My own Illithid character. Please tell me what you think!

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Illithid 
Racial Traits
Average Height: 5’6”-6’2”

Average Weight: 135-220 lb.
Ability Scores: +2 Intelligence; +2 Charisma or Wisdom
Size: Medium
Speed: 6 squares
Vision: Low-light vision
Languages: Common, Deep Speech, choice of one other
Skill Bonuses: +2 Arcana, +2 Intimidate or Insight
Telepathy: You can communicate telepathically with any creature within 5 squares of you that has a language.
Aberrant Origin: You descend from subterranean creatures with links to the Far Realm. You are considered to have the Aberrant origin for effects that relate to origins.
Psychic Defense: You have resist 5 + 0ne-half your level to psychic damage.
Aberrance: You have your choice of either the Bore Into Brain or Mind Blast Racial power.




Bore Into Brain   Illithid Racial Power 
Encounter
Free Action                Personal
Trigger: A non-minion enemy within range of your telepathy drops to 0 HP.
Effect: Shift one square or move up to your speed. Each square of this movement must bring you closer to the triggering enemy. If you end your movement in or adjacent to the triggering enemy's space, then you gain temporary HP equal to 5 + one half your level.





Mind Blast           Illithid Racial Power
Your incredible mental abilities leave your foes helpless to defend against their minds being d ecimated.                 
Encounter * Psychic

Minor Action             Close blast 3  
Target: All creatures in area except other Mind Flayers and their Thralls
Attack: Intelligence+3 vs. Will, Charisma+3 vs. Will or Wisdom+3 vs. Will      Increase to +6 bonus at 11th level and +9 bonus at 21st level. 
Hit: 1d4 + attacking ability modifier damage. The damage increases to 2d4 at 11th level and 3d4 at 21st level, and the target grants combat advantage until the end of your turn.
Special: When you create your character, choose Intelligence, Charisma, or Wisdom to use when making attack roles with this power. This choice remains throughout your character’s life and do not affect the power’s other effects.





Illithids are a race about which little is known, even amongst themselves. It is believed that they hail from the Far Realm, a plane beyond even the Astral Sea and the Elemental Chaos. Illithids are reviled by general society, at least by the ones that actually know of them. They live deep in the Underdark, where no light shows, practicing their sick experiments while having their thralls slave away at manual labor. 
Play an Illithid if you want…
*To have strong mental skills.
*To play a character that society will reject.
*To eat brains.
*To have an… interesting background.
*To be a member of a race that favors the wizard, warlock, and Warlord classes. 

Physical Characteristics
Illithids start their lives out as small tadpoles that swim around in the fluid that the Elder Brain sits in. Some stay in for as long as ten years. Those that survive are implanted into humanoid hosts’ -almost always humans- brains, usually via the ear canal. In a process called ceremorphosis, the small tadpole eats away much of the brain and replaces it with its own tissue. It fuses with the remaining lower brain stem, thus wiping out the host’s personality, memory, and spirit. Within days, all of the original tissue is replaced with illithid tissue. Humanoids other than humans can be used, but the result is not a true illithid. It is instead dubbed a ‘half-illithid’, though the differences are usually immaterial. If the host and tadpole survive the non-human ceremorphosis, that is.Illithids have four long prehensile tentacles hanging from their faces with mouth underneath comparable to a lamprey. They have three fingers and a thumb on each hand. Their skin varies from a light almost grey to a dark purple, with a similar color range for blue hues. Their eyes are blank white orbs. Most Illithids live long after 200 years, and are very healthy, both mentally and physically, to the end, when they are merged with the Elder Brain. Adults are usually slim and strong, sometimes even muscular. All Illithids are hermaphrodites, and reproduce in a way similar to how frogs do. The spawn of two Illithids is all that is required. Some Illithids identify more with males or females and present themselves as such. 

Playing a Illithid
Illithids –or Mind Flayers, as they are called- are hated by the surface world and feared by the creatures that roam in the Underdark for the same reasons. Illithids have powerful psionic abilities that they use to enslave other races. But much scarier than that is the fact that Illithids feed on the brains of sentient creatures. Stories waft up from the depths of the earth about the horrible experiments that Mind Flayers perform on innocent humanoids. Illithids detest the name ‘Mind Flayer’, often growing more and more irritable and angry the more they hear it. They prefer the name they’ve given themselves, Illithid. Illithids often view themselves as superior to the surface dwellers, even if they have proven themselves equal on many occasion and the Illithid accepts that. Because of this, many Illithids make themselves out to be the leaders and protectors of their group. 


Illithid Characteristics: Aloof, arrogant, competitive, intelligent. 

Illithid Names: Absterbossk, Alsine, Illicorian, Ilsentharid, Lugrithelid, Quasamious, Xalliarint, Xallihion 
  Some Illithids, in trying to fit in with surface society, have chosen names of another race, or, like tieflings, choose a concept and try to embody said concept. 
Illithid Adventurers: Three sample Illithid adventurers are described below:      
     Absterbossk is an Illithid wizard who only recently broke away from his society. While studying his arcane art, he discovered a tome detailing all of the horrible secrets of Mind Flayer society. He burned the book, and silently fled his underground home. Now, he is still trying to prove to his companions that he is good and will not betray them.
     Meriele is an Illithid warlock. She once was part of a raiding party to attack a small surface town that happened to touch the Feywild nearby. She was so struck by the beauty she saw in that fey area that she struck up a bargain with an ancient fey being to let her become closer to that beauty. She took the name of another fey creature, an eladrin, and began a personal quest to see all of the wonderful sights the surface world had to offer.
     Xallihion is an Illithid warlord who was always different from the other Mind Flayers. He secretly believed he absorbed some of his host’s compassion during Ceremorphosis, and it has filled his life. Repelled by the cruelty of his fellows, he left for another life. He came across a small band of adventurers who were very unorganized, and took up a leadership role in them.   





Racial Feats:
 
Mind of Arcane Secrets
            Prerequisite: Illithid, any arcane class
            Benefit: You gain a +1 racial bonus to attack rolls with burst and blast powers with the Arcane keyword.
 
Expanded Telepathy
            Prerequisites: Illithid, Telepathy racial trait.
            Benefit: When you take this feat, your telepathic range extends. It extends by 5 squares at each tier of play (at 1st, 11th, and 21st level).
 
Enlarged Mind Blast
            Prerequisite: Illithid, Mind Blast racial power.
            Benefit: When you use your Mind Blast power, you can choose to make it blast 5 instead of blast 3.
 
My Friends or My Slaves?
            Prerequisite: Illithid, Mind Blast racial power.
            Benefit: When you use your Mind Blast power, you can choose to let it deal no damage and have no effects to enemies, but instead let all allies within range make a basic attack against one enemy each of your choosing each as a free action.
 
Psionic Crush
            Prerequisite: Illithid, any Psionic class.
            Benefit: When you make an attack with the Psionic keyword that targets Will, you gain a +1 bonus to attack rolls and damage rolls on that attack.
 
Intense Headaches
            Prerequisite: Illithid, Mind Blast power.
            Benefit: Choose one target you have hit this round with your Mind Blast power. It takes ongoing 5 psychic damage (save ends). Ongoing damage increases to 10 at 11th level and 15 at 21st level.
 
Intelligent Combat
            Prerequisite: Illithid, any martial class.
            Benefit: You can use your intelligence modifier for your bonus to attack and damage roles of melee attacks.
 
Decimation of the Mind
            Prerequisite: Illithid, Mind Blast racial power.
            Benefit: Use d10s for the damage roll of your Mind Blast power instead of d6s.

Invigorating Meal
            Prerequisite: Illithid, Bore into Brain racial trait. 
            Benefit: Gain an additional 5 Temporary Hitpoints when you gain Temporary Hitpoints with your Bore Into Brain power.

  





Paragon Tier Racial Feats
 
Cradle of the Elder Brain
            Prerequisite: 11th level, Illithid
            Benefit: You gain the Cradle of the Elder Brain racial power.

Cradle of the Elder Brain              Illithid Racial Power
Channeling the power of the Elder Brain, you bend space to move out of harm’s way.
Daily *Psychic, Teleportation
Immediate Interrupt             Personal
Trigger: You are targeted by an attack.
Effect: You teleport up to 10 squares.
 
Create Thrall
            Prerequisite: 11th level, Illithid, Bore into Brain racial power.
            Benefit: When you would kill your target with your Bore into Brain racial trait, you can instead dominate the target (save ends; DC for save is equivalent to your Intelligence modifier + your level). If the target survives to the end of the encounter, it falls unconscious and is no longer a thrall. The target regains hit points to restore it to one point above its bloodied value.
            As a thrall, the target is immune to the Mind Blast power of Illithids and has a +5 bonus to Will defense while in your telepathy range. If you die, the target is no longer dominated and no longer a thrall.
Special: You can only have one thrall at a time.
 
Enslave
            Prerequisite: 11th level, Illithid, Int 17, Cha 17, or Wis 17
            Benefit: You gain the Enslave Racial power.

Enslave                                   Illithid Racial Power      
You attack your foe with an overwhelming mental assault.
Daily * Psychic, Charm, Reliable
Standard Action Ranged 10
Target: One creature
Attack: Intelligence +5 vs. Will, Charisma + 5 vs. Will, or Wisdom + 5 vs. Will
Hit: The target is dominated for two of your turns.
Effect: While dominated, the target is immune to the Mind Blast power of Illithids and gains a +5 bonus to Will defense while in 5 squares of you.
Special: When you gain this power, choose Intelligence, Charisma, or Wisdom as the ability you use when making attack rolls with this power.
 
Full Aberrant
            Prerequisites: 11th level, Illithid, Aberrance racial trait

            Benefit: Gain the racial power you did not choose from your Aberrance trait.

Opportune Mind
            Prerequisite: Illithid, Mind Blast power
            Benefit: When you make an opportunity attack against a creature, you can use your Mind Blast power instead of a melee basic attack as long as the triggering creature is a target of the attack. Any additional effects granted to opportunity attacks still apply, but only to the triggering creature.

Mindflay
            Prerequisites: 11th level, Illithid
            Benefit: Whenever you hit an enemy with a power that has the psychic, psionic, or charm keyword, deal an extra 1d6 points of damage with that attack.
 
Stalk the Senseless
            Prerequisite: 11th level, Illithid
            Benefit: You have concealment from dazed and stunned enemies.
 
Unconquerable Mind
            Prerequisite: 11th level, Illithid
            Benefit: When you are hit with a charm effect or an attack that targets Will, and the attacker is not aberrant, the attacker becomes dazed (save ends).
 


Epic Tier Racial Feats
 
Assault of the Elder Brain
            Prerequisite: 21st level, Illithid, Mind Blast power.
            Benefit: Once per encounter, when you make an attack with an Illithid racial power, you can either extend its range by 5, extend its blast radius by 1, or gain a +1 bonus to attack rolls and damage rolls for that power.
 
Army of Slaves
            Prerequisite: 21sr level, Illithid, Create Thrall power
            Benefit: You can use Bore Into Brain up to two extra times per Encounter for the purpose of making Thralls.
 
Aura of Madness
            Prerequisite: 21st level, Illithid
            Benefit: All enemies within 2 squares of you take a -2 penalty to attack rolls.
 
Interpose Thrall
            Prerequisite: 21st level, Illithid, Create Thrall power.
            Benefit: You gain the Interpose Thrall racial power.
   
Interpose Thrall                            Illithid Racial Power
You mentally command your slave to step in front of the fireball and take the hit for you.
At-Will * Psychic
Immediate Interrupt Personal
Trigger: You are targeted by a melee or ranged attack.
Effect: The attack target is shifted towards your thrall, as long as it’s within range of the attack (melee) or your thrall moves up to its speed to stand in line of sight of the attack and gets hit instead (range).
Special: This power can only be used once per round.
  
 
 
Paragon Path:          Traitor to the Elder Brains

“I refuse to obey the commands the Elder Brains give me. I am not a Mind Flayer; I am an Illithid!” –Ilsintharid, Illithid Warlord
 
Prerequisite: Illithid, 11th level
 
You are completely separate from other Illithids -whom you call Mind Flayers- and the Elder Brains they serve. You now live to do good deeds, and to stop Mind Flayer plots wherever and whenever you can. By now, most towns and cities you visit recognize you as one who is not an enemy, but an ally, and those towns that don’t know of you surely have visitors and residents who do.
 
Traitor to the Elder Brains Path Features
          Rebellious Action (11th level): Whenever you spend an action point to make an attack, you gain a +2 bonus to attacks rolls and damage rolls with that attack. You gain a +3 bonus if the target is Aberrant and a +5 bonus if the enemy is a Mind Flayer.
          Strength of Will (11th level): When an attack hits you with a power targeting your Will, the attacking enemy must re-roll the attack and take the lower of the two rolls.
          Friend to the Surface (16th level): You gain a +2 bonus to bluff and diplomacy checks. Also, when you make a bluff or diplomacy roll, roll twce and take the higher result.


Traitor to the Elder Brains Attacks

Mental Theft                   Traitor to the Elder Brain attack 11
Your mental acrobatics allow you to steal your enemie's ideas and, sometimes, slaves.
Encounter * Psionic

Minor Action Range 10
Target: One enemy in range or one dominated enemy in range that is enslaved by a psychic, psionic, or charm effect, ability or power.
Attack: Intelligence + 2 vs. Will (or Will of the controlling enemy.)
Hit: 1d8 damage, and you gain a +2 bonus to all defenses against attacks from that enemy and and a +2 bonus to oppurtunity attacks against that enemy untill the end of its next turn. Or, if the target is dominated, you can choose to do the following instead: The target is no longer dominated by the enemy and is now dominated by you for two turns. After that time, the thrall is released with its own free will and any status conditions at the time of release, other than domination and effects from that domination. The original dominator is allowed to retake the thrall (if it has an ability that allows it to).
Special: You can use this power once against each dominated enemy in the encounter (on separate actions).
 
Ravaging Mind Blast           Traitor to the Elder Brains attack 11
You unleash the total fury of your anger against the Mind Flayer, destroying everything in your way.
Encounter * Psychic
Standard Action Close blast 5
Target: All creatures and objects with hit points in area.
Attack: Ability score modifier of your Mind Blast power +3 vs. Will
Hit: 2d8 + attacking ability score modifier +5, and the target is stunned and dazed (save ends both).
 
Shatter the Lesser Mind     Traitor to the Elder Brains attack 20
Your enemy falls over as its psyche is obliterated.
Daily * Psionic, Psychic
Standard Action Range 15
Target: On creature in range.
Attack: Ability score of you Mind Blast power + 5 vs. Will or Fortitude
Hit: 3d10 + attacking ability score modifier +10, and the target is stunned until the end of your next turn if you targeted Will, or the target is knocked prone if you targeted Fortitude.
Aftereffect: The target is dazed (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.




Have you ever wanted to play a character out of the norm? A character... reviled by society, something that offers you a unique role-playing challenge? Have you ever wanted to play something more hated and innately evil then Drow? Have you ever wanted to be a...Mind Flayer? Page 8 has the current complete version.
Bore into brain, grasping tentacles, and immunity all have issues.

Bore into brain and grasping tentacles both rely on melee, not a great idea for a racial power.

The mind blast immunity is just sort of weird.
Vision: Darkvision

I recommend the removal of this features. Low-Light is plenty. Darkvision isn't thrown around like candy anymore in 4E like it was back in 3.5. If it's not absolutely central to the race's concept, then it shouldn't be part of the race's stat block.


Bore into Brain: When you reduce an adjacent, stunned, dazed, or helpless enemy to 0 hit points, or when you successfully complete a coup de grace, you can bore into that enemy’s brain and devour it. it. If you do, you gain your healing surge value of hit points without spending a healing surge with a 1d6 bonus.

I have a few issues with this feature:
A) It's overpowered. Even without the 1D6 bonus it would be overpowered. Heck, even if it just let you spend a healing sure it would be overpowered. Try something like 5 temporary HP per level? And only once per encounter.
B) It's just not very useful to ranged characters. Racial features should ideally be useful to all members of a race regardless of the class or role that they decide to play, and this sort of melee-oriented feature will probably never come up for a lot of ranged character.
C) It's unnecessary. Brain-eating is one of those things that people always try to put into the mechanics of a Mind Flayer race, but it's actually one of the few things about the race that doesn't really need to be made into a mechanic at all. After the battle, simply have your Mind Flayer PC make its way around the battlefield and devour some brains during its short rest. NPC Mind Flayers need this sort of feature because they'll likely never been seen outside of combat, but PC Mind Flayers don't need this to be a mechanical feature in order to show it off.

Grasping Tentacles: You gain a +2 to grab attempts.

Again, racial features that are great for some classes and roles but entirely useless to others are to be avoided. This theme is fine for something like racial feats, but keep it out of the base racial stat blick.

Mind Blast Immunity: You are immune to the  Mind Blast power of other Illithids.

Uh, this doesn't need to be a racial feature. Just modify the target line of your power to something like "All creatures in area except other Illithids." I might not even do that, though. I see no reason why Illithids couldn't use their Mind Blasts against one another if they so desired.

Mind Blast           Illithid Racial Power
Your incredible mental abilities leave your foes helpless to defend against their minds being decimated.                
Encounter * Psionic, Psychic
Minor Action   Close blast 3  
Target: All creatures in area
Attack: Intelligence vs. Will, Charisma vs. Will or Wisdom vs. Will       
Hit: 1d8 + Intelligence modifier damage. The damage increases to 2d8 at 11th level and 3d8 at 21st level.
Special: When you create your character, choose Intelligence, Charisma, or Wisdom to use when making attack roles with this power. This choice remains throughout your character’s life and do not affect the power’s other effects.
A) Racial powers should never have power source keywords. Psionic should me removed as a keyword.
B) This attack roll needs to scale with level or else it will quickly becomes completely useless. The new standard scaling method for accessory-less attacks that target a non-AC defense is +3 at heroic, +6 at paragon, and +9 at epic.
C) Although no official racial attack powers do this, I recommend that racial attack powers do the same thing that Dark Sun themes do and simply allow characters to use their primary ability score, or whatever ability score they desire. This is to avoid racial pigeon-holing, as it would be a shame to penalize a character just for trying to break the mold and play something outside of the box.
D) This power is pretty much better than the Dragonborn power. It would be fine as 1D6+mod damage (2D6 at paragon, 3D6 at epic), but then it would pretty much be exactly the same as the Dragonborn power just with psychic damage instead. I recommend that you have this power do something other than damage and make it a little bit more creative and unique.

Sorry for not looking over the rest, but I tend not to look at the rest of a race's options until the base stats themselves actually work. Additional racial options are optional, but the base stats are going to affect everybody who plays the race.

Why, yes, as a matter of fact I am the Unfailing Arbiter of All That Is Good Design (Even More So Than The Actual Developers) TM Speaking of things that were badly designed, please check out this thread for my Minotaur fix. What have the critics said, you ask? "If any of my players ask to play a Minotaur, I'm definitely offering this as an alternative to the official version." - EmpactWB "If I ever feel like playing a Minotaur I'll know where to look!" - Undrave "WoTC if you are reading this - please take this guy's advice." - Ferol_Debtor_of_Torm "Really full of win. A minotaur that is actually attractive for more than just melee classes." - Cpt_Micha Also, check out my recent GENASI variant! If you've ever wished that your Fire Genasi could actually set stuff on fire, your Water Genasi could actually swim, or your Wind Genasi could at least glide, then look no further. Finally, check out my OPTIONS FOR EVERYONE article, an effort to give unique support to the races that WotC keeps forgetting about. Includes new racial feature options for the Changeling, Deva, Githzerai, Gnoll, Gnome, Goliath, Half-Orc, Kalashtar, Minotaur, Shadar-Kai, Thri-Kreen, Warforged and more!
Okay, uh, first: Darkvision. The Underdark PC races I'm aware of all have darkvision (drow and duergar). Illithids spend most of their lives in total darkness of the Underdark, so I can only imagine they would have nothing less than darkvision.

Bore itno Brain: I need something for it. It is neccecarry to make Thralls (paragon tier racial feat, look at it). What do you recomend for when not making thralls? And thing is, Im sorry about range, too bad for them. I should change it to when any enemy adjacent falls to 0 or fewer, my bad. But come on, unless they're a wizard (mage hand), they can't very well remove a brain ten feet away.

Tentacles: I can remove that. That was an impulse; I'm sorry. Just made sense at the time, you know?

Immunity: I didn't read the Illithid monster stat block, it says there that other Illithids are immune. I should just write that into the actual power; sorry.

Mind Blast: Okay, can do. Primary Ability is a no go, though. It makes no sense if their primary ability is strength and that is used for this attack. Dragon breath does same thing. Perhaps though, to seperate it from Dragon Breath, make no damage (or 1d4?) and target is dazed till end of their next turn (maybe -maybe- save ends? Probably not, but maybe?)

So... thats it. I aprecciate you not ranting about my mistakes, like I know some people will. This is my first attempted character and first up on a forum at that.

Also remember, I also want concept critiques. Is my information accurate? Do you like the direction of my Paragon Path? I want my version to be fine-tuned to perfection, so that it eventually will end up in a player option or something.

Thanks guys!!
Have you ever wanted to play a character out of the norm? A character... reviled by society, something that offers you a unique role-playing challenge? Have you ever wanted to play something more hated and innately evil then Drow? Have you ever wanted to be a...Mind Flayer? Page 8 has the current complete version.

Bore itno Brain: I need something for it. It is neccecarry to make Thralls (paragon tier racial feat, look at it).

That's an absolutely incorrect method of attack.

You are building basic racial features around a paragon tier racial feat you want them to be able to take? Why don't you start by setting a firm foundation, and then find ways to build upon it. Forget about the racial feats, forget about the paragon path, forget about anything to do with epic.


Start with the basic race. Balance it. Then build upon it.



"Not only are you wrong, but I even created an Excel spreadsheet to show you how wrong you are." --James Wyatt, May 2006

Dilige, et quod vis fac

Sorry I didn't clarify: I meant that thats one of the reasons its necessary. Illithids, in my eyes, have 3 iconic features.

Their intelligence.
Their brain-eating.
Their Thralls.

Bore into Brain is one of those at first level, and eventually encompasses a second (if the feat is taken). I did lay down what I believe to be a firm foundation, and buikt upon that.
Another reason I included this is because it follows a theme of 'taking abilities from monsters, changing them a bit, and putting them into PC stats. I call for reference Drows and Minotaurs.
I am following that pattern. Again, I do apologize for being so misleading in my comment. You are absolurly correct in that being the incorrect approach, but I do not believe I did that.
     When I said "I need something for that", I was referring to needing some effect or benefit for Bore into Brain. Again, with the healing, I was stealing away from the Bore into Brain of Mind Flayer monsters.
      When I said "It is necessary for Thralls," I was reffering to his comment about it being unnessecary. Again, It was a central element to the race's concept, much like the telepathy. Its not needed and almost never will be more neccessary than speaking aloud, but it adds to the feel.

Again, sorry about the misunderstanding. My fault entirely.
Have you ever wanted to play a character out of the norm? A character... reviled by society, something that offers you a unique role-playing challenge? Have you ever wanted to play something more hated and innately evil then Drow? Have you ever wanted to be a...Mind Flayer? Page 8 has the current complete version.
By the way, I love your signature. Its hilarious. I might use that.
Have you ever wanted to play a character out of the norm? A character... reviled by society, something that offers you a unique role-playing challenge? Have you ever wanted to play something more hated and innately evil then Drow? Have you ever wanted to be a...Mind Flayer? Page 8 has the current complete version.

While I appreciate that you believe you've laid down a firm foundation, the feedback that you've gotten up to this point should tell you that, despite your beliefs, it is not firm, but rather unbalanced and overpowered. In the CharOp board you proposed a racial power that dazed. They told you it was unbalanced and overpowered then, and it still is unbalanced, which means you need to strip it back down to the basic racial work-up, and tune it there, and then rebuild it. What I'm saying is, you need to start over, back to "just the basic race" and rework it. Back to the drawing board, as they say. As far as the whole matter of an "iconic" mind flayer goes, ask yourself this: Do you want iconic, or do you want balanced?


Mind Blast is alright in concept, tone the damage down to d6 (no ability mod), and have the target grant combat advantage, and take a -2 to attack rolls, until the start of your next turn. That balances it with Dragon Breath, but keeps it distinctly different. Maybe give it a +2/4/6 to the attack roll. In Paragon add + (Ability mod) damage, and in epic increase the attack roll penalty to -4. Damage should be psychic damage, drop Psionic keyword (that's a power source), give the power Psychic and Feat keywords.


Bore into Brain is frankly overpowered. If it's an at-will feature (which it currently is), that's just ridiculously powerful. First of all, that would make them the only race in the game with the ability to spend a healing surge in combat outside of Second Wind, and as a non-action to boot. That's overpowered. I realize you think it's iconic, that's great, it's still broken as hell.


I have to agree with others that it fits better as an out-of-combat flavor text. While the paladin regains his strength by praying, the ranger munches on some fruit, and the shaman meditates to retune himself with the primal spirits, your illithid wizard is enjoying a nice, tasty brain. That's flavorful, and works. The thrall thing can be addressed with a paragon path.


Skill bonuses, I like Arcana, I think Intimidate is better than Bluff, though Insight may work also. (I think Intimidate is pretty iconic Mind Flayer).


Drop Bore into Brain, drop Grasping Tentacles (it's pretty useless, and just ends up making the race's features a bit overlong), fix Mind Blast, and I think you've got a good start. Then look at the heroic tier feats you've got and see how they interact with what's there, and adjust fire accordingly.


The whole thing about Thralls can easily be addressed with a Paragon Path, which would probably make it work better, anyway.

"Not only are you wrong, but I even created an Excel spreadsheet to show you how wrong you are." --James Wyatt, May 2006

Dilige, et quod vis fac

Okay, uh, first: Darkvision. The Underdark PC races I'm aware of all have darkvision (drow and duergar). Illithids spend most of their lives in total darkness of the Underdark, so I can only imagine they would have nothing less than darkvision.

Drow do have Darkvision, yes, but realize that the connection that Drow have with darkness is much deeper than simply living in a subterranean environment. Remember, Dwarves also live in a subterranean environment, and they only get Low-Light vision. The connection that Drow (and also Duergar, though they're irrelevant because they're an NPC race and not a PC race) have with darkness is supernatural and divine; I mean, just look at their racial powers. You can see something similar when you look at the only other PC race to get Darkvision: the Shade. Again, the very essence of the race is about darkness. Frankly, Illithids just don't have that same essence of darkness in their fluff. I find it rather difficult to believe, actually, that Illithids spend most of their lives in total darkness. After all, they take many Thralls that don't have Darkvision, and those Thralls have to operate, don't they? I understand the desire to give them Darkvision, and you might even be able to get away with it, but the reality is that it's just not iconic enough to Illithids to justify it being a racial features. If it helps, though, I could easily see their having a racial feat that bumps their Low-Light Vision up to Darkvision. Racial feats are you friend, so use them.

Bore itno Brain: I need something for it. It is neccecarry to make Thralls (paragon tier racial feat, look at it). What do you recomend for when not making thralls? And thing is, Im sorry about range, too bad for them. I should change it to when any enemy adjacent falls to 0 or fewer, my bad. But come on, unless they're a wizard (mage hand), they can't very well remove a brain ten feet away.

"Sorry, but that's just too bad," just isn't a good response. You can keep it if you want to put this race on the same level as the awfully-designed Minotaur (If you want to play a ranged, implement-using Minotaur, sorry, but that's too bad?), but if you want to make your race good, then you're going to have to come up with some way to make this work and not overwhelmingly favor a certain play style.

My proposed solution is for you to make this into a racial feat (after reducing its power to something reasonable, of course). Then, you can make that racial feat a prerequisite for whatever else you want for it to do. But I'm going to repeat this for emphasis:
It's just not necessary for brain-eating to be a mechanic of the basic racial stat block, just as it's just not necessary for alcohol-drinking to be a mechanic of the Dwarf's basic racial stat block. Monster Illithids do it in combat because that's often the only place PCs will see them, so doing it in combat is the only way to get across that part of their flavor, but that's not true for PCs, so that stops being necessary. When the party stops for a short rest after a combat and the Human Fighter takes out a sandwich, the Illithid Psion can instead move around the battlefield and eat the brains of the fallen enemies, and that will get across that part of their flavor just fine.

Mind Blast: Okay, can do. Primary Ability is a no go, though. It makes no sense if their primary ability is strength and that is used for this attack. Dragon breath does same thing.

Part of getting really good at home-brewing is realizing that not all existing mechanics are a good idea. Yes, the Dragonborn does it, but it's bad that the Dragonborn does it. If you repeat a mistake that's been made by existing races, then you're still going to get called out on that mistake.

And the Dragon Breath power makes sense? How do STR or DEX possibly have anything to do with the power? CON and CHA make the most sense, and CHA is completely absent as an option. And if you want to see CON and DEX doing some blatantly mental stuff that it really probably shouldn't be doing, look no further than the Battle-Mind and Monk classes. And again, to further drive my point home, let me show you some example theme powers:

Psychic Surge (Wilder Feature)
Encounter * Implement, Psionic, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Primary Ability vs. Reflex
Hit: 1d8 + ability modifier psychic damage, and your attacks against the target before the end of your next turn can score a critical hit on a roll of 18-20.

What business would STR, for example, have functioning as this power's relevant ability score?

Excise from Sight (Veiled Alliance Feature)
Encounter * Arcane, Implement, Psychic
Standard Action, Ranged 10
Special: You can spend a minor action when you use this power to enhance it. If you do so, you can also slide the target 1 square on a hit.
Target:
One creature
Attack: Primary Ability vs. Will
Hit: 1d10 + ability modifier psychic damage, and you or one ally within 10 squares of you becomes invisible to the target until the end of your next turn.

What business would CON, for example, have functioning as this power's relevant ability score?

Spirit of Athas (Elemental Priest Feature)
Encounter * Conjuration, Implement, Primal
Minor Action, Ranged 5
Effect: You conjure a spirit of Athas. You and your allies gain a +1 power bonus to all defenses while adjacent to it. As a standard action, you can dismiss the spirit and make the following melee 1 attack from the spirit's square.
Target: One enemy
Attack: Primary Ability vs. Reflex
Hit: 1d10 + ability modifier damage, and the target takes a -2 penalty to attack rolls and all defenses until the end of your next turn.

What business would DEX, for example, have functioning as this power's relevant ability score?

The point that I'm trying to make here is that sometimes some thematic compromises should be made in order to make sure that a mechanic is functional and, even more importantly, fun. Exactly the reason that themes do allow for any ability score is that they aren't restricted by and do not themselves restrict other character choices (such as race or class). A racial feature or power like your version of Mind Blast (and, yes, the current version of the Dragonborn racial power) does exactly that, it restricts your other character choices (such as class) if you don't want to end up with a useless racial power.

Perhaps though, to seperate it from Dragon Breath, make no damage (or 1d4?) and target is dazed till end of their next turn (maybe -maybe- save ends? Probably not, but maybe?)

Don't feel bad because everybody seems to make this mistake, but the dazed condition is really powerful. People don't realize how powerful it is because it's just one word, but it does a lot of really good stuff. Even dazing a singular enemy until the end of your next turn is overpowered on a racial power. And (save ends)? That's just flat out broken. You can still daze if you want to, but you have to get creative about it so that you can't actually reap all of the benefits of the condition.

What I usually tell people do do when they want to daze with their racial power is to make it last only until the end of your current turn. If this sounds useless to you, then that should exactly demonstrate how much you don't realize about how good the condition is. If you daze an enemy until the end of your current turn, lets just take a look at all of the goodies that you get:

A) You gain combat advantage against that enemy until the end of your turn.
B) Because that enemy cannot take opportunity actions while dazed, you can move wherever you want around it and/or use ranged attacks right up in its face, and there's not a thing that the enemy can do about it, because it can't make any opportunity attacks.
C) Because that enemy cannot take immediate actions while dazed, there are a lot of monster features that you just plain won't have to worry about triggering from that enemy for the rest of your turn. For example, there are quite a number of monsters that act like Defenders and can punish you as an immediate action for disobeying their mark. Well guess what. They can't do anything to you during this turn because they're dazed.

Heck, getting all of this against just one enemy is pretty awesome, but as a close blast 3, this has the potential to affect quite a few enemies. That already makes for a pretty powerful racial power, so its not going to need damage, and it's effect isn't going to need to scale with tier.

Thanks guys!!

Careful, not everybody around here is a guy. ^_~

Why, yes, as a matter of fact I am the Unfailing Arbiter of All That Is Good Design (Even More So Than The Actual Developers) TM Speaking of things that were badly designed, please check out this thread for my Minotaur fix. What have the critics said, you ask? "If any of my players ask to play a Minotaur, I'm definitely offering this as an alternative to the official version." - EmpactWB "If I ever feel like playing a Minotaur I'll know where to look!" - Undrave "WoTC if you are reading this - please take this guy's advice." - Ferol_Debtor_of_Torm "Really full of win. A minotaur that is actually attractive for more than just melee classes." - Cpt_Micha Also, check out my recent GENASI variant! If you've ever wished that your Fire Genasi could actually set stuff on fire, your Water Genasi could actually swim, or your Wind Genasi could at least glide, then look no further. Finally, check out my OPTIONS FOR EVERYONE article, an effort to give unique support to the races that WotC keeps forgetting about. Includes new racial feature options for the Changeling, Deva, Githzerai, Gnoll, Gnome, Goliath, Half-Orc, Kalashtar, Minotaur, Shadar-Kai, Thri-Kreen, Warforged and more!
I've always felt Illithids were innappropriate for a PC race, for one because their power level: their racial powers, which people feel compelled to include, would either render the race startingly overpowered or would have to be nerfed into oblivion.  In otherwords, a balanced Illithid PC race is no longer and Illithid.

Mind Flayers begin life at paragon tier.  It would be like releasing a "Fire Titan" PC race and expecing it to play nice at level 5.  With that in mind, and the fact that Illithids are parasitic lifeforms who can take hosts of any living humanoid race, they make far more sense as a paragon path.

My attempt at it is here.  A paragon path can adequately cover the power levels an abilities of a mindflayer, while a race cannot.
Okay, I'll do what I can. Also, should I make a second paragon path that leans more towards "Im dark and whatnot but still help people" that is more about the fear that Mind Flayers strike in general society? Not like fear effects or anything, but like powers and bonuses and things that make the player's alignment seem a little...questionable.
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I'm sure there's a wave f critisism on the way, so let me explain why I changed Bore into Brain into a utility power:

I feel that the mechanics involved in it are much better suited as power, and no other kind of power but Utility fits the bill. I gave the skill/memory thing because of Damon's paragon version, about which I will submit my opinions in a moment. I added a feat that let you spend a healing surge when you use it instead of gaining the skill bonus. I also allowed it to be used up to three times so (and now I am doing something in preperation for the future) that up to three Thralls is possible in the future. Unless...unless I add another feat. But there is a time when there are too many racial feats. I already think I have too many.
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Ok not even getting into the fact that it's still op at 3x per encounter, you haven't changed the fact that this feature is not good for ranged class mindflayers, especially implement users such as PSION, and WIZARD!

Alright, let me say that 1) I just had an idea to make it three times at 11t level automaticaly. Probably not a good idea but tell me what you think. and 2) There's nothing I can tell you. Perhaps I change it so you can eat any brain that was killed in the last 2 encounters, so they can move to the body?

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Oh crap. Just realized, I said 'encounters'. I meant 'rounds'. Sorry about that, My fault.
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Or make in combat eating a feat.

I mean when was the last time you saw an orc parry your spear thrust while slurping down a shake? 
Vaguely related question just occurred to me, and this seems to be where the people are who know about Illithids: If Illithids are native to the Underdark and mostly stay there, why would they primarily inhabit the bodies of humans?  I know humans are the automatic "base race" for everything in D&D, but it strikes me that Drow or Dwarves or even Svirfneblin (do they still exist in 4e?) would be more... actually available in the Illithids' habitat, and therefore much more convenient/commonly infested.

/thread derail, sorry. 
Because Mind flayers do not mostly stay there. They run slaver companies, raiding parties, spy rings, and generally make a nuisance of themselves on the surface. They just keep the elder brains down in the dark were random humanoids are less likely to burst in and start playing show tunes at their fat dead medula oblongatas.
Thats why I put in granting combat advantage. I thought about it saying something like "in addition, you lose a [minor or standard?] action on your next turn, but I didn't like that, It didn't flow, it wasn't logical, so I decided that while they were slurping up the brains, they of course would be distracted, proccupied, vulnerable. So, I thought, combat advantage.
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1.) Combat advantage cannot be stacked, you either grant it or you don't.

2.) Still OP, allowing a race to heal surge 4 times an encounter is too much.

3.) Skill boost insane, seriously you already get half your level to all skill checks, getting your full level plus an extra ability mod is too much.

4.) Granting the option to use one of less than three ability mods for a racial feature is considered limiting.

5.) Still not useful for Psions.
1) youre right, Im sorry, that was stupid and shouldnt have happened.

2) What about my automatic-three times at paragon tier, and you only do it once prior to that. Or maybe the feat that allows up to three thralls allow Bore into Brain up to three times an encounter but only thralls can be gained.

3) right again. Im sorry, shouldn't have happened, etc.

4) Okay, maybe only one of two or those two and Int?

5) I'll get back to you.


P.S. do you, by any chance, play a Psion? just curious.
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Does this mean turning Bore Into Brain as a utility power is okay?
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Does this mean turning Bore Into Brain as a utility power is okay?

It depends on how you do it, but I wouldn't say that the current version is very appropriate at all, no. I'll give you a deeper answer when I have more time, but my general concerns with the concept haven't changed. It's still bad for ranged characters, and it's still overpowered. I still think that the whole thing is unnecessary, but if you've decided that it is something that you'd like to mechanically represent in the race's basic stat block for whatever reason, then please at least fix those other issues.

Also, the Mind Blast power is still pretty much just better than the Dragonborn power.

Why, yes, as a matter of fact I am the Unfailing Arbiter of All That Is Good Design (Even More So Than The Actual Developers) TM Speaking of things that were badly designed, please check out this thread for my Minotaur fix. What have the critics said, you ask? "If any of my players ask to play a Minotaur, I'm definitely offering this as an alternative to the official version." - EmpactWB "If I ever feel like playing a Minotaur I'll know where to look!" - Undrave "WoTC if you are reading this - please take this guy's advice." - Ferol_Debtor_of_Torm "Really full of win. A minotaur that is actually attractive for more than just melee classes." - Cpt_Micha Also, check out my recent GENASI variant! If you've ever wished that your Fire Genasi could actually set stuff on fire, your Water Genasi could actually swim, or your Wind Genasi could at least glide, then look no further. Finally, check out my OPTIONS FOR EVERYONE article, an effort to give unique support to the races that WotC keeps forgetting about. Includes new racial feature options for the Changeling, Deva, Githzerai, Gnoll, Gnome, Goliath, Half-Orc, Kalashtar, Minotaur, Shadar-Kai, Thri-Kreen, Warforged and more!
According to the lore a Mindflayer might go days between devouring humanoid brains. Ithilids encountered as monsters are more likely to thrall than devour, unless they're really hungry. Consuming a couple brains a day (once per encounter) would be considered constant feasting. If you up it to 2 or 3 times an encounter that'd be the mindflayer equivalent of kirby.
Well then for now, Im keeping it as a utility for ease-of-read and will change it once the kinks are worked out. What about making it a daily power/trait and taking away the thrall x3 feat?

I heard what you said about ranged and will re-post my earlier idea:
Let the character eat any brain that dropped to 0 (under the conditions of course) in the last 2 (3?) rounds for the same effect.

How should I decrease its power in your opinion? What should it be, because I do want to keep it if there's a way it can reasonably stay.
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Ok listen, until the basic racial features are balanced altering the feats and paragon path won't make the race any more or less balanced.

As for the bore into brain specifically, I don't know for sure. IF you want to keep it as a big potent healing power you need to trim it back to 1/encounter, make it cost a surge, and possibly drop the d6.

However as stated that doesn't help ranged characters.

WOuld you consider the HoS approach and give flayers their own power list that they can choose to switch out class powers for?

As for allowing the corpse trick that would require a lot of extra book keeping, not suggested.

Consider simply giving them a damage bonus against creatures meeting the criteria for the current version, except that they don't have to be adjacent. Attacking such creatures might be instinctive.
The race seems mostly OK, and other people are already discussing it, but I want to draw some attention to the PP.
          Rebellious Action (11th level): Whenever you spend an action point to make an attack, you gain a +2 bonus to attacks rolls and damage rolls with that attack. You gain a +3 bonus if the target is Aberrant and a +5 bonus if the enemy is a Mind Flayer.

This seems OK
.

          Strength of Will (11th level): When an attack hits you that has the psychic or psionic keyword, the attacking enemy must re-roll the attack and take the lower of the two rolls.

This might be a tad overpowered. You may just want to use a flat bonus to defenses against those attacks, or add psychic resistance, or both.

          Friend to the Surface (16th level): While in major cities or cities with a population of over 10,000, you are not treated with hostility or fear by the typical residents.

Eh. I don't really think that something like this should be in the rules material, but decided by the DM. This also makes little sense in many contexts. "Welcome to the city of Atlantis, we'd normally hate/despise you, but we telepathically are aware of you and your actions that you may or may not have performed in favor of surface dwellers!"
 
Traitor to the Elder Brains Attacks
Steal the Thrall                   Traitor to the Elder Brain attack 11
Your mental strength and determination allow you to subvert the Mind Flayer’s control, taking the thrall under your own command.
Encounter * Psionic
Minor Action Close blast 10
Target: One dominated enemy in range that is enslaved by a psychic, psionic, or charm effect, ability or power.
Attack: Intelligence + 2 vs. Will of the controlling enemy.
Hit: The target is no longer dominated by the enemy and is now dominated by you for two turns. After that time, the thrall is released with its own free will. The original dominator is allowed to retake the thrall (if it has an ability that allows it to.)
Special: You can use this power once against each dominated enemy in the encounter (on separate actions).

This is useless in most encounters unless the campaign centers around it. Would you take a class encounter power that only worked on shardminds that used shard swarm last turn? No.
 
Ravaging Mind Blast           Traitor to the Elder Brains attack 11
You unleash the total fury of your anger against the Mind Flayer, destroying everything in your way.
Encounter * Psychic
Standard Action Close blast 5
Target: All creatures and objects with hit points in area.
Attack: Ability score modifier of your Mind Blast power +3 vs. Will
Hit: 2d8 + attacking ability score modifier +5, and the target is stunned and dazed (save ends both).

Probably a touch overpowered. Stunning is VERY powerful, especially vs. will in a close blast 5.
 
Shatter the Lesser Mind       Traitor to the Elder Brains attack 20
Your enemy falls over as its psyche is obliterated.
Daily * Psionic, Psychic
Standard Action Range 15
Target: On creature in range.
Attack: Ability score of you Mind Blast power + 5 vs. the lower of your target’s Will or Fortitude
Hit: 3d10 + attacking ability score modifier +10, and the target is stunned (save ends), and is knocked prone.
Aftereffect: The target is dazed (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn and knocked prone.

I think you need to remove one feature from this power. Level 20 powers are supposed to be pretty darn good, but this might be a bit much. Either remove the "lower of your target’s Will or Fortitude" the proning, or the daze aftereffect.
Shatter the Lesser Mind       Traitor to the Elder Brains attack 20
Your enemy falls over as its psyche is obliterated.
Daily * Psionic, Psychic
Standard Action Range 15
Target: On creature in range.
Attack: Ability score of you Mind Blast power + 5 vs. Will or Fortitude
Hit: 3d10 + attacking ability score modifier +10, and the target is stunned until the end of your next turn if you targeted Will, or the target is knocked prone if you targeted Fortitude.
Aftereffect: The target is dazed (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.

Slightly less over powered.
Okay, Rampant, I'll think it over. Its a little late at my ends, so I'll work on it tomarrow.

Natural and magikot, thanks for finally looking at the PP. No-one has so far. I'll think about your suggestions (again, probably actually fix things tomarrow), and I think I will use your version of Shatter the Lesser Mind, magikot, thanks.
I will also definately change Friend to the Surface, I was going more for theme than practicality, which was a mistake. I'll fix it tomarrow, and if you could post an idea in the meantime, I would be your best friend. ',: D

Thanks all of you guys, girls, and hermophrodic Illithids that have given advice in any form (that includes telepathic comments). I am sure if we keep this up, we can make a perfect Illithid PC race and submit it to wizards, where it can be made official!
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"I am sure if we keep this up, we can make a perfect Illithid PC race and submit it to wizards, where it can be made official!"



Too far? Maybe.

Likely to happen? Probably not.

Fun to daydream about? Definately.
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Friend to the Surface (level 16): You gain a +2 bonus to bluff and diplomacy checks. Also when you roll for a bluff or diplomacy check you roll two dice and use the higher result.

This will keep the thematic feel you were going for while also giving it a mechanical base.

Here are a few other suggestions for a level 16 feature.

Strength of the Alien Mind (level 16): You gain +1 to your attack roll for Psionic Powers. Your Psychic powers ignore the first 5 points of Psychic Resistance.

Gift of the Far Realm (level 16): You gain 1 power point. If you do not have any augmentable at-will psionic powers, you may choose one of level 13 or lower as an encounter power.
Please let me explain: I wanted to test this version of Steal the Thrall (now Mental Theft) before I made a solid commitment. Im sure there will be a (likely well-deserved) outcry about it, but, then again, I might be a complete idiot about all things making-a-character related, instead of just the noobish first-timer.

What I bolded that normally wouldn't be bolded is obviously fo you guys to tell me what's best.
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magikot, I like your ideas, but those don't (Except your friend to the surface) really match the path's theme. The path is more about despiseing your race and leaving them behind. Kind of like Drizzt Do'Urden, but with more hatred for the race; more about just screwing with their plans. Do you get what Im going for?
Im sorry this sounds a little ... whats the right word? Condescending? (Im thinking of the phrase "Do you get what Im going for?) I suppose. Im sorry if this sounds a little condescending. I dont mean it that way. 
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magikot, I like your ideas, but those don't (Except your friend to the surface) really match the path's theme. The path is more about despiseing your race and leaving them behind. Kind of like Drizzt Do'Urden, but with more hatred for the race; more about just screwing with their plans. Do you get what Im going for?
Im sorry this sounds a little ... whats the right word? Condescending? (Im thinking of the phrase "Do you get what Im going for?) I suppose. Im sorry if this sounds a little condescending. I dont mean it that way. 



Not condescending at all, I get what you're going for.

The alternates I suggested were more along the lines of the humanoid mind overpowering the illithid tadpole that made him/her the way he/she is. Turning the power of the far realm against itself, much like those that make deals with demon lords to turn the power of hell against itself. I probably should have mentioned that before, but it was early and I had just woken up when I last posted. :P
MEntal thief seems over complex.

What if you make it a basic ranged power that dominates the target(s), but gets an attack roll bonus against targets dominated by someone else?
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But that's all over! So if there's anyone still paying attention to this, we can resume any and all discussion. Unless, that is, this c=race is now as perfect as a race gets in this game. Laughing 
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Unless, that is, this c=race is now as perfect as a race gets in this game.  

Far from it. The Bore into Brain power is still far too melee-centric. Also, the Mind Blast power is still missing attack roll bonus scaling, and it's effect on a hit is still too powerful.

Why, yes, as a matter of fact I am the Unfailing Arbiter of All That Is Good Design (Even More So Than The Actual Developers) TM Speaking of things that were badly designed, please check out this thread for my Minotaur fix. What have the critics said, you ask? "If any of my players ask to play a Minotaur, I'm definitely offering this as an alternative to the official version." - EmpactWB "If I ever feel like playing a Minotaur I'll know where to look!" - Undrave "WoTC if you are reading this - please take this guy's advice." - Ferol_Debtor_of_Torm "Really full of win. A minotaur that is actually attractive for more than just melee classes." - Cpt_Micha Also, check out my recent GENASI variant! If you've ever wished that your Fire Genasi could actually set stuff on fire, your Water Genasi could actually swim, or your Wind Genasi could at least glide, then look no further. Finally, check out my OPTIONS FOR EVERYONE article, an effort to give unique support to the races that WotC keeps forgetting about. Includes new racial feature options for the Changeling, Deva, Githzerai, Gnoll, Gnome, Goliath, Half-Orc, Kalashtar, Minotaur, Shadar-Kai, Thri-Kreen, Warforged and more!
I'll amend Mind Blast. But people keep telling me how awefull Bore into Brain is without offering real advice. Can you help me out there? And I am sure I want to go with it as a base Racial power, so any suggestions on how to make it work would be very helpfull.
Have you ever wanted to play a character out of the norm? A character... reviled by society, something that offers you a unique role-playing challenge? Have you ever wanted to play something more hated and innately evil then Drow? Have you ever wanted to be a...Mind Flayer? Page 8 has the current complete version.
                                                    Hey there!

I Know, I know, it's been like 5 months since I've done anything at all with this thread and/or race. I've fixed Mind Blast (I think/hope) and now need to fix Bore Into Brain.
     Here's the thing: I know I want it as part of the base race, but I can't think of anything I can do to make it less melee. The only thing I can think to do is make it somehow work after the battle? Maybe any enemies killed within the last, oh, let's say 5 rounds is eligible to have it's brain eaten?
     I'm also thinking of having it take a standard action to do, but that might mess with the flow a bit, especially for melee-oriented characters who attack and get the kill that turn.

Please, I know I've been gone for a while, but I do want to make this work. Please help me out!
Have you ever wanted to play a character out of the norm? A character... reviled by society, something that offers you a unique role-playing challenge? Have you ever wanted to play something more hated and innately evil then Drow? Have you ever wanted to be a...Mind Flayer? Page 8 has the current complete version.
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