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

nice 1000th post for this thread. ;)

Shade said:
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?

i was thinking that.

as for the combining of items, i didn't mean to combine the vulnerability to turning into the negative energy affinity, but to combine the two vulnerability to turning entries together. :)
 

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BOZ said:
nice 1000th post for this thread. ;)

Holy cr@p! :eek: That's a lotta posts!

BOZ said:
as for the combining of items, i didn't mean to combine the vulnerability to turning into the negative energy affinity, but to combine the two vulnerability to turning entries together. :)

D'oh!

In that case, I'd separate the second paragraph back out into "vulnerability to turning", and disregard all the apodalypse stuff, as it had specific unique effects when "turned" that the diurge does not.
 

What I meant by combining was taking these:

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.

And turning them into, say, this:

Vulnerability to Turning (Ex): Any turning attempt targeting a diurge that would turn or rebuke an undead of the diurge's HD affects the diurge as if it were an undead of 4 Hit Dice higher than it is. A turning attempt that would destroy or command an undead of equivalent Hit Dice instead only turns or rebukes the diurge.

How’s that?

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 5 temporary hit points.
 


Dragon 141 said:
All common diurges are fighters at the same level of proficiency as their hit dice (i.e., 6th-level fighters).

by switching the diurge to a humanoid rather than outsider, they are losing a bit in terms of BAB and feats. Any ideas to make up for this?


Dragon 141 said:
PSIONIC ABILITY: 141-240 (181-280)
Attack/Defense Modes: All/All

Common diurges have one or two psionic disciplines from the following list: body equilibrium, detection of magic, domination, ESP, levitation, molecular agitation. Commander diurges possess two to four psionic disciplines from the above list, with the following additional choices: aura alteration, molecular manipulation, probability travel, telekinesis.

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

(plus read thoughts)

don't have the book in front of me, again...

so:
body equilibrium = (same)
detection of magic = detect psionics
domination = psionic charm? Don't have domination anymore?
ESP = read thoughts
Levitation = psionic levitate
molecular agitation = matter agitation

although notice that diurges had only one or two from that list, though they did have all the old attack/defense modes. And we would want a feature in there so that it they took class levels, they would gain a psi-power, say, every other level or so.
 

BOZ said:
by switching the diurge to a humanoid rather than outsider, they are losing a bit in terms of BAB and feats. Any ideas to make up for this?

Well, the easiest thing is to stat them out as 1st-level warriors, then mention that they generally progress as fighters (of fighter/wizards, etc., in the case of commanders).

If you wanna keep them at 6 HD to start with, I'd add the following:

Feats: A diurge has bonus feats equivalent to a 6th-level fighter.

BOZ said:
(plus read thoughts)

don't have the book in front of me, again...

so:
body equilibrium = (same)
detection of magic = detect psionics
domination = psionic charm? Don't have domination anymore?
ESP = read thoughts
Levitation = psionic levitate
molecular agitation = matter agitation

although notice that diurges had only one or two from that list, though they did have all the old attack/defense modes. And we would want a feature in there so that it they took class levels, they would gain a psi-power, say, every other level or so.

domination = psionic dominate

Suggested progression of psi-like:

1st 3/day—detect psionics, psionic charm
3rd 3/day—matter agitation, read thoughts
6th 3/day—body equilibrium, psionic levitate
9th 1/day—psionic dominate

I'd recommend adding the commanders' powers to the same progression. I don't see a need to differentiate them as different creatures anymore.
 

Are you sure you don't want to keep these guys as outsiders? Their energy drain power and weaknesses make them sound like beings of the Negative Energy Plane to me?
I also think you should keep them at 6 HD.
 

Shade said:
If you wanna keep them at 6 HD to start with, I'd add the following:

Feats: A diurge has bonus feats equivalent to a 6th-level fighter.

i prefer this route. :) how about changing the verbiage like thus: "A diurge has four bonus combat-oriented feats, which must be drawn from the feats noted as fighter bonus feats. If a diurge takes levels as a fighter, it does not gain bonus feats from that class until reaching 8th level."

Shade said:
Suggested progression of psi-like:

1st 3/day-detect psionics, psionic charm
3rd 3/day-matter agitation, read thoughts
6th 3/day-body equilibrium, psionic levitate
9th 1/day-psionic dominate

I'd recommend adding the commanders' powers to the same progression. I don't see a need to differentiate them as different creatures anymore.

ok...

those would be: aura alteration, molecular manipulation, probability travel, telekinesis

which in 3.0 were: aura alteration, matter manipulation, probability travel, and telekinesis

don't forget that in 1E, diurges had access to all of the psionic attack and defense modes...
 
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GrayLinnorm said:
Are you sure you don't want to keep these guys as outsiders? Their energy drain power and weaknesses make them sound like beings of the Negative Energy Plane to me?
I also think you should keep them at 6 HD.

as for the Outsiderness, that is a consideration...but they are definitely outer planar natives though i am not sure that they qualify as outsiders. it is open for debate though!
 

BOZ said:
i prefer this route. :) how about changing the verbiage like thus: "A diurge has four bonus combat-oriented feats, which must be drawn from the feats noted as fighter bonus feats. If a diurge takes levels as a fighter, it does not gain bonus feats from that class until reaching 8th level."

That would work. You know, if you want to keep them at 6 HD, I think we should switch 'em back to outsiders. Humanoids with more than a few HD, well...suck. ;)

BOZ said:
ok...

those would be: aura alteration, molecular manipulation, probability travel, telekinesis

which in 3.0 were: aura alteration, matter manipulation, probability travel, and telekinesis

Cool.

BOZ said:
don't forget that in 1E, diurges had access to all of the psionic attack and defense modes...

True, but most of the critters that had all the attack/defense modes previously seem to have only a few since they became true powers. This came up during the lythlyx conversion, I believe.
 

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