Converting Al-Qadim creatures

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Here are the only genies with weights given:
A djinni is about 10-1/2 feet tall and weighs about 1,000 pounds.
An efreeti stands about 12 feet tall and weighs about 2,000 pounds.
A qorrashi is about 10-1/2 feet tall and weighs about 1,000 pounds.

I have a listing for Dao that says they range from 8 to 11 feet tall and 500 to 1500 pounds.

Unfortunately, I don't know if that's from the MC13 entry, another source, or speculation.

We could estimate the weight of Builder Genies by using the size adjustments from the 3rd edition versions of the Enlarge/Reduce spells. I believe the multiplier for weight was simply the multiplier for height squared.

If we used Djinni proportions, the Builder Genie might weigh about 450 pounds. Efreeti proportions would make it about 650 to 700 pounds.

Unless my math is effed up... which is certainly possible. ;)

Hmm, if you keep the proportions the same in all directions you need to use height squared not cubed, which would make a 7' genie about 300-400 pounds (Djinn-Efreet).

The Dao height and weight range you give suggests they average somewhere about 9'6" and 850 pounds. I'd use somewhere around that weight but make the builder genie 7 feet tall - I imagine that they're squat and powerfully built, a genie equivalent of a dwarf. An average SRD dwarf scaled up to 7 feet tall would weigh ~737 pounds.

7 feet and 600-800 pounds?
 

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They would be independent of each other, Shade.

The genie-building would be as described by you and Cleon. In addition, builder genies ought to be able to build magical walls and structures as listed in the SRD.

There might be a reason for not letting a builder genie have this option... but if any spellcaster with Craft Wondrous Items can do it, surely a Tasked Genie well-suited to building and architecture should.

I agree they should be able to build enchanted constructions. I'd prefer to do it by tinkering with their genie-built SQ so they can construct magical buildings as if they had and any necessary spell or feat prereqs. If we give them Craft Wondrous Item they'd be able to whip up all kinds off other geegaws, and I would rather they specialize in buildings.

Modifying Genie-Built...

Genie-Built (Ex): Any edifice constructed by a builder genie costs four times the standard price, but has double hit points and its Break and Climb DCs are 10 points higher than normal. (e.g. a genie-built 1 foot thick masonry wall has 180 hp, Break DC 45 and Climb DC 25 instead of the 90 hp, Break DC 35 and Climb DC 15 of normal masonry) .

A builder genie can also erect magical treated walls (see DMG) and other enchanted edifices without needing to meet their feat and spell prerequisites.
 



Updated, and I believe we are now finished.

Next!

Genie, Tasked, Artist
CLIMATE/TERRAIN: Cities
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Genius (17)
TREASURE: R(x3)
ALIGNMENT: Chaotic neutral
NO. APPEARING: 1
ARMOR CLASS: 5
MOVEMENT: 9
HIT DICE: 7
THAC0: 13
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M (7’ tall)
MORALE: Unsteady (5-7)
LEVEL/XP VALUE: 975

Tasked artist genies include both incredibly skilled craftsmen and aesthetically brilliant artists in fields widely accepted as high art. Both groups are capable of producing masterworks in their chosen speciality in a very short period of time. Reshaped from dao and djinn long ago, they will willingly serve a generous master, though they always undertake work they enjoy before doing work that they must do. Tasked artist genies are poets, composers, musicians, sculptors, painters, and weavers. The craftsmen genies (who bitterly deny that their work is any less artistic than that of the pure artists) are potters, woodworkers, furniture makers, silversmiths, goldsmiths, decorative ironmongers, gemcutters, jade and ivory carvers, calligraphers, illuminators, gardeners, maskmakers, tailors, haberdashers, and seamstresses.

Mistreated artist genies will never produce superior work, though they have too much devotion to their craft to deliberately flaw a work (unless they are consistently abused with no hope of escape). Regardless of how hard they try, works produced by enslaved or charmed artist genies are never quite as good as those they make when they are free to pursue their work as they choose.

Of all the tasked genies, artist genies vary the most in their appearance, perhaps because the work they do varies so much. Sculptors have powerful shoulders from handling and hammering stone, weavers have powerful arms and quick fingers for throwing a shuttle across a loom, and painters may be quite frail but have a sharp eye for details and decoration. The craftsmen genies all have nimble fingers and a good sense of proportion.

Combat: Although their professional skills vary, all artist genies have a set of spell-like abilities in common. They are able to use each of the following spell-like abilities twice per day: duodimension, mirror image, illusion, polymorph self, and stone shape.

The illusions of artist genies create both tactile and visual components which last without concentration until dispelled or touched with cold iron. These are often used to give visible form to mental models and ideas before a final, lasting product is produced. It may also be used by the less scrupulous artist genies to satisfy their patrons without a great deal of effort being expended in actual work.

Habitat/Society: Artist genies are adaptable and generally take on the trappings of the group they work for or live among. They are particularly sharp rivals with each other, as few others can match their skills. Artist genies will talk shop with anyone they consider able to understand their achievements; they have only scorn for the unskilled or untalented.

In their dress, artist genies either push the boundaries of the latest design and daring or wear the most shabby and dated clothing imaginable. The pure artists are entirely hedonistic, though this is manifested in various ways. Some artist genies require odd foods, such as stewed apples or fermented fish while others must have parks and scenic vistas to stroll along each day for relaxation and contemplation before their work will achieve its highest level. Others still wallow in drink or gluttony, constant hot scented baths, or exotic companionship.

Slighting the work of an artist genie demands retribution, but this revenge can take many forms. A skilled critique by a knowledgable patron may earn only some vicious gossip in return. In the case of uninformed criticism by a pretender to knowledge, some artist genies are unstable enough to simply hurl themselves at their detractor, regardless of the consequences. Others are wise enough to enjoy more subtle forms of revenge (for example, creating a work that ridicules the offending party). Sometimes revenge takes the form of a gift that is given to some rival of the tactless speaker, or a mysterious increase in the cost of producing new work for a patron. Some forms of revenge are fatal, such as a potter genie adding enough poison to a clay vessel to slowly kill anyone who eats or drinks from it.

Ecology: Artist genies are dependant on refined patrons and high levels of cultural achievement. Although they may be found anywhere, their skills are only fully appreciated by the knowledgable. Their material needs are often neglected in favor of getting the materials they require, for an artist genie taken away from the tools of its trade and forced into idleness for protracted periods either dies or goes mad.

Originally appeared in Monstrous Compendium Al-Qadim Appendix (1992).
 

Again, he phrases it perfectly, although there are no spell requirements for magical treatment.

Is there anything else we need to deal with on the Builder Genies?

Not for standard magically reinforced walls, but I recall there was a Dragon magazine with rules for enchanted fortifications (Stuff like Spell Resistant walls, rooms with dimension lock and so on), some of which included spell prereqs so I thought it best to cover all the bases.

Anyhow, I checked the builder's stats and he looks fine.

On to the Artist!
 

Well these are obviously 9 Hit Dice Medium Outsiders without much AC.

Extraplanar or Native? It could go either way.

The description "Sculptors have powerful shoulders from handling and hammering stone, weavers have powerful arms and quick fingers for throwing a shuttle across a loom, and painters may be quite frail but have a sharp eye for details and decoration." may suggests their abilities might vary according to what artform they are tasked with, but I'd prefer to keep that as flavour only.

Besides, all the Craft skills are Int-based, so having a high Str, Dex or Wis would not make any difference to them.

For the ability scores, I think I'd start out with a Jann...

Jann: Str 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13

Hmm, Artist Genies have Genius Intelligence (17-18), so I'd boost the Int by 4 add 2 to its other mental stats.

Their "powerful arms" and "nimble fingers" suggest a good Str and Dex.

Hmm, I think Strength 16 is enough but we could increase the Dex. These creatures are normally formed from Djinni (Dex 19) or Dao (Dex 12). I fancy giving them a Djinni's Dexterity and a Jann's +1 natural armour, since that would give us an Armour Class equivalent to the original's AC5. I'd leave the Con at 12.

Artist Genie: Str 16, Dex 19, Con 12, Int 18, Wis 17, Cha 15, natural +1
 

Proposed abilities are fine by me.

I propose sticking to extraplanar for all of the tasked genies, unless one of them screams "native."
 

Proposed abilities are fine by me.

I propose sticking to extraplanar for all of the tasked genies, unless one of them screams "native."

Yes, Extraplanar would suit me too, I just wasn't much bothered either way.

I've just realized they're 7 Hit Dice, not 9. Must have misplaced their Move line.

Speaking of which, Move 9" seems a bit slow. I'd rather give them the humanoid standard land speed of 30 ft.

Two 1d6 slam attacks, as if they were a downsized Djinn or Efreet?

Since they've got the same HD as a Djinn and are often descended from them they probably have the same HD advancement of 8-10 HD (size), 11-21 (size+1).

So far we've got:

Genie, Tasked, Artist
Medium Outsider (Extraplanar)
Hit Dice: 7d8+7 (38 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +7/+10
Attack: Slam +10 melee (1d6+3)
Full Attack: 2 slams +10 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft.
Saves: Fort +6, Ref +9, Will +8
Abilities: Str 16, Dex 19, Con 12, Int 18, Wis 17, Cha 15
Skills: 12 at 10 ranks
Feats: 3
Environment: ?
Organization: Solitary
Challenge Rating: ?
Treasure: Standard coins; triple goods; standard items
Alignment: Always chaotic neutral
Advancement: 8-10 HD (Medium); 11-21 HD (Large) ?
Level Adjustment: —
 

Any reason that all three Feats shouldn't be Skill Focus... perhaps Skill Focus: Craft (specific type) or Perform (specific type), Profession: artist or craftsman, and Alertness.

The reason I suggest Alertness comes from running on the theory that these folks are observant and if they try to capture the image of something like a landscape for a painting, someone's likeness in sculpture, or so on, they keenly observe their subject.

Obviously, that's not very realistic... Beethoven was deaf, Ray Charles was blind, and so on. I'm not trying to pattern reality, but thought it might reflect on the genies' perceptive abilities and not necessarily how good their ears or eyes work.

Also, I can't think of anything else for a third Feat. ;) I gotta admit... I'm at a loss for this genie.
 

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