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Converting Dark*Matter Creatures
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<blockquote data-quote="Cleon" data-source="post: 5155427" data-attributes="member: 57383"><p>Concealment works too. I'd be happy with either.</p><p></p><p></p><p></p><p>I was interpreting the bonus against mental effects as just meaning a high Wisdom score. Psionic Resistance would be fine, plenty of Outsiders have SR so why not give it the equivalent - maybe PR 13?</p><p></p><p>Does PR also protect against spells in d20 Modern like it does in D&D?</p><p></p><p>As for the Montauk monster, these creatures are more out of phase human bodies than "creature of pure energy" so I wouldn't give them the Montauk's bonus fire and electricity damage. I wouldn't mind copying the Montauk's fuse attack, though:</p><p></p><p><strong>Fuse (Su):</strong> Once every 1d4 rounds, a montauk monster can cause a creature it has successfully hit with a melee attack to fuse with nearby matter. At the time of the attack, the target creature must be within 5 feet of a solid object with a volume at least equal to its own. (In most cases, the ground or a wall is sufficient.) The target must succeed at a Will saving throw (DC 10 + 1/2 the montauk monster’s Hit Dice + its Charisma modifier) or be fused with the object and instantly killed. The object’s hardness drops by 2 after the fusion, regardless of the creature’s nature or physical makeup. Such an object continues to function normally, but it is usually cosmetically grotesque, with fleshy fingers or a portion of a face projecting from its surface.</p><p></p><p>That's too nasty to pass up on.</p><p></p><p>We also need to do something about their ability to phase in and out of reality. I would think adapting Ethereal Jaunt would be the way to go:</p><p></p><p><strong>Ethereal Jaunt (Su):</strong> An ethereal filcher can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material Plane. The ability is otherwise identical with the <em>ethereal jaunt</em> spell (caster level 15th).</p></blockquote><p></p>
[QUOTE="Cleon, post: 5155427, member: 57383"] Concealment works too. I'd be happy with either. I was interpreting the bonus against mental effects as just meaning a high Wisdom score. Psionic Resistance would be fine, plenty of Outsiders have SR so why not give it the equivalent - maybe PR 13? Does PR also protect against spells in d20 Modern like it does in D&D? As for the Montauk monster, these creatures are more out of phase human bodies than "creature of pure energy" so I wouldn't give them the Montauk's bonus fire and electricity damage. I wouldn't mind copying the Montauk's fuse attack, though: [B]Fuse (Su):[/B] Once every 1d4 rounds, a montauk monster can cause a creature it has successfully hit with a melee attack to fuse with nearby matter. At the time of the attack, the target creature must be within 5 feet of a solid object with a volume at least equal to its own. (In most cases, the ground or a wall is sufficient.) The target must succeed at a Will saving throw (DC 10 + 1/2 the montauk monster’s Hit Dice + its Charisma modifier) or be fused with the object and instantly killed. The object’s hardness drops by 2 after the fusion, regardless of the creature’s nature or physical makeup. Such an object continues to function normally, but it is usually cosmetically grotesque, with fleshy fingers or a portion of a face projecting from its surface. That's too nasty to pass up on. We also need to do something about their ability to phase in and out of reality. I would think adapting Ethereal Jaunt would be the way to go: [B]Ethereal Jaunt (Su):[/B] An ethereal filcher can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material Plane. The ability is otherwise identical with the [I]ethereal jaunt[/I] spell (caster level 15th). [/QUOTE]
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