I'm totally stealing this idea... (psion help) [Archive] - Wizards Community

Post/Author/DateTimePost
archerpwr

12-25-07, 06:01 PM
DM banned the sandwich trick, but OKed something similar. Here's the story:
Low level adventurer telepath gets baleful polymorphed into a hawk. Hawk spends some time abandoned and gains an appreciation for the little things (Vow of Poverty). Later the telepath gets found by a wizard who had recently lost his familiar who seemed drawn to the hawk (thrallherd). Hawk makes mental contact and agrees to pose as the wizard's familiar. Friendship follows and they adventure gaining power and followers to the order of the eye. Here's the crunch:

Character Creation Rules:
Ruleset: D&D 3.5
Level: 17
Race: ECS, PHB
Classes: PHB (I and II), ECS, DMG (I and II), Completes (All except Champion), Tomb of Battle, Tomb of Magic (binders and shadowcasters only), Magic of Incarnum, Races (All except Dragon)
Feats: As above
Abilities: 38 point buy
Starting Gold: 340,000 gp
Magic Item Compendium and Weapons of Legacy are available to purchase from.

Special stuff in additon to that:
1) I keep my mental kalashtar abilities (mindlink and bonus pp) while baleful polymorphed.
2) I can have VoP and my thralls can be equiped with NPC level wealth. I think this means I can use exalted feats as well.

Here's what I've cooked up for the psion so far:
Kalashtar shaper 7/ thrallherd 10
1) Psicrystal Affinity, Sacred Vow
3) Vow of Poverty
4) Nymph's Kiss
5) Inquisitor
6) EK(mindlink), Vow of Abstinence
8) Touch of Golden Ice
9) Practiced Manifester
10) Vow of Chastity
12) EK(Schism), Nimbus of Light
14) Vow of Purity
15) EK(Compression)
16) Stigmata

PP: 195 base + 67 bonus (15*9/2) + 17 bonus racial = 279
Powers:
1) MindlinkEK, Astral Construct, Entangling Ectoplasm, Vigor, Empathy, synchronicity, psionic charm, Compression
2) Anticipatory Strike, Detect Hostile Intent, Share Pain, Ego Whip
3) Ectoplasmic Cocoon, Dispel Psionics, Solicit Psicrystal, Touchsight
4) Psionic Dominate, Schism, Correspond, Intellect Fortress, Psychic Reformation, Telekinetic Maneuver, Wall of Ectoplasm, Psionic Diminsional Door
5) Psionic Plane Shift, Adapt Body
6) Fuse Flesh, Temporal Acceleration, Co-Opt Concentration
7) Mass Ectoplasmic Cocoon, psionic moment of prescience, Pesronal Mind Blank
8) Bend Reality


Changeling Telepath 16:
1) Psicrystal Affinity, Overchannel
3) Psicrystal Containment
5) Psionic Meditation
6) Extend Power
9) Quicken Power
10) EK(Metamorphasis)
12) Metamorphic Transfer
15) Empower Power, Talented
Lycanthromancer

12-25-07, 06:25 PM
Has the DM pre-approved this idea?
archerpwr

12-25-07, 06:26 PM
Has the DM pre-approved this idea?

Yes... He guided me away from the sandwich idea towards this after some PM discussion. I thought he was ok with the sandwich idea, but he had just not noticed it. Only thing in the OP that wasn't explicitly allowed was the bonus exalted feats from VoP, but since he allowed VoP, I think I'm ok. In any case they aren't crucial.

Sorry about wasting your time earlier.
nobodez_here

12-25-07, 06:42 PM
Looks like a lot of fun.

So, what kind of build do your thralls have? And what kind of thing are you doing for your believers?
archerpwr

12-25-07, 06:49 PM
Looks like a lot of fun.

So, what kind of build do your thralls have? And what kind of thing are you doing for your believers?

The -1 thrall will be a seer (sherlock holmes wannabe). The -2 thrall is the runesmith wizard who's familiar I pose as. For believers, I'm not sure what I'll do. I might have a few marshals carrying stuff and clerics promoting the order of the spice (dune reference).
hovnarr

12-25-07, 08:09 PM
Why do you want to be a Telepath? With Kalashtar + Thrallherd, you get the juicy bits already. Shaper or Egoist - even Kineticist - seems better for you. TK Sphere + Burrowing Power = can of awesomeness.

As for believers, shadows are ECL 6 and can function as stealthy shock troops creating spawn that are used immediately (keeping them is not allowed, kosher). The ECL 5 is good for Pixies with one level of Rogue or Warlock. ECL 2 = level 2 marshals to command and improve all level 1 stuff (you can't do it all - better have som good help). ECL 1 - I like druids (come with companions) and human fighters (with the 3 archery feats). ECL 3-4 could be some clerics/healers or other help you could make use of.

Power to grab: CORRESPOND. Chat with ANY of your herd, and see if you can get an expert's opinion on the task at hand.

Also, consider paying for Genesis to have a place to keep your herd.
archerpwr

12-25-07, 08:55 PM
Why do you want to be a Telepath? With Kalashtar + Thrallherd, you get the juicy bits already. Shaper or Egoist - even Kineticist - seems better for you. TK Sphere + Burrowing Power = can of awesomeness.

As for believers, shadows are ECL 6 and can function as stealthy shock troops creating spawn that are used immediately (keeping them is not allowed, kosher). The ECL 5 is good for Pixies with one level of Rogue or Warlock. ECL 2 = level 2 marshals to command and improve all level 1 stuff (you can't do it all - better have som good help). ECL 1 - I like druids (come with companions) and human fighters (with the 3 archery feats). ECL 3-4 could be some clerics/healers or other help you could make use of.

Power to grab: CORRESPOND. Chat with ANY of your herd, and see if you can get an expert's opinion on the task at hand.

Also, consider paying for Genesis to have a place to keep your herd.
Correspond is a costly standard action. Shaper is tempting. Let me run down the powers I want:

Egost:
Hustle-just a handy power to have

Kineticist:
Control Body would be cool

Nomad:
Diminsion swap would be cool to have

Seer:
Second Chance would be cool to have

Shaper:
Astral Construct-everybody wants this
Ectoplasmic cocoon-perfect for vow of nonviolence

Telepath:
Mindlink(my racial ability would work, but is only 1/day)
Schism

Indeed. Shaper wins.
Lycanthromancer

12-25-07, 08:57 PM
Keep in mind that you can use powers outside of combat.

Correspond sounds a bit better now, eh?
archerpwr

12-25-07, 09:00 PM
Keep in mind that you can use powers outside of combat.

Correspond sounds a bit better now, eh?

No range limit... duh. I'll keep that in mind when I get to the point where I plot out my powers known. Hopefully I reach that point tonight.
Scion of Coldshard

12-25-07, 09:10 PM
I am not a big fan of the way vow of poverty is done, especially with the crazy variation in power level between different exalted feats.

I prefer a variation that I made, but I imagine asking your dm for home-made material might not go well ;)

Vow of nonviolence, purity, and abstinence can all put a big damper on the group in different ways.

Other than those quibbles though, what are you doing for your stats?
archerpwr

12-25-07, 10:38 PM
I am not a big fan of the way vow of poverty is done, especially with the crazy variation in power level between different exalted feats.

I prefer a variation that I made, but I imagine asking your dm for home-made material might not go well ;)

Vow of nonviolence, purity, and abstinence can all put a big damper on the group in different ways.

Other than those quibbles though, what are you doing for your stats?

38 point buy. Stats are not an issue. Would you mind linking me your VoP? The DM may go for it (he is just copying the stats from a borrowed BoED right now, so something online may be more convenient). Stats are not a problem. I'm using a hawks physical stats at this point.
archerpwr

12-25-07, 11:46 PM
I've got powers up for critique.
Scion of Coldshard

12-26-07, 12:08 AM
38 point buy. Stats are not an issue. Would you mind linking me your VoP? The DM may go for it (he is just copying the stats from a borrowed BoED right now, so something online may be more convenient). Stats are not a problem. I'm using a hawks physical stats at this point.

Hawks physical stats makes sense, I was just wondering if you were choosing your full stats with the 38 pb and then overlaying them or something else. Feat options are limited by stats sometimes though which also limits other character options as well ;)

At the level you are at the normal VoP is giving pretty decent things I suppose. The version I made up is much easier to use but it is also much more open. It can be abused but I would trust my own players not to.

It also likely doesnt help you much as you are in a bird form.. but.. never know I suppose. The latest version of it is below and two previous versions are on the link. I am not sure what the theme you should pick for your character is, perhaps to be the best 'hawk' alive or a pile of feats simulating another class through either Magic of Incarnum or Tome of XXXX (superior unarmed strike + weapon finesse + shadow blade gives a pretty impressive attack routine, psychic renewal + psychic meditation + greater psionic shot + shadow garrote gives you a nice 9d6 ranged touch attack which also might make the foe flat footed, etc)


Self Reliance
Benefit: You disdain the use of most equipment, preferring instead to rely upon yourself. Your conviction is so strong that you gain benefits above your fellows who rely on outside devices.

Each day you may spend 1 hour in preparation to gain the benefits of this feat. The ritual is particular to the individual and can be anything from meditation to calisthenics to running the fastest mile that they can. Performing this ritual for additional time in a single day provides no additional mechanical benefit.

After this ritual you take 3/5 of the gp allotted for your level and spend it on virtual items. This gives you the benefits of those items and the slots that they use are considered filled. Items which require a certain amount of time equipped before they will function properly must be chosen for the requisite amount of time in a row in order to function properly. If you wish to increase an item directly you must have a basic version of the item equipped to gain the benefit (ie if you want a +1 shield you must have a shield equipped, but during that day any shield you equip is treated as +1 while you wear it appropriately). Items like staffs and wands must have a physical analog to use as a focus and you may only use effects which are personal only (each must be at the full 50 charges value, the only exception to this is the luck blade which may be purchased with less than its full compliment of wishes, note of course that if a wish is used from an item gained through this feat its effects may only be personal only). A potion analog is held in a normal potion vial and filled with any liquid you like, but its scent, taste, and color change to match your mental image of what a potion with its effects should smell, taste, and look like. Items like sovereign glue and bags of holding must also have a physical analog, such as mundane glue, and lose their non-mundane effects if the items cost is not paid at a future date.

You also gain 1 bonus feat for each even level you have +1 for first level. You must meet the normal requirements for these feats and they should fit within the theme of how the character is self reliant either directly or by building towards a feat that does. A theme must be specific to the character with a fairly narrow focus. A player and dm should work out what feats are allowable, but the list should be as close to the core theme as possible.

The benefits gained from the ritual dissappear after 24 hours.

Special: You may only use basic equipment. You can only use simple weapons, light armor, and light shields. You can also use miscellaneous adventuring equipment (rope, torches, flasks of acid, etc) as long as each item is worth less than or equal to 10 gp (if you made the item yourself this value is the higher of 10gp or 5gp*(bonus of skill used to create item)^2). No item you use that you did not make yourself can be of masterwork quality or made of a superior material (mithral, adamantine, cold iron, etc). The virtual items granted by this feat do not count for the purposes of this restriction.

Should you use a prohibited item, you lose the benefit of this feat for 1 day per round the item was used (minimum 1 day). Note, you need to actually use the item; it is acceptable to carry expensive objects and treasure as long as the items in question are not used. For example, picking up a vorpal sword is fine, but picking up a luckstone is not unless you can somehow not gain its benefit (such as by already having the benefits of a luckstone through paying for it with your daily allotment of money).

Any permanent bonuses you have (such as inherent bonuses from wishes) reduce the value you may spend each day by half their normal value.

Extra special: The character still recieves their full value of money from the adventuring group but it is simply disdained in some fashion by the character. Some donate it to charities, others buy rounds at the bar until it is gone, some sink it into hidden stashes of emergency supplies strewn across every land and plane they can reach.. whatever their method of dispersement though they rarely have more than the bare essentials in equipment and supplies prefering instead to make due with whatever is at hand and trust in themselves to work out a way to get through.

http://forums.gleemax.com/showpost.php?p=14460547&postcount=1
archerpwr

12-26-07, 01:01 AM
stuff

I think I'm going to pass on it. I like VoP here because it'll simplify a very long and tedious character creation process. Your version will take yet more time to pick things out. 3 characters for one campaign means I'm looking for shortcuts where I can get them (flavor pending). Thanks for the input though.

Exalted feats are meh, but I didn't take it for the feats. I took it for simplicity and it fits the flavor.
Scion of Coldshard

12-26-07, 02:34 AM
VoP is certainly pretty simple, although I would say that adding in other vows makes the whole thing incredibly complicated ;)

I think that basically going out of ones way to play 3 characters at once is pretty crazy though..lol.. I would suggest something like a permanent fusion and spell/power reflection to protect it. At least then you are kindof down to only two characters.
Sinfire Titan

12-26-07, 02:59 AM
VoP works nicely with a Baleful Polymorph survivor, at least for this purpose. Remember something though: Other Vows are considerably more unbalanced (Peace, I'm looking at you). Consider taking other Exalted Feats instead of it. ToGI has decent potential. Nymph's Kiss is an excellent choice.Servant of Heavens/Favored of the Companions/Knight of the Stars may help out, but not much. Words of Creation+Vigor/Shared Pain/Psycrystal shenanigans may prove to be effective, consider taking Psycrystal Affinity as one of your Psion bonus feats when you get the chance, but make sure your DM will allow you to use it without having to be in a humanoid form.Nimbus of Light, Holy Radiance, and Stigmata are good back-ups if you run out of other feats to pick. Other than that, not many of the Exalted feats will help you out.

This goes without saying, but up your Int ASAP. Some Ranged Touch powers would help take advantage of the Exalted Strike bonuses. 8th level, not even your allies will be able to tell you aren't just some Wizard's familiar, until they see you get into melee with your hideous AC and actually prove useful. Have the Wizard swap out his familiar for something via Alternate Class Features. While you won't be able to gain the benefits of his Familiar class feature either, it would help dearly to have his effectiveness boosted, so he remains relevant late game.

Here's what I've cooked up for the psion so far:
Kalashtar shaper 7/ thrallherd 10
1) Psicrystal Affinity, Sacred Vow
3) Vow of Poverty
4) Nymph's Kiss
5) Inquisitor
6) EK(mindlink), Vow of Abstinence
8) Vow of Nonviolence
9) Overchannel
10) Vow of Chastity
12) EK(Second Chance), Nimbus of Light
14) Vow of Purity
15) EK(Schism)
16) Vow of Nonviolence You mentioned this twice. I assume it was Vow of Peace?
PP: 279 (Assuming 28 Int)


I do not recomend Vow of Nonviolence or it's bigger brother, as they tend to remove the fun from the other players. Swap it for something a little bit less game shaking.

Last minute addition: Either Comp Psi or Races of Eberron has a feat that grants extra uses of the Mind Link Kalashtar psi-like ability. You may want to look into it.
hovnarr

12-26-07, 05:56 AM
Powers look good. You have the lazers, tazers and ICBMs. I'd probably put Contingency on your Seer cohort and manifest through him when you need to reset it. Instead, I'd go with Crystallize or Fuze flesh (personal fav.) for a good Fort save power (you already have mass cocoon and dominate for ref/will).
archerpwr

12-26-07, 11:59 AM
VoP works nicely with a Baleful Polymorph survivor, at least for this purpose. Remember something though: Other Vows are considerably more unbalanced (Peace, I'm looking at you). Consider taking other Exalted Feats instead of it. ToGI has decent potential. Nymph's Kiss is an excellent choice.Servant of Heavens/Favored of the Companions/Knight of the Stars may help out, but not much. Words of Creation+Vigor/Shared Pain/Psycrystal shenanigans may prove to be effective, consider taking Psycrystal Affinity as one of your Psion bonus feats when you get the chance, but make sure your DM will allow you to use it without having to be in a humanoid form.Nimbus of Light, Holy Radiance, and Stigmata are good back-ups if you run out of other feats to pick. Other than that, not many of the Exalted feats will help you out.

This goes without saying, but up your Int ASAP. Some Ranged Touch powers would help take advantage of the Exalted Strike bonuses. 8th level, not even your allies will be able to tell you aren't just some Wizard's familiar, until they see you get into melee with your hideous AC and actually prove useful. Have the Wizard swap out his familiar for something via Alternate Class Features. While you won't be able to gain the benefits of his Familiar class feature either, it would help dearly to have his effectiveness boosted, so he remains relevant late game.

Here's what I've cooked up for the psion so far:
Kalashtar shaper 7/ thrallherd 10
1) Psicrystal Affinity, Sacred Vow
3) Vow of Poverty
4) Nymph's Kiss
5) Inquisitor
6) EK(mindlink), Vow of Abstinence
8) Vow of Nonviolence
9) Overchannel
10) Vow of Chastity
12) EK(Second Chance), Nimbus of Light
14) Vow of Purity
15) EK(Schism)
16) Vow of Nonviolence You mentioned this twice. I assume it was Vow of Peace?
PP: 279 (Assuming 28 Int)


I do not recomend Vow of Nonviolence or it's bigger brother, as they tend to remove the fun from the other players. Swap it for something a little bit less game shaking.

Last minute addition: Either Comp Psi or Races of Eberron has a feat that grants extra uses of the Mind Link Kalashtar psi-like ability. You may want to look into it.

Vow of Peace and Vow of nonviolence just prevent my allies from killing helpless enemies. Since Ectoplasmic Cocoon and Psionic Dominate/Charm are my go to methods, I think I can deal with incapacitating and forcing enemies to take vows of nonviolence. I'll consider dropping them for ToGI and something else. I can't benefit from *any* of the words of creation uses. I have psicyrstal affinity and my psicrystal will pretend to be my runesmith's earring.

Powers look good. You have the lazers, tazers and ICBMs. I'd probably put Contingency on your Seer cohort and manifest through him when you need to reset it. Instead, I'd go with Crystallize or Fuze flesh (personal fav.) for a good Fort save power (you already have mass cocoon and dominate for ref/will).

On second thought, screw vow of peace and nonviolence. I want to be able to hurt the enemy.
archerpwr

12-26-07, 02:29 PM
I've got a preliminary feat setup for sherlock holmes the thrall. The DM was kind enough to help me with the crunch on the wizard (ie make the thrall), so I just have to setup the telepath.
Lokiyn

12-26-07, 02:52 PM
Just as an interesting point of interest


RULES: DRAGON EGGS
Although it contains a living embryo, treat a dragon egg as an inanimate object with the following statistics.
Dragon Egg Game Statistics
... ... ... Hardness/ Break
Egg Size Length* Weight Hit Points DC
Tiny 1 ft. 1 lb. 8/10 12
Small 2 ft. 8 lb. 10/15 13
Medium 4 ft. 60 lb. 10/20 15
*A dragon egg has a maximum diameter equal to about 1/2 its length.

No one says your believers need to stay Human (or whatever)

At the very least with a Skin of Metamorphosis they could stay as eggs the full Incubation period.

As to whether you now have a brand new dragon or a wyrmling with the mind of your believer is up to the dm.
archerpwr

12-26-07, 03:02 PM
Dragon eggs... I still need to consult the DM about believers. He's working on the wizard right now. Once I finish the telepath, I'll play with believers and see how the DM is running believers.
archerpwr

12-26-07, 05:13 PM
Changeling Telepath 16:
1) Psicrystal Affinity, Overchannel
3) Psicrystal Containment
5) Psionic Meditation
6) Extend Power
9) Quicken Power
10) EK(Metamorphasis)
12) Metamorphic Transfer
15) Empower Power, Talented

Powers:
1) Mindlink, psionic charm, vigor, energy ray, skate
2) Read thoughts, psionic suggestion, share pain, psionic knock
3) Dispel psionics, solicit psicrystal, time hop, Ubiquitous Vision
4) Metamorphasis, Schism, Psionic Modify Memory, Psionic Divination, Psychic Reformation, Psionic Dimensional Door
5) Mind Probe, Psionic Major Creation, Shatter Mind Blank, Trace Teleport
6) Temporal Acceleration, Mass Cloud Mind, Psionic Contingency,
7) Decerebrate, Retrieve
8) Psionic Mind Blank, Shadow Body, Psionic Greater Teleport

Critique? Things I should change on the thrallherd?
Sinfire Titan

12-26-07, 09:20 PM
Changeling Telepath 16:
1) Psicrystal Affinity, Overchannel
3) Psicrystal Containment
5) Psionic Meditation
6) Extend Power
9) Quicken Power
10) EK(Metamorphasis)
12) Metamorphic Transfer
15) Empower Power, Talented

Powers:
1) Mindlink, psionic charm, vigor, energy ray, skate
2) Read thoughts, psionic suggestion, share pain, psionic knock
3) Dispel psionics, solicit psicrystal, time hop, Ubiquitous Vision
4) Metamorphasis, Schism, Psionic Modify Memory, Psionic Divination, Psychic Reformation, Psionic Dimensional Door
5) Mind Probe, Psionic Major Creation, Shatter Mind Blank, Trace Teleport
6) Temporal Acceleration, Mass Cloud Mind, Psionic Contingency,
7) Decerebrate, Retrieve
8) Psionic Mind Blank, Shadow Body, Psionic Greater Teleport

Critique? Things I should change on the thrallherd?

Step 1: Find loophole.
Step 2: Exploit loophole.
Step 3: ???
Step 4: Profit!

Good loophole that I found the other night: Azure Talent, Psycarnum Infusion, Psionic Meditation.

Azure Talent with no Essentia invested in it. Activate Psycarnum Infusion (Need to find out what kind of action this is), choosing Azure Talent. Bamf, free 8 PP to spend, a free 4th level power. Improved Essentia Capacity to gain 10, and make it a 5th level power. Manifest any power, then Psionic Meditation back your focus. Rinse, wash, break, repeat. Bolded powers work well with this concept.
Scion of Coldshard

12-26-07, 09:24 PM
Azure Talent

This feat doesnt give you temp pp or something similar, it raises the amount of pp you have. This means that once the round is over from being charged up the characters current pp drop by the amount gained. It can give you one final bigger power than you could've had anyway, but it doesnt give you unlimited pp's for the day, there are other tricks for that.
Lycanthromancer

12-26-07, 09:27 PM
I don't think I'd take ubiquitous vision. I would much, much rather have touchsight. All the time. I don't think I'd ever want uv rather than touchsight, actually.

Also, I'd rather have time hop than psionic knock. If you can't hop it, disintegrate it. I'd get another 2nd level power, myself.

Also, you can easily use metamorphosis to achieve the ends you desire with mass cloud mind. Find a better power. Such as temporal acceleration, psionic disintegrate, or even retrieve.
Sinfire Titan

12-26-07, 10:39 PM
This feat doesnt give you temp pp or something similar, it raises the amount of pp you have. This means that once the round is over from being charged up the characters current pp drop by the amount gained. It can give you one final bigger power than you could've had anyway, but it doesnt give you unlimited pp's for the day, there are other tricks for that.

Oh well then.
archerpwr

12-26-07, 10:48 PM
I don't think I'd take ubiquitous vision. I would much, much rather have touchsight. All the time. I don't think I'd ever want uv rather than touchsight, actually.

Also, I'd rather have time hop than psionic knock. If you can't hop it, disintegrate it. I'd get another 2nd level power, myself.

Also, you can easily use metamorphosis to achieve the ends you desire with mass cloud mind. Find a better power. Such as temporal acceleration, psionic disintegrate, or even retrieve.

UV gives the equivilant of improved uncanny dodge, but further thinking now, touchsight is better even on sherlock holmes (that's the flavor I'm going for here). Good point on psionic knock. Psionic knock fits the flavor, but time hop does the job better. Ego whip seems like the right thing to replace psionic knock. Good point on mass cloud mind. I'll add in disintegrate. That serves as utility as well. Are my feats looking good?

Changeling Telepath 16:
1) Psicrystal Affinity, Overchannel
3) Psicrystal Containment
5) Psionic Meditation
6) Extend Power
9) Quicken Power
10) EK(Metamorphasis)
12) Metamorphic Transfer
15) Empower Power, Talented

Powers:
1) Mindlink, psionic charm, vigor, energy ray, skate
2) Read thoughts, psionic suggestion, share pain, ego whip
3) Dispel psionics, solicit psicrystal, time hop, touchsight
4) Metamorphasis, Schism, Psionic Modify Memory, Psionic Divination, Psychic Reformation, Psionic Dimensional Door
5) Mind Probe, Psionic Major Creation, Shatter Mind Blank, Trace Teleport
6) Temporal Acceleration, disintegrate, Psionic Contingency,
7) Decerebrate, Retrieve
8) Psionic Mind Blank, Shadow Body, Psionic Greater Teleport
hovnarr

12-27-07, 06:35 AM
I second Lycan's suggestions. For a Sherlock Holmes type, Identify might be worthwhile.

As for feats, taking Talented at level 15 is a bit like taking Toughness at level 15. I'd much rather try to fit in True Metabolism in your level 8 powers. You go:
Round 1:
Swift: Extended Temp. Acc.
>>TA rd 1: True Metabolism, regain focus
>>TA rd 2: Overchannel a buff of choice as much as you want, regain hp
Standard: Overchannel whatever again (doesn't have to be a low level power)
Not an action: regain hp again

After round 1 and a small hp expenditure, you have your all day buffs, True Met, and a tailored buff of choice, plus have discharged something offensive (probably a debuff or something control, like disintegrate ground beneath opponent). All for a relatively moderate pp expenditure.

Another route is using Vigor before Overchanneling. At any rate, using powers to mitigate overchanneling is better than wasting a feat to do it for lvl 1-3 powers IF you expend a precious focus.

I'd go with another metapsi feat instead. With Touchsight, I'd go for Burrowing Power. Why open the door at all? Burrowing Touchsight tells you what's in the room and where, just proceed with Burrowing disintegrate to pawn it before initiative is rolled.
Sinfire Titan

12-27-07, 07:21 AM
I'd go with another metapsi feat instead. With Touchsight, I'd go for Burrowing Power. Why open the door at all? Burrowing Touchsight tells you what's in the room and where, just proceed with Burrowing disintegrate to pawn it before initiative is rolled.

That approach is cruel, unusual, and horrendously cheesy.

I wholeheartedly support this product!
archerpwr

12-27-07, 12:51 PM
I second Lycan's suggestions. For a Sherlock Holmes type, Identify might be worthwhile.

As for feats, taking Talented at level 15 is a bit like taking Toughness at level 15. I'd much rather try to fit in True Metabolism in your level 8 powers. You go:
Round 1:
Swift: Extended Temp. Acc.
>>TA rd 1: True Metabolism, regain focus
>>TA rd 2: Overchannel a buff of choice as much as you want, regain hp
Standard: Overchannel whatever again (doesn't have to be a low level power)
Not an action: regain hp again

After round 1 and a small hp expenditure, you have your all day buffs, True Met, and a tailored buff of choice, plus have discharged something offensive (probably a debuff or something control, like disintegrate ground beneath opponent). All for a relatively moderate pp expenditure.

Another route is using Vigor before Overchanneling. At any rate, using powers to mitigate overchanneling is better than wasting a feat to do it for lvl 1-3 powers IF you expend a precious focus.

I'd go with another metapsi feat instead. With Touchsight, I'd go for Burrowing Power. Why open the door at all? Burrowing Touchsight tells you what's in the room and where, just proceed with Burrowing disintegrate to pawn it before initiative is rolled.

I love you guys. You tell me exactly where I'm going wrong and how to fix it. Hopefully the final draft:
Changeling Telepath 16:
1) Psicrystal Affinity, Overchannel
3) Psicrystal Containment
5) Psionic Meditation
6) Extend Power
9) Quicken Power
10) EK(Metamorphasis)
12) Metamorphic Transfer
15) Empower Power, Link Power

Powers:
1) Mindlink, psionic charm, vigor, energy ray, skate
2) Read thoughts, psionic suggestion, share pain, ego whip
3) Dispel psionics, solicit psicrystal, time hop, touchsight
4) Metamorphasis, Schism, Psionic Modify Memory, Psionic Divination, Psychic Reformation, Psionic Dimensional Door
5) Mind Probe, Psionic Major Creation, Shatter Mind Blank, Trace Teleport
6) Temporal Acceleration, disintegrate, Psionic Contingency,
7) Decerebrate, Retrieve
8) Psionic Mind Blank, Shadow Body, True Metabolism

Burrowing Power requires line of sight, so is no good with touchsight. I think I'll use link power with psionic major creation.
Sinfire Titan

12-27-07, 02:08 PM
I love you guys. You tell me exactly where I'm going wrong and how to fix it. Hopefully the final draft:
Changeling Telepath 16:
1) Psicrystal Affinity, Overchannel
3) Psicrystal Containment
5) Psionic Meditation
6) Extend Power
9) Quicken Power
10) EK(Metamorphasis)
12) Metamorphic Transfer
15) Empower Power, Link Power

Powers:
1) Mindlink, psionic charm, vigor, energy ray, skate
2) Read thoughts, psionic suggestion, share pain, ego whip
3) Dispel psionics, solicit psicrystal, time hop, touchsight
4) Metamorphasis, Schism, Psionic Modify Memory, Psionic Divination, Psychic Reformation, Psionic Dimensional Door
5) Mind Probe, Psionic Major Creation, Shatter Mind Blank, Trace Teleport
6) Temporal Acceleration, disintegrate, Psionic Contingency,
7) Decerebrate, Retrieve
8) Psionic Mind Blank, Shadow Body, True Metabolism

Burrowing Power requires line of sight, so is no good with touchsight. I think I'll use link power with psionic major creation.

Note: Put ranks in Craft: Poison Making for Major Creation abuse! Honestly, Trace Teleport is a bit situational. Dow you know if your DM likes to save his BBEGs a lot? If so, good idea to plan ahead. If not, try something different.
archerpwr

12-27-07, 02:12 PM
Note: Put ranks in Craft: Poison Making for Major Creation abuse! Honestly, Trace Teleport is a bit situational. Dow you know if your DM likes to save his BBEGs a lot? If so, good idea to plan ahead. If not, try something different.

Not sure about if the DM likes to saves his BBEGs, but it's just so thematically fitting, I want to have it. Now that I think of it, psionic greater teleport is of greater value than shadow body.

Changeling Telepath 16:
1) Psicrystal Affinity, Overchannel
3) Psicrystal Containment
5) Psionic Meditation
6) Extend Power
9) Quicken Power
10) EK(Metamorphasis)
12) Metamorphic Transfer
15) Empower Power, Link Power

Powers:
1) Mindlink, psionic charm, vigor, energy ray, skate
2) Read thoughts, psionic suggestion, share pain, ego whip
3) Dispel psionics, solicit psicrystal, time hop, touchsight
4) Metamorphasis, Schism, Psionic Modify Memory, Psionic Divination, Psychic Reformation, Psionic Dimensional Door
5) Mind Probe, Psionic Major Creation, Shatter Mind Blank, Trace Teleport
6) Temporal Acceleration, disintegrate, Psionic Contingency,
7) Decerebrate, Retrieve
8) Psionic Mind Blank, Psionic Greater Teleport, True Metabolism

Any other suggested tweaks? I think I'm about ready to fill in the sheet.
Lycanthromancer

12-27-07, 02:22 PM
I don't mean to rain on your parade, but powers like trace teleport are almost never worth putting on your powers-known list. Get a power stone or a dorje? Also note that tt is a 4th level power; are you trading in a 5th level goodie (such as metaconcert) for trace teleport?

Also, NEVER EVER EVER EVER EVER TAKE SHATTER MIND BLANK! Dispel psionics does what that does, and much, much, much better. Get rid of it! Ewwww! Research some seer powers (preferably clairvoyant sense, object reading, sensitivity to psychic impressions, or remote viewing for a 'Sherlock' type).
archerpwr

12-27-07, 02:43 PM
I don't mean to rain on your parade, but powers like trace teleport are almost never worth putting on your powers-known list. Get a power stone or a dorje? Also note that tt is a 4th level power; are you trading in a 5th level goodie (such as metaconcert) for trace teleport?

Also, NEVER EVER EVER EVER EVER TAKE SHATTER MIND BLANK! Dispel psionics does what that does, and much, much, much better. Get rid of it! Ewwww! Research some seer powers (preferably clairvoyant sense, object reading, sensitivity to psychic impressions, or remote viewing for a 'Sherlock' type).

God Lycan, you're like my guardian angel in this thread.

Changeling Telepath 16:
1) Psicrystal Affinity, Overchannel
3) Psicrystal Containment
5) Psionic Meditation
6) Extend Power
9) Quicken Power
10) EK(Metamorphasis)
12) Metamorphic Transfer
15) Empower Power, Link Power

Powers:
1) Mindlink, psionic charm, vigor, energy ray, skate
2) Read thoughts, psionic suggestion, share pain, ego whip
3) Dispel psionics, solicit psicrystal, time hop, touchsight
4) Metamorphasis, Schism, Psionic Modify Memory, Psionic Divination, Psychic Reformation, Psionic Dimensional Door
5) Mind Probe, Psionic Major Creation, Adapt Body
6) Temporal Acceleration, disintegrate, Psionic Contingency,
7) Decerebrate, Retrieve, Insanity
8) Psionic Mind Blank, Psionic Greater Teleport, True Metabolism
Lycanthromancer

12-27-07, 02:49 PM
All I'm saying is what you should know already, n00b. :P
archerpwr

12-27-07, 02:52 PM
All I'm saying is what you should know already, n00b. :P

I have yet to play a psion (still ghosting that drow to finish that battle in bal's campaign), so I need all the help I can get. I really appreciate the help. Does that most recent draft look good? No other wasted space?
Lycanthromancer

12-27-07, 02:55 PM
Quicken Power is (mostly) a waste of time. Simply manifest schism instead. Note that QP costs 6 pp and your focus, and schism manifests at -6 MLs. I guess QP might be worth it in a really tight pinch, but you could easily find a better use for that feat. :)
Lycanthromancer

12-27-07, 02:57 PM
On second thought, maybe it's not. There is a great deal of overlap between the two, though.
archerpwr

12-27-07, 03:00 PM
Suggestions on a replacement for quicken? Maybe another EK? I could reshuffle the feats to get the EK at level 15 netting me remote viewing.
Lycanthromancer

12-27-07, 03:03 PM
Toughness? :P

EK is always good; maybe you could take Burrowing Power and use it on touchsight?
archerpwr

12-27-07, 03:06 PM
Toughness? :P

EK is always good; maybe you could take Burrowing Power and use it on touchsight?

EK(remote viewing) it is then (seeing as burrowing power needs LoS, so does not let touchsight see through doors if I couldn't already).

Changeling Telepath 16:
1) Psicrystal Affinity, Overchannel
3) Psicrystal Containment
5) Psionic Meditation
6) Extend Power
9) Link Power
10) EK(Metamorphasis)
12) Metamorphic Transfer
15) Empower Power, Burrowing Power

Powers:
1) Mindlink, psionic charm, vigor, energy ray, skate
2) Read thoughts, psionic suggestion, share pain, ego whip
3) Dispel psionics, solicit psicrystal, time hop, touchsight
4) Metamorphasis, Schism, Psionic Modify Memory, Psionic Divination, Psychic Reformation, Psionic Dimensional Door
5) Mind Probe, Psionic Major Creation, Adapt Body
6) Temporal Acceleration, disintegrate, Psionic Contingency,
7) Decerebrate, Retrieve, Insanity
8) Psionic Mind Blank, Psionic Greater Teleport, True Metabolism

Edit: nevermind that. If the power requires line of sight, which touchsight doesn't.
hogarth

12-27-07, 03:06 PM
Power Penetration/Greater Power Penetration are nice to have.
Lycanthromancer

12-27-07, 03:07 PM
Any PrC you want to take?
archerpwr

12-27-07, 03:09 PM
Any PrC you want to take?

Nothing that helps more than the psion bonus feats comes to mind.
hovnarr

12-27-07, 03:32 PM
Edit: nevermind that. If the power requires line of sight, which touchsight doesn't.

Ah, good, you noticed yourself. It would be strange if touchsight, a power designed to overcome the problem of not having line of sight, would require line of sight. Either way, Clairvoyant Sense is pretty much the same thing (only it's light dependent), and costs 3 pp rather than 7 (5+2) + focus. I stand by my thesis that Burrowing Power is the road to awesomeness though.
Scion of Coldshard

12-27-07, 04:41 PM
Using burrowing power on touchsight is basically just a waste of pp and focus since the target of touchsight is you and it is unlikely that a wall will be between you and yourself when you manifest the power ;)
hovnarr

12-27-07, 05:34 PM
I don't want to derail this thread into a side nitpick (which is just a variation on the Clairvoyant Sense + Burrowing offensive power of Seer fame), but anyway:

Burrowing Power [Metapsionic]
Your powers sometimes bypass barriers.

Benefit
To use this feat, you must expend your psionic focus. You can attempt to manifest your powers against targets that are sheltered behind a wall or force effect. Your power briefly skips through the Astral Plane to bypass the barrier.

This is pretty straightforward. Your powers can bypass barriers, or in game terms, ignore line of effect. I suppose you could be led to believe that this particular metapsionic feat would only work on a targeted power due to the word "target" (so no rays if you read it like that), but the next paragraph makes provisions for using other power types too:

If a power requires line of sight (which includes most powers that affect a target or targets instead of an area), you cannot manifest it as a burrowing power unless you can somehow see the target, such as with clairvoyant sense.

So, among other powers, those that affect an area are usuable with Burrowing Power, and we also know they do not require LoS. Now, touchsight:

You generate a subtle telekinetic field of mental contact, allowing you to “feel” your surroundings even in total darkness or when your sight would otherwise be obscured by your physical environment. Your touchsight field emanates from you out to 60 feet. You ignore invisibility, darkness, and concealment, though you must have line of effect to a creature or an object to discern it.

The "see text" reference in the power stat block tells us that this power is a bit complicated. Nevertheless, it creates a field of discernment, but you can only discern what you have LoE too. And Burrowing Power lets you have LoE by making parts of this field skip onto the Astral Plane, so you can have LoE where it would normally have been blocked. Much like a Burrowing Energy Burst would work. I can't see that the technicality of the stat block discrepancy (EB listing "Area: Burst centered on you", while TS lists "Range: Personal, see text") is fundamental to whether you can use Burrowing Power or not.
Scion of Coldshard

12-27-07, 08:27 PM
This is pretty straightforward.

True, it is very straightforward, dont bother using up extra pp and a focus since a character is unlikely to have a barrier between himself and himself when manifesting the power.
Lycanthromancer

12-27-07, 09:49 PM
And yet, a power doesn't actually REQUIRE a target for Burrowing Power to work; ergo, it can be assumed that it would work on touchsight the same as other powers that are emanations (that emanate from you).
Scion of Coldshard

12-28-07, 04:01 AM
And yet, a power doesn't actually REQUIRE a target for Burrowing Power to work

It says targets, so I have to assume it means targets. Much like I assume that when chain power says target it means target. If they had wanted to use a definition other than the one given in the basic overview section then they should've called it out, as it is since it uses a keyword without listing an exception then I will assume it uses the keyword as is until there is a good reason not to.

Even if it didnt mean that however I dont see how someone could justify touchsight working since there isnt anything for the power to send to the astral plane. Touchsight itself has a target entry anyway, using that would fit best with the feat.
hovnarr

12-28-07, 04:58 AM
So, just to be clear Scion, you don't think a Burrowing Energy Ray or a Burrowing Energy Cone has any meaning other than wasting 2 pp and focus? Because these powers aren't targeted either. Or do you concede that a power can burrow even if it doesn't specify a target? I just want to be clear on where we disagree before I press the point any further.

Btw, do you play M:tG? Because I've noticed a trend that M:tG players are more nitpicky with the word "target" since it DOES have an end-all-and-be-all meaning and significance in M:tG. Whereas D&D:ers use it more loosely.
Scion of Coldshard

12-28-07, 05:04 PM
The rules tell us what target means, unless you can find a good RAW reason to ignore those rules for any given specific case then those rules should be used when discussing the RAW.
Scion of Coldshard

12-28-07, 05:11 PM
As an aside, in my own games I would likely let it work on a pretty wide variety of things. Even down to touch range effects working if both you and the target you would like are touching a wall on opposite sides in relatively close proximity. For the discussion above I was simply talking about straight RAW readings.
Lycanthromancer

12-29-07, 12:23 PM
From that interpretation, you can't use it on astral construct, psionic disintegrate, tornado blast, or even the vast majority of the energy powers...

Lycan is a sad puppy.
Scion of Coldshard

12-30-07, 02:44 PM
While an astral construct that can walk through walls does sound pretty entertaining I dont see how the wording could go for that plus I am hesitant about just how powerful that could be....
Lycanthromancer

12-30-07, 02:53 PM
That would just mean that you can manifest it through a wall. Once there, it's fully corporeal.
Scion of Coldshard

12-30-07, 03:15 PM
That would just mean that you can manifest it through a wall. Once there, it's fully corporeal.

Why? The effect of the power is to make a construct, the effect of a ray power is to make a ray.. if the effect of one power is allowed to go through why cant the effect of another?
CrimsonDeath

12-31-07, 04:00 PM
God Lycan, you're like my guardian angel in this thread.

Not just you, and not just this thread.

One thing I'd like to add to his advice: Quickened Schism can be a nice move on an opening round. Schism doesn't take effect until the round after it's manifested, so putting it up usually means deciding not to do anything else the first round of combat. If you Quicken it, you can manifest normally the first round, and still get two powers each subsequent round. And since you also have Psionic Meditation, you could Quicken a power every round, for three powers per round, if you really need to burn through your PP in a hurry.
archerpwr

01-01-08, 03:53 PM
I've done a bit more tweaking since a flaw was allowed. Would y'all give these guys another one over?

Thanks for the patience Reag. I'll be working on this over the next week. Sorry about the *giant* post.
Eleshtash
Male Kalashtar Shaper 7/Thrallherd 10
LG

Str 5 -- (hawk) -1 age
Dex 18 -- (17 hawk) +2 enhancement -1 age
Con 19/13 -- (10 pts) (10 from hawk, but baleful polymorph uses my old Con for hp) +4 enhancement -1 age
Int 29 -- (16 pts, 4 level) +6 enhancement +1 age
Wis 15 -- (6 pts) +1 age
Cha 15 -- (6 pts) +1 age

Hit Points 112/112 (4+16*2.5+17*4) DR 5/evil, Resistance 5 (acid, cold, electricity, fire, sonic) Regeneration (Lethal-Character level points of damage per hour; Nonlethal-Character Level points per 5 minutes)
AC 31, Touch 18, Flat 27
Init +4
BAB +8, Grap -2 (Freedom of Movement)
Speed 40 fly(average) 10 land
Fort +11, Ref +13, Will +18 (14, 16, 21 unless superior resistance is down)

+4 perfection vs fort saves against drugs and poisons
+4 perfection vs will saves against charms and phantasms
+4 perfection vs fort saves against disease and death
+2 vs mind affecting and possession
Immune to any effect that depends upon dreaming
Immune to detect thoughts, detect lies, and any attempt to discern alignment
+2 vs fear and despar

Attack modifiers:
8 bab, +2 size, +4 exalted strike, -2 Noncombatant
Tiny, 1'3" tall, 4 wt, 40 yrs old
Red feathers, glowing blue eyes, golden scales

Speaks no languages. Understands Common, quor, 6 other undecided

Skill points: (4*(6)+2*7+8*(8)+6*(9))=156 pts
+21 Concentration (20)
+31 Knowledge(Psionics) (20)
+31 Psicraft (20)
+11 Bluff (5)
+37 Diplomacy (20), +39 vs good creatures
+22 Sense Motive (20) (+32 if psionic focus is expended), +2 more vs good creatures
+14 Knowledge(nobility and royalty) (5)
+24 Autohypnosis (20)
+4 Listen (0)
+20 Spot (8 cc)
+12 Hide (0)


1) Psicrystal Affinity(gain a psicrystal), Sacred Vow(+2 diplomacy), Vow of Poverty(Flaw, Noncombatant)
2) Nymph’s Kiss
3) Link Power
4) Gift of Faith
5) Inquisitor(expend focus for +10 sense motive)
6) Shape Soulmeld(Shedu Crown)(Immune to all bullrushes), Vow of Abstinence
8) Touch Of Golden Ice
9) Practiced Manifester
10) Vow of Chastity
12) Psionic Meditation, Nimbus of Light
14) Vow of Purity
15) EK(schism)
16) Holy Radiance


+2 racial bonus on saving throws against mind-affecting spells and effects, and possession: The kalashtar's dual spirits help them resist spells that target their minds.
+2 racial bonus on Bluff, Diplomacy, and Intimidate checks: The kalashtar are masters of social interaction, influencing others through their commanding presence and subtle psychic powers.
Immunity to the dream and nightmare spells, as well as any other effect that relies on the character dreaming: The kalashtar do not dream.
Naturally Psionic: Kalashtar gain 1 extra power point per character level, regardless of whether they choose a psionic class.
Psi-like Abilities: Mindlink (1/day). This ability is like the power manifested by a wilder of 1/2 the kalashtar's Hit Dice (minimum 1st level).
+8 spot

-Bonus feats
Psicrystal:
Str 1 Dex 15 Con – Int 9 Wis 14 Cha 10
Skills: as master’s ranks, but 4 ranks in: search, listen, and move silently
Personality: Friendly (grants +3 to diplomacy checks)
Saves: Fort +5, Ref +7, Will +11
AC: 19, touch 16, Flatfooted 17
HP: 56
Bab/Grapple: +12/-5
Speed: 30, 20 climb
Special Qualities: Construct traits, hardness 8, psicrystal granted abilities
(improved evasion, personality, self-propulsion, share powers,
sighted, telepathic link, Deliver touch powers, Telepathic speech)
Speaks common
Feats: alertness, Wild Talent, Burrowing Power, Empower Power, extend power, quicken power


Thrallherd (Ex)
A thrallherd who has just entered the class sends out a subtle psychic call for servants, and that call is answered. Essentially, the character gains something akin to the Leadership feat, but with some important differences.

Those who answer a thrallherd’s call are not referred to as cohorts and followers, but rather as thralls and believers, respectively. They do not appear because they admire the character and want to serve her, but because a hidden psychic resonance connects the thrallherd and her servants.

As with the Leadership feat, a thrallherd has a Leadership score that determines the highest-level thrall and believers she can attract. A thrallherd’s Leadership score is equal to her character level + her Cha modifier + her thrallherd level. (Note that her thrallherd level is counted twice.) This score is not affected by any of the modifiers mentioned in the Leadership feat.

As with the Leadership feat, the called thrall’s level is limited, even if the character’s Leadership score would indicate a higher-level thrall. Unlike with the Leadership feat, the level limit of a thrall is equal to the character’s total level minus 1 (not level minus 2, as is true for cohorts).

A thrallherd cannot take the Leadership feat; if the character already has it, the feat is lost and replaced by this ability; those who were previously cohorts and followers go their separate ways, and those who are more mentally pliable show up later to take up roles as thralls and believers. A thrallherd’s first thrall and believers arrive within 24 hours of her entry into this class; likewise, lost thralls and believers are replaced within 24 hours.

Use this table instead of the one with the Leadership feat to determine the level of a thrallherd’s thrall and the number of believers of various levels a thrallherd can attract.

Psionic Charm (Ex)
At 3rd level, a thrallherd adds psionic charm to her powers known (if she doesn’t already know it). Once per day, she can manifest psionic charm at a reduced power point cost. The cost of psionic charm is reduced by the thrallherd’s level, to a minimum of 1 power point. The effect of this power is still restricted by the thrallherd’s manifester level.

Psionic Dominate (Ex)
At 5th level, a thrallherd adds psionic dominate to her powers known (if she doesn’t already know it) Once per day, she can manifest psionic dominate at a reduced power point cost. The cost of psionic dominate is reduced by the thrallherd’s level, to a minimum of 1 power point. The effect of this power is still restricted by the thrallherd’s manifester level.

Greater Dominate (Ex)
At 7th level and higher, a thrallherd does not have to pay 2 additional power points when she augments psionic dominate to affect animals, fey, giants, magical beasts, and monstrous humanoids. This reduced point cost does not increase the save DC of the power as if she had spent the additional power points.

Superior Dominate (Ex)
At 9th level, a thrallherd does not have to pay 4 additional power points when she augments psionic dominate to affect aberrations, dragons, elementals, and outsiders (in addition to the creature types mentioned in the greater dominate ability). This reduced point cost does not increase the save DC of the power as if she had spent the additional power points.

Twofold Master (Ex)
At 10th level, a thrallherd can add a second thrall to her herd. This second thrall’s maximum level is equal to the thrallherd’s level minus 2, even if her Leadership score would indicate a higher-level thrall.


PP: 195 base + 67 bonus (15*9/2) + 17 bonus racial = 276/279
1) Astral Construct, Entangling Ectoplasm, Vigor, Empathy, synchronicity, psionic charm
2) Anticipatory Strike, Detect Hostile Intent, Share Pain, Ego Whip, Feat Leech
3) Ectoplasmic Cocoon, Dispel Psionics, Solicit Psicrystal, Touchsight
4) Psionic Dominate, Schism, Correspond, Intellect Fortress, Telekinetic Maneuver, Wall of Ectoplasm, Psionic Diminsional Door, psychic reformation
5) Psionic Plane Shift, Adapt Body
6) Fuse Flesh, Temporal Acceleration, Co-Opt Concentration
7) Mass Ectoplasmic Cocoon, psionic moment of prescience
8) Bend Reality

Continuous Endure Elements effect
Exalted Strike +4 (All attacks are treated as being made with +4 weapons)
Exalted Strike(good) – Attacks bypass DR as if good aligned
Sustenance-No need to eat, drink, or breath
Touch of Golden Ice-Any evil creature that touches Eleshtash is afflicted with the ravage, DC 14, 1d6 dex, 2d6 dex
Holy Radiance-When activated undead take 1d4 damage per round they stay withing 10 feet
Nimbus of light-+2 circumstance bonus on diplomacy and sense motive checks with good creatures, shed light as a lamp


Eleshtash was once a man. That time was long ago. Decades ago Eleshtash was remade by a baleful polymorph. The fiend that destroyed his humanity left him for dead in the frozen wilderness. Eleshtash kept his wits about him and was able to survive for a few weeks as an animal, but soon felt starvation and the eventual death approaching. Determined not to die, Eleshtash withdrew into a deep meditation and was unaware for an unknown period of time. When he awoke, he was in the hands of a grizzled dwarf warrior. Putting his weak mind to work, Eleshtash sent out a telepathic message cry for help to the warrior. The surprised warrior dropped Eleshtash and blackness came over him. When Eleshtash came to, he was being nursed to health in the warrior’s mountain home. Eleshtash told the warrior of how dark magic had cursed him and that all he desired was to be whole again. The dwarf said he went by the name Arshtack Battlehammer and had recently lost his familiar to similar destructive magic. They formed an immediate friendship. Eleshtash has been posing as Arshtack’s familiar for some twenty years now and has come to accept his fate and relish in his current form. The pair have fought tyrants great and small and come across obscure lore that has increase their power a thousand fold from when they met.

On their last mission, they came across an artifact that could restore Eleshtash’s true form. Meditating upon it for a week, Eleshtash decided that he had come to accept this hawk form as more true than his birthform and would stay in the current state until the gods saw fit to bring him into the next world.


Eleshtash has grown to appreciate the smaller things in his exile from his birthform. In their years adventuring, Arshtack has frequently offered to split the spoils they have made. When offered such trivial trappings, Eleshtash’s answer has always been that he doesn’t need such things and that they would interfere with the façade. At dawn each morning Eleshtash spends one hour meditating on the meaning of life, matter, and energy while Arshtack prepares spells. So far he has not discovered anything more than what he knew pre-transformation, but Eleshtash feels he is making gains. The true meaning is just out of reach. Perhaps forsaking the material entirely would aid the search? The musings are endless.


The familiar perched on the warrior’s shoulder has an unnatural intelligence to it… The solid blue eyes pierce into your soul. The red feathers don’t show age and the golden scales speak of unnatural youth. Something about that familiar is off. You can’t seem to place the reason behind it though…



Seresina
Female Changeling Telepath 16
NG

Str 8 -- (0 pts)<-- show pts if using the pointbuy system
Dex 12 -- (4 pts)
Con 14 -- (6 pts)
Int 26 -- (16 pts, 4 level, +4 enhancement)
Wis 14 -- (6 pts)
Cha 14 -- (6 pts)

Hit Points 73/73 (4+15*2.5+16*2 )
AC 17, Touch 11, Flat 16
Init +1
BAB +8, Grap +7
Speed 30 (base 30, load 0/26, light)
Fort +11, Ref +10, Will +16
+2 vs sleep and charm effects.
Medium, 5'9" tall, 150 lb, 27 yrs old
Long silver hair, green eyes, Bronze skin

Speaks Common +6 other undecided

Skill points: 124 (10*6+8*7+7*8)
+33 Bluff (19)
+30 Sense Motive (19)
+20 Disguise (9 cc), +40 with hat of disguise and minor change shape activated
+12 Gather Information (10)
+21 Search (3 cc)
+21 Concentration (19)
+4 Listen (0)
+11 Spot (0)
+27 Psicraft (19)
+16 Craft(Poisonmaking) (8)
+5 Autohypnosis (.5 cc)


1) Psicrystal Affinity, Overchannel
3) Psicrystal Containment
5) Psionic Meditation
6) Extend Power
9) Link Power
10) EK(Metamorphasis)
12) Metamorphic Transfer
15) Empower Power, Burrowing Power


Shapechanger Subtype
+2 racial bonus on saving throws versus charm and sleep effects
+2 racial bonus on bluff, sense motive, and intimidate
Speak Language is always a class skill
Minor Change Shape: +10 on disguise checks (physical change, not illusion)


Bonus Feats
Psicrystal:
Str 1 Dex 15 Con – Int 9 Wis 14 Cha 10
Skills: as master’s ranks, but 4 ranks in: search, listen, and move silently, +7 survival
Personality: Liar (grants +3 to bluff checks)
Saves: Fort +5, Ref +7, Will +10
AC: 23, touch 16, Flatfooted 21
Bab/Grapple: +12/-5
HP: 36
Speed: 30, 20 climb 50 fly(poor)
Special Qualities: Construct traits, hardness 8, psicrystal granted abilities
(improved evasion, personality, self-propulsion, share powers,
sighted, telepathic link, Deliver touch powers, Telepathic speech, Flight, Power resistance, Sight link, Channel power )
Speaks common
Feats: alertness, Wild Talent, skill focus(survival), track, psionic meditation, self-sufficient


Power Points 237/285 (221 base 64 bonus)
1) Mind Link, psionic charm, vigor, energy ray, skate
2) Read thoughts, feat leech, share pain, ego whip
3) Dispel psionics, solicit psicrystal, time hop, touchsight
4) Metamorphasis, Schism, Psionic Modify Memory, Psionic Divination, Psychic Reformation, Psionic Dimensional Door
5) Mind Probe, Psionic Major Creation, Adapt Body
6) Temporal Acceleration, disintegrate, Psionic Contingency,
7) Decerebrate, Retrieve, Insanity
8) Psionic Mind Blank, Psionic Greater Teleport, True Metabolism


Seresina grew up in the back streets of and got trapped in a gang for several months because of her psychic abilities. She was abused by the brute leading the gang. She bided her time and made a plan.

None of her oppressors survived. With the building in flames she knew she had to escape the city and start a new life. She disguised herself as an elderly human woman and hitched a ride with a kind farmer leaving town with his newly empty wagon. Using her talents, she charmed Jack and lived helping him on his farm for several weeks. Then the police came.

Seresina ran out the back way, but the police had been ready for that. The club came swinging around and hit her hard enough on the head to knock her out instantly. When she awoke, she was in a dark cell. Seresina immediately tried to disguise herself as a man and protest innocence. The guard had been prepared for that. Seresina was thrown into the slave fights on the next day. She charmed several of her opponents into feigning defeat and soon came to be a favorite of the warden.

After of month of captivity, she was called to the warden’s chamber. The warden attempted to rape her and the hidden dagger Seresina had been carrying came into play. Flying from the room containing the mutilated warden, Seresina somehow managed to escape the prison. After several days of wandering the countryside penniless and hungry, Seresina came across a warrior with a bird that begged to be served. Seresina sank into the oblivion of servitude and worship of the celestial creature. Seresina has been travelling with the pair for two years now and no longer goes hungry and relishes in her service.


Seresina has the mind of a detective. Mysteries are there to be solved. She tends to obsess over little things that don’t make sense. She looks at life as one big puzzle that is intended to be solved. When doing heavy thinking (often) Seresina’s fingers seem to be playing an invisible piano. Her quick fingers are always moving and touching things…


Seresina chooses to look however she likes, but most often this is how she looks:
Shoulder length silver hair with a slight tinge of blue frames an oval face. Pale, white skin with red runes lining the high forehead speak of arcane power. The crystal green eyes beg you to do what she says. The figure hidden beneath the brown cloak is youthful and pleasing to the eyes. The tasteful black leggings make her seem taller than she is. The silver tiara and jeweled boots speak of newfound wealth. As she moves she seems to be constantly inspecting things, searching for something. The graceful way she moves makes you think of dancing.

+1 Mithral Breastplate of Nimbleness (worn, ??wt) 8200 gp
Noble’s Outfit (worn,-wt)

Handy Haversack (center back, 5wt)
Bedroll (below backpack, 5wt)

1.8k: Hat of disguise with added on via MIC Headband of Intellect +4 (head, -wt)
Cloak of Resistance +4 (worn, -wt)
Ring of sustenance (left 1st finger, -wt)
(right 1st finger, -wt)
+5 competence bonus to: Spot, Search, Disguise, Bluff, and Sense Motive
Cost: 5skills*2.5k per skill*1.5 for oddly slotted=18.75k

Belt of Hidden Pouches (worn, -wt)

Healing Belt (Haversack, -wt)
Spool of Endless Rope (Haversack, -wt)
Masterwork tools for: Spot, Search, Disguise, Bluff, and Sense Motive

Coins- 4250gp, 0sp, 0cp (pouch, .5wt)

Arshtack Battlehammer
Male Dwarf Cleric 1/ Focused Conjurer 4/ Runesmith 5/ Earth Dreamer 5
LG

Str 10 -- (2 pts)<-- show pts if using the pointbuy system
Dex 16 -- (6 pts), +2 enhancement
Con 18 -- (6 pts, +2 racial), +2 enhancement
Int 25 -- (16 pts, 3 level), +4 enhancement
Wis 14 -- (6 pts)
Cha 8-- (2 pts, -2 racial)

Hit Points 110/110 (10+2.5*4+2.5*5+5*3.5+15*4)
AC 25, Touch 15, Flat 22
Init +7
BAB +7, Grap +7
Speed 20 (base 20, load 0/33, heavy)
Fort +19, Ref +10, Will +18

+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.

+8 Melee, +1 Longspear, 1d8+1, 20/x3
+11 Ranged, Masterwork Light Crossbow, 1d8, 19-20/x2, 80'r

Medium, 3'4" tall, 140 wt, 40 yrs old
brown hair and beard, blue eyes, ruddy brown skin

Speaks Common, dwarf, and 6 others undecided

Skill points: 116 (10*6+8*7)
+8 Appraise (1), +12 for metal, +17 for stone
+22 Concentration (18)
+25 Knowledge(arcana) (18)
+22 Knowledge(nature) (15)
+28 Knowledge(religion) (18)
+27 Spellcraft (18)
+21 Craft(Stoneworking) (5)
+16 Craft(Metalworking) (5)
+20 Listen (18)
+2 Spot (0)


1) Collegiate Wizard
Domain) Improved Init
Domain) Extend Spell
3) Earth Sense
6) Chain Spell
9) Sculpt Spell
12) Quicken Spell
15) Skill Focus:Knowledge(Religion)


+2 Constitution, -2 Charisma.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing


-Time Domain-Improved Initiative as a bonus feat
-Planning Domain-Extend Spell as a bonus feat
-Smite Giants con mod/day-Con Mod to attack, bonus damage equal to cleric level, only works vs giants with melee attacks


-Abrupt Jaunt-Replaces familiar, int mod times per day teleport 10' as an immidiate action.
-Focused Specialization-Prepare 3 extra Conjuration spell per level, one less base spell per level, ban evocation, necromancy, and enchantment
-Scribe Scroll Bonus Feat


-Rune Magic-Prepare spells on armor or other surface trading the somatic component for the extra material component. Essentially can cast prepared spells in armor.
-Stonecraft Expertise-Add class level to appraise and craft checks related to stone
-Share Runes-Increase spell's slot by two to let another character cast the spell from the rune. Usable con mod times per day.
-Permanent Rune-Permanantly sacrifice an arcane spell slot of one level higher to use spell as a SLA two times per day.


Earth Friend-Creatures with the earth subtype have their NPC attitude improved by one step towards Earth Dreamer
-Earth Dream-Divination at 80% success, takes 10 minutes, usable 1/day, can only find information related to mountains
-Lesser Tremorsense- Tremorsense (MM) with a range of 10'
-Earth Sight-Standard Action to activate, lasts 3+con mod rounds, see through earth and stone, but not metal 30' but can still tell where earth and stone are.
-Earth Glide- standard action, lasts 3+con mod rounds, glide through any sort of earth except metal. If subject to [i]move earth, flings back dreamer 30' and dreamer must succeed on a DC 15 fort save or be stunned for one round.

Cleric Spells Prepared
0th-3
1st-2 from the cleric list, true stike or deathwatch domain

0th-Detect Magic, Read Magic, Cure Minor Wounds
1st-Sign, Lesser Vigor, True Strike

Wizard Spells Prepared
0th- 3 base, 3 conjuration
1st- 3 base, 3 conjuration, 2 bonus
2nd- 3 base, 3 conjuration, 2 bonus
3rd- 3 base, 3 conjuration, 2 bonus
4th- 3 base, 3 cojuration, 1 bonus
5th- 2 base, 3 conjuration, 1 bonus
6th- 2 base, 3 conjuration, 1 bonus
7th- 1 base, 3 conjuration, 1 bonus

Wizard Spells Prepared
0th- Caltrops, Acid Splash*2, Mending, Silent Portal, Detect Magic
1st- Benign Transposition*2, Protection From Evil, Neverskitter*2, Targeting Ray, Mount, Comprehend Languages
2nd- Web*2, Fog Cloud, Scale Weakening, Heroics*2, Wraithstrike, Rope Trick
3rd- Bands of Steel*2, Stinking Cloud, Tongues, Fly*2, Haste, Protection from Energy
4th- Black Tentacles, Dimensional Door*2, Bloodstar, Open Least Chakra, Greater Invisibility, Assay Spell Resistance
5th- Cloudkill, Teleport, Arc Lightning, Dragonsight, Greater Blink, Overland Flight
6th- Acid Fog, Freezing Fog, Wall of Gears, True Seeing, Greater Anticipate Teleportation, Superior Resistance
7th- Plane Shift, Control Weather, Magnificent Mansion, Statue, Stun Ray


0th- All cantrips except evocation, necromancy, and enchantment
1st- 6+4+4=14-Protection from Evil, Alarm, Grease, Comprehend Languages, Color Spray, Silent Image, Neverskitter, Benign Transposition, Targeting Ray, Serene Visage, Shield, Mount, Unseen Servant, Disguise Self
2nd- 8-Balor Nimbus, Heroics, Scale Weakening, Wraithstrike, Web, See Invisibility, Rope Trick, Fog Cloud
3rd- 8-Protection from Energy, Stinking Cloud, Arcane Sight, Tongues, Displacement, Fly, Haste, Bands of Steel
4th- 8-Black Tentacles, Dimensional Door, Greater Invisibility, Stone Shape, Ray Deflection, Bloodstar, Assay Spell Resistance, Open Least Chakra
5th- 8-Cloudkill, Teleport, Overland Flight, Greater Blink, Dragonsight, Permanency, Greater Dimensional Door, Arc Lightning
6th- 8-Acid Fog, True Seeing, Flesh to Stone, Greater Anticipate Teleportation, Superior Resistance, Wall of Gears, Freezing Fog, Stone Body
7th- 8-Magnificent Mansion, Plane Shift, Greater Arcane Sight, Greater Shadow Conjuration, Control Weather, Statue, Stun Ray, Glass Strike


Arshtack was raised deep in the dwarven enclaves of Jeshcro. Arshtack's father taught him to to fight in the ancient dwarven ways. Arshtack had a pleasant early life guarding the tunnels of his homeland from the ancestral enemies, but soon desired to do something more than fight. Arshtack saved up his wages for over a year in order to attend the Jeshcro academy of magic and learn the wizardy arts. Arshtack found that he was quite gifted.

Upon graduation, Arshtack was put on the special dwarven assault team. He defended his homeland from the creeping kobolds well and gained a great deal of respect for his bravery among his people. Arshtack spent several years in a euphoria training harder and growing in power at his post.

One mission went wrong. While scouting down into some of the deeper tunnels to make sure they were safe enough to send in the miners Arshtack's rope snapped. He fell several hundred feet into a cavern. It was a week before the team found a way to rescue him.

While alone with the cavern Arshtack gained a deep understanding of the earth and the ancient dwarven runes covering the cavern. Once rescued Arshtack took some time off from his post to meditate. While meditating, Arshtack felt a call.

Gathering his things, he walked twelve miles to a deserted cluster of trees high in the mountain. He found a celestial creature there and took it back to the clan and called in some favors to nurse it back to health.

Eleshtash and Arshtack instantly bonded and Arshtack resigned from his post to wander the surface world with Eleshtash.



Arshtack fears few things. He has the heart of a true warrior, but that heart is tempered with an equal amount of compassion. When he speaks, his ideas are firmly grounded and logic and his speech is slow and clear. Arshtack has one fear that he hides from all except Eleshtash. Serpents. Serpents make the stoic dwarf tremble in his armor. Arshtack's primary goal at this time in his life is to help Eleshtash on his quest of ascendance. Little else matters. Arcane lore and other power are simply tools that are there to further the quest. Without a goal power is nothing. When Arshtack is uncertain of something his left leg twitches in a rather visible manner. Arshtack calls this Moradin's Warning and refuses to agree to something if it causes his leg to twitch.

Tempered by age, this warrior is not as fearless or callause as he once was. He wishes to be more like Eleshtash in his sublime motive and tries to mimic the imposter familiar at all points.



A grizzled dwarf warrior in fullplate looks the iconic warrior. He has a longspear showing at the back and it looks well used. His long black beard and black locks have a certain earthy quality. The eyes hidden by a battered helmet are the color of well tilled soil. His smile is large and his gait powerful. He has a very beautiful pet hawk perched on his shoulder and it looks at you with an eerie intelligence. His armor is well worn, and seems to be an extension of his body. The armor glows with arcane runes of mysterious origin. His cloak is the color of slate and flows with an interesting mix of rigidity and wavelike movement. This man is the epitome of dwarven tradition. Why is he here though, and not in some ancient tunnel?


+1 Mithral Fullplate (worn, 25wt) 11,500gp
Traveler's Outfit (worn, -wt)

Masterwork Crossbow (left shoulder, -wt)
Backpack (center back, 5wt)
Bedroll (below backpack, 5wt)

Amulet of natural armor +1
Ring of Protection +2
Headband of int +4
Gloves of dex +2
Amulet of con +2
Handy Haversack
Ring of Sustenance
+1 Mithral Fullplate
Vest of resistance +4


Coins- 0gp, 0sp, 0cp (pouch, .5wt)


Seresina manifests psionic mind blank on herself, Eleshtash, and Arshtack Battlehammer.
Arshtack Battlehammer casts Open Least Chakra on Eleshtash, Dragonsight on himself, Overland Flight on himself, Greater Anticipate Teleportation on himself, superior resistance on Eleshtash, and Statue on himself.
Eleshtash and Seresina both manifest share pain with their respective psicrystals.

Effects of Buff routine:

Share pain with psicrystal for 17 hours.
Mindblank up for 24 hours.
Saves improve to fort 14, ref 16, will 21
100’ Telepathy from shedu crown in addition to being immune to bulrush


Mindblank up for 24 hours.
Share Pain up with psicrystal for 16 hours.


Dragonsight: 14 hours, 4*human lowlight vision, darkvision 140 feet, blindsense 70 feet, half the normal penalties on spot checks
Overland flight: 14 hours, fly speed 40(average)
Greater Anticipate Teleport: 24 hours, 70 foot radius, delays creatures teleporting (or using teleportation effects) into the radius by three rounds and tells Arshtack the number of creatures, their sizes, and types.
Statue: 24 hours, as a free action can transform into a statue or back.
Lycanthromancer

01-01-08, 05:55 PM
You're getting greedy, Archer.
archerpwr

01-01-08, 06:08 PM
You're getting greedy, Archer.

:weep: :weep: :weep:
Pretty please, Angel Lycan?

In all seriousness, I'm pretty darn satisfied with them, but I wanted to show off the finished product while getting another pair of eyes to make sure there weren't any typos.
aelryinth

01-01-08, 07:34 PM
I believe the entire precept of the THrallherd class violates the VoP. Your followers do not have the choice to leave or stay...they are literally bound to you and do not have free will. That is directly against the spirit of any exalted feat, and VOP is an exalted feat.

also: from the SRD:

With those exceptions, the target’s normal game statistics are replaced by those of the new form. The target loses all the special abilities it has in its normal form, including its class features. == I.e. you lose most of your class abilities.

And

If the subject remains in the new form for 24 consecutive hours, it must attempt a Will save. If this save fails, it loses its ability to understand language, as well as all other memories of its previous form, and its Hit Dice and hit points change to match an average creature of its new form. These abilities and statistics return to normal if the effect is later ended.

Statistically speaking, after 20 days you're a hawk in mind as well as body.

===Aelryinth
archerpwr

01-01-08, 07:37 PM
I believe the entire precept of the THrallherd class violates the VoP. Your followers do not have the choice to leave or stay...they are literally bound to you and do not have free will. That is directly against the spirit of any exalted feat, and VOP is an exalted feat.

also: from the SRD:

With those exceptions, the target’s normal game statistics are replaced by those of the new form. The target loses all the special abilities it has in its normal form, including its class features. == I.e. you lose most of your class abilities.

And

If the subject remains in the new form for 24 consecutive hours, it must attempt a Will save. If this save fails, it loses its ability to understand language, as well as all other memories of its previous form, and its Hit Dice and hit points change to match an average creature of its new form. These abilities and statistics return to normal if the effect is later ended.

Statistically speaking, after 20 days you're a hawk in mind as well as body.

===Aelryinth

I've addressed these points with the DM. It's cool. He was fine with bending RAW a little for the concept.
Lycanthromancer

01-01-08, 08:37 PM
Consider it more of a curse than a simple spell effect.
Scion of Coldshard

01-02-08, 12:29 AM
Statistically speaking, after 20 days you're a hawk in mind as well as body.


It isnt important to archerpwr's game but are you saying that you believe that the countdown resets after a certain period of time? Is that after every check? or do you check every hour past the 24 hour mark? every round? 6 times a round? more? less?
Sinfire Titan

01-02-08, 03:23 AM
I believe the entire precept of the THrallherd class violates the VoP. Your followers do not have the choice to leave or stay...they are literally bound to you and do not have free will. That is directly against the spirit of any exalted feat, and VOP is an exalted feat.

also: from the SRD:

With those exceptions, the target’s normal game statistics are replaced by those of the new form. The target loses all the special abilities it has in its normal form, including its class features. == I.e. you lose most of your class abilities.

And

If the subject remains in the new form for 24 consecutive hours, it must attempt a Will save. If this save fails, it loses its ability to understand language, as well as all other memories of its previous form, and its Hit Dice and hit points change to match an average creature of its new form. These abilities and statistics return to normal if the effect is later ended.

Statistically speaking, after 20 days you're a hawk in mind as well as body.

===Aelryinth

If it remains in the new form for more than 24 hours, they make the save. Not every 24 hours in the animal form. Besides, the DM all ready gave the green light for the concept. Just say it was a Bestow Greater Curse instead of Baleful Polymorph.
Lycanthromancer

01-02-08, 03:47 AM
Artifact curse, the one that requires some arcane fulfillment that is damned difficult to do!

A curse that requires a 6th level spell to overcome is more like just an extended debuff, frankly.