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View Full Version : D&D 3.x Class Spell Traffickers and divine mystics, Sha'ir Feats, PRCs, ACFs, and RSLs (WIP)



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.

Jervis
2020-10-29, 02:02 AM
Feats

Mystic Charisma

Requirements: Able to cast 1st level Arcane and Divine spells.

Benefit: Choose one Charisma skill, that skill is always a class skill for you. Whenever you gain a level you can add a rank to that skill without using skill points, this cannot increase it's rank beyond its maximum for your level. You gain a +2 circumstance bonus to all charisma checks.


Spell Trafficker

Requirements: Able to retrieve spells

Benefits: When you roll a d6 to determine how long it would take to retrieve a spell, instead roll a d4.


Improved Spell Trafficker

Requirements: Spell Trafficker feat, 12 ranks in any charisma skill, Knowledge (Religion) 12 ranks,

Benefit: The amount of time required to retrieve unknown spells from your secondary spell list is equal to the amount of time required to retrieve unknown spells from your primary spell list. Effectively allowing you to retrieve spells in 1d4 + spell level minutes.

Devotee of the Elemental Lords

Requirements: Must worship any of the Primordial Elemental Lords, able to cast spells from the fire, water, earth, or air domains, Knowledge (Planes) 9 ranks.

Benefits: Choose one element, fire, water, earth, or air, you cast spells with that descriptor at +1 caster level and increase the DC for saves against spells with that descriptor by 1.

Planar Networking

Requirements: Knowledge (Planes) 9 ranks, Gather Information 9 ranks, Gen Familiar class feature.

Benefits: Your Gen Familiar is able to use their Elemental Travel class feature to travel to any plane instead of just the elemental planes. You can make a Gather Information check by proxy through your familiar, this allows you to gather information relating to outsiders, the planes, specific magic items, etc. that wouldn't normally be available in human communities. When you do so you make a Gather Information check as normal and your Familiar plane shifts away for 1d4 + 1 hours. You are free to act during this time as your familiar gathers information of your behalf. The DC of checks is determined by factors below.


DC 10: basic rumors related too the current goings on in a given plane
DC 15: locations of interest in a given plane
DC 20: locations of potential enterances and exits to a certain plane
DC 25: information regarding a certain known individual or magic item relating to a given plane
DC 10 + CR: the name, type, and general reputation of a creature able to provide a desired service
DC +20: attempting the check without the risk of drawing attention from other interested parties



Gather Information checks attempted this way have a risk of drawing the attention of related parties as usual, though perhaps with a higher risk of danger given the type of creature they deal with.

Jervis
2020-10-29, 02:03 AM
Prestige Classes

The following are a list of prestige classes designed for Sha'irs and similar casters. Though they can be entered through other means, they're designed to work for the unique form of casting these casters provide.


Disciple of the Elemental Lord

https://serenesforest.net/wp-content/uploads/2016/09/arvis-art.jpg
Guess which one I follow

These casters are servants of the lords of the elemental planes, powerful primordials that predate the gods themselves. Servants of these gods are similar in many ways to clerics and have responsibilities as such. The elemental lords rarely mettle in the affairs of mortals and don't actively seek worshipers from most inhabitants of the material plane. Their followers are primarily made up of outsiders and mortals with connections to the elemental planes, but they often attract followers from spellcasters with knowledge of the planes and the power dynamics therein. They ask of and give little to their worshipers, demanding only respect above all of their competition and a tithe of magical power.

Requirements

Skill Ranks: Planes 9, Religion 9, Diplomacy 9
Feats: Devotee of the Elemental Lord
Patron: Must worship a elemental lord, examples include Bazim-Gorag, Akadi, Istishia, and Kossuth but can be expanded to include any number of powerful elemental entities with deity equivalent power.
Spellcasting: able to cast 2rd level Arcane and Divine spells

Hit Dice: d6

Skill Ranks: 4 + Int

Class Skills: All skills you possessed previously as class skills.



Level
BAB
Fort
Ref
Will
Special
Spellcasting


1st
+0
+2
+0
+2
Elemental Adherence, Least Elemental Boon
+1 level of any divine spellcasting class


2nd
+1
+3
+0
+3
Energy Resistance/5
+1 level of any divine spellcasting class


3rd
+2
+3
+1
+3
Primordial Grace
+1 level of any divine spellcasting class


4th
+3
+4
+1
+4
Circle Magic, Lesser Elemental Boon
+1 level of any divine spellcasting class


5th
+3
+4
+1
+4
Elemental Focus
+1 level of any divine spellcasting class


6th
+4
+5
+2
+5
Energy Resistence/10
+1 level of any divine spellcasting class


7th
+5
+5
+2
+5
Greater Elemental Boon
+1 level of any divine spellcasting class


8th
+6/+1
+6
+2
+6
Elemental Mastery
+1 level of any divine spellcasting class


9th
+6/+1
+6
+3
+6
Planeshift 2/day
+1 level of any divine spellcasting class


10th
+7/+2
+7
+3
+7
Elemental Apotheosis
+1 level of any divine spellcasting class

[tr]


Proficiencies
Proficient in simple weapons as well as shields, light armor, and medium armor.

Spellcasting
At each level the Disciple of the Elemental Lord advances the spellcasting abilities of any one divine spellcasting class they belonged to previously as if they had taken a level in that class for determining their spells per day, spells known, caster level, etc. They must advance the same class's spellcasting abilities at each level.

Elemental Adherence
At 1st level the disciple dedicates themselves totally to one of the elemental lords. They choose one element to dedicate their power too, fire, water, earth or air, this must be the same element chosen for the Devotee of the Elemental Lord feat. They must sacrifice a spell slot of their highest level to their lord once a week, meaning they have 1 less spell of their highest level that day. They also may never again cast spells with the other descriptors. For example a Disciple of Air may not cast Fireball. However this dedication has a number benefits. Modify the spellcasting abilities of the class who's spellcasting this class advances as follows, and apply the listed benefits.

Archivist
You can treat any spell with the descriptor associated with your choice of element as a divine spell on the cleric list, allowing you to scribe even arcane spells into your prayer book if they have that descriptor and select them as a spell automatically gained when you gain a level. You also add every spell from the domain associated with your choice of element to your prayerbook automatically whenever you gain the ability to cast spells of that level. Half the amount of time needed to scribe spells with that descriptor to your prayerbook.

Cleric
Your levels in Disciple of the Elemental Lord stack with your cleric levels for determining cleric level dependent features such as Turn Undead. If you do not have the Water, Fire, Earth, or Air domain, you must replace one of your domains with that domain. You may use uses of your domain granted ability to turn or rebuke elemental creature to fuel features that require uses of Turn or Rebuke undead. You may no longer prepare domain spells other than spells from the earth, air, water or fire domains in your domain spell slots. You can prepare sorcerer/wizard spells in your domain slots, these spells are 1 level higher than they appear on the sorcerer/wizard spell list unless they have the air, earth, fire or water descriptors.

Druid
You loose the ability to spontaneously cast Summon Nature's Ally spontaneously. Instead you can cast Summon Monster spontaneously by loosing a spell slot of the same level, monsters summoned through this spell have their type changed to elemental with the appropriate subtype. Your levels in Disciple of the Elemental Lord stack with your Druid levels to determine your wildshape abilities, including number of uses and the types of creature you can turn into, all creatures you turn into gain the appropriate subtype, however their type does not change.

Paladin
You gain the domain associated with the element you chose if you didn't have it already. Your levels in Disciple of the Elemental Lord stack with your paladin levels for determining paladin level dependent features such as Turn Undead and Smite Evil. You may use uses of your domain granted ability to turn or rebuke elemental creature to fuel features that require uses of Turn or Rebuke undead. Your Smite Evil can now effect creatures with a different elemental subtype than the one you choose to associate with. For example a Disciple of fire would be able to smite creatures with the water, air, and earth subtypes.

Ranger
Add the spells from the appropriate domain to your class's spell list. You gain three favored enemies in the form of the other elementals not related to your chosen element. For example a Disciple of Water would gain favored enemy Outsider (air), Outsider (earth), and Outsider(fire). The bonus granted by favored enemy against those targets in increased by 1.

Sha'ir
Your levels in Disciple of the Elemental Lord stack with your levels in Sha'ir for determining abilities gained by your familiar. Your secondary spell list of divine spells drawn from domains is forever altered. Remove all domains except the domain associated with the element you chose from the list. You may retrieve divine spells from that domain list and the cleric and druid spell lists. These spells follow the same rules as their domain spells, meaning they must have seen the spell and the spell takes the same amount of time as other divine spells to retrieve. They cannot select these spells as known spells

Least Elemental Boon(SU)
At 1st level the Disciple of the Elemental Lord gains a minor ability based on the element they chose.

Air
Whenever you fall, treat the distance as if it were 5 feet + and additional 5 feet per class level shorter.

Earth
You gain tremorsense out to a range of 20 feet.

Fire
Increase your land move speed by 10 feet.

Water
You gain a swim speed equal to your land speed. If you already have a swim speed, increase it by 10 feet.

Energy Resistance(EX)
At 2nd level, you gain energy resistance 5 to an element based on the element you chose, at 6th level this becomes energy resistance 10. At 10th level you instead gain immunity to the listed element.
Air: Electricity
Earth: Acid
Fire: Fire
Water: Cold

Primordial Grace(SU)
At 3rd level you gain a sacred bonus to all of your saving throws equal to your Charisma modifier.

Circle Magic(SU)
At 4th level the Disciple of the Elemental Lord gains the ability to participate and lead a circle magic ritual. This process requires at least 3 participants, one of which must be the leader and all of which must have the Devotee of the Elemental Lord feat. While anyone with the feat may participate in the ritual, the leader must be a Disciple of at least 4th level.

Participation: All participants must and in a circle no more than 10 feet from the leader, who stands in the center. There can be no more than 9 other participants excluding the leader. All participants must sacrifice a spell slot or prepared spell in a process that takes and hour and total concentration.

Circle Powers: All participants must expend a spell as stated above. The spell has no effect but to add it's level to the pool of circle levels. Once the ritual is finished the leader controls the pool of circle levels, which last for 8 hours. The circle leader may expend circle levels to activate various effects as listed below.

Highten: The leader may expend a number of circle levels to increase the effective level of a spell they are casting by the number of levels expended, to a maximum of level 20.
Metamagic: The leader may expend circle levels to apply any metamagic feat they know to a spell, this costs a number of levels equal to the metamagic's level adjustment +1.


Lesser Elemental Boon(SU)
At 4th level the Disciple of the Elemental Lord gains an additional boon based on the element they chose.

Air
Increase the maneuverability of any fly speed you have, either natural or from other sources such as the fly spell or a class feature, to perfect.

Earth
You gain a burrow speed equal to half your land speed.

Fire
Any creature that deals damage to you with a melee attack takes fire damage equal to your Charisma modifier.

Water
Increase your swim speed by 30 feet. Additionally you gain the ability to breath both air and water.

Elemental Focus(SU)
At 5th level the disciple gains the ability to cast spells related to their element with more power. Increase to bonus to Caster Level and Save DC granted by the Devotee of the Elemental Lord feat by 1.

Greater Elemental Boon(SU)
At 7th level you gain a final boon based on your choice of element.

Air
You gain total concealment against ranged attacks while at least 5 feet off the ground.

Earth
You gain dr 5/Adamantine

Fire
Your land movement speed is doubled after calculating all other modifiers, such as a Monk's increased movement speed.

Water
You always act as if under the effects of the freedom of movement spell.

Elemental Mastery(SU)
At 8th level, you gain greater mastery over elemental magic. When casting spells with the descriptor matching your choice of element you gain a +1 bonus to your Caster Level, this stacks with the +2 bonus granted from your Devotee of the Elemental Lord feat. Additionally reduce the spell level adjustment of metamagic feats applied to spells with that descriptor by 1 to a minimum of +1.

Planeshift(SU)
At 9th level you gain the ability to cast Plane Shift as a Supernatural ability twice per day.

Elemental Apotheosis
At 10th level your type changes to Outsider with the subtype appropriate to your choice of element. If you die outside of your new native plane, you reform there after 1d6 months.

Jervis
2020-10-29, 02:04 AM
Reserved 3 just encase.

Jervis
2020-10-29, 02:04 AM
ACFs, and Class Feature Variants

Devote Mystic
You've dedicated yourself fully to your faith, allowing you to better get in touch with divine forces more easily.

Levels: 1, 3, 5

Replaces: Recognize Genie Works, Elemental Protection, Secondary spell list of domains.

Benefit: You loose your existing list of secondary domain divine spells. Instead you add all domains offered by your deity to your list of domains from which you can retrieve spells. So for example a Sha'ir who worships a god with a Good, Law, and War domains would be able to retrieve spells from those domains instead of the ones normally available to them.

At 3rd level the amount of time needed to retrieve a Secondary Divine spell is reduced to (1d6 + spell level) x10 minutes instead of 1d6 + spell level hours.

At 5th level the amount of time needed to retrieve a Secondary Divine spell is reduced to 1d6 + spell level minutes as a unknown arcane spell. The DC of diplomacy checks needed to retrieve divine spells is unaffected.

A serious violation of your Deity's code of conduct results in a loss of these benefits until a Cleric or other follower of your deity casts Atonment on you. See rules for Cleric spellcasting.

Jervis
2020-10-29, 02:05 AM
Final reserved for now

Morphic tide
2020-10-29, 04:38 PM
With regard to Summon Fey Familiar, I think it should be explicitly some low-HD Fey like the Sprites, particularly the Grig, as this more closely matches the specific list of Gen, and the language typically used by Fey is called Sylvan. Also used by most of the intelligent Plants, like Treants. The listing of the changed Domains probably works better as "They retrieve spells from the X, Y, Z, etc Domains instead of the normal selection of the Sha'ir", and in a more general sense you shouldn't use the word "may" or "can" when the replacement is obligatory. And, for the sake of being slightly more tolerable as an AFC instead of a new class, I'd keep Elemental Protection.

If you want the Fey Mistral to access Druidic, then you might implement it as a "flipped" variant that's primarily running off the Druid list but can access a select few Arcane spells, though there isn't quite the tools for constraining the access like Domains give for Divine spells.