Converting "generic setting" second edition monsters

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Psionic Powers: A vagabond manifests powers as a psion (discipline) of 12th level. The save DCs are (Charisma)-based.

Typical Psion Powers Known (power points 126+):
1st - burst (nomad), call to mind, detect psionics, empathy, empty mind, mind thrust (DC X), mindlink (telepath), missive, skate;
2nd - clairvoyant sense (seer), dimension swap (nomad), ego whip (DC X), id insinuation (DC X), psionic identify, mass missive, object reading (seer), read thoughts (telepath) (DC X), sensitivity to psychic impressions (seer), thought shield, psionic tongues;
3rd - astral caravan (nomad), ectoplasmic form (egoist), fate link (seer), psionic blast (DC X);
4th - correspond, psionic dimension door, psionic divination, psionic fly (nomad), metamorphosis (egoist), remote viewing (seer) (DC X), schism (telepath);
5th - catapsi (DC X), metaconcert (telepath), mind probe (telepath) (DC X), psionic plane shift, psychic crush (DC X), psionic teleport (nomad), teleport trigger (nomad), tower of iron will;
6th - aura alteration, psionic overland flight.

Of the available psionic disciplines, it would seem that Nomad, Seer, and Telepath would best advantage them, and each would suit their personalities and capabilities. Of those, I am of the opinion that Telepath is most useful for the way they function (though, unfortunately, picking any one of those three cuts them off from powers that they might otherwise really make use of).

Once the powers relating to the extra disciplines are cut off, there would only need to be a few more trimmed off the list since a 12th-level psion knows 24 powers.
 

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I agree that Telepath makes the most sense.

We can always use the Expanded Knowledge feat to give it a discipline power it really needs from another list.
 

Shade said:
I agree that Telepath makes the most sense.

Good! :D that gives us the following list. 4 must be removed to get us to the maximum of 24 powers for a psion of level 12.

1st - call to mind, detect psionics, empathy, empty mind, mind thrust (DC X), mindlink, missive, skate;
2nd - ego whip (DC X), id insinuation (DC X), psionic identify, mass missive, read thoughts (DC X), thought shield, psionic tongues;
3rd - psionic blast (DC X);
4th - correspond, psionic dimension door, psionic divination, schism;
5th - catapsi (DC X), metaconcert, mind probe (DC X), psionic plane shift, psychic crush (DC X), tower of iron will;
6th - aura alteration, psionic overland flight.

Shade said:
We can always use the Expanded Knowledge feat to give it a discipline power it really needs from another list.

We removed the following from the list by choosing telepath:

Burst, clairvoyant sense, dimension swap, object reading, sensitivity to psychic impressions, astral caravan, ectoplasmic form, fate link, psionic fly, metamorphosis, remote viewing, psionic teleport, teleport trigger

Bearing in mind that this is only a sample list rather than a comprehensive list, do we really need to bother with giving it feats and the like for this?
 

I'd ditch psionic identify, psionic tongues, metaconcert, and psionic overland flight.

BOZ said:
Bearing in mind that this is only a sample list rather than a comprehensive list, do we really need to bother with giving it feats and the like for this?

Good point. Probably not necessary, then.
 


Keep it, then. I just didn't see alot of chances for it to share with other psionic creatures, but I could be wrong! :D
 

Hmm... probably true. But it is a cool power to have. :) well, we can live without it.

I think the three methods of obtaining a body need to be made into powers that a vagabond has. Listing that just as flavor text just doesn't seem right. :) I think the first two powers result in the template being used, whereas the third would not require the template.

let me make proto-versions of these abilities that we can fix up...

Complete Psionics Handbook said:
First, they can simply form the body with their unusual powers. When this occurs, the vagabond looks like a small blob of ink which appears on the ground, then quickly enlarges into three dimensions, filling out, then forming the finer details. Such a change can be tremendously terrifying if the chosen form is something like a wolfwere.

"Create Host" (Su): (well, no ideas here, but it should borrow some parts from the ability below) A vagabond can recreate the corporeal form of any creature it has observed...

Complete Psionics Handbook said:
Secondly vagabonds can take over a freshly dead body, curing it of all ailments.

this should be mostly complete:

"Reanimate Corpse" (Su): A vagabond can restore a semblance of life to a deceased creature instantaneously by entering and merging permanently with it. It can raise a creature that has been dead for no longer than twelve days. The body is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution points).

While this effect closes mortal wounds and repairs lethal damage, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature's equipment or possessions are affected in any way by the vagabond.

The subject's soul does not return to the body while a vagabond inhabits it. If the body is killed while a vagabond inhabits it, any spell that restores life to a dead creature (such as raise dead or resurrection) will return the creature's soul to its body as normal.

Constructs, elementals, outsiders, and undead creatures can't be raised by a vagabond.

Complete Psionics Handbook said:
Lastly, they can inhabit a living body. In this last form, they are like back-seat drivers who make strong suggestions: they cannot do anything which the host life force does not want them to do. Thus, a possessed horse wouldn't jump off a cliff unless it felt safe or confident about the jump.

borrowed from the glimmerskin as suggested way back when:

"Inhabit Host" (Su): A vagabond can bond with any willing, living host with an Intelligence score of 1 or greater. A bonded host gains access to the vagabond's skills and feats, as well as its psionic powers (although the host cannot do anything with these powers which the vagabond will not allow). In exchange, the host shares half of any earned experience points with the vagabond.

A vagabond and its host are in constant telepathic contact so long as the bond lasts. The vagabond cannot force its host to do anything, although it can use skills like Bluff, Diplomacy, and Intimidate on the host to get what it wants. Either the vagabond or the host can end the bond at any time.
 

These are looking good.

Create Likeness (Su): A vagabond can recreate the corporeal form of any creature it has observed. It may create a semblance of any creature within one size category (?) of itself. This likeness functions in all ways as if it were a standard version of the chosen creature. It cannot take the form of a unique creature (such as an archdevil), nor can it create the likeness of a creature with class levels.

I'm sure this needs work, but maybe that'll provide a little foundation.
 

i'm cutting out the size category restriction. :)

Create Likeness (Su): A vagabond can recreate the form of any living corporeal creature it has observed. This likeness functions in all ways as if it were a standard version of the chosen creature. It cannot take the form of a construct, undead, or a powerful unique creature (such as an archdevil), nor can it create the likeness of a creature with class levels. It takes a full round to form the body, at which point the vagabond merges permanently with it. If the body is killed, it is completely destroyed.

any comments or suggestions on the other two abilities?
 

Wow a Vagabond, thats a blast from the past. I'm still reading the rest of this thread but I jumped to the end, just to see whats current. Lets see, psionic thingy that possessed an animal and sometimes became the companion of someone they liked (like Psuedodragons with the ability to give you an anurism) I don't remember right off, is there a 3rd ed version of the psionic draining parasites created by wizards to get rid of the 'false spellcasters'?
 

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