Torx said:
I don't think ten is really enough. I grabbed 13 so that it'd start out equally at 1st level with, say, a wizard's base Will save (13 + Wis mod). I would think that an illithid-touched and a wizard should start out on equal ground. If it was just DC 10 + Int modifier, that would put the illithid-touched behind other 1st level characters in ability, and this just makes it that much more useful for the next few levels as others catch up.
Hm. I certainly understand your reasoning, but I'm not sure that you should do that. To the best of my knowledge, every single save DC in the D&D game is 10 + modifier. To make it higher risks the
mind blast being overpowering at lower levels (even though it would still be pretty irrelevant at high levels). For example, a 1st level illithid-touched wizard with a high Int could have a save DC of 17 (or even 18) for his
mind blast, which is significantly higher than other save DCs at that level.
On a related note, shouldn't the
mind blast save DC be Charisma-based, rather than Intelligence-based?
My only beef with your version of their write-up is that they didn't seem unique. You could have named them Mind-Trees and had them be of type plant and I wouldn't have noticed a difference.
Fair enough; my version does lack the obvious illithid-connection that yours does. What I had planned was an available feat that would grant the
detect thoughts ability. The main reason I went more with skill/save bonuses rather than discrete abilities (such as detect thoughts) is to prevent keep them relevant throughout a character's career. A +2 to Diplomacy is always useful, but any ability relying on static DCs can become less and less useful as enemies' saving throws increase. That's just a matter of personal preference, though.
I very much like the idea of a
minor mind blast. Now we just need to tinker with it. I'll try to write up some of the feats that I mentioned, and y'all can let me know what you think.