Special Conversion Thread: Supernatural Familiars


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Galadur:
Telperan 2+3
Glissan 2+1
Baltir 2+2

Lomendur:
Tabur 2+3
Orrek 3
Quark 2

Burzugdur:
Nalg 3
(Imps and Quasits round out this category, but aren't in article)

Natural familiars:
Durocib 1/2
Haudhla 1/2
Veeru 1+2
 




Sounds good. How about calling it "Stalwart"?

All galadur have the usual supernatural powers, but they also possess a number of distinctive powers. For instance, galadur can surround themselves with a silvery light. This light is as bright as that shed by a magical dagger, illuminating a 10’ radius. The light does not interfere with infravision or ultravision. Once per day, the galadur can create a single blaze of light, though a galadur who does this will be unable to produce any more light at all for one day thereafter. The effect of this blaze equals that of the sunburst power from a wand of illumination. This yellow-white blaze of light shines in a 2" radius around the creature. Those who are inside the area of the burst or standing within 12" of the galadur while facing it must save vs. spell or be blinded for 1 round. Undead caught inside the 2" radius of the blazing light will suffer 2-12 points of damage (save vs. spell for half damage) but are otherwise unaffected, even if they are looking at the light from a distance. A continual darkness spell will negate a galadur’s ability to produce light for one day thereafter. A darkness spell negates the ability for the duration of the spell. In either case, the spell must be cast directly upon the familiar. A galadur cannot be blinded or dazzled by strong light of any kind.

For the "aura of light", simply radiates magical light in a 10-foot radius?

It sounds like the "burst of light" is a toned-down sunburst spell.

Does immunity to blindness and dazzling on the SQ line suffice for the last sentence?

Each galadur is especially resistant (treat as 50% magic resistance instead of the usual 25%) to one particular type of magic: either fear, illusion, or control.

Does the +2 vs. fear still seem adequate, or maybe boost to +4 like the angel's bonus against poison?

Once per day, a galadur may attempt to extend some of this protection to all within 3”, calling out in a clear voice that has an effect similar to the cleric spell remove fear. As long as the galadur resists the spell, or has already done so, recipients of this protection will save at +4 vs. the type of spell in question for the next turn, or if they have already succumbed, are allowed a second saving throw (but with no bonus).

Literal translation, or replace with bard's inpsire confidence?

A galadur can also create food and water once per day, and can detect evil or use ultravision at will (in addition to keen normal vision).

Give it low-light vision in addition to the usual outsider's darkvision? Does "keen normal vision" imply a racial bonus on Spot and/or Search checks?

Galadur have several special immunities besides those they share with other supernatural familiars. They do not take damage from normal fire or non-magical weapons, and magical fire or dragon-breath fire inflicts only half damage at best (save for no damage).

Immunity or resistance to fire?

Galadur may use small weapons such as those employed by pixies and sprites. A galadur’s longsword strikes like a dagger, and the creature wields it with enough speed and skill to strike twice per round.

Borrow this?

Swift Strikes (Ex): A cuprilach's can use a standard action to make a full attack, firing all its arrows for the round before the first hits its mark or stabbing several times with a rapier before a foe has time to recognize it has been struck. This ability makes the cuprilach fiendishly effective in a surprise situation or when it strikes first in combat, since it can reveal itself and execute a full attack, dealing sneak attack damage with each hit.
 

I think we should just give them remove fear as an SLA. Low light vision, darkvision, racial bonus to Spot and Search (say, +4). Resistance to fire. Swift strike looks pretty cool, but I worry that if we give these guys too many abilities, they'll outstrip imps and quasits.
 

Good point. What about the light effects?

Just use flavor text like a light archon?

"Lantern archons appear as floating balls of light that glow about as brightly as a torch. Only their destruction can extinguish the glow, though they can try to hide it."

Do anything with blast of light?
 


How's this?

Lightburst (Su): Once per day, a telperan can release a burst of blazing light in a 5-foot radius. All creatures in the area are blinded for one round (Reflex DC 14 negates). Additionally, any undead creatures caught within the area take 2d6 points of damage, or half damage if a DC 14 Reflex save is successful. An undead creature to which sunlight is harmful or unnatural takes double damage. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. The save DC is Charisma-based.


I basically just toned down sunburst greatly.
 

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