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Sha'ir

(Dragon Compendium variant, p. 51)

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

Hit die

d4

Alignment

Any

Starting gold

3d4x10

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.

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

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.

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.

Call Janni (Sp): A 7th-level or higher sha'ir may call a janni to aid him once per day. This functions as the lesser planar ally spell except that the Sha'ir can only call a janni. The sha'ir must pay the spell's XP cost and bargain with the janni as normal. Caster level is equal to the sha'ir's class level.

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.

Call Genie (Sp): An 11th-level or higher sha'ir may call any type of genie to aid him once per day. This functions as the planar ally spell except that the Sha'ir can only call one dao (see the Manual of the Planes), djinni, efreeti, or marid (see the Manual of the Planes), or two jann. The sha'ir must pay the spell's XP cost and bargain with the genie or jann as normal. 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.

Gen Familiars

A gen is an outsider similar to a genie, but much smaller and far less powerful. Like genies, gens are native to the various elemental planes.

COMBAT
All gens have certain traits in common. They prefer to avoid combat, a task that is easy for them since they can travel to the elemental planes at will and survive equally well in any of them.

Elemental Endurance (Ex): A gen can survive on the elemental planes like a native. On the Elemental Plane o f Fire, a gen is immune to fire damage. On the Elemental Plane of Water, a gen can breathe water and has a swim speed equal to its fly speed (gaining the normal +8 racial bonus on Swim checks). On the Elemental Plane of Earth, a gen has a burrow speed equal to its land speed, leaving no tunnel or sign of its passage as though it has the earth glide ability o f a xorn (see the Monster Manual).

Elemental Travel (Sp): A gen can plane shift at will to any of the Elemental Planes or from any elemental plane to the Material Plane. This ability transports the gen only. It is otherwise identical to the plane shift spell (caster level 13th).

Fetch Spells (Ex): A gen can find and deliver spells to a sha'ir from the elemental planes. The time required depends upon the spell, as given in the sha'ir description.

AIR GEN
Tiny Outsider (Air, Extraplanar)
Hit Dice: 1d8+1 (5hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 70 ft. (perfect)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/-9
Attack: Slam +5 melee (ld2-2)
Full Attack: 2 slams +5 melee (ld2-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks:
Special Qualities: Air mastery, darkvision 60 ft., elemental endurance, fetch spells, immunity to electricity, elemental travel, vulnerability to acid
Saves: Fort +3, Ref +4, Will +4
Abilities: Str 7, Dex 14, Con 12, Int 13, Wis 15, Cha 10
Skills: Concentration +5, Escape Artist +6, Hide +12, Knowledge (arcana) +5, Knowledge (the planes) +5, Listen +4, Move Silently +4, Search +5, Spellcraft +5, Spot +4, Survival +6
Feats: Combat Casting, Weapon Finesse
Environment: Any elemental plane
Organization: Solitary
Challenge Rating: 1/2
Treasure: Standard
Alignment: Often chaotic good
Advancement: 2-3 HD (Tiny); 4-6 HD (Small)
Level Adjustment:
This creature resembles a pale-skinned humanoid surrounded by misty vapors.
Air gens often dwell on the Elemental Plane of Air. Thought to be related to the djinn, they are often found within djinn cities, although they travel almost constantly.
Air gens speak Common and Auran.

COMBAT
Air gens avoid combat whenever possible. When they must fight, they slam opponents with their fists.
Air Mastery (Ex): An airborne creature takes a – 1 penalty on attack and damage rolls against an air gen.

EARTH GEN
Tiny Outsider (Earth, Extraplanar)
Hit Dice: 1d8+1 (5hp)
Initiative: +1
Speed: 20 ft. (4 squares), fly 60 ft. (perfect)
Armor Class: 16 (+2 size, +1 Dex, +3 natural), touch 13, flat-footed 15
Base Attack/Grapple: +1/-8
Attack: Slam +4 melee (1d2-1)
Full Attack: 2 slams +4 melee (1d2-1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., earth mastery, elemental endurance, fetch spells, immunity to acid, elemental travel, vulnerability to electricity
Saves: Fort +3, Ref +3, Will +4
Abilities: Str 9, Dex 12, Con 12, Int 13, Wis 15, Cha 10
Skills: Concentration +5, Escape Artist +6, Hide +11, Knowledge (arcana) +5, Knowledge (the planes) +5, Listen +4, Move Silently +3, Search +5, Spellcraft +5, Spot +4, Survival +6
Feats: Combat Casting, Weapon Finesse
Environment: Any elemental plane
Organization: Solitary
Challenge Rating: 1/2
Treasure: Standard
Alignment: Often chaotic evil
Advancement: 2-3 HD (Tiny); 4-6 HD (Small)
Level Adjustment:
This creature resembles a muscular, dusky-skinned humanoid. Tiny gems stud its skin.
Earth gens usually dwell on the Elemental Plane of Earth. Thought to be related to the dao, they are often found within dao cities, although they travel almost constantly.
Earth gens speak Common and Terran.

COMBAT
Earth gens avoid combat whenever possible. When they must fight, they slam opponents with their fists.
Earth Mastery (Ex): An earth gen gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the gen takes a – 4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

FIRE GEN
Tiny Outsider (Extraplanar, Fire)
Hit Dice: 1d8 (4hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 60 ft. (perfect)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/-9
Attack: Slam +5 melee (ld2-2 pulse 1 fire)
Full Attack: 2 slams +5 melee (ld2-2 plus 1 fire)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Heat
Special Qualities: Darkvision 60 ft., elemental endurance, fetch spells, immunity to fire, elemental travel, vulnerability to cold
Saves: Fort +2, Ref +4, Will +4
Abilities: Str 7, Dex 14, Con 10, Int 13, Wis 15, Cha 10
Skills: Concentration +4, Escape Artist +6, Hide +12, Knowledge (arcana) +5, Knowledge (the planes) +5, Listen +4, Move Silently +4, Search +5, Spellcraft +5, Spot +4, Survival +6
Feats: Combat Casting, Weapon Finesse
Environment: Any elemental plane
Organization: Solitary
Challenge Rating: 1/2
Treasure: Standard
Alignment: Often neutral evil
Advancement: 2-3 HD (Tiny); 4-6 HD (Small)
Level Adjustment:
This creature resembles a ruddy-skinned humanoid with hair like crackling flames.

Fire gens can usually be found on the Elemental Plane of Fire. Thought to be related to the efreet, they are often found within efreeti cities, although they travel almost constantly.
Fire gens speak Common and Ignan.

COMBAT
Fire gens avoid combat whenever possible. When they must fight, they slam opponents with their fists.
Heat (Ex): A fire gen's red-hot body deals 1 point of extra fire damage whenever it hits in melee, or in each round that it maintains a hold while grappling.

WATER GEN
Tiny Outsider (Aquatic, Extraplanar, Water)
Hit Dice: 1d8+2 (6 hp)
Initiative: +1
Speed: 20 ft. (4 squares), fly 60 ft. (perfect), swim 20 ft.
Armor Class: 14 (+2 size, +1 Dex, +1 natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/-9
Attack: Slam +4 melee (ld2-2)
Full Attack: 2 slams +4 melee (ld2-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks:
Special Qualities: Amphibious, darkvision 60 ft., elemental endurance, fetch spells, immunity to cold, elemental travel, vulnerability to fire
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 7, Dex 12, Con 14, Int 13, Wis 15, Cha 10
Skills: Concentration +6, Escape Artist +5, Hide +11, Knowledge (arcana) +5, Knowledge (the planes) +5, Listen +4, Move Silently +3, Search +5, Spellcraft +5, Spot +4, Survival +6, Swim +6
Feats: Combat Casting, Weapon Finesse
Environment: Any elemental plane
Organization: Solitary
Challenge Rating: 1/2
Treasure: Standard
Alignment: Often chaotic neutral
Advancement: 2-3 HD (Tiny); 4-6 HD (Small)
Level Adjustment:

This creature resembles a blue-skinned humanoid with hair like waving seaweed.

Water gens often dwell on the Elemental Plane of Water. Thought to be related to the marids, they are often found within marid cities, although they travel almost constantly.
Water gens speak Common and Aquan.

COMBAT
Water gens avoid combat whenever possible. When they must fight, they slam opponents with their fists.
Amphibious (Ex): Although water gens are aquatic, they can survive indefinitely on land.

Advancement

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 Gen Familiarl 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

Class skills

Skill name Key ability Trained only Armor check penalty
Bluff CHA no no
Concentration CON no no
Craft INT no no
Decipher Script INT yes no
Diplomacy CHA no no
Knowledge (arcana) INT yes no
Knowledge (the planes) INT yes no
Listen WIS no no
Profession WIS yes no
Sense Motive WIS no no
Spellcraft INT yes no

Spells for Sha'ir

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