Pasari-Nimal Working Draft
Pasari-Niml, Warrior
Diminutive Aberration
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 30 ft. (6 squares), burrow 10 ft.
Armor Class: 18 (+4 size, +3 Dex, +1 armour), touch 17, flat-footed 15
Base Attack/Grapple: +0/-14
Attack: Greatsword +7 melee (1d6-2) or light crossbow +7 ranged (1d3/x3)
Full Attack: Greatsword +7 melee (1d6-2) or light crossbow +7 ranged (1d3/x3)
Space/Reach: 1 ft./0 ft.
Special Attacks:"Fear aura", pitfall
Special Qualities: Darkvision 60 ft., hive telepathy, spell resistance X, tremorsense 60 ft.
Saves: Fort +0, Ref +3, Will +3
Abilities: Str 6, Dex 16, Con 11, Int 10, Wis 13, Cha 11
Skills: 8 ranks
Feats: 1 plus Weapon Finesse (B)
Environment: Any land?
Organization: Squad (3-12 pasari-niml warriors plus 1-2 pasari-niml nobles) or nest (60-240 warriors plus 11-30 nobles plus 1 calipha) ?
Challenge Rating: ?
Treasure: None
Alignment: Always lawful evil?
Advancement: ?
Level Adjustment: —
Pasari-Niml, Noble
Diminutive Aberration
Hit Dice: 2d8 (9 hp)
Initiative: +3
Speed: 30 ft. (6 squares), burrow 10 ft.
Armor Class: 18 (+4 size, +3 Dex, +1 armour), touch 17, flat-footed 15
Base Attack/Grapple: +1/-14
Attack: Greatsword +8 melee (1d6-3) or light crossbow +8 ranged (1d3/x3)
Full Attack: Greatsword +8 melee (1d6-3) or light crossbow +8 ranged (1d3/x3)
Space/Reach: 1 ft./0 ft.
Special Attacks:"Fear aura", pitfall
Special Qualities: Darkvision 60 ft., hive telepathy, spell resistance X, tremorsense 60 ft.
Saves: Fort +0, Ref +3, Will +4
Abilities: Str 5, Dex 16, Con 11, Int 12, Wis 13, Cha 13
Skills: 15 ranks
Feats: 1 plus Weapon Finesse (B)
Environment: Any land?
Organization: Squad (3-12 pasari-niml warriors plus 1-2 pasari-niml nobles) or nest (60-240 warriors plus 11-30 nobles plus 1 calipha) ?
Challenge Rating: ?
Treasure: None
Alignment: Always lawful evil?
Advancement: ?
Level Adjustment: —
Pasari-Niml, Calipha
Tiny Aberration
Hit Dice: 3d8 (13 hp)
Initiative: +0
Speed: 5 ft. (1 squares)
Armor Class: 12 (+2 size), touch 12, flat-footed 12
Base Attack/Grapple: +2/-9
Attack: Bite +4 melee (1d3-3)
Full Attack: Bite +4 melee (1d3-3)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks:"Fear aura"
Special Qualities: Darkvision 60 ft., hive telepathy, spell resistance X, tremorsense 60 ft.
Saves: Fort +1, Ref +1, Will +4
Abilities: Str 5, Dex 11, Con 10, Int 12, Wis 13, Cha 15
Skills: 18 ranks
Feats: 2
Environment: Any land?
Organization: Nest (60-240 warriors plus 11-30 nobles plus 1 calipha) ?
Challenge Rating: ?
Treasure: Double standard?
Alignment: Always lawful evil?
Advancement: 4-5 HD (Tiny); 6-9 HD (Small)?
Level Adjustment: —
Descriptor
Background
Combat
Tactics
Pitfall (Ex): Pasari-nimal can bury an opponent by opening a pitfall beneath them. This requires a standard action by the pasari-nimal, who must be free to move by burrowing. If the target succeeds at a DC X Reflex save they will not fall into the pitfall. A single pasari-nimal can create a pitfall big enough for an opponent of Tiny size or smaller; it takes 2 pasari-nimal to create a pitfall for a Small-sized opponent, 4 for a Medium-sized opponent and 16 for a Large-sized opponent. If the pasari create an oversized pitfall the Reflex save DC increases by +4? for every size the pitfall is bigger than the opponent. Pasari-nimal are too small to create a pitfall for Huge-sized or larger opponents as a standard action special attack, although they can still excavate standard pit traps for such big creatures.
A pasari-nimal's pitfall collapses as soon as it is created, leaving the victim trapped and partially buried in the ground. The pitfall is deep enough that the pasari-nimal has total cover and total concealment against any other opponents on the surface. The pasari-nimal have cover and concealment against its buried victim, giving the pasari-nimal +4 AC and the victim a 20% miss chance. The confined quarters of the pit the victim is in means they can only wield light slashing or piercing weapons. The pasari-niml fight without penalty due to their burrow speed. If the victim has a burrow speed, they can move and fight normally by burrowing.
The buried victim, or their allies, can attempt to drag the victim from the ground with a DC Y Strength check, or the buried victim can wiggle free with a DC Z Escape Artist check (+4? DC for every size the pitfall is bigger than the opponent). The pasari-nimal can try to prevent the victim leaving the pit by grappling or other means. The save DCs are Strength-based and include a +4 racial bonus?