I'm of the opinion that we stick to the list, but as Cleon can attest, adding suggestions for Greater versions don't hurt.Oooh, nice idea. Would major creation or fabricate be out of line to add to the SLAs, or should we stick to the list as given?
For your convenience, the 2nd edition source:And does anyone know what vacancy does?
The fifth-level Sorcerer/Wizard spell Mirage Arcana seems to fit the bill... at least on first glance.Vacancy
(Alteration, Illusion/Phantasm)
Range: 10 yds./level
Duration: 1 hr./level
Area of Effect: 10-ft. radius/level
Components: V, S, M
Casting Time: 4
Saving Throw: None
When a vacancy spell is cast, the wizard causes an area to appear to be vacant, neglected, and unused. Those who behold the area see dust on the floor, cobwebs, dirt, and other conditions typical of a long-abandoned place. If they pass through the area of effect, they seem to leave tracks, tear away cobwebs, and so on. Unless they actually contact some object cloaked by the spell, the place appears empty. Merely brushing an invisible object does not cause the vacancy spell to be disturbed: Only forceful contact grants a chance to note that all is not as it seems.
If forceful contact with a cloaked object occurs, those creatures subject to the spell can penetrate the spell only if they discover several items that they cannot see; each being is then entitled to a saving throw vs. spell. Failure means they believe that the objects are invisible. A dispel magic spell cancels this spell so that the true area is seen. A true seeing spell, a gem of seeing, and similar effects can penetrate the deception, but a detect invisibility spell cannot.
This spell is a very powerful combination of invisibility and illusion, but it can cloak only nonliving things. Living things are not made invisible, but their presence does not otherwise disturb the spell.
The wizard must have a square of the finest black silk to cast this spell. This material component must be worth at least 100 gp and is used up during spellcasting.
It might work for the Artist, Slayer, or the Warmonger using Bard, Barbarian, and Fighter levels respectively. But as you say, skill ranks and racial bonuses and certainly feats might really be the way to go.I don't think I want to add actual Expert levels, but lots of skills/bonuses would be good.
GENIE, Dao
Large Outsider (Earth, Evil, Genie)
Hit Dice: 8d8+24 (60 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 20 ft, fly 60 ft (perfect), burrow 20 ft
AC: 17 (-1 size, +3 Dex, +4 natural)
Attacks: Slam +12/+7 melee
Damage: Slam 1d8+7
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Spell-like abilities, earth mastery
Special Qualities: Plane shift, telepathy, darkvision 60 ft
Saves: Fort +9, Ref +8, Will +8
Abilities: Str 20, Dex 14, Con 16, Int 12, Wis 15, Cha 15
Skills: Appraise +9, Concentration +11, Craft (any one) +9, Escape Artist +10, Listen +11, Move Silently +10, Sense Motive +7, Spellcraft +9, Spot +11
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative
Climate/Terrain: Any land
Organization: Solitary, company (2-4), or band (6-15)
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral evil
Advancement: 9-11 HD (Large); 12-24 HD (Huge)
A dao is a genie from the Elemental Plane of Earth. While they are generally found on that plane (though even there they are uncommon), the dao love to come to the Material Plane to work evil.
Dao speak Common, Auran and Terran.
COMBAT
Dao prefer to use their spell-like abilities in lieu of physical attacks in combat. A dao that is overmatched will turn invisible and/or plane shift away.
Spell-Like Abilities: 3/day—transmute rock to mud; 1/day—grant 1 wish (to nongenies only), change self, detect good, detect magic, invisibility (self only), passwall, and wall of stone. Once per day, a dao can assume gaseous form (as the spell) for up to 1 hour.
Earth Mastery (Ex): A dao gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or waterborne, the dao suffers a –4 penalty to attack and damage. (These modifiers are not included in the statistics block.)
Plane Shift (Sp): A dao can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the dao and up to six other creatures, provided they all link hands with the dao. It is otherwise similar to the spell of the same name.
Telepathy (Su): A dao can communicate telepathically with any creature within 100 feet that has a language.
One method I thought of using with Tasked Genies is to simply start them off with a couple of character levels... an Architect/Builder would probably have two or three Expert class levels. Since Tasked Genies don't quite seem to be born as developed over many years/decades of service.
That's probably not going to help all types, but it might provide some ideas.
I think you're right... upon further thought, add them. If there's any concern that better SLAs will change Tasked Builders maybe add rock to mud, mud to rock, and wall of stone at only 1/day each instead of the Dao standard of 3/day....I am tempted to add a Dao's transmute rock to mud (and the reverse mud to rock) and wall of stone abilities, which are really useful for creating buildings, but that would give them far better SLAs than the original. I suppose they can easily be emulated with wish-granting.]
I don't remember tasked genies being fixed in plane at all... but I'm getting old. I see genies having the plane shift ability as a matter of being genies... the genie-doubles being the exception since they were cursed (or something like that).[ I don't think most tasked genies would have plane shift, since they're "fixed in plane" to perform their tasked duties. Telepathy makes sense though, so they can be instructed by their masters and order their workers.]