Converting Al-Qadim creatures

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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. :(

I would just like them to have some chance of doing a few points of damage.

I'd be OK with them Diminutive if they had greatswords for the "knives" with Strength 6 warriors (for 1d6-2 damage) and Strength 4-5 Nobles (1d6-3), since that gives them the same average damage of the original monster.

1d6-2 average (min 1 hp damage) is 4,3,2,1,1,1 damage = 12/6 average = 2 hp, or average of 1d3)

1d6-3 average (min 1 hp damage) is 3,2,1,1,1,1 damage = 9/6 average = 1.5 hp, or average of 1d2)

We can give them light crossbows (1d3) to fire their "darts" for similar damage to the original. Unfortunately we can't give the Nobles javelins or shortbows for 1d2 damage since they'd have to add a Strength penalty.
 

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I'm fine with greatswords and Str 6.

Let's do that then!

I think it's time to do a working draft.

EDIT: Working draft done. I increased the Calipha's Con to 10 since I didn't like her with a Constitution penalty.
 
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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?
 



Added to Homebrews.

Shall we give the warriors and nobles a climb speed, like ants?

I'd prefer just land & burrow speeds since the original doesn't have a climb speed.

The warrior and noble pasari appear to be shaped rather like Formians (antlike insect-humans with 4 legs & 2 arms), and the SRD formians don't have a climb speed.

However, if you're all set on adding Climb I won't stand in your way.
 

I'd prefer just land & burrow speeds since the original doesn't have a climb speed.

The warrior and noble pasari appear to be shaped rather like Formians (antlike insect-humans with 4 legs & 2 arms), and the SRD formians don't have a climb speed.

However, if you're all set on adding Climb I won't stand in your way.
Not a terribly big difference either way or the other to me. But regarding formians, we should note that the pasari are still proportionately stronger than formians and might be better at climbing. ;)
 

Also, climb speeds didn't really exist in past editions, but were rather relegated to thieving abilities. ;)

Updated.

Shall we work upon the "fear aura"?

Upon first seeing a pasari-niml, creatures with hit dice equal to or less than that of the pasari-niml seen must roll a saving throw vs. spell. Those failing are frozen in place until attacked. Those who succeed flee at their top movement rate for 1-3 rounds. Creatures of higher hit dice must roll a successful saving throw vs. spell or flee at their top movement rate for 1-2 rounds.

It sounds like the panicked condition.
 

Sounds like possibly cowering, too. Could just use a modified frightful presence:

Frightful Presence (Ex): A pasari-niml can unsettle foes with its mere presence. Any time a creature within 30 ft sees a pasari-niml, it must make a DC X Will save. Creatures with more HD than the pasari-niml become panicked for 1d2 rounds on a failed save, while creatures with the same or fewer HD than the pasari-niml are panicked for 1d3 rounds on a successful save and cower for 1d4 rounds or until attacked on a failed save. Regardless of the result of the save, the victim is immune to the frightful presence of all pasari-niml for 24 hours. The save DC is Charisma-based.

How's it look?
 

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