You are on page 1of 2

Shair ability allows the Shair to survive on the elemental planes without

Base Attack Bonus: As Wizard protection for a number of turns equal to the Shairs level.
Saving Throws: As Wizard Calling a Genie: At 9th level, the Shair may call upon a genie (djinn, dao,
Alignment: Any efreet or marid). The Shair must roll a d20 + Charisma modifier + his level
Hit Die: d4 DC (25). If the roll fails, the Shair may not try again for another week. The
Skills: Shair may not take ten or take twenty for this roll. If the call is successful, a
Class skills are as follows: Alchemy (Int), Concentration genie responds in 1d6 rounds. Failure means nothing happens, and the shair
(Con), Craft (Int), Diplomacy (Cha), Knowledge (Genie, cannot use this ability for a week. The genie who responds to this call is not
then any topic) (Int), Profession (Wis), Scry (Int, necessarily friendly. The service performed by a genie may involve labor,
exclusive skill), and Spellcraft (Int). transport, active protection, or use of genie abilities. Wishes are an exception.
Skill Point at 1st Level (2 + Int modifier) 4 Genies summoned in this manner wont fulfill wishes unless they can figure
Skill Points after 1st: 2 + Int modifier. out a way to use them to their own advantage.
Weapon and Armor Proficiency: Shairs are Proficient in club, dagger, Binding a Genie in Servitude: At 11th level the Shair may entice a standard
jambiya, heavy crossbow, light crossbow and quarterstaff. Shairs are genie into service. To determine whether a genie accepts the sha'ir's offer of
not proficient with any type of armor or shields. Armor check penalties servitude, the genie may make a save vs. Will against a DC of 30. Once an
apply for all armor heavier than leather. Swim checks suffer a -1 agreement is reached, the genie is bound to the shair for a period of not more
penalty for every 5 pounds of armor and equipment. For every AC a than 101 days. In exchange for servitude, the genie can demand any number
character has above +3 due to armor/shields, the character suffers a -1 conditions, Genies usually insist upon 5 to 10 (1d6 + 4) conditions before
penalty to attack rolls, skill checks and ability checks. agreeing to servitude; binding them can be as tricky as establishing a business
Summon Gen: At first level the Shair may summon a small elemental contract between two enemies. Once a genie has agreed to serve, it must
familiar (called gen) to assist him. The act of summoning and binding a defer to its master in all things, following the shairs orders to the best of its
gen lasts 1d20 hours. If a shair spends the required time fasting and abilities, and casting spells as ordered. Again, wish spells are excluded, as
communing with the nature of the elemental planeswhile noted under Calling a Genie.
uninterruptedthen no proficiency check is required. Success is Creating a Genie Prison: At 13th level the Shair may create a Genie Prison.
automatic. Gens can tap into a network of other geniekind, conferring The DC to create a Genie Prison is 20. The Sha'ir may add any Charisma
with creatures of any element. This allows gens to retrieve spells for bonus and a synergy bonus of +2 for a related craft or profession skill to the
their masters. A shair simply states the spell which he or she desires, check. This useful device can entrap a genie and force it to work for the
and the loyal gen rushes off to the appropriate elemental plane to find it shair upon its releasewith no room for negotiation. The genie even can be
(locating even spells in the universal province). forced to do things it otherwise would not, such as granting wishes. If a
Spells: A Shair does not gain spells typically as a wizard. When the prison is shattered before a genie is entrapped, its magic is useless. And if a
Shair wishes, he sends his Gen to retrieve the spells. The Shair may genie is inside when the prison is broken, the genie is completely free, with
request any spell, either arcane or divine. The DC of such spells are: 10 no restriction on its actions. A wizard must labor for 1d20 days to complete a
+ spell level - the Shairs Charisma modifier. If the elemental spirit genie prison. If the check fails, so does the prison, and the shair must begin
succeeds, it returns at the end of its search, appearing within 10 feet of anew. If the check succeeds, the shair has 10 days in which to trap a genie.
its master. The shair can cast the spell within three turns; thereafter the At any time when within 100 yards of a djinni, efreeti, marid, or dao, the
magic is lost. Damage and other effects for the spell reflect the shairs shair can attempt to trap it. The genie receives a saving throw vs. spells to
experience level. The gen cannot set out to retrieve another spell for its avoid being captured. Success means that the genie remains free, and knows
master until the previous magic has been cast or has expired. who is attempting to imprison it. If the genie fails its saving throw, it is drawn
Bonus Languages: A Shair may substitute Aquan, Auran, Ignan or into the prison. There it remains until the prison is shattered, or until it is
Terran for any bonus language of a race. freed in the manner chosen by the shair. A shair can trap up to five genies at
Recognize Genie Works: The sha'ir may add +1 to the roll for every a time with this power, although a separate prison is required for each. After a
level of sha'ir possessed. If the shair has 5 or more ranks of Knowledge shair has trapped the fifth genie, no other genie will answer that wizards
(Genie Lore), he receives a +2 bonus for checks made to recognize summons.
Genie Work. The DC for this skill varies with circumstances, see table: Elemental Travel: At 15th level, the Shair may travel across the Ethereal
plane and into one of the Elemental Planes. The Shair must make an
DC Task
Intelligence check against DC 12 with failure meaning the Shair may not
20 Identify invisible, disguised, or polymorphed genies. attempt another crossing for an hour (bad timing). The Shairs level
determines how many other people may travel with him. The Shair and his
20 Recognize items created by genies. passengers may remain in the plane for as many days as the Shair has levels.
25 Recognize items created by tasked genies. Success means the wizard can automatically cross the Ethereal Plane without
stopping, go to the elemental plane of choice, and remain there safely for a
25 Recognize that a spell has been cast by a genie. number of days equaling his or her experience level. Upon returning to the
Prime Material Plane, the shair and any passengers reappear in whatever
30 Recognize that a spell has been cast by a noble genie.
position they were before, or in the nearest open area should that location be
35 Recognize spells cast by a sha'ir. unavailable. Characters who are shanghaied to an elemental plane are
protected from the ill effects of that plane for as many days as the shair. If
Calling Upon The Jann: Once per day the Shair may call upon the
Jann for aid and protection at 5th level. The DC to get a Jann's attention the shair abandons them before that period expires, theyre allowed the
is 20. The sha'ir may add +1 to the roll for every level of sha'ir remaining time to find a way back (often dealing with local geniekind in the
process).
possessed. A shair must give a great yell for help to capture the janns
attention. The chance that a janni is located within 10 miles equals 5 Requesting an Audience: A Shair of 17th level may request an audience
percent per level of the shair. (Beyond that distance, no janni will with a Genie Noble. a shair can seek and receive an audience with the rulers
of djinn, dao, marid, and efreettruly a great honor. A shair can seek an
respond.) If the call fails, then no shair can call upon the jann
successfully in the same 10-mile radius for the next 48 hours. If a janni audience only once per month, whether the reason is great or small. Only one
is within that area, it arrives within two to eight turns. No proficiency or type of genie can be contacted at a time. A shair who wishes to speak with
genie rulers must journey to the plane of choice. Within 1 to 10 days, a
ability check is required. Only a janni can hear the shairs call up to 10
miles away; to others, it is merely a normal shout. A single janni procession of genies will appear and automatically grant the shair an
answers the call A summoned janni is not charmed or otherwise audience. This power also enables a shair to choose a willing spokesperson
who then seeks the audience instead. Assuming the spokesperson is not a
enchanted by a shairs call.
Elemental Protection: At 7th level, the Shair saves against elemental shair, he or she must go to a desolate area such as a great desert, then wait.
attacks at a +2 bonus. All elemental attacks suffer a -2 penalty and all In 1 to 10 days, a procession will appear as described above, automatically
granting an audience. The Procession. In the Land of Fate, a genie procession
damage done is at -2 per die (minimum of 1 per die). An attack made of
the same element of the Shairs gen doubles these benefits. Lastly, this comprises 1 to 3 noble genie rulers, 50 to 300 jann, and 10 to 100 ordinary
genies. In the genies native plane, those numbers are doubled. Genies will
not appear at the scene of a battle. If the procession is attacked, they will someone? Then the obvious choice is to use the attack manipulation.
attempt to destroy the attacker(s) for 10 rounds, then vanish. Sometime later, Likewise, if he would like to fly over a chasm, the movement
the same genies or their agents will return to deal with the characters who manipulation would be his choice. Deciding on the level manipulation
affronted them. The Audience. Noble genies can answer questions with the requires a bit of cooperation between the DM and the players. The level is
ability of an outer planar being whose Intelligence is 25 (see contact other best determined by taking a look at the effect that is desired and
plane) of the Players Handbook). They can issue rulings on the actions of comparing it to a spell that has a similar effect. If the manipulation is
other genies or their race. And they can advise those who are seeking to deal essentially the same as a known spell, then the level of that spell is the
with genies or other races. If the shair (or spokesperson) reports a crime level of manipulation that must be used. Some manipulations will have
committed by a lesser genie, a noble genie can summon that creature for significantly different effects than the spells listed in the PHB and TOM.
immediate judgment, provided the lesser genies name or description is Some spells may have a shorter range or do greater damage. At this point,
known. it is necessary for the DM to make a judgment call. In cases where range is
concerned, the difference in the range of the manipulation and that of a
known spell needs to be at least 50 percent to warrant an increase or
decrease in level. Damage is a little more strict. Increases in damage
Ghul Lord should be rated as a number of dice, depending on the spell to which the
Base Attack Bonus: manipulation is compared. If, for example, the spell that the manipulation
Saving Throws: As sorcerer or wizard is similar to uses six-sided dice to determine damage, then it would take an
Alignment: Any chaotic increase or decrease of 1d6 to raise or lower the manipulation.s level.
Hit Die: d4 Some manipulations may be compared to spells which do a different
Skills: amount of damage depending on the level of the caster. In these cases, use
Class Skills: Same as wizard or sorcerer the level of the ghul lord to determine damage. It is important to remember
Abilities: Intelligence or charisma determines how powerful a spell a that ghul lords utilize the magic of the Negative Material Plane to power
ghul lord can cast, how many spells he can cast, and how hard those their spells. This energy has great destructive potential but has little in the
spells are to resist . All ghul lords suffer a -2 adjustment to Charisma at way of healing or restorative power. The negative energy can be used to
1st level. good effect to attack or defend, but it cannot heal or create anything as its
Class Features: Unlike most wizards and sorcerers, the ghul lord is very nature prohibits this. This must be remembered when using
able to wield swords. A ghul lord is skilled in the following weapons: manipulations lest the characters use the negative energy in a way that is
dagger, staff, jambiya, dart, sling, short sword, longsword, cutlass, and not in keeping with its true power.
scimitar. Bodily Corrosion: Ghul lords suffer from the constant exposure of the
Spells: A ghul lord casts arcane spells (use the spell progression chart of negative energies that power their spell like abilities. This energy slowly
the standard wizard or sorcerer). However, ghul lords draw their spells corrodes the ghul lord's health. Every level past 3rd, the ghul lord loses one
from the Negative material plane. This gives their magic an eerie look point of constitution or strength (determine randomly). As this corruption of
and feel and changes its effects slightly. When a ghul lord casts a spell the body occurs, the ghul lord takes on a progressively more cadaverous
there is always an accompanying effect that is never duplicated by appearance. When either strength or constitution is reduced to less than 5, the
another ghul lord. There are a wide number of special effects that can ghul lord takes on the appearance of one of the undead. When a ghul lord
be used, but all have two things in common. First, they have no positive reaches this stage, his charisma is reduced by 2 and the loss of other
or negative effect on the caster or those around him. They are simply attributes ceases.
for show and cannot cause damage or otherwise affect the real world in Explosive Interaction: A ghul lord's manipulations and spells are composed
a tangible manner. Second, the special effects are always creepy. of pure negative energy. It explodes if the area of effect interacts with the
Note: A ghul lord can only safely cast necromantic spells. All other area of effect of a normal mage or sorcerer's spells. Total # of spell levels x
spells must be cast as a manipulation. d4 damage.
Manipulations: Ghul Lord are also able to manipulate raw magical Notes: Many are the tales of mysterious magicians in Zakhara who do not
energies. While much cruder than spells, the abilities this grants are bow to the same laws of magic by which other wizards are bound.
very versatile and quite powerful. In order to manipulate the powerful Ghul lords are enigmas who are dedicated to the forces of the Negative
types of manipulations that can be performed. Each type of Material Plane. Their spells come from a source opposed to the spells of
manipulation is a Feat, but only ghul lords can take them. Using a other wizards and the nature of the magic is as mysterious as the ghul lords
Manipulation costs the ghul lord 1 hit point per level of manipulation themselves. Some ghul lords are like wizards, others like sorcerers.
temporarily. The Manipulations are: Adventures: Ghul lords are often misunderstood and viewed as evil men and
Attack manipulations. These are used to damage items or women who tamper with the dead. This is not at all true. They have chosen a
creatures. This type of manipulation can form an actual different magical path, which often leads down roads that "normal" wizards
physical attack or can be the unleashing of a purely magical prefer not to tread. Many necromancers understand the nature of most undead
attack. Either option can be chosen at the discretion of the and the most effective methods of combating them.
ghul lord, who must state which form the attack will take at Characteristics: Same as standard wizard or sorceror. Alignment: All ghul
the moment of its release. lords are of chaotic alignments; the mindset to step from the beaten path and
Defense manipulations. These form magical barriers that channel negative energies leaves little room for lawful tendencies.
stop physical or magical attacks, decided upon by the ghul Bonus Feats: A ghul lord gains bonus feats as a wizard if the ghul lord is
lord when the manipulation occurs. wizardly in nature (studies for his spells). A ghul lord gains no bonus feats, as
Informative manipulations. These allow the ghul lord to seek a sorcerer, if he is a sorcerous ghul lord.
out knowledge that is otherwise unattainable. Through the
use of this manipulation, the ghul lord can discover secret Ajami:
doors, reveal the secrets of the ages, foresee the future, or The Ajami is an outland Wizard, any wizard class from outside of the Arabian
divine the location of lost or hidden objects. Other uses are Lands. They continue to operate within the rules of their native class within
also possible at the discretion of the DM. the Araban Lands, except with the following limitations.
Movement manipulations. These allow the ghul lord to move They cannot learn new spells not native to Arabia, for they are not to be
through the use of magical energies. Using this, characters found, nor can they learn new elemental spells for they are the domain of
may fly, teleport or even pass through to other dimensions. the Elemental Mages within the Lands thus they are able only to add
When a ghul lord prepares to use a manipulation, he must Universal spells to their books.
concentrate for a full combat round. At the end of that round, The exception being those mages who have specialized in one of the four
the player of the ghul lord must state what manipulation will elements - fire, sand, sea and wind (fire, earth, water and air in western lands)
be used, the level of that manipulation, and the effect desired - who may continue to specialize in their primary school within the Arabian
from the use of that manipulation. domains, gaining a +2 bonus to any Spellcraft checks in that element. They
Deciding which manipulation to use is easy. The effect desired often may not advance any skills not to be found in the Arabian lands, for there is
decides the manipulation used. Is the ghul lord intent upon hurting no one to teach them.

You might also like