Illithids: Illithid Technology

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Zimrazim's picture
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Factol
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Illithids: Illithid Technology

I originally posted this on the Behind the Scenes board. It's not Planescape-specific content, but it's not unreasonable that a couple of these devices could have made their way to the planes (courtesy of the Possessor Creed or other traveling natives of Gyrus).

Thrall prod:

Knowing that while most thralls are easily kept in check by a mind blast to the face, some are more resistant than others, the mind flayers of Gyrus have been using thrall prods for a very long time. In its most common everyday use, a mind flayer might use it as part of a reward/punishment system to break in new thralls, or to punish a thrall for making a mistake or for disobedience. Rarely, it can even be used as a fallback weapon, in case a mind flayer encounters trouble that mind blasts and violent brain extraction can't cure.

The most commonplace variety of thrall prod is a metallic, hand-held rod with controls that allow the wielder to select a power setting. Even being lightly touched by the business end of these weapons results in 1d2, 1d4, or 1d8 points of subdual damage. (This damage is electrical and psionic in character with regards to damage reduction and power resistance. Assuming the recipient is in a condition to be able to resist, the electrical attack is against the defender's touch AC.) A Fortitude save (DC 16) halves the subdual damage. Additionally, on the 1d8 setting, the defender must make a DC 16 Fortitude save or be dazed for 1-2 rounds. The controls allow a mind flayer to change the prod's power setting as a move-equivalent action (though a wielder with the Quick Draw feat may do so as a free action). In addition to the game-mechanics side of things, being on the wrong end of a thrall prod is definitely painful and unpleasant.

The majority of mind flayers believe that long-term or excessive use of these devices does nothing good for the tastiness or overall health of thrall brains (which are not well designed for having electricity course through them). Accordingly, they prefer not to use them at all on thralls who are intended either for performance-eating or ceremorphosis, and usually hold back from using the strongest setting unless it's genuinely needed (especially strong-willed captives or rebellious slaves, for example). Of course, there are also a few flayers who don't mind electrically-fried brains as an interesting taste sensation.

In a pinch, the thrall prod makes a passable club (1d4, lethal damage, plus the subdual damage).

While the most common variety of thrall prod does not have a lethal setting, such prods do exist, most often in the hands of the Tamer Creed. A 'quarterstaff' version exists (1d4/1d6/1d8 subdual or 1d8 lethal settings, daze effect applies to the 1d6 and 1d8 settings). If the user wields it as a melee weapon, it does 1d6 physical damage in addition to the electrical damage. The 'polearm' version is almost purely for military use and is generally used to put down serious thrall rebellions, deal with gith incursions, or deal with foes that a mind flayer doesn't want to go anywhere close to with its tentacles, though they are sometimes used to herd very dangerous creatures from one location to another. These weapons deal 1d8 subdual/1d8 lethal electrical damage (plus chance to daze), plus 1d10 physical damage when wielded as a melee weapon, and have a 10-foot reach.

The 'standard model' thrall prod has 100 charges when created, but the highest power setting consumes 2 charges per use. The 'quarterstaff' model has 50 charges, but the 1d8 subdual and lethal settings each consume 2 charges per use. The 'polearm' model consumes 2 charges per use on any setting, and has 50 charges. Given time and resources, they can be recharged by mind flayer specialists familiar with the inner workings of the weapon (Craft Psionic Weapons and Armor feat, and possibly also knowledge of psionic powers of the energy-manipulation type). A casual glance at the weapon won't reveal its number of charges remaining, but anyone with appropriate fine hand tools and an understanding of qualith script can open the outside casing and calculate the current number of charges remaining from a meter located inside the case.

The daze effect does not stack with itself (i.e. if a thrall prod lands several times in one round, or if a thrall is struck with multiple prods at once), nor does it stack with the stun effect of a mind blast. Use the effect with the longest duration, with 'stunned' as the priority. (If a human is mind blasted for 3 rounds, then dazed with a thrall prod for 2 rounds in round 3, the human's status would be stunned-stunned-stunned-dazed, for 4 rounds of negative status effects, not 5.)

Thrall prods do not confer any attack or damage bonuses, but for purposes of overcoming DR, the standard thrall prod is treated as a +1 weapon. The 'quarterstaff' version is treated as +2, while the 'polearm' is treated as +3.

It's worth noting that, due to their considerable power resistance, the effects of a thrall prod will rarely work against a mind flayer. Additionally, it would be considered the height of insult if a mind flayer were to use this weapon against another of its kind. The 'quarterstaff' version, and especially the 'polearm' version, are normally 'locked' and must be psionically hailed by a psi-aware being before they can be used.

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

Zimrazim's picture
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Joined: 2007-01-14
Illithids: Illithid Technology

Ineluctable arrows:

Designed specifically to counter githyanki marksmen and spellcasters, these rare arrows (or occasionally bolts) came about through a combined effort by the Creative and Tamer Creeds. A target struck by one of these arrows must save or be affected by the dimensional anchor power (8th manifester level). Additionally, if the dimensional anchor manifestation is successful, the target's power resistance is reduced by 5 for 1d4+1 rounds. (The power resistance reduction does not stack if the target is struck by multiple arrows.)

While they provide no attack or damage bonuses, these arrows are treated as +2 arrows for purposes of overcoming DR. After the arrow has struck a target once, it loses its psionic power and cannot be reused. These weapons are rarely found outside the possession of illithid Tamers or Creative Creed laboratories. They are usually found in bundles of 4, 8, or (rarely) 12.

Other ineluctable weapons:

Very rarely, illithids forge melee weapons (often, but not always, longswords) with the ineluctable property. Up to three times per day, on a successful strike, the wielder can attempt to subject the target to the dimensional anchor power. The manifester level, save DC, and effective "pluses" for purposes of overcoming DR vary by the individual weapon. (Note that melee weapons with the ineluctable property do not reduce the target's psionic power resistance. Rather, they ignore 5 of the target's total power resistance when attempting to dimensionally anchor the target.)

The few ineluctable melee weapons that exist are individually handcrafted by Creative Creed specialists, and are usually the prized possessions of renowned gith slayers among the Tamers. Not only must they be psionically hailed in order for their psionic properties to be used, each weapon requires a specific, predesignated command thought to activate. There is a tendency among illithid Tamers to make the command thought something extremely distasteful or disgusting to githyanki.

Illithids who wish to craft ineluctable weapons of any kind must possess the Craft Psionic Arms and Armor and Power Penetration feats and must be able to manifest the dimensional anchor power. Specialized equipment, rare raw materials, and hard-to-find knowledge may be required, as well.

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

Zimrazim's picture
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Factol
Joined: 2007-01-14
Illithids: Illithid Technology

Mental maps:

These objects are normally only created by members of the wealthier and more 'high-tech' illithid communities, for they are somewhat time-consuming to create, requiring the use of both uncommon physical materials and specialized knowledge. Generally a mental map is found in the form of a metallic wafer (not larger than palm-sized), usually made from silver or electrum, and inlaid with two to four small quartz crystals. The reverse side may or may not be inscribed with Qualith writing providing a general description of the particular map's contents.

Mental maps are believed to have been originally designed by spelljamming illithids -- who, after all, travel widely, often far beyond the immediate telepathic reach of their respective Elder Brains. Outside spelljamming environments, they are particularly likely to be used by members of the Possessor, Gatherer, and Tamer Creeds. While most are designed for illithid use, some maps are made for the use of thralls whose duties require them to be highly familiar with particular routes or layouts. Occasionally one may be provided to an illithid 'ally' such as a drow or neogi, instructing it on how to go to a particular location at a particular time (with only the immediate next step of travel revealed to the user while he makes the journey) -- for example, to a temporary location being used by a group of illithid traders.

Once activated, a mental map telepathically provides detailed information about a preset physical location or travel route, as if the map's owner had actually been there before. The level of detail varies, but the majority of mental maps aim for high detail, high accuracy, and thoroughness. Some maps, when polled by the owner, only provide information in small steps (only revealing the immediate next portion of the intended route -- for example, whether to take a left or right tunnel branch in the Underdark), while others convey the entire route or layout all at once. Most of the information provided is either visual or abstract, but may occasionally include input from other senses as well. Sensory input nearly always comes from an illithid perspective -- with perception of two bands of color beyond red, poor sound resolution compared to human hearing, and painful sensitivity to natural light, for example. Some illithid mapmakers may include 'map notes' along the lines of 'tasty brains here' or 'frequent undead sightings over here.'

The amount of information that can be recorded on a mental map is finite. Describing a route between two illithid communities is entirely possible, but a comprehensive mapping of the entire Underdark of a particular world would require a prohibitively huge number of maps.

Mental maps may or may not be protected from unauthorized 'activation,' depending on their contents and the wishes of the mapmaker. Maps containing relatively harmless or 'public' routes may be unprotected, while maps containing highly sensitive informaton may need to be psionically hailed and require one or several 'command thought' passwords. In either case, a mental map must be directly touched by its owner in order to convey its information.

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

Zimrazim's picture
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Factol
Joined: 2007-01-14
Illithids: Illithid Technology

Sleep inducers:

A sleep inducer is the psionic equivalent of an animal trap. Illithid herd-thinners, especially, tend to place these traps either in areas on the surface where 'game' is sparse, or in the Lowerdark, where edible... food is even harder to come by. They are not the only illithids with access to these items, however. Sleep inducers tend to be set near watering holes, campsites, and other places where an individual or small group might decide to linger for a while. Occasionally they may be strategically placed in a village a few hours prior to a brain raid. Sometimes they are also used to forcibly tranquilize new or unruly slaves.

A sleep inducer is typically buried a few inches into the ground, and may also be hidden with nearby leaves or whatever appropriate material is available in the area. Once activated, those who remain within a 15' radius of the inducer for more than 5 minutes must make a DC 16 Will save or become extremely drowsy, find a nearby spot to rest, and fall into a deep, nearly comatose sleep. While the effect is strong, its onset is gradual, and individuals in the area may not immediately realize that something is wrong. Psionic power resistance applies when attempting to resist the effect (treat as 8th manifester level), and creatures immune to mind-affecting powers are immune to the effects of a sleep inducer. If the person makes the Will save, that person is immune to the effects of that sleep inducer for the next 24 hours. Sleep inducers have no effect on creatures with an Intelligence score of less than 3.

Once asleep, a victim cannot be awakened by talking, shouting, slapping, etc., but will be awakened by HP damage (i.e., lethal damage, not subdual damage) or the use of an offensive spell or psionic power against him or her. The affected person may make another Will save at the same DC every 8 hours. If successful, the person wakes up. Once awakened, the victim is still groggy and suffers a -2 penalty to all actions for the next 2 rounds. Even if the victim repeatedly fails the Will save, the person will wake up naturally after 24 hours. (That is, if he wakes up at all...)

The most common variety of sleep inducer is most effective against the minds of 'humanoid' races -- humans, dwarves, gith races, halflings, goblinoids, orcs, and so on. A less common version is most effective against reptiles and amphibians such as kobolds, kuo-toa, and lizardmen. If the DM feels that a particular race may not be on the list of races targeted by that particular device (for example, a fire genasi), award a +4 bonus to that person's Will save. Aberrations (not just illithids, but also elans, etc.) are always immune to the effects of a sleep inducer.

A sleep inducer is a palm-sized chunk of (usually clear) crystal, sometimes inscribed with Qualith writing. Once activated, its power continues to operate for up to 16 days, at which point it must be recharged. While held, it may be turned on or off, as a standard action, by any illithid, or by any non-illithid who successfully makes a DC 18 Psicraft check.

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

Dunamin's picture
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Factor
Joined: 2006-06-13
Illithids: Illithid Technology

Awesome stuff, Zim!

However, I'd think "ineluctable" weapons rather originated as import from the Blood War. While only the mightiest giths pop around with their limited dimension doors, an abundance of fiends, celestials and other outsiders teleport any distance at will. Add that to the Blood War being much more ancient and on a greater scope, and I think you'd have weapons that deactivate teleportation effects likely being first developed by Blood War fiends.

Zimrazim's picture
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Joined: 2007-01-14
Illithids: Illithid Technology

'Dunamin' wrote:
Awesome stuff, Zim!

However, I'd think "ineluctable" weapons rather originated as import from the Blood War. While only the mightiest giths pop around with their limited dimension doors, an abundance of fiends, celestials and other outsiders teleport any distance at will. Add that to the Blood War being much more ancient and on a greater scope, and I think you'd have weapons that deactivate teleportation effects likely being first developed by Blood War fiends.

Good point. Part of this is the (substantial) difference between 3.0 and 3.5 githyanki racial abilities. The 3.0 version is admittedly overpowered. 3.0 includes the ability to teleport an unlimited number of times per day, clairvoyance, unlimited telekinesis... at a manifester level of 16. Using an extreme interpretation of the 3.0 rules, a 1st-level githyanki in a room liberally stocked with weapons (say, an armory) could deal as much damage in one round as 400 pounds worth of telekinetically hurled weapons could administer to the target -- not that any sane DM would allow that. (The mental image does make me giggle, though.)

I'm pretty sure I remember a Dungeon issue where the PCs were supposed to fight Githyanki encountered in the Astral Plane. The encounter involved archers who would teleport every time the adventurers started to close on them, and attempt to kite the party indefinitely. If the ability for short-range teleports is more limited, there's less need for such weapons in this specific case.

A Blood War/Outer Planar origin (or a case of parallel development or imitation, since Outer Planars are more likely to develop magical weapons, while illithids would most likely develop psionically imbued weapons) seems quite likely.

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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