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Mind Flayer Extract ability...
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<blockquote data-quote="smkun" data-source="post: 320064" data-attributes="member: 2848"><p>I think it goes like this.</p><p></p><p>Round 1) Attack with tentacles, if any of the 4 hit you get a free grapple check to attach the remaining 3.</p><p></p><p>Round 2) If the mind flayer has succesfully attached the 4 tentacles then it's a clear case of brain suck. If not it's rinse and repeat.</p><p></p><p>For some real fun try out a Vampiric Mind Flayer Psion <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>“Shugol” </p><p>Vampiric Mind Flayer / Psion 12</p><p>HD: 8d12+12d12 (168) CR 23</p><p>STR: 22/+6 DEX: 22/+6 CON: -- INT: 23/+6 WIS: 21/+5 CHA: 23/+6</p><p></p><p>AC: 23 (+7 Natural, +6 Dex)</p><p>Initiative: +10 (+4 Improved, +6 Dex, )</p><p>Speed: 40’</p><p>DR: 20/+2</p><p>SR: 25</p><p>FORT: +5 REF: +10 WIL: +14(+16)</p><p>Special Abilities: Fast Heal/6, Turn Resistance/+5, Domination, Energy Drain, Blood Drain(1d4 CON), Children of the Night, Create Spawn, Resistance Cold & Electricity/20, Gaseous form, Spider Climb, Alternate form/Bat, Mind Blast, Improved Grab(Tentacles), Extract, Telepathy </p><p></p><p>Attacks: Tentacles +18/+13 (1d4+6, Energy Drain), Bite +9 (1d4 +6, Blood Drain)</p><p></p><p>Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Weapon Finesse: Tentacle, Quicken Power, Psionic Focus, Greater Psionic Focus (+4 to DC), Mind Trap</p><p></p><p>Items: Ring of Counterspells (Heal), Ring of Counterspells (Dispel Magic), Rod of Absorption, Gauntles of Ogre Power +2, Ring of Improved Invisibility, Psychoactive Skin “Skin of the Psion”, Third Eye Concentrate</p><p></p><p>Psionics(Mind Flayer): DC d20+Power Level+Ability Modifier</p><p>Powers: Astral Projection/9/Dex, Charm Monster/3/Cha, Detect Thoughts/2/Cha, Levitate/2/Dex, Plane Shift/7/Dex, Suggestion/2/Cha</p><p></p><p>Psi-Crystal, Resolve +2 Will Saves.</p><p>Psionic Combat Modes: All</p><p></p><p>Psionics(Psion): DC d20+Power Level+Ability Modifier+4 for psychokinetic powers</p><p>Power Points: 74(+7 per day)</p><p>Powers: 0: Control Shadow*, Detect Psionics, Far Punch Far Hand, Know Direction, My Light, Finger of Fire, Trinket</p><p> 1: Stomp*, Biocurrent, Identify, Grease </p><p> 2: Control Air*, Invisibility, See Invisibility, Burning Ray </p><p> 3: Cone of Sound*, Greater Concussion, Invisibility purge</p><p> 4: Inertial Barrier*, Telekinesis, Quintessence</p><p> 5: Psychic Vampire*, Teleport</p><p> 6: Greater Biocurrent*</p><p></p><p>Note: Edited thanks to Mustrum. I forgot to mention that the * powers are psycokinetic powers. Normally undead would not get to use these powers, but I did not like this limitation, so I opted to use CHA inplace of CON, similar to the way undead casters do for the concentration skill. As Mustrum pointed out, if this does not float for you, change her to a Telepath <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="smkun, post: 320064, member: 2848"] I think it goes like this. Round 1) Attack with tentacles, if any of the 4 hit you get a free grapple check to attach the remaining 3. Round 2) If the mind flayer has succesfully attached the 4 tentacles then it's a clear case of brain suck. If not it's rinse and repeat. For some real fun try out a Vampiric Mind Flayer Psion :) “Shugol” Vampiric Mind Flayer / Psion 12 HD: 8d12+12d12 (168) CR 23 STR: 22/+6 DEX: 22/+6 CON: -- INT: 23/+6 WIS: 21/+5 CHA: 23/+6 AC: 23 (+7 Natural, +6 Dex) Initiative: +10 (+4 Improved, +6 Dex, ) Speed: 40’ DR: 20/+2 SR: 25 FORT: +5 REF: +10 WIL: +14(+16) Special Abilities: Fast Heal/6, Turn Resistance/+5, Domination, Energy Drain, Blood Drain(1d4 CON), Children of the Night, Create Spawn, Resistance Cold & Electricity/20, Gaseous form, Spider Climb, Alternate form/Bat, Mind Blast, Improved Grab(Tentacles), Extract, Telepathy Attacks: Tentacles +18/+13 (1d4+6, Energy Drain), Bite +9 (1d4 +6, Blood Drain) Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Weapon Finesse: Tentacle, Quicken Power, Psionic Focus, Greater Psionic Focus (+4 to DC), Mind Trap Items: Ring of Counterspells (Heal), Ring of Counterspells (Dispel Magic), Rod of Absorption, Gauntles of Ogre Power +2, Ring of Improved Invisibility, Psychoactive Skin “Skin of the Psion”, Third Eye Concentrate Psionics(Mind Flayer): DC d20+Power Level+Ability Modifier Powers: Astral Projection/9/Dex, Charm Monster/3/Cha, Detect Thoughts/2/Cha, Levitate/2/Dex, Plane Shift/7/Dex, Suggestion/2/Cha Psi-Crystal, Resolve +2 Will Saves. Psionic Combat Modes: All Psionics(Psion): DC d20+Power Level+Ability Modifier+4 for psychokinetic powers Power Points: 74(+7 per day) Powers: 0: Control Shadow*, Detect Psionics, Far Punch Far Hand, Know Direction, My Light, Finger of Fire, Trinket 1: Stomp*, Biocurrent, Identify, Grease 2: Control Air*, Invisibility, See Invisibility, Burning Ray 3: Cone of Sound*, Greater Concussion, Invisibility purge 4: Inertial Barrier*, Telekinesis, Quintessence 5: Psychic Vampire*, Teleport 6: Greater Biocurrent* Note: Edited thanks to Mustrum. I forgot to mention that the * powers are psycokinetic powers. Normally undead would not get to use these powers, but I did not like this limitation, so I opted to use CHA inplace of CON, similar to the way undead casters do for the concentration skill. As Mustrum pointed out, if this does not float for you, change her to a Telepath :) [/QUOTE]
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