Genie Rider (Apath)

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Unofficial rules compendium

Riders of genie-blessed horses.

Background

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).

Porphyra

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, Hinterlands of Kesh, and Parl Pradesh, but these are exceptional individuals, each of whom made their own alliance with the genies. Such individuals are not necessarily devoted to the elementalist cause, but often 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 to 2, and at 14th level, it increases to 3. This is a sonic, language-dependent effect. This bonus does 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 animals as suitable mounts depending on the setting). Her mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. If the 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.

Genie's Blessing

At 4th level, and every four levels thereafter, the genie rider's mount receives the blessing of one of the genie tribes. At each occasion, choose one of the following benefits:

Djinni’s Blessing (Su/Sp): The blessing of the dinni makes the mount swift and sure-footed. At 4th level the mount gains constant endure elements and its speed increases by 10 feet. When the genie rider reaches 8th level and every 4 levels thereafter, her mount’s speed increases by an additional 10 feet, to a maximum bonus of +50 ft. at 20th level. At 8th level the mount gains gets a +10 enhancement bonus on Acrobatics checks. The enhancement bonus increases to +20 at 16th level. At 12th level the mount gains constant feather step. At 20th level, the mount gains a constant air walk.

Efreeti’s Blessing (Su): The effereti's blessing makes the mount a fiery terror. At 4th level the mount gains constant endure elements. At 8th level it gains fire resistance equal to the genie rider's class level. At 12th level, the mount deals an additional 1d6 points of fire damage with its bite. At 16th level it deals an additional 1d6 points of fire damage with each of its natural attacks, including trample. At 20th level it becomes immune to fire.

Janni’s Blessing (Su/Sp): The janni's blessing is one of mirage and mind. At 4th level, the genie mount gains a +1 enchantment bonus on all saving throws. At 8th level, the rider can change the mount's appearance, as disguise self At will. At 12th level, the genie rider gains a +1 enchantment bonus on all saving throws. At 16th level, the genie rider can disguise both himself and his mount's appearance At will, as disguise self. 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.

Marid’s Blessing (Su/Sp): The blessing of the marids makes the mount an agile partner with flowing grace. At 4th level, the genie rider does not take a penalty on Ride checks when riding his mount without a saddle. Anyone riding the mount does not need to attempt concentration checks normally required because of the mount’s movement. At 8th level the mount gains a +2 racial bonus on Reflex saves. The mount can carry a second rider, and anyone can ride the mount without a saddle, both without penalties. At 12th level the mount does not leave tracks or stir up dust; this means that it can use the genie rider's Stealth modifier instead of its own. At 16th level the mount gains a swim speed equal to its land speed. At 20th level the mount gains the water subtype, and and anyone riding it gains water breathing (sp) for the spell's normal duration.

Shaitan’s Blessing (Su): When the mount receives the blessing of the shaitans, the mount becomes hardier than the toughest warrior. At 4th level it doesn’t take movement penalties from wearing barding and gains proficiency with medium armor. At 8th level it gains proficiency with heavy armor. At 12th level it receives a +2 racial bonus on saving throws against all mind-affecting effects. At 16th level, the mount no longer suffers any penalties for carrying a medium or heavy load. When the genie rider reaches 20th level, the racial bonus to saving throws against all mind-affecting effects increases to +4.

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, a genie rider is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the genie rider is conscious, not if she is unconscious or dead. This is the same as the 3rd level paladin ability of the same name.

Trampling Gallop (Ex)

At 9th 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 1d6 (1d4 for a Medium mount) plus 1-1/2 times the mount's Strength modifier.

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, gaining an additional daily use for each class level after 13. This is a language-dependent, mind-affecting, sonic effect.

All Eyes on Me (Su)

At 15th 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.

Trampling Trot (Ex)

At 18th level, an genie rider’s mount always has the trample universal monster ability. The trample deals 2d6 (1d8 for a Medium mount) plus 1-1/2 times its Strength modifier.

Table: Genie Rider

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +2 +0 +0 Cameraderie +1, challenge 1/day, genie mount
2nd +2 +3 +0 +0 Flank breaker
3rd +3 +3 +1 +1 Controlled charge
4th +4 +4 +1 +1 Challenge 2/day, genie's blessing
5th +5 +4 +1 +1 Thunderous charge (5 ft.)
6th +6/+1 +5 +2 +2 Aura of courage
7th +7/+2 +5 +2 +2 Camaraderie +2, challenge 3/day
8th +8/+3 +6 +2 +2 Genie's blessing
9th +9/+4 +6 +3 +3 Trampling gallop
10th +10/+5 +7 +3 +3 Challenge 4/day
11th +11/+6/+1 +7 +3 +3 Thunderous charge (10 ft.)
12th +12/+7/+2 +8 +4 +4 Demanding challenge, genie's blessing
13th +13/+8/+3 +8 +4 +4 Challenge 5/day, inspiring leader
14th +14/+9/+4 +9 +4 +4 Cameraderie +3
15th +15/+10/+5 +9 +5 +5 All eyes on me
16th +16/+11/+6/+1 +10 +5 +5 Challenge 6/day, genie's blessing
17th +17/+12/+7/+2 +10 +5 +5 Thunderous charge (20 ft.)
18th +18/+13/+8/+3 +11 +6 +6 Trampling trot
19th +19/+14/+9/+4 +11 +6 +6 Challenge 7/day,
20th +20/+15/+10/+5 +12 +6 +6 Genie's blessing

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 +1/2 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 +1/4 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.
  • 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.

Genie Druid (Druid Archetype)

Certain druids are closer to genies than to nature.

Genie's Blessing

At 4th level, and every fourth level thereafter, the genie druid gain's the genie rider's genie's blessing ability. This replaces the wild shape abilities gained at elvel 4, 8, 12, 16. and 20.

Elemental Form (Su)

At 6th level, a genie druid gains the ability to turn herself into a Small elemental and back again once per day, as [elemental body I elemental body I]. This ability functions like the as [elemental body I elemental body I] spell, except as noted here. The effect lasts for 1 hour per genie druid level, or until she changes back. Changing form (to elemental or back) is a standard action and doesn’t provoke an attack of opportunity. A genie druid can use this ability an additional time per day at 10th level and every two levels thereafter, for a total of four times at 18th level.

As a genie druid gains in levels, this ability allows the genie druid to take on the form of larger elementals. Each form expends one daily usage of this ability, regardless of the form taken. At 10th level, a genie druid can use elemental shape to change into a Medium elemental, as [elemental body II elemental body II]. At 14th level, a genie druid can use elemental shape to change into a Large elemental, as [elemental body III elemental body III]. At 18th level, a genie druid can use elemental shape to change into a Huge elemental, as [elemental body IV elemental body IV].

This replaces the wild shape abilities gained at level 6, 10, 14, and 18

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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.