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Mind Flayer

HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 0|+0 |+0 | +2 | Mind Flayer body, telepathy, Battle of minds, Superior Intellect
2|+ 1|+ 0|+0 | +3 |Minor psionics
3|+ 2|+ 1|+ 1| +3 |Mind Blast, Psionic resistance
4|+ 3|+ 1|+1 | +4 | Improved grab, Dissecate
5|+ 3|+ 1|+1 | +4 |Advanced psionics
6|+ 4|+ 2|+2 | +5 |Fast Tentacles
7|+ 5|+ 2|+2 | +5 |Extract,
8|+ 6|+ 2|+2 | +6 |Greater psionics
[/table]
Skills:4+int modifier per level, quadruple at 1st level.The mind flayer’s class skills (and the key ability for each
skills) are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (any) (Int), Hide(Dex), Listen (Wis), Move Silently (Dex), Profession (Wis), Use Magic device (Cha), Spellcraft(Int), Psicraft(Int) and Spot (Wis).

Proefeciencies:a mind flayer is proefecient with simple weapons and his tentacles attacks.

Features:
Mind Flayer body: At 1st level, the mind flayer loses all other racial bonus and gets aberration traits(darkvision 60 feets basicaly). He's a medium sized aberration creature with base speed 30 with several tentacles around it's mouth. Two of those tentacles can be used as natural attacks dealing 1d4+Str damage each. The mind flayer becomes able to use one extra tentacle as a natural attack for each 3 HD it possesses (3 tentacles with 3 HD, 4 tentacles with 6 HD, 5 tentacles with 9 HD, ect).

The mind flayer takes no penalty for attacking with all his tentacles in a fullattack.
If the mind flayer coup de graces a monster and kills with it's tentacles, it can eat it's brains.

The Mind flayer gets a Nat armor bonus equal to his Int or Cha modifier, wichever is higher.

Telepathy:a mind flayer gains telepathy with a range of 10 feets for each HD he possesses. . A mind flayer who multiclasses for an arcane/psionic class can count his Mind Flayer levels as levels of that class for purposes of CL/ML and for the purposes of learning new spells/powers and geting new spell slots/power points. So for example, a Mind Flayer 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. He wouldn't get the spell knowns and spell slots of a sorceror 3 however. He would get the familiar ability, but mind flayer levels wouldn't count for it.

Battle of Minds:The Mind Flayer fights smarter not harder. It may use either his Int or Cha modifier instead of strenght in his to hit roll attacks with tentacles.

In adition, the mind flayer may add his Int modifier on top of his Cha modifier in Bluff and Intimidate checks, and may use the demoralize option in any oponent he can reach with his telepathy, not only oponents in melee range.

Superior Intellect: At each level of this class the mind flayer gets either a permanent +1 to his intellegence score or a permanent +1 to his Charisma score.


Minor psionics: The mind flayer can use detect toughts, charm person and levitate as SLAs once per day for each HD it possesses. The save DCs are 10+1/2HD+Cha mod.


Mind Blast:A mind flayer can focus his mind in a powerfull stunning wave attack. It affects a cone of 10 feets and stuns all targets inside it for 1d4 rounds. A will save of 10+1/2HD of the mind flayer+Mind flayer's Cha modifier denies the stun. This ability is useable 1/day for each HD of the mind flayer.

The cone affects an extra 5 feets for each extra HD of the mindflayer beyond 3. The Mind flayer can choose to affect a smaller area than his maximum with his mind blast attack in order to don't hit allies. The stun effect lasts for an extra 1d4 rounds for each two extra HD beyond 3.

Psionic resistance:The mind flayer gets SR equal to 11+HD.


Improved Grab:To use this ability, a mind flayer must hit a Small, Medium-size, or Large creature with a tentacle attack (or a Huge creature if it can reach the creature’s head). If the grab is successful, on its next action the mind flayer may attempt to attach its remaining tentacles with a single grapple check. The target can escape all the tentacles with a single grapple check, but the mind flayer gets a +2 bonus to oppose this check for each of its tentacles beyond the first that is attached to the target.

Dissecate:The mind flayer's cold mind allows him to quickly figure out the best way to hurt his foes with his exceptionally flexible tentacles. He may use either his Cha or Int modifier instead of Str on tentacle damage rolls and grapple checks.

Advanced psionics: The mind flayer can now use sugestion and charm monster as SLAs once per day for each HD it possesses. The save DCs are 10+1/2HD+Cha mod.

Fast Tentacles:Whenever the mind flayer uses one of his SLAs, Mind Blast ability, casts a spell or manifests a power he may make an attack with an tentacle as a swift action.

As a full round action, the mindflayer may use an SLA, or cast a spell or manifest a power with a duration of a standard action or less, and then attack with all his tentacles.

Extract (Ex): A mind flayer of 12th level or higher that begins its turn with all four tentacles attached and makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature (unless it has multiple brains or can function without its brain).

Regardless of the victim surviving or dying, whenever the Mind flayer consumes a brain, he absorbs it's memories like a delicious delicacy, greatly invigorating himself. The mind flayer gets a bonus on his attacks, skills, saves, Mind Blast, psionics and spells DCs equal to the highest mental score modifier of the victim. The Mind Flayer can't gain a bonus bigger than half his own HD with this ability. It lasts for 1 hour for each HD of the victim.

Diferent bonus from diferent brains don't stack.

Greater psionics:The Mind flayer can now use plane shift and Astral projection as SLAs once per day for each 4 HD it has. The save DCs are 10+1/2HD+Cha mod.

 

Sheet: Qah-doll :: Dungeons & Dragons 3.5e :: Myth-Weavers Online Character Sheets

Name: Qha-doll

Race: Ilithid

Class: Psionic (Racial)//Beguiler

PLA:

 

Beguiler

Hit die

d6

Skill points

6 + Int

Class Features

Weapon and Armor Proficiency: Beguilers are proficient with all simple weapons plus the hand crossbow, rapier, shortbow, and short sword. Beguilers are proficient with light armor, but not with shields.

Spells: A beguiler casts arcane spells, which are drawn from the beguiler spell list on page 11. When you gain access to a new level of spells, you automatically know all the spells for that level on the beguiler's spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. You also have the option of adding to your existing spell list through your advanced learning class feature (see below) as you increase in level.

To cast a beguiler spell, you must have an Intelligence score of 10 + the spell's level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a beguiler's spell is 10 + the spell's level + the beguiler's Int modifier. Like other spellcasters, a beguiler can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on Table 1—1. In addition, you receive bonus spells for a high Intelligence score (PH 8).

A beguiler need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. A beguiler's limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.

Trapfinding: Beguilers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Beguilers can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it.

A beguiler who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.

Cloaked Casting (Ex): Starting at 2nd level, a beguiler's spells become more effective when cast against an unwary foe. You gain a +1 bonus to the spell's save DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not).

At 8th level, you gain a +2 bonus on rolls made to overcome the spell resistance of any affected target.

At 14th level, the bonus to your spell's save DC increases to +2.

At 20th level, you become able to automatically overcome the spell resistance of any affected target.

Surprise Casting (Ex): Starting at 2nd level, when you successfully use the Bluff skill to feint in combat, your target is denied its Dexterity bonus (if it has one) to AC for the next melee attack you make against it or the next spell you cast. You must remain in melee with the target, and the attack must be made or the spell cast on or before your next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against you if you do not cast defensively.

At 6th level, you gain the ability to feint in combat as a move action instead of a standard action. If you have the Improved Feint feat, you can now feint in combat as a swift action.

Advanced Learning (Ex): At 3rd level, you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be a sorcerer/wizard spell of the enchantment or illusion school and of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.

You gain another new spell at the 7th, 11th, 15th, and 19th levels.

Silent Spell: At the 5th level, you gain Silent Spell as a bonus feat.

Still Spell: At the 10th level, you gain Still Spell as a bonus feat.

 

Appearance and Personality

Looks and Likes

Qha-doll is a tall, slender female ilithid, she has a very shapely figure and more than ample breasts. Qha-doll has very long thin fingers that end in claws, adorned with a selection of rings. Qha-doll loves wearing the same clothing that she wore as a human, this is usually quite revealing and Qha-doll can use this to her advantage when feeding.

 

Qha-doll is unlike any other mindflayer you have met, Qha-doll was chased out of the Underdark because of her beliefs and actions. Qha-doll has retained some of her human personality, thus she likes to mate, drink from a glass, she likes to smell flowers, she likes to eat a chicken dinner and drink a glass of wine. Qha-doll sees no reason to torture prisoners and she hates slavery, having set twenty slaves free and taken them to the surface world she found that most people would not trust her. Finding work was difficult until by chance she saw a human man being chaasr off

so she then travelled to the RFT to find acceptance.

History

Qha-doll was a human trader who joined a caravan to take some goods to sell in the Underdark, upon the return journey she was captured by drow slavers and was to be sold. It was this time when her psionics woke up and she nearly killed ten drow, an ilithid took her back to their lair and she was subjected to a tadpole insertion. Restrained to a bed the transformation did not fully manifest and there were some obvious differences, as she was shown the ways of the ilithid it became obvious that there was an issue with her. Her trainer had words with the head of the house, Qha-doll was marked for death so she freed some of the slaves that were due to be sold and made for the surface.

 

They made it to the surface world of Chrystal, here she bid the freed slaves farewell and she tried to settle into a new life. Things very quickly became difficult as people would not accept her, and she began to drift from town to town to find acceptance. By chance her biggest break came when she happened to come across a human man being chased out of town, he was about to be caught when Qha-doll stepped in. Her mere presence frightened the crowd away, his name was Saahdi and he taught her how to find traps and cast spells. They began to delve into some of the ruins and managed to make a little coin, Qha-doll had to trust Saahdi that he was sharing the coin equally. When he was asleep she checked his backpack and found a stash of gems, after the next job, she checked again and found that he was not being honest with her. Qha-doll was very angry, she blasted him with everything she had and stabbed him with her silver dagger. When she had finished he was dead, she took the remaining loot and left his body for the wildlife. A chance meeting in a city a little while before this incident was with a succubus who had told her about a place where monsters could go and get work without prejudice, the Realm Folded Tavern.

 

Edited by paladinred (see edit history)
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Thoughts

  • Illithids might not get a warm reaction from everyone. Be ready for that.
  • just add inertial armor to your AC.
  • You need some hit points.
  • where do three bonus feats come from?
  • You can have equipment, or 3000gp. You have some subtraction to do.

I’ll have to look up the race details in an actual book. Won’t have time until Thursday. .

 

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I'm wary of mind flayer PCs, because area-effect stun is very, very powerful; and the Oslecamo version doesn't feel very meaningfully limited, in my opinion. The range is short for the first few levels, but you'll quickly grow out of that. Here's how I'd like to restrict it further:

First, I'm going to say that an enemy who succeeds on their save is immune to your mind blast for 24 hours.

And I'm going to say that the stunning effect ends if either of the following happens: (1) the target takes any damage, or (2) you use your mind blast again.

And there are several other things that seem very excessive:

  • The tentacles are capped at 4.
  • At 6th level, when you get Fast Tentacles, you can't couple tentacle attacks with Mind Blast: just with an SLA, spell or power.
  • At 7th level, when you get Extract a brain, extracting a brain gives a flat +2 morale bonus on one of the following: (1) weapon attack and damage rolls, (2) checks with 3 skills of your choice or (3) one type of saving throw. The bonus lasts 1 hour.

Finally, on your character sheet, you've listed "Mind Over Body", "Mental Prowess (Psion Shaper)" and "Resistance" under your racial abilities. Where are these coming from? As far as I can tell, these aren't things you get.

 

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Overall, looks good. One thing: the character sheet still lists 3000 gp, which is before you bought equipment. So, you have some subtraction to do, but I’m sure you can work that out.
 

She’s taller than I expected. On reflection, that adds to the otherworldly feel, it’s a nice touch.
 

Approved.

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