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Role: Leader. You lead by directing elemental forces and beings around the battlefield to benefit your allies. Power Source: Elemental. The Sha’ir has found a way to call forth materials, energies and even entities that exist in the Elemental Chaos. Key Abilities: Intelligence, Charisma, Wisdom
Armor Proficiencies: Cloth, Leather, Hide Weapon Proficiencies: Simple melee, simple ranged. Implements: Focus Gem, Vessel Bonus to Defense: +2 Will
Hit Points gained at 1st Level: 12 + Constitution score. Hit Points per level gained: 5 Healing Surges per Day: 7 + Constitution modifier.
Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level: Arcana (INT), Diplomacy (CHA), Heal (WIS), History (INT), Insight (WIS), Intimidate (CHA), and Perception (WIS). Bonus Language: A Sha'ir gains Primordial as a bonus language.
Build Options: Elemental Sha’ir; Friend of the Jann Sha’ir (forthcoming) Class Features: Elemental Font, Gen, Invigoration, Resistance
Elemental Font
The Sha’ir draws both beings and matter from the Elemental Chaos, and can produce a small amount of raw elemental material from the Elemental Chaos as a minor action once per encounter or every five minutes. He can produce flame up to the size of a campire, in an unoccupied square. He can produce a volume of water equal to his intelligence bonus in gallons. He can produce an amount of dirt or stone (any type that does not have significant monetary value) equal to his intelligence bonus in cubic feet. He can create one hours worth of breathable air for a number of medium-sized creatures equal to his intelligence bonus in airtight spaces (the breathable air would disperse in poisonous clouds or underwater unless one could find a container for it and breathe from that. This would not allow the Sha’ir or another creature to avoid poison or drowning damage from a power, however.) As this is actual matter brought forth from the Elemental Chaos, it is permanent, although the Sha’ir himself can dismiss it with another minor action.
Gen
The Gen is a tiny elemental companion that is bonded to a Sha’ir and delivers the effects of the powers he uses. When a Sha’ir uses an elemental power with the Gen keyword, the Gen must be at or be able to move to the square the Sha’ir is targeting (or the square of the target.) A Sha'ir can order his Gen to move its movement rate as a minor action, and it also moves its movement rate, as needed, as an immediate reaction to the Sha'ir invoking an elemental power with the Gen keyword. A Gen can only exist within 20 squares of its master, the Sha’ir.
Within these 20 squares, the range of a Sha’ir’s powers is dependent on the location and movement of their Gen. The Gen can move in whatever way is needed to reach a target square: it can be considered to be running, flying, jumping or swimming as appropriate (whatever “looks natural” and allows the Gen to reach the target square to deliver the power’s effects.) Each Gen has a base movement rate of 6, and moves as an instant reaction when a Sha’ir uses a power.
When moving to deliver the effect of a power, the Gen can move further if it can take advantage of its elemental medium:
A fire Gen can increase its movement by 2 squares to reach a target square if it can use existing open fire or flame as a medium for at least one square along its path as it travels to the intended target area.
A water Gen can increase its movement by 2 squares to reach a target square if it can use one square or more of water as a medium along its path as it travels to reach the intended target area.
An earth Gen can increase its movement by 2 squares if it can use bare earth or stone as a medium for at least half the squares it travels to reach its intended target area.
An air Gen can increase its movement by 2 squares to reach a target square if in an environment with open airflow, natural breezes or winds.
A Gen cannot attack on its own nor can it be the target of an attack. If trapped or separated from the Sha’ir, it disappears to the Elemental Chaos and returns to the world adjacent to the Sha’ir at the start of his next turn.
The Sha’ir can communicate with the Gen verbally, or nonverbally through their bond when invoking elemental powers or using a minor action to order it to move. The Gen can speak Primordial. It has passive perception scores equal to the Sha’ir and no additional skills or abilities. A Gen’s physical ability scores are equal to ½ the Sha’ir’s level (minimum 1) and its mental ability scores are equal to that of the Sha’ir. It does not need to eat, sleep or breathe.
The Sha’ir can change Gen companions to one of a different type any time they would be able to retrain a feat (upon leveling.)
Invigoration
Using the Elemental Invigoration power, the Sha’ir can rouse his companions and help them to shake off the weariness of battle.
Quote:
Elemental Invigoration You draw on raw power from the Elemental Chaos and revitalize a companion.
Encounter (special) * Elemental, Healing
Special: You can use this power twice per encounter but only once per round. At 16th level, you can use this power three times per encounter.
Minor Action * Close Burst 5
Target: You or one ally.
Effect: The target can spend a healing surge and regain an additional 1d6 hit points. Increase the amount of additional hit points to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level and 6d6 at 26th level.
Resistance
A Sha’ir has Resistance 5 against one damage type as determined by the type of Gen companion that he has: a Sha’ir with a fire Gen has Resist Fire 5; a Sha’ir with an air Gen has Resist Force 5; a Sha’ir with a water Gen has Resist Cold 5; and a Sha’ir with an earth Gen has Resist Acid 5.
Implements: Focus Gems and Vessels
A focus gem or vessel (such as a specially prepared bottle or lamp) allows a Sha’ir to strengthen their connection with their Gen. A Sha’ir using one of these implements with a magical bonus can add its enhancement bonus to attack and damage rolls of Sha’ir powers, as well as Sha’ir paragon path powers, that have the Gen keyword. Without these implements, a Sha’ir can still use powers that have the Gen keyword, but gains no bonus provided by a magical implement. The gen can live quite comfortably inside the focus gem or vessel when it is not needed, and for the purposes of the gen (and only the gen) it is considered to be an extradimensional space.
Level 1 At-Will Elemental Powers*
Quote:
Barrage of Stones Sha’ir Attack 1 Your Gen gathers up excess earthly mass as it moves toward your foe, then leaps into the air and pelts your enemy with small, hard rocks that disorient and leave the enemy open for attacks from your allies.
At-Will * Elemental, Gen
Standard Action * Ranged (Gen)
Target: One Creature
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier damage, and the target grants combat advantage to one of your allies as though the ally was flanking the target, until the end of your next turn.
Increase damage to 2d6 + Intelligence modifier damage at 21st level.
Quote:
Breath of Flame Sha’ir Attack 1 Your Gen spits a jet of flame in the enemy’s face, forcing the enemy to shield his eyes, giving an ally a chance to attack.
At-Will * Elemental, Fire, Gen
Standard Action * Ranged (Gen)
Target: One Creature
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage, and an ally of your choice can make a basic attack against the target.
Increase damage to 2d6 + Intelligence modifier damage at 21st level.
Quote:
Buffeting Winds Sha’ir Attack 1 Your Gen moves just past or into your target, trailing forceful battering wind behind it. While the gust knocks into your enemy, an adjacent ally is roused by the sudden flow of fresh primordial air.
At-Will * Elemental, Gen
Standard Action * Ranged (Gen)
Target: One Creature
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier damage, and an ally of your choice within two squares of the target can make a saving throw against one condition as an immediate action or gains temporary hit points equal to your Charisma modifier plus one-half your level (your choice.)
Increase damage to 2d6 + Intelligence modifier damage at 21st level.
Quote:
Gushing Water Sha’ir Attack 1 Your Gen projects a forceful jet of water that impacts against your enemy with force and drenches him. One of your allies notices a weak spot where the water leaks out of the enemy's armor.
At-Will * Elemental, Gen
Standard Action * Ranged (Gen)
Target: One Creature
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier damage, and one ally within five squares of the target gains a power bonus to melee attack rolls against the target equal to your Charisma modifier until the end of your next turn.
Increase damage to 2d8 + Intelligence modifier at 21st level.
Quote:
Charge of the Jann Sha’ir Attack 1 The image of a Jann warrior spirit briefly appears and attacks your target with a ferocious blow that sends him reeling, allowing an ally to move in or duck away.
At-Will * Elemental, Force
Standard Action * Ranged 5
Target: One creature.
Attack: Intelligence vs. AC
Hit: 1d10 + Intelligence modifier damage. An ally of your choice can shift one square toward or away from the target as a free immediate action.
Increase damage to 2d10 + Intelligence modifier damage at 21st level.
Level 1 Encounter Elemental Powers
Quote:
Circle of Flame Sha'ir Attack 1 Your Gen ignites the terrain immediately surrounding the target with a localized but high circle of fire, blocking his path. The smoke and flame make it difficult for him to see distant foes.
Encounter * Elemental, Fire, Gen
Standard Action * Ranged (Gen)
Target: One Creature
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage, and the target is immobilized until the end of your next turn. The target grants combat advantage to ranged combatants until the end of your next turn.
Elemental Sha’ir, Fire Gen: Enemies in squares adjacent to the target take your Charisma modifier in fire damage.
Quote:
Winds of Change Sha'ir Attack 1 Your Gen calls up a powerful wind that spins combatants around, and gives allies an opportunity to change position.
Encounter * Elemental, Gen
Standard Action * Ranged (Gen)
Target: One Creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier damage, and one ally adjacent to the target gets to swap positions with either the target or with another adjacent ally.
Elemental Sha’ir, Air Gen: Each ally within Burst 1 of the target gets to shift one square in any direction (in addition to the swapping positions action above.)
Quote:
Dust Cloud Sha'ir Attack 1 Your Gen charges up and smashes itself against your enemy, or a hard surface very near to your enemy. As your Gen reconstitutes itself, it leaves behind a choking cloud of rock dust and dirt.
Encounter * Elemental, Gen
Standard Action * Area 1 (Gen)
Target: Any creature in the target square.
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier damage, and the cloud of dust lasts until the end of your next turn. Any creature starting their turn in that square or moving through that square is dazed until the end of your next turn.
Elemental Sha’ir, Earth Gen: Any creature moving through the affected square also takes damage equal to your Charisma modifier.
Quote:
Sweeping Tide Sha'ir Attack 1 The Gen calls forth a sudden wave of water, threatening to knock your foes off their feet and sweep them away.
Encounter * Elemental, Gen
Standard Action * Blast 3 (Gen)
Target: Each Creature in Blast
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier damage, and the target is knocked prone.
Elemental Sha’ir, Water Gen: In addition to being knocked prone, the target is pushed a number of squares equal to your Charisma modifier.
Quote:
Oasis of the Jann You evoke the essence of calm found in the oases where Jann gather in the Elemental Chaos, a place where the elemental forces seem to be at rest.
Encounter * Elemental, Zone
Standard Action * Burst 1 within 10
Effect: Any creature or object – friend or foe - within the zone gains a resistance equal to Resist 5, of a single type designated by the Sha’ir at the time that the power is activated, from the following list: Acid, Cold, Fire, Force, Lightning, or Thunder, This resistance lasts until the end of your next turn.
Friend of the Jann: Allies within the burst area at the time the power is activated also regain your Charisma modifier in hit points.
Level 1 Daily Elemental Powers
Quote:
White Heat Sha'ir Attack 1 The Gen flares into a fury of white hot heat that exhausts your enemies. The heat and light stir your allies to overcome their difficulties and press on.
Daily * Elemental, Fire, Gen, Reliable
Standard Action * Burst 2 (Gen)
Target: Each Enemy in Burst
Attack: Intelligence vs. Fortitude
Hit: 3d4 + Intelligence fire damage, and each enemy caught in the burst is weakened (save ends.) Allies in or adjacent to the burst area can make an immediate saving throw to overcome any one condition or effect.
Quote:
The Ground Trembles Sha'ir Attack 1 Your Gen curses your enemies’ feet, causing the ground directly beneath him to tremble with every step that he takes.
Daily * Elemental, Gen
Standard Action * Ranged (Gen)
Target: One Creature
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier damage, and the target is knocked prone. The target is also slowed and each time the creature takes a move action (other than to stand up) he is knocked prone at the end of his movement (save ends both.)
Miss: The target is slowed (save ends.)
Quote:
Waterlogged Sha’ir Attack 1 A volume of animate water flows up and around the subject, trying to find a way inside, to flood its lungs or inner workings with water.
Daily * Elemental, Gen
Standard Action * Ranged (Gen)
Target: One Creature
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier damage, and the target takes 5 ongoing damage and is weakened (save ends both).
Miss: The target is weakened (save ends.)
Quote:
Dervish Doppleganger Sha’ir Attack 1 Your Gen splits in two, creating a twin of itself that gathers up a volume of air around it until the second elemental is large enough to slam into the target and continue to threaten it.
Daily * Conjuration, Elemental, Gen
Standard Action * Ranged (Gen)
Target: One Creature
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence damage, and the elemental provides a flanking bonus to allies.
Sustain Minor: You can move the elemental as a move action, and as a part of that move action you can make another attack against your original target, if the elemental is adjacent to that target, for an amount of damage equal to your Charisma modifier.
Miss: The elemental provides a flanking bonus to allies, and you can still use the sustain effects as desired.
Quote:
Desert Rider Rescue Sha’ir Attack 1 A force in the shape of a Jann warrior spirit appears on a ghostly white horse and charges at your enemy. It picks up an ally adjacent to the foe and carries that ally away to safety.
Daily * Elemental, Force
Standard Action * Ranged 10
Target: One creature.
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence damage. One ally of your choice adjacent to the target slides a number of squares away from the target up to one + your Charisma modifier.
Miss: One ally of your choice adjacent to the target slides a number of squares away from the target up to one + your Charisma modifier.
Level 2 Utility Elemental Powers
Quote:
Cleansing Rain * Sha’ir Utility 2 As the Gen swims rapidly through the air overhead, it drops refreshing primordial waters over the area, allowing your allies to recover.
Daily * Elemental, Gen
Standard Action * Burst 1 (Gen)
Target: Each ally in burst
Effect: Each ally in the burst gains a number of hit points equal to your Charisma modifier.
Quote:
Wind Upon Your Back * Sha’ir Utility 2 An ally is gifted with a wind that lifts and pushes him in the direction he is headed.
Encounter * Elemental, Gen
Instant Interrupt
Trigger: You or an ally takes a move action.
Target: One ally or personal.
Effect: You or an ally gain +2 additional squares of movement on move actions until the end of your next turn.
Quote:
Earthen Affinity * Sha’ir Utility 2 A brief connection to the earth is imparted, and the path through difficult terrain becomes clear for your allies.
Daily * Elemental, Gen
Standard Action * Burst 5 (Gen)
Effect: Your allies within the burst area ignore difficult terrain until the end of your next turn.
Quote:
Smoke Screen * Sha’ir Utility 2 A small fire is created that puts out little heat or light, but produces copious amounts of smoke to help conceal an ally.
Encounter * Elemental, Gen
Minor Action * Ranged (Gen)
Effect: The current square of one ally you chose provides concealment until the end of your next turn. The cloud of smoke disperses after your ally moves from that square.
Quote:
Elemental Bargaining * Sha’ir Utility 2 The Sha’ir has a deep understanding of the cultural dynamics and mindset of elemental creatures, and uses that to his advantage when dealing with them.
Daily * Elemental
Minor Action * Personal
Effect: The Sha’ir gains a +2 power bonus to Bluff, Diplomacy, Insight, or Intimidate checks with a creature of the elemental origin for the remainder of the encounter or challenge.
Quote:
Jann Defender * Sha’ir Utility 2 You conjure up a Jann warrior spirit directly in front of an ally and ask it to defend the ally against one of your enemies. The warrior spirit has just enough presence to deflect attacks from that enemy made against your ally.
Dailly * Elemental
Standard Action * Ranged 5
Target: One Ally or Personal
Effect: Your target gains a +2 power bonus to defenses against a single enemy you designate. You can sustain this defensive bonus with a minor action, otherwise it lasts until the start of your next turn. The Jann spirit moves with the target if the ally moves and is considered to be occupying the same square. It does not hinder movement for any creature and cannot take any actions on its own.
*I will not presume to name elemental powers at this point, as it would apply to all Elemental classes, although I was tempted to use 'invocations'.
Last edited by Cryptos; 19th June 2008 at 08:23 AM..
As a side note, PEACH is considered a little rude around here, as it implies that the community needs to be told to be nice and honest. You'll get more traffic if you take it from the title.
After quickly skimming some of what you wrote, I have a few thoughts:
The gen delivering attacks is really cool and makes this class seem more flavorful and different (this is especially important because some of its abilities are very similar to warlord and cleric abilities)
Some of those at will powers seem very powerful. Many of them seem like better versions of similar at will powers of other classes.
After quickly skimming some of what you wrote, I have a few thoughts:
The gen delivering attacks is really cool and makes this class seem more flavorful and different (this is especially important because some of its abilities are very similar to warlord and cleric abilities)
Some of those at will powers seem very powerful. Many of them seem like better versions of similar at will powers of other classes.
Great start and good luck finishing the class
Thanks. To be honest, the mechanism for using the Gen was the main reason I started the class. I suppose it shows. I haven't done very much with Leader classes so far, focusing instead on the Wizard and strikers.
Damage felt too low, and I was trying to avoid letting "controller" effects dominate. There's a hint of controller secondary effect in there regardless. I've toned the damage down on some of the at-will powers.
I've added the Encounter powers as I have them so far. I dispensed with constantly referring to the PHB, and they're probably even more controller-like.
It looks like I'm trying to squeeze in control alongside leadership buffs. I think there are too many effects on some of the powers.
To be honest, I might scrap the leader approach entirely, lower HP and armor proficiencies, and come up with a new class feature, and just make them controllers to be done with it. I'm tempted. It would certainly be easier to come up with unique powers. There are tons of ways to screw with enemies, but only so many ways to use the elemental forces to buff your allies.
I personally love the Gen idea that I had, and I like the implement choices as well. I could go either way with the rest of it.
I don't know why, but the idea of the Sha'ir as a leader got fixed in my head during some pre-release discussions here and on Gleemax.
Last edited by Cryptos; 18th June 2008 at 07:28 AM..
I would've thought controller or striker myself. I think it works, indeed it works even better with the historical role of Sha'irs, I'm just curious as to why.
One other random thought:
Perception has to be on the skill list. It was a huge part of the flavor of the original class. Insight can deal with Genie illusions, but I think it still needs the full observor package.
I love the gen, but I have a few questions about it:
1. Are all the powers going to use the gen because it is suggested in the description that some won't.
2. Should there bee any benefit for certain elements of gen using their particular element?
Also, another damage and knocked prone made me die a little bit in side because it is so similar to so many other attacks. Can you find some way to make it unique?
Mixing and matching answers to those questions above:
Sorry. I like knocking things prone for some twisted reason. It makes me giggle. Seriously, although damaged and knocked prone is nothing new, I do like The Ground Trembles if only for its ongoing effects, which I think are a bit different. I enjoy the mental image of the very ground rejecting someone's feet, making them walk like they're on a shaky rope bridge on a playground, and knocking them over every time they move.
I'm trying to remember the context now for the discussions where we assumed that the Sha'ir would be a leader in role. As I said, it was before we actually saw the game or even a lot of the pre-release rules and characters. I think it was inferred from the idea that they'd be commanding genies, making pacts with the Jann, and potentially directing elementals around in combat. Of course, summoning is more limited in 4e, as you have to consider the economy of actions, but they still have that flavor of being the frontman that deals with beings from the Elemental Chaos.
Each tier of powers should have five as part of my current design goal: one well suited to a particular elemental type, and one that deals with the Jann. In higher levels, there will also be utility powers that help the Sha'ir make deals or get boons from genies, such as a level 2 utility I'm thinking of that provides a bonus to the character's next roll on social skills when dealing with elementals (see the Warlock skill utilities.)
As that relates to the question about the Gen, the gen seemed ideally suited to deliver the elemental powers, but if you'll notice the Jann powers should have standard ranges on them.
I'll admit it is getting a bit tiresome to add the gen to the description of each power. I gradually stopped doing that as I made powers, and will probably remove that bit from some powers' flavor as the gen is implied. I'll probably leave it for the At-Wills as a subtle way of conditioning people to remember the positioning of the gen.
For encounter powers, there will be a benefit on many powers for using the elemental power that corresponds to your gen type, just as their are benefits for encounter powers for certain powers for Inspiring Warlords vs. Tactical Warlords, or Star Pact Warlocks vs Fey Warlocks.
Perception on the skill list... I was initially reluctant to do so because I reverted back to older editions' protectionism of out-of-combat roles. But then I remembered that I was actually hoping that Perception would be universal for 4e and was disappointed that it wasn't, and that the combat role is the main thing balanced and protected / preserved in 4e... anyone could gain perception as a feat. Still, most of the Sha'ir's traditional role as advisor and diplomat is well-served by Insight, I think. I'll continue to think about this, and perhaps replace Dungeoneering with Perception, as that's the least appropriate skill on the current list. I'll probably add Wisdom as the third recommended ability for the class then, given that so many of their skills would be derived from that ability.
Thanks for the thoughts, suggestions, criticisms and kind words. I have several level 2 utility powers written and will work on them some more once I recharge my batteries a bit.
Last edited by Cryptos; 19th June 2008 at 04:22 AM..
The flavor text of the water at-will was changed, as it was clumsy for the effect. (It might be in the market for a new power name as well.)
I did change the skill list to include perception. The Sha'ir is typically a shrewd character, and in many tales such a character notices details that give them an advantage. Dungeoneering didn't make much sense, anyway... it was just a better choice of a knowledge skill than some others... Arcana and History would be the principle skills of this type of character in terms of being an advisor, anyway. Regardless of the skill list having one or the other, Wisdom-based skills were common, so that was added to the class abilities list as the third recommended ability.
Eliminated a few redundant words left in as a typo after editing from the additional movement description for the water gen.
I added the level 2 utility powers.
I'll need to look over higher level powers some time in the near future and get a sense of how everything is scaling. One or two of the power ideas I had for levels 1 and 2 seemed too powerful, so I have some in reserve already for higher levels.
Edit: Although they don't gain Ritual Caster as part of the class, I can see where many should and probably will wind up picking up the feat. The abilities of a Sha'ir to construct a genie prison will probably come in the form of a high-level ritual, and rituals that allow transportation to the Elemental Chaos would be a natural fit, also.
Last edited by Cryptos; 19th June 2008 at 09:35 AM..
Great thread! Nice to see the sha'ir getting some 4e love.
First, I think you've got a great theme for the class, and like how you're playing up the Elemental Chaos as the font of creation. Your powers seem balanced and very evocative.
However, the class seems to stray into "elementalist" territory. Which is fine if you don't plan on having an elementalist class in your campaign, but I think the class would shine if you played up the unique elements of the sha'ir more. Consider this definition....
Quote:
Originally Posted by Encyclopedia Britannica
(Arabic: “poet”), in Arabic literature, poet who in pre-Islāmic times was a tribal dignitary whose poetic utterances were deemed supernaturally inspired by such spirits as jinn and shaitans. As such, his word was needed to insure the success of certain tribal activities, particularly war, grazing, and the invocation of the gods. In times of intertribal strife, the satire (hijā) was the shāir’s most potent form of magic and equivalent to warfare itself.
I would envision the sha'ir as a sarcastic, sharp-witted, keenly observant, and eloquent mystical advisor. Perhaps some powers could play off this concept some more? You might also consider giving him some powers more traditionally associated with the hakima.
Ok, the class features...
Elemental Font
While I love the idea of a sha'ir creating sand which runs from one hand to the other as he spins a tale.... Are there any limits on this? I mean, does a party with a sha'ir no longer fear dehydration? Can he start thousands of campfires, essentially burning a city to the ground? Can he dam a river with stones?
Gen
Is moving the gen only a minor action when not moving it as a part of a power with the "gen" keyword?
So, if a sha'ir uses a power at 10 squares range (assume the gen is 10 squares away), the power affects the target the following round as the gen could only possibly move 8 squares in one round? So the target sees the gen coming at them and might flee out of range? Hmm... While this does put some limits on the sha'ir as a controller (a good thing, since we want him to be a leader), I wonder if it will get complicated tracking the gen's location all the time?
Also, you mention gen have a perception = the sha'ir. Are you implying that the sha'ir can use the gen as a scout? That seems awfully potent for 1st level.
Invigoration
Healing Word by another name. I suggest a healing power with side effects instead of the extra +d6 healing, depending on the dominant element used. For example, a PC healed with primordial fire might temporarily acquire fire-like traits - quick, insubstantial, blazing, etc. A PC healed with primordial water might temporarily gain swarm traits or shift under a door. A PC healed with primordial air might teleport 1 square. A PC healed with primordial earth might gain the dwarf's "stand your ground" feature temporarily. You could still work these to scale as the bonus healing does.
Resistance
About air resistance = force. What about thunder/lightning?
Implements: Focus Gems and Vessels
Nicely done.
More on the powers later, but I like what I see so far.
Cryptos, have you considered making the sha'ir a play on the warlock class? Instead of elemental/fey/whatever pacts, have a gen pact instead? It was an idea that came to me as I was trying to figure out how and where to "shoe horn" all the 4e classes into the 2nd Ed kits.
I thought about doing Sha'ir off of warlocks too, and I think a parallel structure would work really well, but I'm open to the idea of a class that uses summoning - in some sense - right from the start as well.
Great thread! Nice to see the sha'ir getting some 4e love.
First, I think you've got a great theme for the class, and like how you're playing up the Elemental Chaos as the font of creation. Your powers seem balanced and very evocative.
However, the class seems to stray into "elementalist" territory. Which is fine if you don't plan on having an elementalist class in your campaign, but I think the class would shine if you played up the unique elements of the sha'ir more. Consider this definition....
Of course they've wandered into "elementalist" territory, I have them as using the Elemental power source!
In the Al-Qadim setting, all native wizards played off of elementalist themes. An illusionist, necromancer, or even a force-based evoker would be an Ajami - an alienist wizard. A native wizard of the sorcerer kit specialized in two elements. A native wizard of the elementalist kit specialized in one.
Sha'ir in 2e would send their gen to the outer planes to retrieve magic for them, allowing them to cast it. The easiest magic for a gen to retrieve was elemental magic, as they could easily reach and search their native planes. But the gen could go other places to look for magic: their gen could retrieve arcane or divine magic in this way. In 4th edition, that would have been the equivalent of "pick any spell or prayer powers you want, whenever you want." They were, potentially, much more of a Swiss Army Knife than regular wizards.
The easiest powers for a Sha'ir to draw on through their gen, however, were (and I quote) "a spell that a native wizard of the same experience could normally cast." A native wizard in Al-Qadim is an elementalist.
Translated directly into 4e terms from the original published Al-Qadim setting, the Sha'ir would be drawing on a similar source of power as an elementalist with the aid of a summoned / companion creature, only their powers would be more leader-like (as they had access, however limited, to cleric spells in the old edition and were diplomats with a great degree of flexibility in power.)
Shaman is a planned class for 4th edition to officially cover, probably in the PHB2. They might be more along the lines of what you are looking for.
Quote:
Originally Posted by Quickleaf
I would envision the sha'ir as a sarcastic, sharp-witted, keenly observant, and eloquent mystical advisor. Perhaps some powers could play off this concept some more? You might also consider giving him some powers more traditionally associated with the hakima.
Well, you'll have to take that up with the designers of the Al-Qadim setting. I was only going for trying to take the class as written back then and finding a way to make it work in 4e rules. I wasn't designing a new class from scratch, I'm bringing one up to date. Perhaps that is what is needed. That is up to WotC if and when they decide to republish the setting for 4e. But creating something that doesn't resemble the class as written and calling it a Sha'ir in D&D, as that was defined by Al-Qadim, would be disingenuous. I'd be making my own class up from scratch and using the name to promote it. (And honestly, I don't have much interest in promoting this... it was just a thing I wound up doing as an exercise in game mechanics.)
Quote:
Originally Posted by Quickleaf
Elemental Font
While I love the idea of a sha'ir creating sand which runs from one hand to the other as he spins a tale.... Are there any limits on this? I mean, does a party with a sha'ir no longer fear dehydration? Can he start thousands of campfires, essentially burning a city to the ground? Can he dam a river with stones?
As stated in the title, this is all in progress. This was intended to be a catch-all equivalent of Cantrips for the class. It does not yet have language to help DMs that don't have any sense to say "no" to their players. Or "Yes, and" or "Yes, but..."
However, with a once-every-five-minutes use, if a DM did let someone go around with this ability and burn the entire city down, one small fire at a time in five minute intervals, without any NPC saying or doing anything, shame on the DM.
Same with any of the other questions. Good luck damming the river. It would have to be a very small one, and if you try to do it piecemeal you'll be there for a long time. (You could also say many things like, by the time you get it half done, the incomplete and therefore unstable structure would probably be knocked over by the force of the river.) You might as well worry that a group of fighters with 20 STR and ritual casting are going to use Tenser's Floating Disk to carry stones to the river for them and dam a river.
Anything can be broken in an RPG if common sense does not prevail. Sadly, RPG companies and creators have not yet figured out how to sell common sense.
In as much as dehydration is a threat to PCs when they have a simulationist DM, that threat is almost always easy to overcome, in any edition, by probably around fourth or fifth level at the latest. Any party that put their mind to it could have chosen characters to avoid this hazard in earlier editions. And it's clearly not the type of focus that D&D 4e is going for in terms of challenges: something potentially lethal with nothing to gain in return, all risk with no reward. Unless you can find me the XP reward for surviving without water.
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Originally Posted by Quickleaf
Gen
Is moving the gen only a minor action when not moving it as a part of a power with the "gen" keyword?
So, if a sha'ir uses a power at 10 squares range (assume the gen is 10 squares away), the power affects the target the following round as the gen could only possibly move 8 squares in one round? So the target sees the gen coming at them and might flee out of range? Hmm... While this does put some limits on the sha'ir as a controller (a good thing, since we want him to be a leader), I wonder if it will get complicated tracking the gen's location all the time?
The following round? That's a truly bizarre interpretation to what's written above and you're the first I've seen to have that interpretation.
The Sha'ir can command his gen to move in a combat encounter as a minor action to help get it into position to deliver a power effect to a target square. When the Sha'ir activates a power with the Gen keyword, the gen moves as an immediate reaction to the square with the Sha'ir's intended target.
"Immediate reaction" and the concept that the gen defines the Sha'ir's range are the keys here.
Sha'ir begins turn. He looks and sees that there is a kobold that he wants to target, and notices it is 12 squares away. The gen would not be able to reach the kobold as an immediate reaction when he uses his power. It is currently out of range.
Sha'ir asks the gen to move its movement rate closer to the kobold as a minor action. The gen is now 6 squares from the kobold. That's close enough.
The Sha'ir takes his standard action to activate the power attacking the kobold. When the power is activated, the gen moves the remaining 6 squares to the kobold as an immediate reaction to the Sha'ir activating the power. The effect is delivered by the gen and the attack is resolved.
One minor and one standard action, a situation is set up, an attack is made. Not on the following round. As part of his standard action.
If the gen can't reach the target, it is out of range and so the Sha'ir can't use a power against it.
Quote:
Originally Posted by Quickleaf
Also, you mention gen have a perception = the sha'ir. Are you implying that the sha'ir can use the gen as a scout? That seems awfully potent for 1st level.
Passive perception. You can't selectively ignore the language to make something better than it is. The gen cannot make active skill rolls. As it is passive, the DM determines to what extent the gen will notice things.
As the gen can only exist up to 20 squares from the Sha'ir, and would have to return and have a very audible conversation with the Sha'ir about what it saw (and doesn't have stealth) this would be a very, very limited scout in any event.
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Originally Posted by Quickleaf
Invigoration
Healing Word by another name. I suggest a healing power with side effects instead of the extra +d6 healing, depending on the dominant element used. For example, a PC healed with primordial fire might temporarily acquire fire-like traits - quick, insubstantial, blazing, etc. A PC healed with primordial water might temporarily gain swarm traits or shift under a door. A PC healed with primordial air might teleport 1 square. A PC healed with primordial earth might gain the dwarf's "stand your ground" feature temporarily. You could still work these to scale as the bonus healing does.
This comment / suggestion is actually somewhat useful.
However, note that Healing Word and Inspiring Word are more or less identical, as well, despite being from different power sources and having different means of delivering that healing in terms of flavor. If you want to criticize someone for repeating Healing Word, talk to the creator of the Warlord.
There is the danger that certain benefits (especially if the Sha'ir could choose one of four benefits each time he healed) added to the healing effect would make people choose the Sha'ir over the Cleric or Warlord as simply better, even though it is lacking the +d6 healing.
On reflection, no, you really couldn't. Whole powers are based on the idea of granting someone an immediate saving throw, shifting one square, or providing extra benefits to them. To too many people, adding that to healing word at the cost of a few extra hit points would be too good a thing to pass up. It wouldn't be worth it to invest the time and effort to try to balance something like that.
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Originally Posted by Quickleaf
Resistance
About air resistance = force. What about thunder/lightning?
This is where I break with D&D tradition. Air = lightning has always been the most absurd connection they've ever made in terms of the elements, one made because they didn't know what to do with one or the other, to fill in a grid. "Ok, what do we do with blue dragons? Well, we've got deserts to fill as an environment and lightning to fill as a breath weapon, so let's make blue dragons in the desert with lightning breath." The only solid connection between the two is that lightning travels through the air. But then, you might as well have Resistance Birds 5, for all that that matters.
I certainly wouldn't make it both Thunder and Lightning, as, once again, you've just made one choice better than all the others. But it would be truly bizarre if it had one but not the other. Force is the simplest and most sensible choice, whether you rationalize it as air cushioning the impact of force, or however else you chose to do so.
Last edited by Cryptos; 22nd June 2008 at 04:01 AM..
I certainly wouldn't make it both Thunder and Lightning, as, once again, you've just made one choice better than all the others.
I don't know if there is a way to avoid this. Fire is always going to be a superior choice since it's such a common damage type, particularly at the low levels where that level of resistance is going to make the most difference.
Was it intentional to not increase elemental invigoration to close burst 10 and 15 at higher tier?
Breath of Flame is just too powerful - compare to Commander's Strike, which doesn't deal damage, only works on a target you threaten in melee, and only gives a melee basic attack, for instance.
Any particular reason Buffeting Winds is just like Sacred Flame but worse? Losing radiant is probably a disad (minor, though, sure), shorter range to an ally, immediate action. Is it cause of range 5 to range Gen being considered a big improvement? (I mean, it is pretty cool I suppose)