Special Conversion Thread: Supernatural Familiars

Yeah, I'd rather avoid Ability Focus or save-boosting feats, as they're already precariously balanced on being better than imps and quasits.
 

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Indeed!

Updated.

Dex in horsefly form?

I'd leave the Dex unchanged, the +8 size bonus to AC is plenty already.

+12 racial bonus on grapple checks (like a stirge)?

Well +8 may be enough, that would still give them a +2 grapple check.

Hmm, they've got better bonuses from BAB (+3 vs +1) and Strength (-1 vs -4) than a Stirge, but since they're higher CR then presumably they may be grappling with tougher customers.

Oh what the heck, give them +12.

Let's see,
Skills: 8 at 6 ranks
Bluff, Hide, Knowledge (any one), Listen, Move Silently, Search, Spellcraft, Spot?

Feats: Weapon Finesse, 1 more (Imps have Dodge, quasits have Imp. Init)

I'd give it some points in Diplomacy, since it's described as hungry for power and both Imps and Quasits have ranks in that skill, and I am also tempted to let them have a point or two in Intimidate.

As for its other feat, maybe a skill-enhancing feat like Persuasive, Negotiator, Stealthy or Alertness? That would give give us a bit more room for adding another skill or two.
 

Actually, quasits only have Diplomacy from synergy with Bluff.

Imps have Diplomacy, while quasits have Bluff, which fits well with lawful vs. chaotic. Since the yugoloths straddle the fence, maybe put the nalg's social ranks in Intimidate?

I'd prefer to not give them a skill-boosting feat, to keep 'em more similar to the imp and quasit. That way, they feel more like a "set".

So what fits nicely with Dodge and Improved Initiative? Combat Reflexes? Blind-Fight?
 

So skills as above but with Bluff switched to Intimidate? Sounds good.

Let's go with Combat Reflexes. That does seem to fit, which was what I was trying and failing to do. ;)
 

On second thought, allow me to contadict myself. ;)

Does Combat Reflexes offer a benefit to a creature with no threatened area?
 






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