Tequila Sunrise
Adventurer
I'm a world builder and a monster writer. I often rewrite monster stat blocks even if there's a WotC-approved version, both to make math fixes and to give monster groups more consistency.
Enter my campaign's newest character, Charan the psionic hawk. Charan has the Cerulean Adept PP, which is all about killing Far Realm beasties; Charan's player has flat-out invited me to dangle aberrants in front of him so that he can annihilate them. Awesome! Instant adventure hook and DM carrot.
But a problem immediately crop up: the only trait that aberrants really share is that they're all fraking creepy. Fine, I've decided that aberrants in my campaign are nightmare incarnate. They are literally created by mortals' fears. Intuitively, that means aberrants should use a lot of psychic damage and be resistant to the same.
But being a telepath, Charan mostly deals psychic damage. The notable exception is his Cerulean power, which deals radiant damage. Radiant damage? I did a double-take when I read that. By my way of thinking, radiant energy is a divine weapon that undead and demons are particularly vulnerable to. So it irks me that radiant damage pops up all over the place; in light-themed arcane spells, in the star pact. Seriously, who's responsible for this? Apparently radiant energy is not only a gift from Cthulhu (according to the writer of the star pact) but also a weapon to be used against Cthulhu's minions (according to the writer of the Cerulean Adept). Ironically, I can't think of a single WotC aberrant that deals or is vulnerable to radiant damage.
What the frak?
The Short Version: My player wants to kill aberrants with psychic and radiant damage. But if I rewrite my aberrants in a consistent fashion, I'll be punishing him for taking his class and PP at face value. Grr!
Enter my campaign's newest character, Charan the psionic hawk. Charan has the Cerulean Adept PP, which is all about killing Far Realm beasties; Charan's player has flat-out invited me to dangle aberrants in front of him so that he can annihilate them. Awesome! Instant adventure hook and DM carrot.
But a problem immediately crop up: the only trait that aberrants really share is that they're all fraking creepy. Fine, I've decided that aberrants in my campaign are nightmare incarnate. They are literally created by mortals' fears. Intuitively, that means aberrants should use a lot of psychic damage and be resistant to the same.
But being a telepath, Charan mostly deals psychic damage. The notable exception is his Cerulean power, which deals radiant damage. Radiant damage? I did a double-take when I read that. By my way of thinking, radiant energy is a divine weapon that undead and demons are particularly vulnerable to. So it irks me that radiant damage pops up all over the place; in light-themed arcane spells, in the star pact. Seriously, who's responsible for this? Apparently radiant energy is not only a gift from Cthulhu (according to the writer of the star pact) but also a weapon to be used against Cthulhu's minions (according to the writer of the Cerulean Adept). Ironically, I can't think of a single WotC aberrant that deals or is vulnerable to radiant damage.
What the frak?
The Short Version: My player wants to kill aberrants with psychic and radiant damage. But if I rewrite my aberrants in a consistent fashion, I'll be punishing him for taking his class and PP at face value. Grr!