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2013-07-09, 05:00 PM
Why the Sha'ir?
The sha'ir has been one of my favorite classes for a long time. Between it's unique flavor and awesome capacity to cast arcane and divine spells, it's really a front-runner in the coolness department. Unfortunately, it's a little clunky and random at times because the diplomacy mechanic encourages pumping your score to something high and then taking 10, and the calling time is really fiddly, and the class features are all kinda boring.

In this fix, I tried to write some mechanics that preserved the feeling of a genie bureaucrat while ironing the problems with diplomacy. I also kept around some of those weak flavor-only abilities (and added a few of my own) and gave him some genie-style at-will spells.

The Sha'ir

Alignment: Any
Hit Die: 1d4

Table: The Sha'ir
{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|+0|+0|+0|+2|Pact Negotiation (Pacts)|2|1|—|—|—|—|—|—|—|—

2nd|+1|+0|+0|+3|Pact Negotiation (Skill Focus), Summon Genie Familiar|3|2|—|—|—|—|—|—|—|—

3rd|+1|+1|+1|+3|Genie Toughness|4|2|1|—|—|—|—|—|—|—

4th|+2|+1|+1|+4|Recognize Genie Works|4|2|2|—|—|—|—|—|—|—

5th|+2|+1|+1|+4|Elemental Protection|4|2|2|1|—|—|—|—|—|—

6th|+3|+2|+2|+5|Pact Negotiation (Conference)|4|2|2|2|—|—|—|—|—|—

7th|+3|+2|+2|+5|Genie Toughness|4|2|2|2|1|—|—|—|—|—

8th|+4|+2|+2|+6|Call Janni|4|2|2|2|2|—|—|—|—|—

9th|+4|+3|+3|+6|Pact Negotiation (Timeless)|4|2|2|2|2|1|—|—|—|—

10th|+5|+3|+3|+7||4|2|2|2|2|2|—|—|—|—

11th|+5|+3|+3|+7|Genie Toughness|4|2|2|2|2|2|1|—|—|—

12th|+6/+1|+4|+4|+8| |4|2|2|2|2|2|2|—|—|—

13th|+6/+1|+4|+4|+8|Pact Negotiation (Plane Shift)|4|2|2|2|2|2|2|1|—|—

14th|+7/+2|+4|+4|+9|Craft Genie Prison|4|2|2|2|2|2|2|2|—|—

15th|+7/+2|+5|+5|+9|Genie Toughness|4|2|2|2|2|2|2|2|1|—

16th|+8/+3|+5|+5|+10| |4|2|2|2|2|2|2|2|2|—

17th|+8/+3|+5|+5|+10|Pact Negotiation (Wish)|4|2|2|2|2|2|2|2|2|1

18th|+9/+4|+6|+6|+11| |4|2|2|2|2|2|2|2|2|2

19th|+9/+4|+6|+6|+11|Genie Toughness|4|2|2|2|2|2|2|2|2|2

20th|+10/+5|+6|+6|+12|Wholeness of Form|4|2|2|2|2|2|2|2|2|2

[/table]

Class Skills:
Bluff (Cha), Charm (Cha)*, Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis)
Skill Points at 1st Level: (4 + Int modifier) Χ 4
Skill Points at Each Additional Level: 4 + Int modifier

Spellcasting: A sha'ir has a limited repertoire of deeply-ingrained spells that he can cast without talking to his overseers. These spells are drawn from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, similar to a sorcerer.

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 + the spell level + the sha'ir's Charisma modifier.

Like other spellcasters, a sha'ir can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sha'ir. Additionally, he receives bonus spells per day if he has a high Charisma score.

A sha'ir's selection of spells is extremely limited. The number of each spell of each level that the sha'ir knows is in Table: Sha'ir Spells Known. These new spells are common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sha'ir has gained some understanding of by study. The sha'ir can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sha'ir can choose to learn a new spell in place of one he already knows. In effect, the sha'ir "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one levels lower than the highest-level spell the sha'ir can cast. A sha'ir may swap only a single of spells at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A sha'ir can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast. The sh'air may not cast spells that emulate other spells (such as anyspell, limited wish, or wish) unless he uses them to emulate a spell known or in a way that does not emulate another spell (such as using wish to undo the effects of geas).

Table: Sha'ir Spells Known
{table]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|3|2|—|—|—|—|—|—|—|—

2nd|4|3|—|—|—|—|—|—|—|—

3rd|4|3|2|—|—|—|—|—|—|—

4th|5|4|3|—|—|—|—|—|—|—

5th|6|4|3|2|—|—|—|—|—|—

6th|6|4|4|3|—|—|—|—|—|—

7th|6|4|4|3|2|—|—|—|—|—

8th|6|4|4|4|3|—|—|—|—|—

9th|6|4|4|4|3|2|—|—|—|—

10th|6|4|4|4|4|3|—|—|—|—

11th|6|4|4|4|4|3|2|—|—|—

12th|6|4|4|4|4|4|3|—|—|—

13th|6|4|4|4|4|4|3|2|—|—

14th|6|4|4|4|4|4|4|3|—|—

15th|6|4|4|4|4|4|4|3|2|—

16th|6|4|4|4|4|4|4|4|3|—

17th|6|4|4|4|4|4|4|4|3|2

18th|6|4|4|4|4|4|4|4|4|3

19th|6|4|4|4|4|4|4|4|4|3

20th|6|4|4|4|4|4|4|4|4|4

[/table]

Pact Negotiation: The sha'ir is not entirely limited to the meager sum of spells he knows and can cast daily. All sha'irs have connections among the elemental genies, who can grant incredibly flexible power. This manifests itself as a series of abilities, detailed below:

Pacts: The primary method by which the sha'ir uses this relationship is to obtain spells of any kind. By sending his elemental gen (detailed below) to negotiate with one of the leaders, the sha'ir can bargain, cajole, haggle, or otherwise extract a spell of power. This pact grants the sha'ir limited access to one spell of his choosing from the wizard/sorcerer, druid, cleric, or wu jen spell list. A spell taken from a divine list is divine, and one taken from an arcane list is arcane (spell failure does apply to arcane spells). If a spell appears on two different lists, the sha'ir may choose which one he wants to use for his pact. A sha'ir may not use pacts to access spells of a level higher than his highest sha'ir spell slot.

At any point in the day, the sha'ir may send his gen out to the elemental planes to find up to one spell of each level that the sha'ir knows. This trip takes one hour, and then gives the sha'ir the ability to call upon those pacts when in need. When a sha'ir calls on a pact, he rolls a social skill (bluff, charm, diplomacy, intimidate) check in order to obtain the spell(s) Only skill ranks, attributes, circumstance bonuses, and untyped bonuses apply to this check. Depending on the roll, the pact may be unfavorable, standard, or favorable. However, the result is not rolled or revealed until whenever the sha'ir decides to make use of the spell in that pact. Once a sha'ir calls on a pact, he may not use the spells from any other pacts he has previously called on. Once a gen returns from its journey finding spells for the sha'ir, any spells not-yet called on are wasted.

The DC of social check for calling on the pact is 14 + twice the level of the spell. Failing to make the check results in an unfavorable pact, while passing the DC results in a standard pact, and passing the DC by 10 or more results in a favorable pact.
Unfavorable Pact: The spell accessed by an unfavorable pact is usable once before another pact is used. Any spell DC's are reduced by 2 and the sha'ir cannot be considered the target of the spell (though he may be within the area of a spell with an area of effect). Otherwise it functions normally as a spell that the sha'ir would cast.
Standard Pact: The spell accessed by a standard pact can be used three times. Otherwise it functions normally as a spell that the sha'ir would cast.
Favorable Pact: The spell accessed by a favorable pact is usable once per round until another pact is used. Any spell DCs are increased by 2 and the sha'ir my exempt himself from the area of effect of the spell upon casting it. Otherwise it functions normally as a spell that the sha'ir would cast.

Pacts are the core of the sha'ir's flexibility, but are also a view into his greatest weaknesses. If a sha'ir sleeps at least one hour, he loses access to his current pact. The sh'air may not cast spells that emulate other spells (such as anyspell, limited wish, or wish) unless he uses them to emulate a spell known or in a way that does not emulate another spell (such as using wish to undo the effects of geas).

Skill Focus: As the sha'ir becomes more accustomed to the methods of bargaining with genies, he gains the Skill Focus feat for Bluff, Charm, Diplomacy, or Intimidate.

Conference: At this level of arcane training, the level 6 sha'ir can project his spirit to the genie sultans that grant him his spells. This direct transportation leaves him in a trance. Any amount of damage (lethal or nonlethal) snaps him out of the trance and causes the ability to fail. The sha'ir may trance like this for 1 hour in order to automatically create a Standard Pact, but doing so leaves him fatigued. He may instead trance like this for 8 hours in order to automatically create a Favorable Pact, but doing so leaves him exhausted.

Timeless: Spending so much time with genies attunes the sha'ir to their ways. After attaining 9th level, he no longer needs to eat or drink and does not age. Age-based alterations to attributes attained previously do not change.

Plane Shift: With great practice, a 13th level sha'ir can master the ways of planar travel. He may spend cast plane shift with a cast time for 10 minutes at will as if it were one of the spells on his spell list.

Wish: With eight hours of preparation, using materials whose value in gp are twice the amount of XP he must pay, a sha'ir may cast wish as if it were a spell on his spell list. He may not use wish in this manner to replicate another spell.\

Summon Genie Familiar: Summon Gen Familiar: A sha'ir must obtain a gen familiar at 2nd level. A gen familiar is an intelligent outsider that resembles an 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. A gen starts as a small creature with 1 outsider hit die (full BAB, all good saves) made with the elite attribute array and 1 elemental; subtype from Fire, Water, Air, or Earth, shaped similar to an elemental from the Monster Manual of the same subtype. It posses a slam attack that deals 1d4 + Str damage which can be used for iterative attacks and a 20' movement speed (ground and fly).

As the sha'ir advances in level, the gen increases in power. At 4th level, and every even level thereafter, the gen gains a level in astral construct (http://www.giantitp.com/forums/showpost.php?p=9477852&postcount=172) (credit to sciencepanda), with the following differences:
The hit die of the class is reduced to d8
Gen's do not gain skill points on their own. Instead they use the skill bonuses of the sha'ir, substituting their own attribute on a skill check if it is greater.
Instead of Ectoplasmic Body, the gen gains another slam attack or a 20' increase in all movement speeds (this choice is permanent once made).
The sha'ir selects all of the menu abilities, feats, and attribute increases for his gen after creation.

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 is sickened until the gen is revived. A slain or dismissed gen can be revived or returned the following day with a special ritual identical to summoning one. This ignores the outsider inability for revival. The sha'ir may not replace his gen unless the gen is killed or removed in such a way that even wish cannot return it, but he may request a substitute in the case of his gen's loss. This replacement functions identically to a regular gen, but is temporary until the sha'ir can obtain his original gen once more.

Genie Toughness: At every level the sha'ir gains this ability, his gen gains one more outsider hit die.

Recognize Genie Works: At 4th level, a sha'ir can recognize the craftsmanship of any item or magical effect created by geniekind. 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 2, cold 2, electricity 2, and fire 2. He also gains damage reduction 2/— against attacks made by any creature with the air, earth, fire, or water subtype. The resistance increases to 4 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 Janni (Sp): A 8th-level or higher sha'ir may call a janni to aid him once per day. This functions as the lesser planar ally spell except that the Sha'ir can only call a janni. The sha'ir must pay the spell's XP cost and bargain with the janni as normal. Caster level is equal to the sha'ir's class level.

Craft Genie Prison (Ex): At 14th level, a sha'ir gains the benefit ofthe 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.

Wholeness of Form (Ex): At 20th level, the sha'ir finally becomes a genie. He becomes an outsider with a 60' fly speed and no longer needs to breathe. Once per year, he may make a spell effect from a favorable pact permanent on himself.

*A note on the charm skill

In my games I like to use a skill called charm that runs of charisma. It takes a bit from diplomacy and a bit from bluff, being the skill that makes other people nice to you. Diplomacy is relegated to convincing someone of a certain point (e.g. the one ring is important, or let's go chase the dragon) while bluff is all about making a story sound convincing or not giving away a poker face. Feel free to remove the skill from the game, at which point there are only three methods that the Sha'ir uses to make his pacts.

AuraTwilight
2013-07-09, 07:43 PM
Oh I LIKE this. Keep this level of work up!

Also, why did you cut down their spells-per-day and spells known?'


Also, wait a second, shouldn't summon Gen Familiar be a first level ability, since it's required for making pacts?