Converting Al-Qadim creatures

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The original does 6-30 or 6d6, which seems good enough to me.

6-30 is 6d5, not 6d6. :p

That said, I prefer 5d6, as it's only a point off on the low end, rather than 6 higher on the high end.

I agree with most of the rest, but would prefer to stick with the giant wasp's racial Spot bonus of +8 (and retain the Survival bonus to orient itself).

Updated.
 



Indeed they are. Fixed!

Here's the next one...

Markeen
CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Low to Genius (5-18)TREASURE:
ALIGNMENT: Nil
NO. APPEARING: Any
ARMOR CLASS: 17
MOVEMENT: 12, Fl 18 (B)
HIT DICE: 2
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6 or by weapon type
SPECIAL ATTACKS: Spells
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M
MORALE: Elite (13-14)
LEVEL/XP VALUE: 120

A markeen, or genie double, is a lesser form of genie exiled from the majority of their kind. Each genie double is cursed at birth to be the spitting image of a human from Zakhara. The genie double is not magically linked to or even necessarily friendly toward that person; they don.t share thoughts, memories, place of birth (though they are always born at the same instant), or any other traits besides their outward appearance. The confusion that results when the genie double of an important personage finds out who it resembles can be monumental.
A genie double superficially appears to be entirely human. They are born, live, and die in the same period of time that a normal human passes through life, and their apparent age always matches that of their human double (unless the human has somehow been magically altered to appear younger or older). A genie double may outlive its human double, but may also die before its human double does; the two are not spiritually linked in any way. Not everyone has a genie double. Generally only famous, wealthy, beautiful, gifted, holy, or utterly villainous individuals have genie doubles.

It is commonly believed that genie doubles are the result of a genie rebellion which ended in the losers being forced to live forever as humans, with only tiny traces of their former power.

Combat: Once per day, a genie double may use each of the following spell-like abilities: flame blade, dust devil, invisibility, and gust of wind.

Although they rarely use the ability near humans, genie doubles also retain geniekind’s ability to fly, and they will escape from awkward situations this way. At other times, they will impersonate mages so as not to arouse suspicion. In all other respects, genie doubles fight with the tactics of humans. Their preferred weapons are scimitars, spears, and crossbows.

Habitat/Society: The markeen are merchants, tinkers, sailors, and horse traders, living by their wits in small communities that are isolated socially to prevent the discovery of their identities. Despite (or because of) the knowledge that they are genies and thus superior to those around them, the markeen are affable, friendly, and perfectly willing to live among humans without a trace of outward patronizing or haughty behavior.

Genie doubles form shadow societies within the human settlements of Zakhara with their own sets of beliefs, leaders, and rituals. Two of the most important rituals are “the search” and “the memory”. The search is a traditional coming-of-age ritual in which each young genie double sets out on an extended quest to find his or her human counterpart. These trips last from a month to a year, but the young markeen are not really expected to find their double. The purpose of the ritual is simply to expose the adolescents to the world and broaden their horizons. Actually finding the double is seen as flouting established traditions, since decades often go by between successful searches. However, it is possible for a markeen to take the place of his or her double, once found. The only difficulty they may have is a lack of knowledge of their double.s life and skills. The ritual of memory is common among the older markeen. As genie doubles age, they tell younger markeen the stories of how they were cast out from the rest of geniekind and how they have tricked, befuddled, and swindled humans for generations. The story of exile is told, and other genies are always described in an unflattering light. The ritual of memory is always held in secrecy.

There is a subgroup of the genie doubles called the hayan, who are doubles of bards and poets. They inhabit distant lands, but if they can be found they can inspire their double to write immortal poetry.

Ecology: Markeen trade with humans constantly, though there is no knowledge of this on the part of most humans. Markeen avoid all other genies and distrust them at best. Genie doubles will go to great lengths to silence anyone who uncovers the secret of one of their communities.

Originally appeared in Monstrous Compendium Al-Qadim Appendix (MC13)(1992).
 

6-30 is 6d5, not 6d6. :p

That said, I prefer 5d6, as it's only a point off on the low end, rather than 6 higher on the high end.

I agree with most of the rest, but would prefer to stick with the giant wasp's racial Spot bonus of +8 (and retain the Survival bonus to orient itself).

Updated.

Gah! You're right, it would have been 6-36 if it was 6d6.

Very well, 5d6 it is.
 

Here's the next one...

Markeen
*SNIP*

Hmm...

A 2 Hit Dice Medium Outsider (Native) with no elemental type, like a Jann?

Attacks with a 1d6 Slam or a weapon.

Move 30 ft. or fly 50 ft. (perfect)?

1/day flameblade, invisibility, gust of wind are straight conversions, but dust devil isn't in the SRD although I think its in a wizard 3E book somewhere. Do we want to give it that, or substitute it for an SRD spell - glitterdust?

Whats up with the "ARMOR CLASS: 17" - is that a typo for AC 7, since the original's for AD&D?

Not sure what to do about the ability scores. Base them on a Jann I suppose, with maybe a few points knocked off here and there since they don't seem very powerful.

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

So what, if anything should we knock off? All the SRD Genies have Wisdom 15, so I think we should keep that. They'll need Charisma at least 12 for their 2nd level SLAs.

Jann in AD&D do 1-8+Strength with a punch, suggesting they're stronger than Markeen, and have Very to Exceptional Intelligence versus the Markeen's Low to Genius. Very-Exceptional is Int 13-16, Low to Genius is 5-18. The average of those two is 14.5 versus 11.5, suggesting a Markeen is a little less intelligent on average than a Jann (but has more variability).

So, shall we knock 2 points off a Jann's Strength and Intelligence?

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

I think that'll do.
 

Cleon's ability scores appeal.

The alignment is listed as "Nil". Shall we assume that actually means "often neutral"?
 

Back to the mason wasp: there's a mason-asp at the end of the penultimate flavor paragraph.
 

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