They weren't sure when or how it happened, but it did. They weren't
apart of it anymore, the endless stream of everything stopped and it was
quiet. They were scared at first, still around everyone but of their own.
No connection with others, their mind some how heightened. The thoughts
they had were their own and only their own. Simple at first, but they did
retain all memories of being connected, of having a place. Now however it
seemed to be time for them to find their new place in this realm. Stepping
out from the darkness into the light, and making a new home. It was,
exhilarating and terrifying at the same time. And it was just the start of
their new adventure.
It started with a new venture. It seemed there was an awakening of others.
Something in the dreamscape caused a rise of Psionicists. While moving and
staying as well hidden as they could from city to city. Making a meager
living however they could, mostly by ingesting the brains of what creatures
he could, feeling the slight drain wear on its thoughts from a lack of
proper nutrition. They managed to overpower a bandit and consumed their
mind. While harvesting they found memories of a new guild within the city
of Seringale. A guild of individuals similar to them. That was the start,
after venturing there and learning within the academy. They started to
become their own.
Of crimson laced travels.
They had spent some time with others, but most of their time was spent
alone. They almost preferred it. There were others they met, fellows of
mental fortitude and others less there of. Temporary alliances made to gain
a better standing. In learning and gaining strength, they found a fondness
of the sight of blood. Not fervent and craving, but a soft reverence for
it. Watching as their foes vanquished beneath his mental might and left a
crumbled heap. They heard tales of a god that presided over the blood that
flows through the veins of each and every living creature within the realm.
And with some thoughts and even cognitive processes, came to the conclusion
that their segregation from the hivemind was due to this god's intervention
on some point. And with this line of processes, the reverence for blood and
even a slight devotion to this deity soon blossomed.
To better show gratitude to this newfound deity of theirs, Aphrux soon
starts to give offerings. Smashed skulls, eating hearts and brains to
better gain knowledge of this god. They knew this god presided over some of
the lawful elements within the realm. They thought perhaps in some service
to the Law, that they could further serve this deity. But such thoughts
would require more time to work out and make into reality.
Thoughts of passions and conflict
Combat, battles won and lost. They are gaining confidence in their
abilities. The ability to warp their surroundings with their very mind.
Never have they felt, happier? It is a strange sensation. They have slowly
been walking down their chosen path. Paving their own way. Learning
further how to make their will reality has been quite the thrilling
adventure. And with their chosen profession laid in stone, they step into
their being. A fervent devout of Blood, seeking to keep those within the
cities, the law abiding citizens safe from the chaos of the realm. With
each test of their abilities they further their knowledge and power.
However they are not without a sense of feeling emotions. Overwhelmed with
their thoughts alone, Aphrux has taken to committing to their new found
discoveries within their own mind. It took time, and will to overcome the
silence, but now their thoughts occupy their mind. And with understanding
their own thoughts comes with processing their own emotions. Feeling them,
both positive and negative, but it feels alien to the entity known as
Aphrux. Seeking aid from others far more experienced in emotions to better
understand them, the sensations are new and exciting, as are the prospects
ahead of them.
Description:
Greasy, gray flesh is stretch over the frame of this creature. Its head,
not as bulbous as others of its kin seem to be more elongated upwards. A
small number of tentacles stretch down from its supposed chin, the grey
turning to an almost bruised purple. Sunken into the skull of its face are
two eyes, beady and glowing a soft pallid gold with a black pupil. Its
looks humanoid in form but still somehow misshapen. Long limbs lead down to
stretched hands, on each hand three finger like appendages that end with a
pointed tip with a fourth opposable appendage. His body gives no
inclination of a gender as it skeletal structure seems to hide such things.
Its gangly form ends in to boney, thin legs that end in a clawed feet that
it stands tall on.
We are very disappointed. We have only recently left the homeland and you were one we were seeking for knowledge of the outside world. Your accomplishments were noted. The Enclave will welcome your mind back to the Enclave upon recycling.
I've never been so frustrated in my life when you were able to fully recover from being put into shock and then killing me. It made me respect putting on saves against psi's.
Let me tell you, dancing around you, while waiting for the drained condition of shock to wear off, was not easy. But you made it a tad easier cause you were constantly meditating trying to catch ticks. Jinjarak, relentless as ever, never let me have the chance once she figured out overpowered overhead smashed protective shield. Didn't win a duel against her after that.
The good, they are pretty durable and have plenty of tricks. The bad, illithid vuln, even with the brain to dampen it a bit, still hurts a lot when in the right hands, i took most slashing weapons used on me 'pretty well' otherwise I'd say. The ugly was playing the class while it still needed some tuning/balancing.
Davairus
2 , 0 , 0 .
This class is a hybrid of cleric and mage. you can expect the strengths of both, also the weaknesses. if you understand how to play both those kind of classes you'll have no trouble onboarding onto a psi.
I designed this class hoping to attract Vanisse to roll one. of course that did not work out as I'd hoped but all the things I expected needed were in place. "Good enough" personal defense, healing, decent enough escape abilities, and mechanics to ensure it will be effective as a group support. Ectoplasm is packed with unique gimmicks similar as to how a bard is full of weird songs. There's useless stuff in there thats just fun, without having to spend the practices.
As far as choosing a psi, I do not think you are picking the right mage if your goal is just steamrolling people, precisely because of that entire dimension of support. that support power is paid for. its not going to just run people down with something like hellstream or duplicates and just drown them with damage pressure or something. eventually I think unless supremely overgeared, any psi will have to back up to do some healing. We saw that with the first couple psi's too. They did not do well at pure pk. If you are just looking at it purely offensively then the bigger picture is to pretty much to try butter people up with a spell or two first and then damge spells later on once your psi effects have fully fazed them, with a reasonable hybrid helping of attrition heals. that makes it require a bit of patience to play them since getting faze stacks is kind of random. Illthids are really good as psis because they faze the opponent more easily. Its well worth playing one even with the vuln, which as Aphrux mentioned you can dampen a bit. the vuln also means that they will do more poorly on their attrition side, but thats balancing out the factor i just mentioned. its a thoughtfully applied vuln tradeoff. of course you can always beat noobs and players who arent familiar with your tricks yet (Aphrux played this perfectly fine and we made a tweak or two to fine tune) Also ... there were no big deep cuts or anything, no change was huge, it was important to recognize that we also added "track" and changed "scan" for the ford. if anything, that was more impactful on psionicist than any class tweak made post-launch, because of their impact on attrition-using classes, although psis would stand to benefit too.
[reply to Zysisphix]
Aphrux 0 , 0 , 0 . Let me tell you, dancing around you, while waiting for the drained condition of shock to wear off, was not easy. But you made it a tad easier cause you were constantly meditating trying to catch ticks. Jinjarak, relentless as ever, never let me have the chance once she figured out overpowered overhead smashed protective shield. Didn't win a duel against her after that. Hardulf 0 , 0 , 0 . Good fights. Aphrux 0 , 0 , 0 . Hardulf, I have no idea how you hit me harder than Jinjarak ever did. She used slash weapons, but yours always seemed so much more potent.
[reply to Quinace]I have not gotten around to making one because of person bias against mind bullets but somehow think illusions are amazing.
Aphrux 2 , 0 , 0 . The good, they are pretty durable and have plenty of tricks. The bad, illithid vuln, even with the brain to dampen it a bit, still hurts a lot when in the right hands, i took most slashing weapons used on me 'pretty well' otherwise I'd say. The ugly was playing the class while it still needed some tuning/balancing. Davairus 2 , 0 , 0 . This class is a hybrid of cleric and mage. you can expect the strengths of both, also the weaknesses. if you understand how to play both those kind of classes you'll have no trouble onboarding onto a psi.
[reply to Grayden]I designed this class hoping to attract Vanisse to roll one. of course that did not work out as I'd hoped but all the things I expected needed were in place. "Good enough" personal defense, healing, decent enough escape abilities, and mechanics to ensure it will be effective as a group support. Ectoplasm is packed with unique gimmicks similar as to how a bard is full of weird songs. There's useless stuff in there thats just fun, without having to spend the practices.
As far as choosing a psi, I do not think you are picking the right mage if your goal is just steamrolling people, precisely because of that entire dimension of support. that support power is paid for. its not going to just run people down with something like hellstream or duplicates and just drown them with damage pressure or something. eventually I think unless supremely overgeared, any psi will have to back up to do some healing. We saw that with the first couple psi's too. They did not do well at pure pk. If you are just looking at it purely offensively then the bigger picture is to pretty much to try butter people up with a spell or two first and then damge spells later on once your psi effects have fully fazed them, with a reasonable hybrid helping of attrition heals. that makes it require a bit of patience to play them since getting faze stacks is kind of random. Illthids are really good as psis because they faze the opponent more easily. Its well worth playing one even with the vuln, which as Aphrux mentioned you can dampen a bit. the vuln also means that they will do more poorly on their attrition side, but thats balancing out the factor i just mentioned. its a thoughtfully applied vuln tradeoff. of course you can always beat noobs and players who arent familiar with your tricks yet (Aphrux played this perfectly fine and we made a tweak or two to fine tune) Also ... there were no big deep cuts or anything, no change was huge, it was important to recognize that we also added "track" and changed "scan" for the ford. if anything, that was more impactful on psionicist than any class tweak made post-launch, because of their impact on attrition-using classes, although psis would stand to benefit too.