• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

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

Here's what I came up with for psi-like abilities.

3/day--detect psionics, matter agitation. psionic charm; 1/day--body equilibrium, psionic levitate

What was the 3E version of ESP? I can't locate the conversion guide.

For commanders, we have several options:

1.) Assuming we simply make them diurges with class levels, rather than separate creatures, we could either have them gain psi-like abilities as they gain levels (like the githyanki), or we could make a feat similar to Highborn Drow to grant the higher psi-likes.

2.) If we make them an entirely separate creature (which I'd vote against), we can simply give them an expanded list.
 

log in or register to remove this ad

Shade said:
I'd go with a touch attack dealing 1d4 points of negative energy damage and energy drain.

how would we work out the negative energy damage – something like inflict wounds? Cool on the one negative level energy drain. How about the for every successful energy drain “the diurge restores 10 of its own lost psionic points” part? This is, of course, an alternative to the more standard temporary hit points.

Shade said:
This sounds like damage reduction x/magic and fast healing 2.

I had them with DR 15/+1 before, but obviously that is a bit high… is 5/magic sufficient?

Shade said:
Immune to ability damage, energy drain, mind-affecting spells and abilities, poison, sleep effects, paralysis, stunning, disease, and death effects?

polymorphing? :) or is that covered in there?

Shade said:
I'd also borrow this from the slow shadow:

Negative Energy Affinity (Ex): The slow shadow is affected by cure spells and inflict spells as if it were an undead creature. A slow shadow can take an attack action to damage itself with its incorporeal touch, healing 1d8 points of damage per attack.

might as well. ;)

Shade said:
I thought there was a precedence for this. Hmmm.....

the apodalypse right? Or did we base that one off of something else?

This is what I had previously:

Vulnerable to Turning (Ex): Although not undead beings, diurges can still be turned by good clerics (but not destroyed) as if they were undead of 4 Hit Dice higher than they are.

Shade said:
It might be best to simplify this to the usual vulnerability (+50% extra damage).

that, and we should probably mix it with the negative energy affinity ability you posted…

Shade said:
Psi-like abilities (like the githyanki)? I'd also give them the naturally psionic trait when listing out the "as characters" section.

Here's what I came up with for psi-like abilities.

3/day--detect psionics, matter agitation. psionic charm; 1/day--body equilibrium, psionic levitate

What was the 3E version of ESP? I can't locate the conversion guide.

For commanders, we have several options:

1.) Assuming we simply make them diurges with class levels, rather than separate creatures, we could either have them gain psi-like abilities as they gain levels (like the githyanki), or we could make a feat similar to Highborn Drow to grant the higher psi-likes.

2.) If we make them an entirely separate creature (which I'd vote against), we can simply give them an expanded list.

Naturally psionic trait?

ESP = detect thoughts. :)

I’m thinking that commanders may be best as diurges with class levels, since the old way is now considered archaic. ;)
 

It's funny, but detect thoughts doesn't exist as a psionic power in 3.5. But fortunatly the Expanded Psionic Handbook comes to the rescue, in the introduction of the Monster chapter in said book, it explains psi-like abilities, and it mentions, and I quote:
Psionic Spells
In some cases, a creature's psi-like abilities (or abilities listed under a creature's psionics entry in the Monster Manual or some other book) may include an effect that does not duplicate any power in this book. For example, duergar have the ability to use invisibility once per day as a psi-like ability, even though invisibility is not described as a psionic power in this book. For suh abilities, simply use the existing spell description from the Players Handbook. Treat the creature's manifester level as the caster level for the spell. The ability is still psionic in origina, so spells and powers that specifically affect psionic powers can negate or reduce its effects as they would any other psionic power.

In other words, it is still a psionic power even if it isn't in the book. :D

Now, I need to know the creatures manifester level, so I can figure out which of its abilities are augmented, and which are not. (Trust me, this is needed. :D)
 

BOZ said:
how would we work out the negative energy damage – something like inflict wounds? Cool on the one negative level energy drain. How about the for every successful energy drain “the diurge restores 10 of its own lost psionic points” part? This is, of course, an alternative to the more standard temporary hit points.

Good suggestion...we could just have it do inflict light wounds. I don't see why we couldn't modify it to grant it bonus power points rather than hit points.

BOZ said:
I had them with DR 15/+1 before, but obviously that is a bit high… is 5/magic sufficient?

I think 5/magic is sufficient.

BOZ said:
polymorphing? :) or is that covered in there?

Oops. I missed that. Add it in.

BOZ said:
the apodalypse right? Or did we base that one off of something else?

This is what I had previously:

Vulnerable to Turning (Ex): Although not undead beings, diurges can still be turned by good clerics (but not destroyed) as if they were undead of 4 Hit Dice higher than they are.

That was probably it.

BOZ said:
that, and we should probably mix it with the negative energy affinity ability you posted…

Good call.

BOZ said:
Naturally psionic trait?

Absolutely. If we borrow from the githyanki...

Naturally Psionic: A diurge gains 3 bonus power points at 1st level.

BOZ said:
ESP = detect thoughts. :)

See below...

BOZ said:
I’m thinking that commanders may be best as diurges with class levels, since the old way is now considered archaic. ;)

Agreed wholeheartedly. :cool:

Krishnath said:
It's funny, but detect thoughts doesn't exist as a psionic power in 3.5. But fortunatly the Expanded Psionic Handbook comes to the rescue, in the introduction of the Monster chapter in said book, it explains psi-like abilities, and it mentions, and I quote:

In other words, it is still a psionic power even if it isn't in the book. :D

True enough. However, we shouldn't need it as there is this...

Read Thoughts
Telepathy [Mind-Affecting]
Level: Telepath 2
Display: Mental
Manifesting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation centered on you
Duration: Concentration, up to 1 min./level (D)
Saving Throw: Will negates; see text
Power Resistance: No
Power Points: 3
You know the surface thoughts of the mind of any creature in the area that fails a Will save. A target that succeeds on its save is not affected by this manifestation of the power, even if it leaves the area and then reenters the area before the duration expires.
Creatures of animal intelligence have simple, instinctual thoughts that you can pick up. If you read the thoughts of a creature with an Intelligence of 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the power ends. This power does not let you pinpoint the location of an affected mind if you don’t have line of sight to the subject.
Each round, you can turn to use this power in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Krishnath said:
Now, I need to know the creatures manifester level, so I can figure out which of its abilities are augmented, and which are not. (Trust me, this is needed. :D)

If we once again borrow from the githyanki...

Psi-Like Abilities: Diurges gain the following psi-like abilities. Manifester level equal to 1/2 Hit Dice (minimum 1st). The save DCs are Charisma-based.
 


Krishnath said:
It's funny, but detect thoughts doesn’t exist as a psionic power in 3.5. But fortunatly the Expanded Psionic Handbook comes to the rescue, in the introduction of the Monster chapter in said book, it explains psi-like abilities, and it mentions, and I quote:

Psionic Spells
In some cases, a creature's psi-like abilities (or abilities listed under a creature's psionics entry in the Monster Manual or some other book) may include an effect that does not duplicate any power in this book. For example, duergar have the ability to use invisibility once per day as a psi-like ability, even though invisibility is not described as a psionic power in this book. For suh abilities, simply use the existing spell description from the Players Handbook . Treat the creature's manifester level as the caster level for the spell. The ability is still psionic in origina, so spells and powers that specifically affect psionic powers can negate or reduce its effects as they would any other psionic power.

In other words, it is still a psionic power even if it isn't in the book.

Thanks – that is really good to know. :) however, as Shade points out, in this case detect thoughts is replaced pretty well by read thoughts.

Shade said:
Good suggestion...we could just have it do inflict light wounds.

not too sure about that… ILW is double the damage, and allows for a Will save. How about:

“Negative Touch” (Su): The touch attack of a diurge channels negative energy that deals 1d4 points of damage.

Shade said:
I don’t see why we couldn't modify it to grant it bonus power points rather than hit points.

Energy Drain (Su): Living creatures hit by a diurge’s touch attack gain one negative level. The DC is X for the Fortitude save to remove a negative level. The save DC is (Charisma)-based. For each such negative level bestowed, the diurge gains 10 bonus power points. ?

I’m not sure that they should be immune to stunning and disease?

Maybe these two can be combined actually:

Vulnerable to Turning (Ex): Although not undead beings, diurges can still be turned by good clerics (but not destroyed) as if they were undead of 4 Hit Dice higher than they are.

Vulnerability to Turning (Ex): Any turning attempt targeting an apodalypse that would turn or rebuke an undead of the apodalypse's HD dazes the apodalypse for 1 round. A turn attempt that would destroy or command an undead of equivalent Hit Dice instead stuns an apodalypse for 2d4 rounds.

Negative Energy Affinity (Ex): A diurge is affected by cure spells and inflict spells as if it were an undead creature. A diurge can take an attack action to damage itself with its touch attack, healing 1d4 points of damage per attack. Conversely, a diurge takes half again as much (+50%) damage as normal from a positive energy effect.

Shade said:
Absolutely. If we borrow from the githyanki...

Naturally Psionic: A diurge gains 3 bonus power points at 1st level.

Ah, OK… I’ll reserve that for the “Using with XPH” part. :)

Shade said:
If we once again borrow from the githyanki...

Psi-Like Abilities: Diurges gain the following psi-like abilities. Manifester level equal to 1/2 Hit Dice (minimum 1st). The save DCs are Charisma-based.

Sounds good as well. :)
 

Boz said:
Energy Drain (Su): Living creatures hit by a diurge’s touch attack gain one negative level. The DC is X for the Fortitude save to remove a negative level. The save DC is (Charisma)-based. For each such negative level bestowed, the diurge gains 10 bonus power points.
Sounds good, as does the rest. I would just like to point out that Read Thoughts and Detect Thoughts does not do the same thing, the latter only shows the relative location of thinking entities, while the former allows for listening in on the thoughts of said entities.
 


BOZ said:
not too sure about that… ILW is double the damage, and allows for a Will save. How about:

“Negative Touch” (Su): The touch attack of a diurge channels negative energy that deals 1d4 points of damage.

That outta work, except I'd rephrase it to:

“Negative Touch” (Su): The touch attack of a diurge channels the Negative Energy plane, dealing 1d4 points of negative energy damage and healing undead creatures of a like amount.

It's probably pointless semantics, but I just like seeing "points of negative energy damage" togther, similar to the other energy types.

BOZ said:
Energy Drain (Su): Living creatures hit by a diurge’s touch attack gain one negative level. The DC is X for the Fortitude save to remove a negative level. The save DC is (Charisma)-based. For each such negative level bestowed, the diurge gains 10 bonus power points. ?

If we are going with the psionics as footnote method, how would we translate the 10 bonus power points into non-psionic terms? Maybe we should just stick with temporary hit points for the non-XPH version, and put the power points in the footnotes?

BOZ said:
I’m not sure that they should be immune to stunning and disease?

Yeah, you are probably right. I cut n' pasted from undead and omitted some things, but missed those two.

BOZ said:
Maybe these two can be combined actually:

Vulnerable to Turning (Ex): Although not undead beings, diurges can still be turned by good clerics (but not destroyed) as if they were undead of 4 Hit Dice higher than they are.

Vulnerability to Turning (Ex): Any turning attempt targeting an apodalypse that would turn or rebuke an undead of the apodalypse's HD dazes the apodalypse for 1 round. A turn attempt that would destroy or command an undead of equivalent Hit Dice instead stuns an apodalypse for 2d4 rounds.

Negative Energy Affinity (Ex): A diurge is affected by cure spells and inflict spells as if it were an undead creature. A diurge can take an attack action to damage itself with its touch attack, healing 1d4 points of damage per attack. Conversely, a diurge takes half again as much (+50%) damage as normal from a positive energy effect.

Like so?

Negative Energy Affinity (Ex): A diurge is affected by cure spells and inflict spells as if it were an undead creature. A diurge can take an attack action to damage itself with its touch attack, healing 1d4 points of damage per attack. Conversely, a diurge takes half again as much (+50%) damage as normal from a positive energy effect.

Additionally, although not undead beings, diurges can be turned by good clerics as if they were undead. Diurges are considered to have +4 turn resistance for this purposes.
 

Shade said:
That outta work, except I'd rephrase it to:

“Negative Touch” (Su): The touch attack of a diurge channels the Negative Energy plane, dealing 1d4 points of negative energy damage and healing undead creatures of a like amount.

It's probably pointless semantics, but I just like seeing "points of negative energy damage" togther, similar to the other energy types.

On second thought, I just found this from the sacred watcher template in Book of Exalted Deeds.

Positive Energy Touch (Su): A sacred watcher can make a hit with an incorporeal touch attack to infuse a target with positive energy. Undead foes (even incorporeal ones) take an additional 2d8+5 points of damage. The sacred watcher can channel this positive energy into living creatures as well, healing up to 2d8+5 points of damage. The sacred watcher can control its positive energy enough to avoid healing living foes (dealing only the base damage). This power can be used up to five times per day.

Reversing and revising that gives us:

Negative Energy Touch (Su): A diurge can make a hit with a touch attack to infuse a target with negative energy. Living creatures take an additional 1d4 points of damage. The diurge can channel this negative energy into undead creatures as well, healing up to 1d4 points of damage. The diurge can control its negative energy enough to avoid healing undead foes (dealing only the base damage).
 

Into the Woods

Remove ads

Top