Difference between revisions of "Sha'ir (Apath)"

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If the roll succeeds, the gen returns with the desired spell, which must be cast within the next minute, or it is lost. If this roll fails, the gen returns empty-handed. If this roll fails by a margin of 10, the gen is killed looking for the spell, and never returns.
 
If the roll succeeds, the gen returns with the desired spell, which must be cast within the next minute, or it is lost. If this roll fails, the gen returns empty-handed. If this roll fails by a margin of 10, the gen is killed looking for the spell, and never returns.
  
===Detect genies (sp) ===
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===Detect Genies (sp) ===
 
The sha'ir can detect genies and the works of genies at will. This works like ''detect undead'' except that it detects genies or the lingering area of places they have been or had an effect on. A sha'ir can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is a genie or has been in contact with genies, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the sha'ir does not detect genies in any other object or individual within range.
 
The sha'ir can detect genies and the works of genies at will. This works like ''detect undead'' except that it detects genies or the lingering area of places they have been or had an effect on. A sha'ir can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is a genie or has been in contact with genies, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the sha'ir does not detect genies in any other object or individual within range.
  

Revision as of 14:52, 25 June 2012

ApathApath Logo
Unofficial rules compendium

The sha'ir is an arcane spellcaster with an Arabian Nights bent, a wise person and friend of the genies. Unlike a wizard, the sha'ir does not get spells from either innate talent or mysterious study and spell books but rather has a special familiar, called a gen, to fetch spells for her somewhat like a witch's familiar. However, unlike a witch, the gen does not have a limited repertoire of spells - instead it delves deep into the elemental planes to find any secrets its master may require.

Sha'ir are also friends and confidantes of the genies, and gain the ability to treat with and control genies as they progress in level. Not all sha'ir choose to use such abilities tough, for the genies are dangerous and quick to anger.

Alignment

The sha'ir can be of any alignment. They tend to have an alignment either in agreement or opposition to the genies they work with. If the sha'ir is opposed to the genie's alignment, he tends to bind them and use them mercilessly. If he is in agreement with them, he has less direct power but also can expect more voluntary cooperation.

Hit Die

d6.

Class Skills

The sha'ir's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Any) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survial (Wis), and Swim (Str).

Skill Points per Level: 4 + Int modifier.

Table: The sha'ir

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Gen 3 1 — — — — — — — —
2nd +1 +0 +0 +3 Detect genies 4 2 — — — — — — — —
3rd +1 +1 +1 +3 4 2 1 — — — — — — —
4th +2 +1 +1 +4 Gen touch spells 5 3 2 — — — — — — —
5th +2 +1 +1 +4 5 3 2 1 — — — — — —
6th +3 +2 +2 +5 Craft genie seal 5 3 3 2 — — — — — —
7th +3 +2 +2 +5 6 4 3 2 1 — — — — —
8th +4 +2 +2 +6 Gen spell resistance 6 4 3 3 2 — — — — —
9th +4 +3 +3 +6 6 4 4 3 2 1 — — — —
10th +5 +3 +3 +7 Genie prison 6 4 4 3 3 2 — — — —
11th +5 +3 +3 +7 6 5 4 4 3 2 1 — — —
12th +6/+1 +4 +4 +8 Task jann 6 5 4 4 3 3 2 — — —
13th +6/+1 +4 +4 +8 6 5 5 4 4 3 2 1 — —
14th +7/+2 +4 +4 +9 Task genie 6 5 5 4 4 3 3 2 — —
15th +7/+2 +5 +5 +9 6 5 5 5 4 4 3 2 1 —
16th +8/+3 +5 +5 +10 Genie ruler audience 6 5 5 5 4 4 3 3 2 —
17th +8/+3 +5 +5 +10 6 5 5 5 5 4 4 3 2 1
18th +9/+4 +6 +6 +11 Task noble genie 6 5 5 5 5 4 4 3 3 2
19th +9/+4 +6 +6 +11 6 5 5 5 5 5 4 4 3 3
20th +10/+5 +6 +6 +12 Ultimate task 6 5 5 5 5 5 4 4 4 4

Class Features

All of the following are class features of the thaumaturge.

Weapon and Armor Proficiency

Sha'ir are proficient with the dagger, dart, and whip. They do not have proficiency with any armor or shields.

Spells

A sha'ir prepares and casts arcane spells, which are drawn from the sorcerer/wizard spell list. To prepare a spell, the sha'ir must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sha'ir's spell is 10 + the spell level + the sha'ir's Charisma modifier. A sha'ir must choose and prepare his spells in advance (see below).

Like other spellcasters, a sha'ir can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The sha'ir. In addition, he receives bonus spells per day if he has a high Charisma score.

A sha'ir has access to all spells on the sorcerer/wizard spell list and can prepare any of them that she knows of. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the sha'ir decides which spells to prepare. A sha'ir is assumed to know about most spells, but for uncommon or esoteric spells, the GM may require a Spellcraft Check DC 5 + 3 per spell level, +5 for spells not on the sorcerer/wizard spell list. Some spells might be judged so secret that no roll is allowed, but should be done only in special cases.

Cantrips

Sha'ir can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Sha'ir under "Spells per day". These spells are treated like any other spell, but they are not expended when cast and may be used again.

Bonus Languages

A thaumaturge's bonus language options include auram, aquam, ignan, and terram (the languages of air, water, fire, and earth elementals respectively). These choices are in addition to the bonus languages available to the character because of his race.

Gen

All sha'ir can call upon an elemental familiar, known as a gen. See the appendix for the gen's statistics. Summoning a gen is a 1-hour ritual. If a gen is slain or dismissed, a new one can immediately be summoned, but a sha'ir must wait one week before summoning a gen of the same type as one who died. If several gens die in quick succession, it is possible for the sha'ir to run out of options.

There are four kinds of gen, each tied to one of the classic four elements. Dinnlings (air gens) are playful and mischievous and tend towards chaos and good. Ifri (fire gens) are energetic and aggressive and tend toward law and evil. Maridans (water gens) are humorous and eloquent and tend towards chaos. Chit (earth gens) are artistic but greedy and tend towards law. Geno are gens composed of all four elements. They are proud and quick to insult and tend towards neutral alignments.

While in contact with their master, gens provide a +2 bonus on saving throws of the gen's type and the save DC of the sha'irs own spells of the same type increase by +2. Dinnlings give this bonus against spells of the air subtype or that deal electricity damage. Ifri provide this bonus against spells of the fire subtype or effects that deal fire damage. Madidans provide this bonus against spells of the water subtype or effects that deal cold damage. Chit provide this bonus against spells of the earth subtype or effects that deal acid damage. Geno (who lack an element) provide bonus on all Reflex saving throws but do not increase the saving throw DC of any of the sha'ir's spells. A Sha'ir gets a +2 bonus on Charisma skills and Charisma rolls to Bind genies tied to the same element as his gen. Geno give this bonus against Jann.

Besides serving the sha'ir as a companion, messenger, spy, and pet, the gen also provides the sha'ir with spells. When preparing spells, the sha'ir sends the gen to scourge the elemental planes to find the effect sought. This is automatic during normal spell preparation. The spells the gen finds are packets of magical energy that it delivers to its master as spells when it comes back. The gen cannot use these spells itself, nor can it store them except as a part of spell preparation or as noted in other sha'ir abilities. Gen use their plane shift ability to track down spells and return to the sha'ir, returning in the masters square.

The sha'ir can send his gen to fetch additional spells besides normal spell preparation. This takes 1 round for a spell the Sha'ir could normally prepare, 1d6 + spell level rounds for spells the sha'ir could not normally prepare (due to class and/or level). At the end of this period, make a Concentration check (normally d20 + class level + Cha modifier) against a DC depending on the spell sought.

Condition DC Modifier
Base Difficulty 5
Each level of spell +3
Each earlier attempt since the last spell preparation +2
Spell is higher level that the Sha'ir can normally prepare +10
Spell is not on the sorcerer/wizard spell list, but is on the cleric, druid, or witch spell list +10

If the roll succeeds, the gen returns with the desired spell, which must be cast within the next minute, or it is lost. If this roll fails, the gen returns empty-handed. If this roll fails by a margin of 10, the gen is killed looking for the spell, and never returns.

Detect Genies (sp)

The sha'ir can detect genies and the works of genies at will. This works like detect undead except that it detects genies or the lingering area of places they have been or had an effect on. A sha'ir can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is a genie or has been in contact with genies, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the sha'ir does not detect genies in any other object or individual within range.

Gen Touch Spells

If the master is 4th level or higher, a gen can deliver touch spells for him. If the master and the gen are in contact at the time the master casts a touch spell, he can designate his gen as the "toucher". The gen can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Craft Genie Seal

At 6th level, the sha'ir learns to create genie seals. This is a limited version of the Craft Wondrous Item feat. The sha'ir can craft any item that fits in the genie seal item slot as if she had the Craft Wondrous Item feat. Other prerequisites may still need to be fulfilled before a specific seal can be crafted.

Gen Spell Resistance (Ex)

If the master is 8thlevel or higher, a gen gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the gen's spell resistance.

Genie Prison (sp)

At level 10, sha'ir can use binding at will, but only against genies. Each attempt is a full-round action and the save DC is 10 + ½ the sha'ir's class level + the sha'ir's Charisma modifier. Note that this save DC is reduced for the more portable kinds of binding. A genie the sha'ir attempts to bind automatically becomes hostile, but once bound its willingness to serve increases; add +4 to the sha'ir's Charisma checks to negotiate with a bound genie. Using this power affects your standing among genies; for each genie of a particular element you have bound this way, you suffer a -1 modifier on Charisma rolls to bind all other genies tied to that element. This modifier does not apply to imprisoned genies, who are desperate for release and cut off from the rumor mill. The count of bound genies can be reset by using the genie ruler audience ability.

Task Jann

At 12 level, when using lesser planar binding to compel the services of a genie, the service can last up to one week per level.

Task Genie

At 14th level, when using planar binding to compel the services of a genie, the service can last up to one week per level. When using lesser planar binding to compel the services of a genie, the service can be permanent.

Genie Ruler Audience

At 16th level, a sha’ir can seek and receive an audience with the rulers of jann, djinn, shaitan, marid, or efreet — truly a great honor. A sha’ir can seek an audience only once per month, whether the reason is great or small. Only one type of genie can be contacted at a time. A sha’ir who wishes to speak with genie rulers must journey to the plane of choice. Within 1 to 10 hours, a procession of genies will appear and automatically grant the sha’ir an audience. A genie procession comprises 1 to 3 noble genies and 10 to 100 ordinary genies. Genies will not appear at the scene of a battle. If the procession is attacked, they will attempt to destroy the attacker(s) for 10 rounds, then vanish. Sometime later, the same genies or their agents will return to deal with the characters who affronted them.

Genie rulers can answer questions with a Knowledge (Planes) bonus of +30, focused on their elemental plane. They can issue rulings on the actions of other genies or their element. And they can advise those who are seeking to deal with genies or other races. If the sha’ir reports a crime committed by a lesser genie, a noble genie can summon that creature for immediate judgment, provided the lesser genie’s name or description is known. Characters who stand before the noble genies and make an appeal should note that they, too, will be judged — especially in regard to their other dealings with genies. A noble genie will generally forgive characters who have slain genies in the heat of combat, and those who have imprisoned a malicious spirit; such applicants will be granted a chance to explain their actions. Applicants who have ambushed genies, imprisoned genies, violated agreements, slain genie-kind without quarter, behaved ignobly to genies — or simply have been party to any of these actions — will find themselves in great danger and suffer a negative modifier on the negotiation equal to the number of such transgressions.

If the sha'ir risks judgement, this is handled as a [negotiation. Subtract one from the sha'ir's Charisma roll for each serious transgression or genie imprisoned of the ruler's element. Add +0 to +6 depending on how well the Sha'ir pleads his case. Additional modifiers can be gained for the right kind of gen, services rendered, bribes offered, impressive accouterments or companions, and impressive threats or promises made. Each such tactic successfully employed gives a +2 bonus. Genie rulers have a Charisma modifier of +10. On a success, all crimes are forgotten - the sha'ir's slate is wiped clean and all modifiers for past transgressions or imprisonments are cancelled. Of a failure, the sha'ir is imprisoned for a day, and may then plead his case again. A sha'ir who fails to be exonerated after three days is condemned to death and slain.

Task Noble Genie

At 18th level, when using greater planar binding to compel the services of a genie, the service can last up to one week per level. When using planar binding or lesser planar binding to compel the services of a genie, the service be permanent.

Ultimate Task

At 20th level, any planar binding spell can be used to compel a genie to permanent service.

Old Gen Text

Gens are officially of neutral alignment, but they tend to take on their masters’ attitudes, tinged by their own natural tendencies. Elemental familiars with good tendencies tend to be most comfortable with good aligned characters, while those with tendencies toward evil acts are more comfortable with evil characters. Gens attached to characters of similar alignment or tendencies gain a +1 bonus to rolls for loyalty (but not morale). Unless otherwise noted, all gens stand between 8 and 12 inches tall, are of Low intelligence, AC 5, and have a movement rate of 9. Each has a number of hit points equaling half its master’s current maximum, Hit Dice equaling half its master’s level, and the THAC0 of a monster that’s half their master’s level in Hit Dice. Gens inflict 1d6 points of damage, and are of small size.

When summoning a gen, sha’irs can choose from among four different varieties: Air gens, or djinnlings, are small air sprites with bluish skin and white hair. They can fly at MV 12 (maneuverability class B), but have no other djinni-like powers, and cannot become invisible or create objects. Djinnlings are usually aloof and moralistic. They tend toward good and lawful. Fire gens, or efreetikin, are miniature fire spirits with ebony skin and long, flame-red hair. They move normally, and can produce flame at will. Fire gens are usually malicious and judgmental. They tend toward evil and lawful behavior. Water gens, also called maridans, are small water spirits with greenish skin and bluish eyes and hair. They can swim at MV 12, and can breathe underwater. Maridans are usually capricious and playful. They tend toward good and chaotic behavior. Earth gens, or daolanin (day-oh-LAH-neen), are small earth elementals with tan skin and jet black hair. They are the strongest of the gens, and can inflict double damage (2d6 points). Earth gen are usually tactless and direct. They tend toward evil and chaos.

An elemental familiar makes saving throws at twice the current level of its master; otherwise magic can affect it normally. Any gen can enter the elemental planes and move through them at will, but all must stay within 100 yards of their masters while on the Prime Material Plane. If a gen is forced to move beyond that radius (for example, is moved by someone), it automatically goes to the elemental planes, attempting to return to its master in 1d6 turns. If the master moves to another plane, the gen follows in 1d6 days (1d6 rounds for elemental planes). Gens can spy, perform errands, and carry messages for their masters in other planes, but they risk being discovered and even destroyed by those hostile to the sha’irs. A gen always appears within 10 feet of its master. If this is not possible (for example, the master is encased in a wall of force or a solid rock wall), the gen will not reappear, but instead waits until the first opportunity. The gen appears wherever it is safest (on the far side of enemies, with the sha’ir between it and them). The behavior. appearance is random, however, so it’s impossible for a gen to enter the elemental plane, move a short distance, and then reappear in the Prime Material, thereby circumventing walls and doors. If threatened while on the Prime Material Plane and more than 10 feet from its master, the elemental familiar will pop back into its home plane to hide, returning to its master (if possible) in 1d6 turns. When a gen dies, its master feels the loss immediately—and literally. The sha’ir’s hit points drop by half. If this loss reduces a sha’ir to 0 or fewer hit points, the wizard must make a saving throw vs. death magic. Success means that the sha’ir remains alive, with 1 hit point, while failure indicates death. Damage caused by the death of a gen can be healed normally. A gen that has died and is later brought back to life suffers a permanent 1-point penalty in morale and loyalty. A sha’ir cannot have more than one gen at a time, so the summoning of a new gen precludes the recovery of a former elemental familiar. The death of the caster also frees the gen of its obligations, and the elemental familiar immediately returns to its native elemental plane. If the sha’ir is raised, he or she can regain the same gen by the act of summoning and binding the familiar. A gen can be ensnared by charm or similar spells, but it won’t turn against its master.