Planescape Converting Planescape monsters

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The dhour prefers to avoid mental combat unless it's necessary to reach its chosen victim. It must use the science of probability travel to leave the Astral Plane, and therefore its ability to remain on any other plane is limited. The dhour uses its telepathic abilities to locate its prey and then set an ambush for the poor sod. Note that a dhour can often gain surprise by using invisibility or chameleon power in its attack. Dhours are considered monsters for purposes of using contact against them, but they don't suffer this penalty against their one chosen victim.

PSIONICS SUMMARY
Level * Dis/Sci/Dev * Attack/Defense * Score * PSPs
7 * 3/4/12 * All/All * 16 * 150

Dhours have the following psionic powers:
• Psychoportive - Sciences: probability travel, teleport. Devotions: astral projection, teleport trigger, time/space anchor.
• Telepathy - Sciences: mindlink, superior invisibility. Devotions: contact, ESP, false sensory input, invisibility, life detection, phobia amplification.
• Psychometabolism - Devotions: chameleon power, displacement, ectoplasmic form.
 

We'll need conversions/replacements for these powers. I'm not familiar with 2E psionics, so this is just a guess:

probability travel = ?
teleport = psionic teleport
astral projection = astral traveler and astral caravan
teleport trigger = unchanged
time/space anchor = psionic dimensional anchor
mindlink = mindlink and/or thieving mindlink
superior invisibility = greater invisibility
contact = ?
ESP = read thoughts
false sensory input = unchanged
invisibility = invisibility
life detection = ?
phobia amplification = aversion?
chameleon power = chameleon
displacement = displacement (as psionic ability)
ectoplasmic form = unchanged
 

I agree with these:
Psi-Like Abilities: aversion, chameleon, ectoplasmic form, false sensory input, psionic dimensional anchor, psionic teleport, read thoughts, teleport trigger

probability travel = (gone)
astral projection = astral traveler and astral caravan (I would call astral caravan unlikely).
mindlink = mindlink and/or thieving mindlink (either, or both? Not sure)
superior invisibility = greater invisibility (wasn't there a psionic ability that made you undetectable to other minds?
contact = (gone)
life detection = (gone?)
displacement = displacement (as psionic ability) (I guess we could do that?)
 

BOZ said:
astral projection = astral traveler and astral caravan (I would call astral caravan unlikely).

Fair enough.

BOZ said:
mindlink = mindlink and/or thieving mindlink (either, or both? Not sure)

I think thieving makes the most sense.

BOZ said:
superior invisibility = greater invisibility (wasn't there a psionic ability that made you undetectable to other minds?

Personal psionic mind blank?
 

"A dhour tries to attack prey on the Astral or Ethereal Plane, but if it can't catch up to its intended victim, it follows the poor sod wherever he goes. Once a dhour's sighted a victim, it can use its psionic powers to enter any plane and attack its victim again and again. The only defense against this is to kill the dhour or stay in planar layers that can't be reached from the Astral. Once a dhour's set on a victim, it'll keep trying to catch and devour him until it succeeds."

anything here not already covered by the psionic powers we chose?

also:

"A dhour can flatten its body out to a foot-thick pancake 10 feet across, or form a single cone-shaped heap about 6 feet tall; this is their most common form for travel and combat."

"Dhours're bound to the Astral and Ethereal Planes by the structure of their bodies; the only way they can leave is by using openings others have made. A dhour searches constantly for a recently used conduit or color pool, and then strikes out to capture and devour whatever made the disturbance. A dhour can maintain itself away from the Astral or Ethereal only by using it psionic powers; when it runs out of PSPs, it must return to its native planes."

"Generally, dhours take note of both physically present and astrally projecting travelers. They're fond of lurking near color pools to waylay creatures nearing their astral destinations. Dhours can sense creatures passing through conduits in the Astral; a cutter might be instantaneously whisked through the Silver Void in the blink of an eye, only to be visited weeks later by a dhour that caught sight of him as he passed. In the Ethereal, dhours watch over curtains of vaporous color in much the same way as they guard color pools in the Astral."

"The chant is the dhours're new to the planes. The Godsmen report that dhours've shown up on the Astral only within the last decade or so. A few bloods have managed to communicate with a dhour by means of telepathy or similar psionic powers. They say that the dhours' minds are alien and unreadable, but that the creatures were able to make their thoughts known to them. The dhours display a keen sense of curiosity about the other planes and show some willingness to exchange information - but only when they're not hungry."
 
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BOZ said:
"A dhour tries to attack prey on the Astral or Ethereal Plane, but if it can't catch up to its intended victim, it follows the poor sod wherever he goes. Once a dhour's sighted a victim, it can use its psionic powers to enter any plane and attack its victim again and again. The only defense against this is to kill the dhour or stay in planar layers that can't be reached from the Astral. Once a dhour's set on a victim, it'll keep trying to catch and devour him until it succeeds."

anything here not already covered by the psionic powers we chose?

It probably needs psionic plane shift as well.

BOZ said:
"A dhour can flatten its body out to a foot-thick pancake 10 feet across, or form a single cone-shaped heap about 6 feet tall; this is their most common form for travel and combat."

Amorphous SQ?

BOZ said:
"Dhours're bound to the Astral and Ethereal Planes by the structure of their bodies; the only way they can leave is by using openings others have made. A dhour searches constantly for a recently used conduit or color pool, and then strikes out to capture and devour whatever made the disturbance. A dhour can maintain itself away from the Astral or Ethereal only by using it psionic powers; when it runs out of PSPs, it must return to its native planes."

"Generally, dhours take note of both physically present and astrally projecting travelers. They're fond of lurking near color pools to waylay creatures nearing their astral destinations. Dhours can sense creatures passing through conduits in the Astral; a cutter might be instantaneously whisked through the Silver Void in the blink of an eye, only to be visited weeks later by a dhour that caught sight of him as he passed. In the Ethereal, dhours watch over curtains of vaporous color in much the same way as they guard color pools in the Astral."

"The chant is the dhours're new to the planes. The Godsmen report that dhours've shown up on the Astral only within the last decade or so. A few bloods have managed to communicate with a dhour by means of telepathy or similar psionic powers. They say that the dhours' minds are alien and unreadable, but that the creatures were able to make their thoughts known to them. The dhours display a keen sense of curiosity about the other planes and show some willingness to exchange information - but only when they're not hungry."

Hmmm...maybe no on the psionic plane shift. We might have to writeup a "bound to astral or ethereal plane" ability...maybe borrow from the sahuagin's water dependency, but replace points of Con with power points?
 

this one might need some thought.

it probably doesn't need amorphous since it is an Ooze already? maybe that part should be flavor text?
 


PSMC2 said:
It must use the science of probability travel to leave the Astral Plane, and therefore its ability to remain on any other plane is limited.

Does this seem significant? Here is the 2E power:

"With probability travel, a psionicist can traverse the astral plane physically as if he's in astral form. This power has a distinct advantage over magical astral travel. When a wizard uses the astral spell, he forms an astral body, which remains connected to this material body by a silvery cord. In contrast, a psionicist using probability travel never leaves his physical form; he brings it along. He has no cord, so, unlike the wizard, he can never die because his cord has been severed. (On the other hand, he can still be blown to bits.)
The astral plane boasts nothing that would attract tourists, but its two-dimensional color pools serve as highways to the outer planes. These pools, scattered randomly throughout the astral plane, provide connections to all surface layers of the outer planes.
Travel through the astral plane is speedy: 10 yards per minute per Intelligence point. However, distance on the astral plane does not equate to distance on other planes. After 1d6+6 hours of travel, the traveler reaches the color pool he sought. There is a flat 75% chance that this pool leads to the exact destination the character wants. Otherwise, it is at least 10 miles off target - maybe more.
The psionicist can take other persons (as defined by the charm person spell) along on his probability trip. Each passenger costs 12 extra PSPs initially, plus 4 extra PSPs per hour, and adds one-half hour to the time needed to find the correct color pool. Passengers must travel voluntarily; this power cannot drag a character into the astral plane against his will.
Combat on the astral plane is unusual. The traveler's physical body cannot affect astral bodies in any way. However, psionic powers do work against the minds of astral travelers. Most magical items which are keyed to a particular plane do function there, often with enhanced effect.
If the psionicist simply turns off this power while in the astral plane, he doesn't leave. Instead, he's stranded, unable to move except by physically pushing off of solid objects (which are extremely rare in the astral plane). He's also stranded if he runs out of PSPs or is knocked unconscious on the astral plane. the only exit from this plane is a color pool."

PSMC2 said:
PSIONICS SUMMARY
Level * Dis/Sci/Dev * Attack/Defense * Score * PSPs
7 * 3/4/12 * All/All * 16 * 150

Naturally, we don't always keep the "All/All" part anymore, but it probably should have some of the following:
ego whip, mind thrust, id insinuation, psionic blast, psychic crush;
intellect fortress, mental barrier, mind blank, thought shield, tower of iron will
 

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