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

Bond With Host (Su): A tween permanently bonds with a host (by making a successful touch attack). A bonded host gains the benefits of a tween's bend reality and foresight abilities. A tween and its host are in constant telepathic contact. If the creature is unwilling to become the tween's host, it must succeed on a DC 12 Will save to resist. The save DC is Charisma-based.

What of this text can and should be used?:

"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."
 

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BOZ said:
What of this text can and should be used?:

"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.

Once a tween bonds with a host, nothing short of the death of either creature can sever the bond. Should the host die but the tween survive, it immediately splits into two identical tweens, who immediately seek out new hosts. This is the only known means of reproduction for the species.

BOZ said:
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."

Hmmm...it says these things work, but then says they are distastrous. I think we should allow wish or miracle, at least. We could give it a detect sentience ability similar to detect magic that determines the Intelligence level of a creature, or just ditch that part.
 

well, we could go with wish and miracle (naturally) and just note that the others have limited success in the flavor text or something.

as for detecting intelligence, we could just go with detect thoughts and say that any subject that can't be read (nondetection, immunity to mind-affecting) will be skipped.
 



Here's how the attack lines work for ghosts and the like:

Attack: Incorporeal touch +6 melee or +8 against ethereal foes (1d6 or 1d6+3 against ethereal foes); or masterwork bastard sword +10 melee (1d10+3/19-20); or masterwork shortbow +7 ranged (1d6/x3)
Full Attack: Incorporeal touch +6 melee or +8 against ethereal foes (1d6 or 1d6+3 against ethereal foes); or masterwork bastard sword +10 melee (1d10+3/19-20); or masterwork shortbow +7 ranged (1d6/x3)

LA should probably be "-", as it has some seriously game-breaking abilities.

It's funny...a CR 1 critter with the powers of a 9th-level spell (foresight). :lol:

Other possible skills: Bluff, Sense Motive, Knowledge (the planes), Hide.
 

Shade said:
Here's how the attack lines work for ghosts and the like:

Attack: Incorporeal touch +6 melee or +8 against ethereal foes (1d6 or 1d6+3 against ethereal foes); or masterwork bastard sword +10 melee (1d10+3/19-20); or masterwork shortbow +7 ranged (1d6/x3)
Full Attack: Incorporeal touch +6 melee or +8 against ethereal foes (1d6 or 1d6+3 against ethereal foes); or masterwork bastard sword +10 melee (1d10+3/19-20); or masterwork shortbow +7 ranged (1d6/x3)

Were we going with successful touch attack initiates a bond? If so, then:
Attack: Incorporeal touch +2 melee or +1 against ethereal foes (bond with host); or short sword +2 melee (1d4/19-20)
Full Attack: Incorporeal touch +2 melee or +1 against ethereal foes (bond with host); or short sword +2 melee (1d4/19-20)

Shade said:
It's funny...a CR 1 critter with the powers of a 9th-level spell (foresight). :p

True... but all it does is make it immune to surprise and flat-footedness. :) think that should increase the CR?

Shade said:
Other possible skills: Bluff, Sense Motive, Knowledge (the planes), Hide.

Needed to give it 9 skills, so that each skill would be at max ranks, so I went with: Bluff +8, Diplomacy +8, Escape Artist +7, Hide +7, Listen +7, Knowledge (the planes) +7, Sense Motive +7, Spot +7, Survival +7
 



BOZ said:
updating. should we give it a Str score?

Probably, since it can be encountered on the Ethereal Plane in a corporeal form. Str 8?

Hide should be +9, right? (4 ranks, +1 Dex, +4 size)

What language(s) should they speak?

How about CL 6th for detect thoughts? (It actually makes almost no difference what CL we assign).
 

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