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Special Conversion Thread: Supernatural Familiars
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<blockquote data-quote="Shade" data-source="post: 4939789" data-attributes="member: 287"><p>Here's the first subset...</p><p></p><p><strong>THE GALADUR</strong></p><p>No one knows the origin of these lesser minions of good. Perhaps their origin is analogous to that of their evil counterparts, or perhaps they are a lesser race of deva. Although they may come to the material plane for other reasons, they usually appear as familiars to magic-users or clerics of good alignment.</p><p></p><p>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.</p><p></p><p>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. 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). 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). 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).</p><p></p><p>Every galadur has a dexterity of 16, which is taken into account for missile combat and certain saving throws. (This does not further alter the galadur.s armor class, however; it remains at 2, the figure for all supernatural familiars.) Galadur have a charisma of 16 in dealings with other creatures.</p><p></p><p>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. A galadur’s bow has half the range of a longbow, and its arrows do the damage of darts. Because of their dexterity, they have a +1 to hit with their bows. Galadur who have dwelt on the material plane for some time may have silver, cold-iron, or even magical weapons, but in general, the creatures are rarely this well equipped. When they first arrive on the material plane, they carry no arms.</p></blockquote><p></p>
[QUOTE="Shade, post: 4939789, member: 287"] Here's the first subset... [B]THE GALADUR[/B] No one knows the origin of these lesser minions of good. Perhaps their origin is analogous to that of their evil counterparts, or perhaps they are a lesser race of deva. Although they may come to the material plane for other reasons, they usually appear as familiars to magic-users or clerics of good alignment. 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. 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. 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). 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). 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). Every galadur has a dexterity of 16, which is taken into account for missile combat and certain saving throws. (This does not further alter the galadur.s armor class, however; it remains at 2, the figure for all supernatural familiars.) Galadur have a charisma of 16 in dealings with other creatures. 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. A galadur’s bow has half the range of a longbow, and its arrows do the damage of darts. Because of their dexterity, they have a +1 to hit with their bows. Galadur who have dwelt on the material plane for some time may have silver, cold-iron, or even magical weapons, but in general, the creatures are rarely this well equipped. When they first arrive on the material plane, they carry no arms. [/QUOTE]
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