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Exaen

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Exaen

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About this mod

Allows a non-lobotomized Us to ---evolve--- and gain many Partial-Illithid abilities and passive features by using the Astral-Touched Tadpole. Us will level with you and increase its stats.

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The mod allows a non-lobotomized Us to ---become--- able to ---evolve--- and gain many Partial-Illithid abilities and passive features by using the Astral-Touched Tadpole (does not consume it on use).

The mod only activates after you receive the Summon Us anchor item that grants the Conjure Us spell and if you didn't mutilate / lobotomize Us in the tutorial. If you already have Us on installation, the mod will activate when you load the save. The key is the anchor item being somewhere in your party inventory.
All scripting was done using Larian's story editor. No additional third-party frameworks or dependencies required.

Base Features (with or without evolving)

  • We Are Here (Passive) - Us will level with you and increase its stats. Since you get Us pretty late, the progressions are only from level 8-12, but quite steep in order to bring the purple brain friend up to speed.
    • Level 8 -- +1 CON, +1 WIS, +2 INT
    • Level 10 -- +2 DEX, +2 INT
    • Level 12 -- +2 INT, +2 WIS, +2 CHA
    • Total at 12 -- [  STR 6  |  DEX 16  |  CON 14  |  INT 18  |  WIS 14  |  CHA 12  ]

  • We Are Us (Passive) - Proficiency Bonus added to Armor Class, Difficulty Class, and Attack Rolls. This is essentially Companion's Bond, but I replaced the damage bonus with bonus to DC.

  • Beneficial statuses will remain on Us even while dismissed or resummoned. Feel free to spend that extra spell slot or two on buffs for Us! If Us dismisses itself or if you cast Conjure Us again, the new summoned Us will have the beneficial conditions of the previously dismissed one. Only long-rest or permanent statuses are stored. Statuses that require concentration from the caster or tethered statuses like Warding Bond are also not stored. You can also freely pass the anchor item that holds the summon spell to another party member and the Us they conjure will still have the statuses the previous one had.

  • You can recast Conjure Us without a cooldown outside of combat (unless Us uses Death Burst). Need Us to catch up with the party? Boom. Re-cast Conjure Us. In order to add balance to this, Us's current hit points will also be stored like its statuses. If it had 38 hit points out of 55 when it was dismissed, it will also have the same on summoning again. Short Rests restore Us to full health whether or not it is currently summoned, so it's essentially the same as having the spell on a short rest cooldown.

  • Toggling Non-Lethal Attacks for the party will also apply to Us. Enemy down to 4 hit points and Us is next in the round but you want to knock the enemy out instead? Us will go easy on it (clawed attacks only).

  • Extra Attack (Passive) - Us's strength with this class is not in melee, so this should help boost it when all other options are exhausted.

  • Proficiency Bonus added to Armor Class, Difficulty Class, and Attack Rolls. This is essentially Companion's Bond, but I replaced the damage bonus with bonus to DC.

  • Help (Common Action) - Us is eager to lend a claw or miniature brain tentacle to a friend.

  • Disguise Self as a Cat - While active and outside of combat, Us will take the appearance of a cat. As soon as you enter combat, the disguise is removed. Likewise, if combat ends and you have the disguise active, it'll get reapplied. You can only cast basic actions while disguised. As hilarious as it would be for a cat to cast Mind Blast, that's a whole lot of animation to fill gaps for.
  • (New in 1.0.1.1) Camp Follower
    Us will now rest in camp when dismissed. It wanders around, sleeps, and occasionally (if disguised) it will get zoomies and run around. It will sleep more often and appear weak if it's recovering from Death Burst. While summoned, it will still wander around, but it won't sleep or switch between its normal form and its disguise.
    On top of that, Us will now join you in the epilogue! The behavior is the same except it doesn't sleep.


  • Others
    • +1.5m Jump distance boost
    • Proficiency in Intelligence and Wisdom saving throws.
    • Claws attack damage is magical for the purposes of ignoring resistance to non-magical slashing damage.
    • Using the Restoration Faucet now applies to summons and party followers, not just players. If you haven't beaten the game and don't want spoilers, don't look up what the Restoration Faucet is.
    • Dismissing a companion while they have Us summoned (making Us get auto-dismissed) won't leave behind a weird ghost of Us with 0 hit points on the party panel if you decide to have that companion join the party again.

If these boosts are good enough, enjoy your new Us!


Evolution
To reiterate: this mod is only active if Us was not lobotomized / mutilated in the tutorial!

There are two ways to have Us ---evolve---:

  • Have the Astral-Touched Tadpole somewhere in your party inventory while Us is summoned. You will get a temporary action called "Evolve Us". Use it on Us.

  • Drop the Astral-Touched Tadpole on the ground and have Us use/interact with it.


Evolved Features

Your Devour Intellect upgrades to be more like Absorb Intellect. It gains the ability to restore 1d8 hit points every turn for each target's intellect that you devour. Switched this to only be usable against non-allies since this could be exploited otherwise.

Instantly gain access to the following Partial-Illithid features:

Passives
  • Cull the Weak (limited to Us's level instead of number of tadpole powers for balance).


Actions

NEW! Psionic Pull - Bonus Action - Pull a creature towards you up to 9m.This was originally in early access. I added it to Us instead of Black Hole. The original action has no restrictions which is kind of OP, so I added a saving throw condition (Strength Save DC to prevent being pulled) when used against non-allies. If used on allies, this automatically succeeds (useful if you need to pull a party member out of the way of exploding Gond-bots).

NEW! Death Burst - Once per Long Rest - Explode and expel a synaptic shockwave that inflicts 8d6 psychic damage on all creatures within 3m. Allies automatically succeed the save check, but creatures still take half the damage on save, so careful. The amount of damage is the same as the explosion from the Intellect Glutton but it's psychic instead of acid.
WARNING #1: Using Death Burst will prevent you from summoning Us again until you Short Rest.
WARNING #2: Death Burst will remove beneficial statuses like Longstrider, Aid, Heroes' Feast, or Protection from Poison since this counts as a defeat instead of a self-dismissal / unsummon.

Some cooldowns were loosened since these are Us's only source of extra abilities vs a player with a whole other class or multi-class of abilities. These are:


The rest have the default cooldown in the game:

No Cooldown

Short Rest

Long Rest


Others:
  • Boost to jump distance increase from 1.5m to 3m.


VFX

Almost all of the abilities have unique visual effects, sounds and/or animations. This is largely due to the fact that these abilities were never meant to be used by an intellect devourer. The spawn animation was also changed (used the Displacer Beast's Create Illusion spawn effect with a blend of the normal summon spawn effect and it looks great!) as well as the actual Conjure Us spell.

Us's blood color was changed to Silver like Illithids.


I think that's it. If you like this mod, check out my other similar mod Shovel Evolved - turns Shovel the Cheeky Quasit into a shapechanging trickster from the
Abyss!