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Old 09-18-2007, 10:24 AM   Top  -  End  -  #1
The Vorpal Tribble
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Join Date: Dec 2004
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The Mindfields
Gender: Female
Lightbulb [Creatures] I think, therefore I AM!

Thought Elemental



A thought elemental is a being of unfettered consciousness and calculating intellect, appearing more as mental triggering of senses than anything tangible. Brief snatches of thought and light amongst fleeting scents and the crawling of skin that all combine into the definite knowledge of an entity. It is thought in its pure essence, a creature of reason and deduction free of any physical distractions. Despite this it is in many ways simpler than a child, having no desires or ambitions other than to understand. No particular branch of knowledge does it wish to explore, all holds its attention equally. As it gains knowledge it becomes more complicated in personality and gains a true sentience beyond mere thought.

Thought elementals are most usually spawned from realms whose existence is purely mental, most often the Region of Dreams where thought is a tangible thing. Others more rarely are found within the Astral Plane, forming out of the more fanciful and unreal locales of the realm.

A thought elemental speaks language in its truest form through its telepathy.

Combat
Thought elementals have no wish to do combat, though their inhabit ability is usually misconstrued as a wish to do harm, when in fact all they seek is experience and knowledge directly from another. If forced to fight however, they use combat as a learning opportunity, as they do all things. With each attack they quickly learn and adapt with uncanny speed.

A thought elemental has good will saves and poor fortitude and reflex saves.

Adaptive Attack (Ex): When it strikes, a thought elemental adapts its attack to take advantage of weaknesses in the opponent's defenses. Each round that it successfully damages a living creature it gains a +1 insight bonus (maximum +5) on attack rolls and damage rolls against the opponent. This bonus remains in force until the elemental deals damage to a different living creature. For example, the first time a thought elemental damages a living foe, a +1 bonus applies to each of its attacks against that target in subsequent rounds. The next time it hits that foe, the bonus increases to +2. During any round that it misses the targer, the bonus does not increase. If the elemental hits a different target at any point in that progression, the bonus against the first target is lost, and a new bonus begins to accrue against the new target.

Hypercognition (Ps): 3/day. A thought elemental is the epitome of calculating intellect and can focus itself to deduct nearly anything as the Hypercognition power (Expanded Psionics Handbook page 111).

Incorporeal Traits: A thought elemental is harmed only by other incorporeal creatures, magic weapons, powers, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.

A thought elemental in the Region of Dreams loses all incorporeal traits.

Inhabit (Su): Once per round, a thought elemental can merge its body with a living creature that posesses an intelligence score. This ability is similar to a magic jar spell (caster level 10th or the thought elemental’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the elemental must make a touch attack; moving into the target’s space to use the inhabit ability does not provoke attacks of opportunity. While inhabiting a being, a thought elemental can use Mind Probe upon its host at will.

The target can resist the attack with a successful Will save. The save DC varies with the elemental’s size (see the table below). The save DC is Charisma-based.

Code:
Size      Inhabit Save DC
Small     13
Medium    14
Large     17
Huge      24
Greater   27
Elder     29
Mindsight (Ex): A thought elemental sees the mental presence of thinking beings. They can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within range of its telepathy. This works much like blindsight, but only in regards to thinking beings.
The elemental also perceives several observable characteristics about each being detected with mindsight, including the being's type and Intelligence score. The creature need not take any additional or special actions to gain this information; it is as obvious to mindsight as the being's race and clothing would be to eyesight.

Naturally Psionic: A thought elemental gains 1 bonus power point.

Spasm (Ex): If it wishes a thought elemental's touch can cause a brief surge of neural energy. This momentary wild surge causes the muscles and organs of its victim to spasm painfully, tearing themselves apart. A thought elemental adds their intelligence modifier to the damage dealt. This ability only works on living creatures.

Telepathy (Su): A thought elemental can communicate telepathically with any creature within 120 feet that has an Intelligence score. The creature can respond to the thought elemental if it wishes - no common language is needed.

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Thought Elemental, Small
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Thought Elemental, Medium
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Thought Elemental, Large
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Thought Elemental, Huge
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Thought Elemental, Greater
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Thought Elemental, Elder
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Last edited by The Vorpal Tribble : 09-18-2007 at 10:48 AM.
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