Jervis
2020-10-29, 02:02 AM
Sha'ir is one of, if not my favorite base classes in all of 3.x. It has issues and design problems but over all i find it one of the most mechanically interesting classes in the game, and it's spell retrieval mechanic gives a interesting alternative to a wizard's spellbook. It's not underpowered, but in actual play it tends to be very jank. This is my attempt to rework the base class and expand the inspiration to cover a wider range of concepts based around other mythologies and Charisma checks, as well as give some feats that makes the class less... optimization dependent. The class as it exists virtually requires the use of Nymphs Kiss, Arcane Preparation, and a myriad of other options to bypass it's core mechanic. That's an issue. Likewise the familiar is always left off the map and used as an abstraction for spell preparation despite it's potential fun factor, partially because the familiar focused caster has less work put into it's familiar than the sorcerer. All of the classes below, will be referred too as Mystics, with Mystic being the setting agnostic name for Sha'ir as well as the base class all of the other ones are based on. Despite their similarities treat them all as separate classes the same way Wizard and Sha'ir are. So yess they can multiclass between each other though i'm not sure why you would, with the exception of a couple that play very differently and have a Theurge PrC for them. Either way, without further a du, My rework of the
Sha'ir
The term Sha'ir refers to the most common and well known version of a specific set of mystics that fuse arcane and divine casting. They typically hold a position as advisers to those in power on spiritual matters or as traveling mystics. Their unique position as scholars, poets, philosophers, and magical adepts allows them to travel in many different circles at once.
Hit Die: d4
Alignment: Any
Starting Gold: 3d4 x 10 GP
Skill Points: 2 + Int
Class Skills: Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Knowledge (all), Listen, Profession, Sense Motive, Spellcraft
Saves
Spells Per Day
Level
BAB
Fort
Ref
Will
Special
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+0
+2
Summon Spirit Familiar
4
2
-
-
-
-
-
-
-
-
2nd
+1
+0
+0
+3
—
5
3
-
-
-
-
-
-
-
-
3rd
+1
+1
+1
+3
Recognize Genie Works
5
3
1
-
-
-
-
-
-
-
4th
+2
+1
+1
+4
—
5
4
3
-
-
-
-
-
-
-
5th
+2
+1
+1
+4
Elemental Protection
5
4
3
1
-
-
-
-
-
-
6th
+3
+2
+2
+5
—
5
4
4
3
-
-
-
-
-
-
7th
+3
+2
+2
+5
Call Janni
5
5
4
3
1
-
-
-
-
-
8th
+4
+2
+2
+6
—
5
5
4
4
3
-
-
-
-
-
9th
+4
+3
+3
+6
Elemental Travel (1/day)
5
5
5
4
3
1
-
-
-
-
10th
+5
+3
+3
+7
—
5
5
5
4
4
3
-
-
-
-
11th
+5
+3
+3
+7
Call Genie
5
5
5
5
4
3
1
-
-
-
12th
+6/+1
+4
+4
+8
—
5
5
5
5
4
4
3
-
-
-
13th
+6/+1
+4
+4
+8
Craft Genie Prison
5
5
5
5
5
4
3
1
-
-
14th
+7/+2
+4
+4
+9
—
5
5
5
5
5
4
4
3
-
-
15th
+7/+2
+5
+5
+9
Elemental Travel (2/day)
5
5
5
5
5
5
4
3
1
-
16th
+8/+3
+5
+5
+10
—
5
5
5
5
5
5
4
4
3
-
17th
+8/+3
+5
+5
+10
—
5
5
5
5
5
5
5
4
3
1
18th
+9/+4
+6
+6
+11
Elemental Travel (at will)
5
5
5
5
5
5
5
4
4
3
19th
+9/+4
+6
+6
+11
—
5
5
5
5
5
5
5
5
4
4
20th
+10/+5
+6
+6
+12
—
5
5
5
5
5
5
5
5
5
5
Spells Known
Level
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
5
3
-
-
-
-
-
-
-
-
2nd
6
3
-
-
-
-
-
-
-
-
3rd
6
4
-
-
-
-
-
-
-
-
4th
7
4
2
-
-
-
-
-
-
-
5th
7
5
3
-
-
-
-
-
-
-
6th
8
5
3
2
-
-
-
-
-
-
7th
8
6
4
3
-
-
-
-
-
-
8th
9
6
4
3
2
-
-
-
-
-
9th
9
7
5
4
3
-
-
-
-
-
10th
9
7
5
4
3
2
-
-
-
-
11th
9
8
6
5
4
3
-
-
-
-
12th
9
8
6
5
4
3
2
-
-
-
13th
9
9
7
6
5
4
3
-
-
-
14th
9
9
7
6
5
4
3
2
-
-
15th
9
9
8
7
6
5
4
3
-
-
16th
9
9
8
7
6
5
4
3
2
-
17th
9
9
9
8
7
6
5
4
3
-
18th
9
9
9
9
7
6
5
4
3
2
19th
9
9
9
9
8
7
6
5
4
3
20th
9
9
9
9
8
7
6
5
4
3
Bonus Languages
Ignan, Aquan, Terran, Auran
Spellcasting
Sha'ir must send their familiar away to retreive spells from the elemental planes by trading raw magical energy for the ability to cast a spell. The familiar vanishes as they travel to the elemental planes to barter for spells on your behalf and reappears in a unoccupied space within 5 feet of the Sha'ir once their duty has been completed.
Key Skill: Diplomacy
Primary Spell List: Arcane Spells from the Wizard/Sorcerer spell list
Secondary Spell List: Divine Spells from the Air, Chaos, Earth, Fire, Knowledge, Law, Luck, Sun, and Water domain spell lists
The mystics presented here have similar spellcasting mechanics, with different domains and occasionally base spell lists. All classes here do not prepare spells, they retrieve spells. Retrieved spells behave as prepared spells except as noted. All Mystics use the same general spellcasting rules only modified by the specifics of their class. Mystics cast spells as defined by the spell list they were retrieved from unless otherwise modified, so a Sha'ir for example can cast Arcane spells from the Wizard spell list as well as a small number of Divine spells.
To learn and cast a spell a Mystic must have a Charisma score of at least 10 + spell level. Save DCs for the Mystic's spells are equal to 10 + spell level + Charisma modifier. Mystics receive bonus spells per day based on their Charisma score.
A Mystic has spells known based on their level, these spells are drawn from their Primary Spell List or Secondary Spell List.
When a Mystic wishes to retrieve a spell they must decide which spell they wish to retrieve and perform a free action determined by their familiar, such as sending away their Gen to bargain with elemental lords or Sheathing their blade familiar and channeling magic into it. Familiars sometimes disappear or loose some of their abilities while retrieving a spell. To retrieve a spell they must have seen the spell or its effects and identified it with a spellcraft check, or it must be one of their known spells. The skill check required to retrieve a spell is determined by their class's Key Skill. They must succeed on a Key Skill check (DC 20 + double spell level) as part of the free action required to begin retrieving the spell, if they are successful the familiar grants them the ability to cast the spell they retrieved. The DC of the Key Skill check required is modified based on the following factors.
-1 per Mystic level
-2 if the spell is one of your spells known
+6 if the spell is a unknown spell from your Secondary Spell List
+1 per spell level increase by metamagic
+2 per failed attempt to retrieve the spell that day
A Known spell requires 1d6 + spell level rounds to retrieve. A unknown spell from your Primary Spell List requires 1d6 + spell level minutes to retrieve. A unknown spell from your Secondary Spell List requires 1d6 + spell level hours to retrieve. A Mystic can attempt to retrieve multiple spells of the same type (Known spell, Unknown Primary Spell List spell, Unknown Secondary Spell List) at once, make a Key Skill check for each spell you attempt to retrieve as part of the same free action. When retrieving multiple spells the spell retrieval process takes 1d6 + highest spell level + the number of other spells being retrieved rounds, minutes, or hours based on the spells being retrieved to retrieve all of them. Unsuccessful retrieval checks still count for determining the time it takes to retrieve the spells. Unfilled spell slots must be set aside when beginning the retrieval process and cannot be used until the process is over and the slots are filled or made available for other uses depending on if the retrieval check was successful. Once a spell is retrieved the ability to cast the spell remains with the Mystic for a number of hours equal to their caster level, after which time the ability to cast the spell vanishes harmlessly. If this happens the Mystic can attempt a Concentration check (DC 15 + spell level), on a success the spell slot becomes unfilled and can be filled again using spell retrieval or used for other purposes.
At every odd numbered level a Mystic can change one spell known of each spell level they know to exchange for another spell known of the same level from their primary or secondary spell lists. Any feat, class, etc that adds to a Mystics spell list, such as Rainbow Servant or access to domains, adds the spells to their Primary Spell List.
Gen Familiar
As the normal Sha'ir ability except as noted below.
Retrieval: A Gen familiar must travel to the elemental planes to retrieve spells for their master, making them in dispose and unreachable for the duration. They can always find and return to their master and can always communicate with them telepathically. If the Sha'ir fails their Diplomacy check by 5 or more the Gen may not return to their master for an additional 1d4 minutes.
All Mystic's have a Spirit Familiar. These represent their magical connection to the universe as well as where they gain their spellcasting abilities from. Unlike normal Familiars a Spirit Familiar gains abilities based on the Mystic's caster level, not their class level. Meaning any ability that advances their spellcasting also increases the abilities of their familiar. A Mystic can dismiss or resummon their familiar as a full round action without a loss in XP, however if their familiar is killed or destroyed they may not summon it again until the following day. They also still loose 200 XP per character level (DC 15 fort save for half) if their familiar dies or is destroyed. A Spirit Familiar is unaffected by any feature that would force you to dismiss your familiar, however they still benefit from any feature that bestows the benefits of a familiar onto another creature even if their Spirit familiar has different bonuses based on your level, such as Arcane Hierophant. And a Mystic is free to gain a familiar from any other source, such as levels in another variety of Mystic, Wizard, etc.
Recognize Gennie Works
As the normal Sha'ir Feature
Elemental Protection
As the normal Sha'ir feature
Call Janni
As the normal Sha'ir feature
Elemental Travel
As the normal Sha'ir feature
Call Genie
As the normal Sha'ir feature
Craft Genie Prison
As the normal Sha'ir feature
Fey Minstrel
These wandering poets and performers seek to gain harmony with nature and the Fey
Hit Dice: d4
Alignment: Any Neutral or Chaotic
Starting Gold: As Sha'ir
Skill Points: 2 + Int
Class Skills: Bluff, Concentration, Craft, Diplomacy, Gather Information, Knowledge (Planes, Nature & Local), Listen, Profession, Perform, Sense Motive, Spellcraft
Saves and BaB: A Fey Minstrel in a journeyman moreso than a Sha'ir, they have strong Ref and Wil saves but still weak Fort saves, as well as poor BaB. im doing this because the official variants like battle sorcerer do it, not just becaus ei don't want to make 10 tables.
Bonus Languages: Fey Minstrels know Fey and Druidic
Spellcasting:
A Fey Minstrel must play a song to charm they fey courts before sending off their Familiar to retrieve a spell.
Key Skill: Perform (any)
Primary Spell List: Arcane Spells from the Bard and Beguiler spell list, and Wizard/Sorcerer spells from the Illusion, Enchantment, Transmutation, and Conjuration Schools.
Secondary Spell List: Divine spells from the Animal, Chaos, Elf, Light, Magic and Nature domains
Fey Familiar
They Fey Minstrel gains the services of a Grig familiar. The Grig can travel at will to the feywild to converse with and perform for Fey lords and ladies in exchange for magical boons.
Retrieval: They grig disappears to perform in your place for one of the Fey courts. If you roll a 30 or higher the Grig has a 50% change to return holding a bottle of inexpensive (but strong) Alchohol, non-magical trinkets, flowers, or undergarments as gifts from Fey they performed for, if they do then they cannot do so again for another week. If you fail by 5 or more the Grig returns covered in spoiled produce having taken 1d3 nonlethal damage.
Trackless Step(EX)
At 3rd level, a Fey Minstrel gains trackless step as the druid feature.
Fey Skin(EX)
At 5th level the Fey Minstrel gains DR 3/cold iron.
Call Fey(SP)
At 7th level you may use Lesser Planar Ally as a spell like ability once per day. This functions as the spell except it can only summon fey. At level 11 you can instead use Planar Ally as a spell like ability. This can also only summon Fey.
Fey Walk(SP)
As Elemental Travel except that you are transported to the Feywild instead of one of the elemental planes.
Fey Flight(SU)
At 13th level you gain a fly speed of 60 feet with good maneuverability.
Xian
Xian are cultivators of the spirit who align themselves with the power of the natural world and better themselves through magic.
Hit Dice: d8
Alignment: Any
Starting Gold: As Cleric
Skill Points: 2 + Int
Class Skills: Concentration, Craft, Diplomacy, Gather Information, Heal, Iaijutsu Focus, Intimidate, Knowledge (Arcana, Nature, & Religion), Listen, Martial Lore Profession, Sense Motive, Spellcraft
Saves and BaB: Good Ref and Will saves, poor Fort saves. Average bab, as cleric. Xian also add their full class level instead of half their class level to your Initiator level, even though they do not initiate manuvers.
Spellcasting
Xian draw their mystical powers from the universe. They must draw forth power from their spiritually bonded weapon familiar. Xian can cast fewer spells per day than most Mystics, having 1 less spell per day of each level to a minimum of 1 spell.
Key Skill:Iaijutsu Focus
Primary Spell List: Arcane Transmutation, Evocation, Conjuration, Abjuration spells from the Wizard and Wu Jen spell list
Secondary Spell List: Divine spells from the Balance, Celerity, Healing, Life, and War domains.
Weapon Familiar
A Xian does not have a normal familiar like many Mystics, instead they have weapon to which their soul is bound. This weapon can be any melee weapon of the Xian's choice that can be sheathed. A Xian is always proficient with their weapon familiar and have the weapon focus feat for that weapon as a bonus feat. The benefits of this weapon focus feat apply even if the weapon familiar is somehow transformed into another weapon. The weapon familiar does not gain the normal benefits of a familiar, instead the weapon becomes more powerful as the Xian increases in level.
At 1st level the weapon counts as Silver for overcoming DR, at 7th it counts as Silver and Cold Iron, at 13th it counts as Silver, Cold Iron, and Adamantine. At 3rd level the weapon gains a +1 enhancement bonus, at 6th, 9th, 12th and 15th it gains either a +1 equivalent special weapon ability or a increase in it's enhancement bonus. The weapon's hit points are equal to half your hit points + 10 and has a hardness of 10 + half your CL.
Retrieval: The weapon must be sheathed as part of the free action needed to begin retrieving spells and cannot be drawn until the process is complete. If you fail by 5 or more the weapon cannot be drawn for 1d4 minutes.
Free Soul(EX)
At 3rd level the Xian gains a dodge bonus to their AC equal to their Charisma modifier when unarmored and unencumbered. This bonus increases by 1 at 5th, 9th, 15th and 17th level.
Timeless Body(EX)
At 18th level the Xian gains Timeless Body as the monk feature.
Perfect Self
At 20th level the Xian becomes an Outsider with the native subtype.
Solimanar
Dark workers of magic, born from the dark arts and necromantic energy. They gain power from dark arts and visit terrible curses on those that cross them
Hit Die: d4
Alignment: Any evil
Special: Must have Red Hair
Starting Gold: 3d4 x 10 GP
Skill Points: 2 + Int
Class Skills: Bluff, Concentration, Craft, Decipher Script, Gather Information, Intimidation, Knowledge (all), Listen, Profession, Sense Motive, Spellcraft, Use Magic Device.
Saves and BaB: As Sha'ir
Spellcasting
A Solimanar retrieves spells by gathering esoteric materials together for casting spells from their Pouch Familiar. All Solimanar spells have a material Component. If the spell did not have a material component already it gains a non-costly nonconsumed material component drawn from their material pouch familiar.
Key Skill: Use Magic Device
Primary Spell List: Arcane Wizard/Sorcerer spells of any school except Evocation
Secondary Spell List: Divine spells from the Artifice, Creation, Death, and Magic domains
Pouch Familiar
A Solimanar has a magical familiar that takes the form of a component pouch. Instead of the normal benefits a familiar has, the Component Pouch Familiar has the ability to store items and produce noncostly components for your spells. The Pouch Familiar can produce and number of noncostly material components that are not consumed by the casting of a spell. You can components as a free action and retrieve any other item from the pouch as a swift action.
At 1st level the Pouch can hold 5 cubic feet of material that weights no more than 100 lbs. At 5th level it functions as a type I bag of holding, a type II at 7th, a type III at 13th, a type IV at 15th and a type V at 17th.
Retrieval: The pouch produces all noncostly material components needed for the casting of the spell. If you fail by 5 or more the bag is sealed shut for 1d4 minutes.
Negative Flow(SU)
At 2nd level the Solimanar is healed by negative energy and harmed by positive energy.
Vampiric Nature
At 11th level the Solimanar gains the Vampire template, he is able to freely enter homes and private land without issue but otherwise has all vampire weaknesses.
Lordly Might
At 20th level the Solimanar gains the Vampire Lord template.
Magi
Magi are priests that study the secretes of magic and the natural world. They server their faith doing good in the world and uncovering secret knowledge.
Hit Die: d6
Alignment: Any nonevil
Starting Gold: 3d4 x 10 GP
Skill Points: 4 + Int
Class Skills: Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Knowledge (all), Listen, Profession, Sense Motive, Spellcraft
Saves and BaB: As Sha'ir
Code of Conduct: A Magi may never control or create undead and may never burn a body or use fire magic against a undead, fire may be used freely against living targets and targets that are neither living or dead.
Spellcasting
Magi are casters that follow the power of divine energy and the mysteries of the universe.
Key Skill: Gather Information
Primary Spell List: Divine Spells from the Cleric and Druid spell list
Secondary Spell List: Divine Spells from every other divine spellcasting classes and Arcane Spells from the Wizard's School of Divination.
Flame Familiar
The Magi is accompanied by a mote of magical fire. The fire acts as a divine focus for your spells while within 5 feet of you and sheds bright light out to 30 feet and dim light out to another 60 feet. A Magi can attempt to use a Gather Information check to glem divine knowledge by gazing into the fire a number of times per day equal to 1 +1/4 their caster level. The DC of this check is dependent on factors below.
Receive insight on the whims of your patron deity and where they wish you to go (DC 20)
Find the location or general direction of a creature you have interacted with (DC 15 + double HD)
Recieve an Omen (DC 20)
Retrieval: The Magi must stare into the flame to receive insight as to the spells they wish to retrieve. The fire flickers briefly and shines when the spells have been retrieved. If you fail by 5 or more, the fire spews forth a puff of smoke that casts the area within 60 feet of you into darkness for 1d4 rounds.
Focused Knowledge
At 3rd level you choose one knowledge skill, you gain skill focus with that knowledge skill. You choose another at 6th, 9th, 12th, and 15th level.
Sha'ir
The term Sha'ir refers to the most common and well known version of a specific set of mystics that fuse arcane and divine casting. They typically hold a position as advisers to those in power on spiritual matters or as traveling mystics. Their unique position as scholars, poets, philosophers, and magical adepts allows them to travel in many different circles at once.
Hit Die: d4
Alignment: Any
Starting Gold: 3d4 x 10 GP
Skill Points: 2 + Int
Class Skills: Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Knowledge (all), Listen, Profession, Sense Motive, Spellcraft
Saves
Spells Per Day
Level
BAB
Fort
Ref
Will
Special
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+0
+2
Summon Spirit Familiar
4
2
-
-
-
-
-
-
-
-
2nd
+1
+0
+0
+3
—
5
3
-
-
-
-
-
-
-
-
3rd
+1
+1
+1
+3
Recognize Genie Works
5
3
1
-
-
-
-
-
-
-
4th
+2
+1
+1
+4
—
5
4
3
-
-
-
-
-
-
-
5th
+2
+1
+1
+4
Elemental Protection
5
4
3
1
-
-
-
-
-
-
6th
+3
+2
+2
+5
—
5
4
4
3
-
-
-
-
-
-
7th
+3
+2
+2
+5
Call Janni
5
5
4
3
1
-
-
-
-
-
8th
+4
+2
+2
+6
—
5
5
4
4
3
-
-
-
-
-
9th
+4
+3
+3
+6
Elemental Travel (1/day)
5
5
5
4
3
1
-
-
-
-
10th
+5
+3
+3
+7
—
5
5
5
4
4
3
-
-
-
-
11th
+5
+3
+3
+7
Call Genie
5
5
5
5
4
3
1
-
-
-
12th
+6/+1
+4
+4
+8
—
5
5
5
5
4
4
3
-
-
-
13th
+6/+1
+4
+4
+8
Craft Genie Prison
5
5
5
5
5
4
3
1
-
-
14th
+7/+2
+4
+4
+9
—
5
5
5
5
5
4
4
3
-
-
15th
+7/+2
+5
+5
+9
Elemental Travel (2/day)
5
5
5
5
5
5
4
3
1
-
16th
+8/+3
+5
+5
+10
—
5
5
5
5
5
5
4
4
3
-
17th
+8/+3
+5
+5
+10
—
5
5
5
5
5
5
5
4
3
1
18th
+9/+4
+6
+6
+11
Elemental Travel (at will)
5
5
5
5
5
5
5
4
4
3
19th
+9/+4
+6
+6
+11
—
5
5
5
5
5
5
5
5
4
4
20th
+10/+5
+6
+6
+12
—
5
5
5
5
5
5
5
5
5
5
Spells Known
Level
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
5
3
-
-
-
-
-
-
-
-
2nd
6
3
-
-
-
-
-
-
-
-
3rd
6
4
-
-
-
-
-
-
-
-
4th
7
4
2
-
-
-
-
-
-
-
5th
7
5
3
-
-
-
-
-
-
-
6th
8
5
3
2
-
-
-
-
-
-
7th
8
6
4
3
-
-
-
-
-
-
8th
9
6
4
3
2
-
-
-
-
-
9th
9
7
5
4
3
-
-
-
-
-
10th
9
7
5
4
3
2
-
-
-
-
11th
9
8
6
5
4
3
-
-
-
-
12th
9
8
6
5
4
3
2
-
-
-
13th
9
9
7
6
5
4
3
-
-
-
14th
9
9
7
6
5
4
3
2
-
-
15th
9
9
8
7
6
5
4
3
-
-
16th
9
9
8
7
6
5
4
3
2
-
17th
9
9
9
8
7
6
5
4
3
-
18th
9
9
9
9
7
6
5
4
3
2
19th
9
9
9
9
8
7
6
5
4
3
20th
9
9
9
9
8
7
6
5
4
3
Bonus Languages
Ignan, Aquan, Terran, Auran
Spellcasting
Sha'ir must send their familiar away to retreive spells from the elemental planes by trading raw magical energy for the ability to cast a spell. The familiar vanishes as they travel to the elemental planes to barter for spells on your behalf and reappears in a unoccupied space within 5 feet of the Sha'ir once their duty has been completed.
Key Skill: Diplomacy
Primary Spell List: Arcane Spells from the Wizard/Sorcerer spell list
Secondary Spell List: Divine Spells from the Air, Chaos, Earth, Fire, Knowledge, Law, Luck, Sun, and Water domain spell lists
The mystics presented here have similar spellcasting mechanics, with different domains and occasionally base spell lists. All classes here do not prepare spells, they retrieve spells. Retrieved spells behave as prepared spells except as noted. All Mystics use the same general spellcasting rules only modified by the specifics of their class. Mystics cast spells as defined by the spell list they were retrieved from unless otherwise modified, so a Sha'ir for example can cast Arcane spells from the Wizard spell list as well as a small number of Divine spells.
To learn and cast a spell a Mystic must have a Charisma score of at least 10 + spell level. Save DCs for the Mystic's spells are equal to 10 + spell level + Charisma modifier. Mystics receive bonus spells per day based on their Charisma score.
A Mystic has spells known based on their level, these spells are drawn from their Primary Spell List or Secondary Spell List.
When a Mystic wishes to retrieve a spell they must decide which spell they wish to retrieve and perform a free action determined by their familiar, such as sending away their Gen to bargain with elemental lords or Sheathing their blade familiar and channeling magic into it. Familiars sometimes disappear or loose some of their abilities while retrieving a spell. To retrieve a spell they must have seen the spell or its effects and identified it with a spellcraft check, or it must be one of their known spells. The skill check required to retrieve a spell is determined by their class's Key Skill. They must succeed on a Key Skill check (DC 20 + double spell level) as part of the free action required to begin retrieving the spell, if they are successful the familiar grants them the ability to cast the spell they retrieved. The DC of the Key Skill check required is modified based on the following factors.
-1 per Mystic level
-2 if the spell is one of your spells known
+6 if the spell is a unknown spell from your Secondary Spell List
+1 per spell level increase by metamagic
+2 per failed attempt to retrieve the spell that day
A Known spell requires 1d6 + spell level rounds to retrieve. A unknown spell from your Primary Spell List requires 1d6 + spell level minutes to retrieve. A unknown spell from your Secondary Spell List requires 1d6 + spell level hours to retrieve. A Mystic can attempt to retrieve multiple spells of the same type (Known spell, Unknown Primary Spell List spell, Unknown Secondary Spell List) at once, make a Key Skill check for each spell you attempt to retrieve as part of the same free action. When retrieving multiple spells the spell retrieval process takes 1d6 + highest spell level + the number of other spells being retrieved rounds, minutes, or hours based on the spells being retrieved to retrieve all of them. Unsuccessful retrieval checks still count for determining the time it takes to retrieve the spells. Unfilled spell slots must be set aside when beginning the retrieval process and cannot be used until the process is over and the slots are filled or made available for other uses depending on if the retrieval check was successful. Once a spell is retrieved the ability to cast the spell remains with the Mystic for a number of hours equal to their caster level, after which time the ability to cast the spell vanishes harmlessly. If this happens the Mystic can attempt a Concentration check (DC 15 + spell level), on a success the spell slot becomes unfilled and can be filled again using spell retrieval or used for other purposes.
At every odd numbered level a Mystic can change one spell known of each spell level they know to exchange for another spell known of the same level from their primary or secondary spell lists. Any feat, class, etc that adds to a Mystics spell list, such as Rainbow Servant or access to domains, adds the spells to their Primary Spell List.
Gen Familiar
As the normal Sha'ir ability except as noted below.
Retrieval: A Gen familiar must travel to the elemental planes to retrieve spells for their master, making them in dispose and unreachable for the duration. They can always find and return to their master and can always communicate with them telepathically. If the Sha'ir fails their Diplomacy check by 5 or more the Gen may not return to their master for an additional 1d4 minutes.
All Mystic's have a Spirit Familiar. These represent their magical connection to the universe as well as where they gain their spellcasting abilities from. Unlike normal Familiars a Spirit Familiar gains abilities based on the Mystic's caster level, not their class level. Meaning any ability that advances their spellcasting also increases the abilities of their familiar. A Mystic can dismiss or resummon their familiar as a full round action without a loss in XP, however if their familiar is killed or destroyed they may not summon it again until the following day. They also still loose 200 XP per character level (DC 15 fort save for half) if their familiar dies or is destroyed. A Spirit Familiar is unaffected by any feature that would force you to dismiss your familiar, however they still benefit from any feature that bestows the benefits of a familiar onto another creature even if their Spirit familiar has different bonuses based on your level, such as Arcane Hierophant. And a Mystic is free to gain a familiar from any other source, such as levels in another variety of Mystic, Wizard, etc.
Recognize Gennie Works
As the normal Sha'ir Feature
Elemental Protection
As the normal Sha'ir feature
Call Janni
As the normal Sha'ir feature
Elemental Travel
As the normal Sha'ir feature
Call Genie
As the normal Sha'ir feature
Craft Genie Prison
As the normal Sha'ir feature
Fey Minstrel
These wandering poets and performers seek to gain harmony with nature and the Fey
Hit Dice: d4
Alignment: Any Neutral or Chaotic
Starting Gold: As Sha'ir
Skill Points: 2 + Int
Class Skills: Bluff, Concentration, Craft, Diplomacy, Gather Information, Knowledge (Planes, Nature & Local), Listen, Profession, Perform, Sense Motive, Spellcraft
Saves and BaB: A Fey Minstrel in a journeyman moreso than a Sha'ir, they have strong Ref and Wil saves but still weak Fort saves, as well as poor BaB. im doing this because the official variants like battle sorcerer do it, not just becaus ei don't want to make 10 tables.
Bonus Languages: Fey Minstrels know Fey and Druidic
Spellcasting:
A Fey Minstrel must play a song to charm they fey courts before sending off their Familiar to retrieve a spell.
Key Skill: Perform (any)
Primary Spell List: Arcane Spells from the Bard and Beguiler spell list, and Wizard/Sorcerer spells from the Illusion, Enchantment, Transmutation, and Conjuration Schools.
Secondary Spell List: Divine spells from the Animal, Chaos, Elf, Light, Magic and Nature domains
Fey Familiar
They Fey Minstrel gains the services of a Grig familiar. The Grig can travel at will to the feywild to converse with and perform for Fey lords and ladies in exchange for magical boons.
Retrieval: They grig disappears to perform in your place for one of the Fey courts. If you roll a 30 or higher the Grig has a 50% change to return holding a bottle of inexpensive (but strong) Alchohol, non-magical trinkets, flowers, or undergarments as gifts from Fey they performed for, if they do then they cannot do so again for another week. If you fail by 5 or more the Grig returns covered in spoiled produce having taken 1d3 nonlethal damage.
Trackless Step(EX)
At 3rd level, a Fey Minstrel gains trackless step as the druid feature.
Fey Skin(EX)
At 5th level the Fey Minstrel gains DR 3/cold iron.
Call Fey(SP)
At 7th level you may use Lesser Planar Ally as a spell like ability once per day. This functions as the spell except it can only summon fey. At level 11 you can instead use Planar Ally as a spell like ability. This can also only summon Fey.
Fey Walk(SP)
As Elemental Travel except that you are transported to the Feywild instead of one of the elemental planes.
Fey Flight(SU)
At 13th level you gain a fly speed of 60 feet with good maneuverability.
Xian
Xian are cultivators of the spirit who align themselves with the power of the natural world and better themselves through magic.
Hit Dice: d8
Alignment: Any
Starting Gold: As Cleric
Skill Points: 2 + Int
Class Skills: Concentration, Craft, Diplomacy, Gather Information, Heal, Iaijutsu Focus, Intimidate, Knowledge (Arcana, Nature, & Religion), Listen, Martial Lore Profession, Sense Motive, Spellcraft
Saves and BaB: Good Ref and Will saves, poor Fort saves. Average bab, as cleric. Xian also add their full class level instead of half their class level to your Initiator level, even though they do not initiate manuvers.
Spellcasting
Xian draw their mystical powers from the universe. They must draw forth power from their spiritually bonded weapon familiar. Xian can cast fewer spells per day than most Mystics, having 1 less spell per day of each level to a minimum of 1 spell.
Key Skill:Iaijutsu Focus
Primary Spell List: Arcane Transmutation, Evocation, Conjuration, Abjuration spells from the Wizard and Wu Jen spell list
Secondary Spell List: Divine spells from the Balance, Celerity, Healing, Life, and War domains.
Weapon Familiar
A Xian does not have a normal familiar like many Mystics, instead they have weapon to which their soul is bound. This weapon can be any melee weapon of the Xian's choice that can be sheathed. A Xian is always proficient with their weapon familiar and have the weapon focus feat for that weapon as a bonus feat. The benefits of this weapon focus feat apply even if the weapon familiar is somehow transformed into another weapon. The weapon familiar does not gain the normal benefits of a familiar, instead the weapon becomes more powerful as the Xian increases in level.
At 1st level the weapon counts as Silver for overcoming DR, at 7th it counts as Silver and Cold Iron, at 13th it counts as Silver, Cold Iron, and Adamantine. At 3rd level the weapon gains a +1 enhancement bonus, at 6th, 9th, 12th and 15th it gains either a +1 equivalent special weapon ability or a increase in it's enhancement bonus. The weapon's hit points are equal to half your hit points + 10 and has a hardness of 10 + half your CL.
Retrieval: The weapon must be sheathed as part of the free action needed to begin retrieving spells and cannot be drawn until the process is complete. If you fail by 5 or more the weapon cannot be drawn for 1d4 minutes.
Free Soul(EX)
At 3rd level the Xian gains a dodge bonus to their AC equal to their Charisma modifier when unarmored and unencumbered. This bonus increases by 1 at 5th, 9th, 15th and 17th level.
Timeless Body(EX)
At 18th level the Xian gains Timeless Body as the monk feature.
Perfect Self
At 20th level the Xian becomes an Outsider with the native subtype.
Solimanar
Dark workers of magic, born from the dark arts and necromantic energy. They gain power from dark arts and visit terrible curses on those that cross them
Hit Die: d4
Alignment: Any evil
Special: Must have Red Hair
Starting Gold: 3d4 x 10 GP
Skill Points: 2 + Int
Class Skills: Bluff, Concentration, Craft, Decipher Script, Gather Information, Intimidation, Knowledge (all), Listen, Profession, Sense Motive, Spellcraft, Use Magic Device.
Saves and BaB: As Sha'ir
Spellcasting
A Solimanar retrieves spells by gathering esoteric materials together for casting spells from their Pouch Familiar. All Solimanar spells have a material Component. If the spell did not have a material component already it gains a non-costly nonconsumed material component drawn from their material pouch familiar.
Key Skill: Use Magic Device
Primary Spell List: Arcane Wizard/Sorcerer spells of any school except Evocation
Secondary Spell List: Divine spells from the Artifice, Creation, Death, and Magic domains
Pouch Familiar
A Solimanar has a magical familiar that takes the form of a component pouch. Instead of the normal benefits a familiar has, the Component Pouch Familiar has the ability to store items and produce noncostly components for your spells. The Pouch Familiar can produce and number of noncostly material components that are not consumed by the casting of a spell. You can components as a free action and retrieve any other item from the pouch as a swift action.
At 1st level the Pouch can hold 5 cubic feet of material that weights no more than 100 lbs. At 5th level it functions as a type I bag of holding, a type II at 7th, a type III at 13th, a type IV at 15th and a type V at 17th.
Retrieval: The pouch produces all noncostly material components needed for the casting of the spell. If you fail by 5 or more the bag is sealed shut for 1d4 minutes.
Negative Flow(SU)
At 2nd level the Solimanar is healed by negative energy and harmed by positive energy.
Vampiric Nature
At 11th level the Solimanar gains the Vampire template, he is able to freely enter homes and private land without issue but otherwise has all vampire weaknesses.
Lordly Might
At 20th level the Solimanar gains the Vampire Lord template.
Magi
Magi are priests that study the secretes of magic and the natural world. They server their faith doing good in the world and uncovering secret knowledge.
Hit Die: d6
Alignment: Any nonevil
Starting Gold: 3d4 x 10 GP
Skill Points: 4 + Int
Class Skills: Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Knowledge (all), Listen, Profession, Sense Motive, Spellcraft
Saves and BaB: As Sha'ir
Code of Conduct: A Magi may never control or create undead and may never burn a body or use fire magic against a undead, fire may be used freely against living targets and targets that are neither living or dead.
Spellcasting
Magi are casters that follow the power of divine energy and the mysteries of the universe.
Key Skill: Gather Information
Primary Spell List: Divine Spells from the Cleric and Druid spell list
Secondary Spell List: Divine Spells from every other divine spellcasting classes and Arcane Spells from the Wizard's School of Divination.
Flame Familiar
The Magi is accompanied by a mote of magical fire. The fire acts as a divine focus for your spells while within 5 feet of you and sheds bright light out to 30 feet and dim light out to another 60 feet. A Magi can attempt to use a Gather Information check to glem divine knowledge by gazing into the fire a number of times per day equal to 1 +1/4 their caster level. The DC of this check is dependent on factors below.
Receive insight on the whims of your patron deity and where they wish you to go (DC 20)
Find the location or general direction of a creature you have interacted with (DC 15 + double HD)
Recieve an Omen (DC 20)
Retrieval: The Magi must stare into the flame to receive insight as to the spells they wish to retrieve. The fire flickers briefly and shines when the spells have been retrieved. If you fail by 5 or more, the fire spews forth a puff of smoke that casts the area within 60 feet of you into darkness for 1d4 rounds.
Focused Knowledge
At 3rd level you choose one knowledge skill, you gain skill focus with that knowledge skill. You choose another at 6th, 9th, 12th, and 15th level.