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Paizo / Messageboards / Paizo Publishing / Pathfinder® / Pathfinder RPG / Community Content / Suggestions/House Rules/Homebrew / REQ - Djinn Boost     Recent Posts
REQ - Djinn Boost
Sigurd,

Dwarf Merchant Final avatar

If anyone wants a project....

Looking through the bestiary (Which absolutely rocks!) I came across something that doesn't fit with my myth view.

The Genie, Djinn is CR5!. I know it gives a little blurb for noble Djinn but I don't think it is expansive enough.

I can accept the CR5 for the lowest Djinn.

I'd love to see stats and improvements on 2 or more Djinn.

sort of:

CR5 - Djinn in Service
Cr8 - Djinn Captains
Cr12-15 - Djinn Nobles.

It's not earth shaking, but it would be appreciated.

Sigurd

Maybryn,

Pathfinder 3 Rogue avatar

Sigurd wrote:
If anyone wants a project....

Looking through the bestiary (Which absolutely rocks!) I came across something that doesn't fit with my myth view.

The Genie, Djinn is CR5!. I know it gives a little blurb for noble Djinn but I don't think it is expansive enough.

I can accept the CR5 for the lowest Djinn.

I'd love to see stats and improvements on 2 or more Djinn.

sort of:

CR5 - Djinn in Service
Cr8 - Djinn Captains
Cr12-15 - Djinn Nobles.

It's not earth shaking, but it would be appreciated.

Sigurd


Since we're on the topic of homebrew mosnters, just consider making a progression table for noble djinns a la Savage Species. Put the highest level powers and stat boosts at the highest levels. From there, you can pretty much create a Djinn at any level. Just be sure to playtest them before PC encounters.

QOShea,

Meepo avatar

Maybryn wrote:
Since we're on the topic of homebrew mosnters, just consider making a progression table for noble djinns a la Savage Species. Put the highest level powers and stat boosts at the highest levels. From there, you can pretty much create a Djinn at any level. Just be sure to playtest them before PC encounters.

I always thought that is was PC encounters were for.

Well, half the DM's I've played with believed that anyway. LOL

Weylin,

Dont have a problem with the CR for the average Djinn (or any genie race). I would leave most Djinn at CR5 myself.

For Djinn Nobles, I would tack on the Advanced Creature and/or Giant Creature. Instead of adding racial hit dice, I would give them PC Class levels (and up their treasure, magic items accordingly).

Even a "Djinn Baron", now becomes a CR 7 or CR 8 creature at least. A "Djinn Prince" is now more likely around a CR 19 or CR 22 (CR 5 for Djinn, +1CR for Advanced Creature, +1 CR for Giant creature, +10/5 CR for 10 levels in PC Class...depending on class)

-Weylin

Sigurd,

Dwarf Merchant Final avatar

I think the template and class levels are definitely the way to go.

The thing about Djinn is they travel so quickly and so far that I imagine any sort of chain of command is potentially very easily roused.

S

Sigurd,

Dwarf Merchant Final avatar

Just to play with the rules I applied a 'Fey-Blooded' template to the djinn. The template suggests the CR go up by 1. I've listed the orig stats & Skill levels.

The hp went down by 7 but the ac went up by 1 and the djinn picked up spell resistance.

The template is from Atlas Games Bestiary (early D20). If anyone spots issues....

What do people think?

Genie, Fey Djinni
Djinni CR 6
XP 1,600 (? how do I adjust this?)
CG Large outsider (air, extraplanar)
Init +8; Senses darkvision 60 f.; Perception +12
Defense
AC 20, touch 14, flat-footed 14 (+5 Dex, +1 dodge, +5 natural, –1 size)
hp 45 (7d10+7)
fort +3, Ref +10, Will +7 Immune acid
Offense
Speed 20 f., fy 60 f. (perfect)
Melee 2 slams +10 (1d8+3) or mwk scimitar +12/+7 (1d8+4/18–20)
Space 10 f.; Reach 10 f.
Special Attacks air mastery, whirlwind (1/10 minutes, 10–50 f. tall, 1d8+4 damage, DC 17)
Spell-Like Abilities (CL 9th)
At will—detect magic, dancing lights, invisibility (self only), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), ghost sound, create food and water, create wine (as create water, but wine instead), gaseous form (for up to 1 hour), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk
Statistics
(Orig - Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15)
Str 16, Dex 21, Con 12, Int 16, Wis 15, Cha 17
Base Atk +6; CMB +11; CMD 27
Feats Combat Casting, Combat Refexes, Dodge, Improved InitiativeB, Wind Stance, Weapon Finesse Scimitar
(Orig Skills Appraise +12, Craft (any one) +12, Fly +20, Knowledge (planes) +12, Perception +12, Sense Motive +12, Spellcraft +12, Stealth +10)
Skills Appraise 10, Craft (any one) 9, Fly 16, Knowledge (planes) 10, Know (Arcana) 6, Know (Religion) 6, Perception 10, Sense Motive 13, Spellcraft 10, Stealth 16, Diplomacy 14,
Languages Aquan, Auran, Common, Ignan, Terran; telepathy 100 f.
Ecology
Environment any (Plane of Air)
Organization solitary, pair, company (3–6), or band (7–10)
Treasure standard (masterwork scimitar, other gear)
Special Abilities
Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and damage rolls against a djinni
Spell Resistance (Ex): To determine if a spell or spell-like ability works the spellcaster makes a level check (1d20+caster Level). If the result equals or exceeds 19, the spell works normally, the Fey Djinn still gets a saving throw.

Sigurd

Weylin,

I like it Sigurd. Makes magic from a level 6 party a 50-50 gamble pretty much.

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