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Need Feedback for Converting AD&D S&P to 3.5

Started by imurrx, October 24, 2010, 12:30:37 AM

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imurrx

In our current campaign, we started using AD&D rules and I had opted to build a unarmed psionicist using S&P options from the Ravenloft rules mentioned in a Dragon Magazine. We have now converted to 3.5 to simplify the game.

Here was his build and final stats. (WARNING MUNCHKIN HERE)



BOOKS: Skills and Powers, Ravenloft Skills and Powers, Ninja's Handbook, Psionicists Handbook, Will and the Way.

7th level Human Psionicist

Concept: A street fighting psionicist with a personality problem tormented by the fact he has a sensitive side for being a medium.

STATS
-------
STR 14
DEX 14
CON 18
INT 18
WIS 18
CHA 8

Human Build: 10 pt
-----------
Tough Hide (10): Base 8 AC instead of 10
Greater HP (10): 2 extra HP per level (from disadvantaged)

Psionicist: 105 pt
----------
Access to Disciplines (40): Clarisentiense, Metabolic, telepathy, psycoportation

Greater Hit Points (15): 1d10 HP dice

Mental Expertise (5) : Faster power progression

More PSP (10) : additional 2d6 PSP per level

Warrior Psionicist (10): Warrior THAC0

Weapon Specialization (15): The psionicist can specialize in the use of a particular weapon. This ability is useless unless the character also chooses the weapon use ability (below), even if the psionicist specializes in a martial art or nonlethal combat. The character-point cost for gaining proficiency and specialization in the weapon must be met when the character chooses weapon proficiencies.
 
Disadvantages:
------------
Bad Tempered (6): make Wis/will check or bad temper
No Armor (10): No armor allowed
Irritating Personality (6): Make will save or say something  inappropriate.

Kit: Pugilist

Weapon Proficiency: 6 pt
------------------
Weapon Choice (3): +1 to hit
Weapon Expertise (3): Bonus Attacks
Weapon Specialization (15): +1/+1
Short Sword
Long Sword
Unarmed

Non Weapon Proficencies: 24 pt
-----------------------
Power Manipulation (6)
Swimming (2)
Rejuvination (3)

Kung Fu: (15)
-------
Iron Fist
Chi Attacks
Iron Skin
Basic Parry
Parry All
Parry Grapple

Magic Items:
-----------
Brass Knuckles +2 (DM allowed with Kung Fu)
Ring of Protection +2

AC resulted: 2
HP: 72
Standard Damage from Kung Fu
+5 to hit
1d6+5 damage


Psionics:
3 disciplines
5 sciences
11 devotions

Psychometabolic Science
--------------------------
Life Draining
Metamorphosis
Nerve Manipulation

Psychometabolic Devotions
--------------------------
Adrenalin Control
Body Equilibrium
Spider Grip
Ectoplasmic Form
Enhance Strength
Double Pain
Fighting Trance

Clarisentience Science:
---------------------
Object Reading
Sensitive to psychic impressions

Clarisentiences Devotions"
See Magic
Bone Reading
Danger Sense
See Sound

Psycoportive Devotions
--------------------------
Wrench

Telepathic Devotion:
-------------------
Receptacle


OK So now we are changing to 3.5. There are lots of way to convert this guy and I have wrestling this for the past 10 days. Also, the DM has me starting him one level higher

This is what I have come up with:

All stats have been translated over as is. He now has a 20 Wisdom for the two increases at 4th and 8th level.

Classes:
-------
Monk, 1st level
Ardent, levels 2-7

Monk is obvious for unarmed attacks. I thought about Swordsage or fighter/Psychic Warrior combo, but they would have not allowed the same fighting or adding extra stuff that were not with the character.

I settled on the Ardent because of the HD and the fact you can use Substitution Power  ACF to create custom mantles. If I went with Psion I would have more powers and power points, but less versatility in selecting powers and lower HD at higher levels (plus why would he want a psicrystal). Wilder would not have enough power slots. Psychic Warrior would be best match to monk, but limited  power selection.


Feats:
-----
Monastic Training (Multi class with monk)
Tashalatora (Stack Monk levels with Ardent to calculate BAB, Furry of Blows, Damage and AC)
Psionic Fist (extra damage)
Psionic Mediation (recover focus)
Improved unarmed strike (monk)
Martial Weapon Proficiency - Longsword (he had it in the old build)
Versatile Unarmed Strike (change up attacks)
Expanded Knowledge (needed to get necessary powers)

Alternate feats I could get would be Greater Psionic Fist, Deep Impact, Improved natural attack, Superior Unarmed Attack, Improve Grapple, Improve Disarm, and a few others.

Skills we will skip that for now.

Psionic Powers list is as follows:
-----------------------------
1   Precognition
1   Know Direction and Location
2   Object Reading
2   Sensitivity to Psychic Impression
3   Speak With Dead
1   Adrenaline Boost
2    Body Equilibrium
3   Touchsight
3   Ectoplasmic Form
4   Metamorphisis
1      Inertial Armor

With this build I have him at 84 HP and 24 AC (with Inertial Armor Active) and with the same Magic Items Carried over he would have +10 to hit and 1d10+4 damage.  Furry of Blows he would do +9/+9/+4 and 1d10+4 damage.


I am pretty happy how this has translated, but I am always on the hunt for improvements.

I could have picked a few different feats. For example I could have picked Improved Natural Attacks, Superior Unarmed Attacks, and Greater Psionic Fist.  That would have resulted in doing 3d8+4d6+4 damage. Now just imagine Using Enlarge or Metamorphisis to Large it would be 4d6+4d6+4.



Any suggestions?
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Cranewings

LOL we never allowed that kind of thing. Sorry, I don't have the brain power.

Sacrificial Lamb

Hey, imurrx! I whipped up a class for you today. This was written more quickly than the Dark Paladin class, but it still took a while. The class might be a tad munchkiny, as I only had time to skim the rules, but let me know what you think...

PSYCHIC GLADIATOR

Psychic Gladiators have the following game statistics.

Abilities:
Wisdom determines how powerful a power you manifest, how many powers  you can manifest per day , and how hard those powers are to resist. A high Constitution score improves your Hit Points.

Alignment: Any.

Hit Die: d10.

Class Skills: Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (psionics) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Psicraft (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features

All of the following are class features of the Psychic Gladiator.

Weapon and Armor Proficiency: You are proficient with all simple and martial weapons and with light armor and shields (except tower shields).

Power Points/Day: A Psychic Gladiator's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given below. He receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: A Psychic Gladiator begins play knowing one Psion power of his choice. Each time he achieves a new level, he unlocks the knowledge of new powers. The number of times he can manifest powers in a day is limited only by his daily power points. He draws powers from Psion/Wilder power list, with the exception of psionic mantles.

A Psychic Gladiator simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against psion powers is 10 + the power's level + the psion's Wisdom modifier. Maximum Power Level Known: A Psychic Gladiator begins play with the ability to learn 1st-level powers. As he attains higher levels, a Psychic Gladiator may gain the ability to master more complex powers. To learn or manifest a power, a Psychic Gladiator must have an Wisdom score of at least 10 + the power's level.

Unarmed Mastery: Psychic Gladiators are highly skilled at fighting unarmed, and at 1st level, gain Improved Unarmed Strike as a bonus feat. His attacks may be with either fist interchangeably or even from elbows, knees, and feet. The Psychic Gladiator inflicts more damage with his unarmed attacks than a normal person does, as listed in the table below.

Psionic Mantle: A Psychic Gladiator chooses a psionic mantle at 1st level, and because of his skill, he may potentially master higher level powers than usual when using mantle powers.

Weapon Focus: You gain weapon focus, as a bonus feat.

Weapon Specialization: You gain weapon specialization, as a bonus feat.

Signature Weapon: Choose one type of weapon, such as a longsword, or even an unarmed attack. This is your signature weapon, with which you are able to deliver more attacks per round. It provides you with an additional attack every round at your highest base attack bonus. The weapon must be one that you are proficient with.

Talent: A talent allows you to choose one of the following abilities at 1st level, 4th level, and every four levels thereafter...

* Signature Weapon: You may gain the benefit of another signature weapon, in addition to the one you have now.

* Exotic Weapon Proficiency: You gain a bonus exotic weapon proficiency feat.

* Bonus Feats: The Psychic Gladiator gains a bonus feat at st level, 4th level, 8th level, 12th level, 16th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.

*Psionic Mantle: You may choose a bonus psionic mantle as one of your talents.

Base Attack Bonus: As Psychic Warrior.

Saving Throws: As Psion.

CLASS ABILITY PROGRESSION

1st level: Psionic Mantle, Signature Weapon, Talent, Unarmed Mastery (d4)
3rd level: Weapon Focus
4th level: Talent
5th level: Unarmed Mastery (d6)
6th level: Weapon Specialization
8th level: Talent
10th level: Unarmed Mastery (d8)
12th level: Talent
15th level: Unarmed Mastery (d10)
16th level: Talent
20th level: Talent, Unarmed Mastery (d12)

Power Points/ Day: As Psychic Warrior.

Powers Known: As Psychic Warrior.

Maximum Power Level Known: As Psychic Warrior, unless using psionic mantles.

Power List: Drawn from Psion/Wilder list.

PSYCHIC GLADIATOR PSIONIC PROGRESSION

Level...............Maximum Power Level Known
1.............................1st/1st*
2.............................1st/1st
3.............................1st/1st
4.............................2nd/2nd
5.............................2nd/2nd
6.............................2nd/3rd
7.............................3rd/3rd
8.............................3rd/4th
9.............................3rd/4th
10...........................4th/5th
11...........................4th/5th
12...........................4th/6th
13...........................5th/6th
14...........................5th/7th
15...........................5th/7th
16...........................6th/8th
17...........................6th/8th
18...........................6th/9th
19...........................6th/9th
20...........................6th/9th

* The power level on the right of the slash indicates the maximum power level known for psionic mantles.

1st-Level Psion//Psychic Gladiator/Wilder Powers

Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
Attraction: Subject has an attraction you specify.
Bolt: You create a few enhanced short-lived bolts, arrows, or bullets.
Call to Mind: Gain additional Knowledge check with +4 competence bonus.
Catfall: Instantly save yourself from a fall.
Conceal Thoughts: You conceal your motives.
Control Flames: Take control of nearby open flame.
Control Light: Adjust ambient light levels.
Create Sound: Create the sound you desire.
Crystal Shard: Ranged touch attack for 1d6 points of piercing damage.
Daze, Psionic: Humanoid creature of 4 HD or less loses next action.
Deceleration: Target's speed is halved.
Déjà Vu: Your target repeats his last action.
Demoralize: Enemies become shaken.
Detect Psionics: You detect the presence of psionics.
Disable: Subjects incorrectly believe they are disabled.
Dissipating Touch: Touch deals 1d6 damage.
Distract: Target gets -4 bonus on Listen, Search, Sense Motive, and Spot checks.
Ecto Protection: An astral construct gains bonus against dismiss ectoplasm.
Empathy: You know the subject's surface emotions.
Empty Mind: You gain +2 on Will saves until your next action.
Energy Ray: Deal 1d6 energy (cold, electricity, fire, or sonic) damage.
Entangling Ectoplasm: You entangle a foe in sticky goo.
Far Hand: Move small objects at a limited distance.
Float: You buoy yourself in water or other liquid.
Force Screen: Invisible disc provides +4 shield bonus to AC.
Grease, Psionic: Makes 10-ft. square or one object slippery.
Hammer: Melee touch attack deals 1d8/round.
Inertial Armor: Tangible field of force provides you with +4 armor bonus to AC.
Know Direction and Location: You discover where you are and what direction you face.
Matter Agitation: You heat a creature or object.
Mind Thrust: Deal 1d10 damage.
Missive: Send a one-way telepathic message to subject.
My Light: Your eyes emit 20-ft. cone of light.
Precognition, Defensive: Gain +1 insight bonus to AC and saving throws.
Precognition, Offensive: Gain +1 insight bonus on your attack rolls.
Prescience, Offensive: Gain +2 insight bonus on your damage rolls.
Sense Link: You sense what the subject senses (single sense).
Skate: Subject slides skillfully along the ground.
Synesthete: You receive one kind of sense when another sense is stimulated.
Telempathic Projection: Alter the subject's mood.
Vigor: Gain 5 temporary hit points.

2nd-Level Psion/Psychic Gladiator/Wilder Powers

Bestow Power: Subject receives 2 power points.
Biofeedback: Gain damage reduction 2/-.
Body Equilibrium: You can walk on nonsolid surfaces.
Cloud Mind: You erase knowledge of your presence from target's mind.
Concealing Amorpha: Quasi-real membrane grants you concealment.
Concussion Blast: Deal 1d6 force damage to target.
Control Sound: Create very specific sounds.
Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
Ego Whip: Deal 1d4 Cha damage and daze for 1 round.
Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.
Energy Adaptation, Specified: Gain resistance 10 against one energy type.
Energy Push: Deal 2d6 damage and knock subject back.
Energy Stun: Deal 1d6 damage and stun target if it fails both saves.
Feat Leech: Borrow another's psionic or metapsionic feats.
Id Insinuation: Swift tendrils of thought disrupt and confuse your target.
Identify, Psionic: Learn the properties of a psionic item.
Inflict Pain: Telepathic stab gives your foe -4 on attack rolls, or -2 if he makes the save.
Knock, Psionic: Opens locked or psionically sealed door.
Levitate, Psionic: Subject moves up and down at your direction.
Mental Disruption: Daze creatures within 10 feet for 1 round.
Missive, Mass: You send a one-way telepathic message to an area.
Psionic Lock: Secure a door, chest, or portal.
Recall Agony: Foe takes 2d6 damage.
Sense Link, Forced: Sense what subject senses.
Share Pain: Willing subject takes some of your damage.
Sustenance: Go without food and water for one day.
Swarm of Crystals: Crystal shards are sprayed forth doing 3d4 slashing damage.
Thought Shield: Gain PR 13 against mind-affecting powers.
Tongues, Psionic: You can communicate with intelligent creatures.

3rd-Level Psion/Psychic Gladiator/Wilder Powers

Body Adjustment: You heal 1d12 damage.
Body Purification: You restore 2 points of ability damage.
Danger Sense: You gain +4 bonus against traps.
Darkvision, Psionic: See 60 ft. in total darkness.
Dismiss Ectoplasm: Dissipates ectoplasmic targets and effects.
Dispel Psionics: Cancels psionic powers and effects.
Energy Bolt: Deal 5d6 energy damage in 120-ft. line.
Energy Burst: Deal 5d6 energy damage in 40-ft. burst.
Energy Retort: Ectoburst of energy automatically targets your attacker for 4d6 damage once each round.
Energy Wall: Create wall of your chosen energy type.
Eradicate Invisibility: Negate invisibility in 50-ft. burst.
Keen Edge, Psionic: Doubles normal weapon's threat range.
Mental Barrier: Gain +4 deflection bonus to AC until your next action.
Mind Trap: Drain 1d6 power points from anyone who attacks you with a telepathy power.
Psionic Blast: Stun creatures in 30-ft. cone for 1 round.
Share Pain, Forced: Unwilling subject takes some of your damage.
Solicit Psicrystal: Your psicrystal takes over your concentration power.
Telekinetic Force: Move an object with the sustained force of your mind.
Telekinetic Thrust: Hurl objects with the force of your mind.
Time Hop: Subject hops forward in time 1 round/level.
Touchsight: Your telekinetic field tells you where everything is.
Ubiquitous Vision: You have all-around vision.

4th-Level Psion/Psychic Gladiator/Wilder Powers

Aura Sight: Reveals creatures, objects, powers, or spells of selected alignment axis.
Correspond: Hold mental conversation with another creature at any distance.
Death Urge: Implant a self-destructive compulsion.
Detect Remote Viewing: You know when others spy on you remotely.
Dimension Door, Psionic: Teleports you short distance.
Divination, Psionic: Provides useful advice for specific proposed action.
Empathic Feedback: When you are hit in melee, your attacker takes damage.
Energy Adaptation: Your body converts energy to harmless light.
Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
Intellect Fortress: Those inside fortress take only half damage from all powers and psi-like abilities until your next action.
Mindwipe: Subject's recent experiences wiped away, bestowing negative levels.
Personality Parasite: Subject's mind calves self-antagonistic splinter personality for 1 round/level.
Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round.
Psychic Reformation: Subject can choose skills, feats, and powers anew for previous levels.
Telekinetic Maneuver: Telekinetically bull rush, disarm, grapple, or trip your target.
Trace Teleport: Learn destination of subject's teleport.
Wall of Ectoplasm: You create a protective barrier.

5th-Level Psion/Psychic Gladiator/Wilder Powers

Adapt Body: Your body automatically adapts to hostile environments.
Catapsi: Psychic static inhibits power manifestation.
Ectoplasmic Shambler: Foglike predator deals 1 point of damage/two levels each round to an area.
Incarnate: Make some powers permanent.
Leech Field: Leech power points each time you make a saving throw.
Major Creation, Psionic: As psionic minor creation, plus stone and metal.
Plane Shift, Psionic: Travel to other planes.
Power Resistance: Grant PR equal to 12 + level.
Psychic Crush: Brutally crush subject's mental essence, reducing subject to -1 hit points.
Shatter Mind Blank: Cancels target's mind blank effect.
Tower of Iron Will: Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.
True Seeing, Psionic: See all things as they really are.

6th-Level Psion/Psychic Gladiator/Wilder Powers

Aura Alteration: Repairs psyche or makes subject seem to be something it is not.
Breath of the Black Dragon: Breathe acid for 11d6 damage.
Cloud Mind, Mass: Erase knowledge of your presence from the minds of one creature/level.
Contingency, Psionic: Sets trigger condition for another power.
Co-opt Concentration: Take control of foe's concentration power.
Disintegrate, Psionic: Turn one creature or object to dust.
Fuse Flesh: Fuse subject's flesh, creating a helpless mass.
Overland Flight, Psionic: You fly at a speed of 40 ft. and can hustle over long distances.
Remote View Trap: Deal 8d6 points electricity damage to those who seek to view you at a distance.
Retrieve: Teleport to your hand an item you can see.
Suspend Life: Put yourself in a state akin to suspended animation.
Temporal Acceleration: Your time frame accelerates for 1 round.

Okay. imurrx, you might wish to create your own custom psionic mantles, but if you do so, please run them by me. I had no time to create psionic mantles for you, so I hope that what you see here will suffice for a character concept. If it doesn't, please let me know, and then we can fix it. :)

Bloody Stupid Johnson

Oh interesting.
The last time I tried converting characters from 2E/3E I was struggling mostly due to multiclassing being shafted in 3E. In retrospect it would have been a lot easier to do using the UA Gestalt rules.
Your guy isn't really multiclassed of course, but seems to have dipped into a lot of fighter (or monk) stuff using character points, so a gestalt Fighter/Psion or something might have worked out OK. If you were a gestalt Fighter/Psion, there a few street-fighting feats in D20 modern that would gives improved unarmed damage (Brawl for d6, Improved Brawl to put up to d8 among other things) without needing monk levels for this (and so picking up other weird monk abilities).Of course if the DM is going to make you your own super-class that works pretty well too!

For the bad temper disadvantage, you could try the UA trait "Abrasive" maybe (-1 Diplomacy and Bluff, +1 Intimidate).

For tough skin AC 8 you could lose a few HPs permanently to cover yourself in scars uside the guidelines for being a masochist in Book of Vile Darkness (+1 natural armour), then take the Improved Natural Armour feat (Monster Manual) as one of your feats from level advancement.

Sacrificial Lamb

Quote from: Bloody Stupid Johnson;411982Oh interesting.
The last time I tried converting characters from 2E/3E I was struggling mostly due to multiclassing being shafted in 3E. In retrospect it would have been a lot easier to do using the UA Gestalt rules.
Your guy isn't really multiclassed of course, but seems to have dipped into a lot of fighter (or monk) stuff using character points, so a gestalt Fighter/Psion or something might have worked out OK. If you were a gestalt Fighter/Psion, there a few street-fighting feats in D20 modern that would gives improved unarmed damage (Brawl for d6, Improved Brawl to put up to d8 among other things) without needing monk levels for this (and so picking up other weird monk abilities).Of course if the DM is going to make you your own super-class that works pretty well too!

For the bad temper disadvantage, you could try the UA trait "Abrasive" maybe (-1 Diplomacy and Bluff, +1 Intimidate).

For tough skin AC 8 you could lose a few HPs permanently to cover yourself in scars uside the guidelines for being a masochist in Book of Vile Darkness (+1 natural armour), then take the Improved Natural Armour feat (Monster Manual) as one of your feats from level advancement.

Good ideas. We talked about using gestalt characters, but I sensed that one of my players (not imurrx) would have been very unhappy, as the existing classes didn't seem to fit what he was looking for, so I just designed a new class from scratch. Oddly enough, it never occurred to me to use d20 Modern as inspiration. The book is right next to me, and I haven't looked at it in ages. The street-fighting feats are interesting.

In the Kramerland III thread, I designed a (munchkiny) class for another player in our group, so when imurrx was here asking for ideas, I figured...why not design yet another class? It's not really the ideal of mechanical balance, but that's okay.

The traits and flaws from UA might be doable, and if not, we can just create some custom ones. I'll have to try to create a few when my brain wakes up...

Oh, crap. I just noticed that immurx's AD&D character had a "no armor" disadvantage. How did I miss that before? Weird... :cool:

Bloody Stupid Johnson

Fair enough...more than one way to skin a cat. Perhaps you have chosen wisely - I've run two gestalt games and both went to crazy town pretty fast.
Always interesting to see Skills & Powers in use, anyway, and best of luck with it.

imurrx

Crazy Town is where start from and we head over to Ludicrousville on the whacko express.

I could have begged the Sacrificial Lamb to go Gestalt with Mutt's character, which if it was allowed then I would have asked to do it. It would have been the easiest way.

Now. I was not aware of some of the D20 modern rules. I will need to check that out. Hey Lamb, do you have Dragon 199? There are some feats in there I could use for my guy.

Thanks for the suggestion Stupid Bloody Johnson on the tip on the Book of Vial Darkness. I never really read that one and I will check it out.

Now for Skills and Powers, I have always like the way how characters and be customized. I really think there should be an easy way to make a class less 3.5 generic system where you customize your character buy taking feats and and chaining them together in a progression to progress a power.
MADE IN THE USA

Sacrificial Lamb

Quote from: imurrx;412067Crazy Town is where start from and we head over to Ludicrousville on the whacko express.

I could have begged the Sacrificial Lamb to go Gestalt with Mutt's character, which if it was allowed then I would have asked to do it. It would have been the easiest way.

Now. I was not aware of some of the D20 modern rules. I will need to check that out. Hey Lamb, do you have Dragon 199? There are some feats in there I could use for my guy.

Thanks for the suggestion Stupid Bloody Johnson on the tip on the Book of Vial Darkness. I never really read that one and I will check it out.

Now for Skills and Powers, I have always like the way how characters and be customized. I really think there should be an easy way to make a class less 3.5 generic system where you customize your character buy taking feats and and chaining them together in a progression to progress a power.

Begging to gestalt Mutt's character would have been pointless. I'd be fine with it, but I doubt that it's what Mutt wants. As for Dragon issue #199, I don't know if I have it. It might be in my stack of Dragon magazines somewhere, but I can't be sure, and it would be difficult to find out.

There might be a classless d20 game out there....somewhere. It's just a matter of finding it. Or maybe you could just make a BESM d20 character... :p

Bloody Stupid Johnson

Quote from: imurrx;412067Crazy Town is where start from and we head over to Ludicrousville on the whacko express.
Awesome!

QuoteNow for Skills and Powers, I have always like the way how characters and be customized. I really think there should be an easy way to make a class less 3.5 generic system where you customize your character buy taking feats and and chaining them together in a progression to progress a power.

The True20 system e.g. "Blue Rose" tried something like that - though its still down alot of options compared to using all the classes and PrCs. Similarly there were the Unearthed Arcana generic classes (Warrior, Expert, Spellcaster).

Oh also: Improved Toughness feat (Complete Warrior; +1 hp/lvl) for the greater hit points racial feature ?
And  - you guys don't use subabilities for ability scores? Or are those just not listed?

imurrx

Quote from: Sacrificial Lamb;412097There might be a classless d20 game out there....somewhere. It's just a matter of finding it. Or maybe you could just make a BESM d20 character... :p

You know how BESM ended up last time.
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imurrx

I am planning to go with the Monk Ardent route for now. I might go all Ardent if I can get it done, but for now this will be the way.

I can make custom mantles using the Substitution Power found here:

http://www.wizards.com/default.asp?x=dnd/psm/20070629a

QuoteSubstitute Powers

Considering the esoteric nature of mantles, different ardents may have the same mantle but have different powers available to them. A mantle can have no more than ten powers in it, and if it has fewer, add further powers to fill the gaps if that mantle has no powers of that level. The powers need to fit the theme of the mantle at the DM's discretion. Otherwise, you can substitute a power of equal or lesser level. For example, the sense danger* power could be added to the Fate mantle as a 3rd-level power since only seven powers and no 3rd-level powers are in it, or the faint memory* power could replace escape detection in the Deception mantle.

This will allow me to make custom mantles that reflect the powers that my character will use. Here are some mantles I have made and also altered from the Complete Psionic book.

Medium Mantle
Granted Ability: The psionicist gains a danger sense while remaining his psionic focus. This works different than the psionic power with the same name. DM will make a roll against the table below for the appropriate DC.
•   DC 12      1 round of warning. Non-descript.
•   DC 18      1 minute of warning in the general area.
•   DC 20      1 minute of warning and how far it is
1   Precognition
1   Know Direction and Location
2   Object Reading
2   Sensitivity to Psychic Impression
3   Speak With Dead
6   Precognition, Greater
6   Psycometry
9   Metafaculty


Physical Power Mantle
Granted Ability: As a free action, you can expend your psionic focus to gain a +2 bonus to STR, DEX, or CON for 1 round
1   Adrenaline Boost
2    Body Equilibrium
3   Ectoplasmic Form
4   Metamorphisis
4    Psychic Vampire
5   Psychbiofeedback
8   True Metabolism
9   Metamorphisis, Greater

Conflict Mantle
Granted Ability: You are more in tune with martial concepts
and gain the Weapon Focus feat as a bonus feat with a
weapon of your choice.
1   Metaphysical Weapon
2   Hustle
3   Slide
3   Touchsight
5   True Seeing
7   Oak Body
7   Moment of Prescience
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imurrx

I am thinking of now going strait up with Psychic Warrior or Ardent. I think the PsiW will do a better job. He will have a lower AC, but it is all about making him feel right.

I did an Ardent build. It worked out well, but need to do a lot of Substitution Power to make the mantles work right. The benefits of the Mantels are great, but I find myself looking for more feats.

This is where the Psychic Warrior comes into play. I will need to do Expanded Knowledge to do it right.
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