View Full Version : Any 2nd Ed. nostalgics around?
Maeko
13th of August, 2002, 01:57
A recent discussion has brought back fond memories of three of the most enjoiable adventures I ever DMed, so if any of you feels like going back to the Forgotten Realms for a while, to embark in a story of travel, adventure and mistery...
...apply here.
I'm looking for 4 to 6 players, lev. 6, kits will be allowed but check with me, details to follow.
DakkonDarkBlade
18th of August, 2002, 09:54
I would love to play an oldschool 2nd edition game I will try and work up a character as soon as possible.
Thanks,
DDB
Maeko
18th of August, 2002, 21:30
Welcome Dakkon!
I was afraid 2nd ed. was dead for good...
DakkonDarkBlade
19th of August, 2002, 08:50
no way 2e however more complicated is just as if not more fdun then 3e.
Skreem
19th of August, 2002, 11:34
Uhm... maeko - while I'm considering playing... 6th level.... what?
Remember, levels come at different exp in 2nd! So how much exp? :)
Maeko
19th of August, 2002, 16:51
Skreem, that is 2nd Ed. sixt level, each class has different levelling up parameters, so I can't give xp numbers... :)
Also, since I hate point buy you feel free to roll 4 d6 and add up the three best numbers for ability scores.
BigRedRod
19th of August, 2002, 17:25
(i dislike 2e but just thought I would throw my view point in :) )
Skreem is right, you can't just say 6th level (due to the different amounts of xp the classes needed). Otherwise you can end with a few characters with heaftily different xp amounts who will not be of equal power level (thief and paladin for example)
Glad you hate point buy too :) Although if you don't trust your players to roll you can use AIM chat rooms (they have a dice rolling command "//rolldice-dice4-sides6") . Plus in 2e 3d6 was the traditional stat method to the difference in the systems
Ok thats enough putting in from me today :)
Maeko
19th of August, 2002, 19:52
I'd like to have an idea of the different characters they are interested in, first :), then details will be coming, although with this few people interested (+ another possible player) I have some doubts the game will start.
(any friends of yours willing to play, Dakkon and Skreem?)
As to char generating rolls, I prefer to trust the players until proven wrong... ;) Thanks for the tip, though, BRR (yes, I know what the standard method was, but I prefer the alternative, which was also in the manuals, DM privilege...or are you volunteering to DM ;) ?)
BTW, I also love good role-playing and can't stand power-players, does this style agree with you all? :)
BigRedRod
19th of August, 2002, 20:10
[hehe, as long as you know :) Still good luck on digging up players, i'll prolly follow the game as a spectator once you get going :)]
Maeko
19th of August, 2002, 20:17
It's nice to have public even before the game starts! :)
Talaananthes
25th of August, 2002, 06:39
if yer still looking, id love to play a mage. havent played a good old style mage in so long ive forgotten how long its been . . . neway, i have core rules 2 so i can have a charachter made in an hour when i know where to send it.
Maeko
25th of August, 2002, 07:16
I'm still looking, BTW I'd like to have at least 4 characters, so please, spread the word. :)
There's no hurry, since I'll go on holidays next week and will be back on September 9, although I'd love to have at least an outline of the characters before going away...
Once you have your mage, send it to seleiya@hotmail.com
Skreem and Dakkon, are you still interested?
Talaananthes
25th of August, 2002, 13:48
will this be players option (my preferance by far) or core?
Maeko
25th of August, 2002, 17:47
I've "Players'options: skills and powers" so it will be accepted, if all the players have it (no psionics though).
You will start as an established adventuring company, so I'd love if the players would think of a name and a common adventuring background (as detailed or sketchy as you like).
Talaananthes
26th of August, 2002, 01:31
actually, im going to go cleric of corellon/sehanine. kit elven archer, if i can get ahold of it, or sharpshooter.
Maeko
26th of August, 2002, 17:02
I found the 'Elven archer' kit, for me it's fine, if you need the specifics I'll give them to you (it's in the Complete book of Elves).
Sharpshooter is OK too.
Maeko
28th of August, 2002, 02:23
Talaananthes,
It seems you are the only one still interested; I'll wait till i'll be back fronm holidays before deciding, if by September 10 some other players show up then the game is going to be held, otherwise...
Talaananthes
28th of August, 2002, 05:35
i know which book it was in, i was just having problems getting ahold of it in either book form or as a core rules file. ill try and recruit a few more players.
Maeko
28th of August, 2002, 06:46
Sorry, I meant I can send you the specifics of either kit if you want. :)
ozman46
15th of September, 2002, 05:50
I'd be interested if you have a spot for a Elven Blade Bard. Though I would have to problably dig out my core rules cd's ;)
-John
Maeko
15th of September, 2002, 05:52
Of course John,
Taalananthes, are you still game?
ozman46
15th of September, 2002, 05:58
When do you need characters by?
Talaananthes
15th of September, 2002, 15:07
im good to go. play an elven something, dont know what yet though. bladesinger maybe. also, could we use the alternate multiclass system? when u gain xp, u decide where it goes, and hp stacks?
Maeko
15th of September, 2002, 15:51
Alternate multiclassing is fine. Do you know of anyone else who might be interested? I had a third possible player but he's busy with wedding preparations now..., if no one else wants to play I'll flesh out the party with a couple NPCs.
You all will start with 75.000 XP.
Send me the characters as soon as they are ready, please.
Also, you will start as an established adventuring company, I would appreciate if you two could work out a minimal 'company background' : name, how came you started adventuring together, your best adventure... (as sketchy or full as you like).
Maeko
15th of September, 2002, 16:10
Sorry, I forgot: no evil characters, please.
Talaananthes
16th of September, 2002, 01:18
i plan on neautral/chaotic good, so evil is not a problem.
Talaananthes
16th of September, 2002, 02:06
could someone post the 2e bladesinger kit here plz?
Maeko
16th of September, 2002, 03:49
Will be here tomorrow morning
ozman46
16th of September, 2002, 05:02
So what do we have character wise? I am thinking on changing from a bard to maybe a ranger or rogue/wizard (every group needs one).
Talaananthes
16th of September, 2002, 05:22
im going drow priestess of eilistrae, with purchased access to invocation/evocation.
ozman46
16th of September, 2002, 05:36
Hey I just came up with an angle to get us together. I could play a Drow male thief/wizard (non-evil)can't come up for a reason why but I am sure it will get ironed out.
Reason being I wanted to play an elf but with a drow in the group, that would not be a real good idea.
Also are we using skills and powers? Or just the regular 2e books?
Maeko
16th of September, 2002, 06:06
good drow are fine, a company of good drow even better :)
You'll be starting from Waterdeep.
Player's options: Skill and powers is O.K. if you both have it
ozman46
16th of September, 2002, 06:11
I have all of them so no problem here. Drow thief/wizard it is then.
Talaananthes
16th of September, 2002, 09:59
just as a note, eilistrae is the goddess of the good drow.
i have changed actually. sry. we will still be easy to put together, though. if its ok, id like to play an illithid psionicist with a partial personality disorder. partial personality disorder is where a brain the illithid devoured didnt quite die, and lived on partially inside it. this is considered a very bad thing. in my case, the mind was that of a young moon elven mage, but instead of only a fragment surviving, her personality and memories survived almost unscathed, albeit minus her spellcasting ability. not only did she survive, she gained dominance, and destroyed the illithid's personality, though many of its memories were incorporated into her. basically, were talking a illithid psionicist with the personality of a neutral good moon elf. fun stuff. she hates most drow, but living in silvermoon for a few years would be a quite easy way to put them together.
maeko, if you have core rules 2, i will email you the .xpt file. if not, ill post the charachter, or email it, whichever you prefer, in text format.
ozman46
16th of September, 2002, 10:48
No problem. Interesting concept. Being from Silvery Moon is also a good idea.
Maeko
16th of September, 2002, 16:16
Posting the charachter it's fine.
I have no experience at all with psions in the party but I'm willing to give it a try with the players'help... ;)
Talaananthes
16th of September, 2002, 20:35
2nd ed psionicists are much easier than 3rd ed psions. none of their powers have a set level, so its quite easy to deal with.
Maeko
16th of September, 2002, 20:48
O.K.
ozman46
16th of September, 2002, 23:46
I was playing with core rules last night and came up with an interesting if not different drow character. Rough draft has her as a drow child handed over to mind flayers in exchange for peace with her 'family'. Her first years were spent in training as an covert spy for the mind flayers which she soon began to hate. her natural affinity with the art also began at a young age. Unfortunately there was a gruesome side effect to all of this. The mind flayers had augmented her brain so that she could make parts of her body weapons when needed (wild talent).
That's just a beginning but I think it's interesting none the less. if it's to out there let me know and I can change it. Also what is our starting equipment?
Maeko
17th of September, 2002, 04:01
I don't mind 'unusual' charachters.
As to equipment...it's up to you, reasonable equipment for characters of that level, I'll look the list over and tell you if it needs changes, just don't go overboard with magic weapons, please :)
ozman46
17th of September, 2002, 04:07
Cool will work on it later after I get off of work. As for magic items I was thinking potions, scrolls, a ring and maybe a magic weapon(+1 or +2) nothing over the top.
Maeko
17th of September, 2002, 04:18
That's fine. :smiling:
Talaananthes
17th of September, 2002, 05:22
all i was looking at were tentacle extensions, the moisture armor illithids need to survive in sunlight, glaregoggles, and a few other oddball illithid items, and a mask of disguise.
Maeko
17th of September, 2002, 06:05
Fine too, BTW: polish up your character's social skills folk, you're going to need them. :)
ozman46
17th of September, 2002, 07:18
Oh that's not good I have a 9 charisma ;)
Talaananthes
17th of September, 2002, 10:06
i have a 10, but cha/appearance is 12, so thats better. i didnt have score to give. wis and con got highest, then int, then cha, with dex and then strength low.
i rolled four times for my stats. hope you dont mind. the first three were absolutely hopeless. (5 7 3 9 10 11, 9 7 4 11 10 8, 9 9 8 12 10 5, lol). the fourth was a very nice roll.
Celeriel was born a moon elf under the trees of Cormanthyr, within a bow's shot of the ruins of Myth Drannor. She was born to a people at war, constantly on the move in a deadly and complicated game, hunting and hunted by the drow of the forest and the fiends who stalked Myth Drannor. From the beginning, she took to the magic of the priests of Corellon, mastering basic spells early on. Her family and village believed her skills the blessing that would protect them from the drow.
Then, when she was around thirty, still a mere child by the standards of the elves, the drow came upon her village in the dark of night. They brought with them cruel swords of blackest adamantium, and on those swords came death. When bloody dawn came over the forests of the Elven Court, the ravens and the flies feasted on the slashed bodies of her kin. Celeriel knelt in their drying blood and through her tears swore revenge.
She gave up the magic of the gods, apprenticed herself to a great archmage, devoting herself totally to the study of this new, more destructive, magic. When she came of age, she had long since finished her studies, staying on with the wizard to learn how ever much she could. When she was satisfied, she left, taking with her only what she had brought: the cloak and boots and sword that she had taken from her father's corpse, the ancient heirlooms of her family. She returned to Cormanthyr, beginning a single campaign against the drow, killing them wherever and whenever she found them.
Several summers later came the day that would change her existance. She has just defeated a band of drow, most of her spells exhausted, when a group of illithids surprised her, their mental blasts knocking her unconcious. She never again saw the stars rise, killed as a mind flayer sucked out her brain. Her people found her body a few day's later.
It was dark, very dark. No light. Her mind floated in this blackness, weakened, but still existant. It was supressed, pushed down. She felt that she was in a body, and yet could not sense it. There was another mind there, too, a dark mind, an evil mind. She knew that it was wrong, that it had no right to live, and so she fought it. She had no longer the great intelligence that had made her such a powerful mage, and yet her mind was more forceful now. It knew that its only hope was to resist, and that conviction gave it strength. Over a period of several weeks, she, to her own amazement, won the battle. Her personality forced itself into the illithid and wipid out its own. She was now in control. The illithid's body was her own.
The first thing she saw were drow. They stood all around her, in perfect formation. In front of them were bound captives, moon elves. They were bloodstained and beaten, covered in bruises. She heard a drow cleric speaking in the common tongue giving judgement. The elves were all to be tortured cruelly, and then crucified. Celeriel was enraged, and memories from the illithid flooded her mind. She saw flashes of battle, tasted the brains of elves as she devoured them, memories that repulsed and horrified her. There were other memories too, and urges and impulses. She felt rage gathering inside of her, anger building, and with that anger was power. It was foreign to her, not the magic she had once wielded, she knew that that was gone forever, but an internal strength of the mind. That power gathered, pressure building on her mind, threatening to tear her to pieces. Then came another impulse, and she knew what to do. She released that anger and that power, released it into the drow cleric. The cleric's eyes widened in disbelief and pain, and then her body exploded in a mass of goo.
Celeriel turned her head to regard the shocked drow, and then more memories came to her, and she unleased upon them the full force of her new mind, stunning them and driving them to the ground. Other powers burned holes in the captive elves' bonds releasing them. Many of the drow were not stunned, and began to surge in the direction of the elven captives. Celeriel threw them swords with her mind, and then stepped into her own shadow, reappearing in the midst of the charging drow, lashing out with her tentacles, covered in long sharp blades. The drow turned in confusion to attack her, and in that short period, the elves escaped into the night. She turned, stepped again into her shadow, and was gone. She reappeared before the elves, knelt, her tentacles curled inside a small pouch of some sort that was part of the rigid armor she wore, her arms spread wide to show that they were empty.
Their leader approached her, held against her neck a drow sword. "Who are you, that you would save us as such?" He asked in the common tongue.
Her reply was in elven, using the full, formal and complicated grammer that one could only know from living for many long years among the elves. "I know not what I am now, or how I came to be what I am, except that I was devoured by the beast whose body I occupy. My mind lived on, though, engaged in battle with the mind of the illithid. Through some stroke of luck I triumphed."
"Who were you once, to speak as you do?" Suspician was thick in his voice.
"I was once Celeriel, mage of Cormanthyr."
"The illithid has not once lied." Another elf stepped forward, dressed as a priest of Corellon. He held a wooden crescent moon in one hand, a club in the other. "I have cast a spell of truth, one that even a mind flayer could not penetrate without my knowledge. She truely is who she claims to be."
She was bound and carried for many days, blindfolded and with a spell of mind dampening about her, to stop her psionic powers. They fed her the brains of any large game they slew for food, and over the time they travelled, the elves came to trust her, and believe her. She recognized that they were coming close to Evereska, and asked if that were their destination. The others, surprised, asked how she knew. She replied that she had been there often, spent many weeks in the woods there.
Several years passed. She was recognized for what she truly was, but though many tried, no magic would restore her to her original state. She resolved herself to her fate, and the elves warily accepted her. She was given a robe that would allow her to appear as an elf, but even though, she soon grew weary of the slight mistrust that always followed her, no matter hard she worked to gain the trust of those about her. She left Evereska, went to Silverymoon, where she knew that she would be more readily accepted.
This is where she will be when the campaign starts, unless you need her elsewhere.
Personal Information
Name: Celeriel Player: Talaananthes Race: Illithid (Mind Flayer) Gender: Female Height: 5'8" Age (Physical, Mind Flayer): 54 Age (Mental, Elven): 149 Class: Psionicist Level: 7 Weight: 134 lbs XP: 82,500 Alignment: Neutral Good Next Level: 100,000 Kit: Soldier
Ability Scores
Str: 8
Stamina: 8 Weight Allowance: 35 lbs Bend Bars/Lift Gates: 1%
Muscle: 8 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 90 lbs Open Doors: 5
Dex: 9
Aim: 9 Missile Adjustment: +0 Pick Pockets: -15% Open Locks: -10%
Balance: 9 Reaction Adjustment: +0 Armor Class: +0 Move Silently: -20% Climb Walls: -10%
Con: 16 Health: 15 System Shock: 90% Poison Save: +0
Fitness: 17 Hit Point Adjustment: +2(+3) Resurrection Chance: 98%
Int: 12 Reason: 12 Max. Spell Level: 6th Max. Spells Per Level: 7 Illusion Immunity: None
Knowledge: 12 Bonus Proficiencies: 3 Chance to Learn New Spell: 50%
Wis: 16
Intuition: 14 Bonus Clerical Spells: 2, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0% Willpower: 18 Magic Defense Adjustment: +4 Spell Immunity: None
Cha: 10
Leadership: 8 Loyalty Base: -1 Maximum Number of Henchmen: 3
Appearance: 12 Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 12 Poison: 12 Death Magic: 12 Petrification: 10 Polymorph: 10 Rod: 13 Staff: 13 Wand: 13 Breath Weapon: 15 Spell: 14
Combat/Proficiencies
Hit Points: 50 Base THAC0: 16 Melee THAC0: 16 Missile THAC0: 16
Natural armor class 10 Illithid - Exoskeleton -9 FINAL: 1
Sword, long (Chosen Weapon)
History, Ancient 14
History, Local 14
Musical Instrument 7
Riding, Land 13
Spellscraft 12
Languages Common, Elf, Elf - dark (drow) dialect, Elf - high dialect, Forest Common, Illithid, Undercommon
Reading/Writing 10 Common, Elf, Elf - high dialect
Weapons
Elven Blade +1
THAC0: 13 Attacks: 1 Speed Factor: 3 Damage (All): 1d10+2 Type: P/S Size: M
Racial Abilities
Infravision - Illithid infravisual range varies with ambient visible light. As ambient light increases, illithid infravisual range decreases, as noted below:
Darkness/starlight: 480 feet
Candle/moonlight: 240 feet
Torch light: 120 feet
Lantern/magical light: 60 feet
Light on a cloudy day: 30 feet
Direct sunlight: 15 feet
Illithids always perceive the world with infravision, whether in the dark or in bright light.
Magic Resistance 41% - An Illithid has a base of 20% magic resistance. The illithid can choose to fail this resistance for beneficial spells (such as healing). As an illithid pc gains levels the resistance increases by 3%.
Mental Blast - The mind flayers mental blast spreads in a cone 60 feet long, 5 feet wide at the base, and 20 feet wide at its end; all within the area of effect must save versus wands at -4 or be stunned for 3-12 (d10+2) rounds.
Tentacles - An Illithid can attack with its 4 tentacles once per round a piece at a THAC0 of 15. A successful hit causes 1d4 damage and will reach the opponents brain in 1d4 rounds drawing it forth and killing the victim. A successful bend bars/lift gates roll will remove a tentacle, roll once per successful hit.
Class Information
Psionicist
Armor Use - May use light armor.
Combat Bonus - The psionicist uses the priest THAC0 chart.
Contact - The psionicist receives the contact proficiency and gains attack modes as shown on the Psionic Progression table in the Skills and Powers book.
Guarded Mind - The psionicist can block or resist attempts to usurp his will and gains a +1 bonus to all saving throws against spells from the enchantment/charm school.
Hit Point Bonus - Psionicists with this ability roll eight-sided dice for hit points rather than six-sided dice. The psionicist still gains only two extra hit points per level at 10th level and beyond.
Mental Defense - The psionicist can close his mind to psychic contact and gains defense modes. The psionicist also receives a +2 bonus to his mental armor class.
PSP bonus - The psionicist has a potent mind and rolls eight-sided dice for psionic strength points instead of six-sided dice.
Psychic Adept - The psionicist receives extra power. The two disciplines the psionicist chooses at first level count as primary disciplines.
Traits/Disadvantages
Light Sleeper - With a successful Wisdom/Intuition check, will awaken from any reasonable amount of noise.
Lucky - A successful Wisdom/Intuition check allows the character to have a stroke of luck.
Music/Instrument - Skill with a specific musical instrument.
Precise Memory - With a minimal amount of studying, any object may be memorized perfectly. If the reading/writing proficiency is possessed, written material may also be memorized.
Illithid - Partial Personality - "There's someone in my head, but it's not me."
-The statement of an illithid affected with partialism
A malady whose roots lie in ceremorphosis, "partialism" is the incomplete sublimation of the original form-donor's brain. To guard against this illness, illithids ruthlessly excise subconscious personality fragments that manifest in any mind flayer. While the retention of a few random memories of a form-donor is not unheard of, the survival of a complete memory complexus capable of individual action is extremely uncommon.
Partial personalities usually manifest while an illithid is somehow dazed, groggy, or preoccupied. When these or similar conditions exist, the partial personality may cause an illithid to exhibit behaviors completely at odds with its normal mind set. Since a partial personality is usually only a small fragment of the overall mind of an illithid, it is unlikely to retain enough autonomy to accomplish much. Examples of partial personality manifestations include the tapping of fingers in a way reminiscent of the form donor, the humming of a tune familiar to the form donor, or the unconscious scribing of words in the form-donor's native language. In most cases the afflicted illithid may not even be aware that it suffers from partialism.
If an illithid does discover, to its own everlasting horror, that it unknowingly carries a partial personality, it attempts to remove the affected portions of its brain through psionic surgery or cruder methods if necessary. Illithid society deems "partial personality" mind flayers as entirely unfit to join the elder brain at the end of their lives. In the few cases recorded, partial personalities do not seem cognizant enough to resist their own destruction. However, a dark illithid legend speaks of the Adversary.
The Adversary was an illithid lost to itself; a partial personality of uncommon strength consumed a mind flayer's personality and sought to overthrow all illithids through the innocent guise of a fellow mind flayer. Despite its apparent popularity as a story told to frighten young-adult mind flayers, the Adversary legend remains just that; no sage has ever catalogued the existence of such a being.
Phobia: Heights - Each time the character is presented with their phobia, they must make a Wisdom/Willpower check every 2d6 rounds they are exposed to it. If failed, the character must flee the source of the phobia for 1d6 rounds, and must make another check. All checks are made at half ability score if the phobia is severe.
Powerful Enemy - Agents of the powerful enemy will always be after the character.
Phobia: Crowds - Each time the character is presented with their phobia, they must make a Wisdom/Willpower check every 2d6 rounds they are exposed to it. If failed, the character must flee the source of the phobia for 1d6 rounds, and must make another check. All checks are made at half ability score if the phobia is severe.
Inventory
· Animals
· Horse, light war
· Elven harp (small)
· Saddle bags, large
· Dry rations (1 week) x3
· Flint and steel
· Wineskin
· Saddle, riding
· Items Readied
· Elven Blade +1
· Items Worn
· Illithid - Exoskeleton
· Illithid - Glaregoggles
· Illithid - Psychic Reservoir
· Robe of Blending
· Spending Money
· * Copper Pieces x7
· * Gold Pieces x20
· * Silver Pieces x6
Movement/Encumbrance
Encumbrance: Unencumbered
Movement 12
Currently carrying 8.00 pounds (None Encumbrance, 12 Movement)
Psionics
PSPs: 66
MTHAC0: 14
MAC: 5
Devotions: 13
Sciences: 5
Disciplines: 4
Attacks: Ego Whip (EW), Id Insinuation (II), Mind Thrust (MT), Psionic Blast (PB)
Defenses: Intellect Fortress (IF), Mental Barrier (MB), Mind Blank (MBk), Thought Shield (TS)
Power PSPs Range Area of Effect MAC
Psychokinetic (Primary)
Sciences
Kinetic Control 8/3 0 personal 7
Telekinesis 3+/1 30 yards 1 Item 8
Devotions
Static Discharge 5/2 15 yards one creature 7
Magnetize 2/1 30 yards one object 8
Molecular Agitation 7/3 40 yards 1 Item, 20 pounds 10
Molecular Bonding 4/2 10 yards 6 sq. in. 8
Telepathic (Primary)
Sciences
Mindlink 7+/3+ Unlimited Individual 8
Switch Personality 40/15 touch individual 5
Devotions
Hivemind 2/1 60 yards personal 9
Invisibility 3+/2+ 100 yards Individual 6
Impossible Task 6/day/3 10 yards individual 9
ESP 6+/3+ Unlimited Individual 6
Psychoportive
Sciences
Summon Planar Energies 30/10 60 yards special 8
Devotions
Phase 6/2 0 Personal 10
Phase Object 6/3 20 yards one object 9
Dimension Walk 5/2 N/A personal 8
Pocket Dimension 6/turn/3 10 yards special 10
Psychometabolic
Devotions
Iron Will 4/2 0 personal 10
Talaananthes
17th of September, 2002, 10:07
i have a 10, but cha/appearance is 12, so thats better. i didnt have score to give. wis and con got highest, then int, then cha, with dex and then strength low.
i rolled four times for my stats. hope you dont mind. the first three were absolutely hopeless. (5 7 3 9 10 11, 9 7 4 11 10 8, 9 9 8 12 10 5, lol). the fourth was a very nice roll.
Celeriel was born a moon elf under the trees of Cormanthyr, within a bow's shot of the ruins of Myth Drannor. She was born to a people at war, constantly on the move in a deadly and complicated game, hunting and hunted by the drow of the forest and the fiends who stalked Myth Drannor. From the beginning, she took to the magic of the priests of Corellon, mastering basic spells early on. Her family and village believed her skills the blessing that would protect them from the drow.
Then, when she was around thirty, still a mere child by the standards of the elves, the drow came upon her village in the dark of night. They brought with them cruel swords of blackest adamantium, and on those swords came death. When bloody dawn came over the forests of the Elven Court, the ravens and the flies feasted on the slashed bodies of her kin. Celeriel knelt in their drying blood and through her tears swore revenge.
She gave up the magic of the gods, apprenticed herself to a great archmage, devoting herself totally to the study of this new, more destructive, magic. When she came of age, she had long since finished her studies, staying on with the wizard to learn how ever much she could. When she was satisfied, she left, taking with her only what she had brought: the cloak and boots and sword that she had taken from her father's corpse, the ancient heirlooms of her family. She returned to Cormanthyr, beginning a single campaign against the drow, killing them wherever and whenever she found them.
Several summers later came the day that would change her existance. She has just defeated a band of drow, most of her spells exhausted, when a group of illithids surprised her, their mental blasts knocking her unconcious. She never again saw the stars rise, killed as a mind flayer sucked out her brain. Her people found her body a few day's later.
It was dark, very dark. No light. Her mind floated in this blackness, weakened, but still existant. It was supressed, pushed down. She felt that she was in a body, and yet could not sense it. There was another mind there, too, a dark mind, an evil mind. She knew that it was wrong, that it had no right to live, and so she fought it. She had no longer the great intelligence that had made her such a powerful mage, and yet her mind was more forceful now. It knew that its only hope was to resist, and that conviction gave it strength. Over a period of several weeks, she, to her own amazement, won the battle. Her personality forced itself into the illithid and wipid out its own. She was now in control. The illithid's body was her own.
The first thing she saw were drow. They stood all around her, in perfect formation. In front of them were bound captives, moon elves. They were bloodstained and beaten, covered in bruises. She heard a drow cleric speaking in the common tongue giving judgement. The elves were all to be tortured cruelly, and then crucified. Celeriel was enraged, and memories from the illithid flooded her mind. She saw flashes of battle, tasted the brains of elves as she devoured them, memories that repulsed and horrified her. There were other memories too, and urges and impulses. She felt rage gathering inside of her, anger building, and with that anger was power. It was foreign to her, not the magic she had once wielded, she knew that that was gone forever, but an internal strength of the mind. That power gathered, pressure building on her mind, threatening to tear her to pieces. Then came another impulse, and she knew what to do. She released that anger and that power, released it into the drow cleric. The cleric's eyes widened in disbelief and pain, and then her body exploded in a mass of goo.
Celeriel turned her head to regard the shocked drow, and then more memories came to her, and she unleased upon them the full force of her new mind, stunning them and driving them to the ground. Other powers burned holes in the captive elves' bonds releasing them. Many of the drow were not stunned, and began to surge in the direction of the elven captives. Celeriel threw them swords with her mind, and then stepped into her own shadow, reappearing in the midst of the charging drow, lashing out with her tentacles, covered in long sharp blades. The drow turned in confusion to attack her, and in that short period, the elves escaped into the night. She turned, stepped again into her shadow, and was gone. She reappeared before the elves, knelt, her tentacles curled inside a small pouch of some sort that was part of the rigid armor she wore, her arms spread wide to show that they were empty.
Their leader approached her, held against her neck a drow sword. "Who are you, that you would save us as such?" He asked in the common tongue.
Her reply was in elven, using the full, formal and complicated grammer that one could only know from living for many long years among the elves. "I know not what I am now, or how I came to be what I am, except that I was devoured by the beast whose body I occupy. My mind lived on, though, engaged in battle with the mind of the illithid. Through some stroke of luck I triumphed."
"Who were you once, to speak as you do?" Suspician was thick in his voice.
"I was once Celeriel, mage of Cormanthyr."
"The illithid has not once lied." Another elf stepped forward, dressed as a priest of Corellon. He held a wooden crescent moon in one hand, a club in the other. "I have cast a spell of truth, one that even a mind flayer could not penetrate without my knowledge. She truely is who she claims to be."
She was bound and carried for many days, blindfolded and with a spell of mind dampening about her, to stop her psionic powers. They fed her the brains of any large game they slew for food, and over the time they travelled, the elves came to trust her, and believe her. She recognized that they were coming close to Evereska, and asked if that were their destination. The others, surprised, asked how she knew. She replied that she had been there often, spent many weeks in the woods there.
Several years passed. She was recognized for what she truly was, but though many tried, no magic would restore her to her original state. She resolved herself to her fate, and the elves warily accepted her. She was given a robe that would allow her to appear as an elf, but even though, she soon grew weary of the slight mistrust that always followed her, no matter hard she worked to gain the trust of those about her. She left Evereska, went to Silverymoon, where she knew that she would be more readily accepted.
This is where she will be when the campaign starts, unless you need her elsewhere.
Personal Information
Name: Celeriel Player: Talaananthes Race: Illithid (Mind Flayer) Gender: Female Height: 5'8" Age (Physical, Mind Flayer): 54 Age (Mental, Elven): 149 Class: Psionicist Level: 7 Weight: 134 lbs XP: 82,500 Alignment: Neutral Good Next Level: 100,000 Kit: Soldier
Ability Scores
Str: 8
Stamina: 8 Weight Allowance: 35 lbs Bend Bars/Lift Gates: 1%
Muscle: 8 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 90 lbs Open Doors: 5
Dex: 9
Aim: 9 Missile Adjustment: +0 Pick Pockets: -15% Open Locks: -10%
Balance: 9 Reaction Adjustment: +0 Armor Class: +0 Move Silently: -20% Climb Walls: -10%
Con: 16 Health: 15 System Shock: 90% Poison Save: +0
Fitness: 17 Hit Point Adjustment: +2(+3) Resurrection Chance: 98%
Int: 12 Reason: 12 Max. Spell Level: 6th Max. Spells Per Level: 7 Illusion Immunity: None
Knowledge: 12 Bonus Proficiencies: 3 Chance to Learn New Spell: 50%
Wis: 16
Intuition: 14 Bonus Clerical Spells: 2, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0% Willpower: 18 Magic Defense Adjustment: +4 Spell Immunity: None
Cha: 10
Leadership: 8 Loyalty Base: -1 Maximum Number of Henchmen: 3
Appearance: 12 Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 12 Poison: 12 Death Magic: 12 Petrification: 10 Polymorph: 10 Rod: 13 Staff: 13 Wand: 13 Breath Weapon: 15 Spell: 14
Combat/Proficiencies
Hit Points: 50 Base THAC0: 16 Melee THAC0: 16 Missile THAC0: 16
Natural armor class 10 Illithid - Exoskeleton -9 FINAL: 1
Sword, long (Chosen Weapon)
History, Ancient 14
History, Local 14
Musical Instrument 7
Riding, Land 13
Spellscraft 12
Languages Common, Elf, Elf - dark (drow) dialect, Elf - high dialect, Forest Common, Illithid, Undercommon
Reading/Writing 10 Common, Elf, Elf - high dialect
Weapons
Elven Blade +1
THAC0: 13 Attacks: 1 Speed Factor: 3 Damage (All): 1d10+2 Type: P/S Size: M
Racial Abilities
Infravision - Illithid infravisual range varies with ambient visible light. As ambient light increases, illithid infravisual range decreases, as noted below:
Darkness/starlight: 480 feet
Candle/moonlight: 240 feet
Torch light: 120 feet
Lantern/magical light: 60 feet
Light on a cloudy day: 30 feet
Direct sunlight: 15 feet
Illithids always perceive the world with infravision, whether in the dark or in bright light.
Magic Resistance 41% - An Illithid has a base of 20% magic resistance. The illithid can choose to fail this resistance for beneficial spells (such as healing). As an illithid pc gains levels the resistance increases by 3%.
Mental Blast - The mind flayers mental blast spreads in a cone 60 feet long, 5 feet wide at the base, and 20 feet wide at its end; all within the area of effect must save versus wands at -4 or be stunned for 3-12 (d10+2) rounds.
Tentacles - An Illithid can attack with its 4 tentacles once per round a piece at a THAC0 of 15. A successful hit causes 1d4 damage and will reach the opponents brain in 1d4 rounds drawing it forth and killing the victim. A successful bend bars/lift gates roll will remove a tentacle, roll once per successful hit.
Class Information
Psionicist
Armor Use - May use light armor.
Combat Bonus - The psionicist uses the priest THAC0 chart.
Contact - The psionicist receives the contact proficiency and gains attack modes as shown on the Psionic Progression table in the Skills and Powers book.
Guarded Mind - The psionicist can block or resist attempts to usurp his will and gains a +1 bonus to all saving throws against spells from the enchantment/charm school.
Hit Point Bonus - Psionicists with this ability roll eight-sided dice for hit points rather than six-sided dice. The psionicist still gains only two extra hit points per level at 10th level and beyond.
Mental Defense - The psionicist can close his mind to psychic contact and gains defense modes. The psionicist also receives a +2 bonus to his mental armor class.
PSP bonus - The psionicist has a potent mind and rolls eight-sided dice for psionic strength points instead of six-sided dice.
Psychic Adept - The psionicist receives extra power. The two disciplines the psionicist chooses at first level count as primary disciplines.
Traits/Disadvantages
Light Sleeper - With a successful Wisdom/Intuition check, will awaken from any reasonable amount of noise.
Lucky - A successful Wisdom/Intuition check allows the character to have a stroke of luck.
Music/Instrument - Skill with a specific musical instrument.
Precise Memory - With a minimal amount of studying, any object may be memorized perfectly. If the reading/writing proficiency is possessed, written material may also be memorized.
Illithid - Partial Personality - "There's someone in my head, but it's not me."
-The statement of an illithid affected with partialism
A malady whose roots lie in ceremorphosis, "partialism" is the incomplete sublimation of the original form-donor's brain. To guard against this illness, illithids ruthlessly excise subconscious personality fragments that manifest in any mind flayer. While the retention of a few random memories of a form-donor is not unheard of, the survival of a complete memory complexus capable of individual action is extremely uncommon.
Partial personalities usually manifest while an illithid is somehow dazed, groggy, or preoccupied. When these or similar conditions exist, the partial personality may cause an illithid to exhibit behaviors completely at odds with its normal mind set. Since a partial personality is usually only a small fragment of the overall mind of an illithid, it is unlikely to retain enough autonomy to accomplish much. Examples of partial personality manifestations include the tapping of fingers in a way reminiscent of the form donor, the humming of a tune familiar to the form donor, or the unconscious scribing of words in the form-donor's native language. In most cases the afflicted illithid may not even be aware that it suffers from partialism.
If an illithid does discover, to its own everlasting horror, that it unknowingly carries a partial personality, it attempts to remove the affected portions of its brain through psionic surgery or cruder methods if necessary. Illithid society deems "partial personality" mind flayers as entirely unfit to join the elder brain at the end of their lives. In the few cases recorded, partial personalities do not seem cognizant enough to resist their own destruction. However, a dark illithid legend speaks of the Adversary.
The Adversary was an illithid lost to itself; a partial personality of uncommon strength consumed a mind flayer's personality and sought to overthrow all illithids through the innocent guise of a fellow mind flayer. Despite its apparent popularity as a story told to frighten young-adult mind flayers, the Adversary legend remains just that; no sage has ever catalogued the existence of such a being.
Phobia: Heights - Each time the character is presented with their phobia, they must make a Wisdom/Willpower check every 2d6 rounds they are exposed to it. If failed, the character must flee the source of the phobia for 1d6 rounds, and must make another check. All checks are made at half ability score if the phobia is severe.
Powerful Enemy - Agents of the powerful enemy will always be after the character.
Phobia: Crowds - Each time the character is presented with their phobia, they must make a Wisdom/Willpower check every 2d6 rounds they are exposed to it. If failed, the character must flee the source of the phobia for 1d6 rounds, and must make another check. All checks are made at half ability score if the phobia is severe.
Inventory
· Animals
· Horse, light war
· Elven harp (small)
· Saddle bags, large
· Dry rations (1 week) x3
· Flint and steel
· Wineskin
· Saddle, riding
· Items Readied
· Elven Blade +1
· Items Worn
· Illithid - Exoskeleton
· Illithid - Glaregoggles
· Illithid - Psychic Reservoir
· Robe of Blending
· Spending Money
· * Copper Pieces x7
· * Gold Pieces x20
· * Silver Pieces x6
Movement/Encumbrance
Encumbrance: Unencumbered
Movement 12
Currently carrying 8.00 pounds (None Encumbrance, 12 Movement)
Psionics
PSPs: 66
MTHAC0: 14
MAC: 5
Devotions: 13
Sciences: 5
Disciplines: 4
Attacks: Ego Whip (EW), Id Insinuation (II), Mind Thrust (MT), Psionic Blast (PB)
Defenses: Intellect Fortress (IF), Mental Barrier (MB), Mind Blank (MBk), Thought Shield (TS)
Power PSPs Range Area of Effect MAC
Psychokinetic (Primary)
Sciences
Kinetic Control 8/3 0 personal 7
Telekinesis 3+/1 30 yards 1 Item 8
Devotions
Static Discharge 5/2 15 yards one creature 7
Magnetize 2/1 30 yards one object 8
Molecular Agitation 7/3 40 yards 1 Item, 20 pounds 10
Molecular Bonding 4/2 10 yards 6 sq. in. 8
Telepathic (Primary)
Sciences
Mindlink 7+/3+ Unlimited Individual 8
Switch Personality 40/15 touch individual 5
Devotions
Hivemind 2/1 60 yards personal 9
Invisibility 3+/2+ 100 yards Individual 6
Impossible Task 6/day/3 10 yards individual 9
ESP 6+/3+ Unlimited Individual 6
Psychoportive
Sciences
Summon Planar Energies 30/10 60 yards special 8
Devotions
Phase 6/2 0 Personal 10
Phase Object 6/3 20 yards one object 9
Dimension Walk 5/2 N/A personal 8
Pocket Dimension 6/turn/3 10 yards special 10
Psychometabolic
Devotions
Iron Will 4/2 0 personal 10
Talaananthes
17th of September, 2002, 10:11
~cringes~
that table is barely readable, so itll work i guess. tell me if you have trouble w/ it.
Maeko
17th of September, 2002, 16:55
Very interesting character, as for the table, what does MAC stand for?
Ozman, as soon as I have your character I'll ask for a forum. :)
BigRedRod
17th of September, 2002, 17:25
just chiming in here again
Le't ssee how muchi can remember from 2e
it's Mental AC i think
I'm pretty sure you also get metal THAC0 but i could be wrong :P
Still let's see how close to the real answer I am :)
Maeko
17th of September, 2002, 17:47
Thanks BRR :)
Talaananthes
17th of September, 2002, 21:01
hes right on target. to use the power, i have to make an mthac0 roll against the MAC the same way i would a normal thac0/ac roll. if it misses, the power fails. no critical hits/misses, no automatic hits/misses.
ozman46
18th of September, 2002, 01:41
Sorry about the delay I will have one to you later today I got tied up with other things. I am done with the basics I just nees to type the background and equip her. Shouldn't take to long.
I am going to save it as a rtf file and send it to you via email if you don't mind.
Maeko
18th of September, 2002, 03:00
No problem about e-mailing me the character, just make that a text file...
About the background, I don't know if one of my previous posts got overloked in the discussion, but you will start as an established company (as opposed to individual adventurers who decide to band together at the start of an adventure), so I would like:
1) A name, otherwise I'll feel authorized to name you 'the Black Sheep Company ;)
2) A minimal background on how you decided to adventure together and what was the high point of your career: (freeing Randal Morn? Helping out Drizzt? Dealing a crippling blow to a Zhent conspiracy? Your choice)
At the moment as NPCs to flesh out the party I was thinking of a middle-aged, no-nonsense Ilmateri cleric: Brother Timoteos, a bearish fighter who never leaves Timoteos's side and you never heard talk : Garth (no one knows if he's mute or hasn't found anything to say yet), and possibly an arcane spellcaster. If either of you has better ideas, let me know :)
ozman46
18th of September, 2002, 03:32
1. For a company name how about " The Dark Talons"?
2. For a notable act : How about saving the life of a lord of Waterdeep and and exposing an ring of assassins?
3. The NPC's are fine. I like the fighter idea I wish I could have a character that didn't speak :). Most DM's don't allow them.
Maeko
18th of September, 2002, 03:58
The 'Waterdeep lord' idea is a very good hook for me :D
Like the name too, let see what Talaananthes says about it.
I really don't see any issue with playing characters with an handicap, if it's done reasonably; in fact I refrained from playing a blind monk in 'Adventurers Escapades' only because a blind sorcerer was already in it.
A mute character has many ways to make himself understood, remember the mute servant in the first 'Zorro' TV series?
ozman46
18th of September, 2002, 04:06
Oh yeah I do (god I am old ;)). Well Drow can speak using sign but not many know it.
Once the suggestions I have put forth are approved we need a party background. Something I realy suck at. Maybe Talaananthes can work on it? His character background it well written. Much better than mine ;)
Talaananthes
18th of September, 2002, 12:04
yes, ill write our background. thats what i do after all.
the waterdeep thing sounds fine, as do the npcs, but i dont really agree with the name too well. doesnt quite go down well, if you get what i mean. a good idea of your personality, histoy, etc would be nice, as would a look at your char sheet. itd make the history go off so much easier.
ozman46
18th of September, 2002, 12:19
Sure here it is:
Bannar was once a member of a Drow clan until she was given as tribute to a group of mind flayers in exchange for the family's continued survival.
As she grew the mind flayers warped her into a kiling machine. They trained her to be an assassin to carry out thier various agendas. Worse still her mind was altered so she could form weapons from her body. Using her steath and her art she could easily make her way in and out of areas carying outr her dreadful work. Finally one day she tired of the killing and decided to leave the mind flayers to thier conspiracies. However this brough a terrible price. As a trained illithid assassin she knew many secrets and is hunted by them. worse still she is forced to live on the surface above where her race is scorned above all.
Description: As a drow she has short bone white hair and ice blue eyes. normally however she uses her magic and hat of disguise to appear as a normal elf or human. Only those that know her well and have gained her trust know she is a drow.
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