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Old 19th February 2002, 10:35 PM   #1 (permalink)
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has anyone converted the Observer (beholderkin) from Planescape 2e?

Hi, folks,

I have begun trying to convert the 2e Planescape creature, the Observer, an extraplanar beholder, and I wanted to check to see if someone has converted that already. I'm still retooling spellcasting levels, and have not yet converted its psionic abilities.

- Devon
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Old 20th February 2002, 12:05 AM   #2 (permalink)
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i betcha gish makai has.
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Old 20th February 2002, 07:09 AM   #3 (permalink)
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Quote:
Originally posted by BOZ
i betcha gish makai has.
Lemme look in my magical book of converted PS critters.........the psionic beholder...yes I have
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Old 20th February 2002, 08:53 PM   #4 (permalink)
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blast...

Blast...

Mind if I pick your brain, then?

Did you keep the ability scores pretty much the same as a normal beholder, or did you make it smarter/wiser/slower/etc.?

I made it an outsider and gave it the same skills as a beholder, as well as KS: The Planes. It had enough skill points to max out each of these skills.

How did you handle the psionics conversion?

- Devon
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Old 20th February 2002, 09:11 PM   #5 (permalink)
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I don't have the 3e Psionics handbook but I would try and match the 2nd edition abilities to the 3e abilities as close as possible. Try and go for an extact match.
Just my 2 cents...
Mike
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Old 20th February 2002, 11:36 PM   #6 (permalink)
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when I get time tonight....I'll post up what I have.
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Old 20th February 2002, 11:38 PM   #7 (permalink)
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Re: blast...

Quote:
Originally posted by Devon
Blast...

Mind if I pick your brain, then?

Did you keep the ability scores pretty much the same as a normal beholder, or did you make it smarter/wiser/slower/etc.?

I made it an outsider and gave it the same skills as a beholder, as well as KS: The Planes. It had enough skill points to max out each of these skills.

How did you handle the psionics conversion?

- Devon
I tried to keep to the same abilities as I could. Those that didn't match I used something fairly similar or that worked in that kind of way.

I most likely stuck to the same ability scores as the beholder....can't remember exactly as I converted it some time ago.
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Old 21st February 2002, 12:39 AM   #8 (permalink)
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Ooh, I'm very interrested in those stats as well. Gimme, gimme, gimme...
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Old 21st February 2002, 04:28 AM   #9 (permalink)
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Quote:
Originally posted by Krishnath
Ooh, I'm very interrested in those stats as well. Gimme, gimme, gimme...
Beholder-kin, Psionic
Medium-size Aberration

HD: 11d8+11 (60 hp)
Initiative: +4 (+4 Improved Initiative)
Speed: Fly 10 ft (good)
AC: 13 (+3 Natural Armor)
Attacks: 1 Eye Rays +8 (ranged touch)
Damage: 0
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Psionics, Eye Rays
Special Qualities: All-around vision, Psionics, Anti-magic ray, Anti-psionics ray, SR 19, Fly
Saves: Fort +4, Ref +3, Will +11
Abilities: Str 10, Dex 10, Con 12, Int 17, Wis 15, Cha 15
Skills: Hide +9, Knowledge, Arcana +10, Move Silently +14, Search +21, Spot +18
Feats: Alertness, Blind-Fight, Improved Initiative, Iron Will, Flyby Attack

Climate/Terrain: Outlands
Organization: Solitary
CR: 10
Treasure: Standard
Alignment: Lawful Evil (Always)
Advancement Range: 12-22 HD (Medium-size), 23-33 HD (Large)

In appearance, it bears a resemblance both to Gzemnid and Ilsensine. A large brain-like mass floats above the ground, a pale shade of almost-glowing green. It lacks the toothy maw and characteristic central eye of beholders, but instead bears two eyes on thick eyestalks. Each of these eyestalks holds an eye in a mass of nerves. Ten tendrils rise from the cleft between the two halves of the main brain, like body with glistening lumpy ganglia at their ends. The psionic beholder can communicate telepathically with any intelligent being.

COMBAT
The two main eyes each serve to protect the beholder; the left produces an anti-magic ray with a 140-yard range that covers a 45° angle, while the right eye produces an anti-psionic ray with a similar range and arc. Each eye can swing on its stalk to point anywhere in a 180° arc in front of the creature, including straight up.

Psionics (Sp): The psionic beholder has the psionic powers of an 11th level Psion.

Eye Rays (Su): Each of these ten small eyes can produce a psionic ray once a round, even when the beholder is attacking or moving at full speed. Each eye resembles a spell cast by a 11th level Psion but follows the rules for a ray. All rays have a range of150 feet and a DC save of 18.
Domination: The victim must make a Will save or be affected as though by the psionic power.
Inflict Pain: The victim must make a Will save or suffer 3d6 points of damage from a stabbing pain to the mind.
Invisibility: The creature or object touched can make a Will save to vanish from sight. Items dropped or put down will become visible.
Telekinesis: The victim must make a Will save or be thrown back as a violent thrust. See the psionic power for more information.
Control Body: Victims must make Fortitude save or be affected by the psionic power of the same name.
Disintegrate: Victims must make a Fortitude save or vanish. If a save is made then 5d6 damage is taken.
Concussion: Victims must make a Fortitude save or be pummeled with a kinetic force dealing 3d6 damage. Save is half.
Inertial Barrier: The beholder creates a barrier around itself to protect itself from damage.
Whitefire: Victim must make a Reflex save or suffer 5d4 fire damage. Save for half.
Mindwipe: Victim makes a Fortitude save or their mind becomes a blank. See the psionic power for more information.

Anti-magic Ray (Su): The beholder's left eyestalk can focus a continual ray in 150 feet in all directions. All magical and supernatural powers and effects within the ray are suppressed - even the beholder's eye rays.

Anti-psionic Ray (Su): The beholder's right eyestalk can focus a continual ray in 150 feet in all directions. All psionic abilities are suppressed - even the beholder's eye rays.

Fly (Ex): The beholder's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 10 feet. This buoyancy also grants it a permanent feather fall effect with a personal range.

All Around Vision (Ex): Beholders are exceptionally alert and circumspect. Their many eyestalks give them a +4 racial bonus to Spot and Search checks, and they can't be flanked.
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Old 21st February 2002, 07:47 AM   #10 (permalink)
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a nice beholderkin

Hi, Gish,

Thank you for posting the psionic beholder. It is a great beholderkin (and sounds pretty gnarly) but it's not the Observer from Planescape 2e.

The observer had 6 eyestalks, three larger eyes arranged radially, and three telescoping mouths which drained blood. The Observor also had no anti-magic or anti-psionic rays.

So it appears that I can continue to convert the Observor without seriously duplicating effort.

Thank you again,

- Devon
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Old 21st February 2002, 08:16 AM   #11 (permalink)
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What book is it from?
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Old 21st February 2002, 08:20 AM   #12 (permalink)
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PSMC2 if i'm not mistaken
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Old 21st February 2002, 08:25 AM   #13 (permalink)
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Quote:
Originally posted by BOZ
PSMC2 if i'm not mistaken
Then you mean this one....

Beholder-kin, Observer
Large Aberration

HD: 8d8+8 {44 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: Fly 10 ft (perfect)
AC: 22 (-1 Size, +2 Dex, +11 Natural Armor)
Attacks: 3 Bite +5 (melee)
Damage: Bite 1d8
Face/Reach: 5 ft x 5 ft/10 ft
Special Attacks: Improved Grab, Blood Drain, Psionics, Eye Rays
Special Qualities: All-around vision, Levitate, Psionics, SR 16, True Seeing
Saves: Fort +3, Ref +4, Will +10
Abilities: Str 10, Dex 14, Con 12, Int 18, Wis 15, Cha 15
Skills: Gather Information +13, Listen +13, Move Silently +11, Search +17, Spot +14
Feats: Dodge, Improved Initiative, Iron Will, Point Blank Shot, Flyby Attack

Climate/Terrain: Acheron, Mechanus, Outlands
Organization: Solitary
CR: 12
Treasure: Double Standard
Alignment: Lawful Neutral (Usually)
Advancement Range: 9-16 HD (Large), 17-24 HD (Huge)

An observer has a spherical body about 6 to 7 feet in diameter, covered with a tough, chitinous shell. The shell's a mottled purple and pinkish color, and can be 2 to 3 inches think in some places. Unlike beholders, observers have three mouths spaced evenly around their lower hemisphere, and three main eyes spaced evenly around their equator. Six minor eyes on stalks ring their dorsal surfaces.

COMBAT
The observer attacks only if attacked. It then flies by and strikes with its three mouths which house stalks that can reach up to 5 feet from the main body.

Improved Grab (Ex): To use this ability, the observer must hit with one mouth stalk with a roll of 4 or greater than the number needed to hit. It then fastens to its target.

Blood Drain (Ex): An observer who fastens itself to an opponent can drain blood at a rate of 2 temporary points of Constitution damage per round. The victim can make an opposed Strength check to break free.

Gaze (Su): Although the observer’s attacks are formidable, they pale in comparison to its magical abilities. Each of the creature's main eyes projects a powerful ray of telekinetic force that can have one of three effects. The range for the main eyes is 300 feet.
Bigby's forceful hand: This can drive back one creature at the rate of 20 feet per round. Creatures weighing up to 500 pounds can be so affected, and creatures weighing in at 500 to 1000 pounds cannot advance closer while the gaze remains on them. Creatures over 1000 pounds can advance at a rate of 10 feet per round.
Telekinetic Blow: This blow inflicts damage equal to 1d12 + the victims AC in damage.
Deflect Missiles: The last power of this ray can deflect all physical missiles fires at the creature from the 120-degree arc in from of the eye.

Eye Rays (Su): Each of the six small eyes can produce a magical ray once per round, even when the observer is attacking physically or moving at full speed. Each eye's effect resembles a spell cast by a 12th level sorcerer but follows the rules for ray (see Aiming a Spell, page 148 in the Player's Handbook). All rays have a DC of 17.
Dominate: This ray has a range of 90 feet. It functions the same as the spell.
Enervation: This ray has a range of 90 feet. It functions the same as the spell.
Fear: This ray has a range of 120 feet. It functions the same as the spell.
Finger of Death: This ray has a range of 90 feet. It functions the same as the spell.
Magic Missile: This eye can shoot 3 missiles at a range of 120 feet.
Otiluke's Freezing Sphere: This ray inflicts 8d6+16 points of cold damage.

Psionics (Sp): At will - telekinesis, inertial barrier, body control, chameleon, inflict pain (double strength), dominate, contact, detect thoughts, and invisibility. These powers are as if manifested by a 10th level psion.
Attack/Defense Modes (Su): all/all

Levitate (Sp): Observers stay in the air by an innate means of levitation.

All-around Vision (Ex): Observers are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus to Spot and Search checks, and they cannot be flanked.

True Seeing (Sp): The powerful eyes of the observers are the equivalent of a true seeing spell to a range of 300 feet, except that the observer cannot determine alignment.
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Old 21st February 2002, 08:35 AM   #14 (permalink)
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you scamp...

Quote:
Then you mean this one....
It's wonderful...

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Old 21st February 2002, 08:49 AM   #15 (permalink)
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Re: you scamp...

Quote:
Originally posted by Devon


It's wonderful...

- Devon
Thanx!
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Old 22nd February 2002, 12:30 AM   #16 (permalink)
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Thanks! And great work on both of them, I promise to put them to good use <Insert Evil Grin Here>
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Old 22nd February 2002, 01:17 AM   #17 (permalink)
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Quote:
Otiluke's Freezing Sphere: This ray inflicts 8d4+16 points of cold damage.
Hi, Gish,

Just fyi, the damage listed for Otiluke's Freezing Sphere changed to 1d6 per level in 3e.

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Old 22nd February 2002, 02:09 AM   #18 (permalink)
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the Observor as an Outsider

Gish, I've converted your original Observor from an Aberration to an Outsider (more as an exercise than anythign else), taking the opoportunity to reword a few abilities so that they more closely match the precedents in the SRD (using the Beholder's 'flight' ability instead of 'levitate', replacing 'improved grab' with the 'attach' ability found in Stirges and Dire Weasels).

Being an outsider means it has more skill points, better saves, but loses two feats.

Thank you again for your help

- Devon

Observer, Beholder-kin (Large Outsider )
HD: 8d8+8 (44 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: Fly 20 ft (perfect)
AC: 22 (-1 Size, +2 Dex, +11 Natural Armor)
Attacks: 3 Bites +7 melee
Damage: Bite 1d8
Face/Reach: 5 ft x 5 ft/10 ft
Special Attacks: Attach, blood drain, psionics, eye rays
Special Qualities: All-around vision, fly, psionics, SR 16, true seeing
Saves: Fort +7, Ref +8, Will +10
Abilities: Str 10, Dex 14, Con 12, Int 18, Wis 15, Cha 15
Skills: (96)
Gather Information +13, Listen +13, Hide +13, Move Silently +13, Search +19, Spot +19, KS: Arcana +15, KS: Planes +15, Sense Motive +12
Feats: Improved Initiative, Iron Will, Flyby Attack
Climate/Terrain: Acheron, Mechanus, Outlands
Organization: Solitary
CR: 12
Treasure: Double Standard
Alignment: Lawful Neutral (Usually)
Advancement Range: 9-16 HD (Large), 17-24 HD (Huge)

An observer has a spherical body about 6 to 7 feet in diameter, covered with a tough, chitinous shell. The shell is a mottled purple and pinkish color, and can be 2 to 3 inches think in some places. Unlike beholders, observers have three mouths spaced evenly around their lower hemisphere, and three main eyes spaced evenly around their equator. Six minor eyes on stalks ring their dorsal surfaces.

COMBAT
The observer attacks only if attacked. It then flies by and strikes with its three mouths which house stalks that can reach up to 5 feet from the main body.

Attach (Ex): An observor that hits with its bite attack latches onto the opponent's body with its powerful jaws. An attached observor loses its Dex bonus to AC and thus has an AC of 20.

Blood Drain (Ex): An observer who fastens itself to an opponent can drain blood at a rate of 2 temporary points of Constitution damage per round. The victim can make an opposed Strength check to break free.

Gaze (Su): Although the observer's attacks are formidable, they pale in comparison to its magical abilities. Each of the creature's main eyes projects a powerful ray of telekinetic force that can have one of three effects. The range for the main eyes is 300 feet.
· Bigby's forceful hand: This can drive back one creature at the rate of 20 feet per round. Creatures weighing up to 500 pounds can be so affected, and creatures weighing in at 500 to 1000 pounds cannot advance closer while the gaze remains on them. Creatures over 1000 pounds can advance at a rate of 10 feet per round.
· Telekinetic Blow: This blow inflicts damage equal to 1d12 + the victims AC in damage.
· Deflect Missiles: The last power of this ray can deflect all physical missiles fires at the creature from the 120-degree arc in from of the eye.

Eye Rays (Su): Each of the six small eyes can produce a magical ray once per round, even when the observer is attacking physically or moving at full speed. Each eye's effect resembles a spell cast by a 12th level sorcerer but follows the rules for ray (see Aiming a Spell, page 148 in the Player's Handbook). All rays have a DC of 17.
· Dominate: This ray has a range of 90 feet. It functions the same as the spell.
· Enervation: This ray has a range of 90 feet. It functions the same as the spell.
· Fear: This ray has a range of 120 feet. It functions the same as the spell.
· Finger of Death: This ray has a range of 90 feet. It functions the same as the spell.
· Magic Missile: This eye can shoot 3 missiles at a range of 120 feet.
· Otiluke's Freezing Sphere: This ray inflicts 8d6 points of cold damage.

Psionics (Sp): At will - telekinesis, inertial barrier, body control, chameleon, inflict pain (double strength), dominate, contact, detect thoughts, and invisibility. These powers are as if manifested by a 10th level psion.

Attack/Defense Modes (Su): all/all

Flight (Ex): An observor's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect with personal range.

All-around Vision (Ex): Observers are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus to Spot and Search checks, and they cannot be flanked.

True Seeing (Sp): The powerful eyes of the observers are the equivalent of a true seeing spell to a range of 300 feet, except that the observer cannot determine alignment
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Old 22nd February 2002, 06:33 AM   #19 (permalink)
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The text of the original Observer says it Levitates with an innate power. I based this on the Levitate ability in MoF pg. 66.

The freezing sphere you are correct on...I will fix that.

As an Outsider it works, but it works both ways and I tried to keep it in respect with the rest of the beholder-kin.

Either way it's a deadly foe.
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Old 1st March 2002, 10:19 PM   #20 (permalink)
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a question about body control

I forgot what the AD&D 2e psionic power 'Body Control' used to do.

Has it been replaced in 3e by body adjustment (adjust stats/hit point damage/whatever) or body equilibrium (walking on any surface, IIRC)? I don't have either PsHB with me, and the SRD version of the 3e PsHB has no actual power descriptions.

- Devon
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