Illithids as a race

Post/Author/DateTimePost
#1

ekluag

Aug 12, 2009 9:47:11
Hey, here is a write up of the Illithid race that me and a friend came up with. Can people take a look at it and PEACH it please?

Illithid

Average Height: 6'4" - 6'10"
Average Weight: 80 - 100 lbs.

Ability Scores: +2 Intelligence, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Deep Speech, Telepathy 10
Skill Bonuses: +2 Arcana, +2 Insight
Strengthened Mind: Gain a +1 bonus to Will defense. In addition, you have a +1 to saves vs. Dazed, Stunned, and Dominated. Targets take a -1 penalty to saves vs. Dazed, Stunned, and Dominated from your powers.
Mind's Shield: You gain resist psychic equal to 5+1/2 your level.
Aberrant Origins: Your ancestors came from the Far Realms, and as a result, you are considered an aberrant creature.
Illithid Abilities: Once per encounter, you can use either the Bore into the Brain or Mind Blast racial powers.

Bore into the Brain Illithid Racial Power
Encounter
Standard Melee 1
Target: One Stunned or Grabbed Creature
Attack: Charisma/Intelligence/Wisdom + 2 vs. Fort

Hit: The target takes 1d6 + Charisma/Intelligence/Wisdom modifier damage each round it remains grabbed or stunned. You do not need to repreat the attack each round, but you must remain within range at all times. This ends when the target escapes the grab, is no longer stunned, or is no longer within range of this power. If the target dies while under the effect of this power, you regain hit points equal to your healing surge value + your Charisma/Intelligence/Wisdom modifier.
Special: At character creation choose either Charisma, Intelligence or Wisodm . The one you pick drives the attack, damage, and healing from this power. At the 11th level, increase the attack to Charisma/Intelligence/Wisdom + 4, and the damage to 2d6 + Charisma/Intelligence/Wisdom. At the 21st level, increase the attack to Charisma/Intelligence/Wisdom + 6 and the damage to 3d6 + Charisma/Intelligence/Wisdom modifier.

Mind Blast Illithid Racial Power
Encounter Psychic
Standard Blast 3
Target: All non-Illithid, non-thrall enemies in the blast
Attack: Charisma/Intelligence/Wisdom + 2 vs. Will

Hit: 1d6 + Charisma/Intelligence/Wisdom modifier psychic damage.
Special: The ability that drives the attack and damage of this power is the same as for Bore into the Brain. Increase the attack to Charisma/Intelligence/Wisdom + 4 at 11th and Charisma/Intelligence/Wisdom + 6 at 21st. Increase damge to 2d4 + Charisma/Intelligence/Wisdom modifier, and dazed until the end of your next turn at 11th and 3d4 + Charisma/Intelligence/Wisdom modifier and stunned until the end of your next turn at 21st.

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Feats

Psionic Adaptation
Prerequisites
: Illithid, any psionic class
Benefit: Both of your racial powers as well as any powers gained from Illithid racial paragon paths gain the Psionic keyword.

Psychic Power
Prerequisites
: Illithid
Benefit: Gain a +1 bonus to attack and damage with powers that have the psychic keyword. Increase this to +2 at the 1th level, and +3 at the 21st.

Improved Bore into the Brain
Prerequisites
: Illithid
Benefit: When you use the Bore into the Brain power, the target takes a -1 penalty to escape the grab or save against the stun. You also gain a +2 to healing provided by this power. This increases to -2 and +4 at 11th and -3 and +6 at 21st.

Improved Mind Blast
Prerequisites
: Illithid
Benefit: Your Mind Blast power increases to blast 5.

Mental Bastion
Prerequisites
: Illithid
Benefit: You bonus to saving throws vs. dazed, stunned, or dominated increases by +1. Increase to +2 at 16th level.

Mental Assimilation
Prerequisite
: Illithid, 11th level
Benefit: Select a racial power from a different race. Once picked, it can never be changed. If this was an at-will (e.g., Goblin Tactics, Shifty), you can use it as an encounter power. If it was an encounter power (e.g., Elven Accuracy, Memory of a Thousand Lifetimes), you can use it as a daily power.

Skilled Dominator
Prerequisite
: Illithid, 11th level
Benefit: When you Dominate a creature through one of your powers, it can take two actions instead of one, but no more then 1 standard action.

Illithid Ability Skill
Prerequisite
: Illithid, 11th level
Benefit: You can use both Bore into the Brain and Mind Blast once per encounter each.

Empowered Mind Blast
Prerequisite
: Illithid, 11th level
Benefit: Targets hit by your Mind Blast power are Dazed (Save Ends) instead of Dazed until the end of your next turn. At the 21st level, when they would be Stunned until the end of your next turn, they are Stunned (Save ends).

Deeper Boring:
Prerequisite
: Illithid, 11th level
Benefits: Increase the damage die of your Bore into the Brain to d8.

Final Assimilation
Prerequisite
: 21st level, Illithid, Mental Assimilation feat
Benefit: You can use the racial power that you picked for the Mental Assimilation feat as a member of that race can. If you can use it as a daily, it becomes an encounter again. If you can use it as an encounter, it becomes an at-will again.

Illithid Sight
Prerequisite
: Illithid, 21st level
Benefit: You gain truesight 2. If you are trained in Perception, increase it to truesight 3.

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Mastermind Paragon Path

Prerequisite: Illithid

Mastermind Action (11th level): Whenever you spend an action point, an number of targets within 5 squares equal to your Charisma or Intelligence modifier are dazed until the end of your next turn.

Illithid Paragon (11th level): You gain darkvision and your telepathy increases to 20.

Mental Grip (16th level): The penalty that targets take to saves vs. Dazed, Stunned, and Dominated from your powers increases to -3.

Psychic Shove Mastermind Attack 11
Encounter Psychic, Implement
Standard Action Ranged 10
Target: One, two, or three creatures
Attack: Charisma/Intelligence/Wisdom + 4 vs. Will

Hit: 2d8 + Charisma/Intelligence/Wisdom modifier. Slide the target 2 squares.
Special: This attack uses the same ability you chose for Mind Blast and Bore into the Brain. Increase the attack bonus to +6 at the 21st.

Mental Jump Mastermind Utility 12
Encounter
Minor Action Personal

Effect: Teleport a number of suqares equal to 5 + your Charisma/Intelligence/Wisdom modifier.
Special: This uses the same ability that you picked for Mind Blast and Bore into the Brain.

Mental Command Mastermind Attack 20
Daily Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma/Intelligence/Wisdom + 4 vs. Will

Hit: 3d8 + Charisma/Intelligence/Wisdom modifier. The target is Dominated (Save ends).
Miss: The target is Dominated (Save ends)
Special: This uses the same ability you chose for Mind Blast and Bore into the Brain. Increase the attack bonus to +6 at the 21st.

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Infiltrator Paragon Path

Prerequisite
: Illithid

Sneaking Action (11th): When you spend an action point, you are invisible when moving until the end of your next turn.

Mental Distraction (11th): When you hit a target with a power that has the psychic keyword, or a target that is dazed or stunned, you shift 1 square after the attack.

Stalk the Senseless (16th): You are invisible to stunned or dazed creatures.

Distraction in the Mind Infiltrator Attack 11
Encounter Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma/Intelligence/Wisdom + 4 vs. Will

Hit: The target is Dazed (save ends). It cannot save against this power unless it can see enemies, after which it can begin to save as normal. Any attack made against the target causes it to automatically save.
Special: This power uses the same ability that you picked for Mind Blast and Bore into the Brain. Increase the attack bonus to +6 at the 21st.

Mental Shroud Infiltrator Utility 12
Daily
Minor Action Personal

Effect: You gain Concealment until you next move. Against creatures that are Dazed, this is Total Concealment.

Unseen Stance Infiltrator Attack 20
Daily Psychic, Stance
Standard Action Burst 2
Target: All enemies in burst
Attack: Charisma/Intelligence/Wisdom + 4 vs. Will

Hit: 3d4 + Charisma/Intelligence/Wisdom modifier psychic damage.
Miss: Half damage.
Effect: You enter the unseen stance. Until it ends, you gain total concealment, a +5 bonus to Stealth checks, and can shift 2 squares as a minor action.
Special: This power uses the same ability that you picked for Mind Blast and Bore into the Brain. Increase the attack to +6 at 21st. In addition to the normal ways to end a stance, attacking with a power that does not have the psychic keyword also ends the stance immediately before using the power.

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Tentacle Warrior Paragon Path

Prerequisite
: Illithid

Whirling Tentacles Action (11th): When you spend an action point to take an extra action, all enemies adjacent to you take damage equal to your Charisma/Intelligence/Wisdom moidfier.

Greater Tentacles (11th): The range of your Bore into the Brain racial power is now Melee 2. In addition you gain a basic attack. This has a proficiency bonus of +3, a d6 damage die, and has reach 2. It can be improved with feats like any other weapon.

Reactive Tentacles (16th): You gain threatening reach with your tentacle basic attack only. In addition, if you hit with a tentacle attack, and you are not currently grabbing another enemy, you can grab the enemy.

Slapping Tentacles Tentacle Warrior Attack 11
Encounter
Standard Action Melee 2
Target: One creature
Attack: Charisma/Intelligence/Wisdom + 4 vs. Ref

Hit: 1d6 + Charisma/Intelligence/Wisdom modifier damage. The target is slid 1 space.
Effect: Repeat the attack twice more against the same taget or another one.
Special: This power uses the same ability that you picked for Mind Blast and Bore into the Brain. Increase the attack to +6 at 21st. Increase the damage to 2d6 + Charisma/Intelligence/Wisdom modifier at 21st.

Stretching Tentacles Tentacle Warrior Utility 12
Encounter
Minor Action Personal

Effect: Until the end of your next turn, the range for you Bore into the Brain racial power, as well as the powers granted by this paragon path, and your tentacle basic attack, increases to melee 3.

Tentacle Fury Tentacle Warrior Attack 20
Encounter
Standard Action Melee 2
Target: All enemies in range
Attack: Charisma/Intelligence/Wisdom + 4 vs. Ref

Hit: 1d10 + Charisma/Intelligence/Wisdom modifier damage. The target is slid 1 space and dazed until the end of you next turn.
Special: This power uses the same ability that you picked for Mind Blast and Bore into the Brain. Increase the attack to +6 at 21st. Increase the damage to 2d10 + Charisma/Intelligence/Wisdom modifier at 21st.

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Ulitharid

Prerequisites
: 21st level, Illithid

Mental Master (21st): A Ulitharid can score criticals with powers that have the psychic keyword on an 18-20.

Mind over Death (21st): Once per day, when you die, you are restored to your bloodied value hit points.

Psychic Static (24th): All enemies that start their turn adjacent to you take 5 psychic damage. In addition, an enemy that is adjacent to a target of one of your powers with the Psychic keyword that is not tageted by that power takes 5 psychic damage. In addition, when your Mind over Death feature is activated, you deal 20 psychic damage to all enemies within 2 squares.

Disciplined Mind (30th): Your psychic resistance increases by 5. In addition, you take no damage from a miss attack that tageted your Will defense and your racial bonus to Will defense equals +3. In addition, when you use your Mind over Death feature, until the end of the encounter, your critical range for Psychic powers increases to 17-20.

Mind's Domination Ulitharid Utility 22
Daily Psychic
Minor Personal

Effect: Until the end of the encounter, any taget that you hit with a power that has the Psychic keyword takes a -2 penalty to Will until the end of your next turn.
#2

Crimson_Concerto

Aug 12, 2009 14:26:27
Average Height: 6'4" - 6'10"
Average Weight: 80 - 100 lbs.

Wow, really?
Come now, they're thin, but they're not THAT thin.

Strengthened Mind: Gain a +1 bonus to Will defense.

This should be removed. Racial defense bonuses are generally reserved for races with both of their racial ability score modifiers going towards ability scores that improve the same defense. (example: STR and CON both go towards Fortitude, so Goliath get a +1 Will bonus to compensate, and DEX and INT both go towards Reflex, so Eladrin get a +1 Will bonus to compensate.)

In addition, you have a +1 to saves vs. Dazed, Stunned, and Dominated.

Wording needs to be change. The bonus should be versus effect that daze, stun, or dominate. Otherwise leads to a lot of questionable mechanics.

Targets take a -1 penalty to saves vs. Dazed, Stunned, and Dominated from your powers.

Again, the wording on this is terrible. The save penalty should be versus effects that daze, stun, or dominate.

Bore into the Brain Illithid Racial Power
Encounter
Standard Melee 1

Racial powers should almost never be a standard action, and this is not an exception. Either figure out a way for it to work as a minor action or less, or remove the power entirely. Besides, it's not like a Mind Flayer needs this power in order to eat brains anyways...

Hit: The target takes 1d6 + Charisma/Intelligence/Wisdom modifier damage each round it remains grabbed or stunned. You do not need to repreat the attack each round, but you must remain within range at all times. This ends when the target escapes the grab, is no longer stunned, or is no longer within range of this power. If the target dies while under the effect of this power, you regain hit points equal to your healing surge value + your Charisma/Intelligence/Wisdom modifier.

A) Too powerful for a racial power, even a standard action one.
B) Too niche and specific for a racial power.

Mind Blast Illithid Racial Power
Encounter Psychic
Standard Blast 3

Again, racial powers should almost never be a standard action, and this is not an exception.

Special: The ability that drives the attack and damage of this power is the same as for Bore into the Brain. Increase the attack to Charisma/Intelligence/Wisdom + 4 at 11th and Charisma/Intelligence/Wisdom + 6 at 21st. Increase damge to 2d4 + Charisma/Intelligence/Wisdom modifier, and dazed until the end of your next turn at 11th and 3d4 + Charisma/Intelligence/Wisdom modifier and stunned until the end of your next turn at 21st.

Dazing and Stunning are WAY too powerful for racial powers.
#3

Kord%E2%80%99s_Boon

Aug 13, 2009 5:04:20
Dazing and Stunning are WAY too powerful for racial powers.

Humor me on this:

How would a standard action racial power have to behave to be acceptable by your standards?

-and-

Is a racial power with a stun/daze effect always too powerful, or could that be mitigated by lowering it's utility, increasing it's action cost, and making the stunning/dazing effect contingent? (I would anticipate the answers is still 'no' to stun/daze if for no other reason then you get it at level 1, but I'm curious)
#4

generalhenry

Aug 13, 2009 15:53:20
if you want to model an icon illithid, you make them a psion and take the mind blast power. So there's no reason to ever really consider giving them mind blast as a racial power.
#5

Chimerasame

Aug 13, 2009 18:36:37
How would a standard action racial power have to behave to be acceptable by your standards?

The problem with standard action racial powers is that they prevent the character from fulfilling their usual role for that round (unless it simply happens to match up.) This is why Dragonbreath, for example, is a minor.

I could envision a standard action racial power if it were something useful to all roles, but that's hard to quantify. Off the top of my head, maybe something that unilaterally boosts your other class abilities, like, "Your turn ends. You enter a meditative state and grant combat advantage until the start of your next turn. From that point until the end of your next turn, you gain a +5 to all d20 rolls." I'm not saying that particular racial power would necessarily be balanced or fun and I'm not suggesting it for Illithids, but it's something that enhances your existing role, so it'd be OK as a standard action I guess. Its power heavily depends on whether you have an AP ready to use on the next turn.

Is a racial power with a stun/daze effect always too powerful, or could that be mitigated by lowering it's utility, increasing it's action cost, and making the stunning/dazing effect contingent? (I would anticipate the answers is still 'no' to stun/daze if for no other reason then you get it at level 1, but I'm curious)

I don't think dazing is a problem at paragon, or stunning at epic. At heroic, they'd be overpowered, but those effects aren't too bad by that point, especially since it's just for one turn.

I suggest you try to re-work mind blast into something that'd be viable as a minor action, rename it, and have it be their only encounter power. (Perhaps limit it to 1 or 2 targets?) Bore into the Brain is good flavor-wise, but having to sustain a grab to use a racial power interferes too much with normal gameplay. You can make that into a semi-fluff ability that the PC can use after a battle. Once per day during a short rest, you can devour a brain and spend a healing surge to regain one of your daily magic item uses. Or if that's too strong, then just have it add +1d6+wis to your surge value, or something.
#6

generalhenry

Aug 13, 2009 20:26:11
Strengthened Mind: Gain a +1 bonus to Will defense. In addition, you have a +1 to saves vs. Dazed, Stunned, and Dominated. Targets take a -1 penalty to saves vs. Dazed, Stunned, and Dominated from your powers.
Mind's Shield: You gain resist psychic equal to 5+1/2 your level.

the illithids in the 4E mm do not have these traits.

why would you put them in a 4E Illithid race?

as for a power:

Bore into the Brain Illithid Racial Power
Encounter
Minor Melee 1
Target: One Stunned or Grabbed Creature
Attack: Charisma/Intelligence/Wisdom + 2 vs. Fort

Hit: The target takes 1d6 + Charisma/Intelligence/Wisdom modifier damage and is dazed until the end of your next turn. If this power reduces
the target to 0 hit points or fewer, you devour the target's
brain, killing the target instantly.
Special: At character creation choose either Charisma, Intelligence or Wisdom . The one you pick drives the attack, and damage from this power. At the 11th level, increase the attack to Charisma/Intelligence/Wisdom + 4, and the damage to 2d6 + Charisma/Intelligence/Wisdom. At the 21st level, increase the attack to Charisma/Intelligence/Wisdom + 6 and the damage to 3d6 + Charisma/Intelligence/Wisdom modifier.


One more idea:

Tentacles: your head counts as a free hand for the purposes for unarmed attacks and grabs
#7

Xeadin

Aug 13, 2009 21:24:25
Yeah- I feel as if the Illithid race is a little bit too powerful for our likings- it makes all other races seem puny...

I personally would not consider this as a legal race, for it has waaaaaaay too many powers at 1st Level.
#8

Crimson_Concerto

Aug 14, 2009 13:07:23
How would a standard action racial power have to behave to be acceptable by your standards?

off topic
You know, it's funny, I have to explain why standard action racial powers are bad all the time, but I almost never get asked what would actually work as a standard action racial power. Here are some examples of what would actually work:



  • Effect: You use your second wind, and...
    or
    Effect: You use total defense, and...

    Using one's second wind or using total defense is a standard action anyways, one used for emergencies only because of how it interferes with the action economy of performing your class and party role. In this way, it's a standard action racial power that doesn't let anybody accomplish what they should normally be trying to do, so it doesn't favor any specific role over another. However it's important to realize these powers will still likely not get as much use as other racial powers because it's not every encounter that a character wants to use second wind, total defense, or another similar action to begin with...

    Examples:
    Effect: As part of this power, you can use your second wind and can make up to two saving throws, each against a different effect affecting you that a save can end.
    Effect: As part of this power, you use total defense and can shift up to your speed.



  • Effect: Use one of your standard action attack powers, and...

    In this case, the power allows anybody who uses it to still fulfill their party role because it allows them to use their own powers outside of this one in conjunction with it. The power could restrict its user to a class at-will power or be allowed to be used with encounter or daily powers too, depending on how powerful the effect is. This is actually a completely reasonable concept and can make for racial powers that are both flavorfully and mechanically fulfilling.

    Examples:
    Effect: As part of this power, you use one of your at-will standard action attack powers. If the attack hits, the target takes additional radiant damage equal to 5 + one-half your level and takes a -2 penalty to attack rolls until the end of your next turn.
    Effect: As part of this power, you use one of your at-will standard action attack powers. You can push one target you hit with the attack 1 square (or 1 additional square) and knock it prone. If the attack misses all targets, you can push one target you missed with the attack 1 square (or one additional square) but do not knock it prone.
#9

Qube

Aug 14, 2009 13:34:03
most of it looks good. some comments though ...

Strengthened Mind: Gain a +1 bonus to Will defense.

sad to see this, as they already gain a bonus to charisma.

your racial encounter powers seem too powerful. How the heck is 3d4+mod + stun balanced against 3d6+mod (dragonborn) ? stun is the second most powerfull status effect (only second to dominate)

Mental Assimilation
Prerequisite
: Illithid, 11th level
Benefit: Select a racial power from a different race. Once picked, it can never be changed.

this goes against the entire feat retraining mechanism.

Skilled Dominator
Prerequisite
: Illithid, 11th level
Benefit: When you Dominate a creature through one of your powers, it can take two actions instead of one, but no more then 1 standard action.

looks overpowered.

Empowered Mind Blast
Prerequisite
: Illithid, 11th level
Benefit: Targets hit by your Mind Blast power are Dazed (Save Ends) instead of Dazed until the end of your next turn. At the 21st level, when they would be Stunned until the end of your next turn, they are Stunned (Save ends).

no. just no.

Final Assimilation
Prerequisite
: 21st level, Illithid, Mental Assimilation feat
Benefit: You can use the racial power that you picked for the Mental Assimilation feat as a member of that race can. If you can use it as a daily, it becomes an encounter again. If you can use it as an encounter, it becomes an at-will again.

no. just no. Elfen reroll? no way 2 feats should give your race the ability to reroll one attack per round




My advice? some good idea's but please put them against existing material ... To make it easy: compare them to the races of the PHB. if you're on equal footing with those races, you're OK.
#10

Kord%E2%80%99s_Boon

Aug 14, 2009 14:42:45
What does that mean? "lowering its utility"?

Well, just 'power' I suppose. For Instance, a blast 5 attack has more utility as a minion swatter then a blast 3.

As for contingent dazing, take a look:










#11

Crimson_Concerto

Aug 14, 2009 18:19:40
Well, just 'power' I suppose. For Instance, a blast 5 attack has more utility as a minion swatter then a blast 3.

If this is only going to be a one-target power though, then its utility as a minion-swatter is useless, and the only change has become range. And I know you're not trying to propose a racial power that dazes more than one target when just dazing one target is already bad enough without possibly very severe restrictions.

As for contingent dazing, take a look:

"If the damage done by this attack bloodies the target..." actually is fairly conditional with the low damage potential of the power, so you might be able to get away with that, but I still have many doubts about targeting more than one creature with it. I still say you'd do best to specify only a single target in the blast.

But my question remains: Why does a Mind Blast racial power even need to daze at all? I don't think it does, so trying this hard to make it work is a pointless effort.
#12

burningrose

Aug 14, 2009 18:31:42
As Crimson Concerto so frequently points out with the Minotaur and the Gnoll, pigeon-holing a race into a specific role, class, or anything like that is bad. As far as I can tell, this is worse than either the gnoll or the minotaur in that sense, because you don't only have to be a melee character. For this racial write-up, and many of the feats/other stuff associated, you pretty much have to be a Fey Warlock or a Telepath Psion to really be that effective.

My personal opinion is that Mind-flayers are just too damn strong to be turned into a PC race, retain their flavor, and not be OP/Too restrictive. Maybe some sort of Half-illithid race, but that would still be very difficult to do.

Also: At this point, there exist no Blast 2s, 4s, or any other even number ANYWHERE. Making one feels really clunky.
#13

Kord%E2%80%99s_Boon

Aug 14, 2009 19:25:56
Given, not everyone feels the need to have the Dazing effect; I’m personally not entirely sold on it myself. However if you value the Illithid PC race being as close to the Mind Flayer MM entry as feasibly then it might be important to you.

Also if you like, some revised stats based of the OP’s submission:

Illithid

RACIAL TRAITS

Average Height: 5'9" - 6'8"
Average Weight: 110- 190 lb.

Ability Scores: +2 Intelligence, +2 Charisma
Size: Medium
Speed: 7 squares
Vision: Low-light

Languages: Common, Deep Speech
Skill Bonuses: +2 Insight
Tutelage of the Elder Brain: +3 racial bonus to saving throws against effects that dominate.
Aberrant Origins: Your ancestors came from the Far Realms, so you are considered an aberrant creature for the purposes of effects that relate to creature origin.
Mind Blast: You can use mind blast as an encounter power.


@BurningRose: Any race if going to have a predisposition to a set of classes. It seems wizards response to this has be to release feats that make otherwise 'sup-optimal' class choices more interesting. I imagine I would try to do the same if I made racial feats for Illithid.

Also having play-tested other homebrew powers with Blast 2, I find the standard 3-5-10 blast progression to be rather arbitrary, It's easy to remember your power it 2x2 and place it accordingly.
#14

generalhenry

Aug 14, 2009 20:04:07
Speed: 7 squares

yeah that's their speed in the MM, but it's a substantial racial advantage and not at all part of the core concept of the race like it is for elves.

I'd drop it down to 6
#15

burningrose

Aug 15, 2009 19:21:01
Also having play-tested other homebrew powers with Blast 2, I find the standard 3-5-10 blast progression to be rather arbitrary, It's easy to remember your power it 2x2 and place it accordingly.

That doesn't mean it's not friggin' weird and unprecedented.
#16

lordnightshade

Aug 17, 2009 19:38:26
Why not make the attach daze save ends and do no extra damage. That way its not over powered
#17

Crimson_Concerto

Aug 17, 2009 23:43:17
Why not make the attach daze save ends and do no extra damage. That way its not over powered

. . . Are you serious? That would be ridiculously overpowered. That's even worse than the more common and already overpowered suggestion that the attack simply daze for one round.
#18

Chimerasame

Aug 18, 2009 0:03:21
That doesn't mean it's not friggin' weird and unprecedented.

I think you can get Blast 4s with certain things that enlarge the radius of your blasts, which I always thought was odd, because those same things apply to bursts to increase their radii by 2 instead of 1. It's true though, that it's unprecedented for the core of how an ability works. I'm not sure if there would be any serious repercussions.
#19

lordnightshade

Aug 18, 2009 8:26:28
Just then make it so it has a low modifier. Maybe give certain monsters a bonus to their saves. And make it an encounter or daily power.
#20

Damon_Tor

Aug 28, 2009 14:22:36

Illithid's are really just too strong to be a PC race; that's why there aren't any under level 10 or so: they just don't come that weak.


I did a writeup of one as a Paragon Path, that seems to be a better fit.