Planescape Converting Planescape monsters

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Shade said:
Cool. And are we going with some variation of this?

Planar Dependent (Ex): A dhour can survive out of the Astral or Ethereal Planes for 1 hour by using 2 power points. Once it is out of power points, it begins to drown (refer to the drowning rules on page 304 of the Dungeon Master’s Guide).

where did that come from? and we will have to change that up somehow, since we're not giving it power points.


Very, very rough draft:

Planar Tracking (Su): A dhour can attempt to track normally even through the featureless wastes of the Astral Plane (base DC 25) and the Ethereal Plane. A dhour can use this ability to track quarry that uses a teleportation spell to travel, by entering the Astral Plane at the departure point, following the trail of the teleportation through the Atral Plane, and returning to the plane of departure at its quarry's destination.

A dhour can also recreate whatever effect it was that allowed the travel (spell or spell-like ability, magic item, conduit, color pool) and follow to the exact spot that its quarry went to. A dhour can only open such a portal while on the Astral or Ethereal plane.

(keep in mind that its plane shift allows it to return to those planes at will)
 

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BOZ said:
where did that come from? and we will have to change that up somehow, since we're not giving it power points.

I modified the sahuagin's water dependent ability, as discussed a bit earlier. We can use something other than power points, though. Here's the original:

Water Dependent (Ex): Sahuagin can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master’s Guide).


BOZ said:
Very, very rough draft:

Planar Tracking (Su): A dhour can attempt to track normally even through the featureless wastes of the Astral Plane (base DC 25) and the Ethereal Plane. A dhour can use this ability to track quarry that uses a teleportation spell to travel, by entering the Astral Plane at the departure point, following the trail of the teleportation through the Atral Plane, and returning to the plane of departure at its quarry's destination.

A dhour can also recreate whatever effect it was that allowed the travel (spell or spell-like ability, magic item, conduit, color pool) and follow to the exact spot that its quarry went to. A dhour can only open such a portal while on the Astral or Ethereal plane.

(keep in mind that its plane shift allows it to return to those planes at will)

It's not too rough. I'm not sure what changes need to be made, to be honest.
 

i don't know either, but i am unsure about it. ;)

as for the "planar dependent", that is good, but drowning is probably not the best mechanic to use.
 

How about adapting the Dryad's Tree Dependent ability, something like

Planar Dependent (Ex): Each dhour is intrinsically bound to the Astral and Ethereal planes and may never leave them. Any who do become ill and die within 4d6 hours.

You may need to alter the duration though.

Regards,
Mortis
 



Charisma is certainly a possibility. in that case, we better make the Cha fairly high. this could even be considered roughly equivalent to losing PSPs, since psi-like abilities are based on Cha: if a 2E dhour is stranded when it runs out of PSPs, then a 3E dhour would be stranded (well, braindead) when it runs out of Cha.

Planar Dependent (Ex): A dhour is intrinsically bound to the Astral and Ethereal planes. A dhour that travels to a plane other than the Astral or Ethereal plane takes X points of Charisma damage every hour, until it rerturns to the Astral or Ethereal Plane.
 

That all sounds good. I wouldn't go higher than 2 points per hour...either 1, 2, or 1d2 sounds good to me.
 

if we're keeping the Cha at 15, i don't think it should be more than 1 point per hour.


clarified this power a bit:

Planar Tracking (Su): A dhour can attempt to track normally even through the featureless wastes of the Astral Plane (base DC 25) and the Ethereal Plane. A dhour can use this ability to track quarry that uses a teleportation spell to travel, by entering the Astral Plane at the departure point, following the trail of the teleportation through the Atral Plane, and returning to the plane of departure at its quarry's destination.

A dhour can also recreate any effect that allowed its quarry to travel from the Astral or Ethereal Plane to another plane (or, in the case of a permanent portal, simply use that portal) and follow to the exact spot that its quarry went to. A dhour can only use this ability while on the Astral or Ethereal plane.
 


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