Davirat (Apath)

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Unofficial rules compendium

Many are the names of the genies, and so similar that most cannot discern them. Yet the daivrat knows a djinni from a janni and the difference between a half-janni and a suli-janni. The daivrat has a tradition of treating with the genie races. Good and neutral-aligned genies welcome a daivrat as a friend, and even hateful efreet know they can rely on their daivrat “friends,” sometimes to the daivrat’s detriment.

Class Information

This is a prestige archetype. The davirat is a wizard who is a friend of genies.

Prestige Class: Davirat from Pathfinder Companion: Qadira, Gateway to the East.

Build Classes: Wizard.

Alignment: Non-evil. Daivrat are respected by genies for their willingness to treat them as equals rather than potential slaves. They are never evil.

Hit Die: d6.

Class Skills

The davirat's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks at Each Level: 2 + Int modifier.

Class Features

Davirats have all the class features of wizards, except as noted.

Bonus Languages

A davirat adds Aquan, Auran, Ignan, and Terran (the languages of water, air, fire, and earth-outsiders, respectively) to the bonus languages he can select for his race, and he must learn at least one of these languages if he has any bonus languages from his Intelligence score.

Elemental Focus (Su)

At 2nd level, the daivrat gains Elemental Focus as a bonus feat. If he already knows this feat, he gains another feat he fulfills the prerequisites for instead.

Genie-Tongue

At 4th level a daivrat becomes well-versed in communicating with genies and genie-kin. A daivrat gains a +2 bonus on Charisma-based checks to influence the attitudes of genies and allies of genies, and a +4 bonus to Knowledge checks regarding genies.

Spell-Fetch (Su)

Once per day at 6th level, while preparing spells, a daivrat can conjure a minor genie to find an unusual spell for him. The daivrat chooses one spell he does not know, and sends the genie to fetch magical energy matching that spell. The genie returns after 10 minutes and presents the daivrat with the matching spell energy.

For the next 24 hours he can prepare the fetched spell as if it were in his spellbook.

The genie is incorporeal and has no other powers or abilities (it cannot be used to scout, send messages, and so on) and vanishes once it delivers the spell.

Preparing or casting a stange spell is more difficult. If the fetched spell is not on the wizard spell list it is treated as 2 spell levels higher than normal.

Zhyen Bond

At 8th level, a daivrat with a familiar can select a zhyen to serve as his familiar, replacing any familiar he already possesses, as if he had the Improved Familiar feat. A davirat with a bonded object instead gains the ability to cast a spell gained through spell-fetch using his bonded object, negating the need to prepare the spell.

Genie’s Friend (Su)

At 10th level, a daivrat gains a +2 bonus to his caster level when conjuring genies and to Charisma checks when negotiating with genies for planar binding spells. At 16th level, this bonus increases to +4.

Elemental Attunement (Ex)

At 12th level, the daivrat gains energy resistance 5 against acid, cold, electricity, or fire. He must speak the elemental language associated with the chosen resistance.

Greater Elemental Focus (Su)

At 14th level, the daivrat gains Greater Elemental Focus as a bonus feat. If he already knows this feat, he gains another feat he fulfills the prerequisites for instead.

Elemental Flexibility (Ex)

At 18th level, the daviat can change what element his elemental focus, elemental attunement, and greater elemental focus applies to when he is preparing spells. He must speak the language associated with the new chosen element.

Genie-kin (Ex)

At 20th level, the daivrat’s type changes to outsider (native). He gains acid, cold, electricity, and fire resistance 10, and damage reduction 5/—.

Table: Davirat

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 Arcane bond, cantrips 3 1
2nd +1 +0 +0 +3 Elemental focus 4 2
3rd +1 +1 +1 +3 4 2 1
4th +2 +1 +1 +4 Genie-tongue 4 3 2
5th +2 +1 +1 +4 4 3 2 1
6th +3 +2 +2 +5 Spell-fetch 4 3 3 2
7th +3 +2 +2 +5 4 4 3 2 1
8th +4 +2 +2 +6 Zhyen familiar 4 4 3 3 2
9th +4 +3 +3 +6 4 4 4 3 2 1
10th +5 +3 +3 +7 Genie's friend (+2) 4 4 4 3 3 2
11th +5 +3 +3 +7 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 Elemental attunement 4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 Greater elemental focus 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 Genie's friend (+4) 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 Elemental flexibility 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Genie-kin 4 4 4 4 4 4 4 4 4 4

Ex-Davirat

A davirat who becomes evil loses the genie tounge, spell fetch, and genie's friend class abilities and cannot advance as a davirat until he restores his non-evil alignment.

Summary of Lost Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Arcane School
  • Bonus Feats (all)

Zhyen

This short, genie-like creature floats in midair, barely a foot tall but possessing no legs with which to determine its true height. Wisps of elemental light trail from its eyes, and it bows, ready to serve.

Zhyen CR 1/2 XP 200

N Tiny outsider (air, earth, fire, or water)

Init +0; Senses darkvision 60 ft.; Perception +6 DEFENSE

AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)

hp 5 (1d10)

Fort +0, Ref +4, Will +4; Resist acid 5, cold 5, electricity 5, and fire 5

OFFENSE

Speed 10 ft., fly 30 ft. (perfect), swim 30 ft. (if a water zhyen)

Melee +1 melee touch (1d4 acid, cold, electricity, or fire damage)

Space 2-1/2 ft.; Reach 0 ft.

Spell-Like Abilities (CL 2nd; concentration +3)

At will--mage hand, mending 1/day--endure elements, touch of fatigue

TACTICS

Before Combat Zhyen do not enter combat willingly unless summoned.

During Combat A zhyen prefers to avoid attacks with the total defense action, but if cornered it attacks until it can flee.

Morale Unused to combat, and generally unprepared for it, a zhyen attempts to flee when reduced to half of its hit points or less.

STATISTICS

Str 6, Dex 14, Con 10, Int 9, Wis 14, Cha 12

Base Atk +1; CMB +1; CMD 9

Feats Run

Skills Fly +14, Knowledge (arcana) +3, Knowledge (the planes) +3, Perception +6, Spellcraft +3, Stealth +14, Swim -2 (+6 if a water zhyen)

Languages Common and Aquan, Auran, Ignan, or Terran

ECOLOGY

Environment any desert or elemental plane Organization solitary or gang (1 zhyen and 2–4 mephits) Treasure none

The zhyen is a minor genie that serves as a messenger and servant to greater beings. Despite knowledge of their superior genie status as compared to mortal spellcasters, they often serve as familiars to powerful mages, especially the genie-friends known as daivrat. They can be summoned with the summon monster II spell.

Each zhyen appears as a miniature djinni from the waist up, broadly muscular and attractive. Beneath the waist, the zhyen has no form at all, instead dissipating into a “tail” of the genie’s favored element: a wisp of mist for air, a flowing wave for water, a trail of flame for fire, or a seemingly endless shower of stone for earth. This appearance is reflected in the skin tone of the zhyen as well, but has no influence on the genie’s powers or abilities.

Ecology

Zhyen inhabit the elemental plane that corresponds to their elemental type. Some planar scholars believe that these miniature genies are portions of the planes that have grown sentience and broken off from the elemental fabric. Others declare them to be minor genies, a sort of offshoot of the greater races. Still others claim that a zhyen is created when a powerful genie desires a thinking, agreeable companion, not unlike the means by which human mages craft homunculi.

In truth, zhyen arise from all of these methods. Whatever the engine behind its creation, a zhyen appears fully formed and coherent, taking only minutes to acclimate to its surrounds and learn what’s needed of it. If “born” near another sentient being, a zhyen forms a fond attachment to that creature, until such time as the companion demonstrates its unwillingness or inability to treat the zhyen kindly.

With no need to eat (though they enjoy it) and unfazed by harsh environments, zhyen tend not to keep permanent homes, instead choosing to wander the fringes of the elemental realms. They are curious beings, however, and endlessly seek diversion. On the planes, zhyen satisfy their curiosity by exploring the boundaries where one domain or element blends into another. This curiosity often finds them as captives to more powerful beings.

Zhyen are most drawn to places where opposing forces clash and meld into one another. On the Material Plane, they are drawn to shorelines and waterfalls, to great mountain peaks, and—curiously enough—tea kettles and soup pots. Most zhyen cannot remain on the Material Plane except in the service of a powerful spellcaster, but will gladly trade servitude of convenience over slavery to an efreeti or shaitan master.

Zhyen have no natural predators or prey. Although they may appear to be male or female, they are actually genderless, and do not breed. Zhyen do not age.

Habitat & Society

The smaller size and lesser power of zhyen among genie-kind make it nearly impossible for them to carve out any sort of society in the planes. As a result, most zhyen find themselves as servants to genies of greater power, employed as messengers and pets in the courts of greater genie races. Zhyen dislike such treatment, but given their relative weakness compared to other genies, they are unable to alter their status.

Occasionally, a zhyen summoned to the Material Plane is astounded by the diverse wonders of the mortal world, and seeks to return. Such zhyen respond to summonings and callings as often as possible, and may eventually seek to join the world entirely as a familiar. Service allows the zhyen to sate its curiosity and need for exploration, while gaining the benefit of a master capable of protecting it from greater genies looking to exploit a lesser creature.

Once conjured to the Material Plane, zhyen often seek ways to stay beyond the duration of the magic that brought them there. They sometimes find minor magic items that allow them to persist in the mortal world, and often maintain a watch over favored mortals and their descendants, providing minor aid when it is possible to do so without being detected.

Even on the Material Plane, zhyen do not seek the company of other zhyen of their own elemental type, and find zhyen of other elementals to be amusing oddities and curious acquaintances at best. They have an odd affinity for mephits, particularly those who represent mixed elements.

Jocta

Some zhyen are unfortunate enough to be enslaved by cruel, malicious genies or exploitative mortal masters, usually for the purpose of humiliating pranks or jester-like performances. Over time this weighs on a zhyen’s spirit, corrupting it from within until the zhyen’s body undergoes a physical transformation that reflects this inner suffering. The zhyen grows legs where its elemental half used to be and goes completely bald, and its skin assumes a duller, more human-like color and texture. The resulting creature is a petty genie-creature called a jocta. The change frees the jocta from whatever binding spells enslaved its as a zhyen; most immediately flee before they are bound again. Most jocta are chaotic neutral or neutral evil.

A jocta retains all of its zhyen abilities and can change from Tiny to Small size or back at will as a free action (this is a supernatural ability). A jocta may be summoned like a zhyen or even bound as a familiar, but it is sullen and uncooperative, enjoying nothing more than returning to a former “master” and snatching a few items of value or sentiment from him before slipping off once again.

Section 15: Copyright Notice - Pathfinder Companion: Qadira, Gateway to the East Pathfinder Companion: Qadira, Gateway to the East: Copyright 2009, Paizo Publishing, LLC; Author: Brian Cortijo. Copyright 2011, d20srd.com; Author: Brett Carlos.

See Also

  • [[Sorcerer_(Apath)#Saher_Bloodline|Saher Bloodline]