3E Sha'ir

Sha'irs have the following game statistics.

ABILITIES:
Charisma is important for Sha'ir because of their spellcasting ability and for summoning Genies. The Difficulty Class of a saving throw against a sha'irs spell is 10+the spell level+the sha'ir's Charisma Modifier. Inteligence is also important for the Spellcraft proficiency. Like wizard a sorcerer benefits from high Dexterity and Constitution scores

ALIGNMENT:
Any. (must be the same with at least one part the same with the allignment of the gen - See Below)

HIT DIE:
d4.

Level
Base Att Bonus
Fort Save
Ref Save
Will Save
Special
1
0
+0
+0
+2
Gen Familiar, Can Summon Spells, Scribe Spells,Protection Against Elemental Attacks
2
+1
+0
+0
+3
 
3
+1
+1
+1
+3
Recognize work of the Geniekind
4
+2
+1
+1
+4
 
5
+2
+1
+1
+4
Call upon Jann
6
+3
+2
+2
+5
 
7
+3
+2
+2
+5
Protection Against Elemental Attacks
8
+4
+2
+2
+6
 
9
+4
+3
+3
+6
Call upon Gennie
10
+5
+3
+3
+7
 
11
+5
+3
+3
+7
Bind a Genie into Servitude
12
+6/+1
+4
+4
+8
 
13
+6/+1
+4
+4
+8
Create Genie Prison
14
+7/+2
+4
+4
+9
 
15
+7/+2
+5
+5
+9
Elemental Travel
16
+8/+3
+5
+5
+10
 
17
+8/+3
+5
+5
+10
Audience from a Great Genie Ruler
18
+9/+4
+6
+6
+11
 
19
+9/+4
+6
+6
+11
 
20
+10/+5
+6
+6
+12
 


CLASS FEATURES:
All of the following are class features of the Sha'ir

CLASS SKILLS: Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (Geniekind) (Int, Exclusive Skill), Spellcraft (Int), Diplomacy (Cha) . He recieves, like wizards, (2+Int Modifier) x4 starting skill points and 2+Int Modifier for each level forward.
ARMOUR AND WEAPON PROFICIENCY: Sha'irs are proficient with all simple weapons. They are not proficient with any type of armor
SUMMON SPELLS: .Sha'irs can cast arcane spells. Sha'irs do not memorize spells like wizards or have them in their blood as sorcerers do. They rather summon spells from the elemental plains using their gens as servants. The can cast any number of spells per day as long as the gen can find them. The procedure for casting a spell is the following:
The sha'ir tells the gen which spell he wants. This is a partial action, that not provoces an attack of oportunity. (The gen and the sha'ir have a telepathic link so the commune this way)
The same round the gens disappears, leaving to his elemental plains to seek for the spell.
The gen returns from the elemental plain after 1d6+spell level rounds if the spell can be cast by the same level wizards, or 1d6+spell level minutes. The gens does not always find the spell. DM must role to find whether the gen found the spell a DC of :

13 + 2*Spell Level - sha'ir's Level (+ 6 if a divine spell) (- 2 if the spell is common knowledge) (+2 if the gen has failed to bring it the previous time) (+1 if the spell is from the gens' province)

For example a 5th level sha'ir in order to cast fireball must beat a DC of 13+6-5=14. If he fetched it at least once this day the DC falls to 12. The DM can apply the sha'ir's Charisma Modifiers to the roll.
If the gen successfully brings the spell, then the sha'ir can cast it the same round as a movement equivalent action, and does provoces an attack of oportunity, just as casting a spell. To cast the spell must use the same gestures as a wizard or a sorcerer does, meaning that any components (V, S, M, F, DF) must be availiable and able to be used.
Calling a Divine spell is another story. Because this is not the sha'irs domain, any sha'ir trying to call a priest spell has a chance to disfavor the gods
(DC = 20-2*level). If the disfavor roll succeeds then the sha'ir, according the spell level the gods punish the sha'ir. For calling a Priest spell the gen must seek for (1d6+spell level)*10 minutes.
Rol of one: If the roll was a natural 1 then the gen is lost in the elemental plain. It delays for an aditional 1d10 dice (adjusted according to the spell type).
GEN FAMILIAR: A sha'ir starts the game with an elemental familiar, called gen. For more information about the gen and summoning them goto to the Genie Page
RECOGNIZE WORK OF GENIEKIND: A sha'ir can regongize the work of genies by rolling a Knowledge(Geniekind) check vs DC 25.
CALL UPON JANN: Janns are minor genies created from all the elements, and they live in the Prime Material Plain. A sha'ir can call upon a Jann when in the desert for a simple servitude by giving a great yell. To find a Jenn in a 10 mile radius area you must beat a DC of 21-sha'ir's level. You can apply your Charisma modifier to the roll.
PROTECTION AGAINST ELEMENTAL ATTACKS: The sha'ir's nature is within the elements.He gains at the first level +1 to saving throws from all the elements, and all elemental attacks have -1 penalty. Additionally the damage from all elemental attacks is reduced by 1 per die (minimum 1). Spelcificaly due to the more familiarity with his gens element he gains the double bonuses (+2,-2 and -2/die respeictively). In the 7th level all these bonuses are doubled (+2,-2,-2/die and +4,-4 and -4/die)
CALL UPON GENIE
: The sha'ir can call a genie into serving him with a simple task
BIND A GENIE: The sha'ir can bind a genie into serving him for 1001 days or until he makes 3 wishes
CREATE GENIE PRISON: The sha'ir can create Genie prisons for capturing Genies
ELEMENTAL TRAVEL: The sha'ir can travel through elemental planes and stay without being harmed for 1 day per sha'irs level
AUDIENCE WITH A GENIE RULER: The sha'ir can recieve audience from one of the great rulers of the Geniekind
BONUS LANGUAGE: A sha'ir's list of bonus languages includes Celestial, and Genietalk in addition to the bonus languages available to the PC's race.


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