Creature Catalogue Overhaul Project Revisited

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

Ah, but electric fish are generally sluggish movers who produce Short Sharp Shocks, which suggests they don't have much stamina. :p

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

I strongly favour the supernatural approach.

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.

Well at least that's settled. :)
 

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Ehh, slow movers aren't low endurance. Ever read The Tortoise and the Hare? :p That said, it's not such a big deal to me. I prefer Con-based somewhat since that's the typical precedent.
 

Ehh, slow movers aren't low endurance. Ever read The Tortoise and the Hare? :p That said, it's not such a big deal to me. I prefer Con-based somewhat since that's the typical precedent.

I haven't heard of any electric eels winning any marathons recently. ;)
 


It looks like Su air shield and +Con are the majority leaders.

Updated.

Shouldn't we mention the damage uses the Con bonus in the writeup?

Like this:

Shocking Touch (Su): An air sentinel can release electrical arcs from its hands as a melee touch attack which does electrical damage equal to 1d6 plus the sentinel's Constitution bonus (1d6+1 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 twice the sentinel's Constitution bonus (3d6+2 for a typical air sentinel). In addition, the opponent must succeed at a DC 13 Fortitude save or be rendered unconscious for 1d8 rounds. The save DC is Constitution-based.

Secondly, we need to give it Improved Grab or Improved Grapple if it uses Constrict a lot. (I prefer the Improved Grapple feat for them, maybe as a bonus feat).

Thirdly, shouldn't we add a "shocking touch" to the attack lines. Do they make 2 shocking touches with a full attack, just 1 touch, or a touch and a slam? I prefer double touches:

Attack: Slam +7 melee (1d6+2) or shocking touch +7 touch (1d6+1 electricity)
Full Attack: 2 slams +7 melee (1d6+2); or 2 shocking touches +7 touch (1d6+1 electricity)

Fourthly, if they generate shocking touches do they have any resistance to electricity?
 

Shouldn't we mention the damage uses the Con bonus in the writeup?

Indeed!

Secondly, we need to give it Improved Grab or Improved Grapple if it uses Constrict a lot. (I prefer the Improved Grapple feat for them, maybe as a bonus feat).

Obviously, I favor improved grab. ;)

Thirdly, shouldn't we add a "shocking touch" to the attack lines. Do they make 2 shocking touches with a full attack, just 1 touch, or a touch and a slam? I prefer double touches:

Attack: Slam +7 melee (1d6+2) or shocking touch +7 touch (1d6+1 electricity)
Full Attack: 2 slams +7 melee (1d6+2); or 2 shocking touches +7 touch (1d6+1 electricity)

Yeah, probably.

Fourthly, if they generate shocking touches do they have any resistance to electricity?

Oddly, djinn lack it. However, I'd be happy to add immunity to electricity to replace the djinn's immunity to acid.
 


Updated.

Skills: 10 at 8 ranks

Air sentinels perform a vital duty on the layer of Shurrock. They act as protectors for weaker kings that have found their way to the more robust layer of the Twin Paradises. Shurrock is rocked with booming thunder squalls and hard rains. its weather and terrain are both hardy and challenging to any who go there. Many has been the time a mortal has traveled to Shurrock only to find himself in grave danger from the unexpected weather. Air sentinels police the layer for beings in danger. They will rescue the newcomers and carry them off to one of the many large and sheltered caves that exist on Shurrock.

This suggests Search and/or Survival.

Djinn have Appraise, Concentration, Craft (any one), Escape Artist, Knowledge (any one), Listen, Move Silently, Sense Motive, Spellcraft, Spot.

Since air sentinels lack SLAs, Concentration and Spellcraft seem unnecessary. Since "air sentinels have no natural enemies", Escape Artist is probably not something they've developed.

Feats: Improved Initiative (B), 2 more
 

Updated.

Skills: 10 at 8 ranks

This suggests Search and/or Survival.

Djinn have Appraise, Concentration, Craft (any one), Escape Artist, Knowledge (any one), Listen, Move Silently, Sense Motive, Spellcraft, Spot.

Since air sentinels lack SLAs, Concentration and Spellcraft seem unnecessary. Since "air sentinels have no natural enemies", Escape Artist is probably not something they've developed.

So you're proposing this:

Skills: Appraise, Craft (any one), Knowledge (any one), Listen, Move Silently, Search, Sense Motive, Spot, Survival plus one

I'd give them Knowledge (the planes).

Since they're so friendly and hospitable, Diplomacy seems appropriate.

Craft struck me as a a bit odd, since I can't see any particular bend towards manufacture. The closest I can see is their liking for jewelery. Still, I'm OK leaving it in.

That makes:

Air Sentinel Skills: Appraise, Craft (any one), Diplomacy, Knowledge (the planes), Listen, Move Silently, Search, Sense Motive, Spot, Survival

Feats: Improved Initiative (B), 2 more

Combat Reflexes plus either Dodge or Flyby Attack?
 

I favor Flyby Attack.

Updated.

Challenge Rating: 4?

Treasure: Standard?

Advancement: x

Level Adjustment: +5?

An air sentinel is about 6 feet tall and weighs about x pounds.

Air sentinels speak Auran, Celestial, Common, and Ignan?
 

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