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Farae Istmelion, the shadow of the moon

By : LeonDelgado


Farae is a powerful elven wizard from the Silvari city of Aldaras (in the spirit world). She grow up there under the shadow of the more powerful families, like the Shajara family. From this family she met one of their sons at an early age: Oak.
She was at first fascinated with Oak, as he was easy to learn the ways of the Druids, but she soon learned that because of her household low position she was expedted to never reach the same places than his childhood friend, and she decided to prove all that she could not bear true power but also that she will bring justice and balance to  Aldaras.
She left her town, and wondered by herself for some years until she found Almawt, the person that will become her mentor, and soon Farae become a Necromancer.
With her is always her skeletal minion, Theodred, a elf warrior that was always following her as his love was true, and when he tried to stop her in become a true necromancer Farae got bored of him and reduce him to bones.
Now, she is working with the Demon prince of Undead, and accumulating power so she can bring to Aldaras the same lesson Theodred learned, and in the process bring balance to all…

FARAE ISTMELION
CR 15
Silvari Wizard (Necromancer) 15
NG Medium Humanoid (Human)
Init: +7; Senses: Perception +5 (+8 in shadows)

DEFENSES
DEF: 17, Touch 14, Flat- footed 14 (+1 training, +3 dex, +3 natural armor)
CMD: 21
Hp: 54 (15d4+1 FC) or 69 with False life.
Fort: +12, Ref: +12, Will: +14,
Destiny Points: 3
Defensive Abilities: The spells Shield and Mage armor raise his defence up to 23, Touch 16, Flat- footed 20

OFFENSE
Speed: 30 ft.
Melee: Elvensword +7/+2 (2d4; x2)
Ranged: Elvenbow +10/+5 (1d10; x3), ranged touch attack +10.
Base Atk: +7/+2
CMB: +7
Attack Options: +1 to any ranged attack make at 30 ft or less.
Special Actions: With time cast Shield and Mage armor (in that Order) improving his DF in +8.
Combat gear (use in combat): potions of cure serious wounds (3), scroll of iron body, scroll of spell turning, scroll of wall of force, wand of inflict moderate wounds (20 charges); 
Spells Known/ Prepared (Int +8; MP 166; Caster level 15/16):
8th (15 MP, DC 26)— Clone, create greater undead, horrid wilting (DC 28), mind blank
7th (13 MP, DC 25)— Control Undead (DC 27), ethereal jaunt, finger of death (DC 27), spell turning, waves of exhaustion
6th (11 MP, DC 24)—— Undeath to Death, chain lightning, create undead, disintegrate, eyebite (DC 26),
5th (9 MP, DC 23)—cloudkill, teleport, wall of force, waves of fatigue
4th (7 MP, DC 22)—animate dead, arcane eye, bestow curse (2, DC 24), dimension door, fire shield, maximized ray of enfeeblement, Greater Dark Orb (3d8+15, DC 24),
3rd (5 MP, DC 21)—blink, dispel magic, fireball, fly, vampiric touch, Dark Orb (2d8+10, DC 23),
2nd (3 MP, DC 20)—blindness/deafness (DC 22), darkvision, false life, glitterdust (DC 22), resist energy, scorching ray, see invisibility, Lesser Dark Orb (1d8+5, DC 22),
1st (1 MP, DC 19)—cause fear (DC 21), expeditious retreat, feather fall, grease, mage armor, magic missile, obscuring mist, Barrier
0th (at will, DC 18)—Touch of fatigue (DC 20), detect magic, mage hand, read magic, Magic missile (2d4+1), Ray of Frost (3d4+3),

STATISTICS
Abilities Str 10 (+0), Dex 16 (+3), Con 16/12 (+3), Int 26/20 (+8), Wis 12(+1), Cha 12 (+1)
Atk Bonus: +7
SQ: Skeletal Minion.
Racial Traits (already applied):
Feats: scribe Scroll*, Improve initiative, Point blank shot, Spell Focus (Necromancy), Quickspell (+7 MP), Empower spell (+3 MP), corpse crafter, necromantic presence (+ 4 turn resistance), necromantic might (+ 2 attacks and saves). 
Trained Skills (level Bonus +7): Acrobatics +12, Arcana +20, Concentration +14, Local (Sethra) +20, Local (Spirit world) +20, Planes +20, Perception +11, Diplomacy +11, Use Magic devise +13.

Combat Gear: potions of cure serious wounds (3), scroll of iron body, scroll of spell turning, scroll of wall of force, wand of inflict moderate wounds (20 charges); Other Gear: +2 silver Elvensword, amulet of natural armor +3, belt of mighty constitution +4, clear spindle ioun stone (no need food to live), cloak of resistance +4, dusty rose prism ioun stone (+1 DF insight), headband of vast intelligence +6, restorative ointment, ring of major (20) energy resistance (cold), ring of protection +4, onyx gems (worth 2,000 gp), spellbook, 8,973 gp
  
Theodred
Skeleton Sylvari Fighter 15
CN          Medium                 Undead (elf)
Int: +11; Senses: Perception +7, darkvision 60 ft.

Defences
DF: 33, Touch 17, Flat- footed 26 (+7 Dex, +5 armor, +9 natural, +2 heavy Mithryll shield);
DR (from Armor): 2/-
CMD: 34
Hp: 103 (15D12)
Resistances: Damage reduction 5/bludgeoning, immunity to cold, undead traits
For: +5, Ref: +5, Will: +9,

Offence
Melee: Scimitar +17 melee (1d6+6/18–20) or 2 claws +17 melee (1d4+1)
Ranged: Composite Elvenbow +18 (1d10+7 /x3)
Base Atk: +11
CMB: +17
Special Actions: -

Statistics
Str: 23 (+6), Dex: 25 (+7), Con: -, Int: - , Wis: 10 (+0), Cha: 1,
Feast: Improve initiative.
Trained Skills (LB +7): -.
Lenguages: -
Racial Traits (already applied): -.
SQ: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits.
Gear: +2 Mithryll Breasplate, heavy Mithryll shield, Scimitar, Elvenbow with 20 arrows.

Preview of the next Rules: Storing Magic points

By : LeonDelgado
Image result for arcane crystal

Currently Im working on the next version of the Rules of Arcadia. For this some clarifications will come with new exiting magic items.


Using Stored Magic Points (New rule)
A variety of magic items exist to store magic points for later use, in particular a storage device called an Arcanum crystal. Regardless of what sort of item stores the magic points, all spellcaster characters must follow strict rules when tapping stored power points.

A Single Source
When using magic points from a storage item to cast an spell, a spellcaster character may not pay the spell’s cost with magic points from more than one source. He must either use an item, his own magic point reserve, or some other discrete magic point source to pay the casting cost.

Recharging
Most magic point storage devices allow spell caster characters to “recharge” the item with their own magic points. Doing this depletes the character’s magic point reserve on a 1-for-1 basis as if he had cast an spell; however, those magic points remain indefinitely stored. The opposite is not true—spell caster characters may not use magic points stored in a storage item to replenish their own magic point reserves.

New items: Aether potions
The Magic potions are now called Aether potions, and came in 3 flavors.

Potion or Oil

Market Price

Lesser Aether Potion (2 MP)
50 gp
Aether Potion (4 MP)
300 gp
Greater Aether potion(6 MP)
600 gp

Arcanum crystals
Arcanum crystals store magic points that spellcaster characters can use to pay for casting their spells.

Physical Description: An Arcanum crystal consists of a core crystal encased in a silver container with rune engravings. The crystals give off a faint glow. A typical Arcanum crystal weighs approximately 1 pound, has Def 7, 10 hit points, a hardness of 8, and a break DC of 16.

Activation: The user must merely hold or have a crystal on her person for a period of at least 10 minutes (which is long enough to attune oneself to the crystal). Thereafter, the owner can use the magic points stored in the crystal to cast spells she knows.

The maximum number of points an Arcanum crystal can store is always an odd number and is never more than 17. It can store only as many magic points as its original maximum, set at the time of its creation. When an Arcanum crystal’s magic points are used up, the glow of the crystal dims. However, the user can recharge it by paying magic points on a 1-for-1 basis. While doing this depletes the user’s own magic point reserve for the day, those magic points remain available in the Arcanum crystal until used.

A user cannot directly replenish her personal magic points from those stored in an Arcanum crystal, nor can she draw magic points from more than one source to cast an spell. See Using stored magic points for more information.

Table: Arcanum Crystals
Maximum Magic Point Storage
Market Price
1
1,000 gp
3
4,000 gp
5
9,000 gp
7
16,000 gp
9
25,000 gp
11
36,000 gp
13
49,000 gp
15
64,000 gp
17
81,000 gp

Faint to strong Alteration; ML equal to maximum magic point storage; Craft Arcanum Crystal; Weight 1 lb.
Tag : , , ,

NPC Spotlight: CrawLey SilverCoin

By : LeonDelgado
CrawLey SilverCoin
Tengu Rogue 4
CN        Medium            Humanoid (Human)
Int: +4; Senses: Perception +6, Low-light vision

Defences
DF: 21, Touch 18, Flat- footed 17 (+4 Dex);
DR (from Armor): 2/-
CMD: 18
Hp: 23 (3D8+3+3)
Resistances: -
For: +2, Ref: +8, Will: +3,

Offence
Melee: Masterwork Long sword  +4 (1d8 +1/19-20), Claws +3 (1d3+1/x2)
Ranged: +1 Composite Long bow +9 (1d8 +2/x3)
Base Atk: +3
CMB: +4
Attack Options: Sneak attack +2d6
Special Actions:
Great Ally (Ex): Tengus work exceptionally well with their allies. When successfully aided on a skill check or attack roll by an ally, or when aiding another, a kenku applies or gains a +3 bonus on its check or attack roll (instead of the normal +2 bonus). Furthermore, a kenku gains a +4 bonus on attack rolls against an opponent flanked by an ally (instead of the normal +2 bonus).
Mimicry (Ex): A Tengu can perfectly mimic familiar sounds, voices, and accents. This ability does not enable the kenku to speak languages it can’t normally speak. To duplicate a specific individual’s voice, a kenku makes a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice isn’t genuine.
Combat gear (use in combat): x1 Potion of Cure light wounds, x2 Potion of Cure moderate wounds, x1 Potion of Cats grace

Statistics
Str: 12 (+1), Dex: 18 (+4), Con: 12 (+1), Int: 11 (+0), Wis: 14 (+2), Cha: 15 (+2),
Feast: weapon Focus (Long bow), Point blank shot.
Trained Skills (LB +2): Bluff +8, Disable Devise +6, Perception +6, Search +6, Sense Motive +8, Steath +12, Intimidate +8,  Knowledge (Sethra) +6, Use Magical Devise +8.
Lenguages: 1 Local lenguage.
Racial Traits (already applied): Great Ally, Mimicry, +2 racial bonus on Stealth, Low-light vision.
SQ: Destiny points 1, Uncanny Dodge, Trap Sense +1, Sneak attack +2d6, Evasion, trap finding, black marked conections (RT), Detect magic 3/day (RT).
Gear: Masterwork chain Shirt, buckler, +1 composite longbow (+1 Str) with 20 arrows, Masterwork Long sword, sap, x1 Potion of Cure light wounds, x2 Potion of Cure moderate wounds, x1 Potion of Cats grace, thieft tools, backpack, bag of holding II, shovel, silk rope, 2x Silver Daggers.

Story
Not much is know about the past of this Tengu. The only information that CrawLey (if that is his real name) has ever reveal to his past employers is that he is from the land of Ryukan. Sometimes when he is really drunk (he loves Mastika, as he refers that remembers him the Sake), he tells crazy stories of a land ruled by dragons, and a place called Akumuren, but that is all that is know about him (yet).

He loves to get gold, and works in many occasions as mercenary for adventures that are looking for treasures. He dislike dragons and half dragons, for some reason.

Katapesh, the Golden City (Legacy of Fire campaing)

By : LeonDelgado

North of Sethra, close to the border with the Dite empire, sprawling across a valley of blazing-hot sand, is one of the most incredible and wondrous cities in all of Arcadia: the great desert metropolis of Katapesh. Within its sandstone walls, anything one wishes can be bought, sold, or traded—for the right price. Katapesh is a city of organized chaos where cash is king and commerce is the highest god.

Through all of the trials and tribulations Katapesh has weathered, from its beginnings as the “Golden City” to the bustling metropolis of today, it has retained its mercantile importance no matter who or what has occupied it. Some believe that it is Katapesh’s divine purpose to one day become the greatest center of commerce in all of Arcadia.

The city holds more than 200,000 souls, and each one wants to sell you something. At first glance it appears there are more businesses than residences in Katapesh, because so many merchants sleep in their shops, as they are there most hours of the day anyway, and it provides a deterrent to thieves.

Thievery isn’t as big a problem as one might expect in Katapesh. Crammed full of stores, stalls, tents, warehouses, hawkers, and purchasers as it is, the teeming city seems a thieves’ paradise. The edicts of the Pactmasters, however, make it clear that anyone interfering with trade in the city faces death—or worse. While the occasional petty theft is to be expected, organized or chronic crime threatens to disrupt a merchant’s everyday business. The Pactmasters come down hard on those who endanger the city’s economy (sometimes using constructs powered by the souls of slaves, called aluum, when necessary), and ignore everyone else.



While the Pactmasters maintain control over the city, day-to-day business and governance is left to Pactbroker Hashim ibn Sayyid. Ibn Sayyid has a reputation for upholding the Pactmasters’ judgments and enacting their laws, whatever his personal feelings. Some suspect ibn Sayyid has a personal agenda that will someday come to light, but for now he enjoys a stable and respected position. Ibn Sayyid also presides over the merchant council, which makes decisions about Katapesh’s trade policies and ensures the market remains free. In practice, the merchant council rarely interferes in citizens’ daily lives; their attitude is laissez-faire, if not downright apathetic. The Nightstalls garner the most attention in Katapesh. The bazaars there sell items that are more than unusual— they’re immoral, addictive, or ephemeral. The Nightstalls is where one can buy a dragon’s tongue, feathers from a couatl’s wing, drugs and poisons of all kinds, or a devil’s regret.


Crime and Punishment in Katapesh
Before considering breaking any of the laws of Katapesh, one should be familiar with the penalties. Of course, with the right attitude and a handful of coins, the Zephyr Guard may just let the offending party off with a warning.

Murder of guild member, Zephyr Guard, or government official: Execution

Murder of unaffiliated person: 6 months imprisonment, 100 gp fine, and official warning

Assault of guild member, Zephyr Guard, or government official: 1 year imprisonment

Assault of unaffiliated person: 1 gp

Destruction of Property: Fine equal to the value of the property, or slavery (time varies)

Tax Evasion: Fine equal to the unpaid taxes and 6 months imprisonment

Theft: Loss of a hand, branding, and 25 gp fine, or death (second offense)

Unsanctioned sale prices: Fine equal to the value of the item, official warning, and/or loss of guild membership

Disorderly conduct: 5 gp
  
Recent rumors of Katapesh

- During a clear and cold night, many people witnessed a star falling from the sky and landing in the nearby desert.

- The nearby tombs of the city have been looted by Grave Robbers. Family members of the deceased are asking for help to stop them.

- The water in a well in the slum district have turned blood red.

- The people of the northern mountains have been peaceful towards the caravan traders for a long time. Recently however, they have blocked the mountain pass. Now the traders have to travel through new and dangerous parts of the wastelands to find a new route to the west.

- Some children and young boys had gone missing in the slums, close to the old house of a fallen merchant.

- Some claim that a new group of criminals (theft and assassins) are forming under the old tunnels below the city, and their leader is called "the red cloak".



New Class: Sha'ir

By : LeonDelgado
The legendary sha’irs were tale-spinners and advisors to desert chieftains. They were imbued with great wisdom, and boasted the power to communicate with the desert’s awesome spirits, the genies. But in the resent ages the sha’ir become powerful adventures and explores that serve to no one except themselves.

Members of the sha’ir class are often found alone, as free agents, unfettered by social requirement and position. They may be found in the city as well as the desert, commanding great power from their dealings with genies. Instead of merely advising rulers, they may be rulers.

Adventures: Sha’ir are legendary figures – free agents, unfettered by social requirement and position they live as theywish. Sha’irs are not at all common in the Land of Fate. These rare and mysterious figures make their own way in life, a luxury afforded to few.

Good Sha’ir seek to use their gifts to the betterment of the common folk and deal with the fickle wishes of the genies whom they summon. Evil Sha’ir are as a desert sand storm. They enslave genies and pursue their own selfish interests – no matter the cost.

Sha’irs are a precious commodity in the Land of Fate. Their power over genies is particularly useful in the Land of Fate. Indeed, even inexperienced Sha’ir often find themselves sought by powerful merchants and rulers.

Characteristics: Sha’irs are unique and mysterious figures in the Land of Fate. Unlike traditional Zakharan spellcasters, their spells do not come from as a result of years of study. Sha’irs acquire their magicks and enchantments through the workings of genies.

Accomplished sha’irs have genies at their very command, and they alone possess the secrets of geniekind. Sha’irs draw their magicks from the planes themselves, unburdened by such concepts as provinces and piety.

Religion: Sha’irs are ever wary and watchful of the Gods. Like all Sethrarans sha’irs accept the existence and superiority of the great gods. Unlike their fellow Sethrarans, however, sha’ir rarely choose to actively venerate any particular god. Their dealings with their genie and gen occupy most of their time and the little contact they do have with the church is almost always negative. Sha’ir’s free use of divine magic garners them no favor from the servants of the Gods.

Background: Many Sha’ir are drawn to the art as a result of some past encounter with genies, drawn to the power and allure that the genies wield. Sha’irs can (and do) teach their art, and some Sha’ir seek out powerful Sha’ir for guidance and instruction in the art. Sha’ir take apprentices much less frequently then other spellcasters, but once basic instruction is completed the Sha’ir requires little more; they perfect their art as they wish, each to his own.

Races: The will to command the genies and their kind springs forth in the hearts of nearly all the enlightened races. The ogre and the half-elf are just as likely to become sha’irs as humans. The one exception to this is dwarves, who often resist the allure of the sha’irs power. Although as accomplished at the profession as any of another race, their natural distaste for the arcane arts keeps them from embracing the teachings of Jafar al-Samal, first of the sha’ir.

GAME RULE INFORMATION
Sha'ir have the following game statistics.
Abilities: Charisma determines how quickly a sha’irs gen can find a spell, the chance of the gen locating the spell, and how hard the spell is to resist. The Difficulty Class of a saving throw against a sha’ir’s spell is 10 + the spell’s level + the sha’ir charisma modifier. Charisma, Intelligence, and Wisdom are important for many of the sha’irs class skills.
Alignment: Any (though it must share at least one aspect of the gen familiar’s alignment).
Vitality Die: d4.

GAME RULE INFORMATION
Sha'ir have the following game statistics.
Abilities: Charisma determines how quickly a sha’irs gen can find a spell, the chance of the gen locating the spell, and how hard the spell is to resist. The Difficulty Class of a saving throw against a sha’ir’s spell is 10 + the spell’s level + the sha’ir charisma modifier. Charisma, Intelligence, and Wisdom are important for many of the sha’irs class skills.
Alignment: Any (though it must share at least one aspect of the gen familiar’s alignment).
Hit Dice: d4.



CLASS SKILLS
A 1st level Sha'ir character get 2 bonus skills from the following list of Class Skills [General] Concentration (Con), Craft (Int), Heal (Wis), Diplomacy (Cha), [Profession] Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int). See the Book of Legends Chapter 6: Skills for skill descriptions.
Trained Skills at 1st Level: 5 + Int modifier.

Table X-X: the sha'ir
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Magic
Points/
Day
Maximum Spell Level Known
1st
+0
+0
+0
+2
Summon Gen familiar
4
1st
2nd
+1
+0
+0
+3

10
1st
3rd
+1
+1
+1
+3
Recognize genie works
17
2nd
4th
+2
+1
+1
+4

21
2nd
5th
+2
+1
+1
+4
Elemental protection
28
3rd
6th
+3
+2
+2
+5

35
3rd
7th
+3
+2
+2
+5
Call Genie 1/day
42
4th
8th
+4
+2
+2
+6

49
4th
9th
+4
+3
+3
+6
Elemental travel (1/day)
56
5th
10th
+5
+3
+3
+7

63
5th
11th
+5
+3
+3
+7
Greater Call genie (any genie) 2/day
70
6th
12th
+6/+1
+4
+4
+8

77
6th
13th
+6/+1
+4
+4
+8
Craft genie prison
84
7th
14th
+7/+2
+4
+4
+9

91
7th
15th
+7/+2
+5
+5
+9
Elemental travel (2/day), Call Genie 3/day
98
8th
16th
+8/+3
+5
+5
+10

105
8th
17th
+8/+3
+5
+5
+10

112
9th
18th
+9/+4
+6
+6
+11
Elemental travel (at will)
119
9th
19th
+9/+4
+6
+6
+11

126
9th
20th
+10/+5
+6
+6
+12
Call Genie 4/day
134
9th

Class Features
All of the following are class features of the sha'ir.
Training Bonus to Defense: The Hakima gets a Basic Training to his defense.
Weapon and Armor Proficiency: Sha'irs are proficient with all simple weapons, but not with any type of armor or shield. Armor of any type interferes with a sha'ir's arcane gestures, which can cause his spells with somatic components to fail.

Spells: A sha'ir's spells must be retrieved from the elemental planes by his familiar, an Spirit called a gen. Once retrieved, a spell remains set in the sha'ir's memory, like a Cleric's prepared spell, until a day is past (28 hours). A sha'ir is capable of extraordinarily versatile spellcasting because he can use arcane spells as well as a limited selection of divine spells. A sha'ir's familiar can retrieve any spell on the sorcerer/ wizard spell list, plus any spell from the Air, Chaos, Earth, Fire, Knowledge, Law, Luck, Sun, and Water domain spell lists. Even though the sha'ir has access to certain domain spells, he gains no other benefit of the cleric class, including the granted powers of those domains.

To learn or cast a spell, a 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 + spell level + the sha'ir's Cha modifier.

To cast a spell a sha'ir need to select the spell from his prepare spells and pay the MP cost appropriated for the spell level; this cost is described in the chapter 10: magic if the Book of Heroes.

Casting Limit: When you cast a spell you spend MP, the maximum number of MP that you can spend in a single spell (including metamagic feats, see chapter 5: feats of the Book of Legends) is equal to your caster level +1.

Magic Points/Day: A sha'ir’s ability to cast spells is limited by the Magic points he has available. His base daily allotment of Magic points is given on Table X-X: The sha'ir. In addition, he receives bonus Magic points per day if he has a high Charisma score (see chapter 2 of the Book of Legends). His race may also provide bonus spell points per day, as may certain feats and items.
After a good night’s sleep a sha'ir regain his spend magic points.

Prepare Spells: Sha'ir’s do not acquire their spells from books or scrolls, nor prepare them through study. A sha'ir decides what spell might be useful and sends out his familiar to retrieve it from the spirit world. To do this, the sha'ir must summon his gen and tell it the name of the spell he seeks. The gen immediately plane shifts to seek the spell in the spirit world. After one hour the gen reappears within 5 feet of its master and imparts to him the power to cast the spell.

The Gen can bestow the power of cast 4 spells of each spell level that the sha'ir can cast to his master, those spells are selected from the sorcerer/ wizard spell list, plus any spell from the Air, Chaos, Earth, Fire, Knowledge, Law, Luck, Sun, and Water domain spell lists.

So a 1st level Sha'ir can cast four 0 level Sha'ir spells and four 1st level Sha'ir spells, meanwhile a 20 level Sha'ir know 4 spells of each spell level (from 0 to 9th). When a Sha'ir can cast a new level of spells he can ask his Gen for 4 new spells of that level automatically.

Each day the Sha'ir can change the list of Spells that his Gen retrieve from the spirit world, let it him to have a vast option of spells. A Sha'ir can only sent his Gen once at day to the Spirit world.

Metamagic Feats: A sha'ir may use metamagic feats he possesses to modify the spells his gen fetches. The gen simply fetches the spell with the metamagic feats applied. Unlike the sorcerer, the sha'ir does not need to take a full-round action to cast such spells.

Bonus Languages: A sha'ir may substitute Aquan, Auran, Ignan, or Terran for any of the bonus languages available to his race. Sha'irs are expected to have a great deal of contact with elemental entities, and apprentice sha'irs often study the languages that such creatures speak.

Summon Gen Familiar: A sha'ir must obtain a gen familiar (see Gen Familiars) at 1st level. A gen familiar is an intelligent outsider that resembles a small elemental. The creature serves as a companion and servant to the sha'ir. The sha'ir may choose the elemental type of the gen he summons, and its alignment matches his own. The summoning takes 12 hours and consumes raw materials that cost 100 gp.

A gen can retrieve spells for the sha'ir, as indicated above. As the sha'ir advances in level, the gen increases in power similar to the manner that a normal familiar gains power. A gen advances as a normal familiar, gaining all the normal benefits described in the

Familiars section on page 52 of the Player's Handbook, except that its Intelligence does not increase and it can speak the languages noted in the gen's description (see below). It retains the outsider type.

If a gen familiar dies or is dismissed by the sha'ir, the sha'ir must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sha'ir level; success reduces the loss to one-half that amount. However, a sha'ir's experience point total can never go below 0 as the result of a gen's demise or dismissal. A slain or dismissed gen can be replaced the following day, but since it is an outsider, it cannot be raised from the dead.

A sha'ir with more than one class that grants a familiar may have only one familiar at a time.

Recognize Genie Works: At 3rd level, a sha'ir can recognize the craftsmanship of any item or magical effect created by geniekind (Identify invisible, disguised, or polymorphed genies, recognize items created by genies). To use this ability, the sha'ir must make a successful DC 20 Knowledge (the planes) check. The sha'ir receives a bonus on this check equal to his sha'ir level.

Elemental Protection: At 5th level, a sha'ir gains resistance to acid 5, cold 5, electricity 5, and fire 5. He also gains damage reduction 2/— against attacks made by any creature with the air, earth, fire, or water subtype.

The resistance increases to 10 against the energy type to which his gen is immune (see below), and the damage reduction increases to 4/— against attacks made by creatures of his gen's elemental subtype. He also gains a +2 bonus on all saves against acid-, cold-, electricity-, and fire-based attacks, and this bonus increases to +4 against attacks that deal the energy damage to which his gen is immune.

Call Genie (Sp): A 7th-level or higher sha'ir may call a Gennie to aid her. She has two options, the first is call a Djinni or up to two jannis to aid her once per day in combat during a short period of time, this function as summon monster IV spell.

The second option is that the Sha'ir can ask for a longer and more complex favor from the Djinni  or a Janni, this functions as the lesser planar ally spell except that the Sha'ir can only call a Djinni or a janni. The sha'ir must pay the spell's XP cost and bargain with the Djinni  or janni as normal. Caster level is equal to the sha'ir's class level.

Elemental Travel (Sp): At 9th level, a sha'ir can plane shift once per day, as the spell, to the spirit world or from it to the Material Plane. At 15th level, the sha'ir may use this ability twice per day, and at 18th level, the sha'ir may use this ability at will. Caster level is equal to the sha'ir's class level.

Greater Call Genie (Sp): An 11th-level or higher sha'ir may call any type of genie to aid him twice per day. This functions as the planar ally spell except that the Sha'ir can only call one dao (see the Manual of the Planes), djinni, efreeti, or marid (see the Manual of the Planes), or two jann. The sha'ir must pay the spell's XP cost and bargain with the genie or jann as normal. Caster level is equal to the sha'ir's class level.
  
When you use your Call gennie ability you are considered to have the Augment Summoning feat for this summoning alone. At Level 15th you can use this ability 3 times per day and finally 4 times at level 20th.

Elemental Travel (Sp): At 9th level, a sha'ir can plane shift once per day, as the spell, to the spirit world or from it to the Material Plane. At 15th level, the sha'ir may use this ability twice per day, and at 18th level, the sha'ir may use this ability at will. Caster level is equal to the sha'ir's class level.
  
Craft Genie Prison (Ex): At 13th level, a sha'ir gains the benefit of the Craft Wondrous Item feat, except that he can use it only to create genie prisons. A genie prison is created in die same way as an iron flask and functions identically to that device, except that it can hold only geniekind.


GEN FAMILIARS [Sidebar]

A gen is an Spirit similar to a genie, but much smaller and far less powerful. Like genies, gens are native to the various elemental planes.

COMBAT
All gens have certain traits in common. They prefer to avoid combat, a task that is easy for them since they can travel to the elemental planes at will and survive equally well in any of them.

Elemental Endurance (Ex): A gen can survive on the Spirit world regions of elements like a native. On the Elemental region of Fire, a gen is immune to fire damage. On the Elemental region of Water, a gen can breathe water and has a swim speed equal to its fly speed (gaining the normal +8 racial bonus on Swim checks). On the Elemental region of Earth, a gen has a burrow speed equal to its land speed, leaving no tunnel or sign of its passage as though it has the earth glide ability of a xorn (see the Monster Manual).

Elemental Travel (Sp): A gen can plane shift at will to any of the Elemental Planes or from any elemental plane to the Material Plane. This ability transports the gen only. It is otherwise identical to the plane shift spell (caster level 13th).

Fetch Spells (Ex): A gen can find and deliver spells to a sha'ir from the elemental planes. See the sha'ir description.

AIR GEN
Tiny Outsider (Air, Spirit, Extraplanar)
HP:  5 hp (1d8+1)
Initiative: +2
Speed: 20 ft. (4 squares), fly 70 ft. (perfect)
Defense: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Base Attack: +1
CMD/ CMB: 13/ -9
Attack: Slam +5 melee (1d2 plus 1 electric)
Full Attack: 2 slams +5 melee (1d2 plus 1 electric)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks:
Special Qualities: Air mastery, darkvision 60 ft., elemental endurance, fetch spells, immunity to electricity, elemental travel, vulnerability to acid
Saves: Fort +3, Ref +4, Will +4
Abilities: Str 7, Dex 14, Con 12, Int 13, Wis 15, Cha 10
Skills (Level bonus +0): Concentration +5, Knowledge (arcana) +5, Knowledge (the planes) +5, Stealth +6, Perception +7, Spellcraft +5, Survival +6
Feats: Combat CastingB, Weapon Finesse
Environment: Any elemental plane
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Often chaotic good
Advancement: 2-3 HD (Tiny); 4-6 HD (Small)
Level Adjustment:
This creature resembles a pale-skinned humanoid surrounded by misty vapors.
Air gens often dwell on the Elemental Plane of Air. Thought to be related to the djinn, they are often found within djinn cities, although they travel almost constantly.
Air gens speak one regional language and Auran.

COMBAT
Air gens avoid combat whenever possible. When they must fight, they slam opponents with their fists.
Air Mastery (Ex): An airborne creature takes a -1 penalty on attack and damage rolls against an air gen.

EARTH GEN
Tiny Outsider (Earth, Spirit, Extraplanar)
HP: 6 HP (1d8+2)
Initiative: +1
Speed: 20 ft. (4 squares), fly 60 ft. (perfect)
Defense: 16 (+2 size, +1 Dex, +3 natural), touch 13, flat-footed 15
Base Attack: +1
CMD/CMB: 14/-8
Attack: Slam +5 melee (1d2+1)
Full Attack: 2 slams +5 melee (1d2+1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., earth mastery, elemental endurance, fetch spells, immunity to acid, elemental travel, vulnerability to electricity
Saves: Fort+3,Ref+3,Will+4
Abilities: Str 12, Dex 12, Con 14, Int 13, Wis 15, Cha 10
Skills Level bonus +0): Concentration +5, Knowledge (arcana) +5, Knowledge (the planes) +5, Perception +6, Stealth +5, Search +5, Spellcraft +5, Survival +6
Feats: Combat Casting, Weapon Finesse
Environment: Any elemental plane
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Often chaotic evil
Advancement: 2-3 HD (Tiny); 4-6 HD (Small)
Level Adjustment:
This creature resembles a muscular, dusky-skinned humanoid. Tiny gems stud its skin.
Earth gens usually dwell on the Elemental Plane of Earth. Thought to be related to the dao, they are often found within dao cities, although they travel almost constantly.
Earth gens speak one regional language and Terran.
COMBAT
Earth gens avoid combat whenever possible. When they must fight, they slam opponents with their fists.
Earth Mastery (Ex): An earth gen gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the gen takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)


FIRE GEN
Tiny Outsider (Spirit, Extraplanar, Fire)
HP: 5 hp (1d8+1)
Initiative: +2
Speed: 20 ft. (4 squares), fly 60 ft. (perfect)
Defense: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1
CMD/ CMB: 13/-9
Attack: Slam +5 melee (1d2 plus 1 fire)
Full Attack: 2 slams +5 melee (1d2 plus 1 fire)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Heat
Special Qualities: Darkvision 60 ft., elemental endurance, fetch spells, immunity to fire, elemental travel, vulnerability to cold
Saves: Fort+2,Ref+4,Will+4
Abilities: Str 7, Dex 14, Con 10, Int 13, Wis 15, Cha 10
Skills: Concentration +4, Knowledge (arcana) +5, Knowledge (the planes) +5, Perception +5, Stealth +5, Spellcraft +5, Survival +6
Feats: Combat Casting, Weapon Finesse
Environment: Any elemental plane
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Often neutral evil
Advancement: 2-3 HD (Tiny); 4-6 HD (Small)
Level Adjustment: —
This creature resembles a ruddy-skinned humanoid with hair like crackling flames.
Fire gens can usually be found on the Spirit world, in the Elemental region of Fire. Thought to be related to the efreet, they are often found within efreeti cities, although they travel almost constantly.
Fire gens speak one regional language and Ignan.
COMBAT
Fire gens avoid combat whenever possible. When they must fight, they slam opponents with their fists.
Heat (Ex): A fire gen's red-hot body deals 1 point of extra fire damage whenever it hits in melee, or in each round that it maintains a hold while grappling.
  
WATER GEN
Tiny Outsider (Spirit, Aquatic, Extraplanar, Water)
HP: 5 hp (1d8+1)
Initiative: +1
Speed: 20 ft. (4 squares), fly 60 ft. (perfect), swim 20 ft.
Defense: 14 (+2 size, +1 Dex, +1 natural), touch 13, flat-footed 13
Base Attack: +1
CMD/ CMB: 14/-9
Attack: Slam +5 melee (1d2 plus 1 ice)
Full Attack: 2 slams +5 melee (1d2 plus 1 ice)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks:
Special Qualities: Amphibious, darkvision 60 ft., elemental endurance, fetch spells, immunity to cold, elemental travel, vulnerability to fire
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 7, Dex 12, Con 14, Int 13, Wis 15, Cha 10
Skills: Concentration +6, Knowledge (arcana) +5, Knowledge (the planes) +5, Perception +5, Stealth +5, Spellcraft +5, Survival +6, Swim +6
Feats: Combat CastingB, Weapon Finesse
Environment: Any elemental plane
Organization: Solitary
Challenge Rating: 1/2
Treasure: Standard
Alignment: Often chaotic neutral
Advancement: 2-3 HD (Tiny); 4-6 HD (Small)
Level Adjustment:
This creature resembles a blue-skinned humanoid with hair like waving seaweed.
Water gens often dwell on the spirit world in the Elemental regions of Water. Thought to be related to the marids, they are often found within marid cities, although they travel almost constantly.
Water gens speak one regional language and Aquan.
COMBAT
Water gens avoid combat whenever possible. When they must fight, they slam opponents with their fists.
Amphibious (Ex): Although water gens are aquatic, they can survive indefinitely on land.












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