Converting Al-Qadim creatures
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    Converting Al-Qadim creatures

    Part Three.

    Original thread closed due to exceeding 1,000 post count.

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    Dog, Saluqi
    Climate/Terrain: Any arid land
    Frequency: Uncommon
    Organization: Pack
    Activity Cycle: Night
    Diet: Carnivore
    Intelligence: Semi (2-4)
    Treasure: Nil
    Alignment: Neutral
    No. Appearing: 3d4
    Armor Class: 7
    Movement: 18
    Hit Dice: 2
    THAC0: 19
    No. of Attacks: 1
    Damage/Attack: 1d8
    Special Attacks: Overbearing
    Special Defenses: Nil
    Magic Resistance: Nil
    Size: S (3’ tall)
    Morale: Elite (13-14)
    XP Value: 120

    Saluqi are the greyhounds of the desert, known for their hunting skills, favored by the jann. They are sleek black animals with gray markings, thin whiplike bodies, and long narrow heads. Their pedigrees are rigorously maintained, allowing owners to breed only from the finest stock.

    Combat: These natural desert hounds hunt by sight rather than by smell, and they prefer to stay in packs rather than hunt alone or in scattered lines. Their blurring-fast speed allows saluqi a -2 modifier to their initiative rolls. The hounds have infravision to a 120-foot range, and they can faultlessly track quarry by its heat trail if it has passed over ground within the past three turns.

    Saluqi hounds are also known for their ability to bring down opponents by attacking en masse. This overbearing attack is resolved by a single attack roll against AC 10, allowing only modifiers for Dexterity and magical pluses of armor or other protective devices. There must be a minimum of four hounds for the overbearing attack, and each hound over four gives the pack an additional +1 attack modifier. If successful, the hounds knock their opponent to the ground, and unless a saving throw vs. petrification is successful, the opponent is stunned and cannot take any action that round. To rise, a victim must spend a full round doing nothing but regaining his footing in the midst of the pack. All attempts at spellcasting are ruined by the pack, regardless of whether the overbearing attack succeeds.

    After the initial overbearing attack, such a victim is attacked by individual members of the pack with +4 modified to the hounds’ attack rolls and no Dexterity adjustment for the victim’s AC. Some packs have also been trained to hold down their foes; this requires that two dogs score successful hits on their downed opponent. If the dogs succeed, the victim still must spend a full round to stand up, but he must also make a successful Strength check with a -1 penalty for each dog that hits. Failure indicates the victim was dragged back down.

    Habitat/Society: Saluqi are a carefully bred strain of hounds, and they are almost always found in the care of a huntsman who has trained them from birth. They respond to a number of standardized calls: “Attack, guard, return, pursue and return, fetch, stay”, and “hold” are among the most common.

    Saluqi do not flourish if they spend too much time in the sun; nomads keep them in tents during the hottest part of the day. Wild packs usually live near some cave or overhanging shelter, where they can retreat from the burning sun.

    Ecology: Saluqi greyhounds hunt small game and are good at flushing antelope or other grazing animals from cover. Wild packs of saluqi do exist, but they are extremely rare, as the jann hunt these mutts and neuter them, then give them as gifts to other desert tribesmen.

    Jungle Hound
    It is said that a related breed of hound has been created by jungle dwellers. These hounds use similar tactics, but are much better at tracking by smell than by sight – so much so that they can follow a trail up to a week old. They are smaller than the saluqi hounds, with orange and yellow patches of fur dappling their dark coats instead of gray.

    Originally appeared in ALQ2 - Assassin Mountain (1993).

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    Seems like we don't need to worry about the 1000-post-count limit any more, if you check the meta forum.

    As for the saluqi, base them on riding dogs or maybe another dog we've converted? Give them pack tactics with a group overrun and stunning attack.

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    Quote Originally Posted by freyar View Post
    Seems like we don't need to worry about the 1000-post-count limit any more, if you check the meta forum.
    Now you tell me.

    Quote Originally Posted by freyar View Post
    As for the saluqi, base them on riding dogs or maybe another dog we've converted? Give them pack tactics with a group overrun and stunning attack.
    That soudns about right. Keep 'em animals, or does something suggest magical beast?

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    "Saluqi" is apparently the Arabic name for real Bedouin hounds, so I'd say Animal.

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    Quote Originally Posted by freyar View Post
    Seems like we don't need to worry about the 1000-post-count limit any more, if you check the meta forum.

    As for the saluqi, base them on riding dogs or maybe another dog we've converted? Give them pack tactics with a group overrun and stunning attack.
    We should consider keeping them Small. A Saluqi is on the cusp of Small-Medium, typically weighing about 20-25 kg (44-55 pounds). If we make them Small it'll help explain the AD&D stats requiring 4 of them to overbear an adventurer (a Medium sized humanoid).

    Quote Originally Posted by freyar View Post
    "Saluqi" is apparently the Arabic name for real Bedouin hounds, so I'd say Animal.
    Quite. They're a real world breed and should be Animals.

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    After reading the description more closely, I notice several significant differences between these Saluqis and the real world dog breed.

    Firstly, they have 120' infravision, which allows them to infallibly track by heat-tracks up to 30 minutes old.

    Secondly, they're nocturnal ("Activity Cycle: Night"). Real world saluqi hunt in daylight.

    How about splitting it into two creatures? A real world Saluqi, modified from the SRD Dog (1 HD Small Animal, bites for 1d4+1) and a "Jann Saluqi" (2 HD Small Magical Beast, bites for 1d6+1, Int 3-4, Darkvision 120 ft., "Infallibly Tracking" SQ).
    Last edited by Cleon; Sunday, 20th February, 2011 at 06:08 PM. Reason: Fixing typo

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    Quote Originally Posted by Shade View Post
    Dog, Saluqi
    Climate/Terrain: Any arid land
    Frequency: Uncommon
    Organization: Pack
    Activity Cycle: Night
    Diet: Carnivore
    Intelligence: Semi (2-4)
    Treasure: Nil
    Alignment: Neutral
    No. Appearing: 3d4
    Armor Class: 7
    Movement: 18
    Hit Dice: 2
    THAC0: 19
    No. of Attacks: 1
    Damage/Attack: 1d8
    Special Attacks: Overbearing
    Special Defenses: Nil
    Magic Resistance: Nil
    Size: S (3’ tall)
    Morale: Elite (13-14)
    XP Value: 120

    *SNIP*

    Originally appeared in ALQ2 - Assassin Mountain (1993).
    By the way, these stats are from the Monstrous Compendium Annual Volume One (1994). The Assassin Mountain version, the "Greyhound, Saluqi", is basically the same. The biggest mechanical difference is its infravision is 120 yards, not 120 feet.

    Funnily enough, the Assassin Mountain Saluqi has "Activity Cycle: Diurnal" instead of "Night" and then starts combat with "these nocturnal desert hounds".
    Last edited by Cleon; Sunday, 20th February, 2011 at 06:22 PM. Reason: Fixing link

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    Oh, and do we want to do the Jungle Hound as well?

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    OK, we can make both an animal and magical beast version. I think the jungle hounds should be an underbar, rather than a separate creature. The question is whether jungle hound are the animal version, the magical beast version, or both?

    Added the animal version to Homebrews.

    I took the standard dog stats, but since it straddles the line between Small and Medium, placed Str and Dex between the dog and riding dog.

    Since these are "sight" hounds, should we reduce the tracking by scent bonus?

    EDIT: Added the jann saluqi as well.
    Last edited by Shade; Monday, 21st February, 2011 at 08:59 PM.

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