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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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