Omata, The Bringer Of The Rain And Rainbow

Clay: Sorry, been out sick, still is, just not as much... ;) And no offense taken about the gold dragons, I prefer couatls over gold dragons myself... :D

Boz: I think Prisma would be best as a telepath.
 

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so, we have a couple nominations for shaper, and one for telepath. also, one nod to "the one most bent on Psionic combat (psi vs. psi)", which would be what... savant?
 

I was just wondering, shouldn't the archpsion PrC (on the wizards website) be considered for someone along the line at some point :)

Just thinking...
 

nah, not really, at least for these NPCs.

any opinions on my last post anyone? i'm sure you all know how unfamiliar i am with psionics. ;)
 

Most useful for combat? That would mean with most offensive powers, which in turn would be either psychokinesis or psychometabolism.

With other words, she would be most likely to be either a Savant (psychokinesis) or Egoist (psychometabolism).

But I still think she should be a Telepath (telepathy).

Later.
 


Since Egoist focuses alot on Buffing, Telepath or Savant might be best, IMO. Telepath is actually excellent as well, its most befitting of Omata. Even though... Savant is a pretty good combat Psionic.... on the other hand.... hmmmm....
 



here are seshiirish's standard elemental powers (hope i did this right):

Water Mastery (Ex): Seshiirish gains a +1 attack an damage bonus if both she and her opponent touch water. If the opponent or Seshiirish is landbound, Seshiirish suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.)

Seshiirish can be a serious threat to a ship that crosses her path. Seshiirish can easily overturn small craft (up to 120 feet in length) and stop larger vessels (up to 240 feet in length). Even large ships (up to 480 feet in length) can be slowed to half speed.

Drench (Ex): Seshiirish's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. She can dispel magical fire she touches as dispel magic cast by a 24th-level sorcerer.

Vortex (Su): Seshiirish can transform herself into a whirlpool once every 10 minutes, provided she is underwater, and remain in that form for up to 12 rounds. In vortex form, Seshiirish can move through the water or along the bottom at her swim speed.

The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and up to 60 feet tall. Seshiirish controls the exact height, but it must be at least 10 feet.

Creatures of Large size or smaller might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed at a Reflex save when it comes into contact with the vortex or take 2d8 damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. A creature that can swim is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects is 29.

Seshiirish can eject any carried creatures whenever she wishes, depositing them wherever the vortex happens to be.

If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on Seshiirish and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment (see Concealment, page 133 in the Player's Handbook), Those caught in the cloud must succeed at a Concentration check to cast a spell (DC 29).
 

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