• 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

Shade said:
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. ;)

how does that sound to everyone else?

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.

true, but i don't think we should kill all of the attack/defense modes...
 

log in or register to remove this ad



Well, the 3E attack/defense modes included:
ego whip
empty mind
id insinuation
intellect fortress
mental barrier
mind blast
mind thrust
mental barrier
psychic crush
thought shield
tower of iron will

Of these, I like the following for them: ego whip, empty mind, id insinuation, mind thrust, psychic crush.
 

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

regarding the commanders' powers,
BOZ said:
those would be: aura alteration, molecular manipulation, probability travel, telekinesis

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

of which probability travel seems to be gone, and telekinesis split up into other powers?

Shade said:
I like the following for them: ego whip, empty mind, id insinuation, mind thrust, psychic crush.

so now, the idea is what can be made of all of that. :)
 

OK...if we're back to 6 HD outsider, we can skip most of the level-based psi-like ability progression, giving us:

Psi-Like Abiliities: 3/day-body equilibrium, detect psionics, matter agitation, psionic charm, psionic levitate, read thoughts. Manifester level equals 1/2 diurge's Hit Dice. The save DCs are Charisma-based.

Additonally, a diurge gains additional powers as it gains levels/Hit Dice:

3rd/9th 1/day-psionic dominate
4th/10th 3/day-empty mind, mind thrust
5th/11th 3/day-ego whip, id insinuation
6th/12th 3/day-telekinetic thrust, telekinetic force
7th/13th 1/day-telekinetic maneuver
8th/14th 1/day-psychic crush
9th/15th 1/day-aura alteration, matter manipulation

Note that the above progression assumes that the diurge commander is simply a diurge with class levels, not a separate entity. The first numbers are if we go by class levels only, the second if we go by Hit Dice. Does that make sense?
 

that's the way i want to do it. therefore commanders would have 9 levels of... sorceror? maybe wizard? plus, they have spell resistance (20?).

also, i'm thinking that the benefit from energy drain will have to be changed, since we have psi-like abilities rather than true psionics now. unless, of course, you want to give them true psionics...
 


BOZ said:
that's the way i want to do it. therefore commanders would have 9 levels of... sorceror? maybe wizard? plus, they have spell resistance (20?).

I'd recommend psion on the psionics side and sorcerer on the non-psionics version. Since a command is essentially a 15 HD creature in its standard form, how about just giving all diurges power/spell resistance equal to 5 + HD? That way, the typical commander would still have 20, but it would scale as he got more powerful.


BOZ said:
also, i'm thinking that the benefit from energy drain will have to be changed, since we have psi-like abilities rather than true psionics now. unless, of course, you want to give them true psionics...

Hmmm...I don't think we should give them psionic manifesting powers. However, power points have other uses (powering psionic feats, for example), so they aren't necessarily useless to the diurge. On the other hand, part of me wants to make it standard energy drain, granting temporary hit points rather than power points, just to keep things consistent.
 


Into the Woods

Remove ads

Top