefits of any metamagic feats and the like I pick up, but I think I'd rather avoid that amount of bookkeeping... If there were something like the Factotum in PF, I'd probably take that. What are some good options? Lore Warden Fighter could of course work, but its a bit underwhelming, especially given the MO I plan on having with this guy.

The game will mostly be made up of solo play, but the possibility to interact with other PCs, either directly or indirectly, will exist. What I have in mind for this guy is a behind-the-scenes puppetmaster type of character. He will be ancient, his original body having died a long time ago. He exists by stealing the bodies of others (and this is how he will infiltrate and take over organizations, etc). A couple of earlier builds can be found here and here, with the new version I'm going to build being more like the second one.

Edit: I should mention that 3rd party (including Path of War) is out...

Edit: Investigator (Sleuth archetype) looks interesting. Magus could also work well, but again brings a lot of book keeping. Gunslinger might work mechanically, but doesn't really fit the theme I think.

I've looked over the grappling rules, and I'm still not 100% sure how to interpret this situation. Could you attack a creature adjacent to you if you were both grappled by Black Tentacles? If so, what specific rule would you use? The one where you can attack with a light weapon with a -4 penalty?

One of the Blood Quickening rituals of the Spellscale race gives +1/2 their character level as a bonus on Spellcraft checks. This could be tremendous for an Incantatrix... Would Alter Self allow them to skim this, or would they actually need to be a spellscale?

One the one hand, it is a racial bonus to a skill, which the spell normally grants. On the other hand, Spellscales have to do a ritual in the morning to choose which boon to get for the day...

Gaming Advice / Is imarvintpa down?
« on: November 14, 2015, 07:19:34 PM »
I used to like the spell filter function on that site...

[D&D 3.5] Quest for the Sunblade / OOC
« on: October 26, 2015, 10:52:36 PM »
Sorry guys... was out of town over the weekend, and busy as hell today.

Min/Max 3.x / Urban Tracking: Is this worth anything at all?
« on: April 07, 2015, 09:00:49 AM »
I have a character that is styled after Sherlock Holmes (from the books), with a touch of Batman and the Punisher rolled in (basically, he's an investigative vigilante who has no qualms about executing those he judges as guilty). Right now it is a Spellthief 1/Wizard (Diviner) 5/Incantatrix 1. I plan to go into Unseen Seer after Incantatrix 3 (or 4).

There are a million feats that I want for this guy, but of course I can't fit them all in. I did pick up the Investigate feat which is excellent for this kind of character (and probably useless for most others), and of course Uncanny Forethought because it is the best wizard feat and fits this kind of super-genius tactician to the T.

I've been considering swapping out the Spelltheif level for Urban Ranger for the Urban Tracking feat, but I'm not really sure it is worth what I'd lose. It seems like to me that the "normal" usage of Gather Info should get you enough information to find out where people you're looking for might be, and then you could use other methods (stakeout, infiltration, scrying, etc) to determine which one they are actually in. So this feat really isn't doing much that you couldn't do without it.

I'd be giving up some Sneak Attack, Trapfinding, and the future capacity to steal/borrow higher level spells (and Persist them) via the Master Spellthief/Incantatrix combo. So... I think I've basically answered my own question here... Just wondering what others opinions are on Urban Tracking, really.

Edit: I guess it explicitly lets you track down people using Gather Info, and it shortens the time required to 1 hour (instead of 1d4+1) per check. Is that worth a feat (or trading out class levels)? Probably not.

Gaming Advice / Reroll initiative, Pathfinder
« on: November 19, 2014, 07:09:39 PM »
I'm making a bard/warlord for a level 6 PF gestalt (E6) game, and wondering if there are any easy ways to get a reroll for initiative? I already have quite a good bonus, but I'd still like to ensure that if I happen to roll poorly it won't spell the end of me in a nasty fight...

As a second thing: I'd like to be able to use a reach weapon and a shield at the same time. (Or have reach... I guess I could use a wand of Enlarge Person, but that's another combat action required... It's E6, so Permanency is probably out of the question.) Solved this one! Iron Tortoise has the 3rd level Iron Tortoise Stance which increases your reach by 5' and lets you make another AoO per round!  :devil :evillaugh

Edit2: It looks like pathfinder Uncanny Dodge actually just flat makes you immune to being flat-footed, which means that you can always take an immediate action. I have several awesome counters from the Iron Tortoise discipline so I should be OK even if I lose initiative.

Gaming Advice / Reroll save 1x/day or +1 luck to saves?
« on: November 12, 2014, 08:47:29 PM »
Which do you think is better? I can basically get one or the other via PF traits, but not both at once.

If you're curious the combos are:
half-orc with the "toothy" alt racial trait (replaces orcish ferocity) and Second Chance religious trait
OR half-orc with Mother's Teeth (religious trait, Lamashtu) and Sacred Tattoos racial trait (also replaces orcish ferocity)

Going with the reroll will let me worship whomever I want, but that's not really a big deal for this particular character.

Edit: the character. feel free to offer other tips. :D

Oslecamo's Improved Monster Classes / Mindstealer Master
« on: October 30, 2014, 11:52:25 PM »
Mindstealer Master

(click to show/hide)
Brave words. I've heard them before, from thousands of species across thousands of worlds, since long before you were created.
-The Borg Queen, a Mindstealer Master

 The Mindstealer Master is the ultimate monster spawning factory, assimilating psychic and genetic information from myriad creatures and recombining it in new ways, some of which may have never been seen before in any creature that has previously existed.

The Mindstealer Master typically starts out as a Mindstealer Drone which encounters a Deepspawn and assimilates its abilities.

Must have taken all levels of the Mindstealer Drone and Deepspawn monster classes.

Class Skills
 All skills are class skills for a Mindstealer Master.
Skills Points at Each  Level: 4 + int

Hit Dice: d8

Attack Bonus

1st+0+0+0+2Spawn Drone, Absorb Drone, Delegated Power, Deceivingly Innocent Form, Telepathic Command
2nd+1+0+0+3Pre-programming, Expanded Archive
3rd+2+1+1+3Advanced hardware, Sleeper Agent
4th+3+1+1+4Universal Knowledge, Revive Drone
5th+3+1+1+4Reprogram Drone, Universal Mastery
7th+5+2+2+5Resistance is Futile
9th+6+3+3+6Eternal Overlord

Weapon and Armor Proficiencies: The Mindstealer Master does not gain any new proficiencies with armor, weapons, or shields.

Spawn Drone (Su): The Mindstealer Master may spawn Mindstealer Drones, which are 100% loyal to him (as thralls/believers of Thrallherd). This is a modified version of Spawn Child, from the Master's Deepspawn levels, and functions as that ability except as noted here. The Mindstealer Master (hereafter referred to as "the Master") may also use Early Birth to create these special Spawn Children more rapidly, but they will then die and decay as normal within 1d4 minutes if not Absorbed by the master before then.

At first level, the Master may only spawn Drones with a single level of Mindstealer Drone, and no other class levels. However, such drones may advance by gaining experience points (usually done by draining creatures of all their memories and assimilating them). The Master may control a number of drones at once equal to its own hit dice, but the advancement of the drones is limited. The master may only have one “full strength” drone with hit dice equal to the Master’s minus 2, one drone with the Master’s hit dice minus 3, and so on. Drones with only 1-3 levels of Mindstealer Drone and no other levels or hit dice only count as 1 hit die creatures for the purposes of these limitations. So the Master may control up to his hit dice of these at once. The Master's drones may not take levels of Mindstealer Master while they remain under his control. If they do, they become "free-willed" Masters of their own, and migrate to a new area so as to not compete with their Master's food source.

Any drones which gain enough hit dice (via class levels) to exceed the Master’s control limitations become uncontrolled. The Master may absorb other drones to regain control over a “renegade” drone (unless the renegade's has an equal or higher number of hit dice than it's master), but drones which have been uncontrolled for more than a week become “free-willed” and cannot be reclaimed by their Master. All Mindstealer Drones and Masters consider these renegades to be a threat to their race, and will spare no expense to exterminate them. However, if the renegade drone survives long enough to become a Mindstealer Master itself, then the others will accept it back into the "family".

These controlled minions replace the Favorite Child ability of Deepspawn, as the Favorite Child would just be too jealous of all of these Drones, and no doubt have to be put down after it started fighting with them.

Absorb Drone (Su): The Mindstealer Master can reabsorb living drones it has created to gain all of their stolen knowledge (including their Psychic Archive). The Mindstealer Master must absorb at least one drone per day or begin to “starve”, taking one point of intelligence drain per day which cannot be healed until it "feeds" by absorbing a drone. "Blank" drones which do not have any stolen memories do not provide any sustenance, and so are useless as "food" for the master, even if they were created with the Pre-programming ability. Absorbing a drone instantly cures all Intelligence drain the Master has suffered from starvation. Absorb Drone has a range of touch and requires a move action from the Master to use.

Delegated Power (Ex): For every Mindstealer Drone under its command which has more than three hit dice, the Mindstealer Master itself counts as one level lower for the purposes of which forms it can access with its Change Shape and Psychic Combine class features (from its Mindstealer Drone levels). For example, if a 3rd level Mindstealer Master (total character level 14) had absorbed the abilities of a 12th level psion, but currently had 3 Mindstealer Drones under its command with more than 3 hit dice, then it could no longer access any of the abilities of that psion via its Change Shape or Psychic Combine abilities. It could still impart them to its spawn via Pre-Programming or Advanced Hardware (see below), though.

Deceivingly Innocent Form (Ex): The Mindstealer Master receives Deceivingly Innocent Form as a bonus feat.

Telepathic Command (Su): The Master can communicate telepathically with any drones under its command if they are within 1 mile. Since this is a very limited form of telepathy, it does not allow the Master to qualify for feats or classes which require the Telepathy ability.

Pre-programming (Su): A Mindstealer Master of at least second level can create drones which already have knowledge of forms within their Psychic Archive, as if they’d absorbed them. These forms must be from the Master’s own Psychic Archive. In addition, the Master may imprint knowledge of class abilities from his psychic archive onto drones he creates. Drones created in this way may have class levels up to one less than the Master, but the first three levels must always be of Mindstealer Drone.

Expanded Archive (Ex): At second level, the Mindstealer Drone's Psychic Archive expands. It can now "remember" up to twice its total hit dice of creatures.

Advanced hardware (Su): Once a Mindstealer Master reaches level 3 of this class, it can create drones that are an actual monster hybrid of a form the Master has genetic knowledge of. The created spawn receives Monster Blooded and Monster Hybrid as bonus feats, and hit dice according to the creature chosen for these feats. The total hit dice of the spawn may not exceed the Master’s level -1, and the first three levels must always be of Mindstealer Drone. If the drone ever becomes free-willed (it's Master is destroyed, or exceeds his capacity of controlled drones), the Drone loses the bonus feats, and must choose two of its other feats to replace with them. This ability does not supercede the control limits of Create Spawn, or any other abilities of the Mindstealer Master.

Sleeper Agent (Su): Upon reaching 3rd level, not only does the Mindstealer Master gain the ability to shape the bodies of her drones as she wishes. She also may give them any memories she wants, including the memories of creatures she has within her Psychic Archive, creatures she has Assimilated (see Assimilate below), and she may also fabricate memories entirely from scratch, although in the latter case such creatures have inherently unstable minds and are prone to breakdowns (-4 to Will saves vs. any Mind Affecting abilities, once per week Will save vs. DC 15 or go permanently insane as the Insanity spell). She may program such creatures such that they do not even know that they are Drones, and may believe themselves to be the creature whose mind she has implanted within them. She may alter or implant memories into these minds as they are formed, and/or block off certain aspects of the mind and memories which will only be released at a certain time, or after witnessing a specific trigger. A frequent usage of this ability is to replace a creature with a Drone which thinks it is the original, and program it to then "remember" that it is a drone, and what its mission is (often assassination) once it has passed within some area of high security.

Universal Knowledge (Ex): The Mindstealer Master has by 4th level amassed an amazing depth and diversity of stolen memories and knowledge. When making any skill check, it may use 1/2 its HD (rounded up) in place of the number of ranks it has in any skill (even if that number is 0). In addition, it counts as being 'trained' in all skills that can only be used by someone with ranks in them.

Revive Drone (Su): The Master may revive a drone which has been dead for no more than one week and whose body is mostly intact. This ability has a range of touch and requires one hour of concentration. This otherwise works as Raise Dead, except the drone does not lose a level.

Reprogram Drone (Su): Starting at 5th level, the Mindstealer Master may use Psychic Reformation on any drones it controls as a standard action with no XP costs. This ability has a range of touch. It may only imprint the drones with abilities that it has knowledge of within its Genetic Knowledge (Deepspawn) or Psychic Archive (Mindstealer Drone) abilities, however, and the drone must meet any prerequisites needed for imprinted abilities.

Universal Mastery (Ex): At level 5 and up, the number of creatures the Mindstealer Master may remember via its Psychic Archive is unlimited.

Assimilate (Su): At 6th level, the Mindstealer Master has learned to infect and take over creatures, as well as consume and recreate them from scratch. Any creature hit by the Master's bite or tentacle attack must make a Fortitude save (DC 10+1/2 Master's hit dice + Master's Int modifier) or be infected with a supernatural disease which will slowly turn it into a Mindstealer Drone under the Master's control. There is no incubation time for this disease, and affected target takes 1d4 points of Charisma drain immediately and another 1d4 Charisma drain per hour. Each instance of Charisma drain after the first may be resisted with another Fortitude save (same DC), but this does not cure the creature of the infection, but merely slows its completion.

This infection is a powerful curse, not a natural disease, and such even works on creatures normally immune to diseases. Unlike normal diseases, this disease continues until the victim reaches Charisma 0 (and is converted into a Mindstealer Drone) or is cured as described below.

To cure the disease (and prevent Assimilation), the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), and then the disease can be magically cured as any normal disease. This only works if the victim has not been Assimilated (drained of all charisma and turned into a Mindstealer Drone). Once a victim has been Assimilated, only a Wish or Miracle may convert them back to their previous forms. Even death and subsequent resurrection will not remove the curse once it has reached its conclusion. Additionally, if the target has been Assimilated and then Absorbed by the Mindstealer Master, the Master must first be destroyed before they can be brought back by any means short of direct deific intervention.

When the target's Charisma is drained to zero it is Assimilated. The Master chooses how many Mindstealer Drone levels to add to it, or how many of its levels to replace with Drone levels (up to 3). The target keeps any other current levels, and starts with knowledge of its previous form. If any of its levels are racial class levels, it gains Monster Blood and Monster Hybrid as bonus feats as with the Master's Advanced Hardware ability. If the Assimilated target has as many or more hit dice than the Master, then it is too powerful to be controlled, and instead lapses into a coma from which it can only be awakened from by consecutive casting of Remove Curse, Cure Disease, and Restoration (or other magic which can remove a curse, a disease, and restore the ability drain).

Resistance is Futile (Su): At 7th level, the Master has learned enough about creature physiology that it may modify the abilities it has stolen to bypass resistance and immunity. however, such modifications are complex, and hence only the Master itself or the most powerful drone it can create (master's HD-1) can benefit from this ability. When choosing one absorbed ability to use (via Change Shape or Psychic Combine), the Master or Drone may modify that ability to bypass 5 points of damage resistance per Mindstealer Master level. It may also affect creatures normally immune to the ability, but such creatures get a +5 to their saving throws against the ability and ignore half of the damage of the ability (which is not bypassed). If the ability does not do damage and does not normally allow a saving throw, the target has a 50% chance to ignore the ability each time it is subjected to it. The Drone or Master may only have one such immunity-bypassing ability at a time, but may change which ability Resistance is Futile applies to each time they select another absorbed ability to access via Change Shape or Psychic Combine.

Adaptation (Ex): The Master's knowledge of the myriad defensive and offensive abilities of creatures has advanced to the point that it may create new defenses against abilities it has been exposed to, even if no creatures which it has genetic or psychic knowledge of has such a resistance. The Master may grant itself or a drone it Spawns or Reprograms the ability to become partial immune to any ability that it has personally been affected by, or which any drone which it has previously reabsorbed has been affected by. While active, this partial immunity gives the Master or Drone a 50% chance of ignoring the effects of the ability each time it is affected by it.

Each Master or Drone may only have one such Adaptation at a time. The Master may change the ability its own Adaptation protects against as a Standard action, and may change the Adaptation of all Drones which are within range of its Telepathic Command as part of the same action, if it so wishes.

Eternal Overlord (Su): The Mindstealer Master has learned to leave a psychic imprint of itself within all the creatures it creates. If the Master is ever destroyed, this psychic seed will then germinate within one of them over 1d4 days, with the Master being reborn within the body of its offspring. The Master will then immediately reconfigure its new body to match its own one. This works as the Clone spell, except that all creatures created by the master count as clones.

There's an ad on Mythweavers for a game that I think sounds hella cool. I'm applying with a Psion (nomad), but I'm a bit worried that the DM will not get enough apps that he likes and will decide not to run it. So if any of you are looking for a cool plane-hopping game, check it out. One of the things that really hooked me was the idea that the Prime had been shattered into a bunch of demiplanes, and this thing about the "Wraith Wall" from the "Shard" we'll be starting on:

The Wraithwall
The Wraithwall is not truly a landmark so much as a feature of the warped planar coordinates of Ezil. The Wraithwall is the point where the shard dips into the Plane of Shadow, and the sun is no longer an issue for the undead. Due to this phenomenon, a grouping of wraiths is always found at this point, waiting for careless travelers to consume. The sheer amount of wraiths at this location can be staggering at any given point, especially given that any victim joins the ranks of the wraiths.

While it is possible to force one’s way through the Wraithwall, it generally requires immense power, and an abundance of courage. More often, people simply avoid the wall, because there’s no known civilization past the Wraithwall to begin with.
The game forum (with more info, and the place where you apply) can be found here.

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