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Special Conversion Thread: Tasked Genies
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<blockquote data-quote="Cleon" data-source="post: 5444348" data-attributes="member: 57383"><p>Yup!</p><p></p><p>Since they're based on Efreet, we should consider an Efreeti's skills and feats:</p><p></p><p><strong>Efreet Skills:</strong> 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</p><p><strong>Efreet Feats:</strong> Combat Casting, Combat Reflexes, Dodge, Improved Initiative (B), Quicken Spell-Like Ability (scorching ray)</p><p></p><p>That looks a decent start, the Intimidate, Listen, Sense Motive, Spot for their Oathkeeping duties.</p><p></p><p>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.</p><p></p><p>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:</p><p></p><p><strong>Oathbinder Skills #1:</strong> Concentration 15, Diplomacy 15, Knowledge (local) 15, Intimidate 15, Listen 15, Sense Motive 15, Spellcraft 15, Spot 15</p><p></p><p>I would consider swapping the Intimidate for Knowledge (the planes) if we decide to give them something to represent their understanding of "interdimensional law".</p><p></p><p><strong>Oathbinder </strong><strong>Skills #2:</strong> Concentration 15, Diplomacy 15, Knowledge (local) 15, Knowledge (the planes) 15, Listen 15, Sense Motive 15, Spellcraft 15, Spot 15</p><p></p><p>We'll probably want to slap a racial bonus on a few of those.</p><p></p><p>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?</p><p></p><p><strong>Oathbinder </strong><strong>Feats:</strong> Combat Casting, Combat Reflexes, Dodge, Improved Initiative (B), Negotiator Quicken Spell-Like Ability (scorching ray)</p></blockquote><p></p>
[QUOTE="Cleon, post: 5444348, member: 57383"] Yup! Since they're based on Efreet, we should consider an Efreeti's skills and feats: [B]Efreet Skills:[/B] 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 [B]Efreet Feats:[/B] 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: [B]Oathbinder Skills #1:[/B] 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". [B]Oathbinder [/B][B]Skills #2:[/B] 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? [B]Oathbinder [/B][B]Feats:[/B] Combat Casting, Combat Reflexes, Dodge, Improved Initiative (B), Negotiator Quicken Spell-Like Ability (scorching ray) [/QUOTE]
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