| Post/Author/DateTime | Post |
|---|---|
| The Vorpal Tribble05-04-07, 04:47 PM | Genie, Fikri Medium Outsider (extraplanar, psionic) Hit Dice: 5d8+10 (32 hp) Initiative: +6 Speed: 20 ft. (4 squares), fly 50 ft. (perfect) Armor Class: 19 (+2 dex, +5 insight, +2 natural), touch 17, flat-footed 17 Base Attack/Grapple: +5/+6 Attack: Slam +6 melee (1d4+1) Full Attack: 2 slams +6 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Deathwish, psi-like abilities Special Qualities: Darkvision 60 ft., mindshift, naturally psionic, outsider traits, sage scribing Saves: Fort +5, Ref +9, Will +10 Abilities: Str 12, Dex 15, Con 12, Int 20, Wis 18, Cha 19 Skills: Autohypnosis +14, Bluff +16, Concentration +13, Diplomacy +16, Hide +10, Gather Information +12, Intimidate +14, Knowledge (psionics, plus any other two) +13 (+15 psionics), Search +13, Sense Motive +12, Psicraft +15 Feats: Improved Initiative(B), Insightful Reflexes, Iron Will Environment: Astral Plane Organization: Solitary, company (2-4), or band (6-15) Challenge Rating: 5 Treasure: Triple standard items (psionic tatoos only) Alignment: Usually neutral evil Advancement: 6-10 HD (Medium); 11-19 HD (Large) Level Adjustment: +5 A fikri appears as a tall, gaunt man or woman of extreme age, though this is belied by the obvious ease of movement and wirey strength. Strangely beautiful tatoos of indigo colors are etched into their chalky skin, most elaborately upon their cranium. Their bright, glowing blue eyes are glazed over and seemingly unseeing. Fikri are genies from the Astral Plane. Many claim they are not true genies, but though even their more well known brethren would disown them if they could, they must admit to the kinship. Fikri are parasites in every sense of the word, preying upon the life force and mental energies of others. Disguising themselves as noble djinn and efreeti they rarely have to seek out their prey but instead await them to come seeking wishes. These they eagerly grant, though not as the wish seekers had thought. In their native homes Fikri are most often found in incredibly strange and beautiful structures mentally fashioned straight from the ectoplasm of the plane itself. It is here that they bring their victims to feed upon at their convenience. Fikri are by far the most solitary of the genies and rarely share their homes with others. Astral constructs are brought into being and semi-permanently solidified to perform chores and tasks. Fikri are great scholars, though rarely have any sort of recordings of what they discover, instead memorizing everything they learn and keeping it locked within their minds. With so little needs their homes prove to hold little more than amusements for the fikri when they are not engaged elsewhere. A fikri is about 6 feet tall and weighs 150 lbs. Fikri speak Common, Gith, and Undercommon. Combat Fikri generally allow themselves to be 'captured' after putting up only a minimal fight under the guise of a djinn. They then graciously grant a wish to the willing being, putting them into a joyous coma and explaining it away as part of the wish. They will attempt to put off suspicions as long as possible to grant these wishes. They will then grab up all they can and whisk them away to the astral plane. Deathwish (Ps): As a standard action a Fikri can grant a 'wish' to a being. It may attempt a touch attack and if the target does not succeed on a DC 17 will save they slip into a world of their own mind as the Microcosm power. What they experience is their heart's deepest desire. Each day they may make another save to free themselves, the DC increasing by +1 each day. The save DC is Intelligence-based. A Fikri can deal 1d6+1 Constitution damage per day from a victim under the affects of deathwish, often scribing tatoos of sustenance upon them to meet their bodily needs as it slowly drains their life force. For every two damage it deals it may add 1 point to any of its ability scores. This bonus lasts for 24 hours. Mindshift (Su): A fikri can enter the Astral Plane, Region of Dreams, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similiar to Plane Shift or Dream Travel. Naturally Psionic (Ex): Fikri gain 1 bonus power point. Psi-like Abilities: Manifester level 10th. Save DC's are Charisma-based. At will - Cloud Mind (DC 16), Read Thoughts (DC 16). 3/day - Astral Construct (5th level), False Sensory Input (DC 17, 3 targets), Psychic Vampire (DC 18), Wall of Ectoplasm. 1/day - Aura Alteration. Sage Scribing (Ex): Fikri gain Scribe Psionic Tatoo as a bonus feat. They are considered to possess the prerequisites necessary to craft any psionic tatoo, even if they do not otherwise meet the requirements or have the ability to manifest the necessary powers. Skills: A fikri gains a +4 racial bonus to Bluff and Concentrate checks. |
| The Vorpal Tribble05-06-07, 09:14 AM | :bump: |
| Runepriest05-06-07, 10:15 AM | Nice, good fluff. What happens when one succeeds on their save against Deathwish though? Do they get anything? |
| Enialis_Gryphon05-06-07, 03:51 PM | I am betting they like to take levels in Psion? Or Wilder, as their Cha is only one behind their Int. Good stuff, man, as usual. |
| The Vorpal Tribble05-06-07, 04:29 PM | Nice, good fluff. What happens when one succeeds on their save against Deathwish though? Do they get anything? Well... they get free of the microcosm affect. I am betting they like to take levels in Psion? Or Wilder, as their Cha is only one behind their Int. Psion probably first-most. |
| FeceMan05-06-07, 06:33 PM | I find it unlikely that anyone would purposely siphon Constitution damage. |
| The Vorpal Tribble05-09-07, 11:17 PM | I find it unlikely that anyone would purposely siphon Constitution damage. Whoops... |
| Tleilaxu_Ghola05-10-07, 07:58 AM | A level 9 power simulated effect on a CR 5? Remember this could be boss material for a level 3 party. A fighter, for example, would have +1 base will save, making a DC 17 save or die (effectively) a real pain... I'd suggest lowering the DC a touch, or giving the ability a cooldown... |
| The Vorpal Tribble05-10-07, 09:32 AM | A level 9 power simulated effect on a CR 5? Remember this could be boss material for a level 3 party. A fighter, for example, would have +1 base will save, making a DC 17 save or die (effectively) a real pain... Well, same could be said for a Basilisk's stare. It's a CR 5 and it can do it from 30 feet. This guy has to at least touch you. Sure, the DC is lower, but the basilisk's is pretty much literally a save or die and it works from a distance. The genie would probably also not try to kill you immediately. He'd take you back and drain you, potentially allowing you to make the save each day. Also, its not really the same as a 9th level power. For one, Microcosm has no saving throw at all for those with a certain ammount of HP. It's permanent and because its a 9th level power its DC would be much, much higher. |
| CrimsonDeath05-10-07, 04:57 PM | But a Basilisk attacks the Fort save. That same fighter would have around a +5 to +7 Fort save (depending on ability scores and equipment), so he'd have a much better chance of passing the save. Plus, he could avert his gaze when closing in (for a 50% chance to not even make a save) and if he was really worried, he could even close his eyes entirely and ignore the gaze attack once he's up close. |
| Soel Griffin05-10-07, 04:58 PM | Dig it, but also think that a CR hike is probably wise. |