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Special Conversion Thread: Tasked Genies


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Annual it is. :)

Annual's not objectionable


Didn't we agree to increase the Heat to 2d6?, e.g.:

Attack: Slam +17 melee (1d8+6 plus 2d6 fire)
Full Attack: 2 slams +17 melee (1d8+6 plus 2d6 fire)

Heat (Ex): An oathbinder genie's red-hot body deals 2d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.

Oh, and we also voted to increase the caster level to 16th:

Spell-Like Abilities: At will—detect magic, produce flame, pyrotechnics (DC x), scorching ray (2 rays); 3/day—bestow curse (DC X), command, eyebite (DC X), hold person (DC X), resilient sphere, wall of force. Caster level 16th. The save DCs are Charisma-based.
 




Question still stands: ready for skills and feats?

Yup!

Since they're based on Efreet, we should consider an Efreeti's skills and feats:

Efreet Skills: Bluff +15, Craft (any one) +14, Concentration +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +17, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft +14, Spot +15
Efreet Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative (B), Quicken Spell-Like Ability (scorching ray)

That looks a decent start, the Intimidate, Listen, Sense Motive, Spot for their Oathkeeping duties.

I would give them maxed-out Diplomacy instead of Bluff (since they're more about negotiating oaths than lying) and instead of Craft I would have Knowledge (local), since that covers "laws, customs, traditions" which they're supposed to have a wide knowledge of.

That leaves us with one skill too many, so I think we'll have to drop the Move Silently. Although that's a standard Genie skill it doesn't seem to fit their raison d'etre. That would make it:

Oathbinder Skills #1: Concentration 15, Diplomacy 15, Knowledge (local) 15, Intimidate 15, Listen 15, Sense Motive 15, Spellcraft 15, Spot 15

I would consider swapping the Intimidate for Knowledge (the planes) if we decide to give them something to represent their understanding of "interdimensional law".

Oathbinder Skills #2: Concentration 15, Diplomacy 15, Knowledge (local) 15, Knowledge (the planes) 15, Listen 15, Sense Motive 15, Spellcraft 15, Spot 15

We'll probably want to slap a racial bonus on a few of those.

As for the feats, the Efreeti's selection looks fine to me but they get one more for their 12 HD, so how about adding Negotiator?

Oathbinder Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative (B), Negotiator Quicken Spell-Like Ability (scorching ray)
 

Feats look very good.

I'd like to keep Intimidate. For Knowledge (the planes), we could poach ranks from Spellcraft which isn't all that beneficial for them.

Updated (without implementing my last suggestion).
 

Feats look very good.

I'd like to keep Intimidate. For Knowledge (the planes), we could poach ranks from Spellcraft which isn't all that beneficial for them.

Updated (without implementing my last suggestion).

So something like this?:

Oathbinder Skills #3: Concentration 15, Diplomacy 15, Knowledge (local) 15, Knowledge (planes) 9, Intimidate 15, Listen 15, Sense Motive 15, Spellcraft 6, Spot 15

That works for me.
 


Oathbinder Skills #3: Concentration 15, Diplomacy 15, Knowledge (local) 15, Knowledge (planes) 9, Intimidate 15, Listen 15, Sense Motive 15, Spellcraft 6, Spot 15

Yes, I prefer option #3 for the skills. Looks good!

Good!

Were the proposed (and currently Updated) feats OK for you?

Oathbinder Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative (B), Negotiator Quicken Spell-Like Ability (scorching ray)
 

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