Incorporating Psionics Unleashed into SS


Serpent's Skull

Silver Crusade

Pathfinder Adventure Path Subscriber

With Serpentfolk, Intellect Devourers and a mysterious foreign locale all featured in Serpent's Skull I was wondering if anyone wanted to take a stab at converting some encounters into psionic menaces. Perhaps transform some treasures into psionic items?

I'll probably take a crack at this at some point (I aim to have 2 psionic encounters per adventure), that way characters with Psionic classes can feel fully incorporated into the setting and the campaign.


Oh good idea. I like Psionics but I'm in the vast minority of my group so I haven't purchased the new Psionics Unleased book since I felt it would go mostly unused but using it on the npcs and monsters is a good way of testing out the rules.

Does the Psionics Unleashed book have a chapter on converting non-psionic versions of creatures into psionic ones? I think that Paizo (and Wotc for that matter) just use Sorcerer levels instead and I'd assume you'd just have to change that to one of the Psionic classes and rebuild it, but I was curious if that type of conversion was specifically covered. If it is, I think I'll pick up the book/pdf as soon as I can and begin converting it as well.


Ask on the Dreamscarred Press Threads and the publisher would tell you all about it :)


Those serpentmen are just begging to be Psionic :)


DM_aka_Dudemeister wrote:
I'll probably take a crack at this at some point (I aim to have 2 psionic encounters per adventure), that way characters with Psionic classes can feel fully incorporated into the setting and the campaign.

Two encounters per adventure? The modules don't have enough Will saves on their own? I'm hoping to play a Psionic soon, and I'd rather not have the GM go out of their way to add psionic creatures when the adventuring party is already getting "owned" by Charm Monster, Command, etc. Just because you're Psionic doesn't mean you're a Telepath Psion with Tower of Will or somesuch power. There's plenty of Nomads, Warriors, Shapers, and Soulknives that only have average Will saves.


True :) Not everyone is Professor X

Silver Crusade

Pathfinder Adventure Path Subscriber

When I say Psionic encounters that can mean a lot more than Telepaths.

Psionic encounters include but are not limited to:

Psions,
Wilders,
Psychic Warriors,
Soulknives,
Psionic Monsters
Non-Psionic classes with Psionic weapons/armour/items.

Essentially if the encounter doesn't lean to heavily on Will Saves in the first place I'm not likely to convert it to something that attacks Will.

Silver Crusade

Making the Ape-King a full-on telepathic Gorilla Grodd could be really, really fun.

Looking through the AP, there really are a lot of NPC candidates for conversion to psionic classes. Maybe even one of the rival expedition leaders, to give them yet another reason to hunt for this lost city that no doubt harbors secrets to unlock further psionic potential...


Heh, heh, heh...


I'm not starting SS until this summer and so I have some extra time to make some modifications. I like psionics and so I decided to convert the Serpentfolk to psionic creatures. The player's won't have access to psionics, I'm just adding it for flavor and spice.

I'm using the default transparency, so no need to change SR or skills.

So far this is what I have:

1/day changes
blur = concealing amorpha
suggestion = compelling voice

at 4th level
dominate = control body
adding Suspend Life

at 9th level
teleport = psychoport

Needs work:

For disguise self, I'm thinking of something like this
Second Skin (Su): Serpentfolk can grow a second skin that allows it to take on the appearance of a humanoid creature. This process takes 1 hour but once completed the skin is considered an extraordinary ability. Second Skin uses the rules for disguise self.

This will change some parts of the adventure but I like the idea that serpentfolk abilites come from either it's skin or from the myths of snakes hypnotizing creatures.

I'm not sure what to replace Ventriloquism, mirror image, major image, or mass suggestion with, however I'm looking at any of the following abilities to still add

Aversion
Cloud Mind
Correspond or Mindlink or Missive
Distract
False Sensory Input
Memory Modification
Mind Control
Telempathic Projection
Thicken Skin


Cool

Silver Crusade

Pathfinder Adventure Path Subscriber

So below is my conversion of the Serpentfolk to a Psionic creature. The changes aren't very huge, I've mostly just swapped out spell like abilities for Psi-Like abilities.

Spoiler:

SERPENTFOLK CR 4
XP 1,200
NE Medium monstrous humanoid (psionic)
Init +9; Senses darkvision 60 ft., scent; Perception+10
DEFENSE
AC 18, touch 15, flat-footed 13 (+5 Dex, +3natural)
hp 42 (5d10+15)
Fort +6, Ref +9, Will +6
Immune mind-affecting effects, paralysis, poison;PR 15
OFFENSE
Speed 30 ft.
Melee mwk dagger +11 (1d4–1/19–20), bite +5 (1d6–1 plus poison)
Psi-Like Abilities (ML 4th; concentration +7)
At will— create sound, minor metamorphosis
1/day— concealing amorpha, read thoughts, compelling voice (DC 16)
STATISTICS
Str 8, Dex 21, Con 17, Int 18, Wis 15, Cha 16
Base Atk +5; CMB +4; CMD 19
Feats Great Fortitude, Improved Initiative,Weapon Finesse
Skills Acrobatics +10, Disguise +8, Escape Artist+18, Knowledge (arcana) +9, Perception +10,Sense Motive +7, Spellcraft +9, Use Magic Device+12; Racial Modifiers +4 Use Magic Device, +8 Escape Artist
Languages Aklo, Common, Draconic, Undercommon; telepathy 100 ft.

Why I chose "minor metapmorphosis" to be an at-will power, is because there was no simple swap for mirror image (concealing amorpha makes an easy replacement for Blur). So with that in mind Minor Metamorphosis can add some minor defenses along with the ability to disguise themselves. Read thoughts is just thematic and interesting.

Silver Crusade

Pathfinder Adventure Path Subscriber

Yarzoth (as a Psionic Serpentfolk). She hasn't been transformed into a Psionic class because it still fit to leave her as a Cleric of Ydersius, thematically.

Spoiler:

Yarzoth CR 6
XP 2,400
Female serpentfolk cleric of Ydersius 4
NE Medium monstrous humanoid
Init +6; Senses darkvision 60 ft., scent; Perception +13
Defense
AC 20, touch 17, flat-footed 13 (+6 Dex, +1 dodge, +3 natural)
hp 72 (9 HD; 5d10+4d8+27)
Fort +8, Ref +11, Will +13
Immune mind-affecting effects, paralysis, poison; PR 19
Offense
Speed 30 ft.
Melee bite +14 (1d6+1 plus poison)
Special Attacks channel negative energy 7/day (DC 16, 2d6)
Domain Spell-Like Abilities (CL 4th; concentration +9)
8/day—inspiring word (2 rounds), touch of evil (2 rounds)
Serpentfolk Spell-Like Abilities (ML 9th; concentration +8)
At will—minor metamorphosis (DC 15), create sound
1/day—read thoughts, mind control, false sensory input, compelling voice
Cleric Spells Prepared (CL 4th; concentration +9)
2nd—cure moderate wounds, enthrall (DC 17), sound burst (DC 17), summon monster II
1st—command (DC 16), cure light wounds (2), divine favor,hide from undead (DC 16), summon monster I
0 (at will)—create water, detect magic, purify food and water, read magic
D Domain spell;
Domains Evil, Nobility
Statistics
Str 12, Dex 23, Con 17, Int 16, Wis 20, Cha 18
Base Atk +8; CMB +9; CMD 26
Feats Combat Casting, Command Undead, Dodge, Scribe Scroll, Weapon Finesse
Skills Acrobatics +11 Bluff +9, Disguise +9, Escape Artist +14, Knowledge (arcana) +11, Knowledge (history) +11, Knowledge (religion) +11, Linguistics +10, Perception +13, Sense Motive +13, Spellcraft +11, Swim +9, Use Magic Device +13;
Racial Modifiers
+8 Escape Artist, +4 Use Magic Device
Languages Aklo, Azlanti, Common, Draconic, Halfling, Polyglot, Undercommon, Varisian; telepathy 100 ft.
Combat Gear potion of water breathing, scrolls of augury, (2), scroll of comprehendlanguages, scrolls of cure moderate wounds (2), scroll of find traps, scrolls of lesser restoration (2), scroll of remove disease;
Other Gear ring of mind shielding
spell component pouch,
unholy symbol of Ydersius, waterproof scroll tube (worth 250 gp; can hold up to 20 scrolls), 18 pp
Special Abilities
Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round
for 6 rounds; effect 1d2 Str; cure 2 consecutive saves.

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