Converting Psionic Creatures

Let's figure out ability scores...

Duergar have +2 Constitution, –4 Charisma.

Aleithian dwarves have +2 Constitution, +2 Intelligence, -4 Charisma.

Int is listed as Very (11-12), so I think either no adjustment or +2.

Con appears high, like most dwarves.

I'd limit the Cha penalty to -2 or drop it.
 

log in or register to remove this ad


Added to Homebrews.

Which of the following dwarven traits should we retain (beyond those already listed in the wind throwers as characters section)?

  • Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
  • +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
  • +1 racial bonus on attack rolls against orcs (including halforcs) and goblinoids (including goblins, hobgoblins, and bugbears).
  • +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
  • +2 racial bonus on Appraise checks that are related to stone or metal items.
  • +2 racial bonus on Craft checks that are related to stone or metal.
 


Attack/Defense modes are psionic blast, id insinuation, mental barrier.

Two are 3rd-level powers, and the other is a 2nd-level power. These are all within reason for a manifester of 5th-level, so shall we just give them all of these up front?

For the wind throwing, I think RavinRay's suggestion of using a toned-down tornado blast is probably the best approach.

Wind throwers hate goblins, kobolds, dwarves, and gnomes, and will always opt to attack them over any others in combat.

We could modify the usual dwarven +1 racial bonus on attack rolls against orcs (including halforcs) and goblinoids (including goblins, hobgoblins, and bugbears), and replace orcs with kobolds and possibly dwarves and/or gnomes.
 



Probably not full immunity to poison, but I could see boosting the bonus to +4 if you'd prefer.

Updated.

A typical force of these dwarves will be armed as follows: hand axe 10%, hammer 5%, short sword 10%, mace 10%) mace and light crossbow 15%, short sword and short bow 15%, short halberd and dagger 20%, throwing hammer and two daggers 15%. Wind throwers have 19 strength in their right arms and 14 strength in their left arms, and so will usually attack with one-handed weapons in their right arms. The use of two-handed weapons like the short halberd will gain no strength bonuses “to hit” and on damage.

Go with mace and light crossbow on the attack lines?
 

I agree with the bonus against orcs and goblinoids as well. Weapons aren't my strong stuff, but the two hammers aren't the ones for me.
 


Remove ads

Top