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


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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.

I'm wondering if "a few seconds into the future" shouldn't be changed to something else? I do like the part about not being caught flat-footed.


Flavor:
A tween is able to focus its will to move material objects and creatures minuscule distances. In this way, it can move a weapon just enough to cause it to hit or to miss, or it can push a creature out of the way of a deadly effect. Essentially, a tween drains the "luck" from all nearby creatures to provide its host with better luck. This effect has an obvious negative affect on its host's companions, and the host often winds up an outcast when his party learns of the infestation.

Bend Reality (Su): A tween bends reality in the favor of its host. Every time a tween's host makes an attack roll, damage roll, or Reflex save, the host makes two die rolls. Whichever roll is the higher result is the one that actually occurs.

All creatures within 50 feet of a tween's host (except the tween and its host) suffer from the reverse of this effect. Each time a creature makes an attack roll, damage roll, or Reflex save, the creature makes two die rolls and the lower result is the one that actually occurs. When a creature leaves the area, this ability no longer affects that creature until it is within 50 feet of a tween's host again.
 

BOZ said:
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.

I'm wondering if "a few seconds into the future" shouldn't be changed to something else? I do like the part about not being caught flat-footed.
Possibly a +X bonus to AC and saves?

Regards,
Mortis
 

Perhaps we should look to the foresight spell for inspiration?

Foresight
Divination
Level: Drd 9, Knowledge 9, Sor/Wiz 9
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal or touch
Target: See text
Duration: 10 min./level
Saving Throw: None or Will negates (harmless)
Spell Resistance: No or Yes (harmless)

This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.

When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.
 

Foresight (Su): A tween has a powerful sixth sense in relation to its host, and can telepathically warn its host of impending danger. A tween and its host are never surprised or flat-footed, and have a +2 insight bonus to AC and Reflex saves, though the insight bonus is lost whenever either creature would lose a Dexterity bonus to AC.
 


I think the infestation needs to be written up as an ability. As I suggested before, one model can be the "conversion-that-will-not-be-named", though this would be much less complicated than that creature. ;)

"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.

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."
 

BOZ said:
I think the infestation needs to be written up as an ability. As I suggested before, one model can be the "conversion-that-will-not-be-named", though this would be much less complicated than that creature. ;)

"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.

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."

Maybe we can look back to the glimmerskin and modify this:

Heroic bond (Su): A glimmerskin bonds by enveloping its host. A bonded host gains a +4 bonus on melee attack rolls, a +2 armor bonus to AC, access to the glimmerskin's feats (with the prerequisite Strength score of at least 13), and any class features the glimmerskin may have. Additionally, a host who can turn undead gains a +5 bonus on the roll to determine Hit Dice affected. In exchange, the host shares half of any earned experience points with the glimmerskin. Spells that protect against Positive Energy Plane effects prevent a glimmerskin from bonding to a host.
 

Now, the text never says (as far as I noticed) whether the host has to be willing or not. In fact, it seems that more likely than not most creatures (except loners) would not want a tween inhabiting them. Maybe then a incorporeal touch attack and saving throw (both can, of course, be intentionally failed by a willing host) would be necessary for infestation?

Also, the tween must have some sort of mind-reading ability, since it is said to look for intelligent hosts, and if something blocks its ability to assess a potential host's intelligence it will skip that creature.
 

BOZ said:
Now, the text never says (as far as I noticed) whether the host has to be willing or not. In fact, it seems that more likely than not most creatures (except loners) would not want a tween inhabiting them. Maybe then a incorporeal touch attack and saving throw (both can, of course, be intentionally failed by a willing host) would be necessary for infestation?

Probably a good idea. Will save?

BOZ said:
Also, the tween must have some sort of mind-reading ability, since it is said to look for intelligent hosts, and if something blocks its ability to assess a potential host's intelligence it will skip that creature.

This part's easy. ;) Borrowed from doppelganger...

Detect Thoughts (Su): A tween can continuously use detect thoughts as the spell (caster level Xth; Will DC X negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
 

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