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Post by Shadow on Mar 19, 2009 16:36:30 GMT -5
Changing this thread to basically a private OOC board to bother you on so that I can avoid PMs. The character sheet is posted separately and his Spellbook will be up soon, with Psionics in it as well.
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Post by Stix on Mar 19, 2009 17:49:32 GMT -5
For Talisman, the object must be something associated with magecraft -- a spellbook, staff, ring, or some other "stereotypical" item. Optionally, if your character is among the faithful, this could be a holy symbol.
As far as Supernatural Constraint goes: an inability to retrace your steps could be worth up to 10 points (though you wouldn't be able to see where you've been). Having Psychoportive powers would require you to buy this flaw off. Consider the possible ramifications, though -- getting lost in a maze could mean starving to death as you have to wait a day every time you would cross your own path.
The Psionicist Armor Restriction drawback is open to you -- it just means you also can't use psionics while wearing armor. Under normal circumstances, you could use psionics in armor, but would have to take it off in order to cast spells.
With Weapon Restriction (which you could only take for one class, though you could use the better point value from Psionicist), you still gain WPs, but can't spend them on weapons (only things like unarmed styles). Of course, you could be completely non-combative and spend every last one of your WPs on NWPs, if you go that route.
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Post by Shadow on Mar 19, 2009 18:40:58 GMT -5
I was thinking of the non-combative thing, trying to pick up spells and abilities to turn my enemies power against them or to stop them altogether, but taking up an unarmed style is a thought... hmm...
If I go with anything from Psychoportation, it'd be abilities to move planes, though I more see this guy as Psychokinetic or Telepathic, with some Clairsentient options. The seeing where I've been thing was hopefully to prevent me from walking into nothing and suddenly acting like I smacked into a wall, though considering Precise Memory, I could just remember every place I've been that day, maybe? With the exception of mazes and such of course, but I mean like while heading through Sigil I turn a corner and go, "Hmm, earlier, I walked down this street and took this path... oh pike." (I don't think that's using the "pike it" term correctly, but it sounded funny to me =P)
As for the Talisman... damn. I was thinking that since it's constantly with him, stands out, and probably looks somewhat magical that it would work. But fine, fine, if you wanna be cliche about it, I'll think of something else if I wanna keep that... though given that I've got access to Armor and Weapon Restrictions... /shrug. I might just drop Talisman entirely.
Say, is there a limit to how many drawbacks I can take?
Oh, and what do you think of the Irritating Personality idea? Also the cant usage in that, decent or rather off?
I'll tune this up later once I'm back at "work", at home for now and have some other things to do.
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Post by Stix on Mar 19, 2009 20:41:55 GMT -5
If I go with anything from Psychoportation, it'd be abilities to move planes, though I more see this guy as Psychokinetic or Telepathic, with some Clairsentient options. The seeing where I've been thing was hopefully to prevent me from walking into nothing and suddenly acting like I smacked into a wall, though considering Precise Memory, I could just remember every place I've been that day, maybe? With the exception of mazes and such of course, but I mean like while heading through Sigil I turn a corner and go, "Hmm, earlier, I walked down this street and took this path... oh pike." (I don't think that's using the "pike it" term correctly, but it sounded funny to me =P) With Precise Memory, Urban Sense, and the Concentration proficiency, you shouldn't have much of an issue getting anywhere in Sigil, so long as you only show up once a day in a given locale. "Oh, pike me" would be a more proper use, but you've got the gist of it. Say, is there a limit to how many drawbacks I can take? I've had somebody start with 53 points in Disadvantages, Racial, and Class Limitations. I'd prefer not to go too far beyond that, but if it all makes sense with the character and you're prepared to accept the consequences of having so many wrenches for me to throw at you, by all means.
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Post by Shadow on Mar 19, 2009 23:36:13 GMT -5
Didn't see any Racial Limitations or Disadvantages, but I get the point =P
Hmm, wondering, would you have it so that I could say, go up one side of the street and then down the other, so long as I didn't walk across my previous trail, or would my "path" be considered the entire street? Same with buildings... oh dear. Buildings. I'd need to take a separate exit and... me thinks I'll try to stay outside, or perhaps take an ability that lets me walk through walls. This could get very tricky... that's gonna be quite the wrench.
Hmm, about homes and NPC contacts, can I start with either and what would it cost? Was thinking I might know one or two vendors at the Great Bazaar (is that right? Or is it Grand? Or what? I'd look it up but I'm getting off soon...) who sell me more than just their normal wears, and had an odd but somewhat amusing idea for a pair of hired guards for one of those contacts who would stop me each day and ask me to answer a question that they were arguing over, with whoever was right getting 5s from the other =P I figure in a place like Sigil, just from what I'm learning though these Planescape games, knowing people is a very, very good thing.
Well, I'll probably work on this more tomorrow, ended up actually doing things at work... might be the, hmm, third time that's happened? But yeah, tomorrow or the next day, we'll see.
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Post by Stix on Mar 20, 2009 2:29:59 GMT -5
Didn't see any Racial Limitations or Disadvantages, but I get the point =P Disadvantages are things like Irritating Personality. A few races have limitations -- mostly the plane-touched (tieflings who're burned by holy water, aasimar who get sick on the lower planes, fire genasi who take extra damage from water/cold, etc.). Half-elves, however, do not. Hmm, wondering, would you have it so that I could say, go up one side of the street and then down the other, so long as I didn't walk across my previous trail, or would my "path" be considered the entire street? Same with buildings... oh dear. Buildings. I'd need to take a separate exit and... me thinks I'll try to stay outside, or perhaps take an ability that lets me walk through walls. This could get very tricky... that's gonna be quite the wrench. Hmm... yeah, that all does seem like the sort of thing that would need to be nailed down first. Don't suppose there's a chance I can talk you into being content with the 10 CPs from no armor/no weapon proficiencies? Keep in mind, you get another 5 CPs every time you reach a new level in your fastest-advancing class, and another 2 every time you rise a level in the other. Hmm, about homes and NPC contacts, can I start with either and what would it cost? Was thinking I might know one or two vendors at the Great Bazaar (is that right? Or is it Grand? Or what? I'd look it up but I'm getting off soon...) who sell me more than just their normal wears, and had an odd but somewhat amusing idea for a pair of hired guards for one of those contacts who would stop me each day and ask me to answer a question that they were arguing over, with whoever was right getting 5s from the other =P I figure in a place like Sigil, just from what I'm learning though these Planescape games, knowing people is a very, very good thing. The Bazaar is either Great or Grand, depending on who you're talking to (the Harmonium likes to call it Great -- rule of threes, and all, with the Great Foundry and the Great Gymnasium -- and so most Indeps are partial to calling it Grand). 3rd+ level Indeps who are neutral with respect to good/evil tend to develop social networks and friendly connections. Starting off with a few leads who'll eventually develop into genuine allies is very welcome. Even cheap housing in Sigil is still pretty steep (I can't find my writeup on housing expenses by ward, but it'll turn up). Might be a worthwhile goal to invest in -- certainly if you want library/lab space.
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Post by Shadow on Apr 30, 2009 18:23:05 GMT -5
So, had a long trip, been burning myself out on playing WoW, and now finally I think I've shifted back into the whole "let's play a lot of PBMB D&D games" mindset.
So, to review info from a month ago... I'll be forgetting a few of the more complicated things, taking some simpler ones, and overall trying to streamline my character sheet and concept. The few leads becoming allies plan is good, and housing for library/lab space will indeed be something I'm working towards.
Oh, and Ned mentioned something elsewhere about the bonus languages also being bonus CPs, is that right and how exactly does that work? Is it either languages OR CPs, is it both with the same number, or is it some other thing I may not have thought of?
Gonna go over this draft right now btw, see what I can tweak.
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Post by Stix on May 2, 2009 14:57:49 GMT -5
It's bonus proficiency slots (which can be spent on languages, WPs, and/or NWPs), and bonus CPs. 18 Int = 7 of each.
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Post by Shadow on May 2, 2009 16:11:37 GMT -5
Well well well then, I may have enough for a couple nice Psionic boosts there... got some more tinkering to do it seems.
EDIT: So, working on this right now, and I'm wondering two things. First, how does the "Bruise Easily" thing work out as far as wrenches go? Second, since you don't have alignments in the "looking for" list anymore, I'm wondering if he should still be LN. Thinking TN might make more sense, since he does believe in the whole individuality thing and finding your own path, which can at times be counter to the LN mindset as I figure it. Not to mention that he may do things from time-to-time that are... less than legal, for the most part.
Dunno, maybe I'll see how he plays out and fill in the C/L part of his alignment along the way.
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Post by Stix on May 3, 2009 15:01:55 GMT -5
EDIT: So, working on this right now, and I'm wondering two things. First, how does the "Bruise Easily" thing work out as far as wrenches go? Er... well, a wrench is a bludgeoning weapon, after all.... I'm not sure I follow you. Second, since you don't have alignments in the "looking for" list anymore, I'm wondering if he should still be LN. Thinking TN might make more sense, since he does believe in the whole individuality thing and finding your own path, which can at times be counter to the LN mindset as I figure it. Not to mention that he may do things from time-to-time that are... less than legal, for the most part. Dunno, maybe I'll see how he plays out and fill in the C/L part of his alignment along the way.[/quote] I'd give TN or LN a try to start. If it doesn't fit, you'll have a grace period to change things up without concern for alignment change penalties or the like. Individuality is all a matter of perspective and has little to do with alignment -- one can value nonconformity and be Lawful Good as easily as Chaotic Evil. The Law/Chaos aspect of an alignment has more to do with consistency than anything else -- a lawful character will have a set of standards to which his behavior adheres (which aren't always tied to local laws), while a chaotic character is more likely to have a few guidelines which might be flexed now and then.
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Post by Shadow on May 3, 2009 15:22:31 GMT -5
Hmm, well then let's stick with LN.
The Bruise Easily Disadvantage, how does that work as far as effecting gameplay? Like, if I bump my arm against something, will I take damage, or... what? Aside from something like that I just can't see how that merits so many CPs coming from it.
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Post by Stix on May 3, 2009 18:31:15 GMT -5
Hmm, well then let's stick with LN. The Bruise Easily Disadvantage, how does that work as far as effecting gameplay? Like, if I bump my arm against something, will I take damage, or... what? Aside from something like that I just can't see how that merits so many CPs coming from it. Oh! My mistake. Whenever you take bludgeoning or crushing damage (weapon, Bigby's hand, fall, etc), you lose an extra 1d4 HP.
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Post by Shadow on May 3, 2009 22:07:31 GMT -5
Hmm, probably shouldn't take it then, it'd be best to avoid anything that deals extra damage given that I'm a 1d4/1d6 hp/level squishy. My Con bonus will protect me to an extent, but... let's not push it.
Trying to get another 8 points is gonna be tricky, but I want PSP Bonus and Arcane Sight... OH! Right, been wondering, are Racial Advantages able to be taken at any level, or just at creation? 'Cause PSP Bonus is creation-only, meaning that I can't just toss it to the backburner... wondering if I can do that to the other one.
Also, I assume I'm starting at level one? It changes my calculations otherwise.
EDIT: Forgot, two questions about Meditation under Martial Arts. If I have both Less Sleep and Meditation, I'd theoretically only need 2 hours of meditating to be fully rested, yes? Also, with Meditation and Deep Sleeper... basically, that Disadvantage doesn't matter then, does it? If so, I think I'd rather avoid Meditation, I want this guy to be fairly powerful as far as abilities and things he can do goes, but I don't wanna blatantly cheat the system for free points like that =/
...there should be some Martial Art with both full moves in Lock, Push, and Vital Area... fighting becomes all about knowledge then, being able to knock people down or render them harmless with a proper application of force despite a lack of strength or speed. Oh well, I'll find a good one for him somewhere.
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Post by Stix on May 3, 2009 23:52:29 GMT -5
Trying to get another 8 points is gonna be tricky, but I want PSP Bonus and Arcane Sight... OH! Right, been wondering, are Racial Advantages able to be taken at any level, or just at creation? 'Cause PSP Bonus is creation-only, meaning that I can't just toss it to the backburner... wondering if I can do that to the other one. Unless it says it can only be taken at character creation, you can develop racial abilities at later levels. Also, I assume I'm starting at level one? It changes my calculations otherwise. Correct. EDIT: Forgot, two questions about Meditation under Martial Arts. If I have both Less Sleep and Meditation, I'd theoretically only need 2 hours of meditating to be fully rested, yes? Also, with Meditation and Deep Sleeper... basically, that Disadvantage doesn't matter then, does it? If so, I think I'd rather avoid Meditation, I want this guy to be fairly powerful as far as abilities and things he can do goes, but I don't wanna blatantly cheat the system for free points like that =/ A few points with regard to all that. Meditation does not negate a spellcaster's need to sleep to recharge spells (if you didn't cast spells the day before, you still retain them the day after you meditate). With that in mind, I can understand that you may want to skip it entirely. Meditation does not permanently replace the need to sleep. The character can go up to six days meditating in place of sleep, but must sleep for one night per night spent meditating before that ability can be used again. As for Deep Sleeper and Meditation, I'd probably have to work up a system for that interaction. More than likely, a character would have to make one or more ability checks to actually meditate instead of nodding off. Less Sleep and Meditation together would, as you suggest, reduce the hours spent in meditation to be fully rested.
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Post by Shadow on May 5, 2009 23:53:01 GMT -5
Hmm, actually, all those points on Meditation are perfect! I can use it to basically allow back-to-back "cram sessions" where I spend 22 hours a day studying, researching, experimenting, or whatever other task I decide to devote myself to. It also allows me to keep an eye on anything needed for said experiments (if I'm boiling liquids for example) while gaining the rest I need. Plus, the Deep Sleep thing would work very well still for traveling or the days after said "cram sessions." Yes, I see it all fitting together...
I think he'll be done tonight. I don't need Arcane Sight right now if it doesn't need to be taken at creation, so I can just develop it once I level up. All that's really left are profs, and since you say my 7 bonus from languages can be used for both NWP and WP... very, very nice. I have pretty much one "Proficiency Slots" pool with this guy, since I can go Weapon to Nonweapon with my kit, Nonweapon can be used for Martial Arts past the first two, he can't use weapons at all, and my bonuses cover the first few points into Martial Arts anyway.
In my mind I've got the greatest evil laugh going on right now. Seriously, I'm like giddy with the possibilities of all this coming together. The system you use pokes the Power Gamer side of me into something approaching overdrive. In a good way.
EDIT: So. Keeping in mind I don't have either a PHB or the Planescape books with me, I have a few minor questions.
First off, languages. I recall reading something about a "trade language" that's basically Common, or do most people in Sigil and the Outlands speak standard ol' Common as it is on the Prime? Next, Reading/Writing, and how it pertains to languages, so technically question 1.5 if you will. Do you do a 1 point in Reading/Writing allows you to read/write 1 chosen language you know, or does 1 point cover everything? I'm assuming the former, but I figure I should check as otherwise I might cheat myself out of points.
Also, equipment, basically you roll gold as per the PHB and choose stuff out of the same book with additional resources from the Planescape books? And assuming that's so, what would I be rolling for gold? Steve's lists don't have that info in them, heh ^_^;
And of course, Psionics and spells. Just the stuff out of the PHB and Planescape books for spells and the Psionics handbook for, well, Psionics? Or is there some... supplemental material you have/use/allow?
Main reason I ask all these questions is that I have lists of all the stuff Steve has compiled over the years from various books and custom ideas found on the web, so I have access to tons of stuff you probably don't want me bringing. Just wanna clarify what books I can limit my searching to.
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Post by Stix on May 6, 2009 5:40:59 GMT -5
I think he'll be done tonight. I don't need Arcane Sight right now if it doesn't need to be taken at creation, so I can just develop it once I level up. All that's really left are profs, and since you say my 7 bonus from languages can be used for both NWP and WP... very, very nice. I have pretty much one "Proficiency Slots" pool with this guy, since I can go Weapon to Nonweapon with my kit, Nonweapon can be used for Martial Arts past the first two, he can't use weapons at all, and my bonuses cover the first few points into Martial Arts anyway. I've assuming the Way of the Harmonious Spirit, for the martial art choice (it allows for the most maneuvers and the best defensive bonus, which is a good thing to balance out the +4 attack/damage bonus against an unarmed opponent). If so, it'd be... WP: Martial Arts Int slot: Way of the Harmonious Spirit NWP or Int slot: Meditation ...and up to one more NWP or Int slot spent on an additional maneuver. Characters can only have two martial arts maneuevers per level, and all initial proficiency slots must be spent at 1st level (you could save CPs to spend on additional WPs/NWPs with level, though). First off, languages. I recall reading something about a "trade language" that's basically Common, or do most people in Sigil and the Outlands speak standard ol' Common as it is on the Prime? Next, Reading/Writing, and how it pertains to languages, so technically question 1.5 if you will. Do you do a 1 point in Reading/Writing allows you to read/write 1 chosen language you know, or does 1 point cover everything? I'm assuming the former, but I figure I should check as otherwise I might cheat myself out of points. Planar Common = Planar Trade = Common. There's also a Lower Planar Trade (affectionately referred to among my old tabletop group as "German"), which is a more guttural-sounding language with more confusing syntax, commonly used for arranging contracts in one party's favor. Literacy is a matter of one proficiency slot per language. Also, equipment, basically you roll gold as per the PHB and choose stuff out of the same book with additional resources from the Planescape books? And assuming that's so, what would I be rolling for gold? Steve's lists don't have that info in them, heh ^_^; Go ahead and start with a full 120 GP. All starting EQ will be discounted 20% due to connections at the Bazaar (yay Indep bonus). Saving some cash for future expenses is always wise. And of course, Psionics and spells. Just the stuff out of the PHB and Planescape books for spells and the Psionics handbook for, well, Psionics? Or is there some... supplemental material you have/use/allow? I use the Tome of Magic/Spells and Magic/Wizard's HB for spells too. Psionics are all from the HB.
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Post by Shadow on May 6, 2009 14:46:21 GMT -5
Oh damn, forgot to ask about HP as well. Start with max at 1st or roll as normal levels, for me (1d4+1d6)/2+2?
And actually I was more thinking the Way of Yielding, it gives abilities that I want, namely full Throw, Lock, and two of the three Vital Point. No Push sadly, but then only 2 of the listed arts have Push at all, and one of them just has Push 3. Meditation would most likely be saved for later, when I have lab space which would actually allow me to take advantage of that whole 22 hours of work time thing.
I have to spend my Int bonuses too then? Drat, so much for saving for level 2... and actually, both WPs can go into Martial Arts + <insert Way here> because as a Psionicist I get 2 over the Mage's lone WP. Yay Multi-class system.
Okay, so really, he should be finished by tonight. Maybe tomorrow. Possibly another week, but hopefully not.
By the way... what can I call that symbol for my avatar? Aside from "the sign of the Free League" that is. Like, what's it supposed to be exactly? Trying to find a way to describe it for when I post the character description, but I can't pin down what to call it.
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Post by Stix on May 6, 2009 15:26:09 GMT -5
By the way... what can I call that symbol for my avatar? Aside from "the sign of the Free League" that is. Like, what's it supposed to be exactly? Trying to find a way to describe it for when I post the character description, but I can't pin down what to call it.[/quote]
My mistake on the WPs; wasn't paying close enough attention (woke up before 3 AM unable to sleep, stupid cold).
Max starting HP (so 7, after Con bonus).
I think the Free League symbol is supposed to be some kind of stylized dragon.
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Post by Shadow on May 8, 2009 0:19:40 GMT -5
Okay so, how many spells do I start with in my book again? I know you mentioned that somewhere but I can't remember.
Also, I think I'm gonna make a separate thread once his character sheet is finished for spell and psionic descriptions. That way everything in my book is recorded and easy to look up, as well as any psionics I know.
By the way, going through all of Steve's list is slightly tormenting when I'm limited to what comes from the Psionics HB =P Lotta nice stuff from the Psionics Netbook, including some that are admittedly a bit overpowered. Still, does make it simpler in choosing abilities.
EDIT: So hey, a couple other questions. One, how exactly do Cantrips work? I play wizards so little that I've never really looked into them, and I'm going enough in-depth to this character that little magical effects are a detail I'd like to know about and use. Question b, more of a double-check really, currency goes 10c->1s and so on up the line? Or is there different denominations? I swear I've seen it a number of ways, so I'm still a little unclear on it =/
Oh, and spell components, for things like say, multicolored sand, how much are we looking at price-wise? Can I just find it or do people like to extort spellslingers usually?
EDIT 2: One more thing, I realized just today that you have an equipment listing =P Just wondering, do you want me to use that or is it more 3E stuff that should be ignored in favor of the 2E lists that I have?
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Post by Stix on May 9, 2009 17:51:04 GMT -5
Spells to start: Detect Magic, Read Magic, Cantrip, and four of your choosing.
Regarding PSP Bonus, I clarified things a bit in the Psionicist entry -- I'd intended for the bonus PSPs to come into play before ability score adjustments.
Cantrip lasts for an hour per level; in that time it can create any number of minor magical effects, provided they are obviously magical and have next to no impact on gameplay or die rolls. As an example, a spoiled aristocratic mage NPC traveled with a party to Arborea. For the long weeks while they were on the boats, he'd pass the time with little gambling games among the party to see whose dry ration breakfast he'd cantrip up to taste like the meal of their choosing. Little glowing lights dancing over your hand, ethereal music in the air, a puff of wind to flicker candle flames, and so on. It can even be used to create obviously magical materials (think of the live-action movies with some clumsy CGI added in) -- the materials it makes are extremely brittle and can't actually accomplish anything other than to amuse or impress people, but creativity is always the spellcaster's asset.
Currency: 10 CP = 1 SP 10 SP = 1 GP 2 EP = 1 GP 5 GP = 1 PP
Or, CP = penny, SP = dime, EP = half-dollar, GP = dollar, PP = five-spot.
For spell component prices, do you have Spells & Magic? They're all listed therein. Otherwise, or if you're not sure, just save some cash and rattle off your spell list and I can give you the specifics.
The EQ list's armor and weapons entries are 3e, but everything else is comprehensive.
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