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dao.silverman
2014-08-14, 01:44 AM
I am trying to build a campaign around some creatures in the elder scrolls games. I love the argonian race and their connection to the hist is just awesome. I'm using lizardmen and Kobold as the split in the argonian lines and advancing the time frame some few hundred millennia after a great cataclysm brought the hist to a slightly alternate dimension severing them from their charges.

Here is where I need the help, preferably from someone that knows elder scroll lore, I need to make the Hist. I'm starting with treants (don't have to just figured good start). I was going to leave them be and just give the older ones levels in psychic classes, then I remembered why I have never made a psychic character. I'm lost as to what to do. I will be the DM so I can include anything. So other than the basics of the hist with the hive mind and such. How can I flesh out the swamp forest of sentient trees. Some abilities i need to have from classes, like ones that are more spacificly usefull, and some help with the natural abilities would be good as well.

For those that don't know already, The Hist (http://elderscrolls.wikia.com/wiki/Hist)

Crimson Wolf
2014-08-14, 02:01 AM
Why not have either a treants stats changed slightly, give them a few spell like abilities and alter the treasure to have a DC Alchemy check or DC Survival check to harvest the sap from said creatures. Then after harvested you can possibly have a altered version of the item with a further DC Alchemy check (albeit a high one) to refine and make it more potent and consumable. Then just homebrew yourself a hist sap alchemy item that gives some possible benefits but serious mental messurmindupness added to it, possible wis damage and boom you have your problem solved.

dao.silverman
2014-08-15, 02:29 AM
I'm not 100 percent on what spell like abilities to give it exactly, and that wouldn't cover how they converted lizards into a full fledged race or why they would. I liked the levels for the forest because it shows advancement. IDk maybe SLA bight be a good idea.

dao.silverman
2014-08-16, 05:58 PM
I'm now thinking about just stealing stats from ELDER BRAIN
Large Aberration
Hit Dice: 26d8+364 plus 3 (484 hp)
Initiative: +5
Speed: 10 ft. (2 squares), fly 30 ft. (good), swim 30 ft. (Elder brains use their base speed only when they are relocating themselves to a new pool.)
Armor Class: 30 (–1 size, +1 Dex, +20 natural), touch 10, flat-footed 29
Base Attack/Grapple: +19/+24
Attack: Tendril +20 melee (1d6+1 plus extract)
Full Attack: 4 tendrils +20 melee (1d6+1 plus extract)
Space/Reach: 10 ft./10 ft.
Special Attacks: Extract, improved grab, mind blast, psionics, spells
Special Qualities: Blindsight 240 ft., bud brain golem, damage reduction 15/adamantine,
regeneration 10, resistance to cold 10 and fire 10, spell resistance 34, telepathic awareness
Saves: Fort +24, Ref +11, Will +24
Abilities: Str 13, Dex 13, Con 38, Int 28, Wis 25, Cha 26
Skills: Bluff +37, Concentration +43, Diplomacy +41, Disguise +8 (+10 acting in character), Intimidate +41, Knowledge (arcana) +38, Knowledge (history) +38, Knowledge (the planes) +38, Listen +38, Sense Motive +36, Spellcraft +42, Spot +36, Survival +7 (+9 on other planes)
Feats: Alertness, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell-Like Ability (charm monster), Quicken Spell-Like Ability (mass suggestion), Tough-ness,
Weapon Focus (tendril)
Environment: Underground
Organization: Solitary
Challenge Rating: 25
Treasure: Standard
Alignment: Always lawful evil
Advancement: 27–38 HD (Large); 39–78 HD (Huge)


Here lies a great, fibrous mass of fused brain tissue, covered in
writhing tendrils. It pulsates and glows like an ember, releasing
visible flares of psychic power.
An elder brain is the ultimate stage of the mind flayer life
cycle. A malevolent being of godlike intellect, an elder brain
serves as the center of any mind flayer city, guiding its host
community toward the fulfillment of its dark dreams of illithid
dominion.

An elder brain spends most of its existence floating within
the depths of a briny pool in a protected cavern at the heart of a
mind flayer city. Its visible psychic energy is a side effect of the
power that allows it to remain active long after the bodily deaths
of the individual mind flayers whose brains compose its form.
An elder brain can speak telepathically with any creature
within 350 feet that has a language (see Telepathic Awareness,
below).

COMBAT
An elder brain uses its quickened spell-like abilities in the same
round that it makes melee attacks with its tendrils, if possible.
It begins a combat against multiple foes with a mind blast.

Extract (Ex):
An elder brain that begins its turn with
a tendril attached to an opponent and makes a successful
grapple check automatically extracts the opponent’s brain,
instantly killing that creature. This power is useless against
constructs, elementals, oozes, plants, and undead. Extraction
is not instantly fatal to foes with multiple heads.

Improved Grab (Ex):
To use this ability, an elder brain
must hit a Small to Gargantuan creature with its tendril attack.
If it gets a hold, it sinks the tendril into the opponent’s head
and can try to extract in the next round.
The opponent can escape with a single
successful grapple check or Escape
Artist check, but the elder brain gets
a +2 circumstance bonus for the deep
attachment, and the opponent takes
1d6 points of damage from ripping the
tendril free.

Mind Blast (Sp):
This psionic attack is a cone 60 feet long. Anyone caught in this
cone must succeed on a DC 31 Will save
or be stunned for 3d4 rounds. An elder
brain can use this ability once every 1d4
rounds. The save DC is Charisma-
based. This ability is the equivalent
of a 4th-level spell.

Psionics (Sp): At will—astral projection, charm monster (DC 22), detect thoughts (DC 20), dominate monster (DC 27), mass suggestion (DC 24), plane shift. Caster or manifester level 20th. The save DCs are Charisma-based.

Spells: An elder brain casts spells as a 20th-level sorcerer.
Typical Sorcerer Spells Known
(6/8/8/8/8/7/7/7/7/6 per day; caster level 20th):
0—acid splash (+19 ranged touch), daze (DC 18), detect magic, detect poison, flare (DC 18), mage hand, ray of frost (+19 ranged touch), read magic, touch of fatigue (+19 melee touch; DC 18)
1st—comprehend languages, identify, ray of enfeeblement (+19 ranged touch), shield, true strike
2nd—locate object, obscure object (DC 20), resist energy, scorching ray (+19 ranged touch), touch of idiocy (+19 melee touch); 3rd—clairaudience/clairvoyance, dispel magic, displacement, nondetection 4th—detect scrying, dimensional anchor (+19 ranged touch), Evard’s black tentacles, scrying (DC 22)
5th—dismissal (DC 23), sending, telekinesis (DC 23), teleport
6th—analyze dweomer, chainlightning (DC 24), greater dispel magic
7th—insanity (DC 25), summon monster VII, vision
8th—discern location, maze, screen (DC 26)
9th—energy drain (+19 ranged touch), Mordenkainen’s disjunction, prismatic sphere (DC 27).

Blindsight (Ex):
An elder brain has no visual
organs but can “see” by
using psychic energy to
ascertain objects and crea-
tures within 240 feet.

Bud Brain Golem (Ex):
Once per day, an elder
brain can bud a portion of its
flesh, forming a golemlike
creature composed of fused and
hardened brains. An elder brain
can never have more than three
active brain golems at a time. Brain
golems are discussed on page 65.

Regeneration (Ex):
An elder brain takes normal damage from sonic- and acid-based attacks.

Telepathic Awareness (Su):
Within a radius of 350 feet, the elder brain detects all creatures whose minds are not shielded
with an effect such as mind blank, even through solid rock.
Within this same range, it can communicate with any creature
that has a language.

ELDER BRAIN SOCIETY
An elder brain is the physical and spiritual center of its illithid
community. It serves as a living repository of the community’s
technology, history, and psionic expertise, as well as its advisor
(or more often, as its de facto leader).
It is the right and obligation of every illithid to merge
with the elder brain when its natural life span nears its end.
Though most illithids hope otherwise, their sacrifice is com-
plete—their egos are subsumed, and their gray matter serves
only to revitalize the elder brain.
An elder brain preys upon the thousands of illithid tadpoles
that share its briny pool. The tadpoles that survive are deemed
strong enough to be used to create true illithids.
Then merging them with an Ent.
Any thoughts?