Author Topic: Mindflayer  (Read 25313 times)

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Mindflayer
« on: December 06, 2011, 03:52:23 AM »
Mindflayer

HD:d8
Level   Bab   Fort   Ref   Will   Feature

1   + 0   +0    +0    +2    Mind Flayer body, Telepathy, Battle of minds, Superior Intellect
2   + 1   + 0   +0    +3    Minor psionics
3   + 2   + 1   + 1   +3    Mind Blast, Psionic resistance
4   + 3   + 1   +1    +4    Improved grab, Dissecate
5   + 3   + 1   +1    +4    Advanced psionics
6   + 4   + 2   +2    +5    Fast Tentacles
7   + 5   + 2   +2    +5    Extract
8   + 6   + 2   +2    +6    Greater psionics


Skills:4+int modifier per level, quadruple at 1st level.The mind flayer’s class skills (and the key ability for each
skills) are  Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy(Cha), Intimidate (Cha), Knowledge (any) (Int), Hide(Dex), Listen (Wis), Move Silently (Dex), Profession (Wis), Use Magic device (Cha), Use Psionic Device (Cha), Spellcraft(Int), Psicraft(Int) and Spot (Wis).

Proficiencies:a mind flayer is proficient with simple weapons and his tentacles attacks.

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

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

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

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

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

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

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

Minor psionics: The mind flayer can use Detect thoughts, Charm Person and Levitate as SLAs twice per day for each HD it possesses.  The save DCs are 10+1/2HD+Cha mod.

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

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

Psionic resistance:The mind flayer gets SR equal to 11+HD. It may raise or lower this SR at any time as a free action, even if it isn't its turn.


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

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

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

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

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

Extract (Ex): A mind flayer of 7th level or higher that begins its turn with all four tentacles attached and makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature (unless it has multiple brains or can function without its brain).

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

Different bonus from different brains don't stack.

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


Comments
(click to show/hide)
« Last Edit: February 06, 2017, 02:13:59 AM by oslecamo »

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Mindflayer
« Reply #1 on: January 17, 2012, 12:05:29 AM »
Ulitharid(prc)

Prerequisites

To become an Ulitharid a player must have taken at least 1 levels of the Mind Flayer class and have at least 11 ranks in concentration.

HD:d8
LevelBABFortRefWillSpecial
1st
+0
+2
+0
+2
Superior Body, Growth, Ultra Psionics, +1 Con, Alien Mind
2nd
+1
+3
+0
+3
Horror grasp, Psionic Genius, +1 Str
3rd
+2
+3
+1
+3
Alien Hide, Master Psionics, +1 Con
4th
+3
+4
+1
+4
Deep Analysis, Supreme Psionics, +1 Str


Skills:4+int modifier per level, quadruple at 1st level.The mind flayer’s class skills (and the key ability for each
skills) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy(Cha), Intimidate (Cha), Knowledge (any) (Int), Hide(Dex), Listen (Wis), Move Silently (Dex), Profession (Wis), Use Magic device (Cha) and Spot (Wis).

Proficiencies: An ulitharid gains no proficiencies

Features:

Superior body:Unlike other monster classes, the Ulitharid doesn't lose its racial ability modifiers. His telepathy range doubles.

Levels of Ulitharid also stack with caster/manifester classes like mindflayer levels did.


Growth: The Ulitharid grows one size category.

Ultra psionics: The Ulitharid can now use Dimension door as a SLA as a free action 1/day for each HD it has, but no more than once per turn. It can still take actions after using this.

In addition, the Ulitharid can choose any spell or psionic power of a level no higher than half his own HD and use it as an SLA/PLA 1/day for each 3 HD it has. If the chosen spell/power has an exp cost the Ulitharid must pay it every time he uses it.

Save DCs are 10+1/2 HD+Int or Cha modifier (whichever is higher).

Alien Mind:For each level of this prestige class the Ulitharid gains a permanent +1 to his Int or Cha scores.

Ability increase:
the Ulitharid gains +1 Con at 1st and 3rd levels and +1 Str at 2nd and 4th levels of this class.

Horror Grasp: The  Ulitharid now ignores freedom of movement effects when grappling with his tentacles and can grapple opponents of any size.
 

Psionic Genius:The Ulitharid can now use Mass Suggestion as a SLA 1/day for each 2HD it has.

In addition, the Ulitharid can choose any spell or psionic power of a level no higher than half his own HD and use it as an SLA/PLA 1/day for each 3 HD it has. If the chosen spell/power has an exp cost the Ulitharid must pay it every time he uses it.


Save DCs are 10+1/2 HD+Int or Cha modifier(whichever is higher).

Alien Hide:the Ulitharid gains a bonus to his nat armor equal to 1/3 his HD, stacking with the Mind Flayer class nat armor, and his total nat armor now applies to incorporeal attacks as well.

Master Psionics: The Ulitharid can now use dominate monster as a SLA 1/day for each 3HD it has.

In addition, the Ulitharid can choose any spell or psionic power of a level no higher than half his own HD and use it as an SLA/PLA 1/day for each 4 HD it has. If the chosen spell/power has an exp cost the Ulitharid must pay it every time he uses it.

Save DCs are 10+1/2 HD+Int or Cha modifier(whichever is higher).


Deep Analysis:Whenever a creature is damaged by the Ulitharid's tentacle attack it takes a -1 penalty to his saves against any following attack from that Ulitharid attack for 1 hour. Multiple tentacle attacks stack.

In addition, the Ulitharid can ignore mind-affecting immunity from any creature hit by his tentacle attacks, but those creatures still gain a +10 on saves against mind affecting effects from the Ulitharid. Penalty to saves from the Deep Analysis ability applies tough.


Supreme Psionics:The Ulitharid can choose any two spell or psionic power of a level no higher than half his own HD and use each as an SLA/PLA 1/day for each 6 HD it has. If a chosen spell/power has an exp cost the Ulitharid must pay it every time he uses it.

Save DCs are 10+1/2 HD+Int or Cha modifier(whichever is higher).

In addition, if all Ulitharid levels are taken, at every new level up the Ulitharid can chance its spell choices for Master Psionics and Supreme Psionics, as long as he always learns lower level spells/powers for Master Psionics than Supreme Psionics.

Comments
(click to show/hide)
« Last Edit: February 06, 2017, 02:14:18 AM by oslecamo »

Offline Prime32

  • Over-Underling
  • Retired Admin
  • *****
  • Posts: 2914
    • View Profile
Re: Mindflayer
« Reply #2 on: February 16, 2012, 01:55:39 PM »
Thrallherd [General]
Prerequisites: Ability to cast a charm or dominate spell or psionic power, character level 6th.
Benefit: Whenever you create a mind-affecting effect with a duration of 1 hour/level or longer, you can make its duration Permanent. Creatures under the effect count as followers, as if you possessed the Leadership feat, though their reaction to you does not change beyond what is dictated by the effect itself (i.e. if you placed a Permanent suggestion on an enemy then it would remain an enemy). If you target a creature that could not be attracted as a follower (eg. if it is too high level, or all your follower slots are filled) then the effect does not become Permanent for that creature. You may place a creature under multiple Permanent effects, but they count as multiple followers.
Special: Do not apply reputation-based modifiers to your Leadership score when determining the followers provided by this feat. If you possess the Leadership feat your standard followers from that feat are tracked separately (and take reputation-based modifiers into account, as normal).

Offline merashin

  • Lurker
  • *
  • Posts: 7
  • I'm new!
    • View Profile
Re: Mindflayer
« Reply #3 on: March 11, 2012, 10:42:39 PM »
Hello, love your work. I noticed that Psychic Genius gives you a spell with you still paying the exp cost, but did you mean to have it ignore material component or just leave that part out.

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Mindflayer
« Reply #4 on: March 12, 2012, 06:20:32 PM »
It was intended. Ignoring exp costs was a bit too much for my tastes, but ignoring material components isn't as abuseable.

Offline ShatterScale

  • Lurker
  • *
  • Posts: 9
  • Lurk too much.
    • View Profile
Re: Mindflayer
« Reply #5 on: March 16, 2012, 05:15:32 PM »
I am very interested in seeing Ulitharid be 12 levels for a full twenty levels of mindflayer development, or possibly a few levels of Alhoon able to be stuck on top towards twenty.

I am currently messing with a broken gestalt (please don't hurt me!) Ebon Initiate / Mind Flayer.

I have a question regarding the Ultra Psionics line as well. Is it to meant to be taken at nine, ten and so on, limiting you to caster level spell/psi of 4, 5 and 6? Would it be wise to consider taking the class later for the potential to have higher level spell options?

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Mindflayer
« Reply #6 on: March 17, 2012, 07:00:30 PM »
I am very interested in seeing Ulitharid be 12 levels for a full twenty levels of mindflayer development, or possibly a few levels of Alhoon able to be stuck on top towards twenty.

I am currently messing with a broken gestalt (please don't hurt me!) Ebon Initiate / Mind Flayer.
Join the waiting list then or give it a try yourself like others around here did, I've already got plenty of other requests to take care of. Plus somehow I ended up DMing 4 online campaigns and that's basically eating all my free net time, not to mention RL studies piling up, so new monster class work is advancing on a crawl on my part. Reviewing work is much easier than making it from almost scratch.

I have a question regarding the Ultra Psionics line as well. Is it to meant to be taken at nine, ten and so on, limiting you to caster level spell/psi of 4, 5 and 6? Would it be wise to consider taking the class later for the potential to have higher level spell options?
Yeah, good point, right now it somewhat punishes you if you take it early as the later you get it, the stronger SLAs you obtain. Will put in a clause that you can change it on every level up if you take it early.

Offline ShatterScale

  • Lurker
  • *
  • Posts: 9
  • Lurk too much.
    • View Profile
Re: Mindflayer
« Reply #7 on: March 30, 2012, 05:57:02 AM »
Waiting on approval

Cyberflayer(PRC)



Prerequisites:
A Cyberflayer must have taken all levels of Mind Flayer and Ulitharid.
A Cyberflayer must have Con 16 or greater.
A Cyberflayer must have Cha OR Int of 30 or greater


Hit Dice: d8


Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+0+2+0+2Cybernetic Installation, Cybernetic Brain, Emitter/Impact Module, Armor Integration
2nd+1+3+0+3Acceleration/Velocity Module, Synapse Optimization
3rd+2+3+1+3Concussion/Pacification Module, Telekinetic Cage, Armor Integration
4th+3+4+1+4Infra-Sound/Suppression Module, Synapse Optimization
5th+3+4+1+4Anti-Viral/Stimulus Module, Motion Enhancement, Armor Integration
6th+4+5+2+5Adaptation/Reprogramming Module, Synapse Optimization
7th+5+5+2+5Error-Correction/Revision Module, Armor Integration
8th+6+6+2+6Husk/Mechanization Module,Total Cyberization, Synapse Optimization

Class Skills
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: 4 + int
The Cyberflayer’s class skills (and the key ability for each
skills) are  Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (any) (Int), Hide(Dex), Listen (Wis), Move Silently (Dex), Profession (Wis), Use Magic device (Cha), Use Psionic Device (Cha), Spellcraft (Int), Psicraft(Int) and Spot (Wis).

Weapon and Armor Proficiencies: Cyberflayers gain no proficiencies.

Cybernetic Installation: Unlike other monster classes, the Cyberflayer doesn't lose his racial ability modifiers. Every level the Cyberflayer has flashes of brilliance that compel him to rapidly create and install cybernetic modules to alter his body. At creation, the Cyberflayer must decide to construct only Adversary modules or Elder Modules, and may not change this choice once the first module is chosen. If the Cyberflayer loses a module somehow (typically due to destruction of the body), the Cyberflayer has the same brief flashes of knowledge needed to reconstruct the missing parts. Modules only function properly inside of the Cyberflayer that created them. Modules appear to be worthless unidentifiable metallic material until installed.

The initial framework needed in the Cyberflayer's body provides additional resilience to damage grants them a +4 Armor Bonus to AC as if the Cyberflayer had perpetual Mage Armor, as such that spell will no longer benefit the Cyberflayer. This bonus is not lost in an antimagic field.

All Cyberflayer save DCs are 10+1/2 HD+Int or Cha modifier(whichever is higher).

In the event of a Rust Monster, or Rust based attack, armor integration protects any worn items from rust based damage, but the items are still vulnerable to sundering, but have a +5 to hardness. (The plating engulfs and retracts as needed for removal of the item) A Cyberflayer's body is not considered ferrous except in the cases of rust based attack or the Rust Monster antennae which deal damage as if struck by Rusting Grasp.

Cybernetic Brain: The Cyberflayer can now use Telepathic Bond as an SLA 1/day for every 4HD it has. Gains a +5 to saves on any Mind Affecting abilities of other Mind Flayers, Ulitharids, Cyberilithids, or Elder Brains, and Immunity to Mind Probe like effects.

Armor Integration: The Cyberflayer begins to modify their body, gradually leaving little more than their head, spine and organs as their original flesh. The Cyberflayer retains the Natural Armor bonuses of Mind Flayer and Ulitharid. The additional plating adds +1 Con at 1st, 3rd, 5th, and 7th levels of this class.

Synapse Optimization: The Cyberflayer optimizes the speed of their neural pathways to provide either +1 Str, +1 Int, or +1 Cha at 2nd, 4th, 6th, and 8th levels of this class

Telekinetic Cage: The Cyberflayer modifiers their Mind Blast modules to project a sustained force, granting the Force Cage as an SLA. This ability is usable 1/day for every 4HD the Cyberflayer has. The Cyberflayer's Telekinetic Cage will immediately end if either of the following occur: The Cyberflayer moves 100 feet from the victim, or the Cyberflayer uses any Mind Blast effect.

Motion Enhancement: The Cyberflayer upgrades his movement module and can now use Temporal Acceleration as an SLA 1/day for every 4HD. The Cyberflayer is still shaken by this power despite fear immunity, nor does any effect other than the passage of a normal turn remove this effect. This power lasts for 1 round, and cannot be used again until shaken wears off.

Total Cyberization: The Cyberflayer has replaced his entire body except for his brain and face. The Cyberflayer no longer sleeps, ages, or needs to consume anything except brains. Instead of sleep, the Cyberflayer spends a full round action rebooting his systems to enter or exit Diagnostic Mode. Diagnostic Mode need not be continuous however, a Cyberflayer needs to spend a total 2 out of every 24 hours in this mode to recover abilities. Diagnostic Mode slows the Cyberflayer to a move speed of 10 feet, and disables all SLAs. While rebooting, the Cyberflayer is incapable of movement or action as if stunned.  Due to the increased psionic draw, the Cyberflayer must feed every two weeks or stay in Diagnostic Mode for 20 hours every day to save power.

Adversary Modules: These modules are focused towards a more independent Cyberflayer and could cause other Mindflayers and Elder Brains to regard them as an outcast starting with the Acceleration Module
(click to show/hide)
Elder Modules: These modules are the intended path to becoming an Elder Brain in the future
(click to show/hide)

Notes:
(click to show/hide)
« Last Edit: February 08, 2017, 02:58:45 PM by ShatterScale »

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Mindflayer
« Reply #8 on: March 30, 2012, 08:41:47 AM »
I still hadn't got the time to properly check that out, but I'll point you to a base rule around here first:

-If a spell/power isn't easily available in the net(in particular srd), then you can't use it in your class.

So no really obscure stuff like Solipsism. If you want, make a custom ability that works as you want.

Also your prc needs a fancy name.

Offline ShatterScale

  • Lurker
  • *
  • Posts: 9
  • Lurk too much.
    • View Profile
Re: Mindflayer
« Reply #9 on: May 23, 2012, 02:08:34 PM »
Sorry this is taking so long. I am going through a difficult move and under a lot of stresses at moment. Will finish this asap, hopefully within 3 weeks...

Offline samnemath

  • Sr. Member
  • ***
  • Posts: 371
    • View Profile
Re: Mindflayer
« Reply #10 on: October 04, 2012, 04:01:47 PM »
Does Ulitharid's Growth ability grant any other benefit (ex. increased reach or str)?

Offline VennDygrem

  • Epic Member
  • ****
  • Posts: 4587
  • Exceptionally Average
    • View Profile
Re: Mindflayer
« Reply #11 on: October 04, 2012, 04:31:55 PM »
I believe it works the same as every other Growth ability, which is standard and referenced/defined in the "Introduction and FAQ" thread.

Offline samnemath

  • Sr. Member
  • ***
  • Posts: 371
    • View Profile
Re: Mindflayer
« Reply #12 on: October 04, 2012, 04:34:56 PM »
I missed that. Thanks!

Offline BearsAreBrown

  • Member
  • **
  • Posts: 53
  • I'm old!
    • View Profile
Re: Mindflayer
« Reply #13 on: November 08, 2012, 05:18:07 PM »
Is an IllithidMindflayer expected to go Mindflayer 1/Psion 1/Mindflayer+ to progress? Because that seems silly. That is, no one is going to play a Mindflayer and never dip into a spellcaster. Because that would be utterly retarded and waste their most powerful class feature.

Why doesn't it just grant spellcasting/manifesting at level 2/3?

Offline Concerned Ninja Citizen

  • Legendary Member
  • ****
  • Posts: 1578
  • I am Concerned
    • View Profile
Re: Mindflayer
« Reply #14 on: November 08, 2012, 06:37:26 PM »
The "affinity" ability is actually significantly more powerful than 2/3 casting/manifesting depending on how you use it.

What exactly is your complaint, I'm having trouble understanding your post.

Offline BearsAreBrown

  • Member
  • **
  • Posts: 53
  • I'm old!
    • View Profile
Re: Mindflayer
« Reply #15 on: November 09, 2012, 08:21:19 AM »
My complaint is that people are forced to dip a spellcasting class at level 2. It should just be a class feature to grant the spellcasting.

Offline phaedrusxy

  • DnD Handbook Writer
  • ****
  • Posts: 10708
  • The iconic spambot
    • View Profile
Re: Mindflayer
« Reply #16 on: November 09, 2012, 01:49:28 PM »
My complaint is that people are forced to dip a spellcasting class at level 2. It should just be a class feature to grant the spellcasting.
A lot of his monster classes work like that. I didn't really like it at first, and complained in one thread or another, but it really is woven into dozens of them at this point, and is unlikely to change.
I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Mindflayer
« Reply #17 on: November 09, 2012, 03:30:27 PM »
My complaint is that people are forced to dip a spellcasting class at level 2. It should just be a class feature to grant the spellcasting.

You're misreading the pseudocaster ability (how I call it, and how I'll keep calling it because I came up with it). If you take a spellcasting level at second and then go back to mindflayer, the only thing you'll gain is CL. No new spells or spell slots until you actually restart taking spellcasting levels, and meanwhile you delayed all the actual mindflayer stuff.


Offline Concerned Ninja Citizen

  • Legendary Member
  • ****
  • Posts: 1578
  • I am Concerned
    • View Profile
Re: Mindflayer
« Reply #18 on: November 09, 2012, 03:52:50 PM »
I actually prefer this ability, whatever we're calling it, to straight delayed or slow casting/manifesting.

Take a game that starts at lv 6:

A 2/3rds caster would have lv 4 casting, meaning it would still have only 2nd lv spells while full casters would have 3rd.

A caster with this ability could take 2 levels of Wizard, one at lv 4 and the other at lv6 (So MMMWMW.) The first level would grant it a 1st lv spell and a 2nd lv spell. The second a 2nd lv and a 3rd lv. Then take Focused Specialist and consider that you have 4 extra Int (say, 22 instead of 18) and you end up with 5 1st lv slots, 6 2nd lv, and 4 3rd lv. Plus 4 levels of Mindflayer abilities.

You also have a great deal more versatility in which class you choose to pursue. A slow/delayed caster (or even a full caster) is stuck with whatever its creator gave it (and limited to core classes by the project rules), while this ability lets you benefit from any type of casting, including other homebrew. In fact, my current favorite thing to do with monster classes with this ability is take 4 or 5 levels and then go into a spellshaping class. That way you get to pick up to 3rd lv formula right off the bat.

Slow or delayed casting is somewhat less powerful and much much less interesting than this ability IMO.
« Last Edit: November 09, 2012, 03:54:33 PM by Concerned Ninja Citizen »

Offline phaedrusxy

  • DnD Handbook Writer
  • ****
  • Posts: 10708
  • The iconic spambot
    • View Profile
Re: Mindflayer
« Reply #19 on: November 20, 2012, 11:32:07 PM »
Quote
As a full round action, the mindflayer may use an SLA, or cast a spell or manifest a power with a duration of a standard action or less, and then attack with all his tentacles.
Should that be casting time?
I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.