View Full Version : 3.5 Sha'ir revised

2018-04-24, 07:27 AM
The Sha'ir has great flavor, and terrible features. The main problem with the sha'ir is that it can't do what it is supposed to do. What I have done is revised the sha'ir to give it some abilities that makes it a real genie binder. To do this I have shamelessly ripped off one of the class features by the Contractor by Kellus (http://minmaxforum.com/index.php?topic=8439.0). In exchange I removed the call janni and call genie abilities from the sha'ir. Now the sha'ir is a real sha'ir.


A flexible arcane spellcaster who relies on a spirit ally to fetch his spells from across the planes

Hit die
Starting gold
Class skills
The sha'ir's class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (the planes (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int)
Skill points
2 + Int
Class Features
Weapon and Armor Proficiency: Sha'irs are proficient with all simple weapons, but not with any type of armor or shield. Armor of any type interferes with a sha'ir's arcane gestures, which can cause his spells with somatic components to fail.

Spells: A sha'ir's spells must be retrieved from the elemental planes by his familiar, an outsider called a gen. Once retrieved, a spell remains set in the sha'ir's memory, like a wizard's prepared spell, until cast or until a number of hours pass equal to the sha'ir's class level. A sha'ir is capable of extraordinarily versatile spellcasting because he can use arcane spells as well as a limited selection of divine spells. A sha'ir's familiar can retrieve any spell on the sorcerer/ wizard spell list, plus any spell from the Air, Chaos, Earth, Fire, Knowledge, Law, Luck, Sun, and Water domain spell lists. Even though the sha'ir has access to certain domain spells, he gains no other benefit of the cleric class, including the granted powers of those domains.
To learn or cast a spell, a sha'ir must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sha'ir's spell is 10 + spell level + the sha'ir's Cha modifier.

Like other Spellcasters, a sha'ir can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Charisma score.
A sha'ir begins play knowing five 0-level spells and three 1st-level spells of his choice. (Unlike spells per day, the number of spells a sha'ir knows is not affected by his Charisma score.) These new spells may be common spells chosen from the sorcerer/wizard spell list or the appropriate domain spell list.
A sha'ir decides what spell might be useful and sends out his familiar to retrieve it from the elemental planes. To do this, the sha'ir must summon his gen and tell it the name of the spell he seeks. The gen immediately plane shifts to seek the spell in the elemental planes.

The gen's success in finding the desired spell depends on the following parameters.
· Arcane Spell Known: To retrieve an arcane spell that the sha'ir can normally cast (that is, one within his Spells Known repertoire), the gen must search for a number of rounds equal to 1d4 + the spell level.
· Arcane Spell Unknown: The sha'ir can cast a spell from the sorcerer/wizard list he does not know but has seen the effects of and identified with a successful Spellcraft check. If the sha'ir seeks to cast such an arcane spell, the gen must search for ld6 minutes + 1 minute per spell level. A spell so retrieved does not become learned or known for the purposes of the gen retrieving it again.
· Divine Spell: Retrieving a divine spell, known or not, takes a gen ld6 hours + 1 hour per spell level. The gen can retrieve only divine spells from the domains indicated above. Once a gen is sent out to fetch a spell, it cannot be recalled; it is gone for the duration of the search. To determine its success, the sha'ir must succeed at a DC 20 Diplomacy check, since the gen is acting as a proxy to the elemental powers on behalf of the sha'ir. Modify the sha'ir's Diplomacy check as follows:
· +1 per sha'ir level.
· +2 if the spell is in the Spells Known category (ar- cane only).
· -2 per level of the desired spell.
· -6 if the spell is an unknown divine spell.
· -1 per increase in level caused by the use of a metamagic feat.
· -2 per attempt after a failed check the gen makes to retrieve the same spell in the same day.

If the sha'ir succeeds at his Diplomacy check the gen reappears within 5 feet of its master and imparts to him the power to cast the spell. If the check fails, the gen reappears with no spell. A failure by 5 or more results in the gen being detained for an additional 1d4 minutes.

Spells retrieved by the gen remain available to the sha'ir to cast for 1 hour per sha'ir level. If a spell is not used within that time, the power to cast the spell dissipates harmlessly.
At 4th level, and every even-numbered sha'ir level thereafter, a sha'ir may choose to learn a new spell in place of one he already knows. In effect, the sha'ir "loses" an old spell known in exchange for a new one. The new spell's level must be the same as that of the spell for which it is exchanged. A sha'ir may swap one spell at any given level and must make the decision at the same time as he gains new spells known for the level.

http://arena.athas.org/uploads/default/optimized/1X/b74e735fd3fa337326a6d47fd0a79baf469073bc_1_690x382 .PNG
Metamagic Feats: A sha'ir may use metamagic feats he possesses to modify the spells his gen fetches. The gen simply fetches the spell with the metamagic feats applied. Unlike the sorcerer, the sha'ir does not need to take a full-round action to cast such spells.

Bonus Languages: A sha'ir may substitute Aquan, Auran, Ignan, or Terran for any of the bonus languages available to his race. Sha'irs are expected to have a great deal of contact with elemental entities, and apprentice sha'irs often study the languages that such creatures speak.

Summon Gen Familiar: A sha'ir must obtain a gen familiar (see Gen Familiars) at 1st level. A gen familiar is an intelligent outsider that resembles a small elemental. The creature serves as a companion and servant to the sha'ir. The sha'ir may choose the elemental type of the gen he summons, and its alignment matches his own. The summoning takes 12 hours and consumes raw materials that cost 100 gp.

A gen can retrieve spells for the sha'ir, as indicated above. As the sha'ir advances in level, the gen increases in power similar to the manner that a normal familiar gains power. A gen advances as a normal familiar, gaining all the normal benefits described in the Familiars section on page 52 of the Player's Handbook, except that its Intelligence does not increase and it can speak the languages noted in the gen's description (see below). It retains the outsider type.

If a gen familiar dies or is dismissed by the sha'ir, the sha'ir must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sha'ir level; success reduces the loss to one-half that amount. However, a sha'ir's experience point total can never go below 0 as the result of a gen's demise or dismissal. A slain or dismissed gen can be replaced the following day, but since it is an outsider, it cannot be raised from the dead.

A sha'ir with more than one class that grants a familiar may have only one familiar at a time.

Genie Mastery (Ex): As a 2nd level sha’ir, you gain a genie mastery rank with which to do business with genie-kind, which gives you some precedent and prestige in negotiations with genies. You gain various abilities based on your genie mastery rank, which is the sum of your class level and your Charisma modifier. Only permanent changes to your Charisma result in an increase in your genie mastery rank.


Silver Tongue: Your dealings with the genie-kind have granted you some insight into their manipulation and deal-making techniques as it relates to genie-kind. You gain a competence bonus to Diplomacy and straight-up Charisma checks equal to your class level against genies and genie-kind.
Faust's Enclosure: To conduct a deal you need to lay down certain ground rules, which is difficult to do when genies can just teleport away from you. At will you can use magic circle against evil (http://www.d20srd.org/srd/spells/magicCircleAgainstEvil.htm), magic circle against good (http://www.d20srd.org/srd/spells/magicCircleAgainstGood.htm) and dimensional anchor (http://www.d20srd.org/srd/spells/dimensionalAnchor.htm) effects as spell-like abilities. These abilities are only effective against genies and genie-kind, and have no effect whatsoever on other creatures. Your caster level for these effects is equal to your Hit Dice.
Negotiation: You've been authorized to contract genies for assignment in the Material Plane. You can use a lesser planar binding (http://www.d20srd.org/srd/spells/planarBindingLesser.htm) effect at will as a spell-like ability and with a caster level equal to your Hit Dice. You can only call genies and genie-kind with this binding.
Overseer: It's important to make sure that a job gets done and done well. You can include a clause in your bindings that allows managerial oversight. If you beat the opposed Charisma check on your negotiation ability by at least 5, you can initiate a sense link (http://www.d20srd.org/srd/psionic/powers/senseLink.htm) effect with the genie at will. Your manifester level for this effect is equal to your Hit Dice. For every 4 ranks beyond 6, you can link to an additional sense simultaneously.
Outside Insurance: It always pays to have insurance. If you beat the opposed Charisma check on your negotiation ability by 10 or more, you can place the genie on retainer as insurance. The genie is dismissed from immediate service, and they can keep any payment you've offered them. However, if a specific set of circumstances occurs (such as your death, but really anything that's specified during the binding) they are placed under a geas (http://www.d20srd.org/srd/spells/geasQuest.htm) to follow a specific set of instructions determined during the negotiation. Once they have fulfilled the instructions, they are released from the geas and the transaction is complete.
Talented Negotiator: The Hit Die limit for your negotiation ability increases to 12 HD.
SOP: It's standard procedure to have the personal identification of any genie or genie-kind employee on file. If you beat the opposed Charisma check during your negotiation ability by 5 or more, the genie is obliged to give you their name. If you beat the check by 15 or more, they are compelled to tell you their truename if they know it.
Expert Negotiator: The Hit Die limit for your negotiation ability increases to 18 HD.
Not in it for the Money: You can now pay for service in a currency that genies actually care about: souls. Instead of money or gold, you gain a bonus on the Charisma check for your negotiation ability if you present the genie with a soul (trapped such as with a trap the soul (http://www.d20srd.org/srd/spells/trapTheSoul.htm) effect) equal to +1 for every 6 Hit Dice of the trapped soul. Speaking of which, you're now authorized to collect souls. Once per day per point of your Charisma modifier, you can use a trap the soul (http://www.d20srd.org/srd/spells/trapTheSoul.htm) effect as a spell-like ability with a caster level equal to your Hit Dice.
Grand Negotiator: The Hit Die limit for your negotiation ability increases to your ranks in Diplomacy (if that would be greater than 18).
Indentured Service: There's no service like continual service. For every 10 points you beat the opposed Charisma check of a negotiation by, the genie is compelled to assist you for one additional task beyond the first. Extra tasks are determined after the initial roll and can be only as hazardous or dangerous to the genie as the initial task.
Recognize Genie Works: At 3rd level, a sha'ir can recognize the craftsmanship of any item or magical effect created by geniekind. To use this ability, the sha'ir must make a successful DC 20 Knowledge (the planes) check. The sha'ir receives a bonus on this check equal to his sha'ir level.

Elemental Protection: At 5th level, a sha'ir gains resistance to acid 2, cold 2, electricity 2, and fire 2. He also gains damage reduction 2/— against attacks made by any creature with the air, earth, fire, or water subtype. The resistance increases to 4 against the energy type to which his gen is immune (see below), and the damage reduction increases to 4/— against attacks made by creatures of his gen's elemental subtype. He also gains a +2 bonus on all saves against acid-, cold-, electricity-, and fire-based attacks, and this bonus increases to +4 against attacks that deal the energy damage to which his gen is immune.

Elemental Travel (Sp): At 9th level, a sha'ir can plane shift once per day, as the spell, to any of the elemental planes or from any elemental plane to the Material Plane. At 15th level, the sha'ir may use this ability twice per day, and at 18th level, the sha'ir may use this ability at will. Caster level is equal to the sha'ir's class level.

Craft Genie Prison (Ex): At 13th level, a sha'ir gains the benefit ofthe Craft Wondrous Item feat, except that he can use it only to create genie prisons. A genie prison is created in die same way as an iron flask and functions identically to that device, except that it can hold only geniekind.