Converting Al-Qadim creatures

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Shade

Monster Junkie
Updated.

Did we ever decide on a caster level for SLAs?

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).

Should we give 'em an "inspire stampede" ability, or just leave that up to the DM for animals with the stampede ability?

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.

Ditto a special forced march ability?
 

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freyar

Extradimensional Explorer
New herd animal empathy is fine, though that's now quite a lot of skill bonuses!

Proposed advancement and standard treasure are good.

Why not just drop the shortsword and go with a spear instead?

edit: missed Shade's post. Maybe we can fold the stampede into herd animal empathy. I like the forced march; maybe it can prevent the herd animals from taking damage. That should probably be a separate ability requiring multiple genies.
 
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Cleon

Legend
Updated.

Did we ever decide on a caster level for SLAs?

I don't recall us doing so.

Janni have CL 12th on most of their abilities, Herdmen Genies have 3HD less so maybe Caster Level 9th?

Should we give 'em an "inspire stampede" ability, or just leave that up to the DM for animals with the stampede ability?

I'd think anyone would be able to do that with a good Handle Animal check, given the right circumstances, but I suppose we could add it to the Herd Animal Empathy:

Herd Animal Empathy (Ex): This power works like the druid’s wild empathy class feature, except it only works on domestic herd animals (camels, cattle, elephants, horses, pigs, sheep, et cetera) and their wild relatives. A herdsman genie also has a +4 racial bonus on Animal Handling, Knowledge (geography), Knowledge (nature), Ride, Sense Motive and Survival checks involving such herd animals.

Furthermore, herdsmen genies can drive herd animals with a Stampede special attack (such as Bison) to stampede over their enemies. This requires a DC25 Handle Animal check.

Ditto a special forced march ability?

Guess so. Something like:

Tireless March (Su): Once a week, a group of at least 3 herdsmen genies can drive a herd of animals on a special forced march of up to 12 hours duration. Both the genies and the herdbeasts automatically succeed at Constitution checks to resist nonlethal damage and fatigue from this forced march.

The original implies they can only march at night, but the above just has a fixed duration. For an "all night" version:

March All Night (Su): One night per week a group of at least 3 herdsmen genies can drive a herd of animals on a special forced march that lasts until the dawn. Both the genies and the herdbeasts automatically succeed at Constitution checks to resist nonlethal damage and fatigue from this forced march.
 

freyar

Extradimensional Explorer
Let's just go with Tireless March. There doesn't seem to be a good reason they have to do it at night; the original implies they just use the darkness for stealth.
 

Number 6

First Post
Let's just go with Tireless March. There doesn't seem to be a good reason they have to do it at night; the original implies they just use the darkness for stealth.
In the desert, they are much less likely to suffer from the hot environment... and marching during the day might invite trouble from raiders.

Aside from that (although much less important), magical creatures in folklore often do magical things at night... fey, elves, genies, etc. They make shoes, baked goods, clean the shop, and steal babies.
 

Shade

Monster Junkie
While I understand the flavor reasons, I'd prefer tireless march, as it works better mechanically. They can still use it at night. :)

Updated.
 


Shade

Monster Junkie
Probably!

Genie, Tasked, Slayer
CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: High (13-14)
TREASURE: U
ALIGNMENT: Neutral Evil
NO. APPEARING: 1
ARMOR CLASS: -2
MOVEMENT: 24, Fl 30 (B)
HIT DICE: 12
THAC0: 9
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-16/2-16 or by weapon type +9
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 15%
SIZE: L (10’ tall)
MORALE: Fearless (20)
LEVEL/XP VALUE: 11,000

The tasked slayer genie’s only purpose is to commit murder as often as possible--by stealth as long as possible or through berserker rages when discovered. As this sort of behavior tends to be noticed by sentient creatures nearby, slayer genies are usually very discreet about their activities, controlling the rage which motivates them because of their fear of discovery and punishment.

Slayer genies are massive genies with four arms and dark, polished skin and are usually naked to the waist. Two of their hands are human; the other two resemble lion’s paws with ivory claws. Their red eyes sparkle with flame. Above and between their two eyes lies a third eye, which is green and resembles that of a panther. The third eye is centered between two horns. Their hair is coarse as horsetails. On their backs are two massive wings.

Combat: Slayer genies prefer to kill their targets quietly, and they are extremely well-equipped to do so, either by magical or physical means. They can cast blindness, silence 15’ radius, darkness, improved invisibility, ventriloquism, misdirection, assume gaseous form, polymorph self, and dimension door. If they reveal their true form they can cause fear in creatures of 3 Hit Dice or less.

In melee, they attack either with their terrible claws or with a melee weapon in either normal hand (at no penalty). Their enormous Strength gives them a +9 damage bonus when using melee weapons. Slayer genies prefer scimitars, axes, cleaving polearms, morning stars, and maces. Slayer genies will use missile weapons in unusual circumstances. They suffer no penalty for using such weapons instead of their usual melee weapons.

Habitat/Society: It is believed that slayer genies were first created with the specific function of terrifying the enemies of the genie lords, but that they later began to serve as efficient assassins in noble genies’ power struggles. Given their nature and their origin, it is not surprising that slayer genies are always servants. Those few slayer genies that become free generally have very short reigns of terror. They serve humans, demihumans, and other genies, but their masters always closely monitor their actions. An unwatched slayer genie is extremely dangerous, and may begin slaughtering its master’s followers.

Slayer genies enjoy the company of other warriors, and will spend hours discussing the advantages and disadvantages of various weapons, the fine points of anatomy, and the details of stealth, tactics, martial trickery, and armor with anyone willing to listen. Their fascination with violence and bloodshed goes far beyond the professional level. They have a disturbing fixation with the process for its own sake, and their descriptions of past battles are full of loving details of exactly how a foe looked as he died, how well each of their weapons performed, the quirks of various fighting styles and their appeal, and so on. The joy they have in battle and death extends to their own demise, which they all look forward to as a glorious occasion. Nothing spoils the mood of a slayer genie quite so much as the thought of dying some way other than in combat.

Slayer genies know neither shame nor pride when asked to complete some mission; they merely seek to fulfill their role, and boast about it afterward. No trick is too cruel, no tactic too immoral, no job too unsavory for them to undertake.

Ecology: When tasked genies are driven mad they become tasked slayer genies, genies unable to stay sane after long labor at the same task. They seek release in bloodshed, and they retain only a limited cunning.

Slayer genies view all other creatures as merely sets of abilities and attributes to be overcome, creatures whose only purpose is to meet their death at the hands of the slayer. Hearing a slayer genie inform creatures that they are denying their purpose (that is, not dying at its hands), and thus upsetting it, can be very alarming--refusal to admit that one wants to die by the slayer’s hands just upsets it further. Living creatures rarely survive, much less profit, from meeting a slayer genie.

The only exception to this general rule are the undead; slayer genies are puzzled at whether or not they should bother to kill things that are already dead. Given a choice, slayer genies always leave undead creatures for last, and if there is any chance of discovery, they leave the undead alone. This often results in undead creatures being blamed and hunted as the perpetrators of slayer genies’ crimes.

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

Shade

Monster Junkie
We can likely work from the guardian's stats. These have 2 fewer HD, but appear stronger.
 


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