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

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''Sha'ir is a sorcerer variant that doesn't have a fixed list of known spells, instead rebuilding that list each day.''
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.  
+
== Class Background ==
 +
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. The sha'ir is a self-educated class and uses the youngest starting age bracket.
 +
 
 +
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 genies are dangerous and quick to anger.  
  
 
==== Alignment ====
 
==== Alignment ====
Line 34: Line 36:
 
==== Table: The sha'ir ====
 
==== Table: The sha'ir ====
 
{| class="wikitable"
 
{| class="wikitable"
|rowspan=2| ''' Level'''||rowspan=2| ''' Base Attack Bonus'''||rowspan=2| ''' Fort Save'''||rowspan=2| ''' Ref Save'''||rowspan=2| ''' Will Save'''||rowspan=2| ''' Special'''||colspan=10|'''Spells per Day'''
+
|rowspan=2 valign=bottom | ''' Level'''||rowspan=2 valign=bottom | ''' Base <br>Attack <br>Bonus'''||rowspan=2 valign=bottom | ''' Fort <br>Save'''||rowspan=2 valign=bottom | ''' Ref <br>Save'''||rowspan=2 valign=bottom | ''' Will <br>Save'''||rowspan=2 valign=bottom | ''' Special'''||colspan=10|'''Spells per Day'''
 
|-
 
|-
 
||0|||1st|||2nd|||3rd|||4th|||5th|||6th|||7th|||8th|||9th
 
||0|||1st|||2nd|||3rd|||4th|||5th|||6th|||7th|||8th|||9th
 
|-
 
|-
||1st|||+0|||+0|||+0|||+2|||Channel energy, domain powers|||3|||1|||—|||—|||—|||—|||—|||—|||—|||—
+
||1st|||+0|||+0|||+0|||+2|||Zhyen |||3|||1||||||||||||||||||||||||
 
|-
 
|-
||2nd|||+1|||+0|||+0|||+3||| |||4|||2|||—|||—|||—|||—|||—|||—|||—|||—
+
||2nd|||+1|||+0|||+0|||+3|||Detect genies |||4|||2||||||||||||||||||||||||
 
|-
 
|-
||3rd|||+2|||+1|||+1|||+3||| |||4|||2|||1|||—|||—|||—|||—|||—|||—|||—
+
||3rd|||+1|||+1|||+1|||+3||| |||4|||2|||1|||||||||||||||||||||
 
|-
 
|-
||4th|||+2|||+1|||+1|||+4|||Bonus feat |||5|||3|||2|||—|||—|||—|||—|||—|||—|||—
+
||4th|||+2|||+1|||+1|||+4|||Gen touch spells |||5|||3|||2|||||||||||||||||||||
 
|-
 
|-
||5th|||+3|||+1|||+1|||+4||| |||5|||3|||2|||1|||—|||—|||—|||—|||—|||—
+
||5th|||+2|||+1|||+1|||+4||| |||5|||3|||2|||1||||||||||||||||||
 
|-
 
|-
||6th|||+3|||+2|||+2|||+5||| |||5|||3|||3|||2|||—|||—|||—|||—|||—|||—
+
||6th|||+3|||+2|||+2|||+5|||Craft genie seal |||5|||3|||3|||2||||||||||||||||||
 
|-
 
|-
||7th|||+4|||+2|||+2|||+5||| |||6|||4|||3|||2|||1|||—|||—|||—|||—|||—
+
||7th|||+3|||+2|||+2|||+5||| |||6|||4|||3|||2|||1|||||||||||||||
 
|-
 
|-
||8th|||+4|||+2|||+2|||+6||| Bonus feat |||6|||4|||3|||3|||2|||—|||—|||—|||—|||—
+
||8th|||+4|||+2|||+2|||+6|||Gen spell resistance  |||6|||4|||3|||3|||2|||||||||||||||
 
|-
 
|-
||9th|||+5|||+3|||+3|||+6||| |||6|||4|||4|||3|||2|||1|||—|||—|||—|||—
+
||9th|||+4|||+3|||+3|||+6||| |||6|||4|||4|||3|||2|||1||||||||||||
 
|-
 
|-
||10th|||+5|||+3|||+3|||+7||| |||6|||4|||4|||3|||3|||2|||—|||—|||—|||—
+
||10th|||+5|||+3|||+3|||+7|||Genie prison  |||6|||4|||4|||3|||3|||2||||||||||||
 
|-
 
|-
||11th|||+6/+1|||+3|||+3|||+7||| |||6|||5|||4|||4|||3|||2|||1|||—|||—|||—
+
||11th|||+5|||+3|||+3|||+7||| |||6|||5|||4|||4|||3|||2|||1|||||||||
 
|-
 
|-
||12th|||+6/+1|||+4|||+4|||+8||| Bonus feat |||6|||5|||4|||4|||3|||3|||2|||—|||—|||—
+
||12th|||+6/+1|||+4|||+4|||+8||| Task jann |||6|||5|||4|||4|||3|||3|||2|||||||||
 
|-
 
|-
||13th|||+7/+2|||+4|||+4|||+8||| |||6|||5|||5|||4|||4|||3|||2|||1|||—|||—
+
||13th|||+6/+1|||+4|||+4|||+8||| |||6|||5|||5|||4|||4|||3|||2|||1||||||
 
|-
 
|-
||14th|||+7/+2|||+4|||+4|||+9||| |||6|||5|||5|||4|||4|||3|||3|||2|||—|||—
+
||14th|||+7/+2|||+4|||+4|||+9|||Task genie |||6|||5|||5|||4|||4|||3|||3|||2||||||
 
|-
 
|-
||15th|||+8/+3|||+5|||+5|||+9||| |||6|||5|||5|||5|||4|||4|||3|||2|||1|||—
+
||15th|||+7/+2|||+5|||+5|||+9||| |||6|||5|||5|||5|||4|||4|||3|||2|||1|||
 
|-
 
|-
||16th|||+8/+3|||+5|||+5|||+10||| Bonus feat |||6|||5|||5|||5|||4|||4|||3|||3|||2|||—
+
||16th|||+8/+3|||+5|||+5|||+10|||Genie ruler audience |||6|||5|||5|||5|||4|||4|||3|||3|||2|||
 
|-
 
|-
||17th|||+9/+4|||+5|||+5|||+10||| |||6|||5|||5|||5|||5|||4|||4|||3|||2|||1
+
||17th|||+8/+3|||+5|||+5|||+10||| |||6|||5|||5|||5|||5|||4|||4|||3|||2|||1
 
|-
 
|-
||18th|||+9/+4|||+6|||+6|||+11||| |||6|||5|||5|||5|||5|||4|||4|||3|||3|||2
+
||18th|||+9/+4|||+6|||+6|||+11|||Task noble genie  |||6|||5|||5|||5|||5|||4|||4|||3|||3|||2
 
|-
 
|-
||19th|||+10/+5|||+6|||+6|||+11||| |||6|||5|||5|||5|||5|||5|||4|||4|||3|||3
+
||19th|||+9/+4|||+6|||+6|||+11||| |||6|||5|||5|||5|||5|||5|||4|||4|||3|||3
 
|-
 
|-
||20th|||+10/+5|||+6|||+6|||+12||| Bonus feat |||6|||5|||5|||5|||5|||5|||4|||4|||4|||4
+
||20th|||+10/+5|||+6|||+6|||+12|||Ultimate task  |||6|||5|||5|||5|||5|||5|||4|||4|||4|||4
 
|}
 
|}
  
 
== Class Features ==
 
== Class Features ==
All of the following are class features of the thaumaturge.
+
All of the following are class features of the sha'ir.
  
 
=== Weapon and Armor Proficiency ===
 
=== Weapon and Armor Proficiency ===
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=== Spells ===
 
=== 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 Wisdom modifier. A sha'ir must choose and prepare his spells in advance (see below).
+
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.   
 
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. 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 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 gen. While communing, the sha'ir decides which spells to prepare and sends the gen to fetch these spells. 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 this should only happen in special cases, such as when a secret order has created a new spell.
  
 
==== Cantrips ====
 
==== Cantrips ====
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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.
 
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 ===
+
=== Zhyen ===
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 process. 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.
+
All sha'ir can call upon elemental familiars, known as a [http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/zhyen Zhyen]. Summoning a Zhyen is a 1-hour ritual and each sha'ir can only have one Zhyen at a time. If a Zhyen is slain or dismissed, a new one can immediately be summoned, but a sha'ir must wait one week before summoning a Zhyen of the same type as one who died. If several Zhyens 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. Dao (earth gens) are artistic and 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.  
+
There are four kinds of Zhyen, each tied to one of the classic four elements. Dinnlings (air Zhyens) are playful and mischievous and tend towards chaos and good. Ifri (fire Zhyens) are energetic and aggressive and tend toward law and evil. Maridans (water Zhyens) are humorous and eloquent and tend towards chaos. Chit (earth Zhyens) are artistic but greedy and tend towards law.  
  
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. 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.
+
While in contact with their master, Zhyens provide a +2 bonus on saving throws of the Zhyen'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. A Sha'ir gets a +2 bonus on Charisma skills and Charisma rolls to [http://www.d20pfsrd.com/magic/outsider-categories Bind] Zhyenies tied to the same element as his Zhyen.  
  
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.
+
Besides serving the sha'ir as a companion, messenger, spy, and pet, the Zhyen also provides the sha'ir with spells. When preparing spells, the sha'ir sends the Zhyen to scourge the elemental planes to find the effect sought. This is automatic during normal spell preparation. The spells the Zhyen finds are packets of magical energy that it delivers to its master as spells when it comes back. The Zhyen 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. All Zhyen can use the ''plane shift'' ability on themselves, but solely to track down spells and return to the sha'ir, always 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 (d20 + class level + Cha modifier) against a DC depening on the spell sought.
+
The sha'ir can send his Zhyen 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'''
 
||'''Condition'''|||'''DC Modifier'''
 
|-
 
|-
||Base Difficulty ||| 10
+
||Base Difficulty ||| 5
 
|-
 
|-
||Each level of spell |||+2
+
||Each level of spell |||+3
 +
|-
 +
||Spell is of the Zyhen's element or damage type|||-2
 
|-
 
|-
 
||Each earlier attempt since the last spell preparation |||+2
 
||Each earlier attempt since the last spell preparation |||+2
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|}
 
|}
  
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 Zhyen returns with the desired spell, which must be cast within the next minute, or it is lost. Casting this spell does not use up any spell slots. If this roll fails, the Zhyen returns empty-handed. If this roll fails by a margin of 10, the Zhyen is killed looking for the spell, and never returns.
 
 
==== 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.
 
 
 
=== New Ability ===
 
 
 
= Old text to Cut From =
 
 
 
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.
 
 
 
= Cut from Al Qadim =
 
 
 
Sha’ir Abilities
 
Sha’irs are male and female wizards whose magic is tied to the genies.
 
(Their kit is described in Chapter 3.) These wizards do not learn or
 
cast spells in the usual fashion. In fact, they have no spellbooks at all.
 
Instead, they boast a number of spell-like abilities that increase in power as
 
they increase in experience level. This chapter describes those abilities.
 
Summary of Powers
 
With experience comes power:
 
* At 1st level, a sha’ir can summon a small elemental familiar, which will
 
provide spells, including magics that other 1st-level wizards cannot cast.
 
* At 3rd level, a sha’ir gains the ability to recognize the works of
 
geniekind, including their magics and the items they’ve created.
 
* At 5th level, a sha’ir can call upon the jann for aid.
 
* At 7th level, a sha’ir gains additional protection against elemental
 
attacks.
 
* At 9th level, a sha’ir can call upon one of the more powerful genies for aid.
 
* At 11th level, a sha’ir can bind one of the true genies (dao, marid, djinn,
 
or efreet) as a personal servant.
 
* At 13th level, a sha’ir can create a prison to entrap a genie.
 
* At 15th level, a sha’ir can enter the elemental planes at will.
 
* At 17th level, a sha’ir can receive an audience with a great ruler of the
 
genies.
 
Each of these powers is described below.
 
Summoning a Familiar
 
This power allows a sha’ir to summon a small elemental familiar, called a
 
gen, which becomes a permanent and willing servant. The sha’ir is
 
allowed to choose which type of gen appears (air, fire, water, or earth).
 
97
 
Whatever its origin, the gen happily becomes an agent
 
for its master in all the elemental planes, seeking out
 
and retrieving magic that its master would otherwise
 
be unable to cast.
 
The act of summoning and binding a gen lasts 1d20
 
hours. If a sha’ir spends the required time fasting and
 
communing with the “nature” of the elemental
 
planes—while uninterrupted—then no proficiency
 
check is required. Success is automatic.
 
Gens can tap into a network of other geniekind,
 
conferring with creatures of any element. This allows
 
gens to retrieve spells for their masters. A sha’ir simply
 
states the spell which he or she desires, and the loyal
 
gen rushes off to the appropriate elemental plane to
 
find it (locating even spells in the universal province).
 
Sha’irs can only request spells which they know
 
exist. All 1st- and 2nd-level wizard spells shown in
 
Appendix A are considered common knowledge; any
 
sha’ir can request them. Otherwise, sha’irs must have
 
actually seen a spell. If a sha’ir sees an ajami casting a
 
strange spell (or sees its effects), then that spell can be
 
requested, too. Priest spells are also available. Spelllike
 
abilities of other creatures and characters cannot
 
be gained in this fashion, however.
 
Gens require time and effort to find spells for their
 
masters. The higher the spell’s level, the longer a gen
 
must search, and the greater the chance that its efforts
 
will be for naught. In fact, for more powerful spells, the
 
gen may not return at all—or perhaps worse, may
 
return with a powerful personage in tow, who is very
 
curious to see who is seeking such magic.
 
Requesting a Spell
 
When requesting a spell from his or her gen, a
 
sha’ir must specify which spell it is, and
 
whether it’s a wizard or priest spell. The gen
 
immediately sets out to find it on the outer planes.
 
The length of time that a gen searches for a spell
 
depends on the type of magic sought:
 
l If a sha’ir requests a spell that a native wizard of
 
the same experience level could normally cast, then
 
the gen searches for 1d6 rounds plus 1 round per level
 
of the spell. (All “native” spells are listed in Appendix
 
A. Anything not on that list is considered foreign to
 
the Land of Fate.)
 
l If a native wizard of the same experience level
 
could not normally cast the desired spell, then the gen
 
searches for 1d6 turns + 1 turn per level of the spell.
 
l If the spell is not native to the Land of Fate—or
 
is a priest spell—the gen searches for 1d6 hours plus 1
 
hour per level of the spell.
 
Even if the gen doesn’t find the spell (or has no
 
chance of doing so), it expends the full amount of time
 
searching. Once the request for a spell is made, the gen
 
cannot be recalled until its search is done.
 
To determine whether a gen’s search is successful,
 
the DM makes a percentage roll. A roll of 90 or more
 
always indicates failure. Otherwise, all gens have a 50
 
percent base chance of finding a spell. The following
 
modifiers apply:
 
l Each level of sha’ir: +5 percent
 
l Each level of spell being sought: -10 percent
 
l Spell is “general knowledge” (by the definition
 
above): +10 percent
 
l Spell is priestly magic, or does not appear in
 
Appendix A: -30 percent
 
l Gen repeats search for spell on same day after
 
initial failure: -10 percent per attempt
 
If the modified chance is 0 or less, the gen always
 
returns “empty-handed.” A gen’s failure to gather a
 
spell never harms its master (beyond disappointment).
 
The gen simply returns after the usual period of search,
 
extremely apologetic for its failure. If the sha’ir
 
requests the same spell again, the gen immediately
 
repeats the search. As noted above, however, its
 
chance of success drops an additional 10 percent for
 
each attempt within a given 24-hour period. (The
 
penalty applies only if the gen is seeking the same spell
 
again.)
 
If the elemental spirit succeeds, it returns at the end
 
of its search, appearing within 10 feet of its master.
 
The sha’ir can cast the spell within three turns;
 
thereafter the magic is lost. Damage and other effects
 
for the spell reflect the sha’ir’s experience level. The
 
gen cannot set out to retrieve another spell for its
 
98
 
master until the previous magic has been cast or has
 
expired.
 
The sha’ir gains the spell because the gen “shares”
 
the verbal and somatic components immediately upon
 
returning. Their link is mental, not verbal. Hence, the
 
gen can describe any material components needed, but
 
it’s still up to the sha’ir to supply them. (As in standard
 
AD&D® game play, material components are optional
 
in the AL-QADIMTM campaign. The DM may or may
 
not require them.)
 
00 Results: If the DM rolls “00” when checking for
 
success, the gen is automatically delayed 1d10
 
additional rounds, turns, or hours (as indicated by the
 
spell requested). The link between the gen and its
 
master remains intact; the sha’ir knows the gen has
 
been delayed, and can sense that it’s still alive.
 
Examples
 
The examples below illustrate how sha’irs request and
 
receive spells.
 
Example One: Fatima, a 5th-level sha’ir, wants to
 
cast burning hands, a 1st-level spell in the province of
 
flame. She asks her gen to look for it. The gen
 
immediately disappears for 1d6 + 1 rounds (if Fatima
 
needs the spell immediately, she’s in trouble). While
 
away, the gen has a 50 percent base chance to find the
 
spell, plus 25 percent for Fatima’s experience level,
 
minus 10 percent for the spell level, plus 10 percent
 
because the spell is considered “common knowledge.”
 
In summary, the gen has a 75 percent chance of success
 
(50 + 25 - 10 + 10 = 75). If the DM rolls 75 or less
 
when making a percentile check, the gen returns with
 
the spell.
 
Example Two: Hatim, a 3rd-level sha’ir, wants to
 
cast legend lore, a 6th-level spell of the universal
 
province. Hatim’s gen will be gone for 1d6 + 6 turns.
 
The gen has a 50 percent chance to locate the spell,
 
plus 15 percent for Hatim’s level, minus 60 percent for
 
the spell, leaving only a 5 percent chance of success. If
 
Hatim were one level lower, he would have no chance
 
at all of gaining this spell.
 
Example Three: Hazam, a 9th-level sha’ir, is in
 
desperate need of a raise dead spell, a 5th-level priest
 
spell. His gen has a 50 percent chance to locate the
 
spell, plus 45 percent for Hazam’s level, minus 50
 
percent for the spell level, minus another 30 percent
 
for seeking a priest spell. The long and short of it: the
 
gen has a 15 percent chance of success and will search
 
for 1d6 + 5 hours. If the gen fails to recover the spell
 
and Hazam immediately sends it out to try again, the
 
gen’s chance of success drops to 5 percent.
 
The Perils of Priest Spells
 
Sha’irs who send their gens after priest spells do so at
 
their own risk. Priest spells are granted by the gods (or
 
other powerful forces), and a gen who retrieves such a
 
spell may take more than magic back to its master.
 
There is a 10 percent chance per level of the desired
 
spell that a god or higher being observes the gen’s
 
activity. The DM makes the percentage roll. If the gen
 
is noticed, nothing happens until the sha’ir casts the
 
spell. When the spell is cast, “divine retribution”
 
occurs. The DM determines which god (or being) is
 
offended. The exact punishment varies according to
 
the level of the spell being cast:
 
l 1st to 2nd Level: The sha’ir suffers an immediate
 
case of the evil eye (see attract evil eye, reverse of avert
 
evil eye, in Chapter 8). No saving throw is allowed.
 
l 3rd to 4th Level: The hand of Fate turns against
 
the caster. The next opponent to attack the sha’ir
 
gains a +1 bonus to attack and damage rolls for the
 
duration of the encounter. If the sha’ir happens to cast
 
multiple priest spells of this level before the next
 
encounter, the results are cumulative (+1 per spell).
 
l 5th to 6th Level: The god (or offended planar
 
creature) sends a “messenger” to teach the sha’ir a
 
lesson about appropriating magic. The DM should
 
bring in the monster of his or her choice, which
 
appears 1d6 rounds after the offending spell is cast.
 
The creature is teleported magically to the sha’ir’s
 
location. As noted, the DM chooses the offended god
 
(though it’s probably an underling performing the
 
task). The monster should be at least one Hit Die
 
greater than the sha’ir’s experience level. The
 
summoned creature attacks the sha’ir with fanatical
 
morale, and disappears upon completion of its task (or
 
upon its death). The sha’ir gains no experience for
 
defeating this monster, nor does anyone who helps.
 
99
 
l 7th Level: The sha’ir is plucked from his or her
 
current position and drawn into the outer planar home
 
of the offended god, where a full explanation and
 
apology are expected. The deity’s underlings are most
 
likely to hear (and demand) the sha’ir’s report. The
 
player is encouraged to come up with as many good
 
reasons as possible for appropriating the spell. (It helps
 
if the use of the spell in some way aids that particular
 
god’s ethos.) The deity (or a minion) then assigns the
 
offending mage a quest and sends the offender home
 
within 1d6 rounds. The nature of this quest will not
 
violate the individual’s stated ethos, and may range
 
from minor (spend six months in the bazaar, preaching
 
the word of Tyr) to severe (return the ruby of Mystra,
 
currently held by an evil wizard in the Cursed
 
Quarter).
 
Gens
 
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 goodaligned
 
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.
 
Besides fetching spells, a gen helps protect its
 
master against its native element. All attacks of the
 
proper element are at -2 to hit, all saving throws
 
against that element are at +2, and all damage from
 
that form of attack are at -2 per die (minimum damage
 
of 1 point per die). This magical protection applies to
 
the gen at all times. The sha’ir enjoys these benefits
 
when the gen is within 10 feet. 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
 
100
 
 
 
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.
 
A new gen can be summoned upon the loss (for
 
whatever reason) of an old gen, but the loyalty of such
 
a replacement is always less than the original. The first
 
gen summoned is of fanatical morale and loyalty (18)—
 
almost immune to temptation and willing to lay down
 
its life for its master. For each successive gen, the
 
loyalty drops 1 point, to a minimum of 5. Hence, the
 
last in a long line of gens is untrustworthy and easily
 
spooked or distracted. Such a gen is also less successful;
 
time to recover spells increases by one increment
 
(round, turn, or hour, depending on the spell) with
 
each replacement, too.
 
A sha’ir can dismiss a gen at any time, with the
 
same negative effect to a future gen’s loyalty, but no
 
loss to the sha’ir’s hit points. A successful dispel magic
 
or similar spell also can break the link. The latter does
 
not harm the sha’ir, who can reforge the link with that
 
particular gen by summoning it again. 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 unless a morale
 
check is failed.
 
Recognizing Genie Work
 
At 3rd level, sha’irs can recognize the workings of
 
djinn, jann, and other members of the genie
 
races. These wizards can recognize items that have
 
been created by genies, as well as spells cast by genies
 
or provided by gen for other sha’irs. Further, this
 
ability enables sha’irs to detect genies that are
 
invisible, disguised, or polymorphed.
 
A sha’ir’s chance to recognize genie work is 5
 
percent per experience level. The sha’ir must declare
 
that he or she is checking for the work of genies in a
 
particular situation. Success requires full
 
concentration; the sha’ir can perform no other action
 
for a round. If multiple genie-works are at hand, only
 
the most powerful or most recent are revealed.
 
Calling Upon the Jann
 
At 5th level, sha’irs can call upon the jann for aid
 
and protection once each day. Jann are lesser
 
genies. They haunt the desert and other lonely, forlorn
 
places, and sha’irs must be in such a location to use
 
this ability.
 
A sha’ir must give a great yell for help to capture
 
the jann’s attention. The chance that a janni is located
 
within 10 miles equals 5 percent per level of the sha’ir.
 
(Beyond that distance, no janni will respond.) If the
 
call fails, then no sha’ir can call upon the jann
 
successfully in the same 10-mile radius for the next 48
 
hours. If a janni is within that area, it arrives within
 
102
 
two to eight turns. No proficiency or ability check is
 
required. Only a janni can hear the sha’ir’s call up to
 
10 miles away; to others, it is merely a normal shout.
 
A single janni answers the call (though others may
 
have heard it, too). Usually, the creature arrives by
 
flight and is invisible. In areas of relative peace,
 
however, a janni may ride a camel. The janni responds
 
in a friendly fashion to the caller and any other sha’irs
 
who are present. A janni will aid those lost in the
 
desert, even to the point of bringing them back to its
 
own camp, celebrating their arrival with a feast in
 
their honor.
 
A summoned janni is not charmed or otherwise
 
enchanted by a sha’ir’s call. If the wizard behaves
 
hostilely, or the sha’ir’s companions similarly
 
misbehave, the janni abandons them—only to return
 
later with enough reinforcements to destroy those who
 
would take advantage of a janni’s hospitality. If slain,
 
jann that are summoned or encountered as a result of
 
this power do not provide experience points.
 
If a sha’ir is party to an attack on a janni after
 
summoning it, this special ability ceases to work. All
 
jann shun the sha’ir. Future attempts to call upon the
 
jann automatically fail until restitution is made. To do
 
so, the offending sha’ir must contact the jann in a
 
more traditional fashion (seeking them out in the high
 
desert) and then offer gifts. Usually, a large diyya, or
 
wergild, for the slain janni plus a few magical items are
 
enough to repair relations.
 
A janni that answers a sha’ir’s call does not fight for
 
the sha’ir unless the wizard is attacked. Nor does the
 
janni act as a servant, messenger, or load-bearer. Only
 
grudgingly does it perform actions beyond the basic
 
giving of shelter and protection, though gifts of jewels
 
and magic may persuade it to provide more help.
 
If two rival sha’irs both call upon the jann, each
 
requesting protection from the other, the jann who
 
arrive try to mediate between them to resolve the
 
conflict. If such mediation fails, both jann depart,
 
leaving the sha’irs to their fate. While jann may be
 
rivals, they rarely battle each other over such petty
 
things as mortals.
 
Jann never forget a kindness, including those which
 
they perform for sha’irs. Each time a PC sha’ir attains a
 
level over 10th, there is a 30 percent noncumulative
 
chance that a janni who once aided the PC
 
reappears—and insists that the sha’ir (and allies)
 
perform a certain quest or mission. Failing to comply is
 
enough to destroy one’s reputation in the eyes of jann,
 
forbidding all further kindness. The mission may
 
involve the protection of an item or person for a short
 
time, the location of an item, or some other task with
 
which they are encharged by greater genies. Jann
 
never request a mission that would violate a sha’ir’s
 
natural alignment, however.
 
Elemental Protection
 
At 7th level, a sha’ir gains additional protection
 
against elemental attacks. All saving throws
 
against elemental attacks are made with a +2 bonus.
 
Further, all elemental attacks suffer a -2 attack
 
penalty. And all damage from such attacks is reduced
 
by 2 points per die, to a minimum 1 point per die. If
 
the sha’ir has an elemental familiar, all of these
 
benefits are doubled, for attacks linked to the familiar’s
 
elemental type (-4, +4, and -4 respectively).
 
Finally, this ability enables a sha’ir to survive on the
 
elemental planes without other protection for a
 
number of turns equal to his or her level.
 
At 9th level, a sha’ir can call upon the services of a
 
genie—either a djinni, dao, efreeti, or marid.
 
The wizard decides which type of genie to call. Sha’irs
 
usually call genies of the same type as their elemental
 
familiar. Any type of genie is allowed, but relationships
 
are often strained when an elemental familiar and
 
genie stem from different elements.
 
A sha’ir can call upon a genie no more than once a
 
week. The chance for success is 5 percent per level. If
 
the call is successful, a genie responds in 1d6 rounds.
 
Failure means nothing happens, and the sha’ir cannot
 
use this ability for a week.
 
The genie who responds to this call is not
 
necessarily friendly. If any force or character attacks
 
the genie, it will be hostile to both the attacker and
 
Calling a Genie
 
103
 
the sha’ir who called it in the first place. Furthermore,
 
the creature won’t perform a service for the sha’ir
 
unless bribed, cajoled, threatened, or otherwise
 
persuaded.
 
The “service” performed by a genie may involve
 
labor, transport, active protection, or use of genie
 
abilities. Wishes are an exception. Genies summoned
 
in this manner won’t fulfill wishes unless they can
 
figure out a way to use them to their own advantage.
 
For example, good or neutral genies might try to
 
enrich themselves, while evil genies might try to
 
pervert wishes to their own ends.
 
To determine whether a genie performs the action
 
requested, the DM may either role-play the
 
negotiating process or use Table 59 (Encounter
 
Reactions) in Chapter 11 of the Dungeon Master’s
 
Guide. The modifiers below indicate a typical genie’s
 
response to efforts by the sha’ir. (Bonuses are actually
 
subtracted from the die roll for the Encounter
 
Reaction table, yielding a favorable result for the PC.)
 
l Payment of 1,000 gp in gems: The sha’ir gains a
 
reaction check bonus of +1 to +6 (DM rolls 1d6
 
secretly). The genie does not tell the PC at what point
 
he or she is merely gilding the lily, and gladly accepts
 
all that the PC has to offer.
 
l Payment of a magical item: +1 for a potion or
 
scroll, +2 otherwise, +3 for an item the genie can use
 
(including rings of djinni summoning and other genie
 
prisons, which are taken back to the elemental planes
 
and destroyed).
 
Reaction adjustment for sha’ir’s Charisma: (See
 
Table 6 in Chapter 1 of the Player’s Handbook.) The
 
adjustment ranges from a -7 penalty to a +7 bonus if
 
the character compliments or otherwise cajoles the
 
genie. (A high Charisma modifies results in the PC’s
 
favor.)
 
l Promise of future gold deliveries: +1 for each
 
2,000 gp to be delivered, with a time limit and
 
established location. Failure to deliver indicates that
 
the genie in question will come looking for the debtor.
 
(It is a bad idea to cheat a genie.)
 
l Nature of the task:
 
+1
 
-1
 
-5
 
-2
 
-2
 
-1
 
-5
 
-10
 
Task is easily performed and takes less than
 
one round.
 
Task involves invoking the genie’s spelllike
 
abilities.
 
Task involves combat or other
 
immediate personal danger to the genie.
 
Task involves the potential of danger to
 
the genie.
 
Task involves working longer than one day.
 
For each additional day the task will take
 
(beyond the first).
 
Task is contrary to the ethics, beliefs, or
 
alignment of the genie.
 
Task is to the detriment of geniekind.
 
l Threats: The sha’ir gains a +4 bonus by
 
threatening the genie with an imposing force as
 
backup. The bonus increases to +6 if the sha’ir’s allies
 
include another genie (even of another elemental
 
group), but drops to a -2 penalty if the genie has
 
reason to believe that the sha’ir is undermanned or
 
bluffing.
 
104
 
l Elemental familiar: The sha’ir gains a +2 bonus
 
for having a gen familiar of the same elemental type as
 
the genie summoned. If the familiar is of a different
 
type, the wizard suffers a -2 penalty. (Genies feel they
 
may judge the worth of mortals by the company they
 
keep, and consorting with “lesser” elementals is a sign
 
of poor breeding.)
 
After three to six rounds (1d4 + 2) of negotiation
 
have occurred, the DM should tally up the modifiers
 
that apply, and then consult the Encounter Reaction
 
table in the DMG. The sha’ir is presumed “friendly”
 
unless threats are involved, in which case the column
 
labeled “threatening” applies. After all modifications
 
have been made to the 2d10 roll, if the result is
 
Upon attaining the 11th level, a sha’ir can entice
 
one of the standard forms of genies (dao, djinn, efreet,
 
or marid) to act as his or her long-term servant. The
 
genie is summoned as noted under “Calling a Genie,”
 
with the standard limitations. Further, the genie is free
 
to accept or reject the offer, or to place additional
 
conditions upon the agreement. Once an agreement is
 
reached, the genie is bound to the sha’ir for a period of
 
not more than 101 days.
 
To determine whether a genie accepts the offer of
 
servitude, make a saving throw vs. spells for the
 
particular genie, with the following modifications:
 
-7 to +7 Reaction Adjustment for PC’s Charisma
 
“indifferent” or “friendly,” the genie agrees to aid the
 
sha’ir. If the result is “threatening” or “hostile,” the
 
genie leaves (or attacks, if attacked). If the result is
 
“cautious,” the genie accepts all that has been offered
 
so far, and begins again with the negotiation—forcing
 
the sha’ir to offer more gold, magical items, and the
 
like in order to persuade the genie to help.
 
Calling upon genies from time to time does not
 
+1
 
-1
 
+1
 
-1
 
(see Table 6 in the Player’s Handbook).
 
For every level above 15th the sha’ir
 
has achieved.
 
For every level below 15th.
 
For every condition that the sha’ir
 
agrees to as a basis for the servitude.
 
For every condition that the sha’ir turns
 
down in discussion.
 
obligate a sha’ir to reciprocate in some way. However,
 
if a PC sha’ir calls upon the genies regularly for
 
mundane tasks, a group of genies may appear one day
 
and “volunteer” the PC for a job of their own (DM’s
 
option). Sha’irs are free to turn away a genie who
 
requests aid, but they do so at the risk of alienating all
 
members of that genie’s race. (Word travels fast.) If a
 
genie is refused, none of that type of genie will respond
 
to the PC until an entire year of boycotting the PC has
 
passed.
 
+1
 
-5
 
In exchange for servitude, the genie can demand
 
any number conditions, though some negotiation
 
For every genie that has previously been
 
in the sha’ir’s service, whether through
 
ability or use of a genie prison, provided
 
the genie lived to the end of that
 
service without being dismissed.
 
If the sha’ir has ever used a genie prison
 
to entrap a genie of the same elemental
 
race as the one asked to serve now.
 
Bindiing a Genie in Servitude between the sha’ir and the genie (that is, PC’s player
 
and DM) is possible. A genie that is hostile or
 
Part of the existence of genies depends on their
 
ability to serve mortals as well as greater powers.
 
Genies often enter a long-term arrangement with
 
sha’irs. By doing so, they increase their standing
 
among others genies of their kind. While genies enter
 
into such servitude willingly, they know they are
 
bound to remain with their masters for the duration.
 
Therefore, genies choose their sha’irs very carefully.
 
(From their viewpoint, the sha’irs don’t choose them.)
 
uninterested in aiding the caster on a permanent basis
 
may make one or two outlandish demands. However, if
 
the sha’ir accepts them, and the genie fails a saving
 
throw versus spells, the genie is bound.
 
Genies usually insist upon 5 to 10 (1d6 + 4)
 
conditions before agreeing to servitude; binding them
 
can be as tricky as establishing a business contract
 
between two enemies. Typical demands include the
 
following:
 
105
 
l The sha’ir will be allowed to release the genie
 
from servitude at any time, but release will occur
 
immediately if any other agreed-upon condition is
 
violated. In return, the genie agrees not to bother the
 
sha’ir (or allies) for 101 days after release, provided the
 
sha’ir agrees to the reverse.
 
This is usually the first condition called for by a
 
genie. A sha’ir who is serious about their future
 
relationship will agree to it. (Agreement to other
 
conditions is not implied; the genie will agree that
 
further conditions remain to be settled.)
 
l The genie will not be entrapped by a genie prison
 
during its period of servitude.
 
l The genie will be allowed to flee a combat if it
 
has lost more than half its hit points.
 
l The genie will be provided with a large amount of
 
its natural element in a permanent base of operation.
 
(Djinn demand a settlement in a windy spot; efreet,
 
continual bonfires; dao, a regular diet of ornamental
 
stone seasoned with uncut, semiprecious gems; marids,
 
a special complex of pools and fountains.)
 
l The genie will receive a share of all treasure
 
gained by the sha’ir, ranging from 50 to 70 percent, or
 
40 + (1d3 x 10). As a result, this treasure will not be
 
available for experience or training of the sha’ir.
 
l The genie will be maintained in a style “to which
 
it is accustomed”—that is, in the style of the sha’ir and
 
nothing less. All general living costs will be doubled
 
for the sha’ir.
 
l The genie will be free from all tasks one day in
 
every ten. (Even genies deserve time off, for good
 
behavior or not.)
 
l The sha’ir will not ask for wishes.
 
l The genie will be freed of its servitude upon the
 
death of the sha’ir. Before returning to its elemental
 
plane, the genie will deliver the sha’ir’s body to a
 
particular location, if that is requested.
 
l The sha’ir will bark like a dog whenever someone
 
mentions the name of a particular god or ruler. (This is
 
a favorite of marids and capricious genies who care not
 
for servitude in any form. If they are to be servants,
 
they might as well enjoy themselves.)
 
Given such stipulations, many might ask who
 
becomes the servant—the sha’ir or the genie?
 
However, once the genie has agreed to the matters (by
 
failing the saving throw), the sha’ir is lord and master.
 
At the DM’s option, if a sha’ir is making too good an
 
offer to pass up, the genie may accept the offer even if
 
the saving throw succeeds.
 
Once a genie has agreed to serve, it must defer to its
 
master in all things, following the sha’ir’s orders to the
 
best of its abilities, and casting spells as ordered.
 
Again, wish spells are excluded, as noted under
 
“Calling a Genie.” The servant is forbidden by the
 
leaders of the genie peoples to fulfill most wishes, and
 
demanding wishes of a genie servant immediately
 
voids the agreement.
 
The genie will act as the sha’ir’s personal
 
bodyguard, food-taster, and servant. If the sha’ir
 
commands it, the genie will stand watch over its
 
sleeping master—with a 10 percent chance per 24-
 
hour period that a genie dozes off on his post. The
 
genie will create things as it is capable, to the
 
requirements of its master.
 
The sha’ir may call upon the genie for advice as
 
well. A genie’s chance of responding correctly about a
 
given matter equals that listed for contact other plane (a
 
5th-level wizard spell in the Player’s Handbook), with
 
no chance of insanity. A genie is not omniscient,
 
however. Nor will it share information unless asked. A
 
genie will remind the sha’ir seeking information that
 
rumors may be worthless, and that it should not be
 
held responsible if scuttlebutt proves to be incorrect.
 
A genie’s basic nature does not change in servitude,
 
and a sha’ir who enslaves one should make allowances
 
accordingly. Good-aligned genies bridle at performing
 
evil acts, and evil genies hate being forced into acts of
 
goodness. For example, a djinni commanded to steal a
 
magical item will do so, but also will leave behind a bit
 
of payment, along with an apologetic note that
 
explains the situation—and reveals where the sha’ir
 
might be found after the genie’s term of indenture
 
expires. Similarly, evil-aligned genies seek to twist
 
their masters’ orders to their own aims. For example,
 
an efreeti told to go into a village to fetch hot food
 
might set fire to an inn so that it all cooks at once.
 
Genies in servitude are subject to the standard
 
effects of morale and loyalty. They never attack their
 
106
 
107
 
masters, but evil genies (and good genies that are
 
maltreated) are not above letting the hand of Fate
 
move their masters into dangerous situations, or
 
fleeing if their morale is broken in combat. Genie
 
loyalty equals the morale listed in the appropriate
 
Monstrous Compendium entry. The DM may raise the
 
morale for well-treated genies by 1 to 4 points, and
 
lower that of poorly treated genies by 1 to 6 points.
 
If a genie perishes while serving a particular sha’ir,
 
that sha’ir cannot summon (much less bind) another
 
genie for 100 days. During that time the genies assume
 
that the sha’ir is fasting. Further, they assume that the
 
sha’ir is meditating on the folly that caused the loss of
 
so valuable a companion. (This is not required, and
 
the sha’ir may not even know about it, but the genies
 
assume it’s true anyway.) At the end of that time,
 
genies of the same type gain a +3 modifier against
 
further entreaties to servitude for the next year, though
 
other races are not affected.
 
Creating a Genie Prison
 
At 13th level, a sha’ir gains the ability to create a
 
genie prison. This useful device can entrap a
 
genie and force it to work for the sha’ir upon its
 
release—with no room for negotiation. The genie
 
even can be forced to do things it otherwise would
 
not, such as granting wishes. Further, a genie prison
 
enables a sha’ir to ensnare evil, mischievous, or rival
 
genies, removing them from the scene for a
 
generation or two.
 
A sha’ir must create a genie prison before
 
summoning (or otherwise locating) the intended
 
prisoner. The device can be fashioned from any
 
material, regardless of quality, but most sha’irs favor
 
metal for its resilience. Common prisons include rings,
 
lamps, bottles, icons, geodes, vials, shells, and gems.
 
(The wizard Al-Fatat favors soup tureens.) If a prison is
 
shattered before a genie is entrapped, its magic is
 
useless. And if a genie is inside when the prison is
 
broken, the genie is completely free, with no
 
restriction on its actions.
 
A wizard must labor for 1d20 days to complete a
 
genie prison. After that period, the DM makes a secret
 
Dexterity check with a -3 penalty for the character. If
 
the sha’ir has an appropriate proficiency (e.g., gemcutting,
 
pottery, artistic ability, metalworking, or even
 
blacksmithing or armoring if the DM allows it), a
 
proficiency check may suffice instead. In any case, if
 
the check fails, so does the prison, and the sha’ir must
 
begin anew. If the check succeeds, the sha’ir has 10
 
days in which to trap a genie; thereafter the magic
 
fades due to lack of use.
 
To trap a genie, a sha’ir can carry the prison to the
 
location of a known genie, or summon one using the
 
“call genie” power. The former allows the sha’ir to trap
 
a specific creature; the latter does not. At any time
 
when within 100 yards of a djinni, efreeti, marid, or
 
dao, the sha’ir can attempt to trap it. (Other types of
 
genie cannot be imprisoned.)
 
The genie receives a saving throw vs. spells to avoid
 
being captured. Success means that the genie remains
 
free, and knows who is attempting to imprison it.
 
Genies attack those who try to trap them, so if the
 
attempt fails, the sha’ir had better be prepared to fight,
 
flee, or flatter the genie (giving up a sizeable chunk of
 
treasure) to escape the creature’s wrath.
 
If the genie fails its saving throw, it is drawn into
 
the prison. There it remains until the prison is
 
shattered, or until it is freed in the manner chosen by
 
the sha’ir (upon its imprisonment). The following are
 
acceptable conditions for a genie’s release:
 
l The genie will become an indentured servant to
 
whomever next summons it from the device—without
 
agreement or negotiation—for a period of not less
 
than 100 days and not more than 1,001 days. The
 
sha’ir determines the words and/or actions that call the
 
genie forth (such as rubbing the lamp while speaking a
 
verse that contains the genie’s name, or simply by
 
opening the container).
 
l The genie will grant three wishes to the one who
 
next summons the genie forth, assuming the genie is
 
capable of granting the wishes. (This will be against
 
the genie’s will, yet it still must comply.)
 
l The genie will remain imprisoned until a chosen
 
period elapses, which may not exceed 100 years.
 
l The genie will remain imprisoned until something
 
specified by the sha’ir occurs— such as the rise of a
 
108
 
beggar to become vizier, or the fall of a particular star
 
from the sky. (Sha’irs should be creative but cautious,
 
for odd occurrences may bring about the conditions
 
unexpectedly, and the hand of Fate is everywhere.)
 
l The genie will remain imprisoned until a certain
 
type of individual touches it—a poor boy, perhaps, or
 
an honest thief, or a foolish wise man. The sha’ir
 
cannot name a particular individual (“Kasim Al-
 
Hadad”); otherwise there are no limitations.
 
No matter what the formal conditions are, the
 
sha’ir may also free the genie whenever he or she
 
chooses, and immediately demand up to three
 
wishes, or demand its other services for a time
 
(within the limits noted above). Wishes had best be
 
worded carefully, since the genie is forced to act
 
against its better judgment, and will seek to turn
 
wishes against the sha’ir (as well as against the
 
wizard’s allies).
 
A sha’ir can trap up to five genies at a time with this
 
power, although a separate prison is required for each.
 
No experience can be gained by defeating genies in this
 
fashion. After a sha’ir has trapped the fifth genie, no
 
other genie will answer that wizard’s summons.
 
Furthermore, in any audience with a greater genie, such
 
a sha’ir will first have to justify his or her actions.
 
Using a genie prison is a hostile act. While it may
 
be justified at times, in general, imprisoning a genie
 
harms the sha’ir’s abilities to deal with other genies of
 
the same type. After five imprisonments, simultaneous
 
or not, no genie whatsoever will deal willingly with
 
the sha’ir. Genies cannot use their powers and abilities
 
while imprisoned. They are not harmed—for they do
 
not age, hunger, or thirst—but they are aware of their
 
predicament, and no genie feels a mortal truly deserves
 
this power.
 
If a sha’ir makes a prison in the presence of another
 
genie, the genie will attempt to thwart the wizard.
 
Only in one instance will the genie fail to interfere:
 
when the wizard promises (convincingly) that the
 
prison is intended for a particular target, and that
 
target is a traditional foe of the genie in question. As
 
noted under “Binding a Genie in Servitude,” sha’irs
 
who make genie prisons may void their agreements
 
with the genies who serve them.
 
Elemental Travel
 
Upon attaining 15th level, a sha’ir can cross the
 
Ethereal Plane to any elemental plane. To
 
determine success, the sha’ir must make an
 
Intelligence check. Failure indicates “bad timing”; the
 
sha’ir cannot make another attempt for six turns.
 
Success means the wizard can automatically cross the
 
Ethereal Plane without stopping, go to the elemental
 
plane of choice, and remain there safely for a number
 
of days equaling his or her experience level.
 
The wizard’s experience level also equals the
 
number of passengers within 100 yards that he or she
 
can take along. Unwilling travelers are allowed a
 
saving throw vs. spells to avoid being drawn into
 
another plane. Upon returning to the Prime Material
 
Plane, the sha’ir and any passengers reappear in
 
whatever position they were before, or in the nearest
 
open area should that location be unavailable.
 
Characters who are shanghaied to an elemental
 
plane are protected from the ill effects of that plane for
 
as many days as the sha’ir. If the sha’ir abandons them
 
before that period expires, they’re allowed the
 
remaining time to find a way back (often dealing with
 
local geniekind in the process).
 
For details on the elemental planes, consult the
 
DMG or the AD&D® Manual of the Planes.
 
Receiving an Audience
 
At 17th level, a sha’ir can seek and receive an
 
audience with the rulers of djinn, dao, marid,
 
and 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 days, a
 
procession of genies will appear and automatically
 
grant the sha’ir an audience.
 
This power also enables a sha’ir to choose a willing
 
spokesperson who then seeks the audience instead.
 
Assuming the spokesperson is not a sha’ir, he or she
 
must go to a desolate area such as a great desert, then
 
109
 
wait. In 1 to 10 days, a procession will appear as
 
described above, automatically granting an audience.
 
The Procession. In the Land of Fate, a genie
 
procession comprises 1 to 3 noble genie rulers, 50 to
 
300 jann, and 10 to 100 ordinary genies. In the genies’
 
native plane, those numbers are doubled. 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.
 
The Audience. Noble genies can answer questions
 
with the ability of an outer planar being whose
 
Intelligence is 25 (see contact other plane in Appendix 3
 
of the Player’s Handbook). They can issue rulings on the
 
actions of other genies or their race. And they can advise
 
those who are seeking to deal with genies or other races.
 
If the sha’ir (or spokesperson) 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 may forgive characters who have
 
slain genies and jann 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, violated
 
agreements, slain geniekind without quarter, behaved
 
ignobly to genies—or simply have been party to any of
 
these actions—will find themselves in great danger. The
 
DM makes a saving throw vs. death magic for a character
 
so accused. If the saving throw fails, the noble genie
 
passes judgment: the guilty one is slain and justice is
 
served. If the saving throw succeeds, the noble is
 
merciful: the applicant is stripped of all earthly
 
belongings, and promptly returned to the Prime Material
 
Plane. (There is no Fate but the Fate which is given us.)
 
While great, the power to receive an audience is
 
used sparingly, especially by sha’irs who have
 
entrapped or slain their share of genies over the years.
 
Sha’irs and Tasked Genies
 
The AL-QADIMTM Monstrous Compendium
 
introduces many new creatures, including tasked
 
genies and noble dao, marids, and efreet. Sha’irs have
 
no power over genies other than those listed above.
 
For example, a sha’ir cannot bind a noble genie into
 
servitude, nor can a sha’ir use a genie prison to snare a
 
janni or a gen.
 
The tasked genie is an exception, however. At one
 
time these strange creatures were ordinary dao, marids,
 
efreet, and djinn. Each has performed a given task so
 
long that its form has changed to match. For example,
 
the warmonger, who encourages strife between men,
 
has blood oozing from every pore. And the winemaker,
 
who nurtures grape vines, has a long trunk with which
 
it can crush the fruit.
 
A sha’ir who intends to call forth a tasked genie
 
must first know how to call forth an ordinary genie.
 
The sha’ir also needs another bit of knowledge: the
 
proper ritual for calling forth the tasked genie. Such
 
rituals are beautiful, esoteric blends of whispered
 
poetry and gestures. Each type of tasked genie responds
 
to a different ritual.
 
Learning a ritual is like researching a spell, with
 
the same cost and chance for success. A tasked genie’s
 
Hit Dice define the ritual to which it responds.
 
Consider each ritual to be a spell whose level equals
 
half the affected creature’s Hit Dice, rounded up. (For
 
example, to call upon a 7 HD tasked genie is as
 
difficult as researching a 4th-level spell.) A successful
 
check indicates that the wizard has learned enough to
 
call upon that particular type of tasked genie. Failure
 
means additional research is required. (The effort must
 
be repeated.)
 
If a sha’ir intends to bind a tasked genie, the same
 
steps apply: (1) the wizard must first know how to bind
 
an ordinary genie, and (2) the wizard must research
 
the tasked genie’s habits to learn the proper ritual. The
 
same is true when a sha’ir intends to imprison a tasked
 
genie. In short, each ritual is specific to one action as
 
well as to one type of genie.
 
 
 
= Cut File =
 
{{Apath}}
 
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 ====
 
{| class="wikitable"
 
|rowspan=2| ''' Level'''||rowspan=2| ''' Base Attack Bonus'''||rowspan=2| ''' Fort Save'''||rowspan=2| ''' Ref Save'''||rowspan=2| ''' Will Save'''||rowspan=2| ''' Special'''||colspan=10|'''Spells per Day'''
 
|-
 
||0|||1st|||2nd|||3rd|||4th|||5th|||6th|||7th|||8th|||9th
 
|-
 
||1st|||+0|||+0|||+0|||+2|||Channel energy, domain powers|||3|||1|||—|||—|||—|||—|||—|||—|||—|||—
 
|-
 
||2nd|||+1|||+0|||+0|||+3||| |||4|||2|||—|||—|||—|||—|||—|||—|||—|||—
 
|-
 
||3rd|||+2|||+1|||+1|||+3||| |||4|||2|||1|||—|||—|||—|||—|||—|||—|||—
 
|-
 
||4th|||+2|||+1|||+1|||+4|||Bonus feat |||5|||3|||2|||—|||—|||—|||—|||—|||—|||—
 
|-
 
||5th|||+3|||+1|||+1|||+4||| |||5|||3|||2|||1|||—|||—|||—|||—|||—|||—
 
|-
 
||6th|||+3|||+2|||+2|||+5||| |||5|||3|||3|||2|||—|||—|||—|||—|||—|||—
 
|-
 
||7th|||+4|||+2|||+2|||+5||| |||6|||4|||3|||2|||1|||—|||—|||—|||—|||—
 
|-
 
||8th|||+4|||+2|||+2|||+6||| Bonus feat |||6|||4|||3|||3|||2|||—|||—|||—|||—|||—
 
|-
 
||9th|||+5|||+3|||+3|||+6||| |||6|||4|||4|||3|||2|||1|||—|||—|||—|||—
 
|-
 
||10th|||+5|||+3|||+3|||+7||| |||6|||4|||4|||3|||3|||2|||—|||—|||—|||—
 
|-
 
||11th|||+6/+1|||+3|||+3|||+7||| |||6|||5|||4|||4|||3|||2|||1|||—|||—|||—
 
|-
 
||12th|||+6/+1|||+4|||+4|||+8||| Bonus feat |||6|||5|||4|||4|||3|||3|||2|||—|||—|||—
 
|-
 
||13th|||+7/+2|||+4|||+4|||+8||| |||6|||5|||5|||4|||4|||3|||2|||1|||—|||—
 
|-
 
||14th|||+7/+2|||+4|||+4|||+9||| |||6|||5|||5|||4|||4|||3|||3|||2|||—|||—
 
|-
 
||15th|||+8/+3|||+5|||+5|||+9||| |||6|||5|||5|||5|||4|||4|||3|||2|||1|||—
 
|-
 
||16th|||+8/+3|||+5|||+5|||+10||| Bonus feat |||6|||5|||5|||5|||4|||4|||3|||3|||2|||—
 
|-
 
||17th|||+9/+4|||+5|||+5|||+10||| |||6|||5|||5|||5|||5|||4|||4|||3|||2|||1
 
|-
 
||18th|||+9/+4|||+6|||+6|||+11||| |||6|||5|||5|||5|||5|||4|||4|||3|||3|||2
 
|-
 
||19th|||+10/+5|||+6|||+6|||+11||| |||6|||5|||5|||5|||5|||5|||4|||4|||3|||3
 
|-
 
||20th|||+10/+5|||+6|||+6|||+12||| Bonus feat |||6|||5|||5|||5|||5|||5|||4|||4|||4|||4
 
|}
 
  
== Class Features ==
+
===Detect Genies (sp) ===
All of the following are class features of the thaumaturge.
+
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.
  
=== Weapon and Armor Proficiency ===
+
=== Gen Touch Spells ===
Sha'ir are proficient with the  
+
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.
dagger,
 
dart, and
 
whip. They do not have proficiency with any armor or shields.
 
  
=== Spells ===
+
=== Craft Genie Seal ===
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 Wisdom modifier. A sha'ir must choose and prepare his spells in advance (see below).
+
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.
  
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.
+
=== 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.
  
A sha'ir has access to all spells on the sorcerer/wizard spell list and can prepare any of them. 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.
+
=== Genie Prison (sp) ===
 +
This is the signature ability of the sha'ir, upon which much of their control of genies is based. 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 its willingness to serve increases; add +4 to the sha'ir's Charisma checks to [http://www.d20pfsrd.com/magic/outsider-categories negotiate] with a bound genie. A genie prison also eliminates the genie's daily chance to escape inherent in a ''planar binding''-type spell.  
  
==== Cantrips ====
+
Using this power affects your standing among genies; for each genie of a particular element you have ever imprisoned this way, you suffer a -1 modifier on Charisma rolls to [http://www.d20pfsrd.com/magic/outsider-categories bind] all other genies tied to that element. This modifier does not apply to imprisoned genies, who are desperate for release and anyway cut off from the rumor mill. The count of bound genies can only be reset by using the [[#Genie Ruler Audience |genie ruler audience]] ability.
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 ===
+
=== Task Jann ===
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.
+
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.
  
=== Gen ===
+
=== Task Genie ===
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 process. 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.
+
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. A genie in permanent service must always have an escape clause, but this can be something that never happens, like "when the sun sets in the east". Genies are very good at ferreting out situations where such impossible conditions come to pass, and enjoy this kind of challenge.
  
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. Dao (earth gens) are artistic and 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.  
+
=== 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.  
  
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. 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.
+
Genie rulers can answer questions with a Knowledge (Planes) bonus of +30, focused on their elemental plane and are glad to advise those who are seeking to deal with genies. They can issue rulings on the actions of other genies of their element. If the sha’ir reports a crime committed by a lesser genie, a genie ruler can summon that creature for immediate judgment, provided the lesser genie’s name or description is known.  
  
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.
+
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.
  
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 (d20 + class level + Cha modifier) against a DC depening on the spell sought.
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If the sha'ir risks judgement, this is handled as a [http://www.d20pfsrd.com/magic/outsider-categories 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 executed - most sha'ir prefer to escape after the second day and try their luck, but this is as bad as having imprisoned a genie in the eyes of genies of this element..
  
{|
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=== Task Noble Genie ===
||'''Condition'''|||'''DC Modifier'''
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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 can be permanent.
|-
 
||Base Difficulty ||| 10
 
|-
 
||Each level of spell |||+2
 
|-
 
||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 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.
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=== Ultimate Task ===
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At 20th level, any ''planar binding'' spell can be used to compel a genie to permanent service.
  
==== Old Gen Text ====
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== Gen Attributes ==
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.  
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Unlike familiars, that are creatures in their own right, gens are more like reinfections of the caster trough the lens of the elemental planes. All gens are elementals and have attributes identical to their master except as noted here. They have half their master's hit points and have an ability similar but superior to evasion; when attacked by an area attack that allows any type of saving throw for reduced damage, they take half damage on a failed save and no damage on a successful save. They are of Tiny size (but this does not influence their attributes except as outlined here), have a carrying capacity 1/10 of that of their master, suffer a -5 modifier on Strength checks and melee damage, and gain a +8 size modifier to stealth. They make a ranged touch attack that does 1d6 damage of a type appropriate for their element (Geno do piercing damage), using the same touch attack modifier as their master. All gens can use ''plane shift'' as a swift action to travel to other planes to look for spells for their master, and when they return to the master they appear in his square. They can also remain in the elemental planes, seeking shelter there. If they ever end up more than 100 ft. from their master, they automatically ''plane shift'' to an elemental plane. All gens also have unlimited range telepathy with their masters, which is so complete that the gen can barely be said to have a mind of its own at all.
  
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.  
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In addition to these common features, each type of gen has its own features. Dinnlings fly at a speed of 60 ft. Ifri  have a climb speed of 30 ft. Maridans have a swim speed of 60 ft and can breathe water or air. Chit can use ''meld into stone'' at will as a move action - this is a supernatural ability. Geno have a land speed of 60 ft.  
  
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.
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Gens appear as miniature humanoids, animals, genies, or dragons with a colors scheme appropriate to their element. Djinnlings are pale blue and white. Ifri are reddish, brick red to bright orange. Maridans are deep sea greens and blues, with dark green or white details. Chit have earth colors, ranging from pale dun sand to various gayly colored semiprecious stones. Geno have naturalistic colors, but glitter and reflect light.
  
=== New Ability ===
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== Changed Class Abilities ==
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These abilities are removed or changed from the base sorcerer.
 +
* Class Skills
 +
** Skill points per level
 +
* Spells known
 +
* Bloodline
 +
<!-- OGL -->
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<noinclude>{{OGL}}</noinclude>

Latest revision as of 12:02, 12 August 2016

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Unofficial rules compendium

Sha'ir is a sorcerer variant that doesn't have a fixed list of known spells, instead rebuilding that list each day.

Class Background

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. The sha'ir is a self-educated class and uses the youngest starting age bracket.

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 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 Zhyen 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 sha'ir.

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 gen. While communing, the sha'ir decides which spells to prepare and sends the gen to fetch these spells. 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 this should only happen in special cases, such as when a secret order has created a new spell.

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.

Zhyen

All sha'ir can call upon elemental familiars, known as a Zhyen. Summoning a Zhyen is a 1-hour ritual and each sha'ir can only have one Zhyen at a time. If a Zhyen is slain or dismissed, a new one can immediately be summoned, but a sha'ir must wait one week before summoning a Zhyen of the same type as one who died. If several Zhyens die in quick succession, it is possible for the sha'ir to run out of options.

There are four kinds of Zhyen, each tied to one of the classic four elements. Dinnlings (air Zhyens) are playful and mischievous and tend towards chaos and good. Ifri (fire Zhyens) are energetic and aggressive and tend toward law and evil. Maridans (water Zhyens) are humorous and eloquent and tend towards chaos. Chit (earth Zhyens) are artistic but greedy and tend towards law.

While in contact with their master, Zhyens provide a +2 bonus on saving throws of the Zhyen'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. A Sha'ir gets a +2 bonus on Charisma skills and Charisma rolls to Bind Zhyenies tied to the same element as his Zhyen.

Besides serving the sha'ir as a companion, messenger, spy, and pet, the Zhyen also provides the sha'ir with spells. When preparing spells, the sha'ir sends the Zhyen to scourge the elemental planes to find the effect sought. This is automatic during normal spell preparation. The spells the Zhyen finds are packets of magical energy that it delivers to its master as spells when it comes back. The Zhyen 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. All Zhyen can use the plane shift ability on themselves, but solely to track down spells and return to the sha'ir, always returning in the masters square.

The sha'ir can send his Zhyen 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
Spell is of the Zyhen's element or damage type -2
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 Zhyen returns with the desired spell, which must be cast within the next minute, or it is lost. Casting this spell does not use up any spell slots. If this roll fails, the Zhyen returns empty-handed. If this roll fails by a margin of 10, the Zhyen 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)

This is the signature ability of the sha'ir, upon which much of their control of genies is based. 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 its willingness to serve increases; add +4 to the sha'ir's Charisma checks to negotiate with a bound genie. A genie prison also eliminates the genie's daily chance to escape inherent in a planar binding-type spell.

Using this power affects your standing among genies; for each genie of a particular element you have ever imprisoned 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 anyway cut off from the rumor mill. The count of bound genies can only 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. A genie in permanent service must always have an escape clause, but this can be something that never happens, like "when the sun sets in the east". Genies are very good at ferreting out situations where such impossible conditions come to pass, and enjoy this kind of challenge.

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 and are glad to advise those who are seeking to deal with genies. They can issue rulings on the actions of other genies of their element. If the sha’ir reports a crime committed by a lesser genie, a genie ruler 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 executed - most sha'ir prefer to escape after the second day and try their luck, but this is as bad as having imprisoned a genie in the eyes of genies of this element..

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 can be permanent.

Ultimate Task

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

Gen Attributes

Unlike familiars, that are creatures in their own right, gens are more like reinfections of the caster trough the lens of the elemental planes. All gens are elementals and have attributes identical to their master except as noted here. They have half their master's hit points and have an ability similar but superior to evasion; when attacked by an area attack that allows any type of saving throw for reduced damage, they take half damage on a failed save and no damage on a successful save. They are of Tiny size (but this does not influence their attributes except as outlined here), have a carrying capacity 1/10 of that of their master, suffer a -5 modifier on Strength checks and melee damage, and gain a +8 size modifier to stealth. They make a ranged touch attack that does 1d6 damage of a type appropriate for their element (Geno do piercing damage), using the same touch attack modifier as their master. All gens can use plane shift as a swift action to travel to other planes to look for spells for their master, and when they return to the master they appear in his square. They can also remain in the elemental planes, seeking shelter there. If they ever end up more than 100 ft. from their master, they automatically plane shift to an elemental plane. All gens also have unlimited range telepathy with their masters, which is so complete that the gen can barely be said to have a mind of its own at all.

In addition to these common features, each type of gen has its own features. Dinnlings fly at a speed of 60 ft. Ifri have a climb speed of 30 ft. Maridans have a swim speed of 60 ft and can breathe water or air. Chit can use meld into stone at will as a move action - this is a supernatural ability. Geno have a land speed of 60 ft.

Gens appear as miniature humanoids, animals, genies, or dragons with a colors scheme appropriate to their element. Djinnlings are pale blue and white. Ifri are reddish, brick red to bright orange. Maridans are deep sea greens and blues, with dark green or white details. Chit have earth colors, ranging from pale dun sand to various gayly colored semiprecious stones. Geno have naturalistic colors, but glitter and reflect light.

Changed Class Abilities

These abilities are removed or changed from the base sorcerer.

  • Class Skills
    • Skill points per level
  • Spells known
  • Bloodline
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