To NytCrawlr: Villichi with XPH

Post/Author/DateTimePost
#1

fallen_akriel_dup

Jun 08, 2004 8:10:52
How do you see the psionic abilities of the Villichi now that the XPH is here?
#2

nytcrawlr

Jun 08, 2004 17:40:08
Originally posted by fallen_akriel
How do you see the psionic abilities of the Villichi now that the XPH is here?

Let me dig that up, remember giving them 4 PP, but that's all I can remember right now.
#3

nytcrawlr

Jun 08, 2004 18:22:41
Here it be, about even with a githzerai/githyanki.


Villichi
Medium Humanoid (Villichi)
Hit Dice: 1d8-1 (3 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +0/+0
Attack: Lajav +0 melee (1d6)
Full Attack: Lajav +0 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Qualities: Light blindness, manifester prodigy, psi-like abilities,
PR 5+HD, naturally psionic,
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 10, Dex 12, Con 8, Int 10, Wis 12, Cha 12
Skills: Autohypnosis +2, Balance +2, Concentration +1
Feats: Exotic Weapon Proficiency (lajav)
Environment: Any
Organization: Solitary, Family (1-4), or Nation (500+)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Lawful
Advancement: By character class
Level Adjustment: +2

Although apparently human, this woman has pale skin, ruddy hair and a
long, slender neck and limbs.

Villichi are human females who are born with latent psionic powers of
great promise. Subtle mutations in mind and body soon set them apart from
their biological family. Perhaps one out of maybe 3,000 human girls born
becomes villichi. Being susceptible to the sun and sterile they are usually
shunned by other humans, although never abandoned or killed, for doing so
would be a bad omen, one so bad that even sorcerer-kings think twice before
even having anything to do with a villichi child. The bad omen is usually one
that is met with revenge being played out on the perpetrator.
Villichi come of age quickly but have a long lifespan (Add an
increase of 40+8d10 to maximum age of humans). Once the villichi child is of
age, she usually meets an adult villichi and they go off to live in a
convent, most of which being in the Ringing Mountains. Villichi are also a
little taller than normal human females (Add 1 1/2 feet to base human female
height, and change base weight to 110 with a modifier of 2d8).
Strong in the way as well as the body, the villichi are a force to be
reckoned with and are usually left alone. Being longer limbed and of face, as
well as taller, villichi still have normal proportions of female humans.
Their strongest drawback would be that of having a slight irritation to the
burning crimson sun of Athas.
Most villichi are vegetarians, seeing the eating of meat as unclean,
if not more so, as having metal in their possession. Most villichi will never
use, or have in their possession, any metal items, weapons or armor for they
feel it is unclean to do so. This includes all currency except for ceramic
pieces.
Most villichi belong to a convent, or are loners. In either case all
rules above apply. There are three convents villichi may be raised in.
Villichi are usually any lawful good or lawful neutral in alignment.
PC villichi can be of any alignment.

Combat
Villichi are deadly opponents in combat, using a mixture of martial
arts style of fighting with their innate and learned psionic powers.
Light Blindness (Ex): Abrupt exposure to bright light (such as
sunlight or a daylight spell) blinds a villichi for 1 round.
Manifester Prodigy (Ex): For purposes of determining bonus PPs and
the saving throw DCs of powers you manifest, treat your primary manifester
ability score as 2 points higher than its actual value. If you have more than
one manifester class, the bonus applies to only one of those classes.
Power Resistance: Villichi have a Power Resistance of 6 at first
level that increases by +1 for every character level possessed after that.
Naturally Psionic (Ex): Villichi gain 4 power points at 1st level.
This benefit does not grant them the ability to manifest powers unless they
gain that ability through another source, such as levels in a psionic class.
Psi-like Abilities: 3/day--inertial armor, missive, precognition, defensive;
1/day--biofeedback, cloud mind. Manifester level is equal to 1/2 Hit Dice
(minimum 1st). The save DCs are Charisma based.

Villichi Society
Villichi are very tightly knit as a group. They never attack one
another and only rarely argue with each other. They are ruled over by a
villichi high mistress, who uses strange psionic powers to seek out villichi
children wherever they are born across the Tablelands and arrange their
transportation to safety at a convent. If a villichi child is slain before
being brought to a convent, the other villichi will seek to exact the
ultimate revenge against those who slew the one who was to have been in their
care. Entire communities have been wiped out as a result of spurning and
slaying a child who showed the signs of being a villichi.
Villichi are skilled weavers. They also grow most of their own food,
but they are not skilled at manufacturing and must trade for weapons and
other supplies they need to survive. Higher level villichi are skilled at
empowering items with psionic powers, and trade these for supplies where
needed.
The villichi roam widely throughout the world, always on the alert
for the birth of a villichi child. They lead comfortable lives, aided mainly
by the fact that they stay out of the sorcerer-kings' business and also by
the fact that their convents are extremely remote locations.

Villichi as Characters
The favored class of a villichi is psion. Some villichi become
psychic warriors as well.
Villichi characters possess the following racial traits.
+2 Dex, -2 Con, +2 Wis, +2 Cha
Medium. As Medium creatures, villichi receive no bonuses or penalties
due to their size.
Space/Reach: 5 ft. / 5 ft.
A villichi's base land speed is 40 feet.
Power Resistance: Villichi has power resistance equal to her hit dice +5.
Manifester Prodigy: Villichi receive a +2 racial bonus to their
primary manifester ability score for the purposes of determining bonus Power
Points and saving throw DCs.
Naturally Psionic (Ex): Villichi gain 4 power points at 1st level.
This benefit does not grant them the ability to manifest powers unless they
gain that ability through another source, such as levels in a psionic class.
Psi-like Abilities: 3/day--inertial armor, missive, precognition, defensive;
1/day--biofeedback, cloud mind. Manifester level is equal to 1/2 Hit Dice
(minimum 1st). The save DCs are Charisma based.
Light Blindness: Villichi are blinded for 1 round if abruptly exposed
to bright light (such as sunlight or a daylight spell).
Automatic Languages: Common. Bonus Languages: Aarakocran, Halfling.
Villichi often learn the languages of other forest dwellers.
Favored Class: Psion.
Level Adjustment: +2.

The only thing I changed was giving them 4 PPs at 1st level and dropping the attack and defense mode bonus.

Thinking of sticking to the original 2e version and giving them some powers and killing the +1 to manifester level, kinda like Githyanki is done.