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.The
Malafide
A Preview of Mindscapes: Beasts of the Id
In
Mindscapes: Beasts of
the Id by Bruce R. Cordell, 18 new psionic
creatures await you, ready to challenge psionic characters
-- or be summoned by them! Here is a sample creature
from the book, along with the related rules for operant
creatures and an associated new item: malafide chalkstone.
MALAFIDE
Medium Aberration
Hit Dice: 8d8+24 (60 hp)
Initiative: +2
Speed: 30 feet
AC: 21 (+2 Dexterity, +5 natural, +4 Inertial
Armor), touch 12, flat-footed 19
Attacks: 3 claws +9 melee
Damage: Claw 1d6+2
Face/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Psionics* (mode check +6,
resting mode mind insurgency +0)
Special Qualities: Astral jaunt, damage reduction
10/+1, darkvision 60 feet, operant creature**
Saves: Fort +7, Ref +4, Will +6
Abilities: Str 15, Dex 14, Con 17, Int 15,
Wis 10, Cha 12
Skills: Bluff +6, Concentration +8, Diplomacy
+8, Intimidate +3, Knowledge (psionics) +7, Knowledge
(the planes) +7, Listen +7, Psicraft +8, Spot +6
Feats: Hide Power, Inertial Armor, Subconscious
PowerÜ
Climate/Terrain:
Astral Plane
Organization: Solitary or raid (36)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
*
The mode check and resting mode apply to the variant
Mindscapes psionic combat system.
Malice
on the Astral Plane has a new name: the malafide.
A
malafide stands upright like a humanoid, but its flesh
appears horribly wrinkled, as if steeped much too
long in water, or like the surface of a prune or raisin
dried in the sun. They have three arms equidistantly
spaced around their upper torso, and they possess
two legs. Their heads look lizardlike, with the same
horribly wrinkled flesh that covers their bodies.
Malafides enjoy dressing in grand robes of pure white,
in which they have stitched various psionic diagrams
and cortical pathways.
The
malafides are a race of malicious alien psionic creatures
that live on caravan-cities that ply the infinite
Astral Plane. When their caravans come into close
spatial proximities to worlds of the Material Plane,
they fade into material existence in search of psionic
lore and plunder. They consider themselves lords of
the Astral Plane, and so they viciously hunt other
astral denizens whenever they encounter themso
far, most remain unaware that the malafide caravans
have begun to arrive from farther realities.
While the caravans, each headed by a different malafide
tribe, constantly roam the Astral Plane,
once they find a new material world to loot (or trade
with, in rare circumstances), a caravan may linger
for 10 to 50 years.
Malafides
speak their own language.
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New
Item: Malafide Chalkstone
Malafides
mine a special substance they call chalkstone
from an undisclosed location on the Astral Plane.
While most malafides are not given the location
of this mine, most receive a piece of chalkstone,
which appears as chalky lump of multicolored
rock. Any psionic creature can scribe a psionic
tattoo of any power it knows using the chalkstone;
possession of the chalkstone replicates the
Scribe Tattoo feat in all ways (see the Psionics
Handbook), save as follows: The scriber
must use the chalkstone to scribe the power,
the scriber must personally know the power to
be scribed, and the owner does not need to pay
a gold piece cost to scribe a psionic tattoo.
Each piece of chalkstone can scribe up to five
psionic tattoos. Possession of chalkstone counts
toward an individual malafides treasure.
Manifester
Level: n/a; Prerequisites: n/a; Market
Price: 5,625 gp; Weight: 1 lb.
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Combat
Malafides are psionic creatures first and are naturally
operantalmost like psions (see below). Many
of them take levels of psion to increase their might,
but even untrained adults are fearsome psionic combatants.
Psionics
(Sp): A malafide manifests as an operant creature
(48 power points): astral construct IV, burning
ray, conceal thoughts, concussion, cone of sound,
control body, lesser concussion, mindblank, schism,
sever the tie. Manifester level 8th; save Difficulty
Class = key ability modifier + power level.
Astral
Jaunt (Su): A malafide can shift from the Astral
to the Material Plane as a free action, and it can
shift back again as a move-equivalent action (or as
part of a move-equivalent action) each time it pays
a cost of 5 power points.
Operant
(Ex): Operant creatures manifest powers by paying
power points. See the Operant Creatures
section below.
Operant
Creatures**
Operant creatures do not freely manifest their psionic
powers, but they instead pay power points to manifest
powers like psionic characters. (If operant
is added as a template, a creature may continue to
freely manifest any power it could freely manifest
as the base creature.) Operant creatures can manifest
any power assigned to them, as long as they pay its
cost. They can modify powers with metapsionic feats,
as long as they do not exceed the power point limit
of a given power based on their operant effective
manifester level, which is equal to their Hit Dice.
An operant creatures primary discipline depends
on its highest ability score. This never changes once
set. Operant creatures do not normally gain secondary
disciplines, unless they take up the psion class.
However, unlike psionic classes, operant creatures
can manifest powers from disciplines even if their
ability score associated with that discipline is too
low for a character to do so. Operant creatures do
not gain power points for high ability scores.
Operant
creatures can scale powers, as appropriate (see the
power scaling variant rule in If
Thoughts Could Kill or
Mindscapes: A Psions Guide). Operant
creatures have a number of daily power points available
equal to their Hit Dice x 6. They regain depleted
points all at once at a set time every 24 hours. If
any operant creature is ever drained to 0 power points,
it falls into a coma (or in the case of operant machines,
becomes completely inoperative), until it regains
its depleted power points. An operant creature is
decidedly vulnerable at this time, but in areas of
dead psionics, such as a null psionics field, operant
creatures continue to function without falling into
a coma or deactivating (though they cant manifest
their psionic powers).
An
operant creatures effective manifester level
contributes to manifester levels gained by taking
the psion class. Thus, an operant creature with eight
effective manifester levels that takes a level of
psion could be considered a 9th-level psion. However,
an operant creature does not gain the knowledge and
power points of the previous eight levels of psion.
It gains the difference of powers learned and power
points between 8th and 9th level only. However, it
now manifests all its powers as if it were a psion.
It can also gain secondary disciplines but may still
manifest powers outside its disciplines that its associated
ability scores are too low for it to normally manifest.
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"The
Malafide" preview ©2003 Bruce R. Cordell.
All rights reserved.
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