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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
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
|
|
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 .
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
|
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.