Converting Psionic Creatures

Cleon

Legend
Ok, quick glance: look like it has the catfall, chameleon, mind blank, synesthete (feel light and feel sound effects only), and shadow body powers as PLA or Su, and paralysis-dealing poison. It would be fitting if it has the eponymously-named power wall walker given that it can climb on ceilings.

Yes, I was thinking it was ironic that the Wall Walker didn't have wall walker. However, that psionic power halves movement. A normal Climb speed is better unless the surface has a Climb DC too high for "take 10" to beat. I'd rather it have a "wallwalking" SQ resembling a White Dragon's Icewalking, so it doesn't need to make Climb checks when traversing vertical surfaces or ceilings so long as it keeps at least one foot in contact with them (so it only needs to make a Climb check if it jumps).
 

log in or register to remove this ad

RavinRay

Explorer
Yes, I was thinking it was ironic that the Wall Walker didn't have wall walker. However, that psionic power halves movement.
True, but we can qualify it along something like Wall walker (Su or Ex): as the power, except that the creature can climb at its normal speed. Maybe restrict it to rocky surfaces.
 

Cleon

Legend
True, but we can qualify it along something like Wall walker (Su or Ex): as the power, except that the creature can climb at its normal speed. Maybe restrict it to rocky surfaces.

That's pretty much what I was proposing when I suggested making it a SQ.
 

Shade

Monster Junkie
That's pretty much what I was proposing when I suggested making it a SQ.

Like this one we've used a number of times? ;)

Wallcrawling (Ex): A deadly pudding need not make Climb checks to traverse a vertical or horizontal surface (even upside down). It retains its Dexterity bonus to Armor Class while climbing and opponents get no special bonus to their attacks against it.
 

Cleon

Legend
Like this one we've used a number of times? ;)

Wallcrawling (Ex): A deadly pudding need not make Climb checks to traverse a vertical or horizontal surface (even upside down). It retains its Dexterity bonus to Armor Class while climbing and opponents get no special bonus to their attacks against it.

That looks a good start. The description of it leaping to the attack suggests it can perform jumps while wallwalking, so I fancy expanding it a bit. Could also do with a change of name and type. How's this:

Wallwalking (Ps): A wall-walker need not make Climb checks to traverse a vertical or horizontal surface (even upside down). It retains its Dexterity bonus to Armor Class while climbing and opponents get no special bonus to their attacks against it. A wall-walker can make Jump checks and perform the Run action when it uses wallwalking to climb.
 

Cleon

Legend
Anyhow, shall I start a Working Draft?

I could pick a monster as a base creature and leave it to you to guess which one I used. :)
 

Shade

Monster Junkie
That looks a good start. The description of it leaping to the attack suggests it can perform jumps while wallwalking, so I fancy expanding it a bit. Could also do with a change of name and type. How's this:

Wallwalking (Ps): A wall-walker need not make Climb checks to traverse a vertical or horizontal surface (even upside down). It retains its Dexterity bonus to Armor Class while climbing and opponents get no special bonus to their attacks against it. A wall-walker can make Jump checks and perform the Run action when it uses wallwalking to climb.

I'd rather it remain an (Ex) ability.

What base creature are you considering?
 


Cleon

Legend
Wall-Walker Working Draft

Wall-Walker
Medium Magical Beast (Psionic)
Hit Dice: 6d10+6 (39 hp)
Initiative: +7
Speed: 20 ft. (4 squares), climb 30 ft.
Armor Class: 17 (+3 Dex, +5 natural), touch 13, flat-footed 14
Base Attack/Grapple: +6/+9
Attack: Claw +9 melee (1d8+3) or bite +9 melee (1d6+3) or sting +9 melee (paralysis)
Full Attack: 2 claws +9 melee (1d8+3) and bite
+7 melee (1d6+1) and sting +7 melee (paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralysis, psi-like abilities
Special Qualities: Darkvision 60 ft., immunity to fire, low-light vision, tremorsense 60 ft., wallwalking
Saves: Fort +8, Ref +8, Will +3
Abilities: Str 17, Dex 17, Con 16, Int 6, Wis 13, Cha 12
Skills: Climb +11, Move Silently +8, Spot +5
Feats: Improved Initiative, Multiattack, Spring Attack (B)
Environment: Underground
Organization: Solitary, pair, or hive (4-16)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: 7-11 HD (Large); 12-18 HD (Huge)
Level Adjustment:

This creature is a blend of spider and reptile. Armored scales cover its body, and its eight legs end in hooked claws. Its mouth combines insectile mandibles and reptilian fangs, while its tail ends in a barbed stinger. A pair of multifaceted red eyes sit on either side of its head.

Wall-walkers are subterranean hunters named after their incredible climbing ability. They use their claws to excavate hives inside a cavern wall, leaving great heaps of rock and dirt at the base of the wall.

Wall-walkers range across immense territories, and consider everything that passes nearby to be prey. They are intensely territorial, especially towards those species of underground predator they recognize as competitors for food and threats to their hive and young. Wall-walkers usually attack such rivals on sight.

Wall-walkers have their own language, consisting of sounds made by rubbing their legs together. Because of the specialized nature of this language, it cannot be reproduced by humanoids (and most other creatures) without the use of exotic devices or magic.

COMBAT

Wall-walkers hunt alone or in pairs, stalking along ceilings or walls while using their chameleon ability to blend in. A wall-walker will stealthily follow prey until it sees an opportune moment to strike, it prefers to attack a lone straggler. An attacking wall-walker drops or leaps onto prey, attempting to sting first and paralyze its opponent. Pairs of wall-walker take advantage of flanking tactics to overwhelm their foe. If its opponent appears powerful a wall-walker will assume shadow body before attacking.

Wall-walkers are fiercely protective of their hives and young, and will fight to the death if either are threatened.

Paralysis (Ex): Those hit by a wall-walker's sting attack must succeed on a DC 16 Fortitude save or be paralyzed for 1d6 rounds. Any effect that opposes poison, like the neutralize poison spell or a racial resistance or immunity to poison, will affect this paralysis as if it were a poison. The save DC is Constitution-based.

Psi-like Abilities: Always active—synesthete (feel light and feel sound only); at will—catfall, chameleon; 1/day—mind blank, shadow body. Manifester level 6th.

Wallwalking (Ex): A wall-walker need not make Climb checks to traverse a vertical or horizontal surface (even upside down). It retains its Dexterity bonus to Armor Class while climbing and opponents get no special bonus to their attacks against it. A wall-walker can make Jump checks and perform the Run action when it uses wallwalking to climb.

Skills:A wall-walker has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

In Athas
In the Dark Sun campaign, wall-walkers are found primarily in the cavern of Kragmorta. The dray who reside there are in a state of war with wall-walkers, and fashion armor and weapons from the tough, supple hides of slain wall-walkers.

Kalin are wall-walkers' ecological competitors, and terrible battles often break out when these two predators spot each other. Pairs of wall-walkers will go out of their way to attack a nearby kalin.
 
Last edited:


Remove ads

Top