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KADMUS, los escultures de la mente

By : LeonDelgado
KADMUS
Los Kadmus  son un pueblo extraño y misterioso. De una altura similar a la de un Vizgan, lo Kadmus  son mucho mas bajos que un enano, pero igual de peligrosos. Estos pequeños y extraños seres están  imbuidos por poderosas energías Psionicas, por lo que es común entre ellos los Psiones y los Idomitos.
     La mayoría de los Kadmus  viven en vastas comunidades, algunas de estas construidas en extrañas ciudadelas de cristal Psionico, mientras que otros se han adaptado a convivir con las otras razas de Arcadia, pero lo común de todos los Kadmus  es que están buscando su lugar en este nuevo mundo.

Historia: Los Kadmus provienen del mundo de Ontaria, un mundo en guerra, donde los Kadmus gobernaron un vasto continente utilizando sus increíbles poderes mentales. En este mundo, muchos estaban bajo el control de los Kadmus y hubo muchos que trataron de destruir su imperio, que prosperó bajo la mirada de su diosa, la poderosa Tirsis.
     Los Kadmus había dejado atrás el camino de la magia, considerándolo inferior al poder de la mente. Muchos de sus clanes dejaron de creer en estos caminos, excepto uno: el Munlie (Moonlight). Los Munlie, eran Kadmus que todavía estaban atados a sus raíces arcanas y eran especialistas en el arte mágico de la predicción. Fueron ellos quienes previeron lo impensable: el fin del mundo.
     Fue entonces cuando intentaron advertir a sus hermanos de la próxima destrucción y catástrofe, pero los corazones de muchos de los 21 clanes se habían endurecido y se mostraban reacios a creer en el inminente peligro a su vasto imperio. Muchos ignoraron el advertencia, siendo solo tres de ellos quienes aceptaron la advertencia de la profecía de los Munlie.
     Los líderes de los cuatro clanes se reunieron en secreto para pensar en un plan para salvar a su gente. Después de muchos estudios, descubrieron que el mundo se estaba desgarrando, como un espejo que se rompe poco a poco. Después de estos estudios y meditación, los sabios llegaron a la conclusión de que no solo era el mundo el que se estaba rompiendo, sino que se hizo en una barrera que separaba a Ontaria de una realidad diferente. Poco a poco, esta barrera se había fracturado y pronto dejaría de contener el mundo, siendo esto la razón de la destrucción de la realidad misma. Así es como llegaron a la conclusión de que debe existir otro mundo y que solo la unión de sus habilidades y fortalezas sería suficiente para alcanzarlo.
     Pronto los cuatro clanes unieron sus recursos y usaron sus poderes mentales y arcanos para crear doce vastas ciudades voladoras que podrían atravesar y llevar a su gente a salvo al otro mundo. Con grandes esfuerzos, los clanes construyeron estas ciudades en secreto, para no atraer la ira del imperio. Todo esto se registró en las leyendas de los Kadmus, las cuales narran como cuando llego el fin y el mundo se fracturo como una esfera de cristal, vieron mudos de horror como millones de almas desaparecían en un segundo. Fue Ali que las ciudades cruzaron el velo, pero solo ocho de las doce lograron llegar intactas nuevo mundo, el mundo de Arcadia.
     En este momento, han pasado 845 años desde que las ocho ciudades llegaron al mundo de Arcadia, durante este período los Kadmus han prosperado y creado alianzas con otras razas. Varias de sus ciudades han sido desmanteladas o destruidas, pero cinco de ellas se mantienen orgullosas, bajo el nombre de Galomas, que se han convertido en símbolos de unión y lugares de retiro.
     Muchos Kadmus han cambiado su forma de pensar, tratando de recordar cómo el orgullo destruyo a sus hermanos y cómo no deberían abusar de sus poderes. Sin embargo, todavía hay Kadmus que piensan que deberían ser más agresivos y conquistar más territorios mediante el uso de la fuerza.

Personalidad: Los Kadmus adoran a los animales, hermosas gemas y bromas de todo tipo. Los miembros de esta raza tienen un gran sentido del humor y, aunque les encantan los juegos de palabras, los chistes y los juegos, disfrutan los trucos: cuanto más intrincados, mejor. Aplican la misma dedicación a las artes más prácticas, como la ingeniería, como lo hacen a sus bromas.
      Los kadmus son curiosos. Les encanta descubrir cosas por experiencia personal. A veces son incluso imprudentes. Su curiosidad los convierte en ingenieros expertos, ya que siempre están intentando nuevas formas de construir cosas. A veces, un Kadmus hace una broma solo para ver cómo reaccionarán las personas involucradas.

Descripción física: Un Kadmus tiene la apariencia de un pequeño gato humanoide de 3 pies de altura, con un peso promedio de 40 libras que puede variar según la dieta del Kadmus. Estos valientes individuos vienen en todas las formas y colores, ya que su pelaje va desde los ardientes jengibres hasta el negro. Estas diferencias generalmente marcan el clan de origen de un Kadmus, de los cuales son muy orgullosos. Es común que todos los clanes locales de una región se reúnan anualmente para realizar concursos y torneos para demostrar su superioridad, estos eventos generalmente se convierten en grandes fiestas que son visitadas por miembros de otras razas.
      Kadmus generalmente usan cuero y ama los tonos brillantes, y decora su ropa con costuras intrincadas o joyas finas. Kadmus alcanza la edad adulta alrededor de los 40 años, y viven unos 350 años, aunque algunos pueden vivir casi 500 años.

Relaciones: Los Kadmus  son nuevos en el mundo. Aunque muchos clanes han tenido que luchar para ganar un lugar el cual considerar su hogar, por lo general los Kadmus  tratan de convivir y no conquistar. Los mayores aliados que han formado son los Enanos, con los cuales incluso han creado comunidades mixtas (con enanos Trias y Daegars) y en algunos casos han ayudado con campanas militares (como la guerra que aun hoy se libra contra los orcos en Trisit.
      Los Elfos y los Aquilares ven con curiosidad a los Kadmus , y por ahora viven en paz ambas razas, mientras que  los humanos por lo general se sienten nerviosos con estos pequeños seres que usan extrañas magias mentales. La única raza que no se lleva generalmente bien con los Kadmus  son los Visgan, los cuales vienen de Ontaria y recuerdan bien los actos del pasado Kadmus , por lo que mantienen siempre  un ojo vigilante con estos.

Territorios de los Kadmus: Kadmus ha tomado la isla de Atranir bajo su control, y también ha creado varios coloniales en las islas más pequeñas de Alvion. Es comun encontrar comunidades de ellos en  otros territorios en tierras montañosas y boscosas. Tienden a construir casas hermosas e intrincadas de cristal y roca, siendo estas colonias lugares bien escondidos, tanto por la construcción inteligente como por las ilusiones. Los que vienen a visitar y son bienvenidos son conducidos a las casas cálidas y luminosas. Los invasores nunca encuentran estas colonias en primer lugar.
      Los Kadmus que se establecen en tierras humanas son comúnmente Psion, cortadores de gemas, mecánicos, sabios o tutores. Algunas familias humanas contratan Kadmus de tutores. Durante su vida, un Kadmus tutor puede enseñar a varias generaciones de una sola familia humana.

Religión: El dios principal de los Kadmus es Tirsis, la Dama Dorada. Sus clérigos enseñan que un Kadmus debe apreciar y apoyar a su comunidad. En los últimos siglos, muchos Kadmus han elegido a Vala como su diosa, ven las bromas como una forma de aligerar los espíritus y mantener a un Kadmus humilde, no como una forma de que los bromistas triunfen sobre los que engañan.

Nombres masculinos: Antal, Boram, Evan, Jamir, Kaleb, Lem, Miro, Sumak.

Nombres femeninos: Anafa, Bellis, Etune, Filiu, Lissa, Marra, Rillka, Sistra, Yamyra.

Aventureros: Un Kadmus  que se convierte en aventurero lo hace por saciar su curiosidad del mundo, siendo ellos propensos a la ventura no es raro que muchos se conviertan en mercenarios, siendo famosos como espadas arcanas de alquiler e incluso como mecanicos arcanos.

Aventureros: Kadmus son curiosos e impulsivos. Pueden emprender la aventura como una forma de ver el mundo o por el amor de explorar. Un Kadmus de alineamiento legal puede aventurarse con la meta de corregir injusticias y proteger a los inocentes, demostrando el mismo sentido del deber hacia la sociedad en general que un Kadmus generalmente exhibe hacia sus propios enclaves. Como amantes de las gemas y otros objetos finos, algunos Kadmus toman la aventura como un camino rápido, aunque peligroso, hacia la riqueza. Dependiendo de sus relaciones con su clan de origen, un Kadmus aventurero puede ser visto como un vagabundo o incluso como un traidor (por abandonar las responsabilidades del clan).

CARACTERÍSTICAS

+2 Destreza, -2 Fuerza, +2 Carisma. Los Kadmus  son agiles y con una gran confianza en si mismos, pero no muy fuertes debido a su tamano.

Tamaño pequeño: Como criaturas pequenas los Kadmus  obtienen un bonus de tamano de +1 a su defensa y a sus tiradas de ataque, adicionalmente ganan un bonus de tamano de +4 a sus chequeos de sigilo, pero  solo pueden usar armas que sean mas pequenas de las que un humano usaria y el limite de su capacidad de carga es tres cuartos de los de un personaje de tamano mediano.

La velocidad de un Kadmus  es de 20 pies.

• Visión de baja luz: un Kadmus puede ver dos veces más lejos que un humano a la luz de las estrellas, la luz de la luna, la luz de las antorchas y condiciones similares de poca iluminación. Conserva la capacidad de distinguir el color y los detalles en estas condiciones.

• Familiaridad con armas: Los Kadmus  consideran los Martillos garfio Kadmus  como armas marciales en lugar de armas exoticas.
  
+2 de bonificación racial en las tirada de salvación contra los poderes psiónicos

+2 de bonificación racial a Percepción y Psicraft.

• +1 bonificación racial en tiradas de ataque contra humanos y elfos.

• Naturalmente psiónico: Kadmus gana 2 puntos de poder adicionales en el 1er nivel. Este beneficio no les otorga la capacidad de manifestar poderes a menos que obtengan esa habilidad a través de otra fuente, como los niveles en una clase psiónica.

• Resistencia (Sb): Kadmus puede usar energía psiónica para aumentar su resistencia a diversas formas de ataque. Como acción inmediata, un Kadmus puede gastar 1 punto de poder para obtener un bonificador racial +2 en los tiros de salvación hasta el comienzo de su próxima acción.

• Resiliencia (Sb): cuando un Kadmus recibe daño, puede gastar puntos de poder para reducir su gravedad. Como acción inmediata, puede reducir el daño que está a punto de recibir en 2 puntos de daño por cada 1 punto de poder que gasta.


• Idiomas automáticos: uno regional y Kadmur. Idiomas adicionales: Draconic, Dwarven, Elven, Giant, Goblin y Orc.

• Clase favorecida: Psion.

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 : , , ,

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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