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| SauroGrenom03-28-07, 09:54 PM | This is a guild membership miniquest for PsiBeast to join the PSI Consortium. If you are not Vathelokai or SauroGrenom, then please don't post here. Goal: Break Free of imprisonment. Reward: 2400xp 3400gp Used: 19 charges Dorje of Crystal Shard Out of Cycle Mini Quest. Full thread Psibeast Gender and Race: Female Tiefling Size and Type: Medium Outsider [native] [psionic] Height and Weight: 5' 6" 150 lbs. Age: Middle Aged [500 years] (+1 mental, -1 physical) Alignment: Neutral ECL: 8 (1 LA, 7 Psion (Egoista)) Experience: 29,000/??? Guild: None Yet Link to Shapeshifing Forms Page Attributes STR 10 (+0) [2 pts] [10 Base, -1 Age, +1 Advance] DEX 14 (+2) [5 pts] [13 Base, +2 Racial, -1 Age] CON 12 (+1) [3 pts] [11 Base, -1 Age, +2 enhancement] INT 24 (+7) [13 pts] [17 Base, +2 Racial, +1 Age, +4 enhancement] WIS 14 (+2) [5 pts] [13 Base, +1 Age] CHA 13 (+1) [8 pts] [14 Base, -2 Racial, +1 Age] Miscellaneous Statistics Hit Points: 34.5 [7 HD] [4 (Psion) + (2.5 (Psion) x 7) + (1 x HD (Con)) +6 (Feat)] Armor Class (Normal): 12 [10 Base, 2 Dex] Armor Class (Touch): 12 [10 Base, 2 Dex] Armor Class (Flat-Footed): 10 [10 Base] Initiative: +2 [2 Dex] Base Attack Bonus: +3 [3 (Psion)] Grapple: +3 [Escape Artist +2] [+3 BAB, +0 Str] Speed (Land): 30 ft [30 Base] Weight Carried: 10 lbs, light encumbrance [0-30 (Light), 31-60 (Medium), 61-90 (Heavy)] Saves Fortitude: +3 [+1 Con, +2 (Psion)] Reflex: +4 [+2 Dex, +2 (Psion)] Will: +7 [+2 Wis, +5 (Psion)] Melee Attacks Touch +3 [+0 Str, +3 BAB] MW flail +4 1d8 [20/x2] bludegeon {trip; disarm+2} [+0 Str, +3 BAB, +1 MW] MW guisarme +4 2d4 [20/x3] slash {reach; trip} [+0 Str, +3 BAB, +1 MW] Ranged Attacks Ranged touch +5 [+2 Dex, +3 BAB] dorje of crystal shard "Pistol" +5 ranged touch 2d6 [20/x2] pierce {ray} 60 ft [+2 Dex, +3 BAB] Special Attacks & Abilities Darkness 1/day (on object, 10 minutes, 20 ft radius) Energy Resistance 5 (fire, cold, electricity) Proficient with all martial and simple weapons Darkvision 60 ft. Powers Known Level 1 [DC 18] Vigor [Personal; 5 temp HP per PP spent; 1 min/lv.; Material and Olfactory] Empty Mind [Personal; +2 will save; 1 round; Immediate manifest; augment +1 to will for 2 pp; Auditory] Force Screen [Personal; +4 shield bonus; force effect; 1 min/lv.; augment +1 per 4pp; Auditory] Inertial Armor [Personal; +4 armor bonus; force effect; 1 hour/lv.; augment +1 per 2pp; Visual] Mind Thrust [Close range; 1d10 per pp; instant; Mind-affecting; will negates; auditory] Level 2 [DC 19] Ego Whip [Medium range; one creature; 1d4 Chr damage and daze 1 round; will for 1/2 and no daze; mind-affecting; augment extra 1d4 and +2 DC per 4pp; auditory display] Energy Push [Medium range Ray; 2d6 energy damage and 2d6 impact damage; reflex half vs energy, str check vs DC negares impact; move 5 ft per 5 damage; augment extra 1d6 energy and impact and +1 DC per 2pp; Auditory and Visual] Animal Affinity [Personal; +4 stat; 1 min/lv; augment boosts an extra stat per 5pp; Material] Concussion Blast [Medium; one creature or object; 1d6 force or non-lethal; no save; augment 1d6 per 2pp and extra target per 2pp; Auditory] Level 3 [DC 20] Touchsight [Personal; 60 ft emanation; ignore concealment and autosucceed spot and listen; augment 10 larger per 2pp; Visual] Dispel Psionics [Medium; one target or 20 ft burst; ML check vs DC 11+ML; augment +2 to ML check for 1pp, max +10; Visual] Hustle [Personal; 1 extra move action; Instant manifest; Auditory] Ectoplasmic Form [Personal; become shaped cloud of ectoplasm; DR 10/Psi, fly 20perfect, immune to poison and crit; some equipment dosn't work; manifest powers with concentration DC 20+PL; Olfactory] Level 4 [DC 21] Empathic Feedback [Personal; melee attackers take 5 damage or damage they caused (whichever is less) on successful hit; no save, no SR, no damage type, bypasses DR and resistance; mind-affecting; 10 min/lv; augment 1 more damage per 1pp; Auditory and Material] Metamorphosis [Personal; 1 min/lv if creature or 10 min/lv if object; See link at top of sheet; Material and Olfactory] Power Points Available Per Fight: 24 [70 Total Power Points / 3, rounded up] Total Power Points: 70 [(46 (Psion), 24 (Int)] Manifester Level: 7 Feats Rapid Metabolism Psion 1 [Heal 2xcon modifier per day in addition to 1xHD per day] Psionic Body Lvl. 1 [+2 max hp per psionic feat] Craft Universal Psionic Item Lvl. 3 [Craft general use items at 1/2 market price] Metamorphic Transfer Psion 5 [Gain 3 uses of 1 (Su) ability when shapeshifting] Metamorphic Transfer Lvl. 6 Skills Total Skill Points: 70 [70 (Psion)] Languages: Common, Infernal, Goblin, Orc, Halfling, Dwarf, Draconic [2 Racial, 5 Int] Armor Check Penalty: +0 [0 Armor] Spot: +2 [+2 Wis, 0 Ranks (0 (Psion)] Listen: +2 [+2 Wis, 0 Ranks (0 (Psion)] Move Silently: +2 [+2 Dex, 0 Ranks (0 (Psion)] Hide: +4 [+2 Dex, 0 Ranks (0 (Psion), +2 Race] Balance: +2 [+2 Dex, 0 Ranks (0 (Psion)] Climb: +0 [+0 Str, 0 Ranks (0 (Psion)] Jump: +0 [+0 Str, 0 Ranks (0 (Psion)] Swim: +0 [+0 Str, 0 Ranks (0 (Psion)] Autohypnosis: +24 [+2 Wis , +10 Ranks (10 (Psion)) +10 (enhancement), +2 syn(concentrate)] Bluff: +3 [+1 Cha, 0 Ranks, +2 Race] Disguise: +11 [+1 Cha, 0 Ranks, +10 Equipment] Concentration: +21 [+1 Con, +10 Ranks (10 (Psion)) +10 (enhancement)] Knowledge (Arcana): +16 [+7 Int, +9 Ranks (9 (Psion))] Knowledge (Nature): +16 [+7 Int, +9 Ranks (9 (Psion))] Knowledge (Psionics): +19 [+7 Int, +10 Ranks (10 (Psion)), +2 syn(autohypnosis)] Knowledge (The Planes): +17 [+7 Int, +10 Ranks (10 (Psion))] Knowledge (Dungeoneering): +8 [+7 Int, +1 Ranks (1 (Psion))] Psicraft: +18 [+7 Int, +9 Ranks (9 (Psion)), +2 syn(know:psionics)] Spellcraft: +10 [+7 Int, +1 Ranks (2 (Psion)), +2 syn(know:arcana)] Prefight Actions Giggle. Equipment Worn and Carried Credits Pending 3rd eye of concentratec {eye slot} 5,000gp ring of self sufficiencyc {left hand} 5000gp Headband of intc +4 {hat slot} 8,000gp amulet of health +2c {neck slot} 2,000gp vest of disguise {clothing slot} 1800gp Masterwork flail 308gp 5lbs. Masterwork guisarme 309gp 12lbs dorje of enlarged crystal shard ML2 [50/50 charges] 1500gp 1308gp in gems and crystals Expendable Items Max total (ECL2 x 50): 3200 gp potion of invis 300 powerstone of combat 1: energy adaption specified x2, offensive precience x3, synesthete x1 4750gp 4 crawling tattoos of energy pushc 600 crawling tattoo of ectoplasmic formc 375 powerstone of tools 1 (DC 16): detect psionics, far hand, know direction and location, senselink, call to mind 125gp powerstone of tools 2 (DC 17): elfsight, identify, knock, lock, tongues, sustenance 900gp Note: see manifesting unknown powers (http://www.d20srd.org/srd/psionic/psionicPowersOverview.htm#manifestAnUnkn ownPowerFromAnothersPowersKnown) in relation to powerstones of tools Current 3FC Information Time Before Fight: ? hrs Prebuffs/Ongoing Effects: none Items Used: ? Spells or Powerpoints Used: ? x/day Abilities Used: ? Free Activity: Guard Time Between Fights: ? hrs Prebuffs/Ongoing Effects: none Items Used: ? Spells or Powerpoints Used: ? x/day Abilities Used: ? Free Activity: Guard Fight Results Loss/Win MiniQuest (SauroGrenom) - "Title" [??? xp] [??? gp] [thread=???????] Campaign for PSI (SauroGrenom) - "Title" [???] |
| SauroGrenom03-29-07, 12:08 AM | You awaken with a start. Something is crying nearby. It sobs between coughing fits. You feel damp cold. Musty, like a basement. You reach out and feel bars. Rusty. Flaky. The cage is small, you cannot stand. It's dark, totally dark, but you can see. The cages are all lined up and occupied. They swing from chains fixed to the ceiling and dangle over a great dark pit of emptiness. Today's experiments are over it seems. Now is your chance. You've practiced for decades, hidden your abilities, endured the tests, feigned stupidity, died, arisen. Tonight while the master sleeps, you will kill the devil keeper and be free. The plan has been worked in detail. Every step, every deed, planned. First you must be free of this cage. You concentrate and in a flash of consciousness your body becomes mind stuff. You exude a strong oder, and the Grillion in the next cage begins to moan and rattle his cage. With this form, you easily slip through the bars and float toward the center of the chamber. The chains are here, you remember them. There's the table, the weapon rack, and all the tools, and the fire pit. But the chest is what you really need. The others, in the cages around, they see you now. Even those who cannot see in the dark will see by the light of the fire pit. The noise is growing. Some are still only animals, they cannot help themselves. But the Chest is now your focus. You relax your thoughts and let your body regain it's former form so you can focus more easily. You feel the energy build for a moment, the moment drags on, time dilates, a hum grows in your mind, it becomes a shout and suddenly the lid of the chest bursts from the force of a tremendous concussion blast! The beasts all begin to shout and cry out in their various ways. But the din of that crowd is nothing compared to the sound and mental shout of your blast. The Erinys is surely coming now. It's only a matter of seconds, perhaps 30. You riffle through the remains of the chest. The Master kept his more special "tools" here. Many shards of glass and sizzling fluids are mixing together. Among the wreckage you find an unbroken bottle, and several spidery forms crawl onto your skin as you touch them. You don several items as you discover an undamaged ring, a couple glowing stones, a vest to cover your nakedness, a headband, an amulet, a green "eye" that melds into your face when touched and a short thin crystal rod that whispers a thought into your mind when you touch it. The moment you touch the crystal rod, you hear a quiet "pop". You look up. She's here! The prisonkeeper holds her rope and flies 50' away hovering above the ground. For The RP you are starting naked in a cage. You'll gather the critical gear right away, and my descriptions of what powers you use in this part of the escape won't cost you any PP. Also you get the bonus PP for the increased INT score. All this above is just for story. I rolled initiative. The Prisonkeeper has won initiative, barely. I'll give you the option to choose 2 prebuffs if you want. It seams fitting to get ready before blasting the chest, since you'll know what's coming. We'll use the map for the Temple. Give me a bit and I'll post one for you. There: http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Keep,M,21,26;b =PsiB,M,15,19 |
| Vathelokai03-29-07, 10:05 PM | She comes... I say to myself unintentionally. She flies... she is armored. Reflexively I clutch my arms close to my body and imagine wings and claws like hers. I feel a air shifing from the firepit through my feathers. Raising my arms slowly, I stretch my wings and flex my new muscles. I feel the aura of force surrounding me like a warm blanket. Grabbing the crystal rod in one hand, I turn to see her in the doorway. She's holding the rope. It brings to mind more fear than the sword. The blade brings death, but the rope brings entrapment. Freedom... I feel it. It is behind her. It is over her dead body. Hate... Love the intro, by the way. Prebuffs: inertial armor and metamorph into avoral. Use metamorphic transfer to gain the avorals lay on hands ability. Strategy: Spend one more round buffing with forcescreen, pushing my AC up to 32. That'll leave me with 15 pp. Use empty mind vs. charm person if nessicary. Use the dorje from cover. If I get down to 1/2 hp then use lay on hands to get back to full. Try to stay 80 ft from her (fly + unholy blight distance); fire on her then move out of range. See how that goes for a bit. Note: metamorph changes my type, so I count as 'good' against damage reduction. Unfortunately, it also makes me more susceptable to unholy blight. Size and Type: medium outsider (good, extraplanar) Stats: str 15, dex 23, con 20 Speed: speed 40, fly 90 (good) Natural Armor: 8 Attacks: claw 2d6+2, wing 2d8+2 Full Attack: 2 claws or 2 wings or weapon with secondary natural attack Skill bonus: spot +8 Lay on hands: as paladin, but can heal ammount equal to full total hp. Currently HP 62 AC 28 (dex 6, nat 8, armor 4) melee to hit +5 ranged to hit +9 fort +7 ref +8 will +7 |
| Vathelokai03-30-07, 09:18 PM | :bump: Didn't know if you were busy, or if you hadn't seen the above post change. No hurry; just wondering. |
| SauroGrenom03-31-07, 10:09 AM | :bump: Didn't know if you were busy, or if you hadn't seen the above post change. No hurry; just wondering.I saw it. I'll get to it this afternoon. |
| SauroGrenom04-01-07, 09:53 AM | (1)The keeper smiles her wicked smile. To her, this is just another of many escape attempts, and the punishments are a pleasure to give. She flies forward and throws her rope to entangle you. The experienced prison keeper aims her rope well, and it comes to life as it touches you. Strong cords writhe and whip around you as the rope entangles you. http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Keep,M,21,26,1 7,22;b=PsiB,M,15,19 You concentrate and ignore the distracting rope to protect yourself with a shield of force. (2)The keeper thinks you are helpless now that your entangled, and she anchors you by commanding the rope to knot itself to her belt(move action). Smiling and thinking victory is now certain, she then draws her fearsome composite longbow. At this point, it's your move. You can use the wand of crystal shard. But you suffer penalties due to entanglement. Your ranged attack is only +5 with the wand. And you've got to hit her touch AC of 15. I don't think an Avoral can fly while entangled. |
| Vathelokai04-02-07, 12:11 AM | The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. I think that since an avoral has a good fly manuverability (no minimum forward speed, hover), that it should be able to fly, but only within certain limits, and at half speed. Thoughts? EDIT A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground.That might be what you're thinking. That would be a specific effect of tanglefoot bags, and not general entanglement. More questions: If you break the rope, does it continue to work? Would it just be a shorter rope with the same powers? I assume so, but I"m not sure. If destroying the rope would do any good (ie, un-entangle me), then shoot it with the dorje (shoot the middle of the rope then move for cover). If not, then fire on her a bunch of times with the dorje. 50/50 odds to hit, but her odds are a bit lower. Same strategy as above... whittle her down a bit. |
| SauroGrenom04-02-07, 12:39 PM | This damn rope! It's the most weird thing I've had to deal with in a long while. I'm going to say you can blast the rope with our wand and cut it in half. It's 50' long, but with a 30' range. So there's about 20' tied up in the entanglement. A half length of rope isn't worth much with a 5' range. So that's what you'll do. You carefully aim the crystal rod and utter the command thought, but your aim is slightly off. (3) The devil woman laughs as she fires a burning arrow into your flesh (8hp). Gritting your teeth, you focus your attention on the rope and blast it with the dorje. Then opening your wings, you fly away. (4) The prisonkeeper cuts her laughs short as your attack severs her rope, and she scowls as she approaches creating an inky miasma of cold darkness that gathers the shadows from every corner of the room and clings to your form as the ropes coils fall limp and away. The darkness chills and wounds you (14hp). I'm thinking the map won't make a difference at all. You've got a better movement speed, but on this map she can move to get LOS on you anywhere. And her spell has a 240' range. There's no place to hide in this room where you can avoid that spell. Also your ranged attack is one 60' range. So she can simply hover out in the air and force you to come to her. You aim your dorje and blast her (3hp). (5) She decides to use her bow some more, and moves to get a good LOS. Then fires and hits for (12hp). You reply with a blast from the Dorje (7hp). (6) The two of you trade attacks again. She misses this time and you hit(8hp). (7) The archery battle rages as you fly around each other. She strikes with an arrow (8hp), and you also hit (4hp). (8) Her arrow flies wide, while you Heal your self 42hp. (9) Her arrow is well aimed and stings deeply (20hp). Your ray strikes true (11hp). (10) Her arrow misses, while your ray wounds the devil. (11) You both miss. (12) You hit (8hp). (13) You Hit (5hp). (14) Both miss. (15) You hit (4hp). (16) You hit (5hp). (17) You both score nasty hits. (12hp to devil, 11hp to psibeast) (18) She uses the blight ability again and you feel the cold chill your bones (15hp). You respond by blasting her. A lucky shot hits her in the eye, and she cries out as she falls to the ground. There is a nasty crunch as bones break and her head rolls at an odd angle. |
| SauroGrenom04-03-07, 12:11 AM | You stand over her broken body for a moment... lost in the feeling of freedom you have never known before. Suddenly a rush of sounds comes back to you. The room is filled with the cries and shouts of dozens of prisoners. Some of them rage against their cages, others cry out for freedom, and others still babble in excited madness. You look around for a moment and consider the option of freeing some of them... |
| Vathelokai04-03-07, 12:53 AM | "Freedom..." I stare at the broken body and wait for her to get up. She's never fallen. I don't quite believe it. But soon I remember my purpose. I walk over and touch her face. Closing my eyes tight, I imagine my self as her, how her hair feels on my shoulders, the sadism behind my eyes. When I look on myself, I am her. My wings are dark. I wind up her rope and strap on her sword, then grabbing her by the hair I drag her body to the fire pit. I watch her burn. The others are quite now. They don't know what is happening. Am I the new Keeper? No. I must let them know. I have taken the keeper's skin, but I still have the beast within. I pull the crystal from my new belt, and the light inside reflects on my mind. It is the key, and now I know its power. I find the cages with the intellegent ones. They recognize me. We give each other signs, though we were never allowed to talk. We do not have a language, but we understand each other. The glowing stone removes the lock from their cages. They are hesitant. I have to pull some of them out into the open. After organizing them as best I can, I begin to free the beasts. We herd them to the corner, where all of us whimper and huddle. We do not believe it. This is another test. We have been tricked. The master will pull the keeper's ashes from the fire and put them back together. Some of us have been ashes before. I go to the door for a look. There is no one in the hall. None of the shadows, or the invisible hands. Perhaps there never were; fear and illusion. I use the keepers key and go back to my fellows. "Freedom." They are mystified. I feel like a prophet, called against my will. I imagine running free across a field. I feel my feet stomping against stones, dirt, air, water. Walls do not hold me back. I run through forests like a ghost. I run between worlds. I open my eyes. My form has changed again. I have four strong legs. I am equine. The fire on my four hooves seems to burn though the fabric of matter. My vision sees through the walls and into the fog between worlds. The others watch in awe as I nuzzle each one in turn. Their bodies become transparent like ghosts. Together we walk through the walls. I do not know where we are going. I feel my strength waning with each step, but I trot in front of them, if only to keep them from scattering like squirrels. Somewhere in this fog is another world. Lots of knock from stone, metamorph into a nightmare, transfer etherealness CL20, and bust out of here. You mentioned that you were a bit bogged down. Still feel up to running a second MQ next week. I could use the cash, but it's not nessicary. You think PsiBeast should show up at the guildhall, or meet up with everyone down in Habari? |
| SauroGrenom04-03-07, 01:00 AM | Now that I have the guild updated, all the MQ's finished, and the unexpectedly long IMT battle finished, the only thing left on my plate is the campaign. I can run another MQ for you, but you'd need to come up with the reason. I'd prefer for you to meet up with the party in Gladius. The guild is a good place to start. We've got some good RP going on right now, and I planted a campaign seed. |
| Vathelokai04-03-07, 01:13 AM | Plot ideas: Finding a path to gladius Excort the 'others' somewhere safe Avoid being recaptured on my way to Gladius Once in Gladius, find the Consortium Kill Denthians for fun, and get noticed by PSI After meeting PSI, go hunting for dinner Maybe lead my 'others' on an exodus type trip to the Consortium while evading being recaptured? I can come up with more; any look interesting so far? Basicly, I feel wierd walking right into the guild and saying hi. Maybe I can come up with some between story at work tomorrow. Yes... need to walk into the guild with a story. |