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

Good point.



Following the Savage Species method:

+2 for natural armor beyond 5
+2 for energy drain
+1 for damage reduction
+1 for fast healing
+2 for psionics
+1 for spell resistance
+1 for unbalance ability scores
+1 for two or more bonus feats

This gives us +11. I'd probably take off one for the vulnerabilty to turning, and I don't really think psionics should immediately be worth +2, as they are basically spell-like abilities, which is worth a +1 in this case.

In summary, I'd go with +9. :)
 

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BOZ said:
SHADE'S NOTE: My first error as a moderator! :heh: I thought I was quoting you, not editing your post. Humblest apologies. :uhoh:

i've done that before. ;)

get used to seeing that "edit post" button next to the quote button on every post. ;)
 

Shade said:
This gives us +11. I'd probably take off one for the vulnerabilty to turning, and I don't really think psionics should immediately be worth +2, as they are basically spell-like abilities, which is worth a +1 in this case.

In summary, I'd go with +9. :)

which makes their ECL 1 lower than mind flayers... i expected them to comparable though. :cool:
 



How about:

Typical Sorcerer Spells Known: (6/7/7/7/5/3; save DC 13 + spell level): 0 – daze, detect magic, ghost sound, mage hand, message, ray of frost, read magic, touch of fatigue; 1st – expeditious retreat, mage armor, ray of enfeeblement, shield, true strike; 2nd – bear's endurance, darkness, ghoul touch, spectral hand; 3rd – dispel magic, displacement, vampiric touch; 4th - bestow curse, dimension door.
 

i'm not going to be picky about that part. ;) see anything else that needs a-fixing before i go over it with a fine-toothed comb? ;)
 

It looks pretty good. Here's the format for the psionic footer from Lords of Madness:

Psionic Diurge

If you use the Expanded Psionics Handbook in your game, alter the diurge as follows:

Medium Outsider (Evil, Extraplanar, Psionic)
Special Attacks: Energy drain, negative energy touch, psi-like abilities
Special Qualities: Damage reduction 5/magic, darkvision 60 ft, fast healing 2, immunities, low-light vision, negative energy affinity, power resistance 11, vulnerability to turning
Skills: Bluff +15, Concentration +15, Diplomacy +17, Disguise +3 (+5 acting), Hide +14, Intimidate +17, Jump +7, Knowledge (psionics) +15, Knowledge (the planes) +15, Listen +14, Move Silently +14, Psicraft +17 (+19 power stones), Search +15, Spot +14, Survival +2 (+4 planes, +4 following tracks), Use Psionic Device +15 (+17 power stones)
Feats: If different

A psionic diurge does not possess spell-like abilities of the standard diurge. Instead, it has psi-like abilities.

Psi-Like Abilities: 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.

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

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


Eliminate the feats line from the XPH section; I was thinking of the Eater of Knowledge, where we had Combat Casting/Manifestation. The diurge have no spell-specific feats, so it is unnecessary.

Just for added flavor, I'd give the command a magic bastard sword. This seems to be fairly common with advanced creatures.
 

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