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Author Topic: Sha'ir (Base Class) (Al-Qadim)  (Read 3113 times)
Big_Jim
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« on: February 06, 2011, 01:11:30 AM »

Ok... scraping the idea of a Sha'ir specialty and replacing it with a class. Honestly, their "I don't know spells but I can get a genie to snag them for me." casting really required a class to work right. Eveything that the AD&D kit tacked on to the mage class is here:

At 1st level, a sha段r can summon a small elemental familiar, which will provide spells, including magics that other 1st-level wizards cannot cast.  Ok... Fantasy Craft has balance. I dropped the "grab higher level spells".

At 3rd level, a sha段r gains the ability to recognize the works of geniekind, including their magics and the items they致e created. Done. Comes in at 4th level.

At 5th level, a sha段r can call upon the jann for aid. Moved it to 2nd level, and it summons a 25 rep contact who is a generic jann.

At 7th level, a sha段r gains additional protection against elemental attacks. Made this a 8/12/16 increasing bonus, but otherwise stayed the same as the source.

At 9th level, a sha段r can call upon one of the more powerful genies for aid.  Moved it to 11 and the generic genie is a 35 point contact (split the difference of a 30/30 rep paitr of contacts.).

At 11th level, a sha段r can bind one of the true genies (dao, marid, djinn, or efreet) as a personal servant. Moved to level 10 and made this an upgrade for the PL. It increases again at level 20.

At 13th level, a sha段r can create a prison to entrap a genie. Made this the gamebreaker. It's a fairly powerful item since it completely negates a genie...and  forces him to perform a task upon release.

At 15th level, a sha段r can enter the elemental planes at will. Kicked this up to 20th level, and limited it's use. Though, at 20 rep for a one way trip, it may not need a limit...

At 17th level, a sha段r can receive an audience with a great ruler of the genies. Made this the third part of the "Call for Aid" ability chain at 19th level.

Sha段r (Base)[/b]
Sha段r are the legendary few who boast the power to communicate with the desert痴 awesome spirits, the genies. They are also spellcasters, but not in the most conventional sense; for they are spellcasters that can learn no spells! Why the genies so readily serve them or why their minds cannot hold the knowledge of the spells that have the ability to cast in not known. But their rapport with geniekind allows for a solution to the problem. Each sha段r has a gen bound to him, and this gen can fetch the desired spell and channel it into the sha段r痴 mind as he casts it. As the sha段r grows in power, his connection to geniekind grows also. Truly, Fate has bound the sha段r and the gen together, forever.
Depending on your campaign, a Sha段r could be...

   A witty charlatan that plays the game of archmagery while his invisible assistant does all the real work.
   A former street rat, freed from a life of poverty by a chance encounter with his new lifelong partner in mischief.
   A magical researcher, sussing out the mysteries of enchanted items with an array of instruments including the ultimate living magical tool.
   A cunning vizier, ruling the court with a well-placed word and a powerful aide.
   A tag team of magical powerhouses that ensure adventuring parties that employ him gets twice the bang for their buck.

Party Role: Wildcard/Backer. Your role is determined by your spells, but an extra set of helping hands means that you are able to back your teammates fairly reliably.

Class Features
Requirements: Sorcery campaign quality, Miracles campaign quality, Caster Level 0.
Favored Attributes: Intelligence, Charisma, Wisdom
Caster: Each Level in this class increases your Casting Level by 1.
Class Skills: Bluff, Crafting, Impress, Intimidate, Investigate, Notice, Prestidigitation, Resolve, Search, Sense Motive
Skill Points: 6 + Int mod per Level
Vitality: 9 + Con mod per Level
Starting Proficiencies: 3

Base Attack: Low
Fortitude: Mid
Reflex: Mid
Will: Mid
Defense: Mid
Initiative: Mid
Lifestyle: Mid
Legend: Mid
Spell Points: Mid

Core Ability
Ambassador to the Gen: The fine art of flattery is paramount when dealing with such capricious and powerful creatures as genies. Your Legend rises by 1 and you gain the Language Jannti (Genie-speak) interest. Also, at Level 1 and for each Class Level thereafter, you gain 1 additional skill point that must be spent on Impress or Sense Motive.

Class Abilities

Companion Gen: At Level 1, you gain the Personal Lieutenant feat (see Fantasy Craft, page 108). This personal lieutenant must be a gen (See page XX) of whatever subtype you desire. Your Spellcasting feats count as Style feats when determining your lieutenant痴 XP value.
You may purchase ranks in the Spellcasting skill, and learn spells from any School.
As long as your companion gen is adjacent to you and not Enraged, Held, Helpless, Paralyzed, Pinned, or Stunned, you may cast Level 0 spells you know.
In addition, you may never gain the Circle of Power ability. Should you gain Circle of Power from a class or other source, you instead gain an additional Spellcasting feat.
If you already have this ability, you gain an additional Spellcasting feat instead.

Call for Aid (Jann): At Level 2, you gain a contact with a Reputation value of 25 or less which must be a jann (see page XX), which does not count against the number of prizes you may keep. This contact is not any particular jann, but represents a random jann that may answer your call. You may summon this jann from up to 10 miles distance with a shout.

Spell Fetching I: At Level 3, as long as your companion gen is adjacent to you and not Enraged, Held, Helpless, Paralyzed, Pinned, or Stunned, you may cast Level 1 spells you know.

Spell Fetching II: At Level 5, as long as your companion gen is adjacent to you and not Enraged, Held, Helpless, Paralyzed, Pinned, or Stunned, you may cast Level 2 and lower spells you know.

Spell Fetching III: At Level 7, as long as your companion gen is adjacent to you and not Enraged, Held, Helpless, Paralyzed, Pinned, or Stunned, you may cast Level 3 and lower spells you know.

Spell Fetching IV: At Level 9, as long as your companion gen is adjacent to you and not Enraged, Held, Helpless, Paralyzed, Pinned, or Stunned, you may cast Level 4 and lower spells you know.

Spell Fetching V: At Level 11, as long as your companion gen is adjacent to you and not Enraged, Held, Helpless, Paralyzed, Pinned, or Stunned, you may cast Level 5 and lower spells you know.

Spell Fetching VI: At Level 13, as long as your companion gen is adjacent to you and not Enraged, Held, Helpless, Paralyzed, Pinned, or Stunned, you may cast Level 6 and lower spells you know.

Spell Fetching VII: At Level 15, as long as your companion gen is adjacent to you and not Enraged, Held, Helpless, Paralyzed, Pinned, or Stunned, you may cast Level 7 and lower spells you know.

Spell Fetching VIII: At Level 17, as long as your companion gen is adjacent to you and not Enraged, Held, Helpless, Paralyzed, Pinned, or Stunned, you may cast Level 8 and lower spells you know.

Spell Fetching IX: At Level 19, as long as your companion gen is adjacent to you and not Enraged, Held, Helpless, Paralyzed, Pinned, or Stunned, you may cast Level 9 and lower spells you know.

Recognize the Signs: At Level 4, you gain a +5 bonus to perception, notice or knowledge checks to recognize the works of geniekind (including their magics and the items they致e created) or to recognize disguised genies for what they are.

Bonus Feat: At Levels 6, 9, 12, 15 and 18, you gain an additional Gear or Spellcasting feat.

Elemental Shielding: At Level 8, as long as your companion gen is adjacent to you and not Enraged, Held, Helpless, Paralyzed, Pinned, or Stunned, you gain Resistance 2 to Fire, Subdual, Stress, and Explosive damage. If your companion gen痴 elemental type and the associated damage type match (efreeti = Fire, dao = Subdual, marid = Stress, or djinni = Explosive), double the Resistance value.
At Level 12 this Resistance rises to 4.
At Level 16 this Resistance rises to 6.

Bind Genie: At Level 10, you may dismiss your gen (with no reputation penalty), and replace it with a true genie (see page XX) of whatever subtype you desire as your new personal lieutenant. This genie counts as your gen for abilities that require your gen (Spell Fetching, etc). Your genie痴 maximum XP value increases by 10. Also, gear that your genie is assigned may have a Complexity of up to 20.
At Level 20, your genie痴 XP value increases by 20 more (total bonus of 30) and gear that your genie is assigned may have a Complexity of up to 30.

Call for Aid (Genie): At Level 11, you gain a contact with a Reputation value of 35 or less which must be a genie (see page XX), which does not count against the number of prizes you may keep. This contact is not any particular genie, but represents a random genie that may answer your call. You may summon this genie from up to 10 miles distance with a shout.

Genie Bottle: At Level 14, you may use the crafting skill to produce a genie bottle (see page XX), a secret that is guarded jealously by the sha段rs. You also gain a +5 bonus when using a genie bottle that use crafted to capture a genie.

Invitation to Court: At Level 19, once per adventure, as long as your companion gen is adjacent to you and not Enraged, Held, Helpless, Paralyzed, Pinned, or Stunned, you and your allies can immediately gain both the Safe Passage Favor (cost as Remote - from your current location to the audience chamber of one of the great rulers of the genies) and the Invitation Favor (cost as Elite it痴 with one of the great rulers of the genies). Each of these favors costs is reduced by your class level.
Why you are there and how you get home is your problem.

Elemental Travel: At Level 20, as long as your companion gen is adjacent to you and not Enraged, Held, Helpless, Paralyzed, Pinned, or Stunned, you and your allies can immediately gain both the Safe Passage Favor (cost as Remote - from your current location to any of the elemental planes (fire, air, water or earth) or back). You may use this ability a number of times per session equal to your starting action dice.
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« Reply #1 on: February 06, 2011, 03:33:48 AM »

I'm not sure of the utility of this clause:

In addition, you may never gain the Circle of Power ability. Should you gain Circle of Power from a class or other source, you instead gain an additional Spellcasting feat.
If you already have this ability, you gain an additional Spellcasting feat instead.

Every way I can think of to get circle of power is going to delay spell acquisition anyway, and is there strictly a reason why a sha'ir can't multiclass as a Mage? I think I might rewrite spell fetching as, "At Level 3, as long as your companion gen is adjacent to you and not Enraged, Held, Helpless, Paralyzed, Pinned, or Stunned, you gain circle of power I (as a Mage)." I think the real problem, though, is that the gen is the source of the sha'irs spell knowledge, not his casting ability, but in FC, spell knowledge is based on Spellcasting ranks.

So how about this?  

You may purchase ranks in the Spellcasting skill, and learn spells from any School. You may replace your spells known during Downtime, at a rate of one day per level of spells exchanged.

Then for spell fetching, at each iteration, in addition to the limited circle of power, add, "One per adventure, you can spend ten minutes to learn one spell from your gen, which you retain until the end of the adventure." Each iteration adds one more use. Something like that.

I think to some extent that adding custom casting methods is a good oppotunity to quanitfy learning spells, which the FC book leaves vague.
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Big_Jim
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« Reply #2 on: February 06, 2011, 06:52:30 PM »

I'm not sure of the utility of this clause:

In addition, you may never gain the Circle of Power ability. Should you gain Circle of Power from a class or other source, you instead gain an additional Spellcasting feat.
If you already have this ability, you gain an additional Spellcasting feat instead.

Every way I can think of to get circle of power is going to delay spell acquisition anyway, and is there strictly a reason why a sha'ir can't multiclass as a Mage?

Well, yes. The source material. My interpretation of this is covered/explained/lampshaded in the opening blurb of the class:
 Why the genies so readily serve them or why their minds cannot hold the knowledge of the spells that they have the ability to cast in not known. But their rapport with geniekind allows for a solution to the problem.
All the fluff goes into depth that sha'irs have no spellcasting ability without the help of their gen.  So no circle of power for sha'irs in my interpretation, so as to best mirror the source material.

I think I might rewrite spell fetching as, "At Level 3, as long as your companion gen is adjacent to you and not Enraged, Held, Helpless, Paralyzed, Pinned, or Stunned, you gain circle of power I (as a Mage)." I think the real problem, though, is that the gen is the source of the sha'irs spell knowledge, not his casting ability, but in FC, spell knowledge is based on Spellcasting ranks.

Since it's situational (Your gen is adjacent), I don't know if the wording technically allows those Circles of Power to stack. Sure everybody will look at it and declare that they do, but I don't like to give rule lawyers wiggle room on things that can be easily locked up. The creation of a "fake circle of power" also allows for things that shut down circle of power or plays off it or boosts it, or.. whatever, doesn't affect my spell fetching and vice versa.

So how about this?  

You may purchase ranks in the Spellcasting skill, and learn spells from any School. You may replace your spells known during Downtime, at a rate of one day per level of spells exchanged.

Interesting. Where would you stick it? That first level ability is getting dangerously crowded. In fact, I think the "Your Spellcasting feats count as Style feats when determining your lieutenant痴 XP value." might make whole Companion Gen ability too beefy.

Then for spell fetching, at each iteration, in addition to the limited circle of power, add, "One per adventure, you can spend ten minutes to learn one spell from your gen, which you retain until the end of the adventure." Each iteration adds one more use. Something like that.

If it doesn't push the "fake circle of power" to far out of power level, I'm not against this. I think spending a AD might be a fair, balanced addition to help pay for learning an extra spell also.
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« Reply #3 on: February 06, 2011, 06:59:06 PM »

To me the Gen is a plot device - it barely needs stats at all, much less a class ability to buff the holy heck out of those stats. Its gonna spend most of its time in an imaginary extradimensional pocket where it won't get shot to bits, nulifying 8/10ths of your class abilities...
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« Reply #4 on: February 06, 2011, 07:24:32 PM »

Or it can sit on you shoulder and you're a mounted pair. My friend did tons of Per Lt / Animal Comp type stuff with his gen, and that was back in '95. Over 15 years later, with Fantasy Craft's PL rules, you can actually have a viable gen as a sidekick - which was the interpretation that my playing group had. Your group (or just you) had another, one that quite frankly, sounds rather boring. If you were to humor my interpretation for what the Sha'ir can be in FC, do you think you could help by giving it a once over to help me balance it (should you see things that are out of whack)?
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« Reply #5 on: February 06, 2011, 07:35:01 PM »

Eh, honestly I think you're making a fundamental and common mistake in this approach. Give them Circle of Power -- all that ability does is grant you access to spell levels, it has nothing to do with the actual ability to cast spells. Besides which, it saves verbage.

What you want to do is link the genie to the spell points required to power the spells or even the spellcasting skill itself. No genie, no magic.

The second approach is simplest as it seems clear to me that genies are really just mage pouches without which spellcasting checks are considered untrained regardless of how many ranks you have (see pg 111). That hard 15 cap rules out all level 1 and greater spells (1st level has a minimum DC of 16)
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« Reply #6 on: February 06, 2011, 07:35:55 PM »

Not boring, so much as my NPC aren't stupid. They kill things like that if they are aware that that's how the world works, and Sha'ir always struck me as a pretty well understood part of the landscape.

"Ok, boys: We can all die in a fire next round, or we can take out the spell caster... I vote take out the spell caster." - many a bandit chieftan who got to that position by not being a fool.
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« Reply #7 on: February 06, 2011, 07:39:11 PM »

Or it can sit on you shoulder and you're a mounted pair.

That's a better defense. At least you get the inevitable wave of arrows pointed back at your vitaltiy point total Wink.

Quote
If you were to humor my interpretation for what the Sha'ir can be in FC, do you think you could help by giving it a once over to help me balance it (should you see things that are out of whack)?

Sure. Your fetch vebage is crazy complicated. Fold all the condition stuff back into the basic statment abotu how this works and avoid repeating it every time. I'm gonna copy your class into a blank pages and poke it a little. It'll be a few minutes.
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« Reply #8 on: February 06, 2011, 07:50:22 PM »

If the gen is the source of your powers, making it a Personal Lt. actually seems counterproductive, since it's not supposed to get out and fight. I'd give it its own stats, and I would fold most of its characteristics into the class features. Fundamentally, it's

1. an explanation for how the mage learns spells
2. the magical source for the spells (i.e. spell points)
3. a miraculous creature who occasionally does something cool

It's almost like a Contact that appears every scene. I think #1 can be folded into background flavor for learning spells. I think #2 can be written as a condition for circle of power, if you want to go that right; alternatively, I think it could be written as "Once per scene, your gen grants you circle of power I," which is much cleaner.

#3 could be done by giving the gen the right abilities and through class features. I like that much better than, "Personal Lt., you there, cast wish I for me," or what have you.
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« Reply #9 on: February 06, 2011, 09:09:32 PM »

I moved the language from the core ability to the requirements.

Requirements: Sorcery campaign quality, Caster Level 0, able to speak Jannti (Genie-speak)

Core AbilityAmbassador to the Gen: The fine art of flattery is paramount when dealing with such capricious and powerful creatures as genies. Your Legend rises by 1. At Level 1 and for each Class Level thereafter, you gain 1 additional skill point that must be spent on Impress or Sense Motive.

Class Abilities
1,001 Tales: Your skills have attracted the aid and friendship of the genies. At Level 1, you may purchase ranks in the Spellcasting skill, learn spells from any School, and gain control of a Gen (see page XX). Your Gen is a special character with a Threat Level equal to your Career Level minus 4 (minimum 1). He gains no action dice but you may spend your action dice on his behalf. While your Gen is adjacent to you and not Enraged, Held, Helpless, Paralyzed, Pinned, or Stunned, he allows you to cast spells. Initially you may only cast 0 level spells. Your Gen may not control additional characters or possess temporary feats. If your Gen dies or is dismissed, you lose Reputation equal to your Career Level (he痴 replaced in the following adventure).

If you would gain Circle of Power or an ability that would allow you to purchase ranks in the spellcasting skill, you instead gain an additional Spellcasting feat.

Aid from Beyond I: At Level 2, Once per adventure as a full action you may shout out, calling upon a jann as if they were a contact with trust 25 (see page XX). This represents a random jann that may answer your call rather than a particular individual, and does not count against the number of prizes you may keep. The GM may cancel this ability by paying 3 action dice.

Aid from Beyond II: At Level 11, Once per adventure as a full action you may shout out, calling upon a genie as if they were a contact with trust 25 (see page XX). This represents a random genie that may answer your call rather than a particular individual, and does not count against the number of prizes you may keep. The GM may cancel this ability by paying 4 action dice.

Aid from Beyond III: At Level 19, once per adventure, you and your allies can immediately gain both the Safe Passage Favor from your current location to the audience chamber of one of the great rulers of the genies and the Invitation Favor. The GM may cancel this ability by paying 5 action dice.
Why you are there and how you get home is your problem.

Spell Fetching I: At Level 3, your Gen allows you to cast Level 1 spells you know.
Spell Fetching II: At Level 5, your Gen allows you to cast Level 2 and lower spells you know.
Spell Fetching III: At Level 7, your Gen allows you to cast Level 3 and lower spells you know.
Spell Fetching IV: At Level 9, your Gen allows you to cast Level 4 and lower spells you know.
Spell Fetching V: At Level 11, your Gen allows you to cast Level 5 and lower spells you know.
Spell Fetching VI: At Level 13, your Gen allows you to cast Level 6 and lower spells you know.
Spell Fetching VII: At Level 15, your Gen allows you to cast Level 7 and lower spells you know.
Spell Fetching VIII: At Level 17, your Gen allows you to cast Level 8 and lower spells you know.
Spell Fetching IX: At Level 19, your Gen allows you to cast Level 9 and lower spells you know.

Elemental Shielding I: At Level 4, Depending on your gen痴 subtype, you gain Fire Resistance (efreet), Subdual Resistance (dao), Stress Resistance (marid) or Explosive Resistance (djinn) equal to your Class Level. You also gain Resistance against the other 3 damage types equal to one-half your Class Level.

Elemental Shielding II: At Level 12 these Resistances extend to your allies within 10 ft.

Elemental Shielding III: At Level 20 these Resistances extend to your allies within 50 ft.

Bonus Feat: At Levels 6, 9, 12, 15 and 18, you gain an additional Gear or Spellcasting feat.

Recognize the Signs I: At Level 8, you gain a +4 bonus to perception, notice or knowledge checks to recognize the works of geniekind (including their magics and the items they致e created) or to recognize disguised genies for what they are.

Recognize the Signs II: At Level 16, this bonus increases to +10.

Bind Genie I: At Level 10, you may dismiss your gen without Reputation cost and replace it with a true genie of whatever subtype you desire (see page XX). This true genie counts as your gen for abilities that require your gen (Spell Fetching, etc).

Bind Genie II: At Level 20, you may dismiss your true genie without Reputation cost and replace it with a genie lord of whatever subtype you desire (see page XX). This genie lord counts as your gen for abilities that require your gen (Spell Fetching, etc).

Genie Bottle: You have learned the most jealously guarded secret of all the genie-kind. At Level 14, you may use the Crafting skill to produce a genie bottle (see page XX). You gain a +5 bonus when using a genie bottle you have personally crafted to capture a genie.
« Last Edit: February 07, 2011, 05:24:43 AM by Morgenstern » Logged

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« Reply #10 on: February 06, 2011, 09:54:04 PM »

I like it. It's lost the "travel to and from elemental planes at will" ability, but that's an acceptable loss. Of course, now I've had a little time to reflect on the comments that you, Mr A, and pawsplay made. Sigh.
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« Reply #11 on: February 06, 2011, 10:04:31 PM »

*blink-blink* ....oooh. When I was editing your text I didn't see that the 19th and 20th level abilites were different. I thought it was a duplicate and eliminated it as I was folding stuff together :p.

To me the big virtue in this itteration is that the gen IS a special character, but it's NOT a personal lieutenant - it uses a flat stat block you can set up exactly the way you - the setting designer, not the player - want. Then the Sha'ir player can grab a bigger stat block at 10 and again at 20.

I also decoupled the elemental protection from the Gen so yoo don't get incinerated if he's out of town that day Grin. I figured the Sha'irs personal skills needed some love and that you might want to be able to fend off a pissed off genie solo if you had to.
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« Reply #12 on: February 08, 2011, 04:22:21 AM »

Just a mild note: when I saw the title of this thread, I thought it said Shi'ar. As in the interstellar empire most commonly associated with the X-Men and more specifically the Phoenix.
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« Reply #13 on: February 09, 2011, 09:19:54 AM »

What experience amount, and what type of abilities do you have in mind for the gen, genie and genie lord? Is the genie bottle to be a magic item?
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« Reply #14 on: February 11, 2011, 12:24:24 AM »

I've only just now started in on the Gen and several of their abilities are confounding me... Jumping to other planes, etc.  I did a rough port over from the original Al-Qadim book's info and ignored an XP cost for their planes jumping ability at this point and got them all to 47 XP. if you cost the planes jumping ability at 3 XP that pushes them to 50 XP.

Air Gen "Djinnling" (Tiny Elemental Outsider Spirit Flyer/Walker 47 XP): Str 6, Dex 14, Con 10, Int 10, Wis 12, Cha 10; SZ T (1ラ1, Reach 1); Spd 30 ft. flight, 20 ft. ground; Init II; Atk I; Def VI; Resilience III; Health II; Comp II; Skills: Acrobatics III, Spellcasting II; Spells: Control Weather I, Gust of Wind; Qualities: achilles heel (acid), damage immunity (electrical), darkvision II, interests (Language - Common, Language - Jannti).
Attacks/Weapons: Slam I

Earth Gen "Daolanin" (Tiny Elemental Outsider Spirit Flyer/Walker 47 XP): Str 10, Dex 12, Con 10, Int 10, Wis 12, Cha 10; SZ T (1ラ1, Reach 1); Spd 30 ft. flight, 20 ft. ground; Init I; Atk II; Def VI; Resilience IV; Health III; Comp II; Skills: Acrobatics III, Spellcasting II; Spells: Magic Stone, Move Earth; Qualities: achilles heel (electrical), damage immunity (acid), darkvision II, interests (Language - Common, Language - Jannti).
Attacks/Weapons: Slam I

Fire Gen "Efreetiken" (Tiny Elemental Outsider Spirit Flyer/Walker 47 XP): Str 6, Dex 12, Con 10, Int 10, Wis 12, Cha 10; SZ T (1ラ1, Reach 1); Spd 30 ft. flight, 20 ft. ground; Init I; Atk I; Def V; Resilience II; Health II; Comp II; Skills: Acrobatics III, Spellcasting II; Spells: Create Flame, Scorching Ray; Qualities: achilles heel (cold), damage immunity (fire, heat), darkvision II, interests (Language - Common, Language - Jannti).
Attacks/Weapons: Slam I

Water Gen "Maridan" (Tiny Elemental Outsider Spirit Flyer/Swimmer/Walker 47 XP): Str 6, Dex 12, Con 10, Int 10, Wis 12, Cha 10; SZ T (1ラ1, Reach 1); Spd 30 ft. flight, 30 ft. swim, 20 ft. ground; Init I; Atk I; Def V; Resilience II; Health II; Comp II; Skills: Acrobatics II, Spellcasting II; Spells: Create Water, Water Walk; Qualities: achilles heel (fire), aquatic II, damage immunity (cold), darkvision II, interests (Language - Common, Language - Jannti).
Attacks/Weapons: Slam I

The Genie Bottle will be a magic item, creatable only by sha'irs. It forces an opposed Resolve test, similar to a Dramatic Conflict in Spycraft 2.0, except that there are only two maneuvers: "Get in the bottle!" and "Crap, I'm not going in that bottle!" Non-Sha'irs suffer a -5 penalty to these tests, Sha'irs are even-steven as far as mods go, and if the Sha'ir is the guy who made the bottle he gets a +5 mod as stated in the actual class ability. The lead is determined by the qualities of the bottle, and once trapped, the genie must abide by the rules of the bottle, which were also determined at creation. Common rules are "Serve the owner for 101 tasks", "serve the owner for 101 days",  and the old classic, "Grant three wishes to the owner."

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