D&D 3E/3.5 Creature Catalog 3.5 Overhaul Project

The simplest solution is probably to state that the wise-women are druids who take the Brew Potion and Craft Wondrous Item feats. They often make cloaks of resistance, potions of delay poison, neutralize poison, lesser restoration, and (come up with something for the other three).
 

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Shade said:
The simplest solution is probably to state that the wise-women are druids who take the Brew Potion and Craft Wondrous Item feats. They often make cloaks of resistance, potions of delay poison, neutralize poison, lesser restoration, and (come up with something for the other three).

That sounds good to me. In the case of conversions, where 3e stuff can simplify stuff from earlier editions, I tend to go with it.
 

NEXT!

TWEEN
Small Outsider (Incorporeal)
Hit Dice: 1d8
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 20 ft
AC: 14 (+1 size, +1 Dex, +2 deflection)
Attacks: Short sword +2 (in the Ether only)
Damage: Short sword 1d6 (in the Ether only)
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Foresight, bend reality
Special Qualities: Incorporeal, darkvision 60 ft
Saves: Fort +3, Ref +3, Will +3
Abilities: Str ?, Dex 13, Con 12, Int 12, Wis 13, Cha 14
Skills: Listen +5, Spot +5
Feats: Improved Initiative

Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)

Because of the tween's squat and somewhat ugly natural appearance on the Ethereal Plane, it is considered by most other denizens to be among the lowest form of life residing there, and is shunned by all other residents, even other tweens. For that reason, most tweens choose to infest a being on the Material Plane and live vicariously through them, deserting their own solitary lives on the Ethereal Plane.
A tween is a parasitic creature from the Ethereal Plane. On its home plane it appears as a short, squat, ugly humanoid form with stubby arms and legs, and no neck. On the Material Plane, a tween appears as a smoky or shadowy outline within six feet of whichever being it has chosen as its "host."

COMBAT
The tween has no attack abilities on the Material Plane (as it cannot fully manifest on the plane), and indeed has little need to defend itself there. In the Ethereal Plane they will usually be encountered wielding a short sword.
Foresight (Su): The tween has the ability to see a few seconds into the future and can telepathically warn its host of impending danger. Neither the recipient nor the host can be surprised or caught flat-footed.
Bend Reality (Su): The tween bends reality in favor of its host. This grants the host the ability to reroll one roll each round, with the most favorable result of the two being taken.
Each creature within 60 feet of the tween or host, be it friend or foe, is affected, as the tween absorbs their luck to fuel its own power. Each creature (except the tween or host) must reroll one roll each round they remain in the area, taking the least advantageous result.
Incorporeal: Can only be harmed by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore damage from any corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.

The Tween first appeared in the 1e FF (1981).
 

original text:

1e FF:
TWEEN
FREQUENCY: Very rare
NO. APPEARING: 1 (rarely 1-3 - 10%)
ARMOUR CLASS: 10
MOVE- Variable
HIT DICE: 1
% IN LAIR : Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS. Nil
SPECIAL DEFENCES: Etherealness
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
Attack /Defence Modes: Nil
LEVEL/X.P. VALUE:
1/14 + 1 per hit point

The tween is a being existing on the Ethereal Plane but visible to observers on the Prime Material Plane as a smoky, human-like outline. Commonly they assume a squat human shape, but have limited shape change ability.

They can be attacked only by a character with the power to enter the Ethereal Plane or by such means as using oil of etherealness. If such a melee is joined, the tween will fight with a weapon, usually a sword.

The tween's contact with humans on the Prime Material Plane is its adoption of a host - each tween will usually have a host, though occasionally one is without a host temporarily (after the death of its host, for instance). After several hours with a new host, a tween will gradually assume the general shape and characteristics of that host, who will appear to have a 'shadow' nearby, Once a host has been selected, a tween will remain permanently with him until he or the tween dies. In selecting a host, a tween will prefer an intelligent being, human or near-human, though they have no particular preference for player-characters. A tween will communicate telepathically with its host.

The tween has the ability to see a few seconds into the future and is able to increase its host's luck. It is also able to move material things short distances, reacting with such speed that it can affect the movement of a weapon in melee. For example, it can move a sword so that it hits rather than misses. As a result, any character or creature with a tween 'partner' has two die rolls instead of one, whenever a die roll is called for, and may select the more advantageous of these rolls. (This applies to 'to hit* rolls, saving throws and the like).

In contrast, while a tween has a beneficial effect on the actions of its host, it has the reverse effect on any other creature - friend or foe, human or otherwise, player-character or otherwise - within 50' of the host. Again, two die rolls are made in respect of the persons or creatures affected whenever a die roll is called for; however the less advantageous is selected.

A character with a tween partner is therefore something of a mixed blessing to any companions.


MC14:
Tween

CLIMATE/TERRAIN: Any
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivorous
INTELLIGENCE: Very (11-12)
TREASURE: Nil
ALIGNMENT: Neutral

NO. APPEARING: 1 (10%, chance 1-3)
ARMOR CLASS: 10
MOVEMENT: Variable
HIT DICE: 1
THACO: 20
NO. OF ATTACKS: 1 (on Ethereal Plane only)
DAMAGE / ATTACK: By weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Etherealness
MAGIC RESISTANCE: Nil
SIZE: S (3')/Special (see below)
MORALE: Special (see below)
XP VALUE: 17

A tween is a parasitic creature from the Ethereal Plane. On its home plane it appears as a short, squat, ugly humanoid form with stubby arms and legs, and no neck. On the Prime Material Plane, a tween appears as a smoky or shadowy outline within six feet of whichever being it has chosen as its "host."

Combat: The tween can only attack or be attacked on the Ethereal Plane, or by means such as applying oil of etherealness to a blade. If such a melee occurs, the tween will fight with a weapon, usually a sword. The tween has no attack abilities on the Prime Material Plane, and indeed has little need to defend itself there.

The tween has the ability to see a few seconds into the future, and may communicate this future-sight subliminally to its host. The tween is also able to move relatively light material things short distances, reacting with such speed that it can affect the movement of a weapon in melee. For example, it can reposition its host's sword so that it hits rather than misses. As a result, any character or creature with a tween "partner" gets two die rolls instead of one, whenever a die roll is called for, using the more advantageous of these rolls. This applies to all die rolls, attack rolls; damage rolls, saving throws, etc. This gives the host the appearance of being very "lucky" to any who are not aware that the character is infested with a tween.

While a tween has an obvious beneficial effect on the actions of its host, it has the reverse effect on any other creature, friend or foe, within 50' of the host. While the tween appears to bestow luck upon its host, its parasitic nature absorbs luck from all those nearby. Two die rolls are made for all characters/monsters within a 50' radius whenever a die roll is called for, and the less advantageous is selected. A character, with a tween partner is therefore something of a curse to any companions, and usually ends up as, an outcast from any adventuring party who knows of his infestation.

Habitat/Society: Because of the tween's squat and somewhat ugly natural appearance on the Ethereal Plane, it is considered by most other denizens to be among the lowest form of life residing there, and it is shunned by all other residents, even other tweens. For that reason, most tweens choose to infest a being on the Prime Material Plane and live vicariously through them, deserting their own solitary lives on the Ethereal Plane.

In selecting a host, a tween will prefer an intelligent being, human or near-human, but they have no particular preference for adventurers. After several hours with a new host, a tween will gradually assume the general shape and characteristics of that host, who will appear to have a "shadow" nearby. Once a host has been selected, a tween will remain permanently until the host or the tween dies, Neither tween nor host are able to voluntarily sever the bond. If the host of a tween dies, the shock and grief of losing its host will literally cause the tween to split in two, causing the birth of a new tween. Both tweens then will usually begin looking for new hosts, the "old" tween almost immediately, and the "new" tween as soon as it finds out how miserable its life as a tween on the Ethereal Plane can be.

A tween eats just about anything, it can find while alone on the Ethereal Plane without a Prime Material Plane host; after it secures a host, it feeds on the "luck" of those surrounding its host. Its form remains on the Ethereal Plane and no longer needs typical sustenance.

Ecology: The tween has no natural enemies on the Ethereal Plane, nor does it have any friends: therefore, most tweens will find and secure a Prime Material Plane host shortly after birth.

There are rumors about some magical research that has been done on the nature of tweens - more specifically on how to separate a tween from its host without the death of one or the other. A wish spell has been proven effective, and experiments have been done with combining dispel magic, remove curse, and plane shift, but thus tar the results of these experiments have been disastrous. An amulet of proof against detection and location will usually discourage a tween from infesting a character in the first place. The tween prefers to choose an intelligent host, and it cannot gauge a being's Intelligence in the presence of such an amulet.
 

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