Deception Point Combat Arena Setup [Archive] - Wizards Community

Post/Author/DateTimePost
Coyote Skyheart

08-30-04, 11:56 PM
Welcome to the town of Deception Point!

Up in the mountains there's a small, ordinary looking town sequestered from the world. Here the citizens go about their daily business working in the market, praying at the temple, crafting items, and making a comfortable living. It is peaceful here...or so it seems. There is one who lives in the town's only mansion, called the Controller. No one is certain who this mysterious figure is. Some say he is a powerful epic adventurer, retired from the world. Some think he is a minor deity. All agree he has complete control over everything that happens at Deception Point - and there is one thing the Controller loves to do - hold a very special competition every year. Invitations are sent out to a select few, only the best. Some are compelled to come. The game? Assassination.

If you've ever seen the '95 movie "The quick and the dead" starring Gene Hackman, Sharon Stone, Russel Crowe, Leonardo DiCaprio and others, you'll get a good idea of what this town is like.

I've devised a new competition I'm sure everyone will find a lot of fun. Since this is a new idea I'm still fine-tuning the rules, and I'll accept suggestions and supportive map layouts for the town.
Keep in mind I'm trying to encourage a roleplay, as opposed to strictly roll-play game.

Deception Point: Assassin's Edge
Assassins!

Rules:

Create a 10th level character using CoCo character creation rules.
Total equipment value: 16k
Crafted gear uses CoCo's rules.
Concerning psionics: yes its CoCo rules and legal, but I'd appreciate everyone keeping it to a minimum since I'm not overly familiar with the psionic rules.
The character may be created with one single ally - whether animal companion, familiar, cohort, or mount. If its possible for your character to possess more, they may be obtained during in-game time. This is under development.
Ironically, no one may use the assassin prestige class. I want some variety in character builds! You could use this competition as a pretext to gain admittance to the highly coveted assassin's guild in your background.
Monster characters encouraged. Specifically, your character may be any monster with a level adjustment mentioned in its text, as described in CoCo. For now, no monster characters with 'greater invisibility at will' allowed.

You may use anything from the 3.5 phb, mm, and dmg books, and from the SRD regarding psionics.

Spy Game rules:

1) Everyone knows who is participating.
2) Each of you will be secretly given a name by the Controller.
3) This name will be one of your competitors. He or she is your target.
4) Your objective will be to kill your target. Once you succeed, assuming your own assassin hasn't killed you first, you will be given a new target.
5) You may not knowingly harm anyone else who is not your target. Exceptions are listed below. Harm includes all types of damage, whether hitpoints, subdual, fatigue, ability scores, or energy drains.
..a) You may harm the person you believe is your assassin, but you may not kill him. You may only kill your target.
..b) You may assist another character hunt his target, as long as you do not damage their target. Thus you can use aid another, trip, cast healing spells, buff the character, whatever you can imagine.
..c) Friendly fire is acceptable. If someone else gets caught in a fireball aimed at your target, too bad for them.
..d) If via magic or skill you mentally influence person/creature B to damage person A, you are considered the attacker, not person B.
6) You may use the perform: weapon drill skill to make a nondamaging attack seem real, or perform: acting skill to appear damaged by an attack when you're not.
7) You may modify the environment and use innocent npc bystanders to your advantage. NPCs are aware of the situation, and the rules apply equally to NPCs, though they will never be assigned a target thus may not knowingly harm anyone.
8) There are no random monsters.
9) You must spend at least 8 hours each day within town borders. This does not need to be continuous. Extradimensional spaces do not count as being in town.

FAQ
Q: What happens on the "oops I just hit for max crit - sorry"
A: Well that just means its better to run than risk critting against your assassin
Q: Can wizards trade spells on their spell books in the game?
A: No, but you could purchase scrolls and scribe them into your book in-game.
Q: I believe everyone is my assassin!
A: "Believe" is not a carte blanche allowing you to attack anyone at anytime. If you become convinced a particular person is your assassin due to word of mouth or their actions, you may damage them.
So be paranoid 'They're all going to kill me!' That's fine. Just restrict your damage to the one trying to kill you NOW.
Q: What about the damage from player-crafted traps?
A: Still working on that scenario

Penalties: AKA breaking the rules

Damaging/Killing

Subject to immediate disqualification. The one damaged by your attack may appeal to have the transgressor suffer the following penalties instead. For two in-char days the rule breaker may not damage anyone, including his target and assassin, and may not aid nor be aided by any other.

Not returning to town

Subject is immediately teleported to the center of town square on the 'hangman's board'. He must figure out how to get out before his assassin gets to him.

Locations in town

http://www.wizards.com/dnd/images/mapofweek/city801.jpg

13 Post office: message board/mail. Magic items purchased arrive here by mail.
14 Diner place to eat, rations not available - its a cafeteria. Must eat here or hunt your own food and eat in the wild.
General store place to buy stuff from the phb equipment list.
Inn a few places to rest
16 Stables where mounts and animals are cared for. Cart delivery services are also available here.
7 Arts & Crafts building working area where items may be crafted, raw materials obtained, and tools stored.
Bath house a place to shower and clean oneself and one's clothes. Other establishments may refuse to let you enter if you're not clean.
6 Temple buy healing. Must pray here to regain divine spells and meditate here to regain psionic abilities.
20 Well water supply. Must refill your waterpouch here every day, or manage in the wild.
Thieves guild pay to have someone watched, or buy illegal goods.
5 Mages guild place to craft alchemy or arcane items. Must restock spell components here to regain spells.
3 City hall posted competition progress. The 'clock'. Highest building in town.
Sewer network
Graveyard: A tribute to all who have fallen.
Vault: Pay to have your valuables safely stored. Ensure safe delivery of payments for magical items.
Builder's office: Submit plans to have your own buildings constructed. Free of charge, usually. Subject to Controller's approval.
19 Controller's Mansion: Ballroom, trophy room, royal banquet. Place of occasional summons for all competitors. When invitations are delivered, all must arrive at the appointed hour. Otherwise, the building is off-limits.
8 NPC housing

Locations out of town: all terrain types can be found out of town.

Druid's grove
Stream (water)

EQUIPMENT

Limited gear to start (more details later).
Details:
You may not purchase rations. You'll be fed at the diner.
You may only purchase one spell component pouch, if you need it to cast spells.

After killing your target, you may select (5) items from their gear to keep. If this causes you to no longer need an item, it may be traded in at the thieves' guild for another item. A tally of available items will be listed at all times.

ENCOUNTERS

How to keep track of where everyone is throughout the day, and whether people run into each other is still under development.
An environment where players stakeout an area waiting for another to appear is desirable.

CHARACTERS

Post character submissions below!

List of approved characters
1. Kyron, human shadowdancer, played by Nivek Loneshadow
2. Mr. Darak, unbodied psionicist, played by Kazzaroth Pan'theon
3. Parwyn Amastica, elven ranger, played by Aramil Dunskar
4. Eichrozon Spirefang, pseudodragon rogue, played by Sindorin
5.
6.
7.
8.

List of interested players
5. Irien
6. Tekas_Tinkered_Dragon
7. Jindle
8. Magagumo
9. Kedi
10. Caterane
Coyote Skyheart

08-30-04, 11:57 PM
Saved posts for when the boards changed over. The 'code' box contains the character sheets. Scroll down to where you need. I'm experimenting with this new board feature. If you don't like it let me know.

Nivek Loneshadow

Kyron
Human Male Rogue 7 / Shadowdancer 3
CG

Str 12 - (+1) [4 pts]
Dex 20 - (+5) [10, +2 Lvls, +2 Gloves]
Con 14 - (+2) [6]
Int 16 - (+3) [10]
Wis 12 - (+1) [4]
Cha 10 - (+0) [2]

Hit Points 60 (6 +21+13+20)
AC 18[19], Touch 15[16], Flat 13
Init +5
BAB +7, Grap +8
Speed 30 (base 30, load 0/??, armorcategory)
Fort +5, Ref +13, Will +4

+13/+8 Melee, Masterwork Rapier 1d6+1 (18-20/x2)
+13/+8 Ranged, Masterwork Composite Shortbow, 1d6+1, 20/x3, 70'r

Medium, 6' tall, 160 wt, 29 yrs old
brown hair, brown eyes, slight tan

Speaks: Elven, Common, Dwarven, Sylvan, Draconic

Skills (12x4=48 +72=120 Rogue) (+30 Shadowdancer*) 150
+12 Balance* (0+5) [+2 Synergy]
+8 Bluff* (8)
+9 Climb (8) [+2 When using a Rope]
+5 Diplomacy* (1) [+4 Synergy]
+10 Disable Device (5) [+2 Masterwork tools]
+17 Disguise* (0+5=5) [+2 Synergy, +10 Hat]
+6 Escape Artist (1) [+2 When dealing with a Rope]
+10 Gather Information (10)
+18 Hide* (10+3=13)
+2 Intimidate (X) [+2 Synergy]
+12 Jump* (4+5) [+2 Synergy]
+4 Knowledge, Local (1)
+11 Listen* (10)
+18 Move Silently* (10+3=13)
+12 Open Lock (5) [+2 Masterwork tools]
+5 Preform* (5)
+14 Search* (5+6=11)
+6 Sense Motive (5)
+8 Sleight of Hand* (1) [+2 Synergy]
+14 Spot* (10+3=13)
+2 Swim (1)
+12 Tumble* (5) [+2 Synergy]
+10 Use Magic Device (10)
+10 Use Rope (5)

Feats
Weapon Finesse (Human)
Dodge (1st)
Combat Reflexes (3rd)
Mobility (6th)
Spring Attack (9th)

Rogue Abilities
Simple Weapons, Hand Crossbow, Rapier, Shortbow, Short Sword
Light Armor

Sneak Attack +4d6
Trapfinding
Evasion
Trap Sense +2
Uncanny Dodge

Shadowdancer
Hide In Plain Sight
Dark Vision
Improved Uncanny Dodge
Shadow Illusion
Summon Shadow

Equipment
Masterwork Studded Leather Armor (175gp) [+3 AC, +5 Max Dex, No Check Pen]
Masterwork Short Sword (310)
Masterwork Composite (+1) Shortbow (450)
20 Arrows in Quiver x3 (Spares in Sack) (3)

Gloves of Dexterity (+2 Dex, 4,000 gp)
Hat of Disguise (Disguise self spell (+10), 1,800)

Potions
-Pass Without Trace x2 (100)
-Cure Moderate Wounds (300)

Scrolls
-True Strike x4 (100)

Thieves Tools, Masterwork (+2) (100, 1wt)
Tanglefoot Bag x2 (100)
Backpack (2, 2wt)
Bedroll (Sack 5wt)
Waterskin- water (1, 4wt)
Flint & Steel (1, 5wt)
Rope, Silk (10, 5wt
Grapling hook (1, 4wt)

Coins- 8,440

******

Shadow
Medium Undead (Incorporeal)
Hit Dice: 5d12 (32 hp)
Initiative: +2
Speed: Fly 40 ft. (good) (8 squares)
Armor Class: 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11
Base Attack/Grapple: +2/—
Attack: Incorporeal touch +4 melee (1d6 Str)
Full Attack: Incorporeal touch +4 melee (1d6 Str)
Space/Reach: 5 ft./5 ft.
Special Attacks: Strength damage
Special Qualities: Darkvision 60 ft., incorporeal traits, undead traits, Can't be turned.
Saves: Fort +1, Ref +3, Will +5
Abilities: Str —, Dex 15, Con —,Int 6, Wis 12, Cha 13
Skills: Hide +9*, Listen +8, Search +5, Spot +8
Feats: Alertness, Dodge
Treasure: None
Alignment: Same as character (CG)

A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places.
A shadow is 5 to 6 feet tall and is weightless. Shadows cannot speak intelligibly.

Combat
Shadows lurk in dark places, waiting for living prey to happen by.
Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a –4 penalty on Hide checks.

Improvement Notes
Undead, d12, HD x1/2 (as wizard), Will, 4 + Int mod per HD**

Raised HD +2
Raised Dex +1 (for the 4 HD Bonus)
Raised BAB +1
Raised Will Save +1
Raised Each of 4 Skills +1 Each

Kattattack22

Name:Draze Ghuul

Gender: Male Race: Human Ghost
Medium, 5'11" tall, N/A lbs., 24 yrs old at time of death
wispy white hair; burning ember eyes; pure white skin
Alignment: True Neutral
Classes: Sorcerer 5 + 5 LA Ghost (ECL 10)
Speaks Common and Draconic

Str 8 -1, 0pts
Dex 18 +4, 13 pts (+1 Lv 4)
Con -- --, 0 pts
Int 13 +1, 5 pts
Wis 10 +0, 2 pts
Cha 22 +6, 16 pts (+4 Ghost)

Hit Points: 38 (12+6.5*4)
AC: 20 (+4 dex, +6 deflection), Touch 20, Flat 16

Init: +4 (+4 dex)
BAB: +2 Grap: +1 (-1 str)
Speed: 30'; fly 30' (perfect) (base 30, light|medium|heavy load 0/26/53/80, no armor)

Saves:
Fort +3 (1 +2 enhancement)
Refl +7 (1 +4 dex +2 enhancement)
Will +6 (4 +0 wis +2 enhancement)

Attacks:
+1 melee, touch

+6 ranged, touch

Skills (2 points Sorcerer, 1 Human, 1 Int Mod): 4 per level, 32 points total

+14 (8 Sorcerer) Bluff (+6 cha)
+17 (8 Sorcerer) Concentration (+6 cha, +3 feat)
+12 Hide (+4 dex, +8 ghost)
+8/+10 Listen (+0 wis, +8 ghost) [+2 feat when w/in 5' of familiar]
+ 9 Search (+1 Int, +8 ghost)
+ 9 (8 Sorcerer) Spellcraft (+1 Int)
+8/+10 Spot (+0 wis, +8 ghost) [+2 feat when w/in 5' of familiar]
+13/+15 (8/2 Sorcerer) Use Magic Device (+6 cha, +3 feat) [+2 syngery w/ scrolls]

Feats:
- Skill Focus (Concentration) (human)
- Eschew Materials (1st lvl)
- Skill Focus (Use Magic Device) (3rd lvl)

Racial Traits:
• Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
• Human base land speed is 30 feet.
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language
skill.
• Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

Ghost Traits
- Undead (Incorporeal)
- fly speed 30', manevuerability (perfect)
- deflection bonus equal to charisma bonus (+6)

- Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

- Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.

- Rejuvenation (Su)
- Turn Resistance (Ex): A ghost has +4 turn resistance.
- Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks


Sorcerer Abilities:
- Arcane Spellcasting
- Familiar


Sorcerer Spells Per Day (6/6+2/4+2)
0 DC 16: Ghost Sound, Resistance, Prestidigitation, Ray of Frost, Detect Magic, Read Magic
1 DC 17: Mage Armor, Sheild, Magic Missle, True Strike
2 DC 18: Detect Thoughts, Scorching Ray

Ally

Styx
- Raven Tiny Animal
- HP: 19 hp
- Initiative: +2
- Speed: 10 ft. (2 squares), fly 40 ft. (average)
- Armor Class: 17 (+2 size, +2 Dex, +3 natural armor), touch 14, flat-footed 15
- Base Attack/Grapple: +2/–11
- Attack: Claws +6 melee (1d2–5)
- Full Attack: Claws +6 melee (1d2–5)
- Space/Reach: 2-1/2 ft./0 ft.
- Special Attacks: —
- Special Qualities: Low-light vision, Improved Evasion, Share spells, empathic link, deliver touch spells, speak with master
- Saves: Fort +2, Ref +4, Will +6
- Abilities: Str 1, Dex 15, Con 10, Int 8, Wis 14, Cha 6
- Skills: Bluff +6, Concentration +8, Listen +5, Spellcraft +7, Spot +7
- Feats: Weapon Finesse, Alertness
- Speaks Draconic


Equipment: 8500 gp, 1 lbs.

Ghostly Equipment

Tattered Rags (worn, 0 lbs.) 0 gp
Lesser Rod of Silent Spell (robe pocket, - lbs.) 3000 gp
Cloak of Resistance +2 (1 lbs.) 4000 gp
Brooch of Shielding (attached to cloak, - lbs.) 1500 gp (101 points left)

Belt: 4500 gp, 16.2 lbs.
Wand of Invisbility (50 charges, .1 lbs.) 4,500 gp

Weight carried: 16.5 lbs
(light|medium|heavy load 0/26/53/80)


Equipment in grave, but not ghostly personage: 2150 gp
Wand of Inflict Light Wounds (50 charges, .1 lbs.) 750 gp
Scroll of See Invisbility, Mirror Image, Resist Energy x2, Melf's Acid Arrow (CL 3, .1 lbs.) 750 gp
650 gp


*- crafted

Past Expenditures: 100 gp
Familiar 100 gp


Sold items: gp




code:--------------------------------------------------------------------------------
Total Spent: 13850.00 gp
Total Held: 2150.00 gp
--------------------------------------------
Total Gold: 16000.0 gp
--------------------------------------------------------------------------------


Check: 16,000







Background

Aramil Dunskar

Parwyn Amastica
”You’ll never know that I was here.”
Gender: Male Race: Elf
Medium, 5'5" tall, 105 wt, 125 yrs old
Black hair; Green eyes; White skin
Alignment: CG
Class: Ranger 10th lvl
Speaks Common, Infernal, and Draconic

Str 16, +3, .. 06pts (+2 item)
Dex 22, +6, .. 10pts (+2 Racial,+1 4th,8th lvl,+2 item)
Con 14, +2, .. 10pts (-2 Racial)
Int 14, +2, .. 06pts ()
Wis 12, +1, .. 04pts ()
Cha 08, -1, .. 00pts ()

Hit Points (8+4.5*9+2*10) = 68.5
AC 21 (6dex, 5armor)
Touch 16
Flat 15
Init +10 (6dex +4 feat)
BAB +10; Grap +13(3str)
Speed 30 (base 30)
Carrying Capacity: light load 0/76/153/230, light armor

Saves:
Fort +09 (7 base +2con)
Refl +13 (7 base +6dex)
Will +04 (3 base +1wis)

Attacks:
+17 Melee, Rapier +1, 1d6+4, 18-20/x2
+17 Ranged, Composite (+3) Longbow +1, 1d8+4, 20/x3 110'r
+1 to hit when within 30ft of an enemy with longbow
+4/+4/+2 to damage when fighting Humans/Undead/Monstrous Humanoids

Full Attack:
+17/+12 Rapier/Rapier (1d6+4)
+17/+12 Longbow/Longbow (1d8+4)
+15/+15/+10 Longbow/Longbow (1d8+4) Rapid Shot
+13 Longbow (2d8+8) Manyshot
+4/+4/+2 to damage when fighting Humans/Undead/Monstrous Humanoids

Skills (104 Points Ranger):
+ 14 (13 Ranks) Handle Animal (-1 Cha +2 item)
+ 17 (13 Ranks) Knowledge (Nature) (+2 Int +2 syn)
+ 14 (13 Ranks) Survival (+1 Wis*)
+ 19 (13 Ranks) Hide (+6 Dex)
+ 19 (13 Ranks) Move Silently (+6 Dex)
+ 15 (13 Ranks) Search (+2 Int)
+ 14 (13 Ranks) Listen (+1 Wis)
+ 14 (13 Ranks) Spot (+1 Wis)
+4/+4/+2 bonus to Bluff, Listen, Sense Motive, Spot, and Survival made against Humans/Undead/Monstrous Humanoids
*Gains +2 bonus above ground and when tracking.

Feats:
- Dodge 1st lvl
- Weapon Finesse 3rd lvl
- Point Blank Shot 6th lvl
- Improved Initiative 9th lvl

Elf Traits:
-Low-light vision
-Immune to sleep effects
-+2 to saves against enchantment spells and effects
-Weapon Proficiency

Ranger Abilities:
-Track
-Wild Emapthy
-Combat Sytle (Rapid Shot)
-Endurance
-Animal Companion (As a 5th lvl Druid)
-Improved Combat Style (Manyshot)
-Woodland Stride
-Swift Tracker
-Evasion
-Favored Enemies:
1: Humanoids (Humans) +4
2: Undead +4
3: Monstrous Humanoid +2
-Spells

Equipment:
Monk’s Outfit (worn, -- wt)
Mithril Chain Shirt +1 (worn, 12.5wt) 2,100 gp
Gauntlets of Ogre Power (wrists 1wt) 4,000 gp
Gloves of Dex +2 (hands 1wt) 4,000 gp
MW Animal Trainers Tool, (bag, 1wt) 50gp

Weapons:
Rapier (Right hip, 2wt) 2,320 gp
Composite (+3) Longbow +1 (left shoulder, 3wt) 2,700 gp
Quiver with 50 arrows (right shoulder, 7.5wt) 5gp

Belt:
- Potion of Invisibility (0.1 lb) 300 gp
- Potion of Sof (+2) x5 (0.6 lb) 250 gp

Scroll Case:
- Divine Scroll of CLW x5, CL 1 (0.5 lb) 125 gp

Weight carried: 28.2 lb

Animal Companion:
Saphira (Female Hawk)
Tiny Animal Hit Dice: 3d8 (13 hp)
Initiative: +4
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 20 (+2 size, +4 Dex, +4 natural), touch 16, flat-footed 16
Base Attack/Grapple: +2/–8
Attack: Talons +9 melee (1d4–2)
Full Attack: Talons +9 melee (1d4–2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, Link, Share Spells, Evasion
Saves: Fort +3, Ref +7, Will +3
Abilities: Str 7, Dex 18, Con 10, Int 2, Wis 14, Cha 6
Skills:
Listen +6 (2 Ranks, +2 Wis, +2 feat)
Spot +16 (4 Ranks, +2 Wis, +2 feat, +8 racial)
Feats: Alertness, Weapon Finesse, Weapon Focus (Talon)
Tricks(8): Attack, Come, Down, Fetch, Heel, Perform, Seek*, Stay*
Bonus Tricks from lvl
+8 bonus on spot checks

Spells Per Day: (2/1) CL= ½ class lvl
(DC 12) 1: Longstrider, Pass without a trace
(DC 13) 2: Barkskin

Total Gold Earned: 16,000 gp
Total Gold Spent: 15,850 gp
Total Gold Leftover: 150 gp

Kazzaroth Pantheon

I am intrested to play somekind of rough assasin char . The standard rules for CoCo apply yes (stat buying)?

Mr. Darak
The true power of deception does not come by from thinking cleverly, it is by KNOWING what would bestly deveice the victim....
Gender: Male (???) Race: Unbodied
Medium, ???yrs old
Alignment: Neutral Evil
Class: Psion [Telepath] 6lvl
Speaks (understand really); Common, Elven, Draconic, Drow sign language, Abysall, Celestial

Str 0, .. .. pts (none)
Dex 16, .. .. pts (6) [+2 racial]
Con 16, .. .. pts (6) [+2 racial]
Int 22, .. .. pts (13) [+4 racial, 4lvl]
Wis 17, .. ... pts (5) [+4 racial]
Cha 18, .. ... pts (6) [+4 racial]

Hit Points 4d8+1d4+15=51+1d4+3=56
AC 17 (+3dex, +4cha deflection bonus), Touch 17, Flat 14
Init +3 (+3dex)
BAB +5; Grap- (none)
Speed 30, fly (good manueverbillity)

Saves:
Fort +4 (1 +3con)
Refl +7 (4 +3dex)
Will +10 (7 +3wis)

Attacks:
+5 Melee, Incorporeal touch, 1d6, 20/x2
+8 Ranged, Cystal Shard, 1d6-7d6, 40'f

Skills (65 Points, 16 from Psion, 49 from racial ):

+13 Bluff (5 ranks+ChaB+racial)
+8 Conceration (5 ranks+ConB)
+10 Craft [Construct] (4 ranks+IntB)
+12 Diplomacy (4 ranks+ChaB+Synergies)
+12 Disguise (4 ranks+ChaB+racial)
+6 Gather Information (2 ranks+ChaB)
+7 Intimidate (1 ranks+ChaB+synergy)
+5 Hide (2cc ranks+DexB)
+7 Knowlegde [Arcane] (1 ranks+IntB)
+12 Knowlegde [Psionics] (5 ranks+IntB)
+7 Knowlegde [Nobility&Royalty] (1 ranks+IntB)
+6 Knowlegde [Religion] (1 ranks+IntB)
+7 Knowlegde [Nature] (1 ranks+IntB)
+7 Knowlegde [Planes] (1 ranks+IntB)
+4 Profession [Assasin] (1 ranks+WisB)
+13 Psicraft (5 ranks+IntB+Synergy)
+7 Spellcraft (1cc ranks+IntB)
+8 Listen (5 ranks+WisB)
+8 Sense Motive (5 ranks+WisB)
+6 Search (0 ranks+IntB)
+8 Spot (5 ranks+WisB)

Feats:
-Monster: Expanded Knowlegde (Astral Construct)
-Monster: Boost Construct
-1lvl: Overchannel
-1lvl Psion: Quicken Power

Unbodied traits:

Telekinetic Force (Su): An unbodied can use telekinetic force (DC 17) as a standard action that does not provoke attacks of opportunity. Manifester level 4th. The save DC is Charisma-based.

Assume Likeness (Su): An unbodied can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. Its abilities do not change, but it appears to be that creature, relying on its Bluff and Disguise skills to deflect suspicion.

Hide Mind (Su): An unbodied cannot be identified as psionic by divination spells or clairsentience powers.

Incorporeal Traits: An unbodied is harmed only by other incorporeal creatures, magic weapons, powers, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.
— +2 Dexterity, +2 Constitution, +4 Intelligence, +4 Wisdom, +4 Charisma. As an incorporeal creature, an unbodied has no Strength score.
—Medium size.
—An unbodied has a fly speed of 30 feet (good maneuverability).
—Darkvision out to 60 feet.
—Deflection bonus to Armor Class equal to character’s Charisma modifier (minimum +1).
—Natural Attack: An unbodied can make a melee touch attack to deal 1d6 points of damage.
—Special Attacks (see above): Psionic powers, telekinetic force. An unbodied who takes levels in psion (telepath) adds its racial manifesting ability and psion levels together to determine its power point reserve, manifester level, and powers known.
—Special Qualities (see above): Assume likeness, incorporeal traits.
—Racial Hit Dice: An unbodied begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
—Racial Skills: An unbodied’s monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Bluff, Diplomacy, Disguise, Intimidate, Listen, Sense Motive, and Spot. Unbodied have a +4 racial bonus on Bluff checks and Disguise checks. When using its assume likeness ability, an unbodied gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.
—Racial Feats: An unbodied’s monstrous humanoid levels give it two feats.
—Favored Class: Psion (telepath).
—Level Adjustment: +4.

Psion:
-Bonus feats; Overchannel
-Dicpline
-Powers (Int based, chosen from psion/wilder list)

Powers: Powerpoints; 50
1 DC (16)= Astral Construct, Charm (psionics) (D), Conceal Thoughts, Control Flames, Crystal Shard, Telempathic Projection
2 DC (17)= Read Thoughts (D), Cloud Mind, Detect Hostile Intent, Sense Link (Forced)
3 DC (18)= Body Adjustment, Energy Burst, Telekinetic Thrust, False Sensory Input (D)

Cohort

Daharazza Da'Tear
Gender: Male
Race: Drow
Medium, 200yrs old, 5'7" tall, 145lb
red eyes, white hair, black skin.
Alignment: Neutral Evil
Class: Ranger 2lvl/Barbarian 1lvl/Figther 2lvl/Blackguard 1lvl
Speaks; Common, Elven, Undercommon, Drow sign language, Abysall

Str 16, .. .. pts (8) [4lvl, +4 during rage]
Dex 13, .. .. pts (3) [+2 racial]
Con 12, .. .. pts (6) [-2 racial, +4 during rage]
Int 14, .. .. pts (4) [+2 racial]
Wis 12, .. ... pts (4)
Cha 10, .. ... pts (0) [+2 racial]

Hit Points:2d8+1d12+2d10+6=34 (40 during rage)
AC 16 (+1dex, -2 during rage, +5 armor), Touch 11, Flat 15
Init +1 (+1dex)
BAB +6; Grap+9 (6+BAB, 3+StrB, +2 during rage)
Speed 40 (30 normal, 31.2/76, Ligth)

Saves:
Fort +9 (8 +1con)
Ref +4 (3 +1dex)
Will +2 (0 +2wis, +2 during rage, +2 vs spells and spell alike abilities)

Attacks:
+10/+5 Melee, Admantine Greatsword+1, 2d6+7, 19-20/x2
+8/+3 Ranged, Composite (+3) Darkwood longbow+1, 1d8+4, 20/x3, 110'f
(Rapid-shot) +7/+2/-2 Ranged, Composite (+3) Darkwood longbow+1, 1d8+4, 20/x3, 110'f

Skills (46 Points, 32 from Ranger, 6 from barbarian, 4 from figther, 4 Blackguard):

+3 Climb (0 ranks+StrB)
+6 Conceration (5 ranks+ConB)
+10 Craft [Trapmaking] (6 ranks+IntB+gear)
+4 Craft [Alchemy:poisons] (2 ranks+IntB)
+3 Handle Animal (2 ranks+WisB)
+2 Intimidate (2 ranks+ChaB)
+2 Heal (1 ranks+WisB)
+11 Hide (5 ranks+DexB+gear)
+3 Jump (0 ranks+StrB)
+3 Knowlegde [Dungeoneering] (1 ranks+IntB)
+3 Knowlegde [Geography] (1 ranks+IntB)
+3 Knowlegde [Nature] (1 ranks+IntB)
+4 Knowlegde [Religion] (2cc ranks+IntB)
+3 Listen (0 ranks+WisB+racial)
+11 Move Silently (5 ranks+DexB+gear)
+2 Profession [Bodyguard] (1 ranks+WisB)
+2 Ride (1 ranks+DexB)
+9 Search (5 ranks+IntB+racial)
+3 Spot (0 ranks+WisB+racial)
+5 Survival (4 ranks+WisB)
+3 Swim (0 ranks+StrB)
+1 Use rope (0 ranks+DexB)

Feats:
-1lvl: Point-Blank Shot
-Ranger: Track
-Combat mastery: Rapid-Shot
-3lvl: Power Attack
-1lvl Figther: Improved Sunder
-2lvl Figther: Cleave
-6lvl: Blind-Figth

Drow traits:
— +2 Dex, -2 Con, +2 Intelligence, +2 Charisma.
—Darkvision out to 120 feet. This trait replaces the high elf ’s low-light vision.
—Spell resistance equal to 11 + class levels.
— +2 racial bonus on Will saves against spells and spell-like abilities.
—Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
—Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf ’s weapon proficiency.
—Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf ’s automatic and bonus languages.
—Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
—Favored Class: Wizard (male) or cleric (female). This trait replaces the high elf ’s favored class.
—Level adjustment +2.

Ranger features
-Favoured enemy (+2 Humans)
-Track free feat
-Wild Emphaty
-Combat style (Archery); Rapid-Shot

Barbarian features
-Fast movement
-Rage 1/day

Figther features
-Bonus feats 1, 2 lvl, and each 2lvl there after.

Blackguard features
-Aura of Evil
-Detect good at will
-Poison use
-Cast spells (Wis based, choosen from Blackguard list).

Spells
1 DC (13)= Corrupt Weapon

Gear

Admantine Greatsword+1 (8lb), 4,000gp
Composite (+3) Darkwood longbow+1 (1.5lb), 2,430gp
Mithral chainshirt of Light fortification+1 (10lb), 4,000gp
Boots&Cloak of elvenkind, 5,000gp
Quiver w/40 arrows (6lb), 2gp
[M] Artisan's tool (trapmaking, 5lb), 55gp
6# CLW potions (0.6lb), 300gp
20pp, 13gp in belt pouch

Tekas Tinkered Dragon

Blank
Male Doppleganger
Rogue 1/Fighter 1
Neutral Evil

(+4) Strength: 18 10 pts.
(+4) Dexterity: 18 10 pts.
(+5) Constitution: 20 10 pts. +2 lvl
(+3) Intelligence: 16 6 pts.
(+1) Wisdom: 12 0 pts.
(+0) Charisma: 10 0 pts.

Medium; 5'9", 186 wt, 27 yrs old
Cornbread hair, jade eyes, light tan skin

HP: 4d8+20 Monster HD; 1d6+5 Rogue HD; 1d10+5 Fighter HD; 57
AC 21 (10 +4 Dex, +3 Armor, +4 Natural); Touch 14; Flat 17
Initiative: +4
Speed: 30 ft (30 base)
BAB +5 Grapple +3
Fort +8; Ref +10; Wil +5

Melee +9 (+5; +4 Str)
Ranged +9 (+5; +4 Dex)

+9 Holy Water (2d4 to Undead and Evil Outsider only, 10 ft., Ranged Touch Atk)
+10 Masterwork Scimitar (1d6+4, 18-20/2, Slashing)
+10 Masterwork Composite Longbow (+4 Str) (1d8+4, 20/3, 110 ft., Piercing)
+9 Vile of Dragon Bile (Poison, 10 ft., Ranged Touch Atk)

Languages Spoken: Common, Elven and Halfling

Skills: 51 (35 Doppleganger, 11 Rogue, 5 Fighter)
+14 Bluff (10r, +0 Cha, +4 Racial)
+10 Craft (Poisonmaking) (7r, +3 Int)
+10 Craft (Trapmaking) (7r, +3 Int)
+14 Diplomacy (10r, +0 Cha, +4 Synergy)
+6 Disable Device (0r, +4 Dex, +2 Cirumstance)
+14 Disguise (6r, +4 Dex, +4 Racial)
+9 Hide (0r, +4 Dex, +5 Competence)
+7 Intimidate (5r, +0 Cha, +2 Synergy)
+11 Listen (10r, +1 Wis)
+10 Move Silently (1r, +4 Dex, +5 Competence)
+6 Open Lock (0r, +4 Dex, +2 Circumstance)
+6 Sense Motive (5r, +1 Wis)
+7 Sleight of Hand (1r, +4 Dex, +2 Synergy)
+11 Spot (10r, +1 Wis)

Feats:
Combat Expertise (1st)
Improved Disarm (6th)
Point Blank Shot (3rd)
Quick Draw (Fighter)

Doppelganger Racial Traits:
Monstrous Humanoid (Shapechanger)
+2 Str, +2 Dex, +2 Con, +2 Int, +4 Wis, +2 Cha
Darkvision 60 foot
+4 Natural Armor
+4 racial bonus on Bluff and Disguise checks. When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.
Continues Detect Thoughts
Change Shape
LA +4

Rogue Abilities:
Sneak Attack
Trapfinding

Fighter Abilities:
Bonus Feat

Weight 67 1/10 lb.
Light Load 100 lb. or less
Medium Load 101-200 lb.
Heavy Load 201-300 lb.
Lift Overhead 300 lb. or less
Lift 600 lb. or less
Push 1,500 lb. or less

Armor and Weapons:
Arrows (x50) (2gp and 5sp 6 1/2 lb.)
Holy Water (flask) (x16) (400gp 16 lb.)
Large Scorpion Vemon Arrows (x10) (1000gp and 5sp 1 1/2 lb.)
Masterwork Scimitar (315gp 4lb.)
Masterwork Composite Longbow (+4 Str) (500gp, 3 lb.)
Masterwork Shadow Studded Leather (3,925gp 20lb.)

Equipment:
Arrow Door Trap (750gp 4 lb.)
Backpack (2gp 2 lb.)
Boots of Elvenkind (2,500gp 1lb.)
Lich Dust (125gp - lb.)
Giant Wasp Poison (105gp - lb.)
Peasant's Outfit (0gp 2 lb.)
Poison Needle Ring Trap (1,150gp - lb.)
Potion of Cure Light Wounds (x10) (500gp -lb.)
Potion of Cure Moderate Wounds (x2) (600gp - lb)
Oil of Tangent (45gp - lb)
Masterwork Thieves Tools (100gp 4 lb.)
Razor Wire Trap (200gp - lb.)
Shadow Essence (125 - lb.)
Tripping Chain Trap (1,900gp, 5 lb.)
Vile of Dragon Bile (1,501gp 1/10 lb.)

Funds: 499

Arrow Door Trap: CR 1; mechanical; touch trigger; manual reset; hidden switch bypass (Search DC 25), Atk +10 ranged (1d8+4+shadow essence poison); Search DC 20; Disable Device DC 20; Market Price 1,500

Poison Needle Ring Trap: CR 1; mechanical; touch trigger; manual reset; Never-miss (1+ purple worm poison); Search DC 22 Disable Device DC 20; Market Price 2,300

Razor-Wire across Room Trap: CR 1; mechanical; location trigger, no reest; Atk +10 melee (2d6, wire); multiple targets (first target in each of two adjacent 5-foot squares); Search DC 22; Disable Device DC 15; Market Price 400

Tripping Chain Trap: CR 2, mechanical, location trigger, automatic reset, multiple traps (tripping and melee attack); Atk +15 melee touch (trip), Atk +15 melee (2d4+2, spiked chain; Search DC 15; Disable Device DC 18, Market Price: 3,800

Coyote Skyheart

Answering Questions...

kattattack22



quote:
--------------------------------------------------------------------------------
Question, can I take possesion of someone w/ Malevolence that isn't my assassin or target without being DQ?

Also, does possessing someone's body count for my 8 hours of manifesting (since I have to be manifested to use it)?
--------------------------------------------------------------------------------



#1: yes, it doesn't damage him/her/it.
#2: I'd say yes.

Jindle


quote:
--------------------------------------------------------------------------------
Originally posted by Coyote Skyheart
Hmm...I'm sure you can't take ability focus: malevolence at first level because you wouldn't have died yet - thus wouldn't have had the ability (a feat prereq).
I don't think ghosts can level after they die, so I doubt its available at 3rd either, but that's an unusual question. In the monster description it doesn't give ghosts the option for 'advancement'....so you died at 5th level. No access to that feat.

Here's a highly unusual question - when a familiar dies, you risk losing xp. What happens to the familiar when you die? I think it sounds like fun to keep the familiar around, especially when its a Raven named "Styx".
--------------------------------------------------------------------------------



The Ghost template does not change the advancement options of the original creature type. So a ghost (human) would retain the human's advancement, which is by class level only. A ghost character does begin its 1st level alive, so you are correct that ability focus (malevolence) cannot be taken at 1st level. However, with advancement, the ghost could take it at 3rd level.

Also, the ghost template does not mention any change to the familiar's status (like the vampire template does). Therefore, the bond with the familiar should remain intact. But it may be difficult for the ghost to protect the familiar, especially since it is not also incorporeal.


quote:
--------------------------------------------------------------------------------
Originally posted by Coyote Skyheart
Lastly, a ghost 'retains' only 2d4 items it particularly valued in life. I'll give you average, which is 5 items. Anything else possessed must be ghost touched.

...which makes wands/scrolls interesting. I'll treat the one-use items (which aren't really used...) as the rejuvenation ability. 'used' items reappear after 2d4 days.
--------------------------------------------------------------------------------



There is a simple way around the 2d4 items problem, but I'll let kattattack figure it out on his own. Allowing 1-shots to rejuvenate would be a house rule (as in the CoCo the 1-shots Anna used were gone after use).

-Jindl

Coyote Skyheart

I'll be honored to have you join Jindle. Also, thankyou for the rules commentary! I'm glad to know I was fairly close on the ghost. Referring to the creature type makes sense.

Jindle


quote:
--------------------------------------------------------------------------------
There is a simple way around the 2d4 items problem, but I'll let kattattack figure it out on his own. Allowing 1-shots to rejuvenate would be a house rule (as in the CoCo the 1-shots Anna used were gone after use).
--------------------------------------------------------------------------------



Yea I realize it would be a house rule. One-shots for Anna made sense...the passage of time isn't as concrete as it will be here. I think the rejuv makes sense here, because the physical scroll & wand, just like sword, armor, etc for ghost warriors, exist wherever the body's buried. The ghost isn't using the actual item - they're part of the ghost itself. When the ghost is 'killed' it dissapears along with its 'gear', which is part of the rejuv - unless the material item itself is removed from the gravesite.

If you want to send me a PM I'd be interested in hearing the simple way around the 2d4 problem. I don't recall what Anna did.


Character sheet check for Kattattack22

Draze

...changes to the raven. Regarding the saves, see, in this case its a combo. The saves improve if the master's is better. So fort and ref stay the same, and will improves. You had it reverted to master's only. Typo on grapple.

Raven
Base Attack/Grapple: +2/-11
Saves: Fort +2, Ref +4, Will +6

Equipment:
Looks like you counted your clothes as one of your five 'ghostly' items. I'll let you have that one as a freebee.
You accidentally colored all the scrolls as ghostly items, and in the gravesite. Also the money doesn't add up. You spent 13850 gp, so you have some left for saving or whatever you want.

Character check for Kazzaroth Pan'theon

Unbodied

63 skill points, not 84. You get 49 points for your monstrous Hd and 14 points for your class.
You need to assign your 4th lvl ability score bump.

...

Cohort

You need the leadership feat to get him. You used the wrong ability point score buy total - I'll wait till you fix that before truly checking the cohort. The level is correct.

copied from CoCo's char creation rules:



quote:
--------------------------------------------------------------------------------
Leadership grants you an ally for free. You may get any monster with a listed LA (level adjustment), its level for the purpose of leadership is ECL=LA+ racial HDs. Cohorts are built in the same manner as PC's, but using a 25 pt buy. Cohorts may advance as appropriate for the monster description (either through HD's or by adding class levels), and may have templates. Cohorts do not arrive with any wealth or equipment. The player must purchase all equipment for the cohorts from his winnings. The exception is cohort wizards, who do arrive with their spellbook containing all spells they learned for free by starting/advancing in level.

Cohorts may not craft items.
--------------------------------------------------------------------------------

Character check for Aramil Dunskar

You wrote in the feat and forgot to add the effects of alertness to your hawk's spot/listen totals!
Everything else is right. I'll go ahead and add it as approved. Make that minor edit.

Character check for Tinkered Dragon

immunity to sleep and charm effects
grapple +8, not +3

28 skill points overspent - correct totals (35 dop 11 rog 5 ftr) just overspent in the list.

Must have ranks in disable device and open locks to use those skills. Add in '1d6' to the sneak attack description

I'll check the gear later.

Character check for Kazzaroth

You still need to replace one of your feats with the leadership feat!
Jindl

08-31-04, 02:01 AM
<Reserved for future character>
Coyote Skyheart

08-31-04, 06:56 AM
Missed it - thanks for the notice.
kattattack22

08-31-04, 09:27 AM
Coyote -

I'm not sure if you saw it, but kattattack posted that he regretfully must withdraw due to heavy workload at school.

Unless he changes his mind, I'll probably play a ghost for my PC (which I had considered, but didn't want to "step" on anyone's "toes").

-Jindl

@Jindl - go ahead with your ghost. You would do a much better job than I can.

@Coyote - Jindl is correct that I cannot participate anymore. I found out yesterday that I will have 4 papers each 8 pages in length and then a 25 page paper and I haven't had 2 of my classes yet. I am debating on whether or not to run a D&D campaign for my friends here. That is how bad it is looking.
Sindorin

08-31-04, 01:47 PM
Are there still openings here? If there are, I'd like to get in... I doubt I'll do too well, but it'll be fun, and definitely a good time.
Coyote Skyheart

08-31-04, 03:58 PM
Yes Sindorin, there's still room - and who knows, you might last longer than you initially think.
Sindorin

08-31-04, 05:29 PM
Cool, I shall begin work creating a character.
Magagumo

08-31-04, 06:13 PM
Let me know if there's room for me as well- this is one of the more fun/unusual ideas I've seen in awhile.
Coyote Skyheart

08-31-04, 07:34 PM
Yes there's still room - and thankyou!
Sindorin

08-31-04, 07:56 PM
Question: I know the rules state we may use any monster with a level adjustment, but...

what about it's advancement?

Would I be able to play a monster that has HD advancement only?

Would I be able to give him character classes?

I think all three questions are answerable by a yes or a no, but I just wanted to make sure I was interpreting this correctly before I jumped on an idea I just had. Thanks.
Coyote Skyheart

08-31-04, 09:35 PM
I think I understand your question. Hm I'm trying to think of a creature where that can be done. Ah here's one.

Take the salamander as an example. Its an outsider from the plane of fire with a human torso and a scaly snake lower body wreathed in flames. It can advance both in monster hitdice...or class levels, either works.

You're still limited to creatures where a modifier is listed in the chart for level adjustment (salamander has LA +4, umberhulk doesn't have any - thus umberhulk isn't allowed). That's the main rule. Almost all of these say 'advance by class levels'.
You then add the creature's HD to the LA (salamander has 4hd) and in this case, the last 2 to reach 10th can be either monster HD or class levels.
4Hd + 4 LA + (2 class levels or monster hd) = 10th level

I hope that made sense.

So...
what about it's advancement? See above

Would I be able to play a monster that has HD advancement only? As long as it has LA listed (generally, no)

Would I be able to give him character classes? As long as it has LA listed
Coyote Skyheart

08-31-04, 09:40 PM
Tekas Tinkered Dragon, Kazzaroth, Irien...

You all still have work to do on your sheets & show me your changes. Unfortunately Kaz it doesn't look like I had saved your latest version, I remember you saying you deleted the cohort, but you probably made other changes too.

Read the second post for the copies I made if you need them, and the last comments I made about corrections needed.
Magagumo

08-31-04, 09:42 PM
I would recommend not advancing by HD, though, as you will generally be weaker for it.

Even outsider's gain +1 CR for every 2 HD, while class levels give a 1 to 1 increase. Since each HD is automatically a level for PCs.. it generally leaves one deficient...
Sindorin

08-31-04, 09:44 PM
I think I understand your question. Hm I'm trying to think of a creature where that can be done. Ah here's one.

Take the salamander as an example. Its an outsider from the plane of fire with a human torso and a scaly snake lower body wreathed in flames. It can advance both in monster hitdice...or class levels, either works.

You're still limited to creatures where a modifier is listed in the chart for level adjustment (salamander has LA +4, umberhulk doesn't have any - thus umberhulk isn't allowed). That's the main rule. Almost all of these say 'advance by class levels'.
You then add the creature's HD to the LA (salamander has 4hd) and in this case, the last 2 to reach 10th can be either monster HD or class levels.
4Hd + 4 LA + (2 class levels or monster hd) = 10th level

I hope that made sense.

So...
what about it's advancement? See above

Would I be able to play a monster that has HD advancement only? As long as it has LA listed (generally, no)

Would I be able to give him character classes? As long as it has LA listed

Ah, thank you very much, that was most helpful, and a suspenseful read right up until the end. My idea will work, I shall have a character posted soon!
Jindl

09-01-04, 12:40 AM
I would recommend not advancing by HD, though, as you will generally be weaker for it.

Even outsider's gain +1 CR for every 2 HD, while class levels give a 1 to 1 increase. Since each HD is automatically a level for PCs.. it generally leaves one deficient...

Except for the fact that advancing by HD can sometimes increase size, which grants all sorts of wonderful boosts to your ability scores.

-Jindl
Kazzaroth Pan'theon

09-01-04, 05:23 AM
Yeah, I also recounted my SP and spreaded them mroe differently. But here comes edited sheet :rolleyes: .

Mr. Darak
The true power of deception does not come by from thinking cleverly, it is by KNOWING what would bestly deveice the victim....
Gender: Male (???) Race: Unbodied
Medium, ???yrs old
Alignment: Neutral Evil
Class: Psion [Telepath] 6lvl
Speaks (understand really); Common, Elven, Draconic, Drow sign language, Abysall, Celestial

Str 0, .. .. pts (none)
Dex 16, .. .. pts (6) [+2 racial]
Con 16, .. .. pts (6) [+2 racial]
Int 22, .. .. pts (13) [+4 racial, 4lvl]
Wis 17, .. ... pts (5) [+4 racial]
Cha 18, .. ... pts (6) [+4 racial]

Hit Points 4d8+1d4+15=51+1d4+3=56
AC 17 (+3dex, +4cha deflection bonus), Touch 17, Flat 14
Init +3 (+3dex)
BAB +5; Grap- (none)
Speed 30, fly (good manueverbillity)

Saves:
Fort +4 (1 +3con)
Refl +7 (4 +3dex)
Will +10 (7 +3wis)

Attacks:
+5 Melee, Incorporeal touch, 1d6, 20/x2
+8 Ranged, Cystal Shard, 1d6-7d6, 40'f

Skills (72 Points, 2x8=16 from Psion, 7x8=56 from racial):

+12 Bluff (4 ranks+ChaB+racial)
+10 Conceration (2cc, 5 ranks+ConB)
+10 Craft [Construct] (4 ranks+IntB)
+12 Diplomacy (4 ranks+ChaB+Synergies)
+12 Disguise (4 ranks+ChaB+racial)
+4 Gather Information ( ranks+ChaB)
+7 Intimidate (1 ranks+ChaB+synergy)
+5 Hide (2cc ranks+DexB)
+7 Knowlegde [Arcane] (1 ranks+IntB)
+11 Knowlegde [Psionics] (5 ranks+IntB)
+7 Knowlegde [Nobility&Royalty] (1 ranks+IntB)
+7 Knowlegde [Religion] (1cc ranks+IntB)
+7 Knowlegde [Nature] (1cc ranks+IntB)
+7 Knowlegde [Planes] (1cc ranks+IntB)
+4 Profession [Assasin] (1cc ranks+WisB)
+9 Psicraft (1cc ranks+IntB+Synergy)
+8 Spellcraft (2cc ranks+IntB)
+10 Listen (7 ranks+WisB)
+10 Sense Motive (7 ranks+WisB)
+6 Search (0 ranks+IntB)
+10 Spot (7 ranks+WisB)

Feats:
-Monster: Expanded Knowlegde (Astral Construct)
-Monster: Boost Construct
-1lvl: Overchannel
-1lvl Psion: Quicken Power

Unbodied traits:

Telekinetic Force (Su): An unbodied can use telekinetic force (DC 17) as a standard action that does not provoke attacks of opportunity. Manifester level 4th. The save DC is Charisma-based.

Assume Likeness (Su): An unbodied can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. Its abilities do not change, but it appears to be that creature, relying on its Bluff and Disguise skills to deflect suspicion.

Hide Mind (Su): An unbodied cannot be identified as psionic by divination spells or clairsentience powers.

Incorporeal Traits: An unbodied is harmed only by other incorporeal creatures, magic weapons, powers, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.
— +2 Dexterity, +2 Constitution, +4 Intelligence, +4 Wisdom, +4 Charisma. As an incorporeal creature, an unbodied has no Strength score.
—Medium size.
—An unbodied has a fly speed of 30 feet (good maneuverability).
—Darkvision out to 60 feet.
—Deflection bonus to Armor Class equal to character’s Charisma modifier (minimum +1).
—Natural Attack: An unbodied can make a melee touch attack to deal 1d6 points of damage.
—Special Attacks (see above): Psionic powers, telekinetic force. An unbodied who takes levels in psion (telepath) adds its racial manifesting ability and psion levels together to determine its power point reserve, manifester level, and powers known.
—Special Qualities (see above): Assume likeness, incorporeal traits.
—Racial Hit Dice: An unbodied begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
—Racial Skills: An unbodied’s monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Bluff, Diplomacy, Disguise, Intimidate, Listen, Sense Motive, and Spot. Unbodied have a +4 racial bonus on Bluff checks and Disguise checks. When using its assume likeness ability, an unbodied gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.
—Racial Feats: An unbodied’s monstrous humanoid levels give it two feats.
—Favored Class: Psion (telepath).
—Level Adjustment: +4.

Psion:
-Bonus feats; Overchannel
-Dicpline
-Powers (Int based, chosen from psion/wilder list)

Powers: Powerpoints; 53
1 DC (17)= Astral Construct, Charm (psionics) (D), Conceal Thoughts, Control Flames, Crystal Shard, Telempathic Projection
2 DC (18)= Read Thoughts (D), Cloud Mind, Detect Hostile Intent, Sense Link (Forced)
3 DC (19)= Body Adjustment, Energy Burst, Telekinetic Thrust, False Sensory Input (D)
Sindorin

09-01-04, 05:54 PM
Eichrozon Spirefang;

Eichrozon was once a majestic Silver Dragon... or so he thought. It was revealed to him that he was half Silver Dragon and half Red Dragon. He would have nothing to do with the evil side of his heritage and also did not feel like fully embracing his good side as well. Feeling somewhat rejected by the world of dragons, Eichrozon sought isolation... in the wrong place. A fellow dual bred Dragon known as Niro toppled Eichrozon's Spire, rendering Eichrozon comatose. As a final sadism, Niro's followers, led by a powerful Sorcerer, made Eichrozon into a lesser version of his kind, but still retaining his looks. He has come to Deception Point seeking further isolation.

Stats:
Gender:Male; Race: Pseudodragon;
Tiny Dragon; body:1’ long; tail 2’ long ; 4 lb; ?? yrs old;
Silver hair; White eyes; Silver and dark red scales;
Alignment: Chaotic Neutral;
Class: 3rd level Rogue; 1st level ex-Monk; 1st level Pyrokineticist (Pseudodragon 2 HD, LA +3)[ECL 10]
Speaks telepathically to creatures that understand Common or Sylvan when in dragon form;

Str 10 +0 (6 points - 4 racial)
Dex 24 +7 (13 points +1 lvl4 + 4 racial +2 enhancement)
Con 10 +0 (0 points + 2 racial)
Int 14 +2 (6 points)
Wis 18 +4 (10 points + 2 racial)
Cha 9 -1 (1 points)

Hit Points 38 (12 + 6.5 + 3.5 + 3.5 + 3.5 + 4.5 + 4.5)
AC 30 (10 +7 dextertity +4 wisdom +4 natural +2 size +3 enhancement), Touch 23, Flat 23
Init +7 (+7 Dextertity)
BAB +4; Grap +0 (+0 Strength +4 Base Attack –8 Size +4 feat)
Speed 15 ft, 60 ft fly (good)

Saves:
Fort +8 (Pseudodragon 3 + Rogue 1 + Monk 2 + Pyrokineticist 2 + 0 Constitution)
Refl +17 (Pseudodragon 3 + Rogue 3 + Monk 2 + Pyrokineticist 2 + 7 Dextertity)
Will +10 (Pseudodragon 3 + Rogue 1 + Monk 2 + 4 Wisdom)
Evasion, immune to sleep, paralysis

Attacks:
+11 Unarmed Strike 1d3
+9/+9 Flurry of Blows
+11 Sting 1d3 plus Poison (Injury, Fort DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 days. Save DC is Constitution based and includes a +2 racial bonus)
+11 Ranged: Fire Lash 1d8 x20 15ftr

Skills (40 Pseudodragon, 30 Rogue, 6 Monk, 4 Pyrokineticist)[max ranks 10/5]:
+12 Spot (5 Pseudodragon + 3 Rogue + 4 Wisdom)
+12 Listen (5 Pseudodragon + 3 Rogue + 4 Wisdom)
+31 Hide (5 Pseudodragon + 5 Rogue + 7 Dextertity + 4 Racial + 8 Size +2 Feat) [+35 in forest or overgrown areas]
+16 Move Silently (2/2 Pseudodragon+ 6 Rogue + 2/2 Pyrokineticist + 7 Dextertity +2 Feat)
+11 Search (5 Pseudodragon + 2 Rogue + 4 Wisdom)
+7 Sense Motive (1 Pseudodragon + 1 Rogue + 2/2 Pyrokineticist + 4 Wisdom)
+9 Diplomacy (8 Pseudodragon + -1 Charisma + 2 Synergy)
+8 Survival (4 Pseudodragon + 4 Wisdom)
+3 Craft (alchemy) (1 Rogue + 2 Intelligence)
+4 Knowledge (Psionics) (1/2 Pseudodragon + 3/2 Rogue + 2 Intelligence)
+8 Concentration (4/2 Pseudodragon + 6 Monk + 0 Constitution)
+5 Bluff (6 Rogue -1 Charisma)

Feats:
Level 1 – Weapon Finesse
Rogue 2 – Evasion
Level 3 – Wild Talent
Monk 1 – Improved Grapple
Level 6 - Stealthy

Pseudodragon Traits:
Poison
Blindsense 60 ft.
Darkvision 60 ft.
Low light vision
Telepathy within 60 ft., Common or Sylvan
+4 racial bonus on Hide checks, +8 if within forests or overgrown areas
Spell Resistance 19

Rogue Abilities:
Evasion
Sneak Attack +2d6
Trapfinding
Trap Sense +1

Monk Abilities:
Unarmed Strike
Flurry of Blows

Pyrokineticist Abilities
Fire lash

Equipment:
Tiny Bracers of Armor +3 (worn on wrists of front legs) 9000 gp
Tiny Gloves of Dextertity +2 (worn on front claws) 4000 gp

Weight carried: 6 lb

300 gp remaining (6 lb)

13300 total gold
Jindl

09-01-04, 09:57 PM
@Sindorin - I think you forgot the racial ability score modifiers for a psuedodragon (-4 Str, +4 Dex, +2 Con, +2 Wis).

@Coyote - Its "Jindl" buddy :D. Also, have you considered raising the wealth to something more in line with 10th level PC's? My concern is that lack of wealth hurts non-casters the most. A caster remains very effective with just their spells, while non-casters are much more gear reliant. I don't want to see any unfair advantage given. My suggestion is to give characters the listed wealth for 10th level, and then not allow them to loot the fallen (so that the wealth/level is preserved).

-Jindl
Sindorin

09-01-04, 10:34 PM
@Sindorin - I think you forgot the racial ability score modifiers for a psuedodragon (-4 Str, +4 Dex, +2 Con, +2 Wis).

@Coyote - Its "Jindl" buddy :D. Also, have you considered raising the wealth to something more in line with 10th level PC's? My concern is that lack of wealth hurts non-casters the most. A caster remains very effective with just their spells, while non-casters are much more gear reliant. I don't want to see any unfair advantage given. My suggestion is to give characters the listed wealth for 10th level, and then not allow them to loot the fallen (so that the wealth/level is preserved).

-Jindl

Thank you Jindl, where exactly did you find those modifiers? That is really helpful!

I do think though that 16,000 is more than enough... well, for my character, at least :D
Jindl

09-01-04, 10:42 PM
@Sindorin -

Take the base creature's stats in the MM (or SRD) and subtract 10 if the ability score is an even number or 11 if the ability score is an odd number. The result is the racial ability modifier.

Str 6 -10 = -4
Dex 15 -11 = +4
Con 13 -11 = +2
Int 10 -10 = +0
Wis 12 -10 = +2
Cha 10 -10 = +0

This process is best explained by the first sentence of Ability Score Arrays, Chapter 4: Improving Monsters in the MM (pg 290): "Monsters are assumed to have completely average (or standard) ability scores - a 10 or an 11 in each ability, as modified by their racial bonuses."

Since all racial adjustments are by even amounts (2,4,6, etc), the simplest way to determine the racial adjustments is to subtract either a 10 or an 11.

-Jindl
Magagumo

09-02-04, 12:36 AM
Feilana Retroy

Female Elan
Age:
Height:
Weight:
Alignment: Neutral
Deity: St. Cuthbert

Class: Psion (Telepath) 5; Thrallherd 5
Languages: Common, Draconic, Sylvan, Elven, Aquan

Str 8 [-1] (0 pts)
Dex 12 [+1] (4 pts)
Con 18 [+4] (10 pts, +2 item)
Int 22 [+0] (16 pts, +2 stat, +2 item)
Wis 14 [+2] (6 pts)
Cha 6 [-2] (0 pts, -2 racial)

HD: 10d4+52 (76 hp)
AC: 11/15-20 (+1 dex; +4-9 armor)
Flatfooted AC: 10/14-19
Touch AC: 11
Init: +1
Base/Grapple: +4/+3
Speed: 30'

Saves:
Fort +8/+12 (+2 base, +4 Con, +2 crystal; +4 racial)
Rex +3/+7 (+2 base, +1 Dex; +4 racial)
Will +10/+14 (+8 base, +2 Wis; +4 racial)

Attacks
Ranged Touch +5

Skills:
+17 Autohypnosis (13 ranks thrall, +2 Wis, +2 syn)
+11 Bluff (8 ranks psi, 5 thrall, -2 Cha)
+20 Concentration (8 ranks psi, 5 thrall, +4 Con, +3 crystal)
+10 Diplomacy (8 ranks psi, +4 syn, -2 Cha)
+16 Knowledge (psionics) (8 ranks psi, +2 syn, +6 Int)
+21 Psicraft (8 ranks psi, 5 ranks thrall, +2 syn, +6 Int)
+15/+25 Sense Motive (8 ranks psi, 5 thrall, +2 Wis; +10)

Autohypnosis & Psionic Focus (http://wizards.com/d20/files/v35/PsionicsSkills.rtf)

Feats:
Tele I: Inquisitor
Tele I: Overchannel
Tele III: Psicrystal Affinity
Tele V: Improved Psicrystal
Thrall I: Psionic Body
Thrall IV: Talented

[b]Class Features:

Thrallherd
-Thrallherd- Treated as 15th level character for purposes of acquiring a thrall (special cohort). Score of 13: Attended by 1 9th lvl thrall, 10 1st lvl believers, and 1 2nd lvl believer.
-Psionic Charm This power is added to powers known, and can be manifested at a -5 PP cost, 1/day
-Psionic Dominate This power is added to powers known, and can be manifested at a -5 PP cost, 1/day

Racial Traits:
-Aberration
-Naturally Psionic: Elans have a natural power pool of 2 PP
-Resilience- Spend 1 pp as free action to prevent 2 dmg
-Resistance- spend 1 PP to gain +4 racial bonus to saves
-Repletion- Spend 1 pp to go 24 hrs w/o food or drink

Psionics Power Pool: 101 PP; 9th Manifester (up to 11th w/ overchannel)
1: Energy Ray, Entangling Ectoplasm, Inertial Armor, Mindlink, Psionic Charm
2: Detect Hostile Intent, Ego Whip, Read Thoughts, Psionic Suggestion
3: Crisis of Breath, Danger Sense, Hostile Empathic Transfer, False Sensory Input
4: Psionic Dominate, Psionic Modify Memory, Schism, Telekinetic Manuever, Wall of Ectoplasm
5: Mind Probe, Psionic True Seeing

Equipment: 6500
Headband of Intellect [+2] (4k)
Amulet of Health [+2] (4k)
Potion of Cat's Grace (3x) (900 gp)

Psicrystal:
Personalities: Hero, Single-Minded
Diminutive Construct
(10 HD) 38 hp
Init: +2
Speed: 30'; 20' (climb); 50' (poor) fly
AC: 21/25-30 (+4 size, +2 Dex, +5 natural; +4-9 armor)
BA/Grp: +4/-13
SA: Deliver Touch powers
SQ: Construct traits, hardness 8, Improved Evasion, PR/SR 16, Self-propulsion, share powers, Sighted (40', darkness ignored), Telepathic link, Telepathic Speech 30'
Saves: Fort +2, Rex +4, Will +8
Stats: Str 1, Dex 15, Con --, Int 11, Wis 10, Cha 10
Skills: Autohypnosis +15, Bluff +13, Climb +14, Concentration +13, Diplomacy +12, Knowledge (psionics) +15, Listen +6, Move SIlently +6, Psicraft +15, Search +4, Sense Motive +13, Spot +6
Feats: Alertness

Mordecai Retroy

Male Xeph
Age:
Height:
Weight:
Alignment: Neutral
Deity: St. Cuthbert

Class: Soul Knife 9th
Languages: Common, Xeph

Str 12 [+1] (6 pts, -2 racial)
Dex 18 [+4] (6 pts, +2 racial, +2 stat)
Con 14 [+2] (6 pts)
Int 10 [+0] (2 pts)
Wis 13 [+1] (5 pts)
Cha 8 [-1] (0 pt)

HD: 9d10+18 (64 hp)
AC: (+4 armor, +4 dex
Flatfooted AC:
Touch AC:
Init: +4
Base/Grapple: +6/+7
Speed: 30' (40' if focused; 70' w/ Burst)

Saves: (+1 vs. spells or powers)
Fort +7 (+3 base, +2 Con, +2 feat)
Rex +10 (+6 base, +4 Dex)
Will +7 (+6 base, +1 Wis)

Attacks Mind Blade is currently: +2, wounding
+14, +2 Short sword (MB), 1d6+3, 19-20
+11, +2 longsword (MB), 1d8+3, 19-20
+14, Thrown mindblade, 1d6/1d8+3, 19-20 (RI' 60')*
*+1 to atatck and damage within 30'

Skills:
+7 Climb (6 ranks soul, +1 Str)
+11/+23 Jump (6 ranks soul, +1 Str, +4/+16 speed)
+13 Listen (12 ranks soul, +1 Wis)
+13 Spot (12 ranks soul, +1 Wis)
+18 Tumble (12 ranks soul, +4 Dex, +2 syn)

Feats:
Soul I: Weapon Focus (mind blade)
Soul I: Wild Talent [Bonus]
Soul I: Great Fortitude
Soul III: Weapon Finesse
Soul V: Speed of Thought [Bonus]
Soul VI: Point Blank Shot
Soul IX: Greater Weapon Focus (mind blade) [Bonus]
Soul IX: Far Shot

[b]Class Features:

Soulknife
-Mind Blade: +2 short sword, longsword, or bastard sword or two +1 short swords
-Throw Mind Blade
-Psychic Strike- As a move action, Mordecai can imbue his mind blade with psychic energy, allowing it to deal +2d8 on its next sucessful hit. This energy remains imbued until a successful hit.
-Free Draw: 1/rd, Mordecai can materialize his mind blade a free action
-Bladewind: As Whirlwind Attack w/ Mind Blade
Mind Blade Enhancement- Mordecai's mind blade can have up to +2 in enchancements. These may be changed after 8 hrs of concentration.

Racial Traits:
-Naturally Psionic: Half-Giants have a natural power pool of 1 PP
-Darkvision 60'
Burst: 3/day, add +30 competence bonus to speed for 3 rds

Equipment: 6500
+1 Mw Chain Shirt (1250 gp)
+2, wounding short sword
kedi

09-02-04, 04:23 AM
I'm interested. I'll post the sheet before evening.
kedi

09-02-04, 07:05 AM
Baron Feline

Male Vampire Moon Elf
Medium Undead (Vampire), 5’11”, 11;354 years old
Very soft silver hair, pale silver skin, red/blur fiery eyes.
Alignment: Chaotic Evil
Class: Rogue 1/Fighter 1
Speaks Common, Elven, Sylvan, Dwarven, Halfling, Draconic

Str 18; +4; +6 racial, 4 pts
Dex 26; +8; +6 racial, 16 pts, +2 gloves
Int 14; +2 racial, 2 pts
Wis 10; +2 racial
Cha 22; +6; +4 racial, 10 pts

Hit Points 18.5 (12 +6.5)
AC 24 (8 dex, 6 natural armor), Touch 24, Flat 16
Init +8 (+8 dex)
BAB +1; Grap +2
Speed 30 (base 30, light|medium|heavy load 0/100/200/300)

Saves:
Fort +2 (2 ftr)
Refl +12 (2 rog 8 dex 2 feat)
Will 0
+2 racial vs. enchantment; immune to sleep.

Attacks:
+9 Cat’s Tongue 1d6 +4 +2d6 (backlash 1d6)
+9 Nail[i] 1d8 +4
+8 Slam 1d6

Skills (40 rog, 4 ftr)
+21 Hide [4 rog, +1.0 ftr +8 dex +8 racial]
+21 Move Silently [4 rog, +1.0 ftr +8 dex +8 racial]
+18 Bluff [4 rog +6 cha +8 racial]
+14 Spot [4 rog +10 racial]
+14 Listen [4 rog +10 racial]
+14 Search [4 rog +10 racial]
+12 Tumble [4 rog +8 dex]
+12 Balance [4 rog +8 dex]
+12 Sense Motive [4 rog +8 racial]
+10 Diplomacy [4 rog +6 racial]

Feats:
Combat Reflexes (Vampire)
Dodge (Vampire)
Improved Initiative (Vampire)
Lightning Reflexes (Vampire)
Ability Focus (Dominate) (1st)
Sneak Attack 1d6 (rog 1st)
Trapfinding (rog 1st)
Weapon Finesse (ftr 1st)

Racial Traits:
Elven Traits
Blood Drain [DC 17]
Children of the Night
Dominate [DC 19]
Create Spawn
Energy Drain [DC 17]
Alternate Form
DR 10/silver and magic
Fast Healing 5
Gaseous Form
Cold and Electricity resistance 10
Spider Climb
+4 Turn Resistance
Skill and Feat Bonuses

Equipment:
Dark Clothing (free, 0 lb)
+1 Vicious Rapier [i][Cat’s Tongue], 8k gp, 2 lb
Bracers of Dexterity +2, 4k gp, 1 lb
MW Composite Longbow (STR 4) [Nail], 700 gp, 3lb
100 arrows, 5 gp, 15 lb
1295 gp left

Weight carried: 21 lb
Coyote Skyheart

09-02-04, 08:55 AM
Sorry to dissapoint you Kedi but you need at least 5hd to become a vampire, and 5hd + LA 8 is above 10.

'vampires' below 5hd are vampire spawn and they're not available as characters.
kedi

09-02-04, 09:06 AM
Sorry to dissapoint you Kedi but you need at least 5hd to become a vampire, and 5hd + LA 8 is above 10.

'vampires' below 5hd are vampire spawn and they're not available as characters. Darg... It was a pretty good char...

NVM I'm sure I'll end up with another wicked lord :devil:
Coyote Skyheart

09-02-04, 01:05 PM
@Coyote - Its "Jindl" buddy . Also, have you considered raising the wealth to something more in line with 10th level PC's? My concern is that lack of wealth hurts non-casters the most. A caster remains very effective with just their spells, while non-casters are much more gear reliant. I don't want to see any unfair advantage given. My suggestion is to give characters the listed wealth for 10th level, and then not allow them to loot the fallen (so that the wealth/level is preserved).

-Jindl

Jindl :cool:

Yes wealth is a concern of mine, and its probably the one aspect I'm most willing to consider changing. There's a few methods for handling it, and I don't know yet which is best.

For all systems
1) Ability to trade in or buy items, which are delivered via the 'mail'. Discover you need a magic blade? Trade it in our purchase it and wait a few days for it to arrive in the mail. Of course...you have to survive till you get it.

Wealth
1) Npc starting level funds. With each successful kill, you gain access to more items. This rewards those who pursue their targets instead of someone 'hiding out' till the last possible confrontation. For those who kill their targets, and via use of trading/buying items, their wealth will eventually surpass 10th lvl pc starting wealth.

Or

2) Pc starting level funds. No looting of bodies. Your items are static, with the exception of trading in gear when necessary for something more effective against your target.

...

I can make a few points about this.
-The ability to trade in items is balanced by the 'time delay' to receiving the new item. I haven't set a value yet, but possibly a delay of 1 day / 1000 gp value. Since non-casters tend to use 'constant' items, they may have more trade options.
-non casters have a few minor advantages over the casters. They can run away and hide till the caster's spells expire. Their gear lasts all day, and they can fight all day. They don't have to go to the mage guild or temple daily, which is one less place to pin them down.
-some type of reward for killing your target, instead of focusing full time on avoiding your assassin, helps the game move along.

...

For those waiting for me to evaluate their sheets, maybe this afternoon, but more likely I'll get to it on the weekend.
Jindl

09-02-04, 01:52 PM
@Coyote -

Option #3 -

Start with 10th lvl PC wealth. Award 1000 gp per kill to the assassin. Charge 500 gp per day as upkeep. So to break even, you should make 1 kill every 2 days. If you choose to hide out and wait, you'll be draining your own piggybank.

(Adjust the reward/upkeep numbers as you see fit, it's the concept I am concerned with).

-Jindl
Jindl

09-02-04, 02:03 PM
Create a 10th level character using CoCo character creation rules.
Total equipment value: 16k
Crafted gear uses CoCo's rules.
Concerning psionics: yes its CoCo rules and legal, but I'd appreciate everyone keeping it to a minimum since I'm not overly familiar with the psionic rules.
The character may be created with one single ally - whether animal companion, familiar, cohort, or mount. If its possible for your character to possess more, they may be obtained during in-game time. This is under development.

@Coyote/Magagumo/Kazzaroth -

Okay, we now have two fully psionic PC's. I want to know if psionics are going to be allowed or not. Mag's thrallherd is ML9 and Kazza's unbodied is ML6, so both are quite powerful psions. I don't think either falls into the "keeping it to a minimum" category. What's the rule going to be? Because I do have some ideas for a psionic character of my own ...

-Jindl
Magagumo

09-02-04, 03:23 PM
Oh.. hmm, I didn't see "keep to a minimum"... If you eeed a rewrite, I suppose I can do so- but think of the fun of a char that has the "Inquisitive" feat for detecting assassins and other fun protective powers... to say nothing of her cohort and psicrystal :devil:

Also, power points will need to be conserved more... as anyone could be a threat and more non-combat powers get sued :)
Sindorin

09-02-04, 03:51 PM
i hope my one level in pyro doesn't have to get changed, i thought it was a fun idea...

I had noticed the statement about minimizing use of psionics... i just figured introducing one level simply to give my character a fighting chance would hopefully be okay... I figured it was minimal.
Coyote Skyheart

09-02-04, 04:16 PM
@Coyote/Magagumo/Kazzaroth -

Okay, we now have two fully psionic PC's. I want to know if psionics are going to be allowed or not. Mag's thrallherd is ML9 and Kazza's unbodied is ML6, so both are quite powerful psions. I don't think either falls into the "keeping it to a minimum" category. What's the rule going to be? Because I do have some ideas for a psionic character of my own ...
-Jindl

I think I can handle Kaz's okay, and yes 1 lvl in a psionic class is minimal enough for me. 'Keeping it minimum' isn't a hard rule, its just...oh what's the word. Considerate. I can look up every single psionic spell when its cast - and I would have to - but I'm also a lot more likely to miss something if its psionic, which will just end up frustrating the psionic character players.

If you're asking for a comfort level...I haven't looked at Mag's character in detail yet, but given the raised eyebrows that are occuring I'm guessing its a little overboard. :cool: Dealing with two psionic characters is plenty.
Jindl

09-02-04, 04:38 PM
@Coyote -

Personally, I think Mag has a very nice build (IMO the toughest I've seen posted on this thread). However, I think it would be a good idea to institute a rule regarding psionics. I would suggest: No more than X number of levels in a psionic class. I'm not sure what you would want X to be, but I'd suggest 3 or 5 or 7 (one third or one half or two thirds). BTW: Race's that grant psion levels (like Kazza's unbodied) count racial hd as levels in a psionic class. So if the number was 3 then the unbodied would not be available as a race. If the number was 5, then the unbodied could only take 1 level in a psionic class before reaching the max. And etc.

The other option is to open psionics up completely (in which case I have my own psionic character to create).

My personal thoughts on psionics is that they are significantly more powerful than any other type of class. Snarkhunter's PC (Evram the Soulless) is a good example of this. It is very likely that he will never be defeated in the CoCo. And I think there is a world of difference between Mag's thrallherd (and his 9th level cohort) than any other character I've seen posted on this thread. Something to definately consider.

-Jindl
Sindorin

09-02-04, 04:59 PM
I like the idea of the limit of three levels in psionics, but what about psionic feats? should there be a limit on those too?
Ashenai

09-02-04, 05:09 PM
@Coyote -

Snarkhunter's PC (Evram the Soulless) is a good example of this. It is very likely that he will never be defeated in the CoCo.

-Jindl

Meh. That's a bit much, IMO. His most powerful weapon (Energy Stun) is short range. He'll fall. He's 7-0, but people have gone 8-0 before. :)
Magagumo

09-02-04, 05:10 PM
*Looks at Jindl... a single tear rolls down his cheek* Why must you hate, Jindl? All psionics need is a little love.. and as I said, my powers will not be at all pure combat ;). Also, my cohort will be non-psionicist as well... at least for the moment :P
Coyote Skyheart

09-02-04, 08:37 PM
Character check for Kazzaroth

Unbodied

You forgot to include the effects of your higher Int in your powers. It should be...

Powers: Powerpoints 53
Dc 17
Dc 18
Dc 19

Skills correct (though the info line is wrong: 16 + 56 = 72, not 65. You did spend 72 points.)

Fix that and your sheet's approved!
Coyote Skyheart

09-02-04, 08:55 PM
Quote:
Originally Posted by Jindl
@Coyote -

Snarkhunter's PC (Evram the Soulless) is a good example of this. It is very likely that he will never be defeated in the CoCo.

-Jindl

Meh. That's a bit much, IMO. His most powerful weapon (Energy Stun) is short range. He'll fall. He's 7-0, but people have gone 8-0 before.

-Ashenai

Concerning the limiting of psionics in Deception Point...
This isn't a balance issue, but an issue of comfort & consideration, given my inexperience with psionics. So for me...its not how many levels are being used. Its how many battles am I going to have to look up every spell because I don't know what the psionic powers do. I think having two players focusing on psionic abilities is fine. The majority of the time I'll be confident I'm handling the fights fairly and every once in a while I can focus attention on the two I'm not sure about, while they last - if they last.

If you feel that the psionic levels should be limited because they're not balanced, that's an issue for all of CoCo, not just here. One day maybe CoCo will institute rules limiting psionics, but I'm not aware of it happening yet - so no there isn't a level limit beyond CoCo rules.

Finally, there's something unique about Deception point. Its possible for the players to 'meddle' via buffs, aid another, etc. They can't cause damage, but if someone starts strutting around because they're so 'powerful', I have a feeling that person's target and assassin are going to receive some aid by other players. The best assassin will probably be the one that doesn't attract a lot of attention - and believe me, psionic characters will attract a lot of attention.

....

I'll respond about the starting wealth later.
Jindl

09-02-04, 11:35 PM
Dropped
Coyote Skyheart

09-02-04, 11:54 PM
(Adjust the reward/upkeep numbers as you see fit, it's the concept I am concerned with).
-Jindl

Concept, or simple lack of starting gear? ;) Okay I'm done teasing.
Lets deal with concepts then.

What can happen?
-the environment can be modified by the pc's
-full interaction with town npc's
...drawn to certain conclusions...
-equipment is not static on players. Items can be dropped, lost, used, created, maybe even stolen? If you fall into a pit filled with murky water and drop what's in your hands....well hell. You just lost your item. There's even the disarm feat. The grease spell. There's a vault where your spare money and items can be 'securely' stored...that's not fluff. If you can cause a player to lose an item, or they drop it to grab something else, it follows you could loot their bodies too. now watch that clever trapmaker duplicate that freebie trap idea...
-equipment can be traded. After fighting the 10th level barbarian, you find out your next opponent is a ghost. So you trade in that +2 shield for a ghost touch weapon...innate class skills and adaptability becomes more important than gear selection. This is especially important since gear can be lost and gained.
-gear values will be disparate among the players. Oh yeah, balance again. A recommendation: if you're poor, try and buddy up with somebody. It might save your life - or they'll backstab you. That means roleplay!
-disparate gear values? The less gear floating around, the less the disparity possible.

Alternative, more 'colliseum' style
-limited ability to manipulate the environment
-limited npc interaction
...drawn to certain conclusions...
-equipment can be static on players, beyond one-use items
-one build works for everything is best strategy
-monetary gain for each kill helps replace loss of used items
-need to limit ability of characters to 'meddle'
-most balance, little disparity

kinda sounds familiar. Yes I'm trying something different. My concern with the npc starting funds and looting bodies...is I'll actually be giving the players access to too much gear as they progress. Not too little.

Logical arguments aren't my strongest skill, so feel happy to poke all sorts of holes in that. :D I am trying.
What I'm hoping Deception Point will achieve is a little more realism than is available in the colliseum.
I once had a dozen ordinary, no-classed lizardmen rob a six player 8th level party blind through use of the environment and simple human gullibility. There was one lizard casualty. That could never happen in CoCo Colliseum, but something similar could happen in Deception Point if someone plays smart. Its funny, but nobody's used what I think would be the most powerful class in this competition - and nah I'm not telling. :D

....

Side topic. I've noticed a lack of good alignmnents. Don't be shy. Go watch that movie if you doubt me, all alignments are possible. Even a paladin with the right backstory - I'm serious!
Edit: yay, a paladin
Magagumo

09-03-04, 01:38 AM
Personally, I think the active environment holds the most interest. As you said, we can all test builds.. but this is true interaction. Lord knows I plan on using Diplomacy and Bluff if necessary... :D

Re: Psionics, don't forget, DC 15+power lvl and the manifestation is hidden :D. And we seriously need a charasmatic cleric here.. so many undead ;)

Considering we are likely to be using resources, I would suggest allowing us player cash, then only allowing us to take 5,800 gp as loot (this is the average value of an ECL 10 encounter- which is exactly which eachof us theoretically are with full equipment).

In this way, you can moderate the balance between exp & gold, while also allowing everyone flexibility to buy items (I'm certainly feeling the squeeze right now....). And besides, do you take the +2 armor? or a collection of useful items/potions? Choices, choices....

Feilana & Mordecai are nearing completion, just waiting to see on equipment and I'll be crafting backstory for the couple.
Kazzaroth Pan'theon

09-03-04, 05:31 AM
Character check for Kazzaroth

Unbodied

You forgot to include the effects of your higher Int in your powers. It should be...

Powers: Powerpoints 53
Dc 17
Dc 18
Dc 19

Skills correct (though the info line is wrong: 16 + 56 = 72, not 65. You did spend 72 points.)

Fix that and your sheet's approved!

Fixed! What comes psionic char's attention, I am little bit both doppleganger and psionic ;). It is hard to attract attention when you have ability to make people forget your presence or disguise as innocent girl.......

What comes as psionic overpowering; I recall teh two full fledged psions are both telepaths, so they are not kineticists who can blast things apart ;). They use far more subtler ways, like manipulate wizard DO the blasting :D.
Jindl

09-03-04, 09:36 AM
Rules:

Create a 10th level character using CoCo character creation rules.
Total equipment value: 16k
Crafted gear uses CoCo's rules.
Concerning psionics: yes its CoCo rules and legal, but I'd appreciate everyone keeping it to a minimum since I'm not overly familiar with the psionic rules.
The character may be created with one single ally - whether animal companion, familiar, cohort, or mount. If its possible for your character to possess more, they may be obtained during in-game time. This is under development.

@Mag - Um, do you want the psicrystal or the cohort? :D
Magagumo

09-03-04, 11:50 AM
Bah! Was hoping that since we were enacting a more "campaign-esque" setting, that perhaps I could have both. If you're going for the "realism" Coyote, are you sure you wouldn't consider allowing us to have multiple allies? Should a sorceror really have to choose between a familiar and a cohort, anymore than Feilana should?

Cohort is prefered, but I'll wait to see what Coyote says on the matter before I start erasing and editing feats.

Edi: Also, feel free to query me at anytime regarding my various feats or powers- their uses, limitations, etc. I want to make your life as easy as possible, so I'll be sure to include descriptions of how they work in-game [if you would like me to].
Coyote Skyheart

09-03-04, 12:23 PM
Read the second line. "If its possible for your character to possess more than one, they may be obtained during in-game time."

In answer....yes. You just can't start with both.
Magagumo

09-03-04, 01:19 PM
Um.. does this mean my psicrystal is across town and I need to get to it? Or that I would be lvling and able to take a feat nabbing me the crystal?

I'm afraid I'm not following you here... :(
Coyote Skyheart

09-04-04, 11:47 PM
Character Check for Sindorin

Eichrozon Spirefang

Due to the multiclass imbalance you have 13.3k to spend instead of 16k. (Rogue 3/monk 1) You'll either want to adjust your levels or your treasure to account for that. Maybe you should drop the hat of disguise - it might not be much of a disguise to change yourself into looking like another tiny draconic creature (you cannot disguise yourself as another body type with that item).

You don't get an 8th level ability score bump. At 10th with your LA +3, you only have 7hd, one shy of 8hd when you'd get the bump.

...that means Dex 23

Hit points are off - looks like a different class progression listed.

Clever use of unarmed strike. *nods in approval* I'll have to remember that.

Monk requires a lawful alignment, pyro requires a chaotic alignment. I'm not certain of CoCo's rules on alignment change during character progression. Is it allowed? Anyone?

Skills (40 Pseudodragon, 30 Rogue, 8 Monk, 4 Pyrokineticist)
..should be 6 monk, not 8 monk

This isn't a complete check. Since you might be modifying ability scores & class, I'll do the rest of the check after you've accounted for those changes.
Sindorin

09-05-04, 01:25 AM
Character Check for Sindorin

Eichrozon Spirefang

Due to the multiclass imbalance you have 13.3k to spend instead of 16k. (Rogue 3/monk 1) You'll either want to adjust your levels or your treasure to account for that. Maybe you should drop the hat of disguise - it might not be much of a disguise to change yourself into looking like another tiny draconic creature (you cannot disguise yourself as another body type with that item).

You don't get an 8th level ability score bump. At 10th with your LA +3, you only have 7hd, one shy of 8hd when you'd get the bump.

...that means Dex 23

Hit points are off - looks like a different class progression listed.

Clever use of unarmed strike. *nods in approval* I'll have to remember that.

Monk requires a lawful alignment, pyro requires a chaotic alignment. I'm not certain of CoCo's rules on alignment change during character progression. Is it allowed? Anyone?

Skills (40 Pseudodragon, 30 Rogue, 8 Monk, 4 Pyrokineticist)
..should be 6 monk, not 8 monk

This isn't a complete check. Since you might be modifying ability scores & class, I'll do the rest of the check after you've accounted for those changes.

I've seen builds in the coliseum that have ex-monk as a class, meaning that they deviated from their monk lawfulness... I simply employed that when making Eich.

I probably did forget to modify hit points, he originally had 2 levels in monk...

the Ability Increase is a dumb dumb error on my part, shall be fixed.

I figured he had a few revisions to be done, so I'll work on it.

EDIT: I've fixed noted problems, let me know if anything else remains amiss.

Note that I wasn't going for anything ABSOLUTELY DEADLY with that build. In my campaign I am running I have been guiding my party with an NPC Pseudodragon, a character I have really enjoyed playing. I figured 'what the hey' and since we don't have to spend credits to get that kind of build on a special arena like this one, I wanted to play a pseudodragon.

Funny thing is, though, that recently in my campaign, Niro, my pseudodragon, was recently... killed off...

EDIT: I've edited your edited audit. That is a lot of dits.

Thanks guys for helping me with that, playing a dragon will be fun.
Coyote Skyheart

09-05-04, 12:04 PM
Character Check for Sindorin

Eichrozon Spirefang

2 pyro skillpoints not spent

you gain +2 synergy to diplomacy from 5 ranks bluff, which needs to be included.

The pseudodragon does not have move silent as a monster class skill.

Weapon finesse also applies to your unarmed strike and sting attacks, so they are +11 and +9/+9 and +11 respectively

You have only one level of monk, so you do not have deflect arrows as a bonus feat.

Flat footed AC is 23 (you lose dex but not wisdom)

Fix that and I think you're done
kattattack22

09-05-04, 12:29 PM
@Sindorin - You also only get Improved Grapple or Stunning Fist as a first level Monk.
Coyote Skyheart

09-05-04, 01:25 PM
Thanks kattattack22.

...
Magagumo

I looked over the psicrystal and the thrallherd class. Oddly, the psicrystal info was kind of vague in some areas, so I'm making a few assumptions.

Basically you have a choice
1) your psicrystal was destroyed and you have to make/craft/gain a new one in-game, or you never used the feat to get one till sometime in game - kinda like a familiar
2) you lost your thrallherd and after a period of time (minimum 24 hrs, maybe longer) a new one will reappear (the one you designed).
Magagumo

09-05-04, 01:31 PM
Hmm, the idea of loosing all my confederates on the road due to an overeager competitor has merit... if you can (over PM) give me a sense during the game of when to expect a new thrall, I would love the challenge of having to survive by my own wits for the 1st day or so- I'll prob modify a power or two, but the opportunity is truly appealing.
Coyote Skyheart

09-05-04, 07:06 PM
Character check for Sindorin

One rogue skill point overspent. Yep that's it.
Coyote Skyheart

09-05-04, 07:39 PM
I'm struggling with an issue for psionics - its made me rather mad. I just discovered it only takes 1 full round, after a normal night's rest, to regain psionic points. That's an aspect that literally breaks some of the intended balance in deception point. Casters must have a time during the day when they're vulnerable....and 1 full round definitely doesn't cut it.

Argh. Ideas appreciated.
Magagumo

09-05-04, 07:42 PM
Um... how about when they're sleeping Coyote? Heck, we have two undead creatures, who don't need to sleep, and you're wodnering about psionics.

Frankly, I'm already dead... because those two ghosts can easily find me during those 8 hrs.... Not sure I can even compete with them.
Coyote Skyheart

09-05-04, 07:56 PM
One ghost - and that's not the point, undead can just as easily be psionicists.

Well its like this: sorcerors and bards require 15 mins to concentrate. Divine casters and wizards require a full hour. Psionicists require one round?!!!

Currently, all of them have some sort of limitation: either a restocking of materials, a place where they must pray, etc...a vulnerability, and I'm not talking about sleep.

Everyone must sleep, ...jeez, or pay it out of LA or magic in some way, but psionicists get a definite advantage over other casters unless there's something that can tie them down to a place for 15 odd minutes to an hour every day.
Magagumo

09-05-04, 08:09 PM
I think the issue is that you're focusing on us all attacking our opponent's when they are regaining spells... but that's a very chancy event, Coyote. Frankly, I believe we are going to end up fighting when we are all relatively prepared, and here's why:

If we are severely penalized for killing someone who is neither our target or our assassin, we will tend to conserve our power until we are positive they are the target/enemy. Thusly, a person will be at their weakest only after slaying their target or their assassin. If we've slain our assassin, I recommend that we get the next 8hrs to rest w/o anyone else becoming our assassin- a reward you see.

Thusly, the aggressive players who end up getting into a drawn-out battle to kill their target will be left weak for their assassin. This results in people being stealthier, most wary, etc. [i.e. more fun ;)]

One interesting thing, is that one only needs to rest to regain power or hp, but you don't suffer from fatigue until its been 2 days or s w/o sleep. Thusly, the non-spellcasters will have more time to hunt (and be lest susceptible to surpise) then those of us that have to rest. Remember, a person who is regaining spells is still conscious, sleep time is the time to get people ;)
Coyote Skyheart

09-05-04, 09:05 PM
No, its that everyone has a place where people can 'stakeout' a location and expect someone to arrive. It may only be one round, but psions, like clerics, must now go to the temple to meditate to regain spells.
Coyote Skyheart

09-05-04, 09:55 PM
Character check for Magagumo

what is 'an immediate effect'?

what is 'a psionic focus'?

broken link

base 72 pts +22 bonus +2 race = 96 powerpoints, not 101
You do not gain bonus spells/powerpoints from an item boosting ability scores. You do get the increased Dc.

Could someone check the psicrystal for me, I can't find all the data.
Rest of the main char sheet checks out fine. I still need to check the cohort.

*looking at racial traits* is that cohort a Xeph or a half-giant? ;)
Caterane

09-05-04, 10:09 PM
Hi Coyote

I have read the thread and I have still absolutely no idea how this works but since I am apparently the only one, I must be dumb :weep: LOL

So I post a character with 16k (that's not much btw), get a name and the name of my target. I suppose this will be a secret name and not the real name of the character so I won't know who my target is.

And now? How do I find this out? And after I know who my target is, what do I do then? Do I seek him out and attack him in an arena battle?

You said, I get 5 items as a reward which means that the loser loses 5 items which will seriously hurt him since he has only 16k and might not even have 5 items. I'd be better to make it 1 item and raise the starting gold.

How do I get additional gold if my character relies on 1-shot items?

Well, perhaps I'll give it a try (with your permission of course) but I can't promise right now.

Cat

Tehee, feel free to make a character, but please not a psion (I'm already resisting the urge to throttle magagumo, who's sheet I'm currently approving) because I haven't even really read the SRD psionics till this game.

Okay this might help. This game was inspired by something that was played in my college, and probably still is. A group of people would decide to play, and each of them would get a watergun. Each of them would be handed a piece of paper with someone else's name - they'd have to try and shoot that person with the water gun - but that's the only person they could shoot. Plus one of the other's had their name...it becomes quite a circus.

Imagine going through your daily activities, wondering what this other person's schedule is like. So you start stalking them and investigating their daily habits. Occasionally you try to ambush them as they're walking by to class or something - but they're wise of the matter and might go a different way...or even skip class to avoid you! Once you're 'hit' you're out of the game. If you shoot your target you get a new one...till there's only one person left.

Its not true arena battles. You get to walk around town and try and figure out where your target is hiding, what his daily schedule is like (where does he sleep during the day? does he like to climb to the highest building at noon? etc) Ambush him, hope to eliminate him before he runs away, etc. Unlike arena...you Can try to run away. After all, you're not allowed to kill the person hunting you!

Does that help?

...
advice/questions about treasure
thanks, I'm still working on it - I'll sit down and consider it once I get a chance! Approving char's is a lot of work.
There's two ways to gain money - eliminating your target, and yes via craft/professional skills if you're willing to work part of the day. In char you may easily be in town several days, even a week or two if you do very well.
Yes that's the danger of one-use items! you could run out! eeep.
As you eliminate targets the intent is after two or so kills you'll equal then surpass the standard 10th lvl wealth. That's the reward for eliminating targets.

Let's continue to discuss this here and do it step by step; perhaps the others can join.

First and most important question: how do I get informations on who my target is?
Second question: may I kill Jindl's character? LOL Just kidding
Magagumo

09-06-04, 12:13 AM
Character check for Magagumo

what is 'an immediate effect'?

what is 'a psionic focus'?

broken link

base 72 pts +22 bonus +2 race = 96 powerpoints, not 101
You do not gain bonus spells/powerpoints from an item boosting ability scores. You do get the increased Dc.

Could someone check the psicrystal for me, I can't find all the data.
Rest of the main char sheet checks out fine. I still need to check the cohort.

*looking at racial traits* is that cohort a Xeph or a half-giant? ;)

An "immediate effect" can be mainfested during anyone's turn, and occurs a s a free action. However, you can only manifest one immediate action between your turns (so if I use it during my regular actions, I cannot manifest another immediate power until ym next turn has come around. However, if I waited to use it, it could be used while my opponent is acting.)

Psionic Focus is a state that all characters & creatures with at lleast 1 PP in reserve can atatin. They can do this by making a DC 20 Concetration check as a full round action (Move action with the feat, Psionic Meditation). PSionic Focus is key to utilizing all Metapsionic feats, and many psionic feats (like Psionic Shot or Weapon), as it must be expended as part of these feats' use.

Ability-boosting items do grant extra power points to my knowledge, just as such an item would grant bonus spells to arcane & divine casters. You need to show me where you got this, b/c my book gives no indication that the items do not count.

Cohort is of course still under construction, but he is a Xeph (may have m,issed a few things ;))
Coyote Skyheart

09-06-04, 07:05 AM
My mistake, you do get it - I just checked the dnd FAQ. Power point total is correct.

....I knew playing in an AU game would mess me up one day. Finally did. There's a lot of very similar yet deviant rules.

Since you're still working on the cohort, guess that means I've gotten as far as I can at the moment approving characters. I wonder how long that'll last. :cool:
Coyote Skyheart

09-06-04, 08:12 AM
Here's what I've worked up so far. It'd be nice to get a list of comparisons of the various 'wealth' progression rule ideas. I started.

PC 10th 49,000

NPC 10th 16,000

Idea:
Begin with an 8.5k "cash" bonus, which may be spent in-game.
This money is stored in the vault and available for use as long as your character can communicate in some fashion.
The money can be used to pay Npc's for services or buy gear specific for your target.

...

Acquiring funds in-game

Profession/Craft skills

You may work in the artisan buildings and earn money. Due to your celebrity status, you earn money at a rate of gold equal to 1/day instead of 1/week.

Trading gear

You can trade in an item for 7/10 its market price and buy something else. The 'travel time' for the item to arrive is one day per 3k value, rounded up. Regardless of value, the maximum arrival time is one week.

Looting Bodies

Approximation, given wealth progression after each kill amongst 8 ppl at 24.5k starting funds.


24.5k
24.5k : 41.6k
24.5k
24.5k : 41.6k : 70.7k
24.5k
24.5k : 41.6k
24.5k : 24.5k : 53.6k
24.5k : 24.5k : 24.5k


The values are potentially higher if items are kept rather than traded in.
Caterane

09-06-04, 08:17 PM
Bump

Did anyone see my question? How can I get information on who my target is? How is the time measured?
Coyote Skyheart

09-06-04, 10:18 PM
The controller will provide you with who your target is (that is, me). PM will be the method of delivery, that's most secure. Everyone will receive that information at the same time. This event marks the beginning of the game. You will have knowledge of everyone competing (IE, basic character sheet info) as everyone has built a reputation to some degree. You won't know who everyone else's target is, unless they choose to reveal that information - and you never know, they might be lying.

How is time measured? All 24hrs of a character's day will be accounted for. The exact means of keeping track of this is still under development - I may try different methods throughout the game. A schedule of your activities for the day will probably be submitted to me, and I'll notify people when they're in the same area, at what time. They can roleplay those meetings as they desire. I'll go into more detail about this after sheets are finished, since this is more of a DM management problem than a player problem.

You're not submitting tactics to me, this isn't the colliseum. There's too many possible variations in place & people present in the area to prepare & send tactics. You'll be deciding your own actions as you go along.
Caterane

09-07-04, 01:08 PM
Can you give me a little example on how such a day in the life of a character might look like? I mean, which actions he will take, what he will write and so on.
Irien

09-07-04, 03:56 PM
Unfortunately, due to lack of time, I will have to drop out. Cheers and good luck to the rest of you.

I probably won't be around the arena much either...
Coyote Skyheart

09-13-04, 07:10 AM
Caterane: not easily

Irean: looking foward to seeing your sheet.

Last week was pretty busy. I should have more time now.
Caterane

09-13-04, 01:39 PM
Well, I guess I will just watch then. Perhaps I get it one day :)
Coyote Skyheart

09-18-04, 11:52 AM
There seems to have been a dramatic loss of player interest in the game - or maybe simply a matter of not a big enough pool of players circulating in CoCo I dunno. I'm still waiting on char sheet progress from the following.

6. Tekas_Tinkered_Dragon
7. Jindle
8. Magagumo
9. Kedi

If they decide to bow out, I'll run the game with the 4 players still signed up, assuming they post here saying they're still interested.
Sindorin

09-18-04, 12:00 PM
Still interested :)
Nivek Loneshadow

09-18-04, 12:10 PM
Kyron steps out of the shadows "I'm still here!" :D
Jindl

09-21-04, 10:36 AM
There seems to have been a dramatic loss of player interest in the game - or maybe simply a matter of not a big enough pool of players circulating in CoCo I dunno. I'm still waiting on char sheet progress from the following.

6. Tekas_Tinkered_Dragon
7. Jindle
8. Magagumo
9. Kedi

If they decide to bow out, I'll run the game with the 4 players still signed up, assuming they post here saying they're still interested.

Still here. I'll try to finish my character soon...

-Jindl
Magagumo

09-21-04, 03:02 PM
Yea, I've got to bow out so I don't fail. Good luck wiht it though (and to all involved) I'm sure it will be a fascinating read :)
Kazzaroth Pan'theon

09-21-04, 03:03 PM
Still intrested.....

(does it echo here?)
Tekas_Tinkered_Dragon

09-22-04, 07:51 PM
Mreow, I had to leave to visit some family in Longbeach then head for a trip to Mexico. Yet I'm back though I guess I have to fully remake my charecter since due to a computer transfer I lost all my old D&D charecter sheets.

Mreow, oh well I'l stick with a Doppleganger. Give me a day or two to get it up I'm still backlogged trying to get situated with all my games and such I have to return to. :p
Coyote Skyheart

09-22-04, 10:57 PM
You should find your sheet on page 1 in the 'code' tag box. Just scroll down. I saved the sheets.
Jindl

09-23-04, 03:09 AM
Still here. I'll try to finish my character soon...

-Jindl

Um, Coyote, I'm sorry, but I must revise my earlier response. I do need to drop from the list of participants.

Good luck with the game, hopefully I'll be able to read some of it.

-Jindl