Converting Al-Qadim creatures

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Nice Listen check result! ;)

Improved Initiative or Weapon Focus appeal for the smaller two, and Iron Will for the calipha works as well.
 

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Nice Listen check result! ;)

Improved Initiative or Weapon Focus appeal for the smaller two, and Iron Will for the calipha works as well.

Combat Reflexes is of limited use to a creature without Reach, of the remaining options I'd prefer Weapon Focus (greatsword).

Full ranks in Spot and Listen for the Warriors?

We need to add another maxed out skill (or an equivalent point division) for the Nobles.

Maybe Knowledge (religion) and Knowledge (architecture and engineering) since they spend all their time worshipping their Calipha and building her a palace? :)
 

Combat Reflexes is of limited use to a creature without Reach, of the remaining options I'd prefer Weapon Focus (greatsword).

Full ranks in Spot and Listen for the Warriors?

We need to add another maxed out skill (or an equivalent point division) for the Nobles.

Maybe Knowledge (religion) and Knowledge (architecture and engineering) since they spend all their time worshipping their Calipha and building her a palace? :)

I can support all that.
 


Updated.

We seem to have missed this:

Pasari-nimal are immune to all spells of the charm or enchantment schools.

Simplify to immunity to mind-affecting spells and abilities?

A calipha exists to eat, receive worship, and reproduce. She has a beautiful, if small, female human head with long tresses and large, feathery antennae. Unfortunately, this spark of beauty is situated on an ugly, mottled, wormlike body.

The calipha has only a weak bite to defend herself, and her legs are small and weak. She cannot use tools, and she moves by wriggling.

Diplomacy, Sense Motive? Split the remainder between Listen and Spot?

Negotiator for the second feat?
 

Updated.

We seem to have missed this:

Simplify to immunity to mind-affecting spells and abilities?

I'd prefer immunity to Enchantment spells and charm effects, then it can still be struck by fear and illusions:

Immunity To Enchantments (Su): A pasari-niml is immune to all spells of the Enchantment school that allow spell resistance, it is also immune to all charm effects, such as a harpy's captivating song.

Diplomacy, Sense Motive? Split the remainder between Listen and Spot?

Negotiator for the second feat?

Sounds good, except I think we should give her the same Spot and Listen bonus as her nobles. Max out Diplomacy, 4 ranks in the other 3 skills?

Skill Ranks: Diplomacy 6, Listen 4, Sense Motive 4, Spot 4

I think we should still give her Weapon Finesse as a bonus feat, especially as it's included in her bite's +4 attack modifier!

Feats: Iron Will, Negotiator, Weapon Finesse (B)

=>

Skills: Diplomacy +10, Listen +5, Sense Motive +7, Spot +5
 

I'm OK with all that, except I'm shifting a rank from Diplomacy to Sense Motive to trigger the synergy bonus to Diplomacy. Net gain! ;)

Updated.

We've still got some "x"s and question marks in Pitfall...

Pitfall (Ex): Pasari-niml can bury an opponent by opening a pitfall beneath them. This requires a standard action by the pasari-niml, who must be free to move by burrowing. The target must succeed on a DC X Reflex save or fall into the pitfall. A single pasari-niml can create a pitfall big enough for an opponent of Tiny size or smaller; it takes 2 pasari-niml to create a pitfall for a Small opponent, 4 for a Medium opponent and 16 for a Large opponent. If the pasari-niml create an oversized pitfall, the Reflex save DC increases by +4? for every size the pitfall is bigger than the opponent. Pasari-niml are too small to create a pitfall for Huge or larger opponents with this ability, although they can still excavate standard pit traps for such big creatures.

A pasari-niml'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-niml has total cover and total concealment against any other opponents on the surface. The pasari-niml have cover and concealment against a buried victim, giving the pasari-niml +4 AC and the victim a 20% miss chance. Due to the confined quarters of the pit, the victim 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 its 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-niml 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?
 

I'm OK with all that, except I'm shifting a rank from Diplomacy to Sense Motive to trigger the synergy bonus to Diplomacy. Net gain! ;)

Updated.

Dang it! The idea of checking for synergies floated into my head while I was writing that and promptly floated out again.

We've still got some "x"s and question marks in Pitfall...

I'm happy with the +4 if you are. I was also going to give the racial bonus to the ability/skill checks, not just the saves.

Revising...

Pitfall (Ex): Pasari-niml can bury an opponent by opening a pitfall beneath them. This requires a standard action by the pasari-niml, who must be free to move by burrowing. The target must succeed on a DC 12 Reflex save or fall into the pitfall. A single pasari-niml can create a pitfall big enough for an opponent of Tiny size or smaller; it takes 2 pasari-niml to create a pitfall for a Small opponent, 4 for a Medium opponent and 16 for a Large opponent. If the pasari-niml create an oversized pitfall, the Reflex save DC increases by +4 for every size the pitfall is bigger than the opponent. Pasari-niml are too small to create a pitfall for Huge or larger opponents with this ability, although they can still excavate standard pit traps for such big creatures.

A pasari-niml'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-niml has total cover and total concealment against any other opponents on the surface. The pasari-niml have cover and concealment against a buried victim, giving the pasari-niml +4 AC and the victim a 20% miss chance. Due to the confined quarters of the pit, the victim 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 its allies, can attempt to drag the victim from the ground with a DC 12 Strength check, or the buried victim can wiggle free with a DC 12 Escape Artist check (+4 on these DCs for every size the pitfall is bigger than the opponent). The pasari-niml can try to prevent the victim leaving the pit by grappling or other means. The DCs are Strength-based and include a +4 racial bonus.
 

Updated.

The pasari-nimal cut and pry at armor to make a hole, which takes 1-2 rounds. Afterward, a single pasari-niml attacks the vulnerable area at each hole.

Should we give them Improved Sunder as a bonus feat? Or some form or armor-destroying ability like a bebelith (usable only against those trapped in a pitfall)?
 

Updated.

Should we give them Improved Sunder as a bonus feat? Or some form or armor-destroying ability like a bebelith (usable only against those trapped in a pitfall)?

I think a special attack's a better fit than Sunder.
Hole Armor (Ex?): Pasari-niml can tear holes in an opponent's armour. The opponent must be unable to move freely (e.g. trapped in a pasari-niml's pitfall or entangled). Creatures not wearing armor are unaffected by this special attack. Armor with hardness 15 or higher (e.g. mithral, adamantine) are immune to this ability.

Hole armor is a standard action with the same range as the pasari's melee attacks. If [something] the pasari-niml deals 1d6 points of damage to the opponent's armor and tears a hole in it. A single pasari-niml can then attack the vulnerable area at the hole, ignoring the opponent's armour bonus. Multiple uses of hole armor open separate holes, each of which can be exploited by a pasari-niml. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.
I wondered whether it should be a Supernatural Attack, since tearing open armour seems a little extreme for a foot-tall Mant's mundane attacks, but I guess its no more unlikely than digging a Pitfall in seconds (indeed, the two abilities might be separate applications of one power).

That leaves the "how does it do it" bit. My first thought was a Strength check:
If the pasari niml succeeds at a Strength check (DC X plus opponent's armor bonus), the pasari-niml deals 1d6 points of damage to the opponent' s armor and tears a hole in it.
Or we could base it on HD:
If the pasari niml succeeds at a level check (DC X plus opponent's armor bonus), the pasari-niml deals 1d6 points of damage to the opponent' s armor and tears a hole in it.
Or the opponent might get a save.
The opponent must succeed at a DC12 Reflex save or the pasari-niml deals 1d6 points of damage to the opponent' s armor and tears a hole in it. The DC is Strength-based and include a +4 racial bonus.
What do you think?
 

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