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What do the PCs find in a City of the Jann?
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<blockquote data-quote="Celebrim" data-source="post: 6976193" data-attributes="member: 4937"><p>*Celebrim just discovered how massive the power inflation is on Genie in 5e*</p><p></p><p>Ok then. </p><p></p><p>I have no idea how to even hint at NPC stats given that Djinn are now 14HD and Efreeti are now 15HD. If Jann follow the same scale, then a base Jann has 12HD instead of 6HD and I have no idea what Sheik Salib (who was in 3e terms 24HD and BAB +20) should be. Likewise, I had suggested a total of 21HD for Ibn Natn, but that's was on the assumption a standard Great Ghul genie was 4HD.</p><p></p><p>I really hate when the relative assumptions of power get changed that radically. I was scaling the environment to a 11th level party, and now I find that a single Efreet is 11 Challenge Rating and even the ordinary Jann of the city are about as powerful as 11th level characters.</p><p></p><p>For what it is worth, here is brief notes on Mukhluqtin Genies, since hitherto I'm the only one in the world familiar with them.</p><p></p><p>Makhluqtin, Genie; N Large Outsider (earth, water); Init +3 (Dex); HD 9+36 (hp 76); AC 20 (+3 Dex, +8 natural, –1 size); SQ: Darkvision, DR 5/slashing, Immune to Acid, Ooze Mastery, Cold Resistance 5</p><p>Atk: 2 melee Slam +12 (1d6+5)</p><p>Speed: 30 ft., swim 40 ft.; Space/Reach: 5’/10’; </p><p>Str 20, Dex 16, Con 18, Int 14, Wis 16, Cha 10</p><p>Feats: Combat Reflexes, Combat Expertise, Great Fortitude, Power Attack</p><p>Skills: Appraise +14, Bluff +12, Craft (any two) +15, Escape Artist +24, Knowledge (Planes) +14, Listen +15, Sense Motive +15, Spellcraft +14, Spot +15, Swim +26</p><p></p><p>Constant—detect chaos, detect law, detect magic, water walk</p><p>At will— soften earth and stone, plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), putrefy food and drink</p><p>3/day—shape water, shatter, stone shape, water breathing, veil (self only)</p><p>1/day— transmute mud to rock, transmute rock to mud</p><p></p><p>Of Two Worlds (Ex): As long as Makhluqtin are using their ground speed for movement, they may count as either touching ground or waterbourne, whichever is more favorable, for the purposes any attack or ability which depends on either condition.</p><p></p><p>Ooze Mastery (Ex): Mahkluqtin are generally at ease around all sorts of slimes, oozes, and noxious substances. They are immune to any extraordinary or supernatural ability of an ooze creature which provokes a fortitude save, and take no ability score damage from any ooze ability that causes ability score damage. They are immune to any extraordinary ability of a plant creature that provokes a fortitude save. This effect extends to hazards of a slimy or fungal nature, such as green slime, brown mold, etc.</p><p></p><p>This is why I only change systems every 15+ years.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6976193, member: 4937"] *Celebrim just discovered how massive the power inflation is on Genie in 5e* Ok then. I have no idea how to even hint at NPC stats given that Djinn are now 14HD and Efreeti are now 15HD. If Jann follow the same scale, then a base Jann has 12HD instead of 6HD and I have no idea what Sheik Salib (who was in 3e terms 24HD and BAB +20) should be. Likewise, I had suggested a total of 21HD for Ibn Natn, but that's was on the assumption a standard Great Ghul genie was 4HD. I really hate when the relative assumptions of power get changed that radically. I was scaling the environment to a 11th level party, and now I find that a single Efreet is 11 Challenge Rating and even the ordinary Jann of the city are about as powerful as 11th level characters. For what it is worth, here is brief notes on Mukhluqtin Genies, since hitherto I'm the only one in the world familiar with them. Makhluqtin, Genie; N Large Outsider (earth, water); Init +3 (Dex); HD 9+36 (hp 76); AC 20 (+3 Dex, +8 natural, –1 size); SQ: Darkvision, DR 5/slashing, Immune to Acid, Ooze Mastery, Cold Resistance 5 Atk: 2 melee Slam +12 (1d6+5) Speed: 30 ft., swim 40 ft.; Space/Reach: 5’/10’; Str 20, Dex 16, Con 18, Int 14, Wis 16, Cha 10 Feats: Combat Reflexes, Combat Expertise, Great Fortitude, Power Attack Skills: Appraise +14, Bluff +12, Craft (any two) +15, Escape Artist +24, Knowledge (Planes) +14, Listen +15, Sense Motive +15, Spellcraft +14, Spot +15, Swim +26 Constant—detect chaos, detect law, detect magic, water walk At will— soften earth and stone, plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), putrefy food and drink 3/day—shape water, shatter, stone shape, water breathing, veil (self only) 1/day— transmute mud to rock, transmute rock to mud Of Two Worlds (Ex): As long as Makhluqtin are using their ground speed for movement, they may count as either touching ground or waterbourne, whichever is more favorable, for the purposes any attack or ability which depends on either condition. Ooze Mastery (Ex): Mahkluqtin are generally at ease around all sorts of slimes, oozes, and noxious substances. They are immune to any extraordinary or supernatural ability of an ooze creature which provokes a fortitude save, and take no ability score damage from any ooze ability that causes ability score damage. They are immune to any extraordinary ability of a plant creature that provokes a fortitude save. This effect extends to hazards of a slimy or fungal nature, such as green slime, brown mold, etc. This is why I only change systems every 15+ years. [/QUOTE]
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What do the PCs find in a City of the Jann?
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