Psurlon conversion

Post/Author/DateTimePost
#1

methvezem

Mar 22, 2006 19:53:52
Here's my conversion of the psurlon, one of my favorite critter. I tried to stay true to what is written in the DS MC2 (fluff) description when I converted it.

As always, your comments are welcome.

PSURLON, ATHASIAN
Medium Aberration (Psionic)
Hit Dice: 7d8+14 (45 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
AC: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +5/+6
Attacks: Claw +6 melee (1d6+1)
Full Attack: 2 claws +6 melee (1d6+1) and bite +1 melee (2d6)
Face/Reach: 5 ft/5 ft
Special Attacks: Domination, psionics powers
Special Qualities: Blindsight, closed psyche, damage reduction 5/magic, immunities, power resistance 18, telepathy 200 ft.
Saves: Fort +4, Ref +3, Will +13
Abilities: Str 12, Dex 12, Con 15, Int 18, Wis 18, Cha 17
Skills: Bluff +8, Concentration +12 (+16 while manifesting defensively), Diplomacy +7, Disguise +4 (+6 acting in character), Gather Information +6, Heal +6, Hide +6, Knowledge (the planes) +8, Knowledge (psionic) +12, Psicraft +12 (+14 with power stones), Sense Motive +6, Use Psionic Device +11 (+13 with power stones)
Feats: Combat Manifestation, Enlarge Power, Psionic Endowment
Environment: Astral Plane or any
Organization: Solitary, pair or cluster (3-5)
Challenge Rating: 7
Treasure: No coins; double goods and items (universal items only)
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +7

This dark red, man-sized creature look like an upright-standing earthworm with a humanoid physionomy. Where the head is supposed to be is a great circular maw ringed with teeths, while the creature’s four limb-like appendages end in deadly claws and maws. A great, richely colored robe dresses the creature.

Psurlons are a highly intelligent race currently trapped on the Astral Plane. They are sought after by psions who wishes to benefits from their psionic knowledge. They are highly manipulative and firmly believe in the superiority of their race as a whole. The use the inimitable condition of the Astral Plane to further experiment and accumulate knowledge.
Their segmented, earthwormlike bodies of the psurlon is covered by minutes claw-like bristles, called setae, set all along its segmented length. Even while being invertebrate, they can stand upright because of the rigidity of their ridged segments. They possess four cylindrical rubbery limbs, the upper appendages ending in black, talonlike claws while the lower limbs end in toothed maws, both capable of grasping and manipulation. The most proeminent feature of their head is their large, circular maw filled with teeth-like protusions. Their head is completely devoid of sensory organs in the common sense of the term. Instead, psurlons have a small bump-like lobe above the maw called prostomium. The prostomium is actually a sensory device that gathers sensory information about their environment. Most psurlons have a dark-red or red-violet body while other are muddy-green. However, some can be encountered that does not have these colours.
A psurlon typically stands 5 feet tall and weighs 170 pounds.
Psurlons speak their own language, which consist of mainly of grunts and squeals, but prefers to communicate telepathically.

COMBAT
Psurlons disdain the use of armor and manufactured weapons, being supremely confident in their own natural abilities, and powerful psionic abilities. While they prefers to avoid direct physical combat, they are not afraid of rending their victims apart using their claws and teeth, if they cannot avoid it. However, the most dangerous ability of the psurlons is their massive psionic ability and use of their domination ability to control unwitting pawn to make combat for them, turning friends against friends, causing confusion and seeding doubts in the hearts of everyone battling them.
Blindsight (Ex): Psurlons can ascertain all objects and creatures by nonvisual means within 200 feet. The psurlons do not need to make Listen or Spot checks to notice creatures within range of their blindsight.
Closed Psyche (Ex): Psurlons, with their unusual mental processes, are hard to influence and mentally detect. They are considered to be always under the effect of a personal mind blank in regards to detecting and reading the psurlon emotions and thoughts and have a +4 racial bonus on their Will saves.
Domination (Ps): This psionic attack has a range of 100 ft. A humanoid targeted by this ability must succeed on a DC 16 Will save or become under the mental control of the psurlon, as if affected by psionic dominate. The psurlon must stay concentrated to control the target. Only one target may be dominated at a time using this ability. The save DC is Charisma based. This ability is the equivalent of a 4th-level power.
Immunities (Ex): Psurlons are immune to compulsion and charm effects.
Psionics Powers: A psurlon manifests powers as a psion (telepath) of 7th level. The save DCs are Intelligence-based.
Typical Psion Powers Known (power points 60, save DC 14 + power level): 1st―inertial armor, mind thrust (DC 15*), mindlink (DC 15*), demoralize (DC 15*); 2nd―brain lock (DC 16*), id insinuation (DC 16*), inflict pain (DC 16*), read thoughts (DC 16), thought shield; 3rd―dispel psionics, mind trap, psionic blast (DC 17*); 4th―psionic dominate (DC 18*), psionic dimension door, schism.
*Powers can be augmented.
Telepathy (Su): A psurlon can communicate telepathically with any creature within 200 feet that has a language.

PSURLON ADEPT
Athasian Psurlon, 11th–Level Psion(telepath)
Medium Aberration (Psionic)

Hit Dice: 7d8+14 plus 11d4+22 (94 hp)
Initiative: +6
Speed: 20 ft. (4 squares)
AC: 21 (+2 Dex, +6 natural, +3 deflection skin of the hero), touch 15, flat-footed 19
Base Attack/Grapple: +8/+7
Attacks: Claw +10 melee (1d6-1)
Full Attack: 2 claws +10 melee (1d6-1) and bite +5 melee (2d6)
Face/Reach: 5 ft/5 ft
Special Attacks: Domination, psionics powers
Special Qualities: Blindsight, closed psyche, damage reduction 5/magic, immunities, power resistance 29, telepathy 200 ft.
Saves: Fort +9, Ref +8, Will +19
Abilities: Str 8, Dex 14, Con 16, Int 24, Wis 20, Cha 20
Skills: Bluff +19, Concentration +34 (+38 while manifesting defensively), Diplomacy +17,Disguise +15 (+17 acting in character), Gather Information +15, Heal +17, Hide +17, Knowledge (the planes) +22, Knowledge (psionic) +22, Psicraft +27 (+29 with power stones), Sense Motive +22, Use Psionic Device +20 (+22 with power stones)
Feats: Ability Focus (domination), Burrowing Power, Combat Manifestation, Craft Universal Item, Enlarge Power, Force of Will, Improved Initiative, Overchannel, Psionic Endowment, Psionic Meditation
Environment: Astral Plane or any
Organization: Solitary, cluster (1 plus 1-4 psurlons) or congregation (1 plus 2-6 psurlon plus 2-6 scions of the worm)
Challenge Rating: 18
Treasure: No coins; double goods and items (universal items only) including possessions noted below
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +7

The leaders and protectors of the psurlon communities, psurlon adepts are psurlon who continues to increases their psionic knowledge by following the path of the psion (telepath) class, becoming formidable mindbenders.
A psurlon adept typically stands 7 feet tall and weighs 250 pounds.

COMBAT
The save DCs for this psurlon adept’s domination (DC 26) is adjusted for its higher Charisma score. The psurlon adept use its psionic powers to quickly dispatch its adversaries before they can even enter melee with him.
Typical Psion Powers Known (power points 204, save DC 17 + power level): 1st―inertial armor, mind thrust (DC 19*), mindlink (DC 19*), demoralize (DC 19*); 2nd―brain lock (DC 20*), id insinuation (DC 20*), inflict pain (DC 20*), read thoughts (DC 20), thought shield; 3rd―dispel psionics, mind trap, psionic blast (DC 21*); 4th― psionic dominate (DC 22*), psionic dimension door, schism; 5th―adapt body, metaconcert, psionic plane shift, psychic crush (DC 23*); 6th―psionic contingency, co-opt concentration, psionic overland flight.
*Powers can be augmented.
Possessions: Metapsionic damaru (Empower), psionatrix of telepathy, third eye concentrate, skin of the hero, torc of power preservation. (Benefits of these items are included in the statistics block. Different psurlon adepts may have different possession.)


PSURLON SOCIETY
A psurlons’ community on the Astral Plane consists of 20-200 (2d10 X 10) psurlons. Young number a quarter of the population. Psurlon communities are usually led by a psurlon adept possessing much stronger psionic ability than the average psurlon. Psurlons are hermaphroditic creatures.
The home world of the psurlons is unknown, but is thought to have been destroyed by the psurlons themselves thousands of years ago. At the height of their evolution, psurlons, in their eternal quest for knowledge and power, devised a means to psychically link up with all psurlons throughout their world. When the right moment came, all psurlons across linked up and sent forth their psychic energy. What the psurlons did not realize was that the fabric of the prime material plane could not contain such a psychic force. A rift in the planes was ripped open and all the surviving psurlons were sucked into the Astral Plane. The force that pulled them into the Astral Plane was so great that each of the psurlons was knocked into a catatonic state for a period of 100 years. When the psurlons awoke from this state, the rift had long since repaired itself. The psurlons were trapped with no way back to their home world or any other place on the prime material plane. The fabric of the Astral Plane seems to be much stronger than that of the prime, for the psurlons cannot conjure up the massive convergence like that which caused their entrapment. Over the centuries, the psurlons have lost the ability to conjure up the convergence but their determination to return to a material plane that would accept their potentially abusive use of psionics has only grown.
Some two-hundred years ago, during the year of Enemy’s Defiance in the 187e King’s Age, the first psurlon came to Athas after being summoned by a psion that wanted the greater knowledge possessed by the creature he had taken notice of. The infuriated psurlon quickly dispatched its summoner and set forth to explore this new, psionically-rich, world. It never returned to its ancient home, its fate still unknown to this day. From then, many have sought psurlon knowledge but the price for it is often quite high, and in many cases results in the death of the summoning psion. Many times after summoning a psurlon and gaining its knowledge, the summoner attempts to slay it or send it back to the Astral Plane without paying their due. They soon learn, however, that psurlons never forget a broken deal and often track him down and extract their due payment. Nowadays, psurlon having chosen to stay on Athas sometimes takes acolytes, the so-called scions of the worm, to help them in their dreams of conquest and subjugations. The psurlons have realized the psionic potential that Athas can attain and dream of using it to further their own agendas, perhaps even reenacting the convergence that exiled them to the Astral millenia ago.
Like most intelligent predators, psurlons are usually at the top of the food chain. Psurlons normally feed on the flesh of other creatures, preferably that of other sentient races. They especially like the flesh of halflings and humans. However, psurlons seem to be something of a delicacy to Athasian rocs. This of course causes psurlons to react poorly whenever one of these great birds of prey is in the area.
Psurlons have an average life span of 1,500 years.

PSURLONS AS CHARACTERS
Most psurlons with class levels are psions.
Psurlons characters possess the following racial traits.
― +4 Constitution, +8 Intelligence, +8 Wisdom, +6 Charisma.
― A psurlon’s base speed is 20 feet.
― Blindsight out to 200 feet.
― Racial Hit Dice: A psurlon begins with seven levels of aberration, which provide 7d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +2, Ref +2, and Will +5.
― Racial Skills: A psurlon’s aberration levels give it skill points equal to 10 X (2 + Int modifier). Its class skills are Bluff, Concentration, Diplomacy, Disguise, Gather Information, Heal, Hide, Knowledge (the planes and psionic), Psicraft, Sense Motive, and Use Psionic Device.
― Racial Feats: A psurlon’s aberration levels give it three feats.
― +6 natural armor bonus.
― Natural Weapons: 2 claws (1d6) and bite (2d6)
― Special Attacks (see above): Domination, psionics powers. A psurlon who takes level in psion adds its racial manifesting ability and psion levels together to determine its power points reserve, manifester level, and power known.
― Special Qualities (see above): Closed psyche, damage reduction 5/magic, immunities, power resistance 18 + class level, telepathy 200 ft.
― Automatic Languages: Psurlon. Bonus Languages: Common.
― Favored Class: Psion (telepath)
― Level adjustment: +7.

IMAGE(http://i62.photobucket.com/albums/h113/methvezem/Psurlon.jpg)

EYE OF PSURLON (Minor Artifact; revised)
Eye of Psurlon: This minor artifact is not native to the world of Athas. It was brought into this world two centuries ago by the first worm-like psurlon who was summoned by a powerful psion hoping to gain their psionic knowledge.
The Eye of Psurlon is a four-inch diameter globe that weights much more than its size would let appear, and is always warm to the touch. It looks like a giant eye from one of the great psionic cats. The black pupil of the eye floats in a gelatinous yellow substance, moving of its own volition. When gazed upon it seems to try to bring the onlooker into its depths.
The owner of the Eye of Psurlon manifests all powers from the clairsentience and psychometabolism disciplines by paying power points equal to the standard cost minus 3 (minimum of 1).
The Eye functions as both a psionatrix of clairsentience and psionatrix of psychometabolism when held, adding a +1 enhancement bonus to the save DC of applicable powers.
While held, every applicable clairsentience and psychometabolism power manifested by the owner is considered enlarged as by the Enlarge Power feat.
A psurlon holding the Eye is considered to know all the powers of the clairsentience and psychometabolism discipline of all level up to the highest-level power it can manifest.
Once per week, as a full-round action, the owner can create an area combining both the effects of a null psionic field and an antimagic field as a 1-mile diameter emanation centered on the Eye for a duration of 1 hour. The owner is unnaffected by the field, as are all spellcasters and manifesters able to cast epic spells or manifest epic powers.
If the owner is a psurlon, this ability can be used to affect a specific creature within line of sight. The target is not allowed a save against this ability, and is affected for 2d10 days.
A curse come with the possession of this artifact, any non-psurlon will slowly lose its sight, becoming blind over the course of 4 weeks. The possessor will continuously use the clairsentient powers of the Eye to rplace its lost sight. Psurlons who possess the Eye will lose all personal ambition, becoming obsessed with the welfare and survival of the psurlon race as a whole.
Overwhelming clairsentience and psychometabolism; ML 20th; Weight 15 lb.
#2

Sysane

Mar 22, 2006 20:29:27
This is great, but you do realize that psurlons already have 3.5 stats? Thats not to say there can't be an Athasian version, but I just wanted you to be aware of that. With that said, I'm very impressed with what you've shared with us here. Good job!
#3

methvezem

Mar 22, 2006 22:32:49
Yes, I'm aware of their appearance in MM2 and LoM, but I was not satisfied by those, as they are more and more removed from their original athasian roots IMHO; hence I did a conversion myself , more in line with what I imagined the psurlons to be: masters of psionics, worthy of summoning to have them as masters.
#4

the_peacebringer

Mar 23, 2006 7:05:13
Damn, I wouldn't like to be face to face with one of these buggers!
Nice conversion, Meth. Defenitivally better than MMII.
#5

nytcrawlr

Mar 23, 2006 7:57:08
Nice work Meth.

Now if I can just persuade the monster burueau to include this in the next release of ToA.

:D
#6

methvezem

Mar 23, 2006 8:10:28
Nice work Meth.

Now if I can just persuade the monster bureau to include this in the next release of ToA.

:D

I'll do my best myself to try to make that happens! ;)

Thanks everyone for your good words

As a side note, while searching for athasian plants, I reread The Net Libram of Athasian Ecology, and I think I'll convert the 4 plants I found there.
#7

brun01

Mar 23, 2006 8:29:18
Yes!



I remeber I was crying to Kam a long time ago about not being a Nightmare Beast or Psurlon in ToA.

Maybe with this version (excelent, by the way), he'll reconsider...
#8

kalthandrix

Mar 23, 2006 8:43:37
Okay Meth- here is what I got for you.

1) The Astral Plane- really! I know access to other planes has been a high point of debate here on the boards and will not reiterate said debate, but I have to say that I am not a fan of having them in the Astral Plane personally- a fringe area of he Grey or the Black would work just as well for DS purposes.

2) For their DR, I was thinking that with their body structure they would be more susceptible to harm from slashing and piercing weapons. So my suggestion would be to make their DR 5/magic or metal slashing/piercing. The keen edge of a sharp metal weapon is needed to cut their rubbery hide- inferior material just do not hold the same edge.

3) Personal Mind Blank- now I do not have the original material in front for me but I am not a fan of having this on all of the time- IMO some of the other features you have in place appear adequate and if you wanted them to be more resistant to Telepathic powers then I would just give them an additional +4 to their saves to resist telepathic powers. The personal mind blank seems a bit powerful to me.

4) What is a damaru? I do not recall seeing such an item.

5) Are there really male and females of this race? I had always thought that worms and these creatures were sexless and stuff.

6) For the artifact-
The owner of the Eye of Psurlon manifests all powers from the clairsentience and psychometabolism disciplines by paying power points equal to the standard cost minus 3 (minimum of 1).

A psurlon holding the Eye is considered to know all the powers of the clairsentience and psychometabolism discipline of all level up to the highest-level power it can manifest.

These two abilities seem a bit redundant IMO- it is basically saying the same thing.

Overall- I like um and you get a
#9

nytcrawlr

Mar 23, 2006 8:48:00
I remeber I was crying to Kam a long time ago about not being a Nightmare Beast or Psurlon in ToA.

I agree that there needs to be an Athasian equivalent Nightmare Beast as well in ToA.

We've got some massive work to do on it yet, so maybe I will be able to convince everyone. Adding a few more extra creatures isn't going to be that great of an extra burden compared to what plans we already have for it.
#10

Sysane

Mar 23, 2006 9:57:09
These two abilities seem a bit redundant IMO- it is basically saying the same thing.

Actually Kal, they're not. One is stating that all powers from the clairsentience and psychometabolism disciplines can be manifested for 3 less power points than their normal costs.The other is stating that a psurlon holding the Eye has access to all powers in the clairsentience and psychometabolism disciplines depending on the psurlon's manifester level.
#11

kalthandrix

Mar 23, 2006 11:17:12
My bad- I guess I did not read it as closely as I thought.

So Meth- you can scratch #6.

I do have another question conserning this artifact though- does it only work for the worm dudes or can other races use it. And if so, is their any 'curse'-like effects for them doing so?

This item could open the path to your Disciple of the Worm PrC- maybe it was left on Athas and it is the only way these guys have to see Athas as it is today and to try to influence events to free them. Just a thought.
#12

methvezem

Mar 23, 2006 19:20:35
1) The Astral Plane- really! I know access to other planes has been a high point of debate here on the boards and will not reiterate said debate, but I have to say that I am not a fan of having them in the Astral Plane personally- a fringe area of he Grey or the Black would work just as well for DS purposes.

I personnaly think that they don't belong to either the Gray or the Black as these already have their niche in DS, which is not applicable to the psurlon. Anyways, IMO, and for all practical ways, the psurlon's plane they call home is DM call, depending on individual campaign. I followed with existing fluff, so as to not contradict that basic fact.

2) For their DR, I was thinking that with their body structure they would be more susceptible to harm from slashing and piercing weapons. So my suggestion would be to make their DR 5/magic or metal slashing/piercing. The keen edge of a sharp metal weapon is needed to cut their rubbery hide- inferior material just do not hold the same edge.

The DR/magic they have is not from their body structure per se, but ''their enhanced protection is because of their magical and psionic experimentation on their flesh. Wounds of other types cause very little damage and heal instantly.'' (quoted from DS MC2) Also note that I have deleted all reference to psurlons using magic; I see them wholy as a psionic race first and foremost. Not to say that they can't learn to use magic, as psurlons stranded on Athas could, but its not one of their goal.

3) Personal Mind Blank- now I do not have the original material in front for me but I am not a fan of having this on all of the time- IMO some of the other features you have in place appear adequate and if you wanted them to be more resistant to Telepathic powers then I would just give them an additional +4 to their saves to resist telepathic powers. The personal mind blank seems a bit powerful to me.

Your're right on that point; I only wanted them to be immune to mental scrying and detection. I'll change the entry accordingly.

4) What is a damaru? I do not recall seeing such an item.

He, he. Good catch Kal. I was wondering if somebody would notice it. It's an universal item that will be featured in the Guide. ;)

5) Are there really male and females of this race? I had always thought that worms and these creatures were sexless and stuff.

I changed the 1st paragraph of the Psurlon Society section.

6) For the artifact- These two abilities seem a bit redundant IMO- it is basically saying the same thing.

See Sysane post

I do have another question conserning this artifact though- does it only work for the worm dudes or can other races use it. And if so, is their any 'curse'-like effects for them doing so?

This item could open the path to your Disciple of the Worm PrC- maybe it was left on Athas and it is the only way these guys have to see Athas as it is today and to try to influence events to free them. Just a thought.

Any one possessing the Eye can use it, but psurlons can use some effect that others can't use. I added to the abilities, plus the curse coming with the possession of the artifact.

I revised the Scion of the Worm to reflect their new masters' powers, I should post it shortly.

Overall- I like um and you get a

Thanks Kal :D
#13

methvezem

Mar 23, 2006 19:41:12
PSURLON GRAFTS

Psurlons are masters of creating and developing psyche and mentally-enhancing grafts. They use some themselves but most are designed with their pawns and servitors, both loyal and controlled, in mind.

GRAFT PSURLON FLESH [ITEM CREATION]
You can apply psurlon grafts to other living creatures or to yourself.
Prerequisite: Psurlon, Heal 10 ranks.
Benefit: You can create psurlon grafts and apply them to other living creatures or to yourself. Creating a graft takes one day for each 1,000 Cp in its price. To create a graft, you must spend 1/25 of its price in XP and use raw material costing one-half of this price.


PSYCHIC KNOT
This graft gives a bad surprise to those that wishes to mentally influence its recipient. If the recipient is subject to a mental attack, the graft is the first to receive the bulk of the effect, revolting the attacking mind with its alien strangeness. The psurlons graft these to already controlled minions as even they are not above the effect of contacting a mind protected by a psychic knot. After being grafted, all social interactions enacted by the recipient suffers from the difficulty to understand normally-minded creatures.
Graft Location: Head.
Description: This graft takes the form of a dark-red lump of flesh located in the back of the head of the recipient, with fleshy, spidery tendrils of the same color covering the scalp from the neck up to the forehead.
Activation: A psychic knot is always active once the graft is installed. Using it requires no action beside being subject to a mind-affecting power as noted below.
Effect: The graft affect the mind of psionic creatures trying to influence the recipient (wethever it is beneficial or not). When the recipient is subject to a mind-affecting power or psi-like ability, the manifester must make a Will saving throw against a DC of 16 or becomes dazed for 1d4 rounds as its mind reels under the alieness encountered while contacting the mind protected by the graft. In addition, upon a failed save, the manifester’s DC to gain is next psionic focus is 20 plus the number of rounds he was dazed.
The drawback of this graft is the difficulty of the recipient to process information gained socially as its mind gets less receptive to outside influence. He take a -2 penalty on Diplomacy, Gather Information and Sense Motive checks.
Construction: Requires Graft Psurlon Flesh, creator must be a psurlon, id insinuation power, 5,000 Cp, 200 XP, 10 days.
Graft Donor: A piece of psurlon brain.
Graft Sacrifice: 2 hp, -2 penalty on Diplomacy, Gather Information and Sense Motive checks.
Price: 10,000 Cp.

SENSORY NODULE
This graft enables the recipient to senses and perceive details that its visual organs would otherwise miss or mistakes.
Graft Location: Head.
Description: A small bump-like lobe located above the eyes of the recipient.
Activation: The effects granted by the sensory nodule is always active once the graft is installed. Using it requires no action on the part of the recipient.
Effect: In addition to its nomal senses, the recipient can now ascertain his surroundings by nonvisual means to a range of 30 feet. This ability enables him to discern hidden objects and creatures within range. The recipient does not need to make Listen or Spot checks to notice creatures within range of his blindsight.
Illusions spells from the glamer and figment subschool are automatically disbelieved if they are within range,. The recipient gains a +4 to its saving thrown to disbelief other illusion spells that he is subject to if they are within range.
Construction: Requires Graft Psurlon Flesh, creator must be a psurlon, synsthete power, 3,000 Cp, 240 XP, 6 days.
Graft Donor: Part of a psurlon’s prostomium.
Graft Sacrifice: 2 hp.
Price: 6,000 Cp.
#14

kalthandrix

Mar 23, 2006 20:53:30
Wow- I want a sensory noodle :D

Kidding!

Hey Meth- I was just kicking around thought for a majority of my nit-picking, but I am glad to see that some of it was of some use.

I like both of the grafts but need some more time to look them over and think about them.

As for the item thing- will you people please quit teasing us with this Equipment Guide!!! and put it out already (I want to see what Penn did to my items :D ).
#15

darksoulman

Mar 24, 2006 9:44:35
As for the item thing- will you people please quit teasing us with this Equipment Guide!!! and put it out already (I want to see what Penn did to my items :D ).

What he said

Oh, and I love the Psurlon!
#16

Sysane

Mar 24, 2006 10:10:58
If your looking for good "worm-like" fluff or ideas for the psurlons I'd recommend the Rifts'supplement Wormwood. It has a lot of great material that could be converted for the psurlons.

On another note, if people don't like the psurlons/Astral connection, someone awhile ago came up with a great idea about a worm-like Atlantis that harks back to the Blue Age. It could be that the psurlons accidentally jaunted themselves into the Grey or a similar pocket dimension via life-shaping and abandoned that art for psionics.
#17

methvezem

Mar 24, 2006 12:28:12
I have that book, I need to take a look and see if I can get new ideas. Rifts Atlantis and Splugorth Market might contains some ideas too.

About the Blue Age psurlons, no idea where that thread is, Sysane? Sounds great.

Edit: forget my question, Sysane, I've found it here :D
#18

kalthandrix

Mar 24, 2006 13:30:04
Could be that the psurlons were life-shaped during the Blue Age but gained autonomy and sentience and were banished by the halflings into where ever they are currently now.

Just a random thought- no throwing of sticks or jagged rocks needed.
#19

nytcrawlr

Mar 24, 2006 13:35:36
Could be that the psurlons were life-shaped during the Blue Age but gained autonomay and sentiance and were banished by the halflings into whereever they are currently now.

Just a random thought- no throwing of sticks or jagged rocks needed.

Can I throw a spellchecker at you instead?

/me runs

:bounce:
#20

the_peacebringer

Mar 24, 2006 13:50:22
Could be that the psurlons were life-shaped during the Blue Age but gained autonomay and sentiance and were banished by the halflings into whereever they are currently now.

Just a random thought- no throwing of sticks or jagged rocks needed.

I personally would like to believe that they came from elsewhere outside Athas; like a Far Realm kinda deal. They're just too alien. :coolcthul

And I'd just throw round rocks at you, Kal. :D
#21

nytcrawlr

Mar 24, 2006 13:55:03
I personally would like to believe that they came from elsewhere outside Athas; like a Far Realm kinda deal. They're just too alien. :coolcthul

And since Athas has a Far Realm now that would be the perfect place for them for anyone who follows the anti-Astral crowd. :D
#22

kalthandrix

Mar 24, 2006 14:39:49
Can I throw a spellchecker at you instead?

/me runs

:bounce:

Har har har- I deserved that one. I have gotten out of the habit of running my posts through a word doc before posting them.

As for the Far Realm - I do like this idea. The Far Realm is something that is a mystery and one of those undefined and very shady element of the all the gaming worlds- that is why it is cool: because it is undefined. As it defies all laws of time, reality, and a whole host of other standard traits of the standard gaming mechanic, it is very possible that the Far Realm would be something that could touch Athas were the other planes are barred.
#23

methvezem

Mar 24, 2006 19:22:08
Here's a possible, if short, TIMELINE for the psurlons (I based myself on the official timeline, just to be sure not to add any more contradictions ;)):

2nd World’s Age (-14,553)
- Guthay’s Slumber
The psurlons are created by the yet undiscovered nature-benders, as free-willed life-shaped creatures.
- Ocean’s Defiance
The psurlons are the first race to developt the use of psionic powers.

8th World's Age (-14,014)
-Ral's Defiance
The psurlons try to escapes the Brown Tide by undergoing the convergence; they fail and those surviving the psionic backlash find themselves exiled to the Astral Plane.
-Guthay's Fury
Finding and decyphering psurlons’ teaching codices, the races of the Rebirth begin using psionic powers.

188th King's Age (-200)
-Ral's Fury
The first psurlon to return to Athas since the convergence is summoned by a psion hoping to learn from these ancient psionic masters.
#24

nytcrawlr

Mar 25, 2006 9:27:16
Here's a possible, if short, TIMELINE for the psurlons (I based myself on the official timeline, just to be sure not to add any more contradictions ;)):

Awww, but contradictions are what make Dark Sun, Dark Sun. :D


Anyways, nice little attempt in getting them in the history. I still prefer them being in the Far Realm though. :P
#25

methvezem

Mar 25, 2006 15:29:15
Dark Sun - Enter a world of savage inconsistency and brutal divergency of opinions

:P

Your right, they scream Far Realm, but for the fluff part of the psurlon I wanted to stay at least a bit true to what is given in the DS MC2 and in their description in the Shattered Lands CG booklet, where they first appeared if I'm not mistaken.

That makes me wonder which other types of creatures from the Far Realm would be interested by Athas, and vice versa. Psions could summon these creatures to learn from their alien intellects, but what else could be added on the matter of the Far Realm/Athas link?
#26

darksoulman

Mar 25, 2006 19:24:10
And since Athas has a Far Realm now that would be the perfect place for them for anyone who follows the anti-Astral crowd. :D

Would anyone care to explain what the Far Realm is to the uninitiated (don't own the Planescape setting or the Manual of the Planes)?
#27

huntercc

Mar 25, 2006 19:42:36
It could be that the psurlons accidentally jaunted themselves into the Grey or a similar pocket dimension via...

a wormhole!!!!

Bad joke. Seriously though, good stuff on the psurlon conversion, I agree that the existing 3.5 version isn't good enough for Athas. I don't agree with the Astral connection I would prefer something along the lines of the Grey or something similar as Sysane suggested. I have no clue what the Far Realm is, if somebody could post some more details about it I might like that idea better...?
#28

the_peacebringer

Mar 27, 2006 7:15:12
The Far Realm is a place of undefined chaotic-tentacled-disgusting looking beings far, far away. It is sort of another dimension which is totally unreal to the "normal" weirdness of a game world. For example, take a dog, shave its hair and add a dash of slimy residu to it. Then, take off its head and add a mass of tentacles instead. The initiated to the Far Realm are usually quite mad for their psyche is not used to that reality which is exactly what it is, another reality.

Confusing? Now you're getting it! :D
#29

methvezem

Mar 30, 2006 18:57:05
Here's the ancestors of the psurlons as hinted in the timeline above. They were used by the nature benders in one of their multiple attemps to supplant the rhulisti nature masters.
Next I'll post the learning codex.

SUHR-ELON
Tiny Aberration (Symbiont)
Hit Dice: 2d8+2 (11 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 20 ft. (4 squares), swim 20 ft.
AC: 17 (+2 size, +3 Dex, +2 natural), touch 13, flat-footed 14
Base Attack/Grapple: +1/-10
Attacks: Bite +5 melee (1d3-3)
Full Attack: Bite +5 melee (1d3-3)
Face/Reach: 2 1/2 ft/0 ft
Special Attacks: Attach, subjugate
Special Qualities: Blindsight, psi-like abilities, symbiont traits, telepathy 50 ft.
Saves: Fort +1, Ref +2, Will +5
Abilities: Str 5, Dex 15, Con 12, Int 16, Wis 14, Cha 15, Ego 14
Skills: Concentration +6, Diplomacy +7, Hide +15, Sense Motive +7, Swim +2
Feats: Improved Initiative, Weapon Finesse (Bite)B
Environment: Any
Organization: Solitary (symbiont)
Challenge Rating: 1
Treasure:
Alignment: Usually lawful evil
Advancement: By character class

This foot long creature looks like a dark-red, bloated worm with a circular fang-filled mouth at one of its extremities.

The ancestor of the psurlons is a free-willed, parasitic, life-shape creation of the nature-benders. They were then know as suhr-elon, or mind guide, in ancient rhulisti. Created during the Blue Age has a mean to covertly control and influence the nature masters, it ressembles tubular, segmented worm with an extremity that end in a round, fang-filled maw.
The suhr-elon developped independent thought that eventually resulted in their rebellion against their masters, in a similar way they themselves did against the rhulisti nature masters. They used their powerful intellect to further developt the powers of the mind the nature benders had given them to fulfill their role. They eventually surpassed their need for a host by evolving themselves physically into a bipedal form.
A suhr-elon is about 1 foot long and weights about 5 pounds.
They can communicate between themselves using grunts and squeals, but prefers communicating telepathically. They also have an innate understanding of the rhulisti language.

COMBAT
Suhr-elon hide and wait until they can attack their prey by surprise. Once they attach to their host, they immediately begin using their subjugate ability to influence him and convince him of the benefits of his presence.

Attach (Ex): A suhr-elon that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached suhr-elon loses its Dexterity bonus to AC and thus has an AC of 14. An attached suhr-elon can be struck with a weapon or grappled itself. To remove an attached suhr-elon through grappling, the opponent must achieve a pin against the creature.
Blindsight (Ex): Suhr-elon can ascertain all objects and creatures by nonvisual means within 50 feet. The suhr-elon do not need to make Listen or Spot checks to notice creatures within range of their blindsight.
Free Will (Ex): The suhr-elon are specially created to be able to make their own decisions in using their host to further their masters’ will. As such, even while created originally as life-shaped creature, they have the potential to advance in a character class of their choice.
Psi-like Abilities: At will―conceal thoughts, telempathic projection (DC 13); 3/day―cloud mind (DC 13). Manifester level 2nd. The save DCs are Charisma-based.
Subjugate (Ps): Once a suhr-elon attach itself to a host, they begin to influence its actions and decisions in accordance to the instructions given to it by its master. For all the time a suhr-elon is attached, the host is subject to the effect of a continual psionic suggestion. So long as the suhr-elon remains attached to its victim, the psionic suggestion cannot be resisted, even if a check would normally indicate that the effect is broken.
Telepathy (Su): A suhr-elon can communicate telepathically with any creature within 50 feet that has a language.
#30

kalthandrix

Mar 30, 2006 21:15:36
I like it- and no Astral Plane :D
#31

Sysane

Mar 31, 2006 13:38:36
I like the ancestor angle. An interesting twist would be that the creature the puppeteer from the XPH were the larval stage of the psurlons.
#32

methvezem

Mar 31, 2006 16:46:36
The suhr-elon is a creature similar to the puppeteer; in fact I inspired myself from this monster, the symbionts from FF, and the psurlon I did above to create a life-shaped creature that evolved into the modern-day psurlons.

So the original psurlon, then known as suhr-elon by their rhulisti creators, is a small worm with psi-like abilities that became the psurlons as they are now known.

Also, instead of the Astral Plane, I was thinking that the convergence they used to escape the Brown Tide created a sort of common mindscape for the surviving members of the race. Unlike normal mindscape, they would have been transported physically into it, a kind of unique happening, impossible to repeat. They could be imprisonned into it, until summoned by outside forces i.e. athasian psions. Once liberated, they would work to free their brethern, and conquer their once-world. :coolcthul :D

What do you think?
#33

kalthandrix

Mar 31, 2006 21:33:24
Physically traveling into a mindscape- that would be cool- but the mind would have to be someone elses and that person/creature would still have to be alive. You could make it akin to the demiplanes kind of like the demiplane seed the Planeshifer gets in the Manual of the Planes to some degree- it being highlt morphic due to the creature "dreaming" or something.

Maybe this could be hooked up with Pennarin's dream artifact!
#34

Pennarin

Apr 04, 2006 2:41:21
Wow, just wow! Mind blowing, you got it man.