Genie Rider (Apath)
Unofficial rules compendium | |
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A genie rider bonds with a mount blessed by the genies. It is said that one who dares the desert alone is tested by the genies, and those who pass are blessed with a steed of elemental prowess. An genie rider’s bond with her genie-blessed mount is even closer than the partnership nomads share with their horses, and her human compatriots fight with extra ferocity, knowing that they have a tireless protector.
Genie riders sometimes leave their tribe to become mercenaries or adventurers, and it is from such genie riders that the teachings of this prestige archetype are usually spread to outsiders (much to traditionalists’ chagrin). A city is lucky to have even a single genie rider.
On Porphyra most genie riders hail from the Siwathi Desert or Wastes of Simoon and are fervent elementalists, defenders of their culture and hostile to deists everywhere. Entire tribes seek to bring up their young warriors in the noble tradition of the genie rider. Most Siwathi genie riders are Zendiqi, but elemental-kin are also common. A few genie riders exist in any area of plains or desert, such as the the Lotus Blossom Steppes and Hinterlands of Kesh, but these are exceptional individuals, each of whom made their own alliance with the genies. Such lone individuals are not necessarily devoted to the elementalist cause, but may still come under suspicion from deists.
Class Information
This is a prestige archetype built on the cavalier and the asavir from Pathfinder Roleplaying Game Adventurer’s Guide.
Alignment: Any. Tribal genie riders are fanatically devoted to their people, but can have any alignment. Those who live outside of the tribal structure often have chaotic alignments, abandoning all social relations except for a small band of followers.
Hit Dice: d10.
Starting Wealth: 5d6 × 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The genie rider’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Survival (Wis).
Skill Ranks at Each Level: 4 + Int modifier.
Class Features
The following are class features of the genie rider.
Weapon and Armor Proficiency
An genie rider is proficient with simple weapons, martial weapons, and all forms of armor and shields (except tower shields).
Camaraderie (Ex)
An genie rider is skilled at forging those who battle by her side into a loyal and well-coordinated team and exhorting them to fight bravely. The genie rider can use the assist other action to help any ally within 30 feet and the bonus she gives (normally +2) increases by 1. At 7th level, the bonus instead increases by 2, and at 14th level, it instead increases by 3. This is a sonic, language-dependent effect. These bonuses do not stack with other abilities that enhance the aid another action.
Challenge (Ex)
Once per day, a genie rider can challenge a foe to combat. As a swift action, the genie rider chooses one target within sight to challenge. The genie rider’s attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the genie rider’s level. The genie rider can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. The challenge remains in effect until the target is dead or unconscious or until the combat ends.
Genie Mount (Ex)
An genie rider gains a horse as a loyal steed. This works as the cavalier's mount ability, except that the companion must be a horse or pony, though the GM might approve other equine animals as suitable mounts (especially in the case of unusually large or small genie riders). Her mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. If the genie rider's mount dies or is freed by the genie rider, she must enter the desert to find a new mount, a process that takes one week. Such a new mount gains all abilities the previous mount gained from the class, including favored class abilities.
Flank Breaker (Ex)
At 2nd level, when an genie rider successfully damages a foe, that foe is unable to flank with any creature for 1 round.
Controlled Charge (Ex)
At 3rd level, an genie rider learns to attack with greater accuracy from the back of a charging mount. She and her mount gains a +4 bonus on melee attacks on a charge while mounted (instead of the normal +2) and does not take a penalty to their AC after making a charge attack while mounted.
Djinni’s Blessing (Su/Sp)
When an genie rider reaches 4th level, her mount receives the blessing of the djinn, making it swift and tireless. The mount gains constant endure elements and its speed increases by 10 feet. When the genie rider reaches 9th level and every 5 levels thereafter, her mount’s speed increases by an additional 10 feet. At 9th level the mount gains constant feather step.
Thunderous Charge (Su)
At 5th level, a number of times per day equal to half her class level, an genie rider and her mount can make a charge that causes the ground to shake. This is a full-round action and works as a normal charge, except the genie rider’s mount can move only up to its move speed (not double its move speed, as in a normal charge). Creatures on the ground within a 5-foot radius of the charge’s ending point must succeed at a Reflex save (DC = 10 + half the genie rider’s class level + the mount’s Strength modifier) or fall prone. For every two genie rider level above 5th the character has, she can exclude one creature from the effects of her thunderous charge, up to a maximum of seven creatures at 19th level). The genie rider can resolve her attack at the end of her charge either before or after determining which creatures fall prone. At 11th level, the radius of thunderous charge increases to 10 feet, and at 17th level it increases to 20 feet.
Aura of Courage (Su)
At 6th level, an genie rider gains an aura of courage like that of a 3rd-level paladin.
Shaitan’s Blessing (Su)
When an genie rider reaches 8th level, her mount receives the blessing of the shaitans. It doesn’t take movement penalties from wearing barding and gains proficiency with medium armor. It also receives a +2 racial bonus on saving throws against all mind-affecting and fear effects. When the genie rider reaches 9th level, this bonus increases to +4.
Trampling Gallop (Ex)
At 10th level, an genie rider’s mount gains the trample universal monster ability, but only when commanded—this is a full-round action for the genie rider. Damage dealt by the trample is equal to that of the horse’s hoof attack plus 1-1/2 times its Strength modifier.
Marid’s Blessing (Su)
At 12th level, an genie rider’s mount receives the blessing of the marids, making it an agile partner with a flowing pace. It and can carry a second rider without penalties. Anyone riding the mount does not need to attempt concentration checks normally required because of the mount’s movement. The mount gains a +2 racial bonus on Reflex saves.
All Eyes on Me (Su)
At 7th level, three times per day as a swift action, an genie rider can call attention to herself. Each opponent within 30 feet must succeed at a Will save (DC = 10 + half the genie rider’s Hit Dice + the genie rider’s Charisma bonus) or be distracted by the display until the beginning of the genie rider’s next turn. Any creature that fails is considered to be flat-footed (unless they have uncanny dodge) and take a –2 penalty to AC against attacks from the genie rider’s allies. This is a mind-affecting, visual effect.
Demanding Challenge (Ex)
At 12th level, whenever a genie rider declares a challenge, his target must pay attention to the threat she poses. As long as the target is within the threatened area of the genie rider, it takes a –2 penalty to its AC from attacks made by anyone other than the genie rider.
Inspiring Leader (Su)
At 13th level, an genie rider can call out encouragement to her allies as a move action, bolstering their courage. Until the end of the genie rider's next turn allies within 60 feet receive a morale bonus equal to the genie rider’s Charisma bonus on attack and damage rolls with weapons for 1 round. An genie rider can use this ability three times per day. This is a language-dependent, mind-affecting, sonic effect.
Efreeti’s Blessing (Su)
When an genie rider reaches 16th level, her mount receives the blessing of the efreet, gaining fire resistance 20 and proficiency with heavy armor. It also deals an additional 1d6 points of fire damage with each of its natural attacks, including trample.
Trampling Trot (Ex)
At 19th level, an genie rider’s mount always has the trample universal monster ability. Damage dealt by the trample is equal to twice the horse’s hoof attack plus 1-1/2 times its Strength modifier.
Janni’s Blessing (Su)
At 20th level, when an genie rider fails a d20 to resolve an attack, saving throw, or skill check, she can roll again and choose the better result. The genie rider can use this ability once per day for herself and once per day for her mount. Both the genie rider and her mount gain a +1 bonus on all saving throws.
Table: Genie Rider
Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
- Dwarf: Add +1/5 to the save DC of the genie rider's thunderous charge ability.
- Elf: Add +1 to the genie rider’s mount's land speed. In combat this has no effect unless the genie rider has selected this reward five times (or another increment of five).
- Gnome: The genie rider's mount gains 1/2 points of DR/magic.
- Half-Elf: The genie rider gains the druid's Wild Empathy class feature, as a druid of 1/2 level.
- Half-Orc: Add +1 to the genie rider’s CMB when making bull rush or overrun combat maneuvers against a challenged target.
- Halfling : Gain +1/5 dodge bonus to the genie rider's and her mounts AC while the genie rider is mounted.
- Human: Gain 1/3 additional daily use of the challenge ability.
- Goblin: Add a +1/2 bonus on Ride checks and to the genie rider's and her mount Stealth checks.
- Hobgoblin: Add a +1/2 bonus on Intimidate checks and Ride checks.
- Ifrit: Add +1/5 points of fire damage to the genie rider's and her mount's weapon and natural attacks. This stacks with the fire damage from effreti's blessing.
- Oread: Gain +1/5 to the genie rider's and her mount's saving throws against all mind-affecting and fear effects.
- Polkan: Polkan genie riders do not gain a mount and can use all genie rider class features that can only be used mounted while on foot. The polkan genie rider gains the class features a genie rider's mount would normally get from the class only (not the abilities of an animal companion, as if the polkan was the mount of a genie rider of one level for each time this reward has been chosen.
- Sylph: Add +1 to the genie rider’s mount's base speed. In combat this has no effect unless the genie rider has selected this reward five times (or another increment of five).
- Undine: Gain 1/5 to the genie rider's and her mount's Reflex save modifier.
- Zendiqi: Add 1/5 to the bonus from the zenidqi's infidel destroyers ability.
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Section 15 Addendum
- Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
- Pathfinder Roleplaying Game Adventurer’s Guide © 2017, Paizo Inc.;
Authors: Benjamin Bruck, John Compton, Crystal Frasier, Tim Hitchcock, Jenny Jarzabski, Isabelle Lee, Joe Pasini, Jessica Price, David Schwartz, and Josh Vogt.