Planescape Converting Planescape monsters

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BOZ said:
form of a question you say... how about:

i was wondering if you thought those should be psionic in nature, or spell-like abilities, given that they are listed separately from the normal psionic powers. what do you think about that?

;)

:o :o :o :o

When I first read it, I thought you were stating that you had wondered what I thought, but figured it out based on what I'd said. Looking at it again...I didn't say jack. :heh:

Anyway, I'd make them Psionics (Sp), since the "norm" for illithids and their kind is psionics, with arcane magic being an aberration (re: illithid sorcerers).


BOZ said:
one option would be to do as you say, but then would we have both spell-like abilities and psionics as the creature seemed to have had in 2E?

We'd combine them all under the "Psionics (Sp)" header in the non-XPH section, and then separate out Psion Powers Known from Psi-Like Abilities in the XPH section. At least, that's the way I imagine it.
 

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is it not possible to have both arcane and psionic power? :)

let me illustrate my point a little further by reposting this section from the PSMC2 again.

In addition to its stolen powers, the eater of knowledge can use the following powers, once per round, at will: confusion, detect invisibility, domination, ESP, forget, hold person, levitate, and shadow walk. Eaters communicate with a natural power of telepathy; their mental voices're a discordant chorus of every sentient creature they've devoured. The eater of knowledge is itself completely immune to any mental attacks or mind-affecting powers, including illusions and charm or hold effects.

Psionics Summary
Level * Dis/Sci/Dev * Attack/Defense * Score * PSPs
10 * 3/7/14 * All/All * 16 * 210

Eaters of knowledge have the following psionic powers:
· Psyhcoportive – Sciences: probability travel. Devotions: astral projection, dimensional door.
· Psychokinesis – Sciences: telekinesis, disintegrate, project force. Devotions: animate object, control body, control wind, inertial barrier, molecular agitation, soften.
· Telepathy – Sciences: domination, mindlink, probe. Devotions: contact, ESP, inflict pain, invincible foes, invisibility, synaptic static.



the part in italics seems to be that which we think of as standard psionics. this part, i think, should be "MM mind flayer-style psionics" for the regular version, and XPH-style psionics in the alternate.

the part in bold seems to be regular old spell-like abilities. these i would keep as a separate arcane magic, and would stay the same in both versions of the monster. in the non-psionic version, it would be like having two different sets of spell-like abilities essentially, but different DMs will rule differently on how the "fake psionics" do or do not interact with what is called magic.

likewise, both of these sets of powers would be totally separate and different from any spellcasting ability it steals by eating brains. this could get ugly! ;)


Psi-like abilities:
Probability travel, astral projection, telekinesis, project force, animate object, control wind, soften, invincible foes, invisibility, and synaptic static are not in the 3.5 powers list – perhaps they are there under a different name, or have been eliminated or replaced by something else.

psionic dimension door, psionic disintegrate, control body, inertial barrier, matter agitation, psionic dominate, mindlink, mind probe, read thoughts, and inflict pain are still there, some as the result of renaming old powers.

Also, he had all the old attack and defense modes, so we should at least keep some of them. his manifester level would be 10.
 
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BOZ said:
is it not possible to have both arcane and psionic power? :)

It most certainly is. :D I was just following the overall nature of the various illithidkin which are mostly psionic. Since they are known to dabble heavily into wizardry, arcane magic and spell-like abilities definitely aren't out of the question.

BOZ said:
the part in italics seems to be that which we think of as standard psionics. this part, i think, should be "MM mind flayer-style psionics" for the regular version, and XPH-style psionics in the alternate.

No argument there.

BOZ said:
the part in bold seems to be regular old spell-like abilities. these i would keep as a separate arcane magic, and would stay the same in both versions of the monster. in the non-psionic version, it would be like having two different sets of spell-like abilities essentially, but different DMs will rule differently on how the "fake psionics" do or do not interact with what is called magic.

Its definitely possible to do that.

BOZ said:
likewise, both of these sets of powers would be totally separate and different from any spellcasting ability it steals by eating brains. this could get ugly! ;)

Very ugly!

BOZ said:
Psi-like abilities:
Probability travel, astral projection, telekinesis, project force, animate object, control wind, soften, invincible foes, invisibility, and synaptic static are not in the 3.5 powers list – perhaps they are there under a different name, or have been eliminated or replaced by something else.

I'm not very knowledgeable about pre-3E psionics, but I'd venture a guess on a few of these replacements:

probability travel = time hop
astral projection = astral caravan
telekinesis and project force = telekinetic force, maneuver, and thrust
animate object = control object
soften = a function of matter manipulation

BOZ said:
psionic dimension door, psionic disintegrate, control body, inertial barrier, matter agitation, psionic dominate, mindlink, mind probe, read thoughts, and inflict pain are still there, some as the result of renaming old powers.

Cool.

BOZ said:
Also, he had all the old attack and defense modes, so we should at least keep some of them. his manifester level would be 10.

Agreed.
 

Shade said:
I'm not very knowledgeable about pre-3E psionics, but I'd venture a guess on a few of these replacements:

probability travel = time hop
astral projection = astral caravan
telekinesis and project force = telekinetic force, maneuver, and thrust
animate object = control object
soften = a function of matter manipulation

without looking it up, I think astral caravan and control object are likely to be as close as we’re going to get.

Looking up the other 2E powers, here’s what they did:

Telekinesis: The ability to move objects through space without touching them. Required more power points the heavier the object was. Doesn’t say anything about living creatures.

Soften – yes, it is similar to matter manipulation (even says so in the description). Weakens an entire object.

Probability Travel: Allows you to travel on the astral plane in your physical body rather than in astral form. You can also bring other people with you.
 

BOZ said:
Telekinesis: The ability to move objects through space without touching them. Required more power points the heavier the object was. Doesn’t say anything about living creatures.

This one is easy then...telekinetic force. It only affects objects.

"You move an object by concentrating your mind upon its current location and then the location you desire, creating a sustained force. You can move an object weighing no more than 250 pounds up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with power resistance. The weight can be moved across the ground or through the air. This power ends if the object is forced out of range. If you cease concentration, the object falls or stops."

"Augment: For every additional power point you spend, the weight limit of the target increases by 25 pounds."

BOZ said:
Soften – yes, it is similar to matter manipulation (even says so in the description). Weakens an entire object.

Will MM work then?


BOZ said:
Probability Travel: Allows you to travel on the astral plane in your physical body rather than in astral form. You can also bring other people with you.

Astral traveler/caravan does the mental/silver cord thingee. Hmmm...maybe psionic plane shift (Astral plane only)?
 

we can limit that to matter manipulation and astral caravan to keep it simple.

invisibility and control wind probably work like the spells. any 3.5 equivalents there?
 
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I can't find a psionics equivalent to those two spells. But remember...

XPH said:
In some cases, a creature’s psi-like abilities (or abilities listed under a creature’s psionics entry) may include an effect that does not duplicate any listed power. For example, duergar have the ability to use invisibility once per day as a psi-like ability, even though invisibility is not described as a psionic power. For such abilities, simply use the existing spell description. Treat the creature’s manifester level as the caster level for the spell. The ability is still psionic in origin, so spells and powers that specifically affect psionic powers can negate or reduce its effects as they would any other psionic power.

;)
 

project force – telekinetically push/shove your foes. Also “punch” your foes to cause force damage.

invincible foes – convinces target that any physical blow is strong enough to cripple him. Any time he is hit, he falls to the ground in agony.

synaptic static – interferes with psionic activity in the area; no other psionic powers will work normally.


BOZ said:
Also, he had all the old attack and defense modes, so we should at least keep some of them.

thoughts? :)

ego whip, id insinuation, intellect fortress, mental barrier, mind blank, mind thrust, psionic blast, psychic crush, thought shield, tower of iron will
 

BOZ said:
project force – telekinetically push/shove your foes. Also “punch” your foes to cause force damage.

This is both telekinetic maneuver and telekinetic thrust.

BOZ said:
invincible foes – convinces target that any physical blow is strong enough to cripple him. Any time he is hit, he falls to the ground in agony.

I'm not finding anything like this.

BOZ said:
synaptic static – interferes with psionic activity in the area; no other psionic powers will work normally.

This is pretty close to catapsi.

BOZ said:
thoughts? :)

ego whip, id insinuation, intellect fortress, mental barrier, mind blank, mind thrust, psionic blast, psychic crush, thought shield, tower of iron will

The psionic illithid has all but the following as typical powers known: mind blank, psionic blast, psychic crush, thought shield, tower of iron will.

The ulitharid has all but the following as typical powers known: psionic blast, psychic crush, thought shield, tower of iron will.

So I'd probably go with the same abilities, dependent on its manifester level. The psonic illithid is ML 9th, and the ulitharid is ML 13th.
 

For invincible foes, there's nothing really much like it anymore, but disable (target thinks it's disabled) or painful strike (natural weapons deal extra subdual damage) might work as a low-level subsitute.

And I think it's only fair to point out that the reason that illithids don't get psionic blast as a power is because it's a weaker version of their own mind blast.

Demiurge out.
 

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