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Help Constructing a Mind Flayer Paragon class?
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<blockquote data-quote="Deaths_Fist" data-source="post: 2772847" data-attributes="member: 7163"><p>Okay, so anyone who knows me knows I love Mind Flayers and all their kin. Having finally gotten the opportunity to play one, we are nearing a point in the campaign where I'll be completing the 15 grueling levels necessary to finally move on to another class. Accordingly, I want to check into the options regarding a Mind Flayer Paragon class. I haven't been able to find anything already completed in this regard, so I'm committed to the idea of making one of my own. Hit dice (1d8), BAB (1/2), class skills (2+Int/level, same class skills as Mind Flayer), good saves (Will), and spellcasting progression (+2 levels of psion manifesting out of three class levels) all easily suggest themselves, but the specifics of the class abilities are tougher.</p><p></p><p>Given the precedent set by the Tiefling paragon and other level-adjustment-based races' paragon classes I've seen, it should pack a little bit more punch than paragon classes like human or elf paragon, but I certainly don't want to overdo it. As I see it, Mind Flayers have some racial features that obviously bear paying attention to as key demonstrations of their race's focus:</p><p></p><p>- Tentacles!</p><p>- Brain Eating!</p><p>- Mind Blasting!</p><p>- Supreme Mental Might!</p><p></p><p>Well, duh, you say. Anyone could see those are the main points of Flayerdom. This is true of course, but developing properly balanced statistics for the class itself is a bit troubling so I'm turning to the community at large to lend a helping hand, if it will.</p><p></p><p>I guess what I'm asking is, what sort of new abilities/boosts to existing abilities would you give a Mind Flayer Paragon? Keep in mind, of course, that these would be ability enhancements appropriate for 16th-level-plus PCs or CR 9+ monsters (and the gap between those has me puzzled in development even more, since powers appropriate to one could be way out of place in the other). Any suggestions are welcome, and as we go along I'll post edits here that I feel should go into the final product. Hopefully we'll eventually arrive at a class anyone would be happy to use.</p><p></p><p>Here's what we've got so far:</p><p></p><p><strong>Mind Flayer Paragon</strong> (3-level paragon class)</p><p>Hit Die: d8</p><p>BAB: Poor (1/2)</p><p>Good Save: Will</p><p>Skill Points at Each Level: 2 + Int modifier</p><p>Class Skills: Bluff, Concentration, Diplomacy, Hide, Intimidate, Knowledge (Any), Listen, Move Silently, Sense Motive, Spot</p><p></p><p><strong>Class Features:</strong></p><p><strong>Weapon and Armor Proficienies:</strong> Mind flayer paragons gain no proficiencies in any weapons or armors.</p><p><strong>Powers Known:</strong> At 2nd and 3rd level, if you are using the psion manifester variant mind flayer from the XPH, a mind flayer paragon gains additional power points per day and access to new powers as if she had gained a level in psion. It does not, however, gain any other benefit a character of that class would have gained (bonus psionic feats, and so on).</p><p><strong>Ability Boost (Ex):</strong> At each level, the mind flayer paragon may choose to add +2 to either its Intelligence or Charisma, but cannot add to the same stat twice in a row. In other words, if the mind flayer paragon chooses +2 Charisma at 1st level, it must choose +2 Intelligence at 2nd level and +2 Charisma again at 3rd, and vice versa.</p><p><strong>Grasping Tentacles (Ex):</strong> At 1st level, the mind flayer paragon's bonus on grapple checks to oppose an enemy's attempt to escape a grapple with the mind flayer increases to +3 per tentacle already attached instead of +2.</p><p><strong>Greater Grasping Tentacles (Ex):</strong> At 2nd level, the mind flayer paragon gains Improved Grapple as a bonus feat, even if it doesn't meet any of the feat's prerequisites.</p><p><em><strong>Dominate Person (Sp)</strong></em>: At 3rd level, if you are using the standard mind flayer from the MM, the mind flayer paragon gains <em>dominate person</em> as a spell-like ability useable at will. The save DC is equal to (15+Cha modifier).</p><p></p><p>What does everyone think so far?</p></blockquote><p></p>
[QUOTE="Deaths_Fist, post: 2772847, member: 7163"] Okay, so anyone who knows me knows I love Mind Flayers and all their kin. Having finally gotten the opportunity to play one, we are nearing a point in the campaign where I'll be completing the 15 grueling levels necessary to finally move on to another class. Accordingly, I want to check into the options regarding a Mind Flayer Paragon class. I haven't been able to find anything already completed in this regard, so I'm committed to the idea of making one of my own. Hit dice (1d8), BAB (1/2), class skills (2+Int/level, same class skills as Mind Flayer), good saves (Will), and spellcasting progression (+2 levels of psion manifesting out of three class levels) all easily suggest themselves, but the specifics of the class abilities are tougher. Given the precedent set by the Tiefling paragon and other level-adjustment-based races' paragon classes I've seen, it should pack a little bit more punch than paragon classes like human or elf paragon, but I certainly don't want to overdo it. As I see it, Mind Flayers have some racial features that obviously bear paying attention to as key demonstrations of their race's focus: - Tentacles! - Brain Eating! - Mind Blasting! - Supreme Mental Might! Well, duh, you say. Anyone could see those are the main points of Flayerdom. This is true of course, but developing properly balanced statistics for the class itself is a bit troubling so I'm turning to the community at large to lend a helping hand, if it will. I guess what I'm asking is, what sort of new abilities/boosts to existing abilities would you give a Mind Flayer Paragon? Keep in mind, of course, that these would be ability enhancements appropriate for 16th-level-plus PCs or CR 9+ monsters (and the gap between those has me puzzled in development even more, since powers appropriate to one could be way out of place in the other). Any suggestions are welcome, and as we go along I'll post edits here that I feel should go into the final product. Hopefully we'll eventually arrive at a class anyone would be happy to use. Here's what we've got so far: [B]Mind Flayer Paragon[/B] (3-level paragon class) Hit Die: d8 BAB: Poor (1/2) Good Save: Will Skill Points at Each Level: 2 + Int modifier Class Skills: Bluff, Concentration, Diplomacy, Hide, Intimidate, Knowledge (Any), Listen, Move Silently, Sense Motive, Spot [B]Class Features:[/B] [B]Weapon and Armor Proficienies:[/B] Mind flayer paragons gain no proficiencies in any weapons or armors. [B]Powers Known:[/B] At 2nd and 3rd level, if you are using the psion manifester variant mind flayer from the XPH, a mind flayer paragon gains additional power points per day and access to new powers as if she had gained a level in psion. It does not, however, gain any other benefit a character of that class would have gained (bonus psionic feats, and so on). [B]Ability Boost (Ex):[/B] At each level, the mind flayer paragon may choose to add +2 to either its Intelligence or Charisma, but cannot add to the same stat twice in a row. In other words, if the mind flayer paragon chooses +2 Charisma at 1st level, it must choose +2 Intelligence at 2nd level and +2 Charisma again at 3rd, and vice versa. [B]Grasping Tentacles (Ex):[/B] At 1st level, the mind flayer paragon's bonus on grapple checks to oppose an enemy's attempt to escape a grapple with the mind flayer increases to +3 per tentacle already attached instead of +2. [B]Greater Grasping Tentacles (Ex):[/B] At 2nd level, the mind flayer paragon gains Improved Grapple as a bonus feat, even if it doesn't meet any of the feat's prerequisites. [I][B]Dominate Person (Sp)[/B][/I]: At 3rd level, if you are using the standard mind flayer from the MM, the mind flayer paragon gains [I]dominate person[/I] as a spell-like ability useable at will. The save DC is equal to (15+Cha modifier). What does everyone think so far? [/QUOTE]
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