Warlocknthewind
2014-05-10, 03:41 PM
My Soulborn got hosed, big surprise there.
I'm running the next campaign, and I am going to pit the Mindflayers of Thoon against an essentia heavy world.
Thoonflayers harvest Quintessence, which I am fluffing as the Essentia generated by creatures with the Lost template. The Thoonflayers infilatrate a community, place some sort of node in it that attracts the negative essentia, and wait for the inhabitants to have roughly 75% Lost, and then harvest the Lost by sucking 'em dry with Necrocarnate leveled creatures.The ultimate goal is to leave the world mostly bereft of Essentia/Quintessence (Quintissentia?) Until they have enough to generate an extremely powerful gate through the Shadow Realm into the even further past from where the Flayers originated from, back to when Aboleths were just creating their first empire's, and conquer the very beginning of the world.
For crunch, I wanted to remove the psionic aspects of the Thoonflayers and give them a balanced part in Meldshaping capabilities, and I was hoping the Playground would be so kind as to advise me.
It's a high Meldshaping campaign, where the lesser magics are very common, and very few hold any greater power. For example, it's common for farmhand to have Girallon Arms and Beast- Tamer's circlet shaped, so as to help them lift, wrangle, and sew (as a first level human commoner, no less). A ship at sea would have a captain with Seaman's Gloves shaped, and bound if able.
Thoon Disciples have Soulborn levels, Shadowflayers with Shadowcaster levels, Hulk lose a couple HD for Crusader levels, infiltrators will have some spellthievery, but I am entirely unsure what to do with the Soldiers & Scythers, they, to me, don't fit the fluff entirely. I thought maybe to just add some humanoid cultists as foot-soldiers, but if an alternative can be said, than by Jove say it!
No tier 1 or 2 classes, running with a generally experienced players starting at level 4
Priest = Incarnate, or Divine Bard
Druid = Totemist, Spirit Shaman
Wizard = DN, Beguiler, Warmage w/ Mage of the Arcane order levels
Desert Half-Orc Fenzy Lion Barb 1/Totemist 2/ Crusader 1, going Totem Rager
Azurin Good incarnate 4, staying Incarnate
Strongheat Halfling Buguiler 4 going pretiege Bard
Dragonborn Grey-Elf Warmage 4 going Abj. Champion
What level of Meldshaping should be inherint to the Flayers?
What's a good replacement for the Thoon constructs?
Any further ideas for the theme or plot?
Humbly, Locknwind.
:smallbiggrin:
I'm running the next campaign, and I am going to pit the Mindflayers of Thoon against an essentia heavy world.
Thoonflayers harvest Quintessence, which I am fluffing as the Essentia generated by creatures with the Lost template. The Thoonflayers infilatrate a community, place some sort of node in it that attracts the negative essentia, and wait for the inhabitants to have roughly 75% Lost, and then harvest the Lost by sucking 'em dry with Necrocarnate leveled creatures.The ultimate goal is to leave the world mostly bereft of Essentia/Quintessence (Quintissentia?) Until they have enough to generate an extremely powerful gate through the Shadow Realm into the even further past from where the Flayers originated from, back to when Aboleths were just creating their first empire's, and conquer the very beginning of the world.
For crunch, I wanted to remove the psionic aspects of the Thoonflayers and give them a balanced part in Meldshaping capabilities, and I was hoping the Playground would be so kind as to advise me.
It's a high Meldshaping campaign, where the lesser magics are very common, and very few hold any greater power. For example, it's common for farmhand to have Girallon Arms and Beast- Tamer's circlet shaped, so as to help them lift, wrangle, and sew (as a first level human commoner, no less). A ship at sea would have a captain with Seaman's Gloves shaped, and bound if able.
Thoon Disciples have Soulborn levels, Shadowflayers with Shadowcaster levels, Hulk lose a couple HD for Crusader levels, infiltrators will have some spellthievery, but I am entirely unsure what to do with the Soldiers & Scythers, they, to me, don't fit the fluff entirely. I thought maybe to just add some humanoid cultists as foot-soldiers, but if an alternative can be said, than by Jove say it!
No tier 1 or 2 classes, running with a generally experienced players starting at level 4
Priest = Incarnate, or Divine Bard
Druid = Totemist, Spirit Shaman
Wizard = DN, Beguiler, Warmage w/ Mage of the Arcane order levels
Desert Half-Orc Fenzy Lion Barb 1/Totemist 2/ Crusader 1, going Totem Rager
Azurin Good incarnate 4, staying Incarnate
Strongheat Halfling Buguiler 4 going pretiege Bard
Dragonborn Grey-Elf Warmage 4 going Abj. Champion
What level of Meldshaping should be inherint to the Flayers?
What's a good replacement for the Thoon constructs?
Any further ideas for the theme or plot?
Humbly, Locknwind.
:smallbiggrin: