Converting Psionic Creatures


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I'll wait for the others to weigh in on the "power drain" ability, but in the meantime, I've updated the entry with the basics for its psionic powers and psi-like abilities.

PSIONICS SUMMARY:
Level 9
Dis/Sci/Dev 3/5/14
Attack/Defense PsC/All
Score 15
PSPs 300
Psychometabolic - Devotions: Aging, cause decay.
Psychokinetic - Sciences: Telekinesis, project force. Devotions: Animate object, control body, control sound, control light.
Telepathy - Sciences: Mindlink, mindwipe, probe. Devotions: Attraction, aversion, contact, ESP, false sensory input, phobia amplification, post-hypnotic suggestion, psychic crush.

Manifester level 9th for the PLAs?

Egoist, kineticist, or telepath for the discipline?

Any discipline-specific powers above that it loses access to through specialization can be added to the PLA list.
 

Honestly, I feel too many psionic monsters specialize in telepathy. And since it is already undead, it has the edge I mentioned earlier with regard to mind-affecting effects. An incorporeal undead with the psychometabolism discipline sounds like a contradiction to me, so that leaves psychokinesis, which is neat as it allows it to manipulate objects sans body.
 

Honestly, I feel too many psionic monsters specialize in telepathy. And since it is already undead, it has the edge I mentioned earlier with regard to mind-affecting effects. An incorporeal undead with the psychometabolism discipline sounds like a contradiction to me, so that leaves psychokinesis, which is neat as it allows it to manipulate objects sans body.

I'm convinced! :D
 

Psi-Like Abilities: At will—detect psionics, mindlink, read thoughts; 3/day—aversion, false sensory input, psionic suggestion; 1/day—mind probe, psychic crush, thieving mindlink. Manifester level 9th. The save DCs are Charisma-based.
*Includes augmentation for the psionic spirit's manifester level.

Psionic Powers: A psionic spirit manifests powers as a psion (kineticist) of 7th level. The save DCs are Charisma-based.

Typical Psion Powers Known (power points 60, save DC 14 + power level): 1st—attraction, control light, control object; 2nd—control air, control sound, energy missile; 3rd—energy cone, telekinetic force, telekinetic thrust; 4th—control body, mindwipe, telekinetic maneuver. *Power can be augmented.

That leaves 3 more powers known.

We still need corresponding 3.5 powers for: aging, cause decay, contact, and phobia amplification.
 

Honestly, I feel too many psionic monsters specialize in telepathy. And since it is already undead, it has the edge I mentioned earlier with regard to mind-affecting effects. An incorporeal undead with the psychometabolism discipline sounds like a contradiction to me, so that leaves psychokinesis, which is neat as it allows it to manipulate objects sans body.

I agree, Psychokinesis makes the most sense.

Besides, it's already got a pretty effective telepathic attack.
 

We still need corresponding 3.5 powers for: aging, cause decay, contact, and phobia amplification.
Contact is superfluous in 3.5 because telepathy powers reach their target without a need for initial connection. If we want to retain some flavor for 3.5, there are two possible ways I can see. One is to lengthen the manifesting time for telepathy powers, such as from a standard action to a full-round action. The other is to increase the DC Concentration check. Either way, a handicap should blunt some of the spirit's advantage in usinf mind-affecting effects.

There are no direct counterparts for the other three. The first two feel like psychometabolism, the last telepathy. I just skimmed through Heroes of Horror, which has rules about phobias, and I think we can modify an existing telepathy power to mimic the effects.
 

Contact is superfluous in 3.5 because telepathy powers reach their target without a need for initial connection. If we want to retain some flavor for 3.5, there are two possible ways I can see. One is to lengthen the manifesting time for telepathy powers, such as from a standard action to a full-round action. The other is to increase the DC Concentration check. Either way, a handicap should blunt some of the spirit's advantage in usinf mind-affecting effects.

Let's just skip it and keep 'em with an advantage. ;)

There are no direct counterparts for the other three. The first two feel like psychometabolism, the last telepathy. I just skimmed through Heroes of Horror, which has rules about phobias, and I think we can modify an existing telepathy power to mimic the effects.

Sounds reasonable. Maybe something that elevates any current fear effects by one degree (shaken to frightented, and so on)?
 

I like increasing fear by a step. Neat.

I guess I prefer the energy drain temporary pp to function like the usual +5 temporary hp, but not by a whole lot. We can go either way. RavinRay, cast your vote quick before our dictator beloved moderator makes the decision. ;)
 

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