Fax Celestis
2007-05-23, 07:09 PM
A psionically conditioned creature is one that has been exposed to repeated uses of psionic dominate, in an effort to "condition" the creature into subservience. These are most often found as the thralls of illithids, though dromites, thri-kreen, and psionic formians of an evil bent also create these creatures. A psionically conditioned creature has a blank, vacant stare, but appears as other members of its race do.
Creating a Psionically Conditioned Creature
Psionically conditioned is an acquired template that can be applied to any intelligent creature susceptible to mind-affecting effects. The psionically conditioned creature (hereafter referred to as the base creature) uses all the same statistics and special abilities except as noted here. The creature's master--when applicable--is the creature that used psionic dominate on the target the most during its conditioning.
Special Attacks
The base creature retains all special attacks that do not rely on Intelligence. The base creature loses any spell-like or psi-like abilities.
Special Qualities
The base creature retains all previous special qualities that do not rely on Intelligence and gains the following:
Hive Mind (Ex): All psionically conditioned creatures within 50 miles of each other and their masters are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No psionically conditioned creature in a group is considered flanked unless all of them are.
Dominated (Ex): A psionically conditioned creature is considered constantly dominated by its master, and finds no activity too dangerous to perform. Similarly, it only will perform actions as commanded, even if such actions would normally go outside their typical behavior. If the link is severed with the hive mind and their master, the psionically conditioned creature has a 50% chance to attempt to take its own life. If it does not, it merely becomes catatonic until back within range of its original hive mind or its master.
Amnesia (Ex): A psionically conditioned creature does not have memory of the time before its conditioning process.
One Of The Many (Ex): A psionically conditioned creature gains a +2 morale bonus to attack rolls, checks, and saves while within 100' of either its master or another psionically conditioned creature. Similarly, it receives a -2 penalty to attack rolls, checks, and saves while not within 100' of either its master or another psionically conditioned creature.
Berserk (Ex): When a psionically conditioned creature enters combat, there is a cumulative 1% chance each round that its conditioning will fray and the creature goes berserk. The uncontrolled creature goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The creature's master can try to regain control by speaking firmly and persuasively or attempting to regain control through the hive mind. The former requires a DC 19 Charisma check, while the latter requires a DC 19 Intelligence check. It takes 1 minute of inactivity by the creature to reset the berserk chance to 0%. If one creature in a hive mind goes berserk, there is a 20% chance that those within 100' of it will also immediately enter into a berserk state. If a creature's master dies within 100' of it, it has a 25% chance to immediately fly into a berserk rage.
Saves
A psionically conditioned creature gets a +6 resistance bonus to saves to resist mind-affecting effects that do not originate from the creature's master or within the hive mind. Similarly, a psionically conditioned creature receives a -6 penalty to resist mind-affecting effects that originate within the hive mind or from the creature's master.
Abilities
The base creature alters its ability scores as follows: Strength +2, Constitution +2, Intelligence -6 (minimum 1), Wisdom -2 (minimum 1), Charisma -4 (minimum 1)
Skills
The base creature cannot use Intelligence or Charisma-based skills.
Feats and Spells
The base creature retains all feats it still qualifies for, but loses any spellcasting ability or psionic powers it had.
Alignment
Always partially or totally neutral, and within one step of its master.
Advancement
By type, even if the base creature would normally advance by class.
CR
+0
Level Adjustment
This template is inappropriate for player characters and should not be used for such.
Becoming Psionically Conditioned
Any creature that is repeatedly subjected to psionic dominate can acquire this template. It is, however, at the DM's discretion if (and when) this template is acquired.
Psionically conditioning a creature is a Vile act and causes the psionically conditioned creature's master to move one step towards evil.
Removing the Psionically Conditioned Template
A creature that becomes psionically conditioned remains as such until either its death or until the template is removed. The template can only be removed through the use of a properly-applied wish or miracle spell, or the reality revision psionic power. If the creature perishes with this template and is then brought back to life, it does not lose this template (though it will attempt to take its life as noted under the "Dominated" ability if it is not within the range of the hive mind).
Creating a Psionically Conditioned Creature
Psionically conditioned is an acquired template that can be applied to any intelligent creature susceptible to mind-affecting effects. The psionically conditioned creature (hereafter referred to as the base creature) uses all the same statistics and special abilities except as noted here. The creature's master--when applicable--is the creature that used psionic dominate on the target the most during its conditioning.
Special Attacks
The base creature retains all special attacks that do not rely on Intelligence. The base creature loses any spell-like or psi-like abilities.
Special Qualities
The base creature retains all previous special qualities that do not rely on Intelligence and gains the following:
Hive Mind (Ex): All psionically conditioned creatures within 50 miles of each other and their masters are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No psionically conditioned creature in a group is considered flanked unless all of them are.
Dominated (Ex): A psionically conditioned creature is considered constantly dominated by its master, and finds no activity too dangerous to perform. Similarly, it only will perform actions as commanded, even if such actions would normally go outside their typical behavior. If the link is severed with the hive mind and their master, the psionically conditioned creature has a 50% chance to attempt to take its own life. If it does not, it merely becomes catatonic until back within range of its original hive mind or its master.
Amnesia (Ex): A psionically conditioned creature does not have memory of the time before its conditioning process.
One Of The Many (Ex): A psionically conditioned creature gains a +2 morale bonus to attack rolls, checks, and saves while within 100' of either its master or another psionically conditioned creature. Similarly, it receives a -2 penalty to attack rolls, checks, and saves while not within 100' of either its master or another psionically conditioned creature.
Berserk (Ex): When a psionically conditioned creature enters combat, there is a cumulative 1% chance each round that its conditioning will fray and the creature goes berserk. The uncontrolled creature goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The creature's master can try to regain control by speaking firmly and persuasively or attempting to regain control through the hive mind. The former requires a DC 19 Charisma check, while the latter requires a DC 19 Intelligence check. It takes 1 minute of inactivity by the creature to reset the berserk chance to 0%. If one creature in a hive mind goes berserk, there is a 20% chance that those within 100' of it will also immediately enter into a berserk state. If a creature's master dies within 100' of it, it has a 25% chance to immediately fly into a berserk rage.
Saves
A psionically conditioned creature gets a +6 resistance bonus to saves to resist mind-affecting effects that do not originate from the creature's master or within the hive mind. Similarly, a psionically conditioned creature receives a -6 penalty to resist mind-affecting effects that originate within the hive mind or from the creature's master.
Abilities
The base creature alters its ability scores as follows: Strength +2, Constitution +2, Intelligence -6 (minimum 1), Wisdom -2 (minimum 1), Charisma -4 (minimum 1)
Skills
The base creature cannot use Intelligence or Charisma-based skills.
Feats and Spells
The base creature retains all feats it still qualifies for, but loses any spellcasting ability or psionic powers it had.
Alignment
Always partially or totally neutral, and within one step of its master.
Advancement
By type, even if the base creature would normally advance by class.
CR
+0
Level Adjustment
This template is inappropriate for player characters and should not be used for such.
Becoming Psionically Conditioned
Any creature that is repeatedly subjected to psionic dominate can acquire this template. It is, however, at the DM's discretion if (and when) this template is acquired.
Psionically conditioning a creature is a Vile act and causes the psionically conditioned creature's master to move one step towards evil.
Removing the Psionically Conditioned Template
A creature that becomes psionically conditioned remains as such until either its death or until the template is removed. The template can only be removed through the use of a properly-applied wish or miracle spell, or the reality revision psionic power. If the creature perishes with this template and is then brought back to life, it does not lose this template (though it will attempt to take its life as noted under the "Dominated" ability if it is not within the range of the hive mind).