Hunter Tasked Genie Working Draft
Genie, Tasked, Hunter
Medium Outsider (Native)
Hit Dice: 6d8+12 (39 hp)
Initiative: +7
Speed: 50 ft. (10 squares)
Armor Class: 18 (+3 Dex, +2 natural, +3 masterwork studded leather), touch 13, flat-footed 15
Base Attack/Grapple: +6/+9
Attack: Spear +9/+4 melee (1d8+4/x3) or short sword +9/+4 melee (1d6+3/19–20) or composite longbow +9/+4 ranged (1d8/x3)
Full Attack: Spear +9/+4 melee (1d8+4/x3) or short sword +9/+4 melee (1d6+3/19–20) or composite longbow +9/+4 ranged (1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Favored quarry, spell-like abilities
Special Qualities: Darkvision 60 ft., infallible tracking, plane shift, telepathy 100 ft., scent, swift tracker, tireless pursuit
Saves: Fort +7, Ref +8, Will +7
Abilities: Str 16, Dex 17, Con 14, Int 12, Wis 15, Cha 13
Skills: Climb +12 (+14 with rope), Hide +12, Jump +19, Knowledge (nature) +12, Listen +11, Move Silently +12, Ride +12, Spot +11, Survival +11 (+13 above ground, +15 to follow tracks, +17 to follow tracks above ground), Use Rope +8
Feats: Combat Reflexes, Endurance (B), Improved Initiative (B), Point Blank Shot, Run, Track (B)
Environment: Any land
Organization: Solitary, hunting party (2-4), or band (6-15)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: 7-9 HD (Medium); 10-18 HD (Large)
Level Adjustment: +5
This being is looks like a wiry human with the furry legs and alert, pointed ears of a great hound. It has piercing green eyes and skin as brown as a hazelnut.
Hunter tasked genies, as their name implies, live for the hunt. Hunter genies call themselves Shikar (singular "Shikari"), which simply means "hunter".
A typical hunter genie stands 6 feet tall and weighs 150 to 175 pounds.
Hunter genies speak Common, one elemental language (Aquan, Auran, Ignan, or Terran) and one alignment language (Abyssal, Celestial, or Infernal).
Combat
Tactics
Favored Quarry (Ex): If a hunter genie studies a creature for an uninterrupted hour it can nominate that creature as its favored quarry. The hunter genie can study its quarry by watching or tracking it, which may require successful Spot checks to see the creature or Survival checks to follow its trail. A hunter genie gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks against a favored quarry. Likewise, it gets a +2 bonus on weapon damage rolls against a favored quarry. If the hunter genie studied an animal, magical beast, plant or vermin with an intelligence of 2 or less, the hunter genie considers all members of the studied creature's species as its favored quarry. If the genie studied an intelligent creature, only the individual the hunter genie studied becomes its favored quarry, it gains no special advantage against other creatures of the same race or species as its favored quarry.
A hunter genie can only have one favoured quarry at a time. If the quarry manages to elude the hunter genie for a week it ceases to be a favoured quarry. If a hunter genie stops pursuing a favored quarry for 24 hours it can "deselect" its favored quarry and start studying a new quarry.
Infallible Tracking (Su): A hunter genie has supernatural eyesight that sees recent trails as a glowing set of tracks. This allows the genie to infallibly follow any trail up to 30 minutes old, provided the surface the trail crosses is not fluid (i.e. the hunter genie can not use infallible tracking if the creature flies away or enters water). Anti-divination spells such as nondetection are effective against infallible tracking.
Plane Shift (Sp): A hunter genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).
Swift Tracker (Ex): Hunter genies can move at their normal speed while following tracks without taking the normal -5 penalty. They takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Spell-Like Abilities: 3/day—hide from animals, snare, speak with animals (caster level 9th). Once per day a hunter genie can turn invisible (caster level 12th) and use locate creature (caster level 12th) for 4 hours. The save DCs are Charisma-based.
Tireless Pursuit (Su): Once a week, a hunter genie can move at a hustle for up to 8 hours without taking nonlethal damage or suffering fatigue. Furthermore, a hunter genie using tireless pursuit has no penalty on Survival checks to follow tracks when moving at up to twice its normal speed (See Track).
Skills: *Hunter genies have a +4 racial bonus on Survival checks to follow tracks.