Dungeons and Dragons Thought Eater 3.5 PBP RPG

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Thought Eater

Thought Eater

Small Aberration (Psionic)

Hit Dice:

3d8 (13 hp)

Initiative:

+8

Speed:

40 ft. (8 squares)

Armor Class:

17 (+1 size, +4 Dex, +2 natural), touch 15, flat-footed 13

Base Attack/Grapple:

+2/-1

Attack:

+4 melee touch (eat thoughts)

Full Attack:

+4 melee touch (eat thoughts)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Eat thoughts, psi-like abilities

Special Qualities:

Darkvision 60 ft., ethereal jaunt

Saves:

Fort +1, Ref +5, Will +4

Abilities:

Str 12, Dex 18, Con 11, Int 7, Wis 12, Cha 14

Skills:

Hide +10, Listen +5, Spot +5

Feats:

Alertness, Improved Initiative

Environment:

Ethereal Plane

Organization:

Solitary or group (1-3)

Challenge Rating:

2

Treasure:

None

Alignment:

Usually neutral

Advancement:

4-6 HD (Small)

Level Adjustment:

-

Thought eaters do not speak.

Combat

A thought eater can spend a maximum of 10 continuous rounds on the Material Plane before its wispy flesh finally dissipates and it falls dead. If badly wounded, it escapes to the Ethereal Plane rather than continuing the fight.

Eat Thoughts (Su): A thought eater can drain psionic power points with a successful melee touch attack. Each touch drains 6 power points from the opponent (or fewer, if the opponent has fewer than 6 points remaining). Against a nonpsionic creature or a psionic creature that currently has no power points, this touch attack instead deals 1 point of Intelligence damage, which provides nourishment equivalent to 6 power points.

A thought eater requires 12 power points per day to survive but will gorge itself on weak prey.

Psi-Like Abilities: At will-detect psionics, distract (DC 13), precognition, psionic daze (DC 13*); 3/day-thought shield.

Manifester level 3rd. The save DCs are Charisma-based.

*Includes augmentation for the thought eater's manifester level.

Ethereal Jaunt (Su): A thought eater can shift from the Ethereal Plane to the Material Plane as part of any move action, and then shift back again as a free action. The ability is otherwise identical to the psionic ethereal jaunt power.


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I’d be very interested to see how this pans out.

A thought would be that it would be nice if character progression could be had without increasingly dangerous conflicts.

In many games, despite there being a broad range of skills (Many of which come into play later) many of the quests involve fighting tougher and harder enemies thus making it essential to ignore more character building stuff in favour of advanced combat prowess.

I’d suggest that this was even more relevant in a system similar to Traveller where you could build a great scientist or diplomat but ‘in game’ have very little opportunity to develop skills above and beyond those that you selected in the beginning.

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