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Surrealistik
2010-07-20, 08:31 PM
Illithid
Underdark dwelling aberrants from the madness of the Far Realms, they are a haughty, intelligent race of powerful psionics bent on the domination and subversion of all others.
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Average Height: 5' 6"-6' 2"
Average Weight: 135-220 lb.
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Ability Scores: +2 Intelligence; +2 Charisma or +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Darkvision
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Languages: Common, Deep Speech, choice of one other
Skill Bonuses: +2 Arcana, +2 Bluff, +2 to one other skill
Aberrant: You are an aberrant; as such, you are subject to effects and conditions that affect aberrations.
Grasping Tendrils: You use your highest ability modifier in place of Strength to make grab attacks, make grab attacks as a melee basic attack, and do not need a hand free to make grab attacks (you can still only grab one creature at a time). You gain a +3 racial bonus to grab attack rolls. This bonus increases to +6 at level 11 and +9 at level 21.
Bore into Brain: You gain the Bore into Brain racial power.
Mind Blast: You gain the Mind Blast racial power.
Telepathy 5: You can communicate telepathically with any creature within 5 squares of you that has a language.

Bore Into Brain - Illithid Racial Power
Your tendrils impale a helpless victim's skull, drawing from it delicious grey sustenance.
At-Will ✦ Healing
Standard Action - Melee touch
Target: One living creature that is helpless, unconscious, stunned and/or restrained or that you are grabbing or dominating
Attack: Highest ability modifier + 3 vs Fortitude
Level 11: Highest ability modifier + 6 vs Fortitude
Level 21: Highest ability modifier + 9 vs Fortitude
Hit: 2d10 + 2 + highest ability modifier damage. If you drop the target to 0 hit points or fewer with this attack, you kill it, devouring its brain and gaining the following benefits:

You gain training in all skills the target is trained in until the end of your next extended rest. For each of these skills you already have training in, you gain a bonus to the corresponding skill instead for the same duration (maximum +5). This bonus is equal to the target's ability modifier for that skill.
You can spend a healing surge.
At the DM's discretion, you may gain access to the target's memories and general knowledge as well.

11th level: 4d10 + 4 + highest ability modifier damage.
21st level: 6d10 + 6 + highest ability modifier damage.


Mind Blast - Illithid Racial Power
You strike your foes with a powerful blast of psychic energy.
Encounter ✦ Psionic, Psychic
Minor Action - Close blast 3
Target: All creatures in the blast
Attack: Highest of Charisma, Intelligence or Wisdom +3 vs Will
Level 11: Highest of Charisma, Intelligence or Wisdom +6 vs Will
Level 21: Highest of Charisma, Intelligence or Wisdom +9 vs Will
Hit: 1d8 + Intelligence, Charisma or Wisdom modifier psychic damage.
11th level: 2d8 + Intelligence, Charisma or Wisdom modifier psychic damage.
21st level: 3d8 + Intelligence, Charisma or Wisdom modifier psychic damage.
Special: You cannot use more than 3 feats with Mind Blast as a prerequisite which permit you to use it as a Standard Action to modify this power at once.

Racial Feats (Illithid race is a prerequisite in all cases):
Heroic Feats:

Alien Mind
Prerequisite: Illithid
Benefit: If an enemy attacks your Will and hits with a fear, charm or psychic attack or with a mind-reading power and is not an aberrant creature while within your telepathy range, that enemy takes 5 + your highest mental ability modifier psychic damage and grants combat advantage until the end of its next turn. The damage increases to 15 + your highest mental ability modifier psychic damage at Level 11, and 25 + your highest mental ability modifier psychic damage at Level 21.

Illithid Soul
Prerequisite: Revenant, Illithid
Benefit: You are an aberrant; as such, you are subject to effects and conditions that affect aberrations.
You gain the Mind Blast Illithid racial power. Using your Mind Blast Illithid racial power or your Dark Reaping Revenant racial power automatically expends the other racial power. You may have Dark Reaping deal psychic damage in addition to its other damage types, and you may have Mind Blast deal necrotic damage in addition to its other damage types.

Gravemind Telepathy
Prerequisite: Revenant, Illithid
Benefit: You gain Telepathy 5.

Illithid Telekinesis
Prerequisite: Illithid, Telepathy
Benefit: You gain the Illithid Telekinesis racial power:


Illithid Telekinesis Illithid Racial Power
You project an aura of disorienting psychic feedback.
At-Will ✦ Psionic, Force
Varies (see Effect) - Close burst Telepathy
Effect: You can perform one of the following actions:

Minor Action: Telekinetically grasp an unattended object that weights equal to or less than your highest mental ability modifier times 10 until the end of your next turn. A grasped object hovers in place.
Move Action: Move an object grasped with this power a number of squares equal to your highest mental ability modifier. You can only move an object to another square within this power's close burst.
Standard Action: Fling an object grasped by this power. This is an improvised thrown ranged basic attack that uses your highest mental ability modifier in place of your Strength or Dexterity modifiers, with a short range equal to twice your highest mental ability modifier, and a long range equal to four times your highest mental ability modifier.
Varies: Remotely manipulate an object you can sense. You can open a door, do a thievery check, etc... The action cost of this use depends on the action and can depend on DM discretion.

Sustain Minor: All objects grasped with this power remain grasped until the end of your next turn.
Augment X: You can expend X power points to augment this power as a free action. For each power point expended in this way, increase this power's close burst, and your highest mental ability modifier by +2 for all uses of this power except attack rolls with the Fling action until the end of the encounter.


Opportunistic Tendrils
Prerequisite: Illithid, Grabbing Tendrils racial trait
Benefit: Whenever an enemy within your touch reach becomes helpless, dazed, unconscious, restrained, dominated, or stunned, you can make one grab attempt against it as a minor or immediate action until the end of the current turn.

Rejuvinating Bore
Prerequisite: Illithid, bore into brain racial power
Benefit: Whenever you deal damage with your Bore Into Brain racial power, you can make a saving throw.
When you kill a creature with your Bore Into Brain racial power by consuming its brain, you can make a saving throw against any number of effects active on you with a conditional duration to end those effects, even if they don't normally end on a save.

Improved Bore
Prerequisite: Illithid, bore into brain racial power
Benefit: When you hit a helpless, unconscious, stunned or restrained creature with your Bore Into Brain attack, that creature is dazed until the end of your next turn. At 11th level, you can stun that creature instead of dazing it for the same duration on a critical hit, and this feat's effects apply to creatures you're grabbing as well.

Crushing Will
Prerequisite: Illithid
Benefit: You gain a +1 racial bonus to attack rolls and damage rolls to fear, charm and psychic powers that target Will.

Enlarged Blast
Prerequisite: Illithid, mind blast racial power
Benefit: When you use your mind blast power, you can choose to increase its size by 2 if it's a blast, by 5 if it's a wall, or by 1 if it's an area or close burst.

Mindlink Blast
Prerequisite: Illithid, mind blast racial power
Benefit: Targets hit by your mind blast grant combat advantage to you, count as being in your telepathy range and you have truesight against them and always know their location until the end of your next turn.

Psychic Mark
Prerequisite: Illithid, mind blast racial power
Benefit: Enemies targeted by your mind blast are marked until the end of your next turn.

Lingering Blast
Prerequisite: Illithid, mind blast racial power
Benefit: When you use your mind blast power, you may have it gain the following clause. If you do, it gains the zone keyword:

Effect: The wall, burst or blast creates a zone that lasts until the end of your next turn. The zone is difficult terrain. Creatures other than you that enter the zone or end their turn there take psychic damage equal to your ability modifier used for this power. A creature can only take this damage once per turn.

Illithid's Alacrity
Prerequisite: Illithid
Benefit: You gain a +1 racial bonus to your speed.

Staggering Blast
Prerequisite: Illithid, mind blast racial power
Benefit: You may use your mind blast power as a Standard Action. If you do, your mind blast power deals half damage on a miss, a target hit with it grants combat advantage and can't take immediate or opportunity actions until the end of your next turn.
Starting at the 11th level you can daze the target until the end of your next turn instead.
Starting at the 21st level you can knock the target prone and daze it until the end of your next turn instead. A target knocked prone in this way can't stand from prone until this effect ends.

Sculpted Blast
Prerequisite: Illithid, mind blast racial power
Benefit: You may use your mind blast racial power as a close burst 2, a wall 5 height 3 within 10 squares, or an area burst 1 within 10 squares instead of as a close blast.

Psychic Echos
Prerequisite: Illithid, mind blast racial power
Benefit: Your mind blast racial power doesn't target allies and deals +1 extra damage for each ally in its area of effect, and for each target it hits. At 11th level this extra damage increases to +2. At 21st level this extra damage increases to +4.

Telekinetic Blast
Prerequisite: Illithid, mind blast racial power
Benefit: You may use your mind blast power as a Standard Action. If you do, you may have it deal force damage in addition to its other damage types, and push the target a number of squares equal to its ability modifier.

Empowered Blast
Prerequisite: Illithid, mind blast racial power
Benefit: Your mind blast power gains the following clauses:
Augment 2+: Choose a feat with the mind blast racial power as a prerequisite. You can apply that feat to mind blast as though you had it. You must use this augmentation before choosing targets. You cannot choose a feat above your tier in this way. For each tier the feat is above Heroic, this augmentation costs +1 power point. This power is otherwise unchanged.
Special: You can expend an encounter attack power when you use this power. If you do, you can apply a feat of the same tier with the mind blast racial power as a prerequisite to mind blast as though you had it.

Destructive Blast
Prerequisite: Illithid, mind blast racial power
Benefit: Your mind blast power gains the following clause:
Augment 2+: For every 2 power points you spend augmenting this power, it deals 1d8 extra damage. This power is otherwise unchanged.
Special: You can expend any number of encounter attack powers when you use this power. For each power expended of the 10th level or lower, this power deals 1d8 extra damage, 2d8 extra damage if the power is 11th to 20th level, or 3d8 extra damage if the power is 21st level or higher.

Ravening Mind Blast
Prerequisite: Illithid, mind blast racial power
Benefit: You may use your mind blast power as a Standard Action. If you do, targets hit with your mind blast power take ongoing 5 psychic damage (save ends). The ongoing psychic damage increases to 10 at 11th level and to 15 at 21st level.

Impelling Blast
Prerequisite: Illithid, mind blast racial power
Benefit: You can slide targets hit with your mind blast racial power 1 square. This is an effect of your mind blast.
At 11th level, you can instead teleport them 1 square.

Lethal Bore
Prerequisite: Illithid, Bore Into Brain racial power
Benefit: Your Bore Into Brain attack damage dice increases in size one step (1d10->1d12, 1d12-> 2d6), deals +1 extra damage dice per tier and gains High Crit.

Psychic Conduit
Prerequisite: Illithid, proficiency with an implement
Benefit: Your racial psionic powers gain the implement keyword, but lose their level scaling bonuses to hit.

Psychic Precognition
Prerequisite: Illithid
Benefit: You use your Intelligence, Wisdom or Charisma modifier in place of Dexterity for determining your initiative bonus. You cannot be surprised by creatures and threats within your Telepathy range.

Preternatural Awareness
Prerequisite: Illithid
Benefit: You use your Intelligence or Charisma modifier in place of Wisdom for determining your Perception and Insight bonus.

Illithid Talent
Prerequisite: Illithid
Benefit: You gain the Psionic Augmentation class feature and 1 power point. You gain 1 additional power point at the 11th and 21st levels. You can only spend these power points to augment feats, magic item powers and/or Illithid racial powers that are augmentable.

Inescapable Tendrils
Prerequisite: Illithid, Grasping Tendrils racial trait
Benefit: Attempts to escape your grabs are always made against your highest defense. You use your highest ability modifier to move grabbed targets, and your racial bonus to grab attack rolls applies to attack rolls to move grabbed targets.

Restraining Tendrils
Prerequisite: Illithid, Grasping Tendrils racial trait
Benefit: As a minor action, you can choose to restrain a creature you have grabbed until the grab ends, or you end the restrain as a free action.

Stretching Grasp
Prerequisite: Illithid, Grasping Tendrils racial trait
Benefit: You can grab a creature an additional size category larger than you.
Special: You can take this feat any number of times. Each time you do, you can grab a creature another size category larger than you.


Paragon Feats:
Grabbing Bore
Prerequisite: 11th level, Illithid, bore into brain racial power
Benefit: When you successfully grab a creature, you can make a Bore Into Brain attack against it in the same turn as a move action. If you do, you can take no other actions until the end of the current turn.

Psychic Reserve
Prerequisite:11th level, Illithid, mind blast racial power
Benefit: You may use your mind blast racial power an additional time per encounter.

Swift Meditation
Prerequisite:11th level, Illithid,
Benefit: During your turn, if you've taken no actions, you can recharge one of your Illithid racial encounter powers without a level. If you do, you can't take any actions until the start of your next turn.

Shared Suffering
Prerequisite:11th level, Illithid, Telepathy racial trait
Benefit: You gain the Shared Suffering racial power.

Shared Suffering - Illithid Racial Power
As your mind frees itself from a mental affliction, you project your suffering unto another.
Encounter ✦ Psionic
No Action - Personal
Trigger: You succeed on a saving throw to end a charm, fear or psychic effect with a conditional duration from a power that targeted your Will defense.
Target: One creature within your telepathy range.
Attack: Charisma, Intelligence or Wisdom +6 vs Will
Level 21: Charisma, Intelligence or Wisdom +9 vs Will
Hit: The target is subject to the triggering effect.
Augment X: The target takes a penalty to all saving throws made against the effect until the end of the next round. This penalty is equal to X times 2.


Cradle of the Elder Brain
Prerequisite:11th level, Illithid
Benefit: You gain the Cradle of the Elder Brain racial power.

Cradle of the Elder Brain - Illithid Racial Power
Channeling the might of an Elder Brain, you bend time and space with your psionic prowess to teleport to another location, thwarting your enemy's attack.
Daily ✦ Psionic, Teleportation
Immediate Interrupt * Personal
Trigger: You are targeted by an attack
Effect: You teleport 20 squares.


Create Thrall
Prerequisite: 11th level, Illithid, bore into brain racial power
Benefit: You gain the Thrall Surgery and Interpose Thrall racial powers.

Thrall Surgery - Illithid Racial Power
Staying the taste of your victim's brain, you instead choose to alter it, transmuting the hapless foe into your thrall.
At-Will ✦ Charm
Free Action * Melee touch
Trigger: A living creature not subject to this effect is dropped to 0 hit points or fewer with your Bore Into Brain racial power
Target: The triggering creature
Effect: You turn the target into your thrall until the end of the encounter or you die or fall unconscious instead of applying Bore Into Brain's non-damage effects. The now has 1 hit point. While a thrall, the target is subject to the following effects:

The target's maximum hit points are 1.
Never takes damage from a missed attack.
Is dominated, counts as your ally and treats your allies as its allies, and your enemies as its enemies.
Is immune to the mind blast power of mind flayers.
Uses your Will defense instead of its own if it's higher while within your Telepathy range.

Aftereffect: The target dies or falls unconscious.

Interpose Thrall - Illithid Racial Power
You telepathically command a thrall to take an attack for you.
At-Will ✦ Psionic
Immediate Interrupt - Personal
Trigger: You are targeted by a melee attack
Effect: A creature you are dominating within the attacker's reach that isn't a target of the triggering attack shifts its speed to a square adjacent to you as a free action and becomes a target of the triggering attack instead of you.


Improved Thrall Surgery
Prerequisite: 11th level, Illithid, Create Thrall feat
Benefit: Thralls you create with your Thrall Surgery racial power gain temporary hit points equal to their healing surge value, and are able to take a full set of actions (standard, move, minor, immediate and opportunity actions) while you dominate them.


Enslave
Prerequisite: 11th level, Illithid, Int 17 or Cha 17 or Wis 17, mind blast racial power
Benefit: You gain the Enslave racial power.


Enslave - Illithid Racial Power
You subjugate your foe with an overwhelming telepathic assault.
Encounter ✦ Psionic, Charm
Standard Action * Close burst telepathy
Target: One creature in the burst
Attack: Primary mental ability modifier +6 vs Will.
Level 21: Primary mental ability modifier +9 vs Will.
Hit: The target is dominated (save ends). While dominated in this way, you can choose to have the target be immune to the mind blast power of mind flayers and you may have it use your Will defense instead of its own if it's higher while within your telepathy range.


Discerning Blast
Prerequisite: Illithid, mind blast racial power
Benefit: You can choose to exempt any number of squares and targets from your mind blast area of effect.

Warp Blast
Prerequisite: Illithid, mind blast racial power
Benefit: You may use your mind blast power as a Standard Action. If you do, you may have it gain the following clause and the teleportation keyword:

Effect: You teleport yourself and each target you hit to a square in or adjacent to the area of this power.

Ineffable Mind
Prerequisite: Illithid, Alien Mind
Benefit: If a non-aberrant enemy attacks your Will and hits with a fear, charm or psychic attack or with a mind-reading power and while within your telepathy range, that enemy is dazed until the end of your next turn.


Mindflay
Prerequisite: 11th level, Illithid
Benefit: Creatures take a -2 penalty to saving throws against your Fear, Charm and Psychic powers that target Will.


Psychic Static
Prerequisite: 11th level, Illithid, Caller of the Far Realm, mind blast racial power
Benefit: You gain the Psychic Static racial power:


Psychic Static Illithid Racial Power
You project an aura of disorienting psychic feedback.
At-Will ✦ Psionic, Psychic
Minor - Personal
Requirement: You must not be bloodied.
Effect: You gain an aura until the end of your next turn, or until you become bloodied. The size of the aura is equal to your telepathy range. Enemies within the aura that aren't immune to psychic damage take a –2 penalty to their Will defense.
Sustain Minor: The effect persists until the end of your next turn or until you're bloodied. You can only sustain this power if you're not bloodied.
Augment 2: As above, and enemies within the aura take a -2 penalty to saving throws against charm, fear and psychic effects until the end of your next turn.



Telekinetic Flight
Prerequisite: 11th level, Illithid, Illithid Telekinesis feat
Benefit: You gain the Telekinetic Flight racial power:


Telekinetic Flight - Illithid Racial Power
You cast yourself aloft with telekinetic force.
At-Will ✦ Psionic
Minor - Personal
Requirement: You must not be bloodied.
Effect: You gain a fly speed equal to your primary mental ability modifier with an altitude limit equal to your primary mental ability modifier until the end of your next turn, or until you're bloodied.
Sustain Minor: The effect persists until the end of your next turn or until you're bloodied. You can't sustain this power if you're bloodied.
Augment 2: You can ignore this power's requirement. You gain a fly speed equal to twice your primary mental ability modifier until the end of your next turn.
Sustain Minor: The effect persists until the end of your next turn. You must expend 2 power points to sustain this power.


Stalk the Senseless (Mind Flayer)
Prerequisite: 11th level, Illithid, Cha 17 or Wis 17
Benefit: You are invisible to dazed or stunned creatures.

Will of Ilsensine's Chosen
Prerequisite: 11th level, Illithid
Benefit: You are immune to the Mind Blast power of Mind Flayers. You gain a +1 racial bonus to Will, and a Intelligence, Wisdom or Charisma modifier racial bonus to saving throws made against Fear, Charm, Illusion and Psychic effects that target Will.

Traumatic Blast
Prerequisite: 11th level, Illithid, Staggering Mind Blast, mind blast racial power
Benefit: When you use your mind blast racial power, you may change the duration of all conditions inflicted by it to (save ends).

Overwhelming Mind Blast
Prerequisite: Illithid, mind blast racial power
Benefit: Creatures critically hit by your mind blast racial power are dominated until the end of your next turn. This is a charm effect.


Epic Feats:
Swift Bore
Prerequisite: 21th level, Illithid, bore into brain racial power, Grabbing Bore feat
Benefit: When you successfully grab a creature, you can immediately make a Bore Into Brain attack against it in the same turn as a minor or immediate action.

Compelling Mind Blast
Prerequisite: 21st level, Illithid, mind blast racial power
Benefit: You can slide one creature hit by your mind blast racial power its speed and force it to make a melee basic attack against a creature of your choice. This is a charm effect.

Second Sight
Prerequisite: 21st level, Illithid, Telepathy racial trait
Benefit: You gain the Second Sight racial power:


Second Sight -Illithid Racial Power
Your focus your psionic powers, allowing you to infallibly detect enemies by their thoughts, and the psychic disruptions they cause.
At-Will ✦ Psionic
Minor - Personal
Requirement: You must not be bloodied.
Effect: You gain blindsight X until the end of your next turn or until you're bloodied, where X is equal to half your telepathy range.
Sustain Minor: The effect persists until the end of your next turn or until you're bloodied. You can only sustain this power if you're not bloodied.
Augment 2: You can ignore this power's requirement. You gain blindsight X until the end of your next turn, where X is equal to your telepathy range. This effect cannot be sustained.


Terrifying Mind Blast
Prerequisite: 21st level, Illithid, mind blast racial power
Benefit: One creature hit by your mind blast racial power runs its speed away from you as a free action. Each square of this movement must bring that creature further away from you. This is a fear effect.

Empowering Action
Prerequisite: 21st level, Illithid
Benefit: You can expend an Action Point as a free action to regain use of an Illithid racial power.

Empowering Bore
Prerequisite: 21st level, Illithid, bore into brain racial power
Benefit: When you kill a creature with your Bore into brain racial power, you regain a psionic encounter Illithid racial power.



Caller of the Far Realm:
Tier: Heroic
Prerequisites: Telepathy, aberrant origin
Benefit: Double your Telepathy range. You can use the Sending ritual once per day as a standard action without expending component costs. You count as having training in Arcana for the purposes of using that ritual or gain a +5 racial bonus to the Sending ritual skill check if you already have training in Arcana, and can use your highest ability modifier in place of your Intelligence modifier for all skill checks related to using that ritual.
Special: You can take this feat any number of times. Each time you take this feat, double the range of your telepathy, gain an additional +5 racial bonus to the Sending ritual skill check, and you can use the Sending ritual an additional time per day as above. Racial bonuses gained from these feats stack with each other.


Author's Notes:

I've gotten a complaint about a couple of things: Bore Into Brain's damage, Grabbing Tendrils scaling and the static damage bumps to Mind Blast and Bore Into Brain.

To explain:


Static damage bonuses: These are balanced out by a lack of any kind of implement bonus to damage. In Bore Into Brain's case, it's higher because the attack is clearly conditional. Even with these bonuses, these racials are still inferior to many others, like say Dwarven Resilience, Memory of a Thousand Lifetimes, Cloud of Darkness, Heroic Effort, Elven Accuracy, Second Chance, Dragonfear, and a host of others.

Bore Into Brain's damage: When you consider its averaged DPR (damage per round), and the fact that it requires 2 standards to actually execute on average (one to grab, one to attack), while the target typically has a chance to escape before you actually get to attack, the damage output isn't actually that impressive at all. In comparison to your average striker, the output is in fact straight up laughable.

Grasping Tendrils attack bonus scaling for grabs: The reason why they grant the grab action +3/6/9 to hit is because, like racials, the grab action does not utilize a weapon or implement and thus does in any way benefit from enhancement and other bonuses to hit that normally accrue to attacks. Without these bonuses its accuracy would rapidly fall behind those of implement and weapon attacks.


That all said I hope this clarifies my design rationale.

RndmNumGen
2010-07-20, 11:49 PM
Wouldn't it make more sense for Bore into Brain to do Intelligence damage instead of Dexterity?

Surrealistik
2010-07-20, 11:55 PM
You're using your tendrils to do the damage, which is a finesse based activity. The Dexterity dependency also helps keep the At-Will from being too powerful.

RndmNumGen
2010-07-21, 12:09 AM
Okay, that makes sense I guess.

Chainsaw Hobbit
2010-07-21, 08:09 PM
Needs a mind blast.

Surrealistik
2010-07-21, 10:31 PM
It has one. Heroic feat.

Surrealistik
2010-07-22, 04:39 PM
Changed Mind Blast from a feat based racial power to the default racial power. Bore into Brain has been changed to a racial trait.

DMBlackhart
2012-02-28, 11:02 PM
2 years later and I finally see this.

So just one comment, is there a typo with the Brain eating ability? Because unless there is, I think it reads as if the skill bonus you obtain is permanant. That can be OP real fast.

Djinn_in_Tonic
2012-02-29, 12:17 AM
Staggering Mind Blast and Ravening Mind Blast should be re-worded, as currently, if you have both feats, you can get both bonus effects. I'm fairly sure this isn't intentional.

Surrealistik
2012-02-29, 03:53 PM
Staggering Mind Blast and Ravening Mind Blast should be re-worded, as currently, if you have both feats, you can get both bonus effects. I'm fairly sure this isn't intentional.

It's intentional.

As for the Bore Into Brain racial, I was unhappy with how it originally worked, so I remade it into a racial power.

Conundrum
2012-02-29, 08:35 PM
Is it intentional that Create Thrall requires an action point to use? (Since it triggers from Bore Into Brain, which is a Standard, and it's also a Standard itself).

Surrealistik
2012-02-29, 09:49 PM
Is it intentional that Create Thrall requires an action point to use? (Since it triggers from Bore Into Brain, which is a Standard, and it's also a Standard itself).

Oh no, that should be a free action, thanks for the catch.

Surrealistik
2012-03-01, 12:54 AM
Added a bunch of feats, including five Epic feats.

Merged Interpose Thrall and Create Thrall.

DMBlackhart
2012-03-01, 01:32 AM
Added a bunch of feats, including five Epic feats.

Merged Interpose Thrall and Create Thrall.


Play testing this in my 4e campaign. Very fun so far.

Surrealistik
2012-03-01, 01:37 AM
Play testing this in my 4e campaign. Very fun so far.

Awesome. Very much interested in feedback, esp specific examples, concerning the race and its feats/features. This is doubly true if there's an element that doesn't seem to work well or appears potentially overpowered.

DMBlackhart
2012-03-01, 02:45 AM
Awesome. Very much interested in feedback, esp specific examples, concerning the race and its feats/features. This is doubly true if there's an element that doesn't seem to work well or appears potentially overpowered.

No abuse to report this early in (will keep in touch).

I can say though that being the "lax" GM I am, I have inadvertantly allowed one of my players to not only store (via gentle repose) still living brains, but then use them later to boost his skills when nescessary. Not sure if that qualifies as abuse, or me being too generous. But it's funny.

Surrealistik
2012-03-01, 02:58 AM
Given the cost associated with the ritual, I don't find that's too bad actually, especially given most creatures don't have training in a non-physical skill, so it tends to be difficult to find suitable candidates for skill boosts/training.

Being able to spend healing surges on demand in combat might be a little problematic though depending on the action cost for eating a brain.

Lastly, it should be noted that multiple bonuses to the same skill from Bore Into Brain do not stack, but overlap; only the highest applies, since they all come from the same named game element.


BTW I recently added

Grabbing Tendrils: You use your highest ability modifier in place of Strength to make grab attacks.

To the illithid's default racial profile. The reason is to make Bore Into Brain equally accessible to all illithid builds, not just those that are strength specced.

Surrealistik
2012-03-01, 01:49 PM
Added some Grasping Tendril related feats:

Inescapable Tendrils
Prerequisite: Illithid, Grasping Tendrils racial trait
Benefit: Attempts to escape your grabs are always made against your highest defense. You use your highest ability modifier to move grabbed targets, and your racial bonus to grab attack rolls applies to attack rolls to move grabbed targets.

Restraining Tendrils
Prerequisite: Illithid, Grasping Tendrils racial trait
Benefit: As a free action, you can choose to either immobilize or restrain a creature you have grabbed until the grab ends.

Gave Grasping Tendrils a to-hit scaling bonus so the Grab attack remains viable beyond Heroic:

You gain a +3 racial bonus to grab attack rolls. This bonus increases to +6 at level 11 and +9 at level 21.

Surrealistik
2012-03-04, 07:00 PM
Added new feats:

Illithid Talent
Prerequisite: Illithid
Benefit: You gain the Psionic Augmentation class feature and 1 power point. You gain 1 additional power point at the 11th and 21st levels. You can only spend these power points to augment feats, magic items and/or Illithid racial powers that are augmentable.

Opportunistic Tendrils
Prerequisite: Illithid, Grabbing Tendrils racial trait
Benefit: Whenever an enemy within reach becomes helpless, dazed, unconscious, restrained, dominated, or stunned, you can make one grab attempt against it as a minor action, or as an opportunity action until the end of the current turn.

Rejuvinating Bore
Prerequisite: Illithid, bore into brain racial power
Benefit: When you kill a creature with your bore into brain racial power, you can make a saving throw against any number of effects active on you with a conditional duration to end those effects, even if they don't normally end on a save.

Improved Bore
Prerequisite: Illithid, bore into brain racial power
Benefit: When you hit a helpless, unconscious, stunned or restrained creature with your Bore Into Brain attack, that creature is dazed until the end of your next turn. At 11th level, you can stun that creature instead of dazing it for the same duration on a critical hit, and this feat's effects apply to creatures you're grabbing as well.


Added two new racial power feats:

Second Sight
Prerequisite: 21st level, Illithid, Telepathy racial trait
Benefit: You gain the Second Sight racial power:


Second Sight -Illithid Racial Power
Your focus your psionic powers, allowing you to infallibly detect enemies by their thoughts, and the psychic disruptions they cause.
At-Will ✦ Psionic
Minor - Personal
Requirement: You must not be bloodied.
Effect: You gain blindsight X until the end of your next turn or until you're bloodied, where X is equal to half your telepathy range.
Sustain Minor: The effect persists until the end of your next turn or until you're bloodied. You can only sustain this power if you're not bloodied.
Augment 2: You can ignore this power's requirement. You gain blindsight X until the end of your next turn, where X is equal to your telepathy range. This effect cannot be sustained.



Telekinetic Flight
Prerequisite: 11th level, Illithid, Illithid Talent feat
Benefit: You gain the Telekinetic Flight racial power:


Telekinetic Flight - Illithid Racial Power
You cast yourself aloft with telekinetic force.
At-Will ✦ Psionic
Minor - Personal
Requirement: You must not be bloodied.
Effect: You gain a fly (hover) speed equal to half your movement speed with an altitude limit equal to your Charisma, Intelligence or Wisdom ability modifier until the end of your next turn, or until you're bloodied.
Sustain Minor: The effect persists until the end of your next turn or until you're bloodied. You can only sustain this power if you're not bloodied.
Augment 2: You can ignore this power's requirement. You gain a fly (hover) speed equal to your movement speed + 2 until the end of your next turn. This effect cannot be sustained.