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*Pathfinder & Starfinder
Revising the sha'ir from Dragon 315
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<blockquote data-quote="Silveras" data-source="post: 1273394" data-attributes="member: 6271"><p>Ok, as I was saying in the other thread, *my* revision of the Sha'Ir would make it a Prestige Class. </p><p></p><p>If you do not want to create a new skill, substitute Knowledge (Arcana) or Knowledge (the Planes) for Knowledge (Genies). </p><p></p><p>Requirements</p><p>Feats: Improved Familiar (any Gen), Skill Focus (Knowledge (Genies))</p><p>Skills: Knowledge Genies 8 ranks; Diplomacy 4 ranks</p><p>Spellcasting: Able to cast 3rd level Arcane spells</p><p></p><p>Skill points: 2 + Int modifier per level</p><p>HD: d4</p><p></p><p>BAB: Poor (as Sorcerer, Wizard)</p><p>Fort Save: Poor</p><p>Reflex Save: Poor</p><p>Will Save: Good</p><p></p><p>Special: </p><p>Level 1: Trade Spell I</p><p>Level 2: Recognize genie works</p><p>Level 3: Elemental protection</p><p>Level 4: Call janni</p><p>Level 5: Trade Spell II</p><p>Level 6: Elemental travel 1/day (or more, depending on campaign)</p><p>Level 7: Call genie</p><p>Level 8: craft genie prison</p><p>Level 9: Trade Spell III</p><p>Level 10: Elemental travel 2/day (or at will, depending on campaign)</p><p></p><p>Spellcasting: +1 level of existing class per level</p><p></p><p>Trade Spell I (Su): The Sha'Ir casts a spell(s) of his/her own "into" the gen familiar. The gen is then sent to trade that spell among Genie-kind, to be replaced by another to which the Sha'Ir does not normally have access. The Sha'Ir can gain a spell of a level s/he could not cast in this way. The spell(s) sent by the Sha'Ir as offered payment must be equal or greater in level to the one desired. Divine spells of the elemental Domains may be traded for as well, but 0-3rd level Divine spells add +1 to the effective level for trading, 4th-6th level divine spells add +2 levels, and 7th-9th level divine spells add +3. Metamagicked versions add the appropriate number of levels. </p><p></p><p>The time required depends on the overall level. 2d6 rounds + 1 round / effective level of the desired spell. </p><p></p><p>Trade Spell II / III: As Trade Spell I, but the base times are reduced. Trade Spell II uses 1d8 instead of 2d6 and the effective level penalty for Divine spells is reduced by 1 (to a minimum of 0), and Trade Spell III uses 1d4 with the divine spells penalty reduced by 2 (again, minimum 0). </p><p></p><p>----------------------------------------------------------</p><p>For a less spell-oriented Sha'Ir, reduce the spellcaster progression to +1 at each even-numbered level (2, 4, 6, 8, and 10) instead. Add a bonus feat at 3rd and 7th levels (limited to something appropriate to Genies or making magic items; possibly make 'Craft Genie Prison' an Item Creation feat that Sha'Ir's get free, for example), and give +2 Skill Points (or d6 hp and 3 skill points).</p></blockquote><p></p>
[QUOTE="Silveras, post: 1273394, member: 6271"] Ok, as I was saying in the other thread, *my* revision of the Sha'Ir would make it a Prestige Class. If you do not want to create a new skill, substitute Knowledge (Arcana) or Knowledge (the Planes) for Knowledge (Genies). Requirements Feats: Improved Familiar (any Gen), Skill Focus (Knowledge (Genies)) Skills: Knowledge Genies 8 ranks; Diplomacy 4 ranks Spellcasting: Able to cast 3rd level Arcane spells Skill points: 2 + Int modifier per level HD: d4 BAB: Poor (as Sorcerer, Wizard) Fort Save: Poor Reflex Save: Poor Will Save: Good Special: Level 1: Trade Spell I Level 2: Recognize genie works Level 3: Elemental protection Level 4: Call janni Level 5: Trade Spell II Level 6: Elemental travel 1/day (or more, depending on campaign) Level 7: Call genie Level 8: craft genie prison Level 9: Trade Spell III Level 10: Elemental travel 2/day (or at will, depending on campaign) Spellcasting: +1 level of existing class per level Trade Spell I (Su): The Sha'Ir casts a spell(s) of his/her own "into" the gen familiar. The gen is then sent to trade that spell among Genie-kind, to be replaced by another to which the Sha'Ir does not normally have access. The Sha'Ir can gain a spell of a level s/he could not cast in this way. The spell(s) sent by the Sha'Ir as offered payment must be equal or greater in level to the one desired. Divine spells of the elemental Domains may be traded for as well, but 0-3rd level Divine spells add +1 to the effective level for trading, 4th-6th level divine spells add +2 levels, and 7th-9th level divine spells add +3. Metamagicked versions add the appropriate number of levels. The time required depends on the overall level. 2d6 rounds + 1 round / effective level of the desired spell. Trade Spell II / III: As Trade Spell I, but the base times are reduced. Trade Spell II uses 1d8 instead of 2d6 and the effective level penalty for Divine spells is reduced by 1 (to a minimum of 0), and Trade Spell III uses 1d4 with the divine spells penalty reduced by 2 (again, minimum 0). ---------------------------------------------------------- For a less spell-oriented Sha'Ir, reduce the spellcaster progression to +1 at each even-numbered level (2, 4, 6, 8, and 10) instead. Add a bonus feat at 3rd and 7th levels (limited to something appropriate to Genies or making magic items; possibly make 'Craft Genie Prison' an Item Creation feat that Sha'Ir's get free, for example), and give +2 Skill Points (or d6 hp and 3 skill points). [/QUOTE]
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