Converting Al-Qadim creatures

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Well, you've got 8 skills listed and we need 11. Maybe go with 3 different Crafts and one additional Knowledge?
They should certainly have Craft: carpentry and Craft: stonemasonry... possibly Craft: blacksmith and Knowledge: dungeoneering. As genies they might have Knowledge: planes. Perhaps Profession: builder.
 

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Simplified is better! :cool:

Ignoring a structure's Hardness all together might be too potent... perhaps the Builder genie can treat the structure's Hardness as half of the original.

That's a good point. We could reduce the hardness by a set amount instead of halving it. That would make it proportionally less potent against high hardness objects. If it ignores, say, 6 points of hardness that would allow the genie to smash through stone like it was soft wood or leather.

Demolition (Ex): A builder genie can study a construction to find its weak spots. This requires a full-round action and a Knowledge (Architecture) check against a DC equal to the construction's Break DC. If successful, the genie's attacks ignore the first X points of the construction's hardness and do full damage.
 

That's a good point. We could reduce the hardness by a set amount instead of halving it. That would make it proportionally less potent against high hardness objects. If it ignores, say, 6 points of hardness that would allow the genie to smash through stone like it was soft wood or leather.

Demolition (Ex): A builder genie can study a construction to find its weak spots. This requires a full-round action and a Knowledge (Architecture) check against a DC equal to the construction's Break DC. If successful, the genie's attacks ignore the first X points of the construction's hardness and do full damage.

Good idea! 6 points works for me.
 

Good idea! 6 points works for me.
Good? It's great! :D

As for Direct Siege Engines... if we allow other creatures to use the builder genie's Demolition ability through Aid Another should we simply just add that to the Demolition ability details?
 

As for Direct Siege Engines... if we allow other creatures to use the builder genie's Demolition ability through Aid Another should we simply just add that to the Demolition ability details?

That's an interesting idea, although I don't think we should confuse it with the Aid Another action, which has clear benefits.

Perhaps something like this?

Demolition (Ex): A builder genie can study a construction to find its weak spots. This requires a full-round action and a Knowledge (Architecture) check against a DC equal to the construction's break DC. If successful, the genie's attacks ignore the first 6 points of the construction's hardness and do full damage.

Instead of making its own attacks, the builder genie may instead use its demolition ability to aid the operator(s) of a siege engine. In this case, the DC increases by 5. If the genie succeeds on its check, the siege engine ingnores the first 6 points of the construction's hardness and deals full damage.
 

That's an interesting idea, although I don't think we should confuse it with the Aid Another action, which has clear benefits.

Perhaps something like this?

Demolition (Ex): A builder genie can study a construction to find its weak spots. This requires a full-round action and a Knowledge (Architecture) check against a DC equal to the construction's break DC. If successful, the genie's attacks ignore the first 6 points of the construction's hardness and do full damage.

Instead of making its own attacks, the builder genie may instead use its demolition ability to aid the operator(s) of a siege engine. In this case, the DC increases by 5. If the genie succeeds on its check, the siege engine ingnores the first 6 points of the construction's hardness and deals full damage.

That looks good to me (well, except for the surplus "n" in "ingnores").

I can't think of anything else it needs.
 

Somewhat unrelated... should we tackle the standard Tasked Genies first (from MC13) and then go through those from the adventure sourceboxes, or should we just go alphabetical?
That's an interesting idea, although I don't think we should confuse it with the Aid Another action, which has clear benefits.
I can't take credit for it... that was Cleon. What's more Cleon was much more clear than I was about doing something in the style of Aid Another.
 
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Revisions to Demolition, etc, look good.

Good call on Profession. I think I'd prefer that to Know (dungeoneering). The Craft skills selected are good, too.
 

Regarding Skills:
Good call on Profession. I think I'd prefer that to Know (dungeoneering). The Craft skills selected are good, too.
How about this...

Climb 11, Concentration 11, Craft (blacksmith) 11, Craft (carpentry) 11, Craft (stonemasonry) 11, Jump 11, Knowledge (architecture & engineering) 11, Knowledge (planes) 11, Listen 11, Profession (builder) 11, Spot 11, Search 11.

Maybe add Profession (architect) and give both Profession skills 5 ranks, then shift the stray skill point to Knowledge (architecture & engineering) or Search.
 

Lookin' good, but I think I'd rather see greater ranks in the Profession skills and reduce some of the more generalized skills. Like so?

Climb 5, Concentration 11, Craft (blacksmith) 11, Craft (carpentry) 11, Craft (stonemasonry) 11, Jump 5, Knowledge (architecture & engineering) 12, Knowledge (planes) 11, Listen 11, Profession (architect) 11, Profession (builder) 11, Spot 11, Search 11.

I'd propose dropping Jump altogether (it doesn't really fit their theme), and putting 1 more point each in the Craft skills and Profession skills.
 

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