Converting Al-Qadim creatures

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Shade

Monster Junkie
Does this look good?

Inspire Troops (Ex): As a move action, a warmonger genie can use displays of military prowess to inspire courage in its allies and followers, bolstering them against fear and improving their combat abilities. The effect lasts for as long as the ally can see or hear the warmonger genie and for 5 rounds thereafter. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon damage rolls. Should the ally see the warmonger genie be defeated or slain, the morale bonus from this ability changes into a -2 morale penalty that lasts for 10 rounds. Inspire troops is a mind-affecting ability.

A warmonger genie can inspire allies of up to 7 HD. It can inspire a number of allies totalling 10 times its Hit Dice (150 HD for a standard warmonger genie).
 

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Shade

Monster Junkie
Updated.

For battle, warmonger genies wear the heaviest armor they can find and are generally found at the rear of their troops, observing from horseback or seated on a ridge overlooking the field.

They are also canny enough to play on their lord’s vanity. They will always assure him that bringing more land under his rule will serve the interests of others as well because of his enlightened and wise policies.

In their hearts, warmonger genies see political figures as foolish and incapable of understanding the glories of soldiering. Many warmonger genies fancy themselves as profound philosophers; appealing to this conceit often brings respect from the genie.

In addition to their purely strategic and tactical skills, they are administratively and politically skilled enough to understand how to create a climate of fear and suspicion conducive to turning entire nations into armed camps. They will ruthlessly carry out plans to bring all the reins of power under military control and then make every citizen of their nation as efficient as possible in contributing to the war effort.

Skills: 11 at 10 ranks (-6 armor check penalty)
Bluff, Concentration, Diplomacy, Intimidate, Listen, Knowledge (history), Knowledge (nobility and royalty), Profession (siege engineer), Ride, Sense Motive, Spot?

Feats: Improved Initiative (B), 3 more
Mounted Combat seems a no-brainer. What else? Remember, Leadership is not really a feat intended for monsters. B-)
 



Number 6

First Post
Hmmm... feats.

~ Alertness, Iron Will, Quick Draw
~ Combat Expertise, Improved Disarm, Improved Trip
~ Mounted Combat, Ride-By Attack, Spirited Charge
~ Power Attack, Cleave, Improved Shield Bash

Any of those appeal?
 

Shade

Monster Junkie
Definitely Mounted Combat, and any of the following you listed: Cleave, Combat Expertise, Improved Disarm, Power Attack, Ride-By Attack, Spirited Charge
 

Number 6

First Post
We might want to add in the flavor text that Warmongers who do not ride out on the field of battle on a mount may alternatively select feats from a common list.

Otherwise, their feats should be Mounted Combat, Ride-By Attack, and Spirited Charge.
 

Shade

Monster Junkie
Sounds good. Updated.

Organization: Solitary or x

Challenge Rating: 5? They are about on par with djinn.

Advancement: 8–9 HD (Medium); 10–21 HD (Large)?
This follows the janni progression.

Warmonger genies speak Common, Ignan, and Infernal?
 

Number 6

First Post
Sounds good. Updated.
Organization:
They should never be encountered as Solitary creatures... they should only be encountered with at least a squad, if not a company.

Challenge Rating:
Looks fine.

Advancement:
That looks good, too.

Languages:
We might want to add in the flavor text that Zakharan Warmongers speak Jannti... at least I would expect that they often work in conjunction with Jann armies. I just can't see a sha'ir wanting to summon a genie general and not take advantage of the huge (potential) wealth of military might that is in the High Desert and the Haunted Lands.
 

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