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PostPosted: Mon Jun 30, 2008 5:28 pm 
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Ogre

Joined: Mon May 26, 2008 1:39 am
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Sha'ir
The sha'ir is a special kind of wizard, one who draws magical spells from the very energy of the elemental planes. Sha'irs are closely connected to the genies, capricious creatures who can provide them access to great power but who are as unpredictable as the elements they represent. Because of the unusual way in which sha'irs acquire their spells, they are treated as a class separate from sorcerers and wizards (see below).
Recommended Classes: NA
New Skills: See below.
Allegiances: None
Station: 1d6+5
Special Abilities: See below.

Alignment: Any
Hit Die:1d6

Class Skills
The class skills for the sha'ir are Appraise, Bluff, Craft (various), Diplomacy, Knowledge: genie lore, Knowledge: history, Knowledge: planes, Perception, Sense Motive, Spellcraft.
Skill ranks per level: 4 + Int modifier

Class Features
The following are features of the sha'ir class.

Summon Gen
Just as other wizards and sorcerers summon small creatures to act as their familiars, sha'irs summon a gen, a small type of genie to serve in this capacity. Gen are tied to one of the four types of elements—fire (efreetikin), sand (daolanin), sea (maridan) or wind (djinnling). Gen serve in much the same capacity as other types of familiars, except that they are fully intelligent; moreover, sha'irs can use them to fetch spells from the elemental planes, as detailed below. Finally, as long as sha'irs are within ten feet of their gen, they receive protection against the gen's type of element. Attacks using that element suffer a -2 penalty and are at -2 damage per die, and sha'irs receive a +2 bonus to saving throws against spells using that element.
Refer to the Zakharan Beastiary for a description of gens.

Request Spells
Rather than studying and preparing spells, as wizards do, or casting them spontaneously in the manner of sorcerers, sha'irs send their gen to retrieve spell energy drifting freely on the elemental planes. Because of this, sha'irs have no limit to the number of spells that they can cast in a single day; what is more, they can in theory cast any kind of spell, arcane or divine, of any level—provided the gen can find the spells.
There are limits to this, however. To seek out a certain spell, a given sha'ir must know that it exists. Sha'irs begin play being familiar with all first- and second-level arcane spells; they only become familiar with other ones if they actually see them used. (Because of this, it behooves sha'ir's players to keep track of spells that their allies and enemies use.) When a sha'ir sends a gen to seek out a spell, refer to the following guidelines to determine if it succeeds.

Base chance: 50%
Each class level of the sha'ir: +5%
Each level of the spell sought: -10%
If a wizard or sorcerer of the sha'ir's level could normally cast that spell: +10%
If the spell is divine: -30%
Each time a gen has failed to find that spell on a given day: -10%

Requesting a spell that a wizard or sorcerer of the sha'ir's level could normally cast takes 1d6 rounds +1 per spell level. For arcane spells that a wizard or sorcerer of the sha'ir's level could not normally cast, the time increases to 10 x (1d6 minutes +1 per spell level). Finally, requesting divine spells requires 1d6 hours +1 per spell level. Should the result of the d100 roll ever be 00, the gen is delayed an additional 1d10 rounds, 1d10 x10 minutes or 1d10 hours, depending on the type of spell being requested.
Requesting divine spells is that sha'ir's own risk. When doing so, there is a 10% chance per level of the spell that the sha'ir attracts some kind of unhappy divine attention. Just what form this attention takes depends on the level of the divine spell requested:
1-3 The sha'ir immediately suffers from the Evil Eye (see Section X below).
4-6 The sha'ir suffers a -1 penalty to all attack and damage rolls for the duration of the encounter.
7-8 The offended deity sends a monster to deal with the offending sha'ir.
9 The sha'ir is immediately transported to the outer planes home of the offended deity and must plead one's case.

Recognize Geniekind
Starting at third level, sha'irs have a 5% chance per class level to recognize genies who are invisible, disguised or polymorphed, and to recognize items that have been created by genies or the effects of spells that have been cast by them.

Call upon the Jann
At fifth level sha'irs can call upon the jann once per day, lesser genies who are tied to all the elements and who dwell on the Prime Material Plane. To do so, the sha'ir gives a great shout; the chance that a jann is present within ten miles to hear it is 5% per class level of the sha'ir. If present, it appears within 2d4x10 minutes. If it is not present, the sha'ir may not attempt to call upon the jann in that area for forty-eight hours.
Once the jann appears, it generally does what it can to aid the sha'ir and any allies present. It is not obligated to do so, however, and doesn't risk itself to provide aid or perform demeaning tasks (including carrying messages). Moreover, the jann do not tolerate abuse from the sha'ir or any allies; if mistreated, the jann leaves, only to return with reinforcements later to demand restitution.
For every level after tenth that a sha'ir attains, there is a noncumulative 30% chance that a jann who has provided aid in the past returns with a quest or mission of its own for the sha'ir to undertake.

Elemental Protection
Beginning at seventh level the sha'ir receive a +2 bonus to all saving throws made against the elements, including spells; attacks using the elements suffer a -2 penalty and do -2 points of damage per die. These bonuses specifically stack with those provide by a sha'ir's gen familiar. Additionally, sha'irs with this ability can survive on the elemental planes without any additional protection for ten minutes per class level.

Call upon True Genies
At ninth level sha'irs can call upon the true genies for aid once per week. The chance to do so successfully is 5% per class level, and the genie responds within 1d6 rounds if successful.
Any genie who responds is not necessarily friendly, however. Rather, the sha'ir must make a Diplomacy skill check with a DC of 30, but the following special modifiers apply.

+4 If the sha'ir can intim the genie with a show of force (this must be impressive)
+3 Payment of valuables worth 1000 gp or more
+3 For offering as a gift a magical item the genie can personally use
+2 For offering a reusable magical item
+1 For each 2,000 gp offered some time in the future
+1 For offering a minor magical item (potion or scroll)
+1 The task is easily performed
-1 The task involves the genie using its spell-like abilities
-2 The tasks involves potential danger to the genie
-2 The task involves working longer than one day (and -1 for each day beyond the first)
-5 The task involves immediate danger to the genie, such as combat
-5 The task violates the genie's nature or personal ethics
-10 The task is somehow harmful to geniekind

Once all of the modifiers have been tallied (and the GM and sha'ir are encouraged to roleplay the negotiation process), if the Diplomacy check is successful, the genie agrees to perform the task in question.

Bind True Genie
This ability, acquired at eleventh level, functions in a manner similar to that used to call upon true genies, but it creates a binding agreement between the genie and the sha'ir. After summoning the genie as detailed above, the sha'ir enters into negotiations with it. The DC for this Diplomacy check is again 30, with the following modifiers applied in addition to the ones listed above.

+1 For every genie who has previously served the sha'ir and survived the experience
+1 For every class level above fifteenth
-1 For every class level below fifteenth
-1 For every condition of the agreement that the genie proposes and the sha'ir refuses
-5 If the sha'ir has ever used a genie prison to trap a genie of the same type

The period of a genie's service is 101 days. Conditions commonly requested by genies include:
The sha'ir will not use a genie prison to trap the genie during its period of service.
The genie may flee from combat if badly injured.
The sha'ir will provide the genie with a large amount of its chosen element to keep it comfortable.
The genie and the sha'ir will split treasure acquired during the period of service.
The genie will be entitled to one day from service in every ten.
The sha'ir will not ask the genie to grant wishes.
The agreement will be negated upon the death of the sha'ir.

Should a genie die while serving a sha'ir, that character may not attempt to summon or bind another one for one hundred days.

Create Genie Prison
At thirteenth level a sha'ir receives Craft Genie Prison as a free feat. Refer to the Magic of the Land of Fate supplement for more detail regarding crafting these items.
Upon creating such an item and using it to trap a genie, the sha'ir is free to make demands of it; one of the following would be common:
The genie will serve the owner of the prison for 1001 days.
The genie will grant the owner of the prison three wishes.
The genie will remain imprisoned for a time not to exceed one hundred years.
The genie will remain until a stipulated event has come to pass (but again not to exceed one hundred years).
In the case of imprisonment, the owner of the prison is able to free the genie at any time. A given sha'ir may not have more than five genies trapped at any given time.
Remember, too, that using a prison to trap a genie is considered a hostile act, and can have negative repercussions for the sha'ir if other genies of the same type should learn of the deed. Given a chance, genies will attempt to sabotage the creation of these items.

Enter Elemental Planes
Beginning at fifteenth level the sha'ir may make a Knowledge: planes check (DC 25) to travel across the ethereal plane and into any one of the four elemental planes. Additionally, the sha'ir may take along up to one passenger per class level, as long as those passengers are within one hundred yards at the time of travel. Should the skill check fail, the sha'ir may not try again for one hour.

Receive Audience with Genie Rulers
At seventeenth level the sha'ir may seek an audience with the rules of the genies. Doing so requires making a journey to the proper elemental plane, at which point a royal genie procession appears within 1d10 days. At this point the sha'ir can ask the noble genie for information as per the contact other plane spell.

Base
Attack Fort Ref Will
Level Bonus Save Save Save Special

1 +0 +0 +0 +2 Summon gen, request spells
2 +1 +0 +0 +3
3 +1 +1 +1 +3 Recognize geniekind
4 +2 +1 +1 +4
5 +2 +1 +1 +4 Call upon the Jann
6 +3 +2 +2 +5
7 +3 +2 +2 +5 Elemental protection
8 +4 +2 +2 +6
9 +4 +3 +3 +6 Call upon true genies
10 +5 +3 +3 +7
11 +5 +3 +3 +7 Bind true genie
12 +6/+1 +4 +4 +8
13 +6/+1 +4 +4 +8 Create genie prison
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9 Enter elemental planes
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10 Receive audience with
genie rulers
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12

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PostPosted: Mon Jun 30, 2008 5:29 pm 
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Ogre

Joined: Mon May 26, 2008 1:39 am
Posts: 275
This is a pretty direct conversion of the sha'ir; it has not been playtested at all. Still, does anyone see any glaring problems?

-Nate

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PostPosted: Tue Aug 12, 2008 5:40 pm 
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Goblin

Joined: Wed Jun 04, 2008 3:58 am
Posts: 7
There are currently two decent 3E Sha'ir conversions "out there". The first is the full 20-level base class that was presented in Dragon #315 and reprinted (slightly updated) in Dragon Compendium. This one is non-OGL unfortunately.

The other is the 15-level prestige class for arcanists here. I believe this is OGL.

If you're talking about PFRPG then you want to upgrade the power levels somewhat to balance him with the other base classes. See the PFRPG Alpha 3 (or the Beta that is coming out any day now).


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