Special Conversion Thread: Supernatural Familiars

Agreed.

Quasit SQ: Alternate form, damage reduction 5/cold iron or good, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 10

Imp SQ: Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5

Galadur SQ: Alternate form, damage reduction 5/evil or silver, darkvision 60 ft., immunity to blindness and dazzling, fast healing 2, low-light vision, resistance to fire 5, and a +2 bonus against some specific saves
 

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Well, DR 5/magic or (particular stone)?

Alternate form, let's say resistance 5 to fire and acid, darkvision 60 ft, maybe low-light vision, immune to petrification, +2 vs poison, SLAs (speak with animals, detect good/evil)?

Or is that still too much?
 

No, that seems reasonable.

Also, lets tack the omnipresent fast healing 2 back on.

Here's the first subspecies...

Tabur
MOVE: 15"
HIT DICE: 2+3
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-3/1-3 or by weapon type
INTELLIGENCE: Average
ALIGNMENT: Lawful neutral
SIZE: S (2¼' tall)
LEVEL/X.P. VALUE: V / 275 + 3/hp

Tabi come to the material plane from Nirvana. Each tabur can polymorph itself into three different forms from the following list of four: hawk (large), badger, dog (treat as a wild dog), and hare. Though it can use weapons in its unpolymorphed form, a tabur prefers to strike with its hands, for 1-3 points of damage per hand. The damage figure is this high because the tabur has an instinctive knowledge of anatomy, like that of a monk. With its hand attack, it can stun or kill an opponent of size S as a first-level monk (1% chance to kill vs. AC 7, up to 4% vs. AC 10).

Only magical weapons or those made of white flint can harm a tabur, and it can dodge magical missile weapons (but not a magic missile spell) the same way a monk evades non-magical ones. The tabi have two powers that resemble cleric spells. First, they can hold person once a day, as a 2nd-level cleric, surpassing the actual spell because they can affect any number of eligible persons or creatures within range. Second, the tabur can feign death once a day for up to 14 turns. Tabi are devoted to order and discipline untainted by cruelty or kindness; good and evil are irrelevant to them. They never let other considerations get in the way of true harmony and order.

At a glance, the tabi look like small, white marble statues. The creatures have perfect, symmetrical proportions; each appears to be an idealized version of the human or demi-human race of its master. Their calm and unhurried movements enhance their statuelike air, though they can muster extraordinarily quick and nimble movements at will. A tabur’s hair matches the pure white color of its skin. When open, its eyes look like silvery pools. With eyes closed in meditation, while standing perfectly still, a tabur gives no hint of life at all.
 


I'd be fine with that. Venturing into stone weapons, while probably fun, opens up a can of worms I'd rather not open.
 

Well, DR 5/magic or (particular stone)?

Alternate form, let's say resistance 5 to fire and acid, darkvision 60 ft, maybe low-light vision, immune to petrification, +2 vs poison, SLAs (speak with animals, detect good/evil)?

Or is that still too much?

I'd like them to keep the immunity to natural poison, so long as it's only the poison of natural animals & plants it's not that big a deal. We can say it doesn't include Magical Beasts, or Plants as these are "fantastic" creatures. Something like:
Immunity to Natural Poison: A Lomendur is immune to the poison of creatures of the Animal and Vermin types, as well as poison from inanimate toxic plants, but is affected normally by poison from other sources, including monsters of the Magical Beast or Plant types.
 

I'd be fine with that. Venturing into stone weapons, while probably fun, opens up a can of worms I'd rather not open.

But I like that can of worms.:.-(

I was thinking DR 5/magic or flint would work quite well.

Alternatively, we could have give them DR 5/chaotic or cold iron and say their Fast Healing doesn't work on wounds inflicted by flint.

Anyhow, are we going to keep the original Lomendur's Dex 15 and Cha 13?

If our standard Diminutive familiar is Dex 17, does that imply they're Tiny?

That could fit in with their 1d3 unarmed fist damage, since that's 2 size steps down from a Medium-sized 1st-3rd level monk's unarmed damage.

Speaking of monks, Tabi look like they should get Stunning Fist and Deflect Arrows as monk-grade bonus feats.

One thing that looks dubious is the hold person that "can affect any number of eligible persons or creatures within range". That's a one-shot kill the enemy ability.
 

But I like that can of worms.:.-(

I was thinking DR 5/magic or flint would work quite well.

Alternatively, we could have give them DR 5/chaotic or cold iron and say their Fast Healing doesn't work on wounds inflicted by flint.

The problem is that "flint" isn't even a weapon material mentioned anywhere within the rules. For that matter, stone isn't technically a default weapon material. So we might as well give it DR/-, for the odds of someone carrying a flint weapon in about nil.
 


I can agree with the reasoning against the stone weapons. Though I think we've done it before, that was for more complicated monsters in settings with stone weapons. But I don't like alignment based for these, because then the lomendur will have different DRs from each other. I'd probably rather stick to magic, but we could make it magic and silver/cold iron if you want.

I also have to say that I don't like the poison immunity just to natural poisons. I'd worry that it makes these too powerful, and it also feels awfully fiddly for something that's supposed to be a familiar. If these were special monsters, yes, but they're familiars. They should be relatively simple.
 

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