fourthmensch
First Post
(This thread was started to respond to the poster Torx, in order to avoid off-topic posts in a different thread. Hence the entirely undeveloped subject matterTorx said:fourthmensch - I'm very interested in your "illithid-touched." Do you have stats available? Perhaps they're already posted in another thread. If not, please let me know how they can be made available. Thanks!

Torx, to be honest I haven't done a lot of work on the illithid-touched race that I mentioned in the monster art thread. It was kind of a fluke idea, mostly because I really like mind flayers, but the full-blooded ones are too powerful to be in the realm of player use--and I hate all that LA crap. It started like that: how can I let my player's have the fun of playing a creature that is related to an illithid?
But I'm in the middle of a very fun FR campaign, so I haven't been rushing to get all these ideas together yet. Its still in the "wouldn't it be cool if..." stage. So far I call them cerebrates, but that seems like an inelegant name. I would be welcome to new suggestions!
Basically, I'm designing a homebrew setting to be the playground for an Incursion campaign (ie, Dragon 309; Dungeon 100). This is the world from which the githyanki came, originating as thralls to a global mind-flayer empire. Naturally, since the gith rebellion all those millenia ago, illithid power has been greatly weakened, but they are still a political power (ie, not scheming underdark denizens, but the rulers of empire). Because, however, mind flayers are so hideous and alien, I figured they might see the need for subordinates that would be more acceptable as envoys and diplomats to other nations--thus, the cerebrates, humans with a definite illithid-bloodline, but without that level of mental power, able to understand and deal with humans (and other races) in ways that the illithids themselves could not (or, at any rate, don't care to).
As for rules info, I'm undecided. I'm considering using psionics in this campaign, perhaps even making it much more prevalent than magic, but part of that depends on how willing my players are to learn a whole new set of classes, rules, and powers.

Cerebrate Racial Traits
• –2 Constitution, +2 Intelligence, +2 Charisma. Cerebrates are highly intelligent and have unusually strong wills. However, their highly developed mental powers leaves them physically more frail.
• Medium: As Medium creatures, cerebrates have no special bonuses or penalties because of their size.
• Cerebrate base lands speed is 30 feet.
• +2 racial bonus on saving throws against mind-affecting spells and abilities. A cerebrate’s mental prowess helps them defend themselves against mental attacks.
• +2 racial bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks. Cerebrates are mildly empathic, allowing them to influence others through their commanding presence and subtle psychic powers.
Questions? Comments? Suggestions?