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#1fallen_akriel_dupJun 08, 2004 8:10:52 | How do you see the psionic abilities of the Villichi now that the XPH is here? |
#2nytcrawlrJun 08, 2004 17:40:08 | Originally posted by fallen_akriel Let me dig that up, remember giving them 4 PP, but that's all I can remember right now. |
#3nytcrawlrJun 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. |