Krishnath
First Post
This is only my second completed conversion, so please bear with me. Comments and constructive critizism is welcomed.
Genie, Tasked Warmonger
Medium-sized Outsider (Earth, Evil, Law)
Hit Dice: 7d8+21+3 (55 hp)
Initiative: +0 (Dex)
Speed: 20' (MW Halfplate); Base 30'
AC: 22 (+5 Natural, +7 MW Halfplate Armor)
Attacks: MW Scimitar +12/+7 melee; or spell +11 melee touch; or spell +7 ranged touch
Damage: MW Scimitar 1d6+4/18-20 (x2)
Face/Reach: 5' by 5'/5'
Special Attacks: Spell-like abilties,
Special Qualities: Inspire greatness,
Saves: Fort +8, Ref +5, Will +8
Abilities: Str 19, Dex 11, Con 17, Int 16, Wis 16, Cha 16
Skills: Bluff +13, Concentration +12, Diplomacy +13, Intimidate +13, Knowledge (Politics) +13, Knowledge (War) +16 (+3), Listen +12, Spot +12,
Feats: Leadership (B), Skill Focus (Knowledge: War), Toughness,
Climate/Terrain: Any land and underground
Organization: Solitary (Usually leading an army)
Challenge Rating: 4
Treasure: Standard
Alignment: Lawful Evil
Advancement: 8-10 HD (Medium-Size), 11-21 HD (Large); or by character class.
Warmonger genies are strategists and advisers to generals, laying plans for warfare among the genies emirs and caliphs. They are always found leading soldiers and mercenaries, and where there is no war for them to fight, they start one.
Tasked Warmonger Genies resmeble hairy humanoids with dark skin. Their hairy bodies glistening with a red oily liquid that resembles blood. They are heavy built and tend to obesity. The average Warmonger stands about 5' tall and ways around 200 lbs. They favor heavy armor and are very fond of wearing sashes, medals, clusters of medals, and prescious metals signifying military ranks and orders, as well as acessories that show their bravery and combat skill.
Combat:
Tasked Warmongers live and breathe war and are excellent strategists that will only pull back if they're fighting a loosing battle, and even then, it is usually to regroup and launch another attack. They tend to stay at the back of their troops, leading and directing them.
Spell-Like Abilities: At will - Fear and Remove Fear; 2/day - Magic Weapon, Shield of Faith, and Suggestion. These are as the spells cast by a 7th level sorcerer, save DC 13 plus spell level.
Inspire Greatness (Su): All of the Tasked Warmongers troops get a +2 morale bonus on saves against morale effects. If the Tasked Warmonger is slain this instead changers to a -2 morale penalty until the end of combat.
Tasked Warmonger Genie Characters:
The Tasked Warmongers favored class is Fighter, and most Tasked Warmonger genie leaders are Fighters or Fighter/Clerics. Tasked Warmonger Genie Clerics can choose between the Earth, Evil, Law, and War domains. A Tasked Warmonger Genies ECL is +10
Later,
Genie, Tasked Warmonger
Medium-sized Outsider (Earth, Evil, Law)
Hit Dice: 7d8+21+3 (55 hp)
Initiative: +0 (Dex)
Speed: 20' (MW Halfplate); Base 30'
AC: 22 (+5 Natural, +7 MW Halfplate Armor)
Attacks: MW Scimitar +12/+7 melee; or spell +11 melee touch; or spell +7 ranged touch
Damage: MW Scimitar 1d6+4/18-20 (x2)
Face/Reach: 5' by 5'/5'
Special Attacks: Spell-like abilties,
Special Qualities: Inspire greatness,
Saves: Fort +8, Ref +5, Will +8
Abilities: Str 19, Dex 11, Con 17, Int 16, Wis 16, Cha 16
Skills: Bluff +13, Concentration +12, Diplomacy +13, Intimidate +13, Knowledge (Politics) +13, Knowledge (War) +16 (+3), Listen +12, Spot +12,
Feats: Leadership (B), Skill Focus (Knowledge: War), Toughness,
Climate/Terrain: Any land and underground
Organization: Solitary (Usually leading an army)
Challenge Rating: 4
Treasure: Standard
Alignment: Lawful Evil
Advancement: 8-10 HD (Medium-Size), 11-21 HD (Large); or by character class.
Warmonger genies are strategists and advisers to generals, laying plans for warfare among the genies emirs and caliphs. They are always found leading soldiers and mercenaries, and where there is no war for them to fight, they start one.
Tasked Warmonger Genies resmeble hairy humanoids with dark skin. Their hairy bodies glistening with a red oily liquid that resembles blood. They are heavy built and tend to obesity. The average Warmonger stands about 5' tall and ways around 200 lbs. They favor heavy armor and are very fond of wearing sashes, medals, clusters of medals, and prescious metals signifying military ranks and orders, as well as acessories that show their bravery and combat skill.
Combat:
Tasked Warmongers live and breathe war and are excellent strategists that will only pull back if they're fighting a loosing battle, and even then, it is usually to regroup and launch another attack. They tend to stay at the back of their troops, leading and directing them.
Spell-Like Abilities: At will - Fear and Remove Fear; 2/day - Magic Weapon, Shield of Faith, and Suggestion. These are as the spells cast by a 7th level sorcerer, save DC 13 plus spell level.
Inspire Greatness (Su): All of the Tasked Warmongers troops get a +2 morale bonus on saves against morale effects. If the Tasked Warmonger is slain this instead changers to a -2 morale penalty until the end of combat.
Tasked Warmonger Genie Characters:
The Tasked Warmongers favored class is Fighter, and most Tasked Warmonger genie leaders are Fighters or Fighter/Clerics. Tasked Warmonger Genie Clerics can choose between the Earth, Evil, Law, and War domains. A Tasked Warmonger Genies ECL is +10
Later,