Converting Psionic Creatures

Updated.

This arm is so protected because with it a wind thrower is actually capable of hurling blasts of wind. This swirling wind affects everything in a 6” line (1” wide) in front of the thrower. It lasts for five rounds once it is thrown and it is so strong that it will slow all avian creatures therein by 50%, It will also cause all light missile weapons such as arrows, bolts, darts, and sling stones and bullets to completely miss their target. Against such heavier missile weapons as spears, javelins, hammers, daggers, etc., a -4 “to hit” is suffered. Fire attacks within this area, such as fireballs, flame strikes, dragon breath, and the like, will suffer -1 hp of damage per die. The wind blast will extinguish small fires such as torches and lanterns. A gust of wind spell cast against the wind blast will shorten its duration by one round for each spell cast.

We'll probably need to blend this...

Tornado Blast :: d20srd.org

With this...

Control Winds :: d20srd.org
 

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Sorry for being late on this, but we've been entertaining my sister and her family for the past few days while they're here on vacation from Down Under (via Japan and Europe, but that's another story). I used the text of wind wall in part to draft this.

Wind Blast (Su): As a standard action a wind thrower can create a gust of swirling wind with its right arm, 6" long and 1" wide in in the direction it is pointing. This lasts 5 rounds is so strong flying creatures have their speed reduced by half. Projectile weapons are deflected and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance [instead of the -4 penalty perhaps]. Fire attacks within this area, such as fireball, flame arrow, dragon breath weapons, and the like, deals -1 point of damage per die [used the wording for sonic powers]. The blast automatically extinguishes candles, torches, and similar unprotected flames. A gust of wind spell cast against the wind blast will shorten its duration by one round. As the wind thrower advances in level, the duration/range increases by n rounds/feet per n levels. [Maybe we can add conditions for creatures being checked and pushed back, possibly slamming against objects.)

Shade is that right, 6 inches by 1 inch (double quotes) and not feet? And should the wind thrower wait between uses because it has a duration of five rounds?
 

A great start!

Back in First Edition, the inch symbol noted 10s of feet, so 6" = 60'. It apparently was a holdover from D&D's roots as a miniatures game.

I wonder if we should allow the wind thrower to sustain the blast for up to 5 rounds, but require a Concentration check to do so? And maybe it has to wait 1d4 rounds after the effect ends (voluntarily or through a failed check)?
 

I like the Concentration check and 1d4 round delay. I'm not sure about the increasing duration/range with advancement; maybe just range. Adding checking/pushing back is a possibility, but I think that may have been covered with the reduced flight speed business. Anyway, this looks pretty good!
 


Make it equivalent to severe wind (like gust of wind), which blows away Tiny or smaller creatures, knocks down Small creatures, checks Medium creatures, and has no effect on Large or larger creatures? Or make it equivalent to windstorm, which blows away Small or smaller creatures, knocks down Medium creatures, checks Large or Huge creatures, and has no effect on larger creatures?
 

I thought we'd decided that we weren't going to bother with that (given the reduced flight speed business). But using severe wind is ok if we want to go that route.
 

I find the blown away/checked/knocked down a bit more fun and flavorful than simply reducing flight speed. Anyone else?
 

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