Special Conversion Thread: Supernatural Familiars

Sickened followed by fatigue sounds good.

Do we want to include the extra effect if the target's already inebriated?

If it renders them comatose then I guess nauseated followed by unconscious is the best fit.

For the Tiny lion, downsizing will make its scores quite similar to a cat. Shall we just say "treat as a cat, but it gains improved grab, pounce, and rake for damage equal to its claws"?

Hmm, let's see:

Tiny Lion #1
Init: +6
Speed: 40 ft.
AC: 19 (+2 size, +6 Dex, +1 natural), touch 18, flat-footed 13
Attacks: Claw 1+Str, Bite 1d3+half Str
SA: Pounce, improved grab, rake (1+half Str)
SQ: Low-light vision, scent
Abilities: Str 5, Dex 23, Con 15, Int 2, Wis 12, Cha 6
Racial Skill bonuses: +4 Balance, Hide & Move Silently, +12 Hide in tall grass & undergrowth.

That's assuming we just reverse-engineer the size advancements. I'd rather keep the lion's Dex unchanged, thus:

Tiny Lion #2
Init:
+3
Speed: 40 ft.
AC: 16 (+2 size, +3 Dex, +1 natural), touch 15, flat-footed 13
Attacks: Claw 1+Str, Bite 1d3+half Str
SA: Pounce, improved grab, rake (1+half Str)
SQ: Low-light vision, scent
Abilities: Str 5, Dex 17, Con 9, Int 2, Wis 12, Cha 6
Racial Skill bonuses: +4 Balance, Hide & Move Silently, +12 Hide in tall grass & undergrowth.

That's got a fair few differences to a Cat:

Cat
Init:
+2
Speed: 30 ft.
AC: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Attacks: Claw 1+Str, Bite 1d3+half Str
SA:
SQ: Low-light vision, scent
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
Racial Skill bonuses: +4 Climb, Hide & Move Silently; +8 Balance & Jump; +8 Hide in tall grass & undergrowth.

The micro-lion's got better Dex, faster speed, +1 natural armour, improved grab, rake & pounce and a better Hide bonus in undergrowth, but has worse (or no) racial bonuses in Climb, Balance & Jump.

I think that's enough of a difference to merit putting in a mini-entry for the Tiny Lion's stats like we did with the Tiny Unicorn. I'd use the lower Dex version (Tiny Lion #2), except give it the same physical stats as the Baltir (presumably Str 10, Dex 17, Con 10) so its claws & fang are worth something damage-wise and it doesn't get a Con penalty.
 

log in or register to remove this ad

I think you could make the case that a down-sized lion should have a lower speed, though. Nonetheless, I agree that there's enough of a case for separate stats. I would probably go somewhere between lion #1 and lion #2, I think.
 

Added to Homebrews.

Intoxicating Stupor (Su): Once per day, a baltir can force all creatures in a 20-foot radius of itself to make a DC x Fort save or become sickened for x rounds. After that time, a victim must succeed on a second DC X Fort save or become fatigued. A creature that is already inebriated instead becomes nauseated for x rounds, and failing its second save falls unconscious. Creatures that are normally immune to poison have a +2 bonus on their saving throw. Any effect that removes poison will remove the intoxicating stupor. The save DC is Charisma-based.

The baltir’s second unique power is special resistance against magical control, including all charm-type spells, command, hypnotism, suggestion, and the like.

Rebellious (Ex): A baltir has a +2 racial bonus on Will saves against charm and compulsion effects.
 


Added to Homebrews.

Intoxicating Stupor (Su): Once per day, a baltir can force all creatures in a 20-foot radius of itself to make a DC x Fort save or become sickened for x rounds. After that time, a victim must succeed on a second DC X Fort save or become fatigued. A creature that is already inebriated instead becomes nauseated for x rounds, and failing its second save falls unconscious. Creatures that are normally immune to poison have a +2 bonus on their saving throw. Any effect that removes poison will remove the intoxicating stupor. The save DC is Charisma-based.

Rebellious (Ex): A baltir has a +2 racial bonus on Will saves against charm and compulsion effects.

Looks good so far, and I agree with freyar on the 1d4 round duration for the stupefaction.
 




Indeed! Fixed.

Here is the next group...

THE LOMENDUR
It would seem that familiars from the middle planes -- the lomendur -- have a common origin, because they share a number of characteristics. They are perhaps better in tune with the largely neutral natural forces of the universe than are their good or evil counterparts, and evidence of this lies within the properties they share. In addition to those characteristics common to all supernatural familiars, the lomendur have both infravision and ultravision (range 6" for each). They can detect good or detect evil at will, and speak with animals as often as they please.

Lomendur also have a number of immunities immunities and special resistances, besides those shared by all supernatural familiars. None are harmed by acids, alkalis, normal fire, natural poisons, or petrification. They take half damage, at best, from magical fire or dragon-breath fire (save for no damage). Natural animals or plants harm them in two cases only: 1) if the plant or animal has been attacked, and 2) if it is under a spell of some sort (charmed, summoned, or otherwise enchanted). The lomendur’s immunity to natural poisons extends to the poisons of giant creatures, but not to those of fantastic beings such as the wyvern or extraplanar creatures such as the imp.

Lomendur also have an “immunity’ to certain weapons. Only a magical or stone weapon can harm them. And not all stone weapons will work; the particular type needed depends on the kind of lomendur being attacked.

Lomendur can swim at their walking or flying rate, whichever is faster. On land or in the air, they can use the same weapons that galadur do, but lomendur strike only once per round if they use a sword, and they gain no bonuses to hit with the bow. A lomendur’s dexterity is 15, and its charisma is 13 with respect to other creature types.
 


Remove ads

Top