SHA'IR
"Good things come to those who wait."
Alignment: Any
weapon and armor proficiencies as wizard
1d6 Hit die
1:2 BAB
high Will save
2+Int skill points
Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha)
maximum spell level, save DCs based on Intelligence; reaches new spell levels as Wizard; no set "Spells per day," but every time the Sha'ir's gen attempts to fetch a spell, whether they succeed or fail, the Diplomacy required check to fetch the next one increases by 1.
Fetching a spell takes 1d6+spell level rounds for a Sorcerer/Wizard spell, or 1d6+spell level minutes for a Cleric spell.
Once retrieved, the spell remains in the Sha'irs possession for 24 hours or until spent, whichever comes first, but the Sha'ir can only maintain a number of spells equal to their Intelligence modifier. They may freely replace any spell already in their possession with any new spell their gen has fetched them.
Sha'irs have access to any spell on the Sorcerer/Wizard spell list and the Cleric spell list.
Fetching a spell requires a DC 15 Diplomacy check, with the following modifiers to their roll:
- +1/Sha'ir level
- -2/level of the desired spell
- -6 if the spell is from the Cleric list, plus an additional -2 per spell level above 4th
- -4 if seeking a spell with a metamagic feat applied (negated if the Sha'ir knows this metamagic feat), plus an additional -1 per increase in level caused by the application of metamagic
- -1 per spell already fetched that day
- +2 if the spell is of the same elemental subtype as the Sha'ir's Gen.
- +the Sha'ir's Wisdom modifier (if positive)
Bonus Languages: A sha'ir may substitute Aquan, Auran, Ignan, or Terran for any of the bonus languages available to his race. Sha'irs are expected to have a great deal of contact with elemental entities, and apprentice sha'irs often study the languages that such creatures speak.
Gen's Boon: A Sha'ir gains the Elemental Wizard School Powers of the same element as their Gen, as well as the "Basic Kinesis" Kineticist abilities of their gen's element, and detect magic, as Cantrips. These abilities are all Intelligence-based.
Genie Lore (Ex): At 2nd level, Sha'irs become versed enough in the ways of their supernatural peers that they receive a bonus equal to half their level on Spellcraft checks and any two Knowledge skill checks of the their choice.
Compel Magic Device: By 4th level, Sha'irs have become accustomed to imposing their wishes onto fickle magical agents and getting their way. If they roll a natural '1' on a Use Magic Device check, they need no longer wait 24 hours to try again. In addition, they gain one of the following as a bonus feat: Skill Focus (Use Magic Device) or Magical Aptitude.
Elemental Protection: At 5th level, a Sha'ir gains resistance to acid 2, cold 2, electricity 2, and fire 2 (not cumulative with any other source of energy resistance). He also gains damage reduction 2/— against attacks made by any creature with the air, earth, fire, or water subtype. The resistance increases to 4 against the energy type to which his gen is immune, and the damage reduction increases to 4/— against attacks made by creatures of his gen's elemental subtype. He also gains a +2 bonus on all saves against acid-, cold-, electricity-, and fire-based attacks, and this bonus increases to +4 against attacks that deal the energy damage to which his gen is immune.
Call Genie (Sp): A 7th-level or higher Sha'ir may call a janni to aid him once per day. This functions as the lesser planar ally (caster level equal to the Sha'ir's level) spell except that the Sha'ir can only call a janni, and Sha'irs do not need to pay any cost for this spell save for fees negotiated by the Jann/Genies for their services. At 11th-level or higher, the Sha'ir may use this ability to call any type of genie (shaitan, djinn, efreet, or undine), or two janni.
Craft Genie Prison: A Sha'ir can craft an item that functions as an iron flask, but can only hold geniekind, for a quarter of the normal price of crafting an iron flask. The Craft Wondrous Item feat is unnecessary to make these items. A genie prison can be nearly anything of which an enclosed space is a prominent feature: a skull, a bottle, a ring, a seashell, etc.
Sha'ir Supreme: At 20th level, the Sha'ir gains the ability to cast limited wish as a spell-like ability 3/day, save that they are able to duplicate any effect up to 8th level (the other limitations of limited wish still apply).