Converting Al-Qadim creatures

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Number 6

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We can make the Caster Level a little higher than efreet... perhaps 14th.
And I do like the idea of a Tracker or Hunter Tasked Genie, which tracks down item or creatures for its master, either leading others to the object of its hunt or bringing them back to its master...

"Dead or Alive I'll bring the thief to you, just tell me which you want.":devil:
That is a natural job for which someone would summon a genie! We really ought to do that.
 

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Shade

Monster Junkie
Remind me that we'll need to tackle that new tasked genie once we finish converting the others.

Caster level 14th works. Updated.
 


Shade

Monster Junkie
Genie, Tasked, Herdsman
CLIMATE/TERRAIN: Plains
FREQUENCY: Rare
ORGANIZATION: Family
ACTIVITY CYCLE: Day
DIET: Carnivore
INTELLIGENCE: Very (11-12)
TREASURE: D for group, P otherwise
ALIGNMENT: Neutral
NO. APPEARING: 1-100
ARMOR CLASS: 6
MOVEMENT: 21
HIT DICE: 3
THAC0: 18
NO. OF ATTACKS: 2
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: M (6' tall)
MORALE: Steady (11-12)
LEVEL/XP VALUE: 175

Capable of running all day with their herds, herdsman tasked genies are dedicated and sociable creatures. They live to provide for their animals, and they take their nourishment from them as well, often in the form of blood drained from small puncture wounds or from their milk.

Herdsman genies are short and wiry, with very quick hands and heavy brows. Their skin is dark and wrinkled from years of exposure to the sun and wind. Their hair is dark as jet and falls in loose curls (though the sun soon bleaches it to a reddishbrown in those who do not wear head coverings). Herdsman genies smell like their animals and often also have a vaguely rancid smell from the overripe milk products they eat.

Combat: Herdsman genies only fight in self-defense or in defense of their herds. A group of them will use short composite bows (30%), spears (40%), and short swords (30%). Some tribes use lassoes when they wish to capture prisoners. In addition, herdsman genies can use each of the following spell-like abilities once per day: phantom steed, dust devil, remove fear, and flame brand. They are excellent riders and can fire missile weapons from horseback at full gallop with no penalty. Their tactics revolve around keeping their opponents away from their herds and the slower members of their groups. If that is unsuccessful they may, in desperation, attempt to stampede the herd into their opponents. (If a group saving throw versus spell fails for the herd, the entire herd stampedes as directed).

Habitat/Society: Herdsman tasked genies are more commonly solitary, though they gather in groups when the size of their herds requires it. Their lives are completely centered around the welfare of their herds, and they are entirely willing to disobey their masters if they are ordered to take a herd into danger or into unfavorable land where the animals are likely to perish.

Herdsman genies take blood from their charges, which must be carefully drained so as not to weaken the animal and must be drunk immediately. They also take the milk and make it into various fermented drinks, cheeses, curds, and yogurts.

Herdsman tasked genies are very fond of races of all kinds, and contests are often held within and among groups of herdsman tasked genies to determine the fastest runner. Some of these races are made more difficult by following the pack of runners with a stampeding herd of bulls, camels, or goats. Camel and horse races are also common, and sports played mounted are often tumultuous all-day affairs with complex rules and scoring systems. Wagering and haggling are also favored activities of the male herdsman tasked genies. Young female herdsman genies take part in foot races, but they prefer roping, branding, shearing, and trick riding contests to mounted team sports.

All groups of herdsman genies are extremely mobile. If they feel threatened, they may stealthily force march their animals an entire night’s travel across the plains with no ill effect on either themselves or their animals. They may do this once a week. This ability requires a cooperating group of genies and cannot be attempted by a lone herdsman.

Some groups of herdsman tasked genies have adopted the religions of Zakhara, and, like all new converts, they are zealous in their faith. These groups will try to convert others they meet, and they don.t mind if they must force the convert to make up his mind.

Ecology: Herdsman tasked genies tend to push out both competing nongenie herdsmen and predators which might threaten their herds. They know when a given area has been grazed to the point of temporary exhaustion and will move on, but they have little regard for the artificial boundaries of sultanates, sheikdoms, and even the fences of farmers. This unwillingness to acknowledge the authority of settled groups often leads them into conflict, although they moderate this tendency if their master specifically admonishes them about it.

Originally appeared in Monstrous Compendium Al-Qadim Appendix (1992).
 

Number 6

First Post
Strength ?
Perhaps Dexterity 16
Perhaps Constitution 20 as they can "run all day"
Intelligence 12
Wisdom ?
Perhaps Charisma 18 or higher to give a high rating on the Animal Handling and Ride skills

Alignment: Neutral

Armor Class: 14 (+3 Dex, +0 size, +1 natural)
Speed: 40'
Hit Dice: 3 (3d8 +15, 28 hit points)
Base Attack / Grapple: +3 / +?

Skills: Handle Animal, Knowledge (nature), and Ride with max ranks plus Craft (cheesemaking and vintner), Profession (herdsman),

Feats: Endurance (perhaps as a racial bonus), Improved Initiative (bonus), Mounted Archery, Run

Spell-Like Abilities: 1/day - Phantom Steed, Unseen Servant (as a possible substitution for Dust Devil), Remove Fear, and whatever we decide to use as a substitute for Flame Brand


Note: There is a reasonable substitute for Dust Devil somewhere in the Sandstorm supplement... I'll poke around in the book this weekend.
 
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Cleon

Legend
Remind me that we'll need to tackle that new tasked genie once we finish converting the others.

Caster level 14th works. Updated.

Caster level 14th is fine by me!

They look finished, except their throwing axes should be 1d8 not 1d6, assuming they're Large.
 

Cleon

Legend
Hmm, I'm thinking we can base these on Jann, perhaps with a slight downgrading of the Jann's abilities since they seem very weak for Genies.

Perhaps Constitution 20 as they can "run all day"
Perhaps Charisma 18 or higher to give a high rating on the Animal Handling and Ride skills

Don't care for that, I'd give them Endurance as a bonus feat and a racial bonus on those skills, perhaps we could tie the later to a domestic-animals version of Wild Empathy?
 

Number 6

First Post
Hmm, I'm thinking we can base these on Jann, perhaps with a slight downgrading of the Jann's abilities since they seem very weak for Genies.

...I'd give them Endurance as a bonus feat and a racial bonus on those skills, perhaps we could tie the later to a domestic-animals version of Wild Empathy?
Why not just lift straight from the Jann:
Abilities: Str 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13

Perhaps making their Intelligence 12 to bring it in line with the original herdsman genies.

Wild Empathy ain't a bad idea, either... but they ought to get some other kind of bonus, otherwise they will get a d20 check plus their Charisma modifier and I think their Hit Dice. Maybe a +8 racial bonus to Wild Empathy checks?
 

freyar

Extradimensional Explorer
Jann abilities but probably slightly lower Str. I'm also with Endurance as a bonus feat. Possibly Mounted Archery as a bonus, as well. Definitely "Domestic Empathy" of some type, or maybe speak with animals.
 

Cleon

Legend
Why not just lift straight from the Jann:
Abilities: Str 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13

Perhaps making their Intelligence 12 to bring it in line with the original herdsman genies.

Wild Empathy ain't a bad idea, either... but they ought to get some other kind of bonus, otherwise they will get a d20 check plus their Charisma modifier and I think their Hit Dice. Maybe a +8 racial bonus to Wild Empathy checks?

Jann abilities but probably slightly lower Str. I'm also with Endurance as a bonus feat. Possibly Mounted Archery as a bonus, as well. Definitely "Domestic Empathy" of some type, or maybe speak with animals.

How about cutting 2 points off the Intelligence, and shifting 2 points from Strength to Endurance, since these genies seem less muscular but tought & wiry? That'd make them:

Abilities: Str 14, Dex 15, Con 14, Int 12, Wis 15, Cha 13

Regarding the feats, I agree they need Mounted Archery from the description's "can fire missile weapons from horseback at full gallop with no penalty", and Endurance would fit the "Capable of running all day".

We might as well throw in Mounted Combat as well as the Improved Initiative most genies get as a bonus feat.

How many of these feats do we want to be bonus feats? We could make it half-and-half and use of their 2 regular feats:

Feats: Endurance (B), Improved Initiative (B), Mounted Archery, Mounted Combat

However, I'm tempted to make the Mounted feats bonus too - it would seem to fit their purpose - then give them Point Blank Shot and Track as their standard feats. (Track'll be useful for following their charges and finding predators and rustlers, Point Blank Shot'll fit their expertise as archers and lasso/net throwers).

Feats: Endurance (B), Improved Initiative (B), Mounted Archery (B), Mounted Combat (B), Point Blank Shot, Track
 

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