The astral plane is the spiritual counterpart of the material world. It is, literally speaking, "the spirit realm". It touches the material world at all points, being co-terminus with it, but on a different "wavelength".
Saturday, April 30, 2011
Astral Travel and Astral Combat
The astral plane is the spiritual counterpart of the material world. It is, literally speaking, "the spirit realm". It touches the material world at all points, being co-terminus with it, but on a different "wavelength".
Friday, April 29, 2011
Psionics Made Enjoyable - three simple rules mods
Y is for Yuan Ti - A to Z psionic monsters
A race of evil, genius, psionic, demon-worshiping, jungle-dwelling snake-men... Win! Hard to beat that for a nice villain for fantasy high adventure.
Thursday, April 28, 2011
X is for Xag-ya and Xeg-yi - A to Z psionic monsters
Floating balls of pure energy and anti-energy, that is what we are talking about here. The idea is definitely more sci-fi-fantasy than traditional fantasy.
Wednesday, April 27, 2011
Random encounter table for Psionic monsters - underground, above ground, and astral
Tuesday, April 26, 2011
V is for Vagabond - A to Z psionic monsters
Monday, April 25, 2011
U is for Ustilagor - A to Z psionic monsters
Saturday, April 23, 2011
T is for Thought Eater - A to Z psionic monsters
I don't care what anybody says, this is a cool monster. Alright, admittedly, I think the problem is the picture. Some kind of weird flying duck, not exactly epic, yeah, I get that.
But when you consider this thing as an example of a creative, fun, and frankly HORRIFIC monster to throw at your players, well, it is hard to beat. If the duck-image throws you off, just change it so it looks like some bad-ass little demon-looking thing. It doesn't matter what it looks like, it is invisible in the ethereal state anyway.
--Imagine your spells just being eaten in midair... Could be a real disaster in the middle of a battle...
--Then, your head starts to get woozy and you go all glassy eyed as this thing starts feeding on your mental energy...
If you can turn ethereal, you can just wack these things to death (since they have AC 9 and no physical attacks). But if you can't turn ethereal, you could be in for a real rough time.
It has an emaciated look because, like the Githyanki, it is a physical being which spends most of its time in an ethereal state. Like the undead (and probably the Githyanki to a limited degree), it eats the spirit energy of living creatures.
Any psionic or psionic-like powers attract their attention. It will consume psionic and magical power first, and feed directly on someone's INT points if it doesn't get enough psionics or psionic-like magic energy
--Psionic-like magic is considered 5 psionic points per spell level;
-- 1 INT point equals 10 psionic points.
-- it will need to eat 101-200 psionic points before it breaks of its attack (10-20 INT points, yikes!)
You definitely want to add these nasties to your encounter tables, even if you don't have psionics per se, because they are attracted to the psionic-like magic too.
HD: 3
INT: non
Psionic ability: nil
Friday, April 22, 2011
S is for Su-Monster - A to Z psionic monsters
Thursday, April 21, 2011
R is for "Release the Kraken" - A to Z Psionic Monsters
Special powers:
at will:
3x per day:
1x per day:
Tuesday, April 19, 2011
Psionic Warrior class for player characters
Psionic Warrior Class
Ability Restrictions, Experience Points, and Hit Points
As in the old school 1e, the prime traits of the Psionic are INT, WIS, and CHA. In order to progress down the path of the Psionic Warrior, the PC must start with minimum scores of 13 in each of those traits, with a 16 in at least one of them.
Due to his regular training in the psionic discipline of Body Weaponry, the Psionic progresses physically and martially on the same pace as the Cleric class (gaining 1d8 HP per level, and using the Cleric combat table).
However, the exacting nature of his studies means that the Psionic Warrior uses the Magic User XP table for advancement, and acquires weapon proficiencies at the same rate as Magic Users (1 per five levels)
Armor & Weapons
For hand-to-hand melee combat, the Psionic Warrior is required to rely on his Body Weaponry discipline (i.e., no melee weapons).
Psionic Warriors are allowed to use light missile weapons (darts, sling, throwing dagger). These weapons are extremely effective in their hands, as they are given subtle telekinetic guidance (+1 to hit per level, +0.5 points damage per level, 1 psionic strength point expended per throw). [Thus, for example, a 10th level Psionic Warrior throwing darts is +10 to hit and +5 damage, as his darts always seem to be thrown with great force and find their mark in deadly places.]
The Psionic Warrior is prohibited from wearing any armor, and always seeks to carry the absolute minimum encumbrance possible (even scrimping on necessities like food, water, and blankets, relying on his mental disciplines instead).
Class Skills
--Sensitivity to psionic power and psionic-like spells, range of 3'' per level – gained at 1st level
--Blind combat: no penalty fighting while blinded, versus invisible opponents, or in darkness – gained at 2nd level
--Immunity to surprise – gained at 3rd level
Starting Disciplines
All Psionic Warriors start out with the following psionic powers at 1st level:
--Body Weaponry
--Telekinesis
--Empathy
--Mind Over Body.
Starting Psionic Ability Points
Roll d100, adding 1 point to the total for each point of INT, WIS, and CHA score above 12. In addition, if 2 of these scores are above 16, the number of points is doubled, and if all 3 scores are above 16, the number of points is quadrupled. The base score (1-100) plus bonuses (1-72) are added together. The total is the psionic strength of the individual, the strength for attack and for defense. Psionic ability is double psionic strength (10-344). One–half of psionic ability is attack strength, one-half is defense strength.
Additional Psionic Ability Points per level
1d12 (maximum of 344 points)
Acquisition of Psionic Combat techniques (by level)
1st - Mind Thrust, Mind Blank
2nd - Ego Whip, Thought Shield
3rd - Id Insinuation, Mental Barrier
4th - Psychic Crush, Intellectual Fortress
5th - Psionic Blast, Tower of Iron Will
Acquisition of New Psionic Disciplines
At each new level, roll d20 for the new psionic powers gained:
01-02 none
03-12 1 minor discipline
13-19 1 major science
20 1 minor discipline and 1 major science
Choose from the list of psionic powers, or roll randomly.
Special Psionic Warrior Class Powers
At the indicated level, the following powers are gained. Powers are usable one per round, once per day. Starting at 8th level, powers are usable twice per day, and at 15th level, powers are usable thrice per day:
2nd – Detect Lie
3rd – Locate (object/animal/plant/person)
4th – Jump or Protection from Normal Missiles
5th – Charm Person/Mammal/Monster
6th – Paralyzation
7th – Spectral force or Hallucinatory Terrain
8th – True Seeing
9th – Forget
10th – Commune (with dead, with divine, with nature)
11th – Mass Charm or Mass Suggestion
12th – Antipathy/Sympathy
13th – Phantasmal killer
14th – Geas
15th – Disintegrate
(Effects of these powers are as of the spells of the same name. No verbal, somatic, or material components are required.)
P is for Phoenix - A to Z psionic monsters
The Phoenix bird, as written up in the 1e MM2, is quite possibly the APEX monster of Good alignment. Naturally, it would only be used in some high-level situations, especially against great demonic forces.
at will:
3x per day:
1x per day:
1x per week:
Special powers:
at will:
3x per day:
1x per day:
1x per week:
in extremis:
Monday, April 18, 2011
O is for Opinicus - A to Z psionic monsters
Saturday, April 16, 2011
N is for Nalfeshnee - A to Z psionic monsters
Special powers:
Friday, April 15, 2011
M is for Marilith - A to Z psionic monsters
Thursday, April 14, 2011
L is for Lolth - A to Z psionic monsters
Wednesday, April 13, 2011
K is for Ki-Rin - A to Z psionic monsters
Tuesday, April 12, 2011
J is for Juiblex - A to Z psionic monsters
Monday, April 11, 2011
I is for Intellect Devourer - A to Z psionic monsters
Saturday, April 9, 2011
H is for Hollyphant - A to Z psionic monsters
Special powers:
3x per day:
2x per day:
1x per day:
greater: deva, greater lamassu, greater shedu, ki-rin, phoenix]
Friday, April 8, 2011
G is for Githyanki - A to Z psionic monsters
HD: 1 up to 11 (see below for distribution tables)
Medium (Treasure Hunting) Parties, 4 members (10%):
Thursday, April 7, 2011
Tips for Running a Good Dungeon Crawl
1- A Goal
The PC's need a reason to be there (outside of the obvious Treasure and Glory). A mission - often one of the three "R's" (Rescue, Retrieval, or Revenge).
2 - A "Hook" or Theme
Its important that the Creatures/Monsters have a common link - Whether it be they all work for a Villain, or come from the same (or related) families of Monsters.
3 - Style or "The Look"
When describing the environment, remain consistent. If its Medieval, keep the descriptions as such. If its Egyptian styled, don't start throwing in Renaissance Torture Chambers in - suspension of disbelief is really important during FRP games - if you break from your internal consistency, you can ruin it for your players.
4 - Pacing
DO NOT allow your players to pause for breath, keep the descriptions coming - and the encounters rapid. The minute they finish with one problem, introduce another. It seems a daft thing to mention, but the more you keep your players on their toes - the more they will enjoy it.
5 - Traps, Tricks, and Puzzles
A lot of modern DM's don't like including Traps, Tricks, or Puzzles - they find them trite or old fashioned. BUT when a Player beats/circumvents such an encounter they will be bouncing with excitement MORE than if their Character had slain the biggest of Dragons.
Wednesday, April 6, 2011
F is for Fraz-Urb'luu (Demon Lord) - A to Z psionic monsters
Tuesday, April 5, 2011
E is for Elemental Princes - A to Z psionic monsters
at will: Detect Invisibility, Dispel Magic, Infravision, Know Alignment, Suggestion, Teleportation, Telepathy