Converting Al-Qadim creatures

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Rather than a flat racial bonus, how about a scaling circumstance bonus based upon the number of pasari-niml participating?
I favor this idea!

Perhaps DC 10 with the standard number of pasari-niml (two for Small, four for Medium-sized, 16 for Large) with a +2 circumstance bonus for each additional pasari-niml.
 

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Lookin' good. I'm leaning toward Str-based for the check and save DCs. Rather than a flat racial bonus, how about a scaling circumstance bonus based upon the number of pasari-niml participating?

I didn't much care for the notion of making the Reflex DC Str-based since the pasari are likely to have low Strength, which'll make the DC rather low. A number-based or racial bonus to the DC would fix that.

I favor this idea!

Perhaps DC 10 with the standard number of pasari-niml (two for Small, four for Medium-sized, 16 for Large) with a +2 circumstance bonus for each additional pasari-niml.

That seems too high, with a lot of pasari the DC will quickly get out of hand. I would prefer something like +X per size category difference. (e.g. if a group of pasari create a pitfall big enough for a Large creature underneath a Small victim, the DC increases by +2X).

Oh, and the original version leaves the victim buried in 1-3 feet of ground, so most victims are only partially buried.

How's this...

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. 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?
 


Should we mention that the pasari can fight normally?

I don't think we need to, but if you think it'll help I don't mind adding a "the pasari-niml fight without penalty due to their burrow speed" or the like to the text.
 


Yeah, let's do that.

Revising...

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?
 

Tiny Aberrations with high Dex and Weapon Finesse for a decent melee attack?

Actually, it looks like the warriors and nobles are Diminutive, and the Calipha is Tiny (advancing to Small).

Let's figure out ability scores.

Giant Soldier Ant (M): Str 14, Dex 10, Con 13, Int —, Wis 13, Cha 11
...Downsized to (D): Str 4, Dex 16, Con 11, Int —, Wis 13, Cha 11
Tiny Monstrous Centipede: Str 1, Dex 15, Con 10, Int —, Wis 10, Cha 2
Tiny Monstrous Scorpion: Str 3, Dex 10, Con 14, Int —, Wis 10, Cha 2
Tiny Monstrous Spider: Str 3, Dex 17, Con 10, Int —, Wis 10, Cha 2
Mulworm (D): Str 1, Dex 12, Con 11, Int —, Wis 14, Cha 4
Wiggling Maggot (D): Str 1, Dex 12, Con 11, Int —, Wis 14, Cha 2

The warrior has Int 8-10, the noble 11-12, and the calipha 11-12. The calipha appears to have a Con penalty. The giant ant queen has poorer Dex, and the calipha's description doesn't seem to suggest otherwise.

Since they most closely resemble ants, I propose...

Warrior (D): Str 3, Dex 16, Con 11, Int 10, Wis 13, Cha 11
Noble (D): Str 4, Dex 16, Con 11, Int 12, Wis 13, Cha 13
Calipha (T): Str 5, Dex 11, Con 9, Int 12, Wis 13, Cha 15

Revising...

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?

Remove the "-sized" bits, and I think it's looking pretty good!
 

Actually, it looks like the warriors and nobles are Diminutive, and the Calipha is Tiny (advancing to Small).

Let's figure out ability scores.

Giant Soldier Ant (M): Str 14, Dex 10, Con 13, Int —, Wis 13, Cha 11
...Downsized to (D): Str 4, Dex 16, Con 11, Int —, Wis 13, Cha 11
Tiny Monstrous Centipede: Str 1, Dex 15, Con 10, Int —, Wis 10, Cha 2
Tiny Monstrous Scorpion: Str 3, Dex 10, Con 14, Int —, Wis 10, Cha 2
Tiny Monstrous Spider: Str 3, Dex 17, Con 10, Int —, Wis 10, Cha 2
Mulworm (D): Str 1, Dex 12, Con 11, Int —, Wis 14, Cha 4
Wiggling Maggot (D): Str 1, Dex 12, Con 11, Int —, Wis 14, Cha 2

The warrior has Int 8-10, the noble 11-12, and the calipha 11-12. The calipha appears to have a Con penalty. The giant ant queen has poorer Dex, and the calipha's description doesn't seem to suggest otherwise.

Since they most closely resemble ants, I propose...

Warrior (D): Str 3, Dex 16, Con 11, Int 10, Wis 13, Cha 11
Noble (D): Str 4, Dex 16, Con 11, Int 12, Wis 13, Cha 13
Calipha (T): Str 5, Dex 11, Con 9, Int 12, Wis 13, Cha 15

Yes, I realized the non-queens were only a few inches in size, which is certainly more Diminutive than Tiny. I was thinking it'd be best to enlarge them so they do some damage in melee.

If we make them Tiny and give them longswords and Strength 8 they'd do 1d4-1 damage, or 1.5 on average - the same average as the original's 1-2 damage.

A Diminutive Str 4 version does 1d3-3 damage with a longsword, even with a Greatsword they'd only do 1d4-4 damage.

Remove the "-sized" bits, and I think it's looking pretty good!
 

Yes, I realized the non-queens were only a few inches in size, which is certainly more Diminutive than Tiny. I was thinking it'd be best to enlarge them so they do some damage in melee.

If we make them Tiny and give them longswords and Strength 8 they'd do 1d4-1 damage, or 1.5 on average - the same average as the original's 1-2 damage.

A Diminutive Str 4 version does 1d3-3 damage with a longsword, even with a Greatsword they'd only do 1d4-4 damage.

Hmm...I'm not sure retaining the damage is that important. I'm a bit sad to lose a Diminutive creature when the opportunity presents itself. Nearly all Diminutive creatures are animals, vermin, or fey. :(
 


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