Converting Al-Qadim creatures

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Updated.

Assuming the manifester level matches its caster level, it doesn't have enough "virtual" power points to use dream travel, psionic teleport or teleport trigger. As a result, let's move those abilities to the greater version, along with holy word 3/day.

Perhaps we should reduce heal to 1/day for the lesser version, and replace holy word with holy smite?
 

Updated.

Assuming the manifester level matches its caster level, it doesn't have enough "virtual" power points to use dream travel, psionic teleport or teleport trigger. As a result, let's move those abilities to the greater version, along with holy word 3/day.

Perhaps we should reduce heal to 1/day for the lesser version, and replace holy word with holy smite?

That's all right by me.

Still think we need to do something to improve Sun Sparkles though. What about making it a swift action?
 

Updated.

Swift action appeals. I also am not fond of "once ever 10 rounds". How about 1d4+1 rounds, as is common for breath weapons? It's not really all that powerful of an ability.

Maybe we should improve it to resemble holy smite?

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.

The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.

I'm thinking something like this...

Sun Sparkles (Su): The gaze of an opinicus glows with the brightness of the upper planes. As a swift action, an opinicus can utilize sun sparkles as a gaze attack. All evil creatures within 30 feet that meet its gaze take 2d8 points of damage (3d6 for an evil outsider) and become blinded for 1 round. A successful DC X Will saving throw reduces damage to half and negates the blinded effect. An opinicus must wait 1d4+1 rounds before using sun sparkles again. The save DC is Charisma-based.
 

Swift action appeals. I also am not fond of "once ever 10 rounds". How about 1d4+1 rounds, as is common for breath weapons? It's not really all that powerful of an ability.

Maybe we should improve it to resemble holy smite?

I'm thinking something like this...

Sun Sparkles (Su): The gaze of an opinicus glows with the brightness of the upper planes. As a swift action, an opinicus can utilize sun sparkles as a gaze attack. All evil creatures within 30 feet that meet its gaze take 2d8 points of damage (3d6 for an evil outsider) and become blinded for 1 round. A successful DC X Will saving throw reduces damage to half and negates the blinded effect. An opinicus must wait 1d4+1 rounds before using sun sparkles again. The save DC is Charisma-based.

That looks great! The only change I can suggest is I'd make it 4d6 versus evil outsiders rather than 3d6.

Do we want to make it holy damage?
 




Based on their description, I think Protection makes more sense than Chaos for the domains, with Protection and Trickery being the best choices for our sample.

Assuming that...

Typical Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; save DC 14 + spell level);
0—create water (2), detect magic, mending, purify food and drink, read magic;
1st—bless, bless water, endure elements, entropic shield, sanctuary*, shield of faith;
2nd—delay poison, invisibility*, shatter, sound burst, status;
3rd—create food and water, nondetection*, searing light, wind wall;
4th—confusion*, divine power, freedom of movement.
*Domain spell, Domains: Protection and Trickery.
 

Based on their description, I think Protection makes more sense than Chaos for the domains, with Protection and Trickery being the best choices for our sample.

Assuming that...

Typical Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; save DC 14 + spell level);
0—create water (2), detect magic, mending, purify food and drink, read magic;
1st—bless, bless water, endure elements, entropic shield, sanctuary*, shield of faith;
2nd—delay poison, invisibility*, shatter, sound burst, status;
3rd—create food and water, nondetection*, searing light, wind wall;
4th—confusion*, divine power, freedom of movement.
*Domain spell, Domains: Protection and Trickery.

I'd stick a resistance in instead of one of those create water orisons, but apart from that it looks fine.
 

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