Creature Catalogue Overhaul Project Revisited

Yup.

Base abilities on djinn? They have 2 fewer HD, so we could drop a little.

djinn: Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15
maybe reduce Dex to 17? Could maybe drop Cha a little also.

I'd keep the Dex 19 and not give them any NA so their AC matches the original.

Air Sentinels are Man-Sized, not Large like a Djinn, so I'd reduce their Strength and Con. A "half size" reduction (-4 Str, -2 Con) should be plenty, giving them stats similar to a Jann.

Air Sentinel: Str 14, Dex 19, Con 12, Int 14, Wis 15, Cha 15, NA +0

EDIT: Forgot these were updates. Do we just want to stick to the 3.0 version pretty much? I think I'd honestly want to retool some of the special abilities, like "shocking hug" into imp grab and electrical constriction.

I'd retool it to improved grab / constrict.

What shall we do about their "mini-lightning" attack - 1d6 electrical damage, but melee touch or ranged touch? If ranged, what's the distance?

Personally, I'd go for a shocking touch:

Shocking Touch (Ex): An air sentinel can release electrical arcs from its hands as a melee touch attack doing 1d6 electrical damage.

Constrict (Ex): An air sentinel's shocking touch does 3d6 electrical damage on a successful grapple check. In addition, the opponent must succeed at a DC X Fortitude save or be rendered unconscious for 1d8 rounds.

I think we'd better increase the damage, maybe to 1d6+HD or even 1d8+HD?:

Shocking Touch (Ex): An air sentinel can release electrical arcs from its hands as a melee touch attack which does electrical damage equal to 1d6 plus the HD of the sentinel (1d6+5 electricity for a typical air sentinel).

Constrict (Ex): on a successful grapple check, an air sentinel's shocking touch does electrical damage equal to 3d6 plus 2 points per HD (3d6+10 for a typical air sentinel). In addition, the opponent must succeed at a DC X Fortitude save or be rendered unconscious for 1d8 rounds.
 

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Ooh, don't like the +HD on damage. It should be something like +Con or +2xCon if you really want the boost. Besides, they don't need to deal so much damage; they're only 5HD.

Do we want to stick to Fort or unconscious on constrict or maybe change it to extra nonlethal damage? I could go either way, I guess.
 

Ooh, don't like the +HD on damage. It should be something like +Con or +2xCon if you really want the boost. Besides, they don't need to deal so much damage; they're only 5HD.

Agreed. I think an unmodified die roll is fine.

Do we want to stick to Fort or unconscious on constrict or maybe change it to extra nonlethal damage? I could go either way, I guess.

I kinda favor the nonlethal approach.
 

I'd be pretty happy with 1d6+Con for the shocking touch and 3d6+2xCon for constrict. Or unmodified. Either way.
 


Added to Homebrews.

+Con makes more sense than +Str since the additional electricity damage derives from something generated from its body, not greater force from its muscles. I'm thinking since a grapple does triple the touch damage, we ought to triple the Con modifer as well.

For the "air shield", I think wind wall as a SLA makes more sense than a separate ability writeup.

Retain the djinni's immunity to acid? Drop the plane shift?
 

Con makes much more sense to me for the same reasons.

Wind wall is ok to me. I'm going to say drop immunity to acid since I'll assume 1e/2e djinn had it. Probably drop the plane shift.
 


Added to Homebrews.

+Con makes more sense than +Str since the additional electricity damage derives from something generated from its body, not greater force from its muscles. I'm thinking since a grapple does triple the touch damage, we ought to triple the Con modifer as well.

Ah, but electric eels and other animals with an electric shock attack generate their electric current using modified muscles. If it involves muscles it must be Strength-based. :D

For the "air shield", I think wind wall as a SLA makes more sense than a separate ability writeup.

Is there any indication the air shield can be dispelled? Can a wind wall move with the caster?

Since I believe the answer to both these questions is "no", I prefer a separate write up, although I agree wind wall is a good comparison:

Air Shield (Su): As a free action, an air sentinel can surround itself with a cloak of roaring winds that deflect missiles and gas attacks. This functions like a wind wall spell that moves with the air sentinel.

Retain the djinni's immunity to acid? Drop the plane shift?

I'd drop them both.
 

Still like Con, modified muscles might be of the endurance type rather than weightlifting type. ;)

I guess I can go either way on the air shield. The Su write up looks fine.

I would definitely drop plane shift. Acid immunity is harder; it's not terribly appropriate, but it did get added to djinn in 3e. I think I'm going to agree to dropping it.
 

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