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Converting Planescape monsters
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<blockquote data-quote="Cleon" data-source="post: 7283083" data-attributes="member: 57383"><p>That's fine by me!</p><p></p><p></p><p></p><p>There are some creatures that have higher Dexterity in their larger forms, such as Air Elementals and Wraiths/Dread Wraiths. Astral figments seem pretty similar in not having much real "substance" to them.</p><p></p><p></p><p></p><p>Since you're giving them a racial bonus to the "belief business" anyway I'd rather tweak that bonus than increase the Charisma of the Large figment. Just because I find the symmetry of the +2 steps more attractive.</p><p></p><p>I still prefer the increasing Dexterity, but I'd be game to give them a deflection bonus as well.</p><p></p><p>i.e.:</p><p></p><p><strong>Small Astral Figment —</strong> Str 12, Dex 13, Con 12, Int 1, Wis 8, Cha 11; AC 12 (+1 size, +1 Dex)</p><p><strong>Medium Astral Figment —</strong> Str 14, Dex 15, Con 14, Int 3, Wis 10, Cha 13; AC 16 (+2 Dex, +4 NA) <em><strong>or</strong></em> AC 16 (+2 Dex, +3 NA, +1 deflection)</p><p><strong>Large Astral Figment —</strong> Str 18, Dex 17, Con 16, Int 5, Wis 12, Cha 15 [<span style="color: #FF0000">or 17?</span>]; AC 20 (-1 size, +3 Dex, +8 NA) <em><strong>or</strong></em> AC 20 (-1 size, +3 Dex, +6 NA, +2 deflection)</p><p></p><p>Hmmm… I prefer the increasing Dex plus Deflection version of the above.</p><p></p><p></p><p></p><p>As I said earlier I'm proposing making them some kind of "Living Constructs" like the Warforged of Eberron. Those do have a Constitution score.</p><p></p><p></p><p></p><p>I'd cut out the bits I've marked in <span style="color: #FF0000">RED</span> and maybe slightly tweak the immunities marked in <span style="color: #00FFFF">BLUE</span>. Since their bodies are naught but amorphous "shadow stuff" I'd consider making them immune to nonlethal damage and critical hits and the fact they're not really alive might make them immune to death effects.</p><p></p><p>That said, I'd be OK leaving them with those vulnerabilities. In fact I'd fancy adding to them by making them vulnerable to sleep, paralysis and energy drain as the original creatures didn't have those immunities.</p><p></p><p>As for the <span style="color: #00ff00">GREEN</span> bit, since these are basically "living illusions" I'm wondering about having certain illusion spells have "real effects" on them. i.e. if a person casts a <em>minor image</em> to make it <strong>look</strong> like an astral figment is healed or injured the figment's hit points actually change as if it received a cure/inflict conjuration of the same level (i.e. a <em>cure moderate wounds</em> or <em>inflict moderate wounds</em>).</p><p></p><p>In any case, I'd be inclined to cut out the "<span style="color: #ff0000">However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged</span>" sentence from the <span style="color: #00ff00">GREEN</span> section.</p><p></p><p>I'd bundle these traits under a different name than "Living Construct" though since they'll be different from the Warforged version.</p><p></p><p>Maybe call them a "Living Figment Construct" instead?</p><p></p><p></p><p></p><p>I have no objection to the basic idea, but I'd change how it works. As written, it would require the astral figment to use a standard action demanding credence before it can attack. I would rather it automatically demands credence the first time it attempts to physically interact with a creature. Also, making it N per day would allow the same figment to make multiple attempts against a single target. I'd change that to a successful Will save meaning that astral figment can't demand credence from that particular target for a period of 24 hours.</p><p></p><p>Also, rather than it becoming "not an illusion" I'd prefer it if the creature instead transforms from a "pattern" illusion (that can make people <em>think</em> they've been injured) to a "shadow" illusion (that uses extradimensional energy to become partially real and inflict real effects, including damage).</p><p></p><p>Oh, and we should specify how long this "credence" lasts and what happens if the opponent who gave the astral figment dies or falls unconscious.</p><p></p><p></p><p></p><p>Come to think of it, is there any indication in the original text that the figments are able to inflict "illusory" damage? They could just be incapable of physical interaction if everyone makes their saves, in effect acting like an illusion (figment) spell instead of the illusion (pattern) spell that would be required to do imaginary damage.</p><p></p><p>It'd be easier if the figments only did real damage or no damage. If some figments did illusory damage to some opponents but no damage to others it'd be a pain to keep track of.</p></blockquote><p></p>
[QUOTE="Cleon, post: 7283083, member: 57383"] That's fine by me! There are some creatures that have higher Dexterity in their larger forms, such as Air Elementals and Wraiths/Dread Wraiths. Astral figments seem pretty similar in not having much real "substance" to them. Since you're giving them a racial bonus to the "belief business" anyway I'd rather tweak that bonus than increase the Charisma of the Large figment. Just because I find the symmetry of the +2 steps more attractive. I still prefer the increasing Dexterity, but I'd be game to give them a deflection bonus as well. i.e.: [B]Small Astral Figment —[/B] Str 12, Dex 13, Con 12, Int 1, Wis 8, Cha 11; AC 12 (+1 size, +1 Dex) [B]Medium Astral Figment —[/B] Str 14, Dex 15, Con 14, Int 3, Wis 10, Cha 13; AC 16 (+2 Dex, +4 NA) [I][B]or[/B][/I] AC 16 (+2 Dex, +3 NA, +1 deflection) [B]Large Astral Figment —[/B] Str 18, Dex 17, Con 16, Int 5, Wis 12, Cha 15 [[COLOR=#FF0000]or 17?[/COLOR]]; AC 20 (-1 size, +3 Dex, +8 NA) [I][B]or[/B][/I] AC 20 (-1 size, +3 Dex, +6 NA, +2 deflection) Hmmm… I prefer the increasing Dex plus Deflection version of the above. As I said earlier I'm proposing making them some kind of "Living Constructs" like the Warforged of Eberron. Those do have a Constitution score. I'd cut out the bits I've marked in [COLOR=#FF0000]RED[/COLOR] and maybe slightly tweak the immunities marked in [COLOR=#00FFFF]BLUE[/COLOR]. Since their bodies are naught but amorphous "shadow stuff" I'd consider making them immune to nonlethal damage and critical hits and the fact they're not really alive might make them immune to death effects. That said, I'd be OK leaving them with those vulnerabilities. In fact I'd fancy adding to them by making them vulnerable to sleep, paralysis and energy drain as the original creatures didn't have those immunities. As for the [COLOR=#00ff00]GREEN[/COLOR] bit, since these are basically "living illusions" I'm wondering about having certain illusion spells have "real effects" on them. i.e. if a person casts a [I]minor image[/I] to make it [B]look[/B] like an astral figment is healed or injured the figment's hit points actually change as if it received a cure/inflict conjuration of the same level (i.e. a [I]cure moderate wounds[/I] or [I]inflict moderate wounds[/I]). In any case, I'd be inclined to cut out the "[COLOR=#ff0000]However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged[/COLOR]" sentence from the [COLOR=#00ff00]GREEN[/COLOR] section. I'd bundle these traits under a different name than "Living Construct" though since they'll be different from the Warforged version. Maybe call them a "Living Figment Construct" instead? I have no objection to the basic idea, but I'd change how it works. As written, it would require the astral figment to use a standard action demanding credence before it can attack. I would rather it automatically demands credence the first time it attempts to physically interact with a creature. Also, making it N per day would allow the same figment to make multiple attempts against a single target. I'd change that to a successful Will save meaning that astral figment can't demand credence from that particular target for a period of 24 hours. Also, rather than it becoming "not an illusion" I'd prefer it if the creature instead transforms from a "pattern" illusion (that can make people [I]think[/I] they've been injured) to a "shadow" illusion (that uses extradimensional energy to become partially real and inflict real effects, including damage). Oh, and we should specify how long this "credence" lasts and what happens if the opponent who gave the astral figment dies or falls unconscious. Come to think of it, is there any indication in the original text that the figments are able to inflict "illusory" damage? They could just be incapable of physical interaction if everyone makes their saves, in effect acting like an illusion (figment) spell instead of the illusion (pattern) spell that would be required to do imaginary damage. It'd be easier if the figments only did real damage or no damage. If some figments did illusory damage to some opponents but no damage to others it'd be a pain to keep track of. [/QUOTE]
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