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Next Message: Re: Illithid PC responses
Month Index: December, 1996


From:     Forest T Pavel <tokenmale@????.com>
Date:     Tue, 10 Dec 1996 19:07:32 EST
Subject:  Re: Illithid PC responses
Well, I'm glad to see so many comments on my illithid PCs, so I guess
I'll comment back.  This is a good thing, don't be afraid, all (good)
writers like constructive criticism.
And since I have the sj-digest, I'll comment on everyone's at once.

>>Alignment: LE, LN, NG, NE, TN, LN (playing evel PCs is not
>recommended)
>
>	Do people actually buy into TSR's whole "you shouldn't play
>evil PC's" thing?  They keep bringing it up whenever they describe
>alignment.  I miss the old days of 1st edition, when assassins
>(disquised
>as fighters) ran around with cavaliers.  Ah, the memories... (:

Yeah, I remember those days too.  Ahhh. : )  I personally think that a
group a a few evil PCs can be handled well.  It certainly makes for
wonderful roleplaying, if the group is up to snuff.


>	In general, I think you made their stats too close to human.
>Illithid are definately *not* human (and I don't care what Astromundi
>Cluster says).
>
>>Ability score            Min/Max                               Adj.
>>Strength                    3/18
>-2
>
>	I'd make it a -4 penalty.  After all, they're not know for
>their physical prowess, as someone already said.

Simply because they're not know for physical prowess doesn't
automatically mean they are weak.  Illithids just tend to use their
brains more than their brawn.  Think of vulcans.  (I lnow, I know, no
Star Trek, but it fit.)

>
>>Dexterity                    5/18
>-1
>>
>>Constitution             3/17                                    -2
>
>	I like the -2.

Yeah, me too, that's why I put it there. : )

>
>>Intelligence             11/19                                  +2
>>Wisdom                    5/18                                   +1
>>Charisma                 3/16                                    -2
>
>	Only a -2!?!?  Maybe to each other, but I'd make it more like
>- -5 or -6 towards non-Illithid.

Ok, how 'bout this.  It's only -2 towards illithids.  For all other races
it would be -5.  I believe I saw this in the Dragon article for the
ecology of the neogi (can't remember the issue though), but the idea was
sound.

>
>>Racial Abilities:
>
>	[Snip]
>
>>	2)Can attack with tentacle per once per round (2 points
>damage
>>for each successful attack), each successful hit latches one tentacle
>to
>>the skull of the victim.  If all four tentacles attach, then the
>victim
>>dies in 1d4 rounds, unless they can break the illithid's grip.  A
>>tentacle can be torn from a skull with a successful bend bars/ lift
>gates
>>roll (accomplishing this does 1d6+Str adj. damage to the illithid,
>and
>>any damage over 15 points to a single tentacle rips that tentacle
>from
>>the ilithid's face).
>
>	This is a bit silly.  Though AD&D combat is abstract, I'd
>still
>require the Illithid to somehow have their victim immobilized.  At
>least
>make them wrestle.  The tentacles aren't long enough for anything but
>short range (unless the individual is extremely well endowed), and a
>good
>helmet would completely nullify their usefullness.  Also the damage
>that
>an Illithid takes when a tentacle is pulled of the skull seems reather
>large.  Maybe 1d6 (or 1d8) + damage bonus.

Well, I always assumed the illithid would only use these attacks after
immobilizing their prey with a mind blast.  So that wouldn't seem to
absurd.  And if a person is mind blasted then it would be simple for  the
illithid to take off the helmet.  And, if the illihid were attacking a
non-stunned person then, yes the attack would have to be short range, but
a helmet wouldn't neccesarily stop the illithid, I always thought the
illithid, after grasping with all tentacles would use them to enter the
orifices of the body and simply extract the brain (this is the impression
given from the cloakmaster cycle).  And also, if the person attacked is
not stunned then they have the option of cutting of tentacles (a called
shot with a +2 bonus for a hard to miss shot, and if the attack inflicts
more than 6 points than one tentacle is severed), or ripping them off.
And as for the damage of ripping off a tentacle, try imaging your arm or
hand being pulled off, now tell me if that wouldn't hurt you severely.

>
>>	3)3% magic resistance per level.
>
>	I've always been wary of giving MR to PC's.

Me too, that's why I kept it low.

>
>>	4)At 3rd level the illithid gains the use of the following
>>spell-like powers: charm person, ESP (use as if wizard of same level
>as
>>illithid)
>>	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)
>
>	Make levitate available sooner, as somebody commented.  I'd
>put it around 3rd level.

I changed it to 5th in the revision I posted.

>
>>	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)

And I changed these to 11 and 13th levels respectively.

>
>	How often can these powers be used?

I'd say max once every five days.

>
>>Class and level limits:  (cannot be multi- or dual-classed)
>
>	No multi-classed characters is a bit harsh.  I'd actually
>reverse
>that and say that *all* Illithid are multi-classed Psionicists.

No, because according to the MC, most illithids get their powers from
magic and not psionics.  Although they can be adept psionicists if they
try.

>
>>Fighter 17
>
>	9 max.
>
>>Cleric 16
>
>	Illithid priests?  What a novel concept... (:  I'd drop the
>level though.

Well, illithids do have gods...

>
>>Mage 16 (to become a mage an illithid must forfeit its magic
>resistance)
>
>	I'd drop the max level and let them keep magic resistance (if
>it wasn't already dropped due to my previous comment... (: )
>
>>Theif 15
>
>	If I'd allow Illithid rogues, I'd probably keep that max
>level.
>I havn't thought about them enough though...
>
>>Psionicist U (to become a psionicist an illithid loses all spell-like
>>abilities and mind                          blast, but retains magic
>>resistance)

For all class changes please refer to my illithid revision that I
previously sent.

>
>>Natural Armor Class: 5
>
>	Does their armor cost more?  In the SJ novels, Estriss was
>described as having weird shoulders, which may affect their shape.

Yes.  I'd say x5 as much as normal.  But I've personally never heard of
an illithid wearing armour.

>
>>Illithid have no sex.
>
>	Bummer.

I know, isn't it though.  They're hermaphroditic and can each produce one
larva in their lives.


>ps.  Can't wait to see the capital ships!

They're coming.

Also expect a post on Insectare PCs.


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


Previous Message: Black Company PBEM
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Month Index: December, 1996

SubjectFromDate (UTC)
Re: Illithid PC responses    Forest T Pavel    11 Dec 1996 00:07:32
Re: Illithid PC responses    Eugene Shumu1insky    11 Dec 1996 00:46:52
Re: Illithid PC responses    jperry@??.net    11 Dec 1996 22:24:04

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