Genies as PCs


Advice


Hi all,

I'm thinking of creating my own version of Al-Qadim, and I had thought it might be neat to have Genies as one of the PC races. I had planned on the Genasi being Human-Genie hybrids, and for Humans to be a third race (there will be more, but those are the main three).

The problem I'm having is that Genies are just so powerful that I'm having a hard time figuring out a means to balance them in any meaningful way. How can I create something for a first level Genie character that will still feel like a Genie? I have a 20-level progression chart for Genies (Janni, Djinni, Efreeti, Dao, and Marid), but I'm wondering if maybe I should just use the Janni somehow and water them down (Janni and Humans would have the Peri who would be like enhanced Elves).

Thoughts? Suggestions?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

What about using the ifrit, oread, sylph, and undine from the Bestiary 2?

They are 0 HD native outsiders like the tiefling/aasimar, only elementally based.


Either use the various elemental versions of playable PC races, as stated above, or try to find Savage Species, a D&D3.5 book, which contains progressions for various monsters, and guidelines for creating more IIRC. Or you might try to create racial levels that are integrated into the standard class progression, which has been done for 3.5 somewhere as well, to replace special abilities granted by the standard class levels with special abilities more in tune with the race in question.

Stefan

Shadow Lodge

Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Ok suggestions.

If you don't have it, pick up a copy of Qadira, Gateway to the East. it has two races that could/would word great, The Half-Janni and Suli (offspring of a half-janni and human).

Another great place, as chavamana already said, is the Beastiary 2. The new planar-touched races (Ifrit, Oread, Sylph and Undine) all have ties to elementals and genie kind.


Lazaro wrote:


If you don't have it, pick up a copy of Qadira, Gateway to the East. it has two races that could/would word great, The Half-Janni and Suli (offspring of a half-janni and human).

Wow. I totally missed that one.


Thanks everyone for your advice! I hadn't thought about the Bestiary 2 or Qadira, but I'll look into them both. In the meantime I tried to create the Djinn for my setting as PCs. I still think they may be too powerful, so any advice to make them more reasonable would be welcome.

Here they are:
Janni Racial Traits
+2 Constitution, +2 Charisma, -2 Strength: Jann are tough and friendly, but are physically weak.

Medium: Jann are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Jann have a base speed of 30 feet.

Darkvision: Jann can see out to 60 feet without any form of light at all (though what they see is in shades of grey and this ability cannot penetrate magical darkness).

Djinni Immunities: As Djinn, Jann are immune to magic sleep effects and get a +2 racial saving throw bonus against illusion spells and effects.

Djinni Magic: As Djinni, Jann receive a +2 bonus on caster level checks made to overcome spell resistance, in addition, Jann receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Janni with a Charisma of 11 or higher also gain the following spell-like abilities in addition to any class abilities. The caster level for these effects is equal to the Jann’s level. The DC for these spells is equal to 10 + the spell’s level + the Jann’s Charisma modifier:
1st level: 1/day: pass without trace, and speak with animals
5th level: 1/day: create food and water
10th level: 2/day: change size (this works just like enlarge person or reduce person but it can also work on the Janni. The Janni chooses which effect the spell has on casting).
15th level: 3/day: invisibility (self only)
20th level: 1/day: shapechange

Keen Senses: Jann receive a +2 bonus on Perception skill checks.

Weapon Familiarity: Jann are proficient in scimitars, longbows (including composite), sai, warhammers, and bolas.

Languages: Jann begin play speaking Common and Djinn. Jann with high Intelligence scores can learn any other non-secret language they want.

Ifriti Racial Traits
+2 Dexterity, +2 Constitution, -2 Wisdom: Ifrit are agile and strong, but often act before they think.

Medium: Ifrit are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Ifrit have a base speed of 30 feet.

Darkvision: Ifrit can see out to 60 feet without any form of light at all (though what they see is in shades of grey and this ability cannot penetrate magical darkness).

Djinni Immunities: As Djinn, Ifrit are immune to magic sleep effects and get a +2 racial saving throw bonus against illusion spells and effects.

Fire Resistance (Ex): At 6th level, Ifrit gain resist fire 10. This increases to 20 at 12th level. At 20th level Ifrit are immune to fire.

Djinni Magic: As Djinni, Ifrit receive a +2 bonus on caster level checks made to overcome spell resistance, in addition, Ifrit receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Ifrit with a Charisma of 11 or higher also gain the following spell-like abilities in addition to any class abilities. The caster level for these effects is equal to the Ifrit’s level. The DC for these spells is equal to 10 + the spell’s level + the Ifrit’s Charisma modifier:
1st level: 1/day: light, and produce flame
5th level: 1/day: flaming sphere
10th level: 2/day: change size (this works just like enlarge person or reduce person but it can also work on the Ifriti. The Ifriti chooses which effect the spell has on casting).
15th level: 3/day: invisibility (self only)
20th level: 1/day: fiery body (as elemental body IV but limited to fire)

Keen Senses: Ifrit receive a +2 bonus on Perception skill checks.

Weapon Familiarity: Ifrit are proficient with scimitars, kama, and kukuri.

Languages: Ifrit begin play speaking Common and Djinn. Ifrit with high Intelligence scores can learn any other non-secret language they want.

Si’lati Racial Traits
+2 Dexterity, +2 Charisma, -2 Constitution: Si’lat are agile and friendly, but have frail bodies.

Medium: Si’lat are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Si’lat have a base speed of 30 feet.

Fly: Si’lat can fly at a speed of 60 (average).

Darkvision: Si’lat can see out to 60 feet without any form of light at all (though what they see is in shades of grey and this ability cannot penetrate magical darkness).

Djinni Immunities: As Djinn, Si’lat are immune to magic sleep effects and get a +2 racial saving throw bonus against illusion spells and effects.

Electric Resistance (Ex): At 6th level, Si’lat gain resist electricity 10. This increases to 20 at 12th level. At 20th level Si’lat are immune to electricity.

Djinni Magic: As Djinni, Si’lat receive a +2 bonus on caster level checks made to overcome spell resistance, in addition, Si’lat receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Si’lat with a Charisma of 11 or higher also gain the following spell-like abilities in addition to any class abilities. The caster level for these effects is equal to the Si’lat’s level. The DC for these spells is equal to 10 + the spell’s level + the Si’lat’s Charisma modifier:
1st level: 1/day: spark*, and obscuring mist
5th level: 1/day: gust of wind
10th level: 2/day: change size (this works just like enlarge person or reduce person but it can also work on the Si’lati. The Si’lati chooses which effect the spell has on casting).
15th level: 3/day: invisibility (self only)
20th level: 1/day: airy body (as elemental body IV but limited to air)
*Spark acts like ray of frost but does electric damage instead.

Keen Senses: Si’lat receive a +2 bonus on Perception skill checks.

Weapon Familiarity: Si’lat are proficient with long and short bows (including composite.)

Languages: Si’lat begin play speaking Common and Djinn. Si’lat with high Intelligence scores can learn any other non-secret language they want.

Marid Racial Traits
+2 Dexterity, +2 Charisma, -2 Constitution: Marida are agile and friendly, but have frail bodies.

Medium: Marida are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Marida have a base speed of 30 feet.

Water Breathing: A Marid can breathe underwater indefinitely and can freely use its spells and other abilities while submerged.

Swim: Marida can swim at a speed of 60 (average).

Darkvision: Marida can see out to 60 feet without any form of light at all (though what they see is in shades of grey and this ability cannot penetrate magical darkness).

Djinni Immunities: As Djinn, Marida are immune to magic sleep effects and get a +2 racial saving throw bonus against illusion spells and effects.

Cold Resistance (Ex): At 6th level, Marida gain resist cold 10. This increases to 20 at 12th level. At 20th level Marida are immune to cold.

Djinni Magic: As Djinni, Marida receive a +2 bonus on caster level checks made to overcome spell resistance, in addition, Marida receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Marida with a Charisma of 11 or higher also gain the following spell-like abilities in addition to any class abilities. The caster level for these effects is equal to the Marida’s level. The DC for these spells is equal to 10 + the spell’s level + the Marida’s Charisma modifier:
1st level: 1/day: ray of frost, and create water
5th level: 1/day: icy sphere*
10th level: 2/day: change size (this works just like enlarge person or reduce person but it can also work on the Marid. The Marid chooses which effect the spell has on casting).
15th level: 3/day: invisibility (self only)
20th level: 1/day: watery body (as elemental body IV but limited to water)
*Icy Sphere acts like flaming sphere but deals ice damage instead.

Keen Senses: Marida receive a +2 bonus on Perception skill checks.

Weapon Familiarity: Marida are familiar with tridents and sai, as well as nets.

Languages: Marida begin play speaking Common and Djinn. Marida with high Intelligence scores can learn any other non-secret language they want.

Palisa Racial Traits
+2 Strength, +2 Constitution, -2 Charisma: Palis are strong and hardy, but tend to be tacturn.

Medium: Palis are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Palis have a base speed of 30 feet.

Burrow: Palis can burrow at a speed of 10 (average).

Darkvision: Palis can see out to 60 feet without any form of light at all (though what they see is in shades of grey and this ability cannot penetrate magical darkness).

Djinni Immunities: As Djinn, Palis are immune to magic sleep effects and get a +2 racial saving throw bonus against illusion spells and effects.

Acid Resistance (Ex): At 6th level, Palis gain resist acid 10. This increases to 20 at 12th level. At 20th level Palis are immune to acid.

Djinni Magic: As Djinni, Palis receive a +2 bonus on caster level checks made to overcome spell resistance, in addition, Palis receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Palis with a Charisma of 11 or higher also gain the following spell-like abilities in addition to any class abilities. The caster level for these effects is equal to the Palis’s level. The DC for these spells is equal to 10 + the spell’s level + the Palis’s Charisma modifier:
1st level: 1/day: magic stone, and mend
5th level: 1/day: soften earth and stone
10th level: 2/day: change size (this works just like enlarge person or reduce person but it can also work on the Palisa. The Palisa chooses which effect the spell has on casting).
15th level: 3/day: invisibility (self only)
20th level: 1/day: earthen body (as elemental body IV but limited to earth)

Keen Senses: Palis receive a +2 bonus on Perception skill checks.

Weapon Familiarity: Palis are familiar with warhammers, battleaxes, and heavy picks.

Languages: Palis begin play speaking Common and Djinn. Palis with high Intelligence scores can learn any other non-secret language they want.

Thoughts?


those are WAY better than the base races.

I think you need to look at the base races and see the sort of things they receive and try to compare them to that. base races with "Invisiblity" and such could be equal to a CR 1 or 2 pick up.(example noble drow)

also base races never have abilities that scale. templates however do.

I think your best bet would be the races from the bestiary 2. (rename them) don't let the players see them and just call them jani, genie, effriet etc etc based on element. Its not the 'abilities; or what you call it its how you make it sound.

Also if you go that route I would remove the madrid and genie and jani and effriet as written in the beastiary 1 and use those races instead to create continuatlity and this way the players don't feel jipped. (make NPC's use these races) If you want the wishes just say NOBEL of the races have the wish ability. ( and add wish to a spell like ability 1 time per year) and keep it a DM thing.

If a PLAYER wants to play one... let them.. just mention that they have to pay the expensive material component cost (should be hard to obtain that all the way up to 17 if you keep treasure correctly). Just make sure all players have that option.

remember... wish is EXPENSIVE.(in other words its not really important until MUCH MUCH later in the game) and allowing a player 1 wish a year isn't a deal breaker if you start at low levels.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

I would definitely suggest looking at the Bestiary 2. Those genie/elemental flavored races are much more in line with the core races.

The one additionally house rule that I have is that Outsiders (native) with no racial HD can be affected by 'person' spells (eg. Charm Person, Dominate Person). That tends to bring the balance of the outsider-flavored player races in line with human, elf, etc.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
Dragonslie wrote:


remember... wish is EXPENSIVE.(in other words its not really important until MUCH MUCH later in the game) and allowing a player 1 wish a year isn't a deal breaker if you start at low levels.

The genie's wish isn't expensive - it's a spell-like ability. No monetary cost. That said 1 wish/year isn't a deal breaker in MOST games.

Dark Archive

The Freeport Companion for Pathfinder includes yet another efreeti-blooded PC race, the Aghazi, to add to the Ifrit, Oread, Sylph, Undine, Suli options.

I'd be inclined to use these races as a starting point, and then use Feats and Favored Class bonuses to tweak them as desired.

If the efreeti-blooded PC wants to pick up some of the spell-like abilities, making them pay a feat tax to further develop their bloodright would be one way to go, or creating something along the lines of a Favored Class bonus that allows a Wizard to add spells that Efreeti use as SLAs to their spellbook for free, but only those of a level the Wizard can already cast (so, at 1st level, he could use his FC benefit to add enlarge to his spell list, and then at 3rd level, pick up invisibility, pyrotechnics or scorching ray, without it counting as a spell learned from his class levels, or costing anything to inscribe). An efreet-blooded sorcerer might be able to do the same, but adding those efreeti spells as Spells Known or gaining a +1 damage to Fire spells or perhaps even his choice of either, on a level by level basis.


chavamana wrote:
Dragonslie wrote:


remember... wish is EXPENSIVE.(in other words its not really important until MUCH MUCH later in the game) and allowing a player 1 wish a year isn't a deal breaker if you start at low levels.
The genie's wish isn't expensive - it's a spell-like ability. No monetary cost. That said 1 wish/year isn't a deal breaker in MOST games.

If you are going to put it into a BASE race. it needs the material component cost.

example 1st level.

"I wish for 25,000 GP"

he would get it. 25,000 GP is the cost limit for the wish to create.

Hence why for a BASE race I would include the 25,000 GP material component as part of the spell like ability IF players are able to play it as a "noble" genie.

Silver Crusade

On the possibility of using the ifrit, oread, undine, and sylphs as genie-kin:

To give them a "wish-ish" ability, what about an X per day ability to force a d20 reroll? Perhaps a different type for each race, to differentiate them? Like ______ can re-roll one of their own rolls, _____ can force an enemy to re-roll, ______ can let an ally re-roll, etc. And perhaps X can increase as a racial ability as they gain class levels, probably once every four levels.

Who gets what kind of re-rolling ability, I'm leaving for others savvier with genies. ;)

Dark Archive

chavamana wrote:

What about using the ifrit, oread, sylph, and undine from the Bestiary 2?

They are 0 HD native outsiders like the tiefling/aasimar, only elementally based.

+1

This is what I am doing in my home campaign.

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