Converting Psionic Creatures

Since the power starts at 22d6, and a creature with psi-like abilities is assumed to spend a number of power points equal to its manifester level (in this case, 20), that's 9 power points more than the 11 normally required by the power, yielding an additional 18d6 damage.

That's the part I was missing. :) I also agree with RavinRay. Since we're going to call psionic charge a 9th level power, let's require 20 power points but only let this deal 28d6 (only 3 extra power points vs those needed for a 9th level power). I'm still not entirely comfortable with that amount of damage for a defensive ability, though. Maybe we could make it a half-strength disintegrate?
 

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Let's look at it again...

Star leviathans have one special defensive ability, but will use it only if they are surrounded and hard pressed in close combat, and low on hit points. In one round they can charge themselves with a form of molecular manipulation (costing 50 psionic strength points) which causes their bodies to glow brightly. Each charge will last for four rounds, fading out at the end of that time. During those four rounds, any non-living object (missile, weapon, or whatever) hitting the star leviathan must make a saving throw vs. magical fire, with appropriate bonuses for magical enchantments (if any are possessed while in astral space) or be disintegrated without damaging the creature. Living creatures who directly touch a star leviathan's energy field or are holding onto something that is touching a leviathan's field are also affected, and must save vs. spells or take 4-16 points damage (half if the save is made). All items on that person must also save vs. magical fire or be disintegrated. If attackers move away when it starts to glow, it will strike at one with its tail to deliver physical damage and the molecular shock charge at the same time. It takes one full round to charge the molecular shock field, during which time the star leviathan cannot attack or move; any physical damage it sustains during that round will not stop production of the field, however, which goes into effect at the start of the next round.

Look at the bold and italicized bits. We could retain the usual disintegrate damage, but limit it to non-living matter, and just have living creatures take the usual 5d6 damage (as if a successful save), but in this case allow save for half that?
 

How about we just say that living creatures automatically make their save and take 5d6 points of damage? This needs to do something to be effective, after all. However, attended and magic items still need to save. Does that sound fair?
 

So how's this?

Molecular Shock (Ps): By expending 20 power points, a star leviathan can create a psionic charge on its body for four rounds (after which the charge dissipates). This psionic field grants the star leviathan DR 20/-. In addition, all creatures or objects that come in contact with the star leviathan while it is charged are affected as if by the psionic disintegrate power (manifester level 20th), with the following exceptions. Objects take 28d6 points of damage (or 5d6 points of damage with a successful DC 23 Fortitude save). Unattended nonmagical objects, including ranged weapons, do not receive a save against this power. Living creatures automatically succeed on their saving throws, taking just 5d6 points of damage. This is the equivlent of a 9th-level power. The save DC is Charisma-based.
 

That I like! That should be very effective defensively but not too powerful offensively. Let's add back in the part that it takes a full round action. Maybe, "By expending 20 power points as a full-round action..."
 


Since it gets so many powers known, why not add all the ones on the kineticist list? Also, control body is 4th level. That would add
1- control object, 2- control air*, energy missile*, 3 - energy cone*, 4- control body*, energy ball*, 5 - energy current*, fiery discorporation*, 6- null psionics field, 7 - x, 8 - x, 9 - tornado blast*

That brings us up to 18 powers. Does this seem reasonable, or are some of these too offensively oriented? Also, do we want to "build up" the powers, lower level first, as if we were advancing a character?
 

You know, that is an excellent question. I assume it would need to somewhat follow the psion level progression for powers known. In other words, I don't think it could know more than 6 9th-level powers, and would have to know at least 5 1st-level powers, based on the psion chart.

Anyone know if there is more clear-cut rules for this somewhere?
 

I'd assume that this is something like choosing feats for a monster -- do you go through one HD at a time adding the feats it qualifies for, or do you just take its final stats and add the appropriate number of feats that it qualifies for at the end?
 

Shade said:
You know, that is an excellent question. I assume it would need to somewhat follow the psion level progression for powers known. In other words, I don't think it could know more than 6 9th-level powers, and would have to know at least 5 1st-level powers, based on the psion chart.

Anyone know if there is more clear-cut rules for this somewhere?
Here's my lucky MS Excel psion class spreadsheet (ain't spreadsheets so damn useful for D&D? ;) ). A psion that maxes its power progression, whereby it learns higher level powers as soon as it can, has the following power level list at 20th level: 1st—5 powers; 2nd—4 powers; 3rd—4 powers; 4th—4 powers; 5th—4 powers; 6th—3 powers; 7th—3 powers; 8th—3 powers; 9th—6 powers. Beyond 20th, it continues to learn 2 powers/psion level of any level, so it can choose 9th-level powers if it wanted to. (And which respectable psion wouldn't? Especially a star leviathan fending off astral dreadnoughts and red dragons bearing githyanki.) So a 24th-level psion could have a staggering total of 16 9th-level powers!
 

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