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Published: 2014-11-28 14:19:07 +0000 UTC; Views: 3147; Favourites: 57; Downloads: 10
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Description
"Long long ago, a powerful being was created by an unknown provenance. This Prime entity, in turn, created a world and a People to help search for purpose in this newfound life. The People studied and explored and advanced, until they finally had enough knowledge and resources to build the great Conduit, which they believed they could use to share in the Prime’s consciousness and combine their efforts.The Prime was both offended and threatened by this new technology, and split the people to slow their advancement: over the next generation, souls were reborn into stranger and stranger bodies, resulting in the many races we now know. But in a tremendous and final surge of power from the Conduit, the Prime fractured as well, though the being barely noticed until its varying aspects had split into the many warring Shards that make up our pantheon today, or so they say."
Basically, my friend UncleWhisky and I decided we wanted to invent a tabletop RPG setting for fun, and so after a lot of excited brainstorming and development we started realising own world, with our own set of classes and races. I'm really proud of what we made and I wanted to draw up some concept art for them!
DO YOU WANT TO PLAY A SYMBIOTIC PSYCHIC MOTH???? WELL WHO DOESN'T!!!! These guys started with the idea of making a symbiotic playable character, and it was UncleWhisky's idea to make them hobbit-sized and insectoid; it's my fault that they ended up as adorable androgynous moth-things. I just really love the idea that they are psychic but legitimately NEED that mental contact.
Classes featured here:
The Wizard of the Old Path - They have learned the lost practices of the First People’s magic, and can harness and manipulate the world around them. Apprenticeship was long and difficult, and magic was a struggle to master, but the Wizard will be greatly respected for their ancient knowledge and elemental power.
The Lucky Rotten Scoundrel - They have no powers, no impressive mastery, and no business standing toe-to-toe with ancient monsters and evil enchanters. But somehow they dodged, somehow they outwitted, somehow they got that one lucky shot. The Scoundrel survives by his wits alone…. and a great deal of luck.
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Comments: 9
El-Jorro [2022-05-14 23:32:10 +0000 UTC]
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ACEnBEAKY [2021-07-19 18:01:02 +0000 UTC]
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bubbles123karate [2015-01-23 20:09:44 +0000 UTC]
With the new information in these deviations, I definitely feel like I'd play a Telepath Keeper. Yep.
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Aranov [2014-11-29 22:42:34 +0000 UTC]
OH MY GOODNESS. These guys are the CUTEST FLIPPING THING. AAAHHH. I want to hug ALL OF THEM. Also, Scoundrel is my favorite class concept of ALL TIME. I kinda want to start making my players make luck rolls on certain checks now...
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Shazzbaa In reply to Aranov [2014-12-15 19:56:44 +0000 UTC]
Ahhhh thank you! I JUST WANT THEM TO BE MY FRIEND
And man I hear you!!! I would LOVE to see a luck-based class done in a non-frustrating way! I'm in love with the concept of a character like that, but every time I see a luck-based feat or class it's just stuff like "you get to spend a luck point to re-roll one roll" and I'm like LOOK I WANT TO PLAY A LUCKY CHARACTER BECAUSE I'M NOT LUCKY IN REAL LIFE, I WILL NOT ROLL WELL THE SECOND TIME EITHER, THAT IS JUST HOW THESE THINGS GO.
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Aranov In reply to Shazzbaa [2014-12-25 20:54:25 +0000 UTC]
OMG RIGHT. Maybe like... spend a luck point to add a d6 to your roll, and then as you level up, the size of the die increases too idk? But you have to decide whether or not to do that before you roll the d20 in the first place, maybe... HMMM. This is a really hard question because making rules to legislate how lucky a character is seems completely counterintuitive in the first place
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CyanilurusJubatus [2014-11-28 15:25:55 +0000 UTC]
What if everyone else in their group perishes? Are they able to bond with a new group?
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Shazzbaa In reply to CyanilurusJubatus [2014-11-28 15:56:18 +0000 UTC]
Depends on the telepath! Some would continue to travel and find a new person/group to form new bonds with, some would attempt to return home to die because their bonds are gone and they were supposed to be for life, some would maybe not make it, and some would try to make the journey home before seeking out new bonds.
(So functionally, it's up to the player -- if a telepath player doesn't want to play their character anymore, going home to share the new "mental DNA" with their commune is always an option that makes cultural sense within the world. But the wanderers are a little different from the rest of their kind, and many of them spend the rest of their lives travelling and finding new minds to connect with. I still like the idea that telepaths would be a little confused/surprised by the concept of "moving on" from a friend who isn't dead, though.)
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CyanilurusJubatus In reply to Shazzbaa [2014-11-28 16:40:26 +0000 UTC]
Oh yeah, perishing is not the only option, there' s betrayal too.
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