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Month Index: December, 1996


From:     Forest T Pavel <tokenmale@????.com>
Date:     Sun, 08 Dec 1996 19:53:36 EST
Subject:  Re: Illithid PC revision
I'm glad of the feed back I'm getting from my illithid post, and I have a
couple revisions that go with the suggestions stated.  Use them if you
like, after all: You are the DM!


>Interesting, however I have some modifications:

Illithids

Ability score            Min/Max                               Adj.
Strength                    3/18                                    -2
Dexterity                    5/18                                    -1
Constitution             3/17                                    -2
>I'd make no dex modifiers and a -1 to Con.

I'd agree to this one.

Intelligence             11/19                                  +2
>			    11/20

ditto this one.

Wisdom                    5/18                                   +1
>			    6/19

not to this one though, remember the min/max is before adj. and I wanted
illithids to have something to start from besides 3, but I'm quibbling
here.

Racial Abilities:
 	1)Mind Blast (12 ft long/lvl, 1 ft wide at illithid/lvl, 4 ft
wide at opposite end/lvl) Illithid must make succesful attack roll to use
 this (only Dex. adj. applies to opponent's AC).  Those affected must
save
vs. wand: if failed then they are stunned and unable to act for
3d4rounds.
>How about a -1 to the save for every 3 level of the illithid, to a max
of
> -4? The blast of a lvl 9 Illithid would incur a -3 upon the poor
targets.

Yeah, this works for me, but maybe at every 4 levels (gotta put some
perspective, and not to mention stoppers for munchkins in here).

 	3)3% magic resistance per level.
>Give 'em at least 5% per level, like the githzerai.

No, I deliberately put them at 3% just so their MR wouldn't get too high
at low levels.

 	5)At 9th level the illithid gains the use of the following
spell-like powers: suggestion, charm monster, levitate (use as if wizard
of same level as illithid)
>Levitate at level 5 instead, as it is less powerful than the other
spells.

yeah, this works.

 	6)At 13th level the illithid gains the use of the following
spell-like power: astral projection (use as if wizard of same level as
illithid)
 	7)At 15th level the illithid gains the use of the following
spell-like power: plane shift (use as if wizard of same level as
illithid)
>I'd drop both these down 2 levels.

OK


Class and level limits:  (cannot be multi- or dual-classed)
>Why no multi?

because most illithids wouldn't pursue such a career, and those that do
would tend to do only one thing.  besides, illithids are powerful enough
as is.

>> Fighter 17
>If illithids are able to become fighters at all, they should have a max
>level of 9, as the race is not in any way geared towards physical
prowess.

Agreed.

>> Cleric 16
>Max 12.

I'd bring it down to 13, so the illithid gets a shot at plane shift.

Mage 16 (to become a mage an illithid must forfeit its magic resistance)
>Mages should be rare, but there is no reason why they should have to
>forgo the innate MR, IMHO.

No, I did this so that illithid mages would be really rare.  They should
have to go through a great ordeal to become proficient in their Art, much
like beholder mages must blind their eyes.

Theif 15
>max 12.

This is OK.

>Perhaps illithids should be charged with +30 % xp needed to advance a
>level, to keep that elusive "game balance".

I think this is a great idea, but drop the XP penalty to +20%, to keep
things fair with what I've added above.


     __               __
m /oo\ m   m /oo\ m
=======================
Forest "Token Male" Pavel
Being the nice guy sucks!


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