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Converting Psionic Creatures
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<blockquote data-quote="Shade" data-source="post: 4877835" data-attributes="member: 287"><p>Revising...</p><p></p><p>Wind Blast (Su): As a standard action a wind thrower can create a 60 foot line of swirling wind with its right arm. This is the equivalent of severe wind, so ranged weapon attacks directed at the wind thrower suffer a -4 penalty. Creatures in the area must succeed on a DC X Fortitude save or be affected as follows: Tiny or smaller creatures are blown away, Small creatures are knocks down, Medium creatures are checked. Large or larger creatures are unaffected. Fire attacks within this area, such as fireball, flame arrow, dragon breath weapons, and the like, deal -1 point of damage per die. The blast automatically extinguishes candles, torches, and similar unprotected flames. A gust of wind spell cast against the wind blast effectively neutralizes both effects until the duration of either expires. The save DC is Charisma(?)-based.</p><p></p><p>A wind thrower can sustain its wind blast for up to 5 rounds, but it requires Concentration (treat this effect as a 3rd-level spell for purposes of Concentration checks). After the wind blast ends for any reason, the wind thrower must wait 1d4 rounds before it may be used again.</p></blockquote><p></p>
[QUOTE="Shade, post: 4877835, member: 287"] Revising... Wind Blast (Su): As a standard action a wind thrower can create a 60 foot line of swirling wind with its right arm. This is the equivalent of severe wind, so ranged weapon attacks directed at the wind thrower suffer a -4 penalty. Creatures in the area must succeed on a DC X Fortitude save or be affected as follows: Tiny or smaller creatures are blown away, Small creatures are knocks down, Medium creatures are checked. Large or larger creatures are unaffected. Fire attacks within this area, such as fireball, flame arrow, dragon breath weapons, and the like, deal -1 point of damage per die. The blast automatically extinguishes candles, torches, and similar unprotected flames. A gust of wind spell cast against the wind blast effectively neutralizes both effects until the duration of either expires. The save DC is Charisma(?)-based. A wind thrower can sustain its wind blast for up to 5 rounds, but it requires Concentration (treat this effect as a 3rd-level spell for purposes of Concentration checks). After the wind blast ends for any reason, the wind thrower must wait 1d4 rounds before it may be used again. [/QUOTE]
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