Special Conversion Thread: Supernatural Familiars


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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.

Hmm... I dont know, how about a fort or will save for 1/2. Dodging light always seemed wonky to me.
 
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It's probably more of a "leaping outside the area" kinda thing...no less realistic than dodging a fireball without actually moving. ;)

I'm fine with a Fort save, though.
 

Fort or Ref save is ok. Ref to negate blindness could just be blinking. ;)

Are they still getting a racial bonus vs fear or just remove fear?
 




Updated.

Natural armor bonus? Quasits have +3, imps have +5.

Resistance to fire 5 (like imp) or 10 (like quasit)?

Give 'em fast healing 2 like imps and quasits?

Second component for DR? Imps have "or silver" and quasits have "or cold iron". The closest celestial counterpart, archons, have no special materials associated with DR. Guardinals use silver, and eladrins cold iron. So it seems cold iron is most often associated with chaos (especially when you throw fey into the mix), so perhaps silver for these fellows?
 



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