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  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    Nov 2011
    Location
    Oldhelwyn Wilds

    Lightbulb Pathfinder Homebrew: Mind Flayers

    Mind Flayers (CR 11)

    This strange humanoid-shaped being stands about as tall as a human. Its flesh is rubbery and glistening with slime, colored either greenish-mauve or a darker magenta. The creature’s head looks rather like a four-tentacled octopus, made all the more horrible by a pair of bloated white eyes. It's mouth, a revolting thing shaped like a lamprey’s maw, constantly drips an oily slime when it is not siphoning out the brains of living prey.



    Mind flayers, also called illithids, are so insidious, diabolical, and powerful that all denizens of the dark fear them. They bend others to their will and shatter enemies’ minds. In addition to being highly intelligent, wholly evil, and terribly sadistic, mind flayers are utterly self-serving. If an encounter turns against the creature, it flees at once, caring nothing for the fate of its companions or servitors.

    Ruling nearly every world within the dark tapestry, The Mind Flayers dominated nearly all life left within a blackening material plane at the ends of time. Discovering an ancient Drow ritual from their newly acquired hosts, the Mind Flayers blackened the Sun around each world they attacked and conquered. This allowed them to conquer without fear of a star's light again.

    Centuries went by on until they encountered a problem, they ran out of supplies to the Sol Star System and invented the Nautilus (a tapestry ship that gave them capabilities to spread to new star systems). Spreading like a plague, blackening each star as they fell through the atmospheres of new worlds. The Mind Flayers claimed each new world as if they were food markets, enslaving all who stood in the way.

    Then they entered a system that did not agree with them. The race of living constructs known as the Timeforged lay spread in between a large cluster of binary stars, in a flotilla-like solar-powered collection of ships. As the first stars fell dark, the construct struck back with over a billion ships. They repulsed the first wave of Nautilus' without problem; However, this was just the start of the War of the Tapestry. Centuries of Death and entire worlds were eliminated in the bitter grapple of these two opposing forces.

    Finally, the Timeforged created a new disease to battle the Mind Flayers, causing the host-bodies of the Mind Flayers to radiate intense light. The Flayers created a way of traveling one way through time, leaping back in time to escape destruction from the spreading "Radiant Plague". The Timeforged learned of this and choose to send its own forces back. While the Mind Flayers were successful, the Timeforged were less effective.


    Slaves: Slaves are important to Mind Flayer society. Slaves are kept and bred for food, labor, gambling, or even guarding their secrets. Half of the slaves typically kept are goblin for their quick breeding and overall usefulness in small, dark spaces (Mind Flayers have claimed that a goblin’s cunning and throughout wickedness adds unique flavor to their brains, although this might just be Mind Flayer humor) while the other half are miscellaneous and typically much larger and fearsome.

    NE Medium aberration (Mind Flayer)
    Init +7; Senses See In Darkness; Perception +20
    Exp: 12,800 XP

    Defense
    AC 21, Touch 18, Flat-Footed 18 (+5 deflection, +3 Dex, +3 natural)
    HP 90 (10d8+10)
    Fortitude: +6; Reflex: +8; Will: +10
    Spell Resistance: 25
    Weakness: Sun Weakness (see below)

    Offense
    Speed: 30 ft.
    Ranged: +1 Illithid Caustic Podcannon +11/+6 ranged 60 ft. (2d6+1 piercing plus 1d6 acid / 20x3)
    Melee: +1 Illithid Shredder +10/+5 melee (2d4+3 slashing / 18-20x2)
    Melee: 4 tentacles +9/+7/+5/+3 melee (1d4+2)
    Melee: 2 Claws +9/+7 melee (1d4+1)
    Full Attack: 4 tentacles +9/+7/+5/+3 melee (1d4+2 bludgeoning plus 1d4 acid / 20x2) and 2 Claws +9/+7 melee (1d4+1 slashing / 20x2)
    Special Attacks: improved grab, extract, implant (DC 23 will or fall unconscious; 1/round; Heal DC 30 or remove disease), mind blast (60 ft. cone; DC 20 will save; Stunned for 3d4 rounds)

    Statistics
    Str 14, Dex 16, Con 12, Int 20, Wis 16, Cha 22
    Base Atk: +7; CMB: +9 (+11 on grapple attempts, no AoOs, +2 bonus on grapple checks per tentacle attached); CMD: 22
    Feats: Improved Grapple B, Multiattack B, Combat Casting, Improved Initiative, Weapon Finesse, Great Fortitude, Lightning Reflexes

    Skills: (-0 Armor Check Penalty) Acrobatics 5 ranks (+11), Athletics 5 ranks (+10), Bluff 10 ranks (+19), Diplomacy 10 ranks (+19), Escape Artist 2 ranks (+8), Intimidate 10 ranks (+19), Knowledge 10 ranks each (arcane, planes) (+18), Perception 8 ranks (+20), Spellcraft 5 ranks (+13), Stealth 5 ranks (+11), Survival 5 ranks (+11), and UMD 5 ranks (+12).
    Languages: Aquan, Auran, Common, Ignan, Terran, Undercommon; Telepathy 100 ft.
    SQ: Psionic cloak, Unnatural Vision

    Ecology
    Environment: Underground. Mind Flayers need damp, warm climate without sunlight to survive and propagate.

    Average Wealth: 11,500 gp est. plus anything the minions are equipped with (typically only masterwork weapons and armor at the most)
    Treasure: NPC gear plus one +1 Shredder (+1 cost, 2500 gp est.) and one +1 Podcannon (+2 cost, 9000 gp est.)

    Abilities
    Spoiler
    Show
    Extract (Ex): A Mind Flayer that begins its turn with all four tentacles attached and that 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. It is not instantly fatal to foes with multiple heads, such as ettins and hydras.

    Implant (Ex): A Mind Flayer that begins its turn with all four tentacles attached and that makes a successful grapple check automatically injects an embryo into the grappled host’s body.

    The host begins to lose consciousness (DC 22; 1/round; duration continuous until cured; cure surgery (DC 30; deals 2d6 slashing damage in process) or remove disease spell. Incubation is three days, after which a fully ground Mind Flayer bursts from inside the host's body, killing it instantaneously.

    This power is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads, such as ettins and hydras.

    Improved Grab (Ex): To use this ability, a Mind Flayer must hit a Small, Medium, or Large creature with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent’s head. A Mind Flayer can grab a Huge or larger creature, but only if it can somehow reach the foe’s head.

    If a Mind Flayer begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the Mind Flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.

    Mind Blast (Sp): This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 20 Will save or be stunned for 3d4 rounds. Mind Flayers often hunt using this power and then drag off one or two of their stunned victims to feed upon. The save DC is Charisma-based. This ability is the equivalent of a 4th level spell.

    Psionics (Sp): At will—charm monster (DC 20), detect thoughts (DC 17), levitate, plane shift, suggestion (DC 19). ECL 10th; The save DCs are Charisma-based.

    Sun Weakness (Ex): A Mind Flayer’s skin is sensitive to exposure to sunlight; its skin begins to dry out and burn, causing the Mind Flayer great pain. Direct exposure to sunlight causes -2 Con damage and is dazzled, and each minute spent in the light causes an addition -2 Con drain until the Mind Flayer dies a painful death that turns its body into dry withered husk.

    A Sunlight or Sunburst spell causes damage equal to exposure but typically doesn’t last long enough to do such drain. However, the damage such spell inflicts can kill it in its own right, dealing double damage to them and are dazzled while within said light.

    Unnatural Vision (Ex): A Mind Flayer sees and hears through its entire body; this gives it a +6 racial bonus to Perception checks, it can see perfectly in darkness, and makes it impossible to derive any benefit from flanking it.

    Psionic Cloak (Su): As long as the Mind Flayer is conscious, a tangible field of psionic force emits from its body to protect itself from attacks. This is a deflection bonus to armor class equal to half the Mind Flayer’s hit dice.

    Furthermore, If the Mind Flayer chooses (swift action each round), it can activate a cloaking effect, instead of increasing its AC passively. This ability then functions as the Invisibility Sphere spell.


    Alternate Abilities
    Spoiler
    Show

    Illithids often have varying abilities based on a number of factors. Only the Flayers know all the reasons for why they often have such varying abilities, but this knowledge isn't being shared...

    Brainwashing Glare (Su): (DC 21) Some Illithids have the ability to affect any target that looks into the Mind Flayer's terrible gaze. It allows the Illithid to give the victim a single telepathic command per round, which it obeys to the best of its ability at its earliest opportunity.

    Creatures within 30 ft. must succeed a will save each round unless it takes proper methods of averting their gaze. This ability is equivalent to a 5th level mind-affecting compulsion effect and the save is charisma based. The Illithid may select from the following options.

    Approach: On its turn, the subject moves toward the Illithid as quickly and directly as possible for several rounds. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

    Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until freed.

    Fall: On its turn, the subject falls to the ground and remains prone for a number of rounds. It may act normally while prone but takes any appropriate penalties.

    Flee: On its turn, the subject moves away from the Illithid as quickly as possible until freed. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

    Halt: The subject stands in place for a number of rounds. It may not take any actions but is not considered helpless.

    If the subject can't carry out the Illithid's command on its next turn, the ability automatically fails. This ability increases the Illithid's CR by 1 or replaces the Psionic Cloak ability.

    Malicious Spite (Su): (DC 20) The Illithid's standard mind blast carries a secondary, more insidious effect. It invokes feelings of a driving malicious intent within the party. The target's malice is directed at any one person within sight, at the Illithid's choosing. Thereafter, the target attempts to slander, abuse, and even plot murder against the target of its spite. This loathing is not overt, and the target's actions against the object of its spite remain subtle and indirect. The enchanted target remains within its financial and ethical means when acting against the second individual, though the malice toward this other person pushes the target to the limit of what it would do to a hated individual.

    Each day, the target takes 2 points of Wisdom damage as the all-encompassing spite dominates its thoughts. The target can only alleviate the ability damage by acting upon the emotion and performing a spiteful act. Examples of spiteful acts are spiking the target's drink to make it an easier target for thugs, damaging the target's property, starting foul rumors about the target, framing the target for a crime, paying lepers or beggars to accost the target, extorting or blackmailing the target, or arranging for others to physically harm the target.

    When the ability ends, the target remembers the spiteful behavior, but not the motivation for it. This lasts for about 10 days, and often it is the worst experience with the Mind Flayer's targets... a slow brewing madness that can lead to the deaths of all involved with the Flayer's attack, even if they happened to kill the Mind Flayer in question. This ability is equivalent to a 4th level spell and its DC is charisma based. This ability reduces it's Psi-like abilities to being usable only 3/Day each, rather than at will.


    Spells
    Spoiler
    Show
    Sorcerer Cantrips
    (CR) Acid Splash: Orb deals 1d3 acid damage.
    Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
    Bleed: Cause a stabilized creature to resume dying.
    Dancing Lights: Creates torches or other lights.
    Detect Magic: Detects all spells and magic items within 60 ft.
    Detect Poison: Detects poison in one creature or small object.
    Disrupt Undead: Deals 1d6 damage to one undead.
    Read Magic: Read scrolls and spellbooks.
    (APG) Spark: Ignites flammable objects.


    1st-Level Sorcerer Spells (8/Day)
    (CR) Endure Elements: Exist comfortably in hot or cold regions.
    (UM) Bungle: Target takes a –20 penalty on its next attack roll or check.
    Forced Quiet: Target cannot make loud noises.
    Unprepared Combatant: Target takes –4 on initiative and Reflex saves.
    (UC) Adjuring Step: You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.


    2nd-Level Sorcerer Spells (8/Day)
    (CR) Blindness/Deafness: Makes subject blinded or deafened.
    Protection from Arrows: Subject gains DR 10/magic against ranged attacks.
    (APG) Dust of Twilight: Black particles extinguish light sources within area.
    (UM) Protective Penumbra: Shadow protects the target from light.


    3rd-Level Sorcerer Spells (7/Day)
    (CR) Fireball: 1d6 damage per level, 20-ft. radius.
    (UM) Force Punch: Target takes force damage and is pushed away.
    (UC) Hostile Levitation: Levitates the targeted creature up off the ground.


    4th-Level Sorcerer Spells (6/Day)
    (UC) Obsidian Flow: Converts the surface of the ground into molten glass.
    Shocking Image: As mirror image, but the duplicates emit electrical damage when destroyed.


    5th-Level Sorcerer Spells (4/Day)
    (UC) Wreath of Blades F: Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.


    Psionic Flayer

    Not all Flayers are arcane casters, many are purely Psionic, manifesting powers instead of spells.

    Changes: Lose Arcane Spells and gain Powers list.

    Powers
    Spoiler
    Show

    Power Points / Day: 113/113

    1ST-LEVEL PSION POWERS
    Conceal Thoughts: You conceal your motives.
    Ectoplasmic Sheen A: Makes 10-ft. square or one object slippery.
    Empathic Connection A: Makes one person your friend.
    Force Screen A: Invisible disc provides +4 shield bonus to AC.
    Mindlink A: You forge a limited mental bond with another creature.

    2ND-LEVEL PSION POWERS
    Aversion A: Subject has aversion you specify.
    Biofeedback A: Gain damage reduction 2/–.
    Brain Lock A: Subject cannot move or take any mental actions.
    Compelling Voice A: Compels subject to follow stated course of action.
    Ego Whip A: Deal 1d4 Cha damage and daze for 1 round.
    Inflict Pain A: Telepathic stab gives your foe –4 on attack rolls, or –2 if he makes the save.
    Read Thoughts A: Detect surface thoughts of creatures in range.

    3RD-LEVEL PSION POWERS
    Crisis of Breath A: Disrupt subject’s breathing.
    Eradicate Invisibility A: Negate invisibility in 50-ft. burst.
    False Sensory Input A: Subject sees what isn’t there.
    Sharpened Edge: Doubles normal weapon’s threat range.
    Telekinetic Force A: Move or hurl an object with the force of your mind.

    4TH-LEVEL PSION POWERS
    Fold Space A: Teleports you short distance.
    Memory Modification: Changes 5 minutes of subject’s memories.
    Mind Control A: Control target telepathically.
    Mindwipe A: Subject’s recent experiences wiped away, bestowing negative levels.
    Telekinetic Maneuver A: Telekinetically bull rush, disarm, grapple, or trip your target.

    5TH-LEVEL PSION POWERS
    Psychic Crush A: Brutally crush subject’s mental essence, reducing subject to –1 hit points.

    Note: all powers marked with an "A" in the title are capable of being Augmented for greater power.


    {table=head]{colsp=5}Table: Organization
    Group Size| Flayers | Slaves| CR | Encounter Chance
    Solitary |1 |3 - 5 |12 |55%
    Pair |2 |4 plus 1d4 |14 |25%
    Ambush Party |2 plus 1d3 |9 plus 1d6 |18 |15%
    War Party |4 plus 1d6|20 plus 2d10 |25 |5%
    Colony |8 plus 2d10 |100 plus 2d100 |--- |---
    Hive |17 plus 3d10 |600 plus 3d100 |--- |---
    Hive-World |28 plus 2d20|10,000 plus 10d100 |--- |---[/Table]
    Last edited by LordErebus12; 2012-09-24 at 12:21 AM.

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Nov 2011
    Location
    Oldhelwyn Wilds

    Lightbulb Ulitharid, The Greater Flayers

    Ulitharid (CR 16)


    This strange humanoid-shaped being towers over humans. It wears a robe of fine silk and a high-crowned headdress. Its flesh is rubbery and dark greenish-mauve, glistening with slime. The creature's head bears six-tentacles surrounding a maw of jagged, saw-like teeth, made all the more horrible by a pair of bloated white eyes. Behind it, a white tipped tail extends out from beneath It's robes.

    Ulitharids are a noble class of flayers, superior to normal flayers. They are the favored children of the elder brain and are given free reign over normal flayers and thrall creatures. They spend twice as much time as tadpoles, but they have twice the lifespan of normal flayers. Ulitharids serve their communities as the elder brain's caretakers, as well as diplomats and leaders for small groups of flayers.

    Ulitharids have a very similar appearance to common flayers, but are much taller and more physically powerful. Their slimy skin is darker but otherwise the same as other flayers. These superior Ulitharid have six tentacles instead of four. They wear the same sort of robes as other flayers, but many also wear fancy headpieces to accentuate their importance.

    An Ulitharid stands over 7 feet tall and weighs about 250 pounds.

    Ulitharids understand many different languages, but prefer to communicate telepathically as their mouths are not meant for speech.



    NE Medium aberration (Ulitharid)
    Init +7; Senses See In Darkness; Perception +30
    Exp: 76,800 XP

    Defense
    AC 26, Touch 20, Flat-Footed 23 (+7 deflection, +3 Dex, +6 natural)
    HP 170 (15d8+30+20)
    Fortitude: +9; Reflex: +10; Will: +14
    Spell Resistance: 30
    Weakness: Sun Weakness (see below)

    Offense
    Speed: 30 ft.
    Ranged: +1 Ulitharid Caustic Podcannon +15/+10/+5 ranged 60 ft. (2d6+1 piercing plus 1d6 acid / 20x3 plus 2d10 acid)
    Deadly Aim: +1 Ulitharid Caustic Podcannon +10/+5/+0 ranged 60 ft. (2d6+11 piercing plus 1d6 acid / 20x3 plus 2d10 acid)
    Melee: +2 Ulitharid Shredder +17/+12/+7 melee (2d4+5 slashing / 18-20x2)
    Melee: 4 tentacles +15/+13/+11/+9 melee (1d6+3 bludgeoning plus 1d4 acid / 20x2)
    Melee: 2 hooked tentacles +15/+13 melee with 10 ft. reach (1d8+3 bludgeoning and Piercing)
    Melee: 2 Claws +15/+13 melee (1d4+1 slashing)
    Full Attack: 2 hooked tentacles +15/+13 melee with 10 ft. reach (1d8+3 bludgeoning and Piercing), 4 tentacles +15/+13/+11/+9 melee (1d6+3 bludgeoning plus 1d4 acid / 20x2) and 2 Claws +15/+13 melee (1d4+1 slashing)

    Special Attacks: improved grab, extract, implant (DC 23 will or fall unconscious; 1/round; Heal DC 30 or remove disease), mind blast (60 ft. cone; DC 22 will save; feeblemind for 3d4 rounds plus malicious spite (DC 20 will save or become possessed by hate for one person at the Ulitharid’s choice))

    Statistics
    Str 16, Dex 16, Con 14, Int 22, Wis 20, Cha 25
    Base Atk: +11; CMB: +14 (+16 on grapple attempts, no AoOs, +2 bonus on grapple checks per tentacle attached); CMD: 27
    Feats: Improved Grapple B, Multiattack B, Combat Casting, Deadly Aim, Improved Initiative, Improved Natural Attack (hooked tentacles, tentacles), Weapon Finesse, Great Fortitude, Lightning Reflexes, Toughness (+20 hp)

    Skills: (-0 Armor Check Penalty) Acrobatics 5 ranks (+11), Athletics 5 ranks (+11), Bluff 15 ranks (+25), Diplomacy 10 ranks (+20), Escape Artist 15 ranks (+21), Intimidate 10 ranks (+20), Knowledge 15 ranks each (arcane, planes) (+23), Perception 15 ranks (+30), Spellcraft 15 ranks (+23), Stealth 5 ranks (+12), Survival 15 ranks (+24), and UMD 15 ranks (+22).
    Languages: Aklo, Aquan, Auran, Common, Ignan, Terran, Undercommon; Telepathy 100 ft.
    SQ: Psionic cloak, Recover (+25 hp; full round action plus concentration), Unnatural Vision

    Ecology
    Environment: Underground. Ulitharids need damp, warm climate without sunlight to survive and propagate.

    Average Wealth: 85,100 gp est. (Effectively a CR 19-20 encounter worth in three magical items) plus anything the minions are equipped with (typically only masterwork weapons and armor at the most)
    Treasure: NPC gear plus one +2 Shredder (+2 cost, 8500 gp est.) and one +1 Podcannon (+3 cost, 19000 gp est.) and an unique Iounstone of Conjuring (Summon Monster IV, Command Words for activation is "Rrytak Surl", 2/Day, CL 10th) (57,600 gp).

    Abilities
    Spoiler
    Show
    Extract (Ex): An Ulitharid that begins its turn with at least four tentacles attached and that 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. It is not instantly fatal to foes with multiple heads, such as ettins and hydras.

    Implant (Ex): An Ulitharid that begins its turn with at least four tentacles attached and that makes a successful grapple check automatically injects an embryo into the grappled host’s body.

    The host begins to lose consciousness (DC 23; 1/round; duration continuous until cured; cure surgery (DC 30; deals 2d6 slashing damage in process) or remove disease spell. Incubation is three days, after which a fully ground Ulitharid bursts from inside the host's body, killing it instantaneously. This happens in about one in one hundred Mind Flayer births.

    This power is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads, such as ettins and hydras.

    Improved Grab (Ex): To use this ability, An Ulitharid must hit a Small, Medium, or Large creature with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent’s head. An Ulitharid can grab a Huge or larger creature, but only if it can somehow reach the foe’s head.

    If An Ulitharid begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the Ulitharid gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.

    Mind Blast (Sp): This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 22 Will save or be feebleminded (as the spell) for 3d4 rounds. Ulitharids often hunt using this power and then drag off one or two of their feebleminded victims to feed upon. The save DC is Charisma-based. This ability is the equivalent of a 5th-level spell.

    Psionics (Sp): At will - astral projection, charm monster (DC 21), detect thoughts (DC 19), eyebite (DC 23), legend lore, levitate, modify memory (DC 21), plane shift, suggestion (DC 20), telekinesis (DC 22), teleport, true seeing. Effective caster level 15th and the save DCs are Charisma-based.

    Sun Weakness (Ex): An Ulitharid’s skin is sensitive to exposure to sunlight; its skin begins to dry out and burn, causing the Ulitharids great pain. Direct exposure to sunlight causes -2 Con damage and is dazzled, and each minute spent in the light causes an addition -2 Con drain until the Ulitharid dies a painful death that turns its body into dry withered husk.

    A Sunlight or Sunburst spell causes damage equal to exposure but typically doesn’t last long enough to do such drain. However, the damage such spell inflicts can kill it in its own right, dealing double damage to them and are dazzled while within said light.

    Unnatural Vision (Ex): An Ulitharid sees and hears through its entire body; this gives it a +6 racial bonus to Perception checks, it can see perfectly in darkness, and makes it impossible to derive any benefit from flanking it.

    Psionic Cloak (Su): As long as the Ulitharid is conscious, a tangible field of psionic force emits from its body to protect itself from attacks. This is a deflection bonus to armor class equal to half the Ulitharid’s hit dice.

    the Ulitharid can activate a cloaking effect at the cost of losing its AC, if the Ulitharid chooses to (swift action each round). This ability then functions as the Invisibility Sphere spell.

    Malicious Spite (Su): (DC 20) The Ulitharid's standard mind blast carries a secondary, more insidious effect. It invokes feelings of a driving malicious intent within the party. The target's malice is directed at any one person within sight, at the Ulitharid's choosing. Thereafter, the target attempts to slander, abuse, and even plot murder against the target of its spite. This loathing is not overt, and the target's actions against the object of its spite remain subtle and indirect. The enchanted target remains within its financial and ethical means when acting against the second individual, though the malice toward this other person pushes the target to the limit of what it would do to a hated individual.

    Each day, the target takes 2 points of Wisdom damage as the all-encompassing spite dominates its thoughts. The target can only alleviate the ability damage by acting upon the emotion and performing a spiteful act. Examples of spiteful acts are spiking the target's drink to make it an easier target for thugs, damaging the target's property, starting foul rumors about the target, framing the target for a crime, paying lepers or beggars to accost the target, extorting or blackmailing the target, or arranging for others to physically harm the target.

    When the ability ends, the target remembers the spiteful behavior, but not the motivation for it. This lasts for about 10 days, and often it is the worst experience with the Ulitharid's targets... a slow brewing madness that can lead to the deaths of all involved with the Flayer's attack, even if they happened to kill the Ulitharid in question. This ability is equivalent to a 4th level spell and its DC is charisma based.

    Recover (Su): An Ulitharid can heal up to 25 hit points of its own wounds each day, and it can spread this healing out among several uses. This is a full-round action and requires concentration.


    Spells
    Spoiler
    Show
    Sorcerer Cantrips
    (CR) Acid Splash: Orb deals 1d3 acid damage.
    Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
    Bleed: Cause a stabilized creature to resume dying.
    Dancing Lights: Creates torches or other lights.
    Detect Magic: Detects all spells and magic items within 60 ft.
    Detect Poison: Detects poison in one creature or small object.
    Disrupt Undead: Deals 1d6 damage to one undead.
    Read Magic: Read scrolls and spellbooks.
    (APG) Spark: Ignites flammable objects.


    1st-Level Sorcerer Spells (8/Day)
    (CR) Endure Elements: Exist comfortably in hot or cold regions.
    (UM) Bungle: Target takes a –20 penalty on its next attack roll or check.
    Forced Quiet: Target cannot make loud noises.
    Unprepared Combatant: Target takes –4 on initiative and Reflex saves.
    (UC) Adjuring Step: You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.


    2nd-Level Sorcerer Spells (8/Day)
    (CR) Blindness/Deafness: Makes subject blinded or deafened.
    Protection from Arrows: Subject gains DR 10/magic against ranged attacks.
    (APG) Dust of Twilight: Black particles extinguish light sources within area.
    (UM) Protective Penumbra: Shadow protects the target from light.
    (UC) Bullet Shield: You gain a +4 deflection bonus to AC against firearm attacks.

    3rd-Level Sorcerer Spells (8/Day)
    (CR) Arcane Sight: Magical auras become visible to you.
    Fireball: 1d6 damage per level, 20-ft. radius.
    (UM) Force Punch: Target takes force damage and is pushed away.
    (UC) Hostile Levitation: Levitates the targeted creature up off the ground.


    4th-Level Sorcerer Spells (7/Day)
    (CR) Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
    Black Tentacles: Tentacles grapple all creatures within a 20-ft. spread.
    (UC) Obsidian Flow: Converts the surface of the ground into molten glass.
    Shocking Image: As mirror image, but the duplicates emit electrical damage when destroyed.


    5th-Level Sorcerer Spells (7/Day)
    (UM) Icy Prison: Thick ice holds and damages the target.
    Lightning Arc: Targets in a line take 1d6 electricity/level.
    (UC) Hostile Juxtaposition: You create a dimensional link with a targeted creature, and switch spots with it.
    Wreath of Blades F: Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.

    6th-Level Sorcerer Spells (7/Day)
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    Summon Monster VI: Summons extraplanar creature to fight for you.
    (APG) Fluid Form: Gain DR 10/slashing, increases reach 10 ft., and breathe water.

    7th-Level Sorcerer Spells (5/Day)
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    (UM) Lunar Veil: Dispel light and revert lycanthropes.



    Psionic Ulitharid

    Not all Ulitharids are arcane casters, many are purely Psionic, manifesting powers instead of spells.

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    1ST-LEVEL PSION POWERS
    Conceal Thoughts: You conceal your motives.
    Ectoplasmic Sheen A: Makes 10-ft. square or one object slippery.
    Empathic Connection A: Makes one person your friend.
    Force Screen A: Invisible disc provides +4 shield bonus to AC.
    Mindlink A: You forge a limited mental bond with another creature.

    2ND-LEVEL PSION POWERS
    Aversion A: Subject has aversion you specify.
    Biofeedback A: Gain damage reduction 2/–.
    Brain Lock A: Subject cannot move or take any mental actions.
    Compelling Voice A: Compels subject to follow stated course of action.
    Ego Whip A: Deal 1d4 Cha damage and daze for 1 round.
    Inflict Pain A: Telepathic stab gives your foe –4 on attack rolls, or –2 if he makes the save.
    Read Thoughts A: Detect surface thoughts of creatures in range.

    3RD-LEVEL PSION POWERS
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    False Sensory Input A: Subject sees what isn’t there.
    Sharpened Edge: Doubles normal weapon’s threat range.
    Telekinetic Force A: Move or hurl an object with the force of your mind.

    4TH-LEVEL PSION POWERS
    Fold Space A: Teleports you short distance.
    Memory Modification: Changes 5 minutes of subject’s memories.
    Mind Control A: Control target telepathically.
    Mindwipe A: Subject’s recent experiences wiped away, bestowing negative levels.
    Telekinetic Maneuver A: Telekinetically bull rush, disarm, grapple, or trip your target.

    5TH-LEVEL PSION POWERS
    Psychic Crush A: Brutally crush subject’s mental essence, reducing subject to –1 hit points.

    6TH-LEVEL PSION POWERS
    Breath of the Black Dragon A: Breathe acid for 11d6 damage.
    Mind Switch A: You switch minds with another.
    Temporal Acceleration A: Your time frame accelerates for 1 round.

    7TH-LEVEL PSION POWERS
    Bend Reality: Alters reality within power limits.
    Energy Conversion: Offensively channel energy you’ve absorbed.
    Ultrablast A: Deal 13d6 damage in 15-ft. radius.

    8TH-LEVEL PSION POWERS
    Mind Seed: Subject slowly becomes you.

    Note: all powers marked with an "A" in the title are capable of being Augmented for greater power.
    Last edited by LordErebus12; 2012-09-24 at 12:21 AM.

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    Default Re: Pathfinder Homebrew: Mind Flayers

    Quote Originally Posted by LordErebus12 View Post
    Dont you dare try to say that a Phrenic Scourge is a Mind Flayer! Blasphemy!

    I will look into this Scourge, and borrow what i think could benefit it.

    I intend on doing two variants over the next few days. one will be like a Mega-Flayers and one will be more Phrenic Scourge at your request. Elder Brain's give me headaches, im not making them...
    Personally I've used both in the past as Mind Flayer being a evolved phrenic scourge and the phrenic scourge is a mutant from its 'base stock' but either way it can be plausible. I also agree on the elder brain comment, theyre nothing but trouble and never was much of a plot point except if you were playing a Flayer who still had their original mind. A mega-flayer would be a great pinnacle of the mind flayers power, both arcane and psionic blended to a unnatural process.

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    Default Re: Pathfinder Homebrew: Mind Flayers

    Any chance you could throw together a psionic version? I'd like to use both. Also, what CR would you give this?

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    Default Re: Pathfinder Homebrew: Mind Flayers

    Quote Originally Posted by jackissocool View Post
    Any chance you could throw together a psionic version? I'd like to use both. Also, what CR would you give this?
    never was good with CR's i cant say for sure.

    however, using my copy of psionics unleashed, i have created a psionic flayer.

    maybe its a CR 8 or 9, im having trouble determining it and i never was good at assigning them. 8 or 9 is just a guess but for each couple minions the Flayer has nearby increases it further.
    Last edited by LordErebus12; 2012-09-10 at 08:06 PM.
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    Default Re: Pathfinder Homebrew: Mind Flayers

    Awesome, thank you! This is exactly what I was looking for.

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    Default Re: Pathfinder Homebrew: Mind Flayers

    not sure the CR of this beast...... anyone care to guess?
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    Default Re: Pathfinder Homebrew: Mind Flayers

    added the Exp and wealth of the Illithid. they have almost x5 the wealth of a standard encounter with a CR 12 creature.

    Edit: added the organization table to help flesh out the encounter rates.
    Last edited by LordErebus12; 2012-09-20 at 12:27 AM.
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    Default Re: Pathfinder Homebrew: Mind Flayers

    Man, this thing is a real monster. Especially compared to its 3.5 iteration. To be honest, it seems more like a ulitharid, the mega-illithids introduced in Lords of Madness. And the spell resistance is simply insane. Casters are useless against this. A typical level 12 might only beat that SR 10% of the time, if that. Looking at other CR 12 creatures, they all have SR 23 when they have it. It seems way too high, to be honest.

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    Default Re: Pathfinder Homebrew: Mind Flayers

    Quote Originally Posted by jackissocool View Post
    Man, this thing is a real monster. Especially compared to its 3.5 iteration. To be honest, it seems more like a ulitharid, the mega-illithids introduced in Lords of Madness. And the spell resistance is simply insane. Casters are useless against this. A typical level 12 might only beat that SR 10% of the time, if that. Looking at other CR 12 creatures, they all have SR 23 when they have it. It seems way too high, to be honest.
    reduced it to 15 + HD. you are right...too high.

    only real weakness is overcoming its spell resistance and hitting it with a powerful light-descriptor spell. that burns up its Con quite fast. however, they do run away quite easily so a flayer burned by a light spell might leave then plot terrible (and painful) revenge.
    Last edited by LordErebus12; 2012-09-20 at 10:53 PM.
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    Default Re: Pathfinder Homebrew: Mind Flayers

    That's much better. Above average, but there a few creature types (rakshasa, for example) with the same SR pattern. Certainly closer to the 3.5 version. I would also reduce its Str by 2 and its Cha by 2 or 4. The save DCs for its mind blast and psionics (SLAs) seem just a bit too high. I think you should aim for closer to the original 3.5 CR of 8. Maybe 9 or even 10, but 11 or 12 definitely seems too high. A loss of one hit dice couldn't hurt. What do you think?

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    Default Re: Pathfinder Homebrew: Mind Flayers

    Quote Originally Posted by LordErebus12 View Post
    Jackissocool, wanna see an ulitharid?

    its coming very soon... hehehe
    I would, actually, but I think the normal should be powered down a bit (as I just detailed) and then the ulitharid pumped up from this. 13-15 hit die of evil.

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    Default Re: Pathfinder Homebrew: Mind Flayers

    Quote Originally Posted by jackissocool View Post
    That's much better. Above average, but there a few creature types (rakshasa, for example) with the same SR pattern. Certainly closer to the 3.5 version. I would also reduce its Str by 2 and its Cha by 2 or 4. The save DCs for its mind blast and psionics (SLAs) seem just a bit too high. I think you should aim for closer to the original 3.5 CR of 8. Maybe 9 or even 10, but 11 or 12 definitely seems too high. A loss of one hit dice couldn't hurt. What do you think?
    I dont agree, i think its abilities scores are perfect for such a creature that is fresh from ruling nearly the entire material plane. realizing pathfinder is a bit more balanced and a tad stronger on average than 3.5 with the classes, such a creature needs to be a bit stronger and the mighty Cha allows it dominate more potent monsters, allowing its minions to be stronger on average. helps to beef up the encounter.
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    Default Re: Pathfinder Homebrew: Mind Flayers

    Quote Originally Posted by LordErebus12 View Post
    I dont agree, i think its abilities scores are perfect for such a creature that is fresh from ruling nearly the entire material plane. realizing pathfinder is a bit more balanced and a tad stronger on average than 3.5 with the classes, such a creature needs to be a bit stronger and the mighty Cha allows it dominate more potent monsters, allowing its minions to be stronger on average. helps to beef up the encounter.
    Well pathfinder creatures are stronger, but they still use the same CR scale. It's just upped a bit. I just think individual illithids shouldn't be that powerful. They are certainly formidable individually, but they don't need to be as powerful as adult dragons. Humans have vast empires, and their baseline population is a CR 1/2. Even elite individuals aren't much more than level 10. In that region, you get to legendary territory. The encounters were already plenty beefy in 3.5. Mind flayers that dominate stronger monsters and pose higher threats should have class levels or be a special variant, like an ulitharid. The terror of an illithid isn't their individual power, intimidating as that may be. It's their absolute immorality and disdain for all other life. Their power isn't their ability to smash someone with a mace or even to stand toe-to-toe with mighty heroes in a magical battle. It's their ability to infiltrate society, to organize and control.

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    Default Re: Pathfinder Homebrew: Mind Flayers

    Quote Originally Posted by jackissocool View Post
    Well pathfinder creatures are stronger, but they still use the same CR scale. It's just upped a bit. I just think individual illithids shouldn't be that powerful. They are certainly formidable individually, but they don't need to be as powerful as adult dragons. Humans have vast empires, and their baseline population is a CR 1/2. Even elite individuals aren't much more than level 10. In that region, you get to legendary territory.

    The encounters were already plenty beefy in 3.5. Mind flayers that dominate stronger monsters and pose higher threats should have class levels or be a special variant, like an ulitharid. The terror of an illithid isn't their individual power, intimidating as that may be. It's their absolute immorality and disdain for all other life. Their power isn't their ability to smash someone with a mace or even to stand toe-to-toe with mighty heroes in a magical battle. It's their ability to infiltrate society, to organize and control.
    They are effectively sorcerer's or psion's by the spellcasting/manifesting.

    I loved spelljammer's Illithids (my main inspiration) and read most of the creature's examples in fiction from 3.5. I know what they can do. I've lowered the CR to 10, seems more appropriate after fighting several with three characters then five. I'm not budging on the Cha score, despite everything you saying be true and logical; I'm just wanting a much stronger starting point than what was presented by 3.5.

    However, I do still want your advice when you can give it, not trying to be a pain. However, I am quite a stubborn man.

    Gonna start working on the Illithid's 15th level cousin-in-crime, so to speak.
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    Default Re: Pathfinder Homebrew: Mind Flayers

    The ulitharid should definitely be large.

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    Default Re: Pathfinder Homebrew: Mind Flayers

    And 15 levels of sorcerer/psion+potent physical abilities hardly seems like a CR 12. Drop HD by three.

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    Default Re: Pathfinder Homebrew: Mind Flayers

    Quote Originally Posted by jackissocool View Post
    The ulitharid should definitely be large.
    7 ft. 250 lbs. is medium, its not enough to constitute a size increase. however, two of its hooked tentacles have reach...

    8 ft. and above is typically large...

    Quote Originally Posted by jackissocool View Post
    And 15 levels of sorcerer/psion+potent physical abilities hardly seems like a CR 12. Drop HD by three.
    You would be wrong... Pathfinder defines CR as equal to the Class levels or (as an aberration) equal to about CR7 for 10HD and CR10 for a 15HD. This is how its stated in Bestiary.

    However, its potent at will abilities, Full caster, and (in the ulitharid's case) its more powerful mind blast with its ability to turn those who are friends against the party. plus the flayer's ability to kill you after three rounds of grappling; to me constitutes a +3 increase to CR for the standard flayer and +2 increase to CR for the Ulitharid.

    Edit: I will also note that the Phenric Scourge from Psionics Unleashed is a CR 8 aberration with 8HD. however, it does not have a large spell list of equivalent level or such powerful abilities as my base Mind Flayer. CR 10 is appropriate.

    as for my Ulitharid, a CR 12 with up to 7th level spells/8th level powers depending on the breed and an at will 9th level spell. yeah... CR 12 is fine, maybe a bit low, idk.

    do you think it should be raised? the CR, i mean?
    Last edited by LordErebus12; 2012-09-22 at 01:39 PM.
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    Default Re: Pathfinder Homebrew: Mind Flayers

    Psionic Ulitharid is posted now... 8th level spells, oh my!
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    Default Re: Pathfinder Homebrew: Mind Flayers

    Quote Originally Posted by LordErebus12 View Post
    7 ft. 250 lbs. is medium, its not enough to constitute a size increase. however, two of its hooked tentacles have reach...

    8 ft. and above is typically large...



    You would be wrong... Pathfinder defines CR as equal to the Class levels or (as an aberration) equal to about CR7 for 10HD and CR10 for a 15HD. This is how its stated in Bestiary.

    However, its potent at will abilities, Full caster, and (in the ulitharid's case) its more powerful mind blast with its ability to turn those who are friends against the party. plus the flayer's ability to kill you after three rounds of grappling; to me constitutes a +3 increase to CR for the standard flayer and +2 increase to CR for the Ulitharid.

    Edit: I will also note that the Phenric Scourge from Psionics Unleashed is a CR 8 aberration with 8HD. however, it does not have a large spell list of equivalent level or such powerful abilities as my base Mind Flayer. CR 10 is appropriate.

    as for my Ulitharid, a CR 12 with up to 7th level spells/8th level powers depending on the breed and an at will 9th level spell. yeah... CR 12 is fine, maybe a bit low, idk.

    do you think it should be raised? the CR, i mean?
    I definitly think it should be raised. Pathfinder also defines CR as class level -1, and this has fifteenth level spellcasting with many more and more powerful "class features" than a sorcerer or psion has. As built, what you've got there is easily a CR 15, but I would put it at 16 or 17. For comparison, the Neh-thalggu has 7 levels of sorcerer and 10 hit die. It is a CR 8. Five more hit die, 8 more caster levels, and extremely powerful abilities like mind blast do not equal +4 CR.

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    Default Re: Pathfinder Homebrew: Mind Flayers

    A few more comparisons:
    Dark Naga: CL 7, 10 HD, CR 8
    Royal Naga: CL 9, HD 14, CR 11
    Water Naga: CL 7, 8 HD, CR 7
    Guardian Naga: CL 9, HD 12, CR 10

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    Question Re: Pathfinder Homebrew: Mind Flayers

    Quote Originally Posted by jackissocool View Post
    A few more comparisons:
    Dark Naga: CL 7, 10 HD, CR 8
    Royal Naga: CL 9, HD 14, CR 11
    Water Naga: CL 7, 8 HD, CR 7
    Guardian Naga: CL 9, HD 12, CR 10
    Okay.

    CL 10 : HD 10 : CR 9: Illithid
    CL 15 : HD 15 : CR 16: Ulitharid

    Better?
    Last edited by LordErebus12; 2012-09-23 at 02:57 AM.
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    Default Re: Pathfinder Homebrew: Mind Flayers

    Quote Originally Posted by LordErebus12 View Post
    Okay.

    CL 10 : HD 10 : CR 10: Illithid
    CL 16 : HD 15 : CR 16: Ulitharid

    Better?
    Better, definitely, but not quie there yet. There's no way the ulitharid should have a higher caster level than HD. Decrease CL by one and keep CR the same. For the illithid, decrease hit die and caster level by one OR CR by 1. I think hit die and caster level should change.

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    Default Re: Pathfinder Homebrew: Mind Flayers

    Quote Originally Posted by jackissocool View Post
    Better, definitely, but not quie there yet. There's no way the ulitharid should have a higher caster level than HD. Decrease CL by one and keep CR the same.

    it was a typo. it is suppose to be CL 15

    For the illithid, decrease hit die and caster level by one OR CR by 1. I think hit die and caster level should change.
    I'll lower the CR by one for the illithids but im not changing HD for either creature
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    Default Re: Pathfinder Homebrew: Mind Flayers

    Quote Originally Posted by LordErebus12 View Post
    I'll lower the CR by one for the illithids but im not changing HD for either creature
    I also had a typo. I meant raise CR by one if you're not going to reduce the hit die. It should be 11 for a 10 HD, 10 CL creature with racial abilities like this.

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    Default Re: Pathfinder Homebrew: Mind Flayers

    Quote Originally Posted by jackissocool View Post
    I also had a typo. I meant raise CR by one if you're not going to reduce the hit die. It should be 11 for a 10 HD, 10 CL creature with racial abilities like this.
    okay, fixed
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    Default Re: Pathfinder Homebrew: Mind Flayers

    You don't say this anywhere so I'm not sure if you're doing it, but they should be telepaths specifically, not generalist psions.

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    Default Re: Pathfinder Homebrew: Mind Flayers

    Quote Originally Posted by jackissocool View Post
    You don't say this anywhere so I'm not sure if you're doing it, but they should be telepaths specifically, not generalist psions.
    It only casts as a psion, not a specific type of Psion. this was intentional.
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    Default Re: Pathfinder Homebrew: Mind Flayers

    Quote Originally Posted by LordErebus12 View Post
    It only casts as a psion, not a specific type of Psion. this was intentional.
    I really liked that they were specifically telepaths in 3.5. It fits in with their infiltration style. They're all about mind control and stuff. Definitely not blasty stuff.
    Last edited by jackissocool; 2012-09-23 at 10:38 PM.

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    Default Re: Pathfinder Homebrew: Mind Flayers

    Quote Originally Posted by jackissocool View Post
    I really liked that they were specifically telepaths in 3.5. It fits in with their infiltration style. They're all about mind control and stuff. Definitely not blasty stuff.
    Perhaps... but not the arcane rendition... Ive changed several psion powers to match a more... telepathic feel.
    Last edited by LordErebus12; 2012-09-24 at 12:34 AM.
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