Maynd [Archive] - Wizards Community

Post/Author/DateTimePost
i_will_eat_monkeys

04-06-08, 08:59 PM
http://i201.photobucket.com/albums/aa283/ahmee13/Maynd.png
i have seen this before and i have all the traits but i don't like how it is a psionic


ok so i will start with the traits (since thats all i have)


Basic ability modifiers: -2 strength, +2 Dexterity, -4 Constitution, +4 Wisdom and Charisma. A maynd is blessed with insights, and are endowed with almost unearthly beauty. But, although their physiques are fleet and agile, they are very slight and frail.

Medium-sized: Maynds are medium-sized characters.

Base movement rate is 30 feet.

Darkvision: As all outsiders, maynds can see in the dark up to 60 feet. Darkvision is black and wight only, but it is otherwise like normal sight, and maynds can function just fine with no light at all.

Inertial armor: A maynd instinctively generates a tangible field of force that provides a +4 armor bonus to AC. It remains active even when the character is unconscious or asleep. This armor bonus doesn't stack with armor bonus provided by a shield, a regular armor or magical items that provide regular armor bonuses. The spells shield and Mage armor stack with this ability.

A maynd can manifest detect thoughts and dimension door at will. At 9th level, a maynd can manifest plane shift once per day.

Change Self: Maynds can cast change self at will as a sorcerer could; this spell like ability differs from the spell in the fact that changes are real and permanent, not merely illusory -and thus nothing different shows up if a maynd is scanned with true seeing, and that using it is a free action. This ability is a trait that every maynd has inherited from their ancestors from the Silver Birth, who were able to alter their bodies at will -with no conscious effort- to suit their wishes. Following generations were not an exception; for example, it's custom among maynds to change their hair or their eyes to a certain color, depending on the occasion. For example, in a marriage, maynds would have bright and clear hair and eyes, while in a funeral a lot o black heads and coal eyes wold be seen.

Faerie fire: Maynds are permanently surrounded by a glowing aura of color equal to the tome of their skin which makes camouflage and hiding somewhat difficult. Maynds suffer a -2 penalty to Hide checks and must be targeted by a darkness spell before any illusion - like invisibility, mirror image or any other spell or power of the like, save their change self ability - can be placed on them.

Outsider: Most -if not all- maynds reside in colonies built upon the corpses of the gods in the Astral Plane, and count as outsiders in every other realm, with all the inherent advantages and penalties of an outsider.

Skeptical: Maynds simply can't pt their faith on a "superior entity" whose power is manifested though minions or emissaries... and, because of this cynicism, they can never take levels on any class that manipulate divine magic - say, perhaps, clerics or druids.

Telepathy (SU): A maynd can communicate telepathically with any creature within 120 feet which he can see. (Bear in mind, though, that the creature is aware of the maynd who's speaking to it and can pin point where he is as precisely as if he were speaking to him.)

Automatic languages: Common, Maynd, Planespeak, home region. Bonus languages: all but class trained or otherwise unknown.

Favored Class: Wizard or Sorcerer

Level adjustment: + 3

http://i201.photobucket.com/albums/aa283/ahmee13/Project1.jpg
RobbyPants

04-07-08, 07:46 AM
I think this might be an interesting NPC race, but I don't think I could see a player wanting to play this race.

Basic ability modifiers: -2 strength, +2 Dexterity, -4 Constitution, +4 Wisdom and Charisma. A maynd is blessed with insights, and are endowed with almost unearthly beauty. But, although their physiques are fleet and agile, they are very slight and frail.
-2 Con is a bitter pill to swallow. -4 Con makes a race nearly unplayable.

Inertial armor: A maynd instinctively generates a tangible field of force that provides a +4 armor bonus to AC. It remains active even when the character is unconscious or asleep. This armor bonus doesn't stack with armor bonus provided by a shield, a regular armor or magical items that provide regular armor bonuses. The spells shield and Mage armor stack with this ability.
This isn't normally how armor bonuses work. Normally, Inertial Armor provides a +4 Armor bonus to AC, which does not stack with any other form of Armor bonus (be it from armor, bracers of armor, or a Mage Armor spell). This Armor bonus would stack with any other type of bonus, such as a Shield bonus. Thus, it should work with a shield or the Shield spell, but not with Mage Armor.

If you want, you could instead give them a Defelction bonus to AC equal to their Cha bonus (minimum of +1). There's already an existing mechanic for it, and it might fit the theme you want more.

Change Self: Maynds can cast change self at will as a sorcerer could; this spell like ability differs from the spell in the fact that changes are real and permanent, not merely illusory -and thus nothing different shows up if a maynd is scanned with true seeing, and that using it is a free action. This ability is a trait that every maynd has inherited from their ancestors from the Silver Birth, who were able to alter their bodies at will -with no conscious effort- to suit their wishes. Following generations were not an exception; for example, it's custom among maynds to change their hair or their eyes to a certain color, depending on the occasion. For example, in a marriage, maynds would have bright and clear hair and eyes, while in a funeral a lot o black heads and coal eyes wold be seen.

<snip>

Outsider: Most -if not all- maynds reside in colonies built upon the corpses of the gods in the Astral Plane, and count as outsiders in every other realm, with all the inherent advantages and penalties of an outsider.
When you say "Change Self" do you mean Disguise Self or Alter Self? The name Change Self makes me think of the 1st level spell Disguise Self, but the physical nature of the spell makes me think of Alter Self. As a bit of a warning, Alter Self is already a potent spell, and if the base creature is an outsider, the possiblities get rediculous. If the ability works like that spell, this might acually make the race over-powered instead of under-powered.

Level adjustment: + 3
Between the -4 Con and lost three levels, this races is going to be extremely frail. This is the biggest reason that might push players away from the race. If you want it to be NPC-only, I'd say it's fine as-is. If you want players to choose the race, I'd suggest backing the LA down to +0 or +1.

I guess I'll have to know more about your intentions to give you any real feedback. ;)

Edit:
I looked back at a few details, which made me think. What book did you get the traits from? Is it a 3.0 source? A lot of it makes me think so. There is a race in the 3.5 psionics book called the Maenad, which are similar in some ways, but they are LA +0. Here's a link to them in the SRD (http://www.d20srd.org/srd/psionic/psionicRaces.htm#maenads). This might be an updated, playable version of what you're looking for. Or it might be entirely different and I could be wrong. :P
i_will_eat_monkeys

04-07-08, 06:29 PM
I think this might be an interesting NPC race, but I don't think I could see a player wanting to play this race.


-2 Con is a bitter pill to swallow. -4 Con makes a race nearly unplayable.


This isn't normally how armor bonuses work. Normally, Inertial Armor provides a +4 Armor bonus to AC, which does not stack with any other form of Armor bonus (be it from armor, bracers of armor, or a Mage Armor spell). This Armor bonus would stack with any other type of bonus, such as a Shield bonus. Thus, it should work with a shield or the Shield spell, but not with Mage Armor.

If you want, you could instead give them a Defelction bonus to AC equal to their Cha bonus (minimum of +1). There's already an existing mechanic for it, and it might fit the theme you want more.


When you say "Change Self" do you mean Disguise Self or Alter Self? The name Change Self makes me think of the 1st level spell Disguise Self, but the physical nature of the spell makes me think of Alter Self. As a bit of a warning, Alter Self is already a potent spell, and if the base creature is an outsider, the possiblities get rediculous. If the ability works like that spell, this might acually make the race over-powered instead of under-powered.


Between the -4 Con and lost three levels, this races is going to be extremely frail. This is the biggest reason that might push players away from the race. If you want it to be NPC-only, I'd say it's fine as-is. If you want players to choose the race, I'd suggest backing the LA down to +0 or +1.

I guess I'll have to know more about your intentions to give you any real feedback. ;)

Edit:
I looked back at a few details, which made me think. What book did you get the traits from? Is it a 3.0 source? A lot of it makes me think so. There is a race in the 3.5 psionics book called the Maenad, which are similar in some ways, but they are LA +0. Here's a link to them in the SRD (http://www.d20srd.org/srd/psionic/psionicRaces.htm#maenads). This might be an updated, playable version of what you're looking for. Or it might be entirely different and I could be wrong. :P



well like i said i found this race once and all i had was the traits so i really can't tell you what the intentions are cuz really i don't know. and i think the La +3 is fair because they are available to magic at will and many ups to their personal being.