Converting Al-Qadim creatures

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Number 6

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That second option is a good idea. What do we do to determine how many targets and what type of targets get affected?
 

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Cleon

Legend
Look at it this way: The benefit is essentially heroism, which is a 3rd-level spell that only affects a single ally. Since this is effectively "mass heroism", it's probably the equivalent of a 6th-level or higher spell. That's probably way too much for a creature of this power level to use at will.

I was using prayer as a comparison, with affects a 40' radius and gives a +1 to allies and a -1 to enemies, which is roughly equal to a +2 to one or t'other.

I'd recommend either limiting it to 3/day (non-stacking), or making it require a standard action each round for the genie to maintain (barking orders, waving flags, and whatnot). I kinda like the latter, as it makes him even more of target, and explains why it ends if he is taking down.

I was thinking more a Move action, so it can "inspire by example" by making an attack or casting a spell.
 



freyar

Extradimensional Explorer
Tricky question. We could do something ridiculously complicated like turning damage --- it seems that might be the only way to satisfy everyone. ;)

But how about no ally of HD/CR greater than the genie and a large max cap on total HD?
 

Number 6

First Post
That's a simple solution... it should work.

The standard Warmonger would be able to inspire combatants on his side up to 7 HD and with a total pool of X Hit Dice.

Perhaps X = 150 + (Warmonger's HD x 10) Hit Dice.

Correction (July 20):
Freyar's got it right... for some reason I've got 150 in there.
 
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Shade

Monster Junkie
Like so?

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 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).
 

Number 6

First Post
Unless folks prefer a different number of total Hit Dice or a different calculation.

Do we dare opt for the allies to either see or hear the Warmonger to get the inspire allies bonus? There might very well be occasions when you're dealing with soldiers who have either Darkvision or Blindfighting or a similar advantage.
 

Shade

Monster Junkie
Sure, as long as we don't require both. Otherwise, silence and countersong could prove problematic.
 


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