Ursus Spelaeus
2018-11-24, 01:13 PM
The Astral Caravan power is generally regarded as really lame, but I like the kinds of adventure possibilities it opens up.
http://www.d20srd.org/srd/psionic/powers/astralCaravan.htm
How might one build a low level party optimized for Astral Caravan trips?
First, you will need a psionic character in the party capable of manifesting Astral Caravan. A psion will probably work best for this, but they don't need to be a Nomad. They could just use a power stone, or a dorje, or something. Non-psionic party members could use tattoos of Astral Traveler.
If you encounter monsters in the Astral Plane, it's probably going to be githyanki or astral dreadnoughts. You're probably going to want to just avoid those fights if you can, but some fights can't be avoided. The party has to be able to fight back.
Bear in mind that the entire party will only have two free hands between them. You have to remain in a hand-to-hand chain to avoid being stranded in the Astral Plane. It might be a good idea to bring manacles for everybody to ensure that hand contact is maintained. Only the guy leading the caravan and one guy in the very back will have a hand free. Unless...
1. You have a thr-kreen in the party. Put that guy in the very back and he has three hands available with which to attack or do whatever.
2. You have a raptoran in the party. They don't have extra hands exactly, but they do have feet that end in bony talons. Raptorans can use footbows as martial weapons; all they need is one free hand to load and draw the bow.
3, Tentacles aren't hands, but you can still use them for attacking, and you should be able to use them for some fine manipulation (if you need to administer a potion or something) right? You could have an elan in the party with Deepspawn or Aberration Wild Shape.
So, I guess we're optimizing for maximum number of hands available in an astral caravan.
We also need to consider the conditions of the Astral Plane itself: zero gravity, timelessness (hunger, thirst, and poison don't function, but natural healing doesn't function either), enhanced magic (spells and spell-like abilities are quickened. If magic and psionics are transparent, I guess psionic powers will be quickened as well.)
The caravan won't need to bother packing rations, but they might want to wear weight suits from Planar Handbook. The caravan leader will need a map from the Planar Carographic Society, and maybe a planar atlas. I'm trying to think of other useful items the party might want to bring.
Your thoughts?
*edit*
Some more ideas:
A totemist might be a welcome addition to the party; they can bind the Girallon Arms soulmeld to their totem chakra for an extra pair of clawed limbs.
Characters can fly through the Astral Plane by psychic propulsion at a rate of 30 feet. This means that heavy armor is not a detriment! I would probably put a +1 suit of mechanus gear somewhere as treasure.
Ether harnesses and gravity tents, also from the Planar Handbook, might also prove useful.
http://www.d20srd.org/srd/psionic/powers/astralCaravan.htm
How might one build a low level party optimized for Astral Caravan trips?
First, you will need a psionic character in the party capable of manifesting Astral Caravan. A psion will probably work best for this, but they don't need to be a Nomad. They could just use a power stone, or a dorje, or something. Non-psionic party members could use tattoos of Astral Traveler.
If you encounter monsters in the Astral Plane, it's probably going to be githyanki or astral dreadnoughts. You're probably going to want to just avoid those fights if you can, but some fights can't be avoided. The party has to be able to fight back.
Bear in mind that the entire party will only have two free hands between them. You have to remain in a hand-to-hand chain to avoid being stranded in the Astral Plane. It might be a good idea to bring manacles for everybody to ensure that hand contact is maintained. Only the guy leading the caravan and one guy in the very back will have a hand free. Unless...
1. You have a thr-kreen in the party. Put that guy in the very back and he has three hands available with which to attack or do whatever.
2. You have a raptoran in the party. They don't have extra hands exactly, but they do have feet that end in bony talons. Raptorans can use footbows as martial weapons; all they need is one free hand to load and draw the bow.
3, Tentacles aren't hands, but you can still use them for attacking, and you should be able to use them for some fine manipulation (if you need to administer a potion or something) right? You could have an elan in the party with Deepspawn or Aberration Wild Shape.
So, I guess we're optimizing for maximum number of hands available in an astral caravan.
We also need to consider the conditions of the Astral Plane itself: zero gravity, timelessness (hunger, thirst, and poison don't function, but natural healing doesn't function either), enhanced magic (spells and spell-like abilities are quickened. If magic and psionics are transparent, I guess psionic powers will be quickened as well.)
The caravan won't need to bother packing rations, but they might want to wear weight suits from Planar Handbook. The caravan leader will need a map from the Planar Carographic Society, and maybe a planar atlas. I'm trying to think of other useful items the party might want to bring.
Your thoughts?
*edit*
Some more ideas:
A totemist might be a welcome addition to the party; they can bind the Girallon Arms soulmeld to their totem chakra for an extra pair of clawed limbs.
Characters can fly through the Astral Plane by psychic propulsion at a rate of 30 feet. This means that heavy armor is not a detriment! I would probably put a +1 suit of mechanus gear somewhere as treasure.
Ether harnesses and gravity tents, also from the Planar Handbook, might also prove useful.