Return of the Sha'ir


Legacy of Fire


This is the AP I'll likely run after we wrap up Savage Tide and it got me to thinking...the sha'ir must be a character option! The flavor of the class blends perfectly with the genie-focused adventures. I'll have to dig up Dragon 315 and re-read the conversion therein, then compare it to PFRPG.

Anyone else thought of revitalizing this class for LoF?

Paizo Employee Creative Director

erian_7 wrote:

This is the AP I'll likely run after we wrap up Savage Tide and it got me to thinking...the sha'ir must be a character option! The flavor of the class blends perfectly with the genie-focused adventures. I'll have to dig up Dragon 315 and re-read the conversion therein, then compare it to PFRPG.

Anyone else thought of revitalizing this class for LoF?

The sha'ir as it exists in D&D is not open content. That said, we WILL have a lot of info during LoF about the magic of genie binding and the like.

That said, the sha'ir itself would fit in quite well into Legacy of Fire. So to would any of the content from Nyambe; remember that Katapesh is as much D&D Africa as it is D&D Middle East.


James Jacobs wrote:
The sha'ir as it exists in D&D is not open content. That said, we WILL have a lot of info during LoF about the magic of genie binding and the like.

Oh, I'm not thinking of anything official--more along the lines of cobbling together any interesting ideas into something workable with the PFRPG rules.

James Jacobs wrote:
That said, the sha'ir itself would fit in quite well into Legacy of Fire. So to would any of the content from Nyambe; remember that Katapesh is as much D&D Africa as it is D&D Middle East.

I hadn't considered Nyambe material for LoF, but that's a good call. Have to dig that up as well. When I did a Pathfinder presentation to our local meet-up group, I actually pointed out how cool it was that the setting had an official African analogue that plays such a prominent part.

Lantern Lodge

erian_7 wrote:

This is the AP I'll likely run after we wrap up Savage Tide and it got me to thinking...the sha'ir must be a character option! The flavor of the class blends perfectly with the genie-focused adventures. I'll have to dig up Dragon 315 and re-read the conversion therein, then compare it to PFRPG.

Anyone else thought of revitalizing this class for LoF?

No I hadn't, but thanks for the idea! The Sha'ir is a class I've always wanted to play.

James Jacobs wrote:
The sha'ir as it exists in D&D is not open content. That said, we WILL have a lot of info during LoF about the magic of genie binding and the like.

Sounds interesting! Looking forward to that.

James Jacobs wrote:
That said, the sha'ir itself would fit in quite well into Legacy of Fire. So to would any of the content from Nyambe; remember that Katapesh is as much D&D Africa as it is D&D Middle East.

I love Nyambe! I think it is one of those settings that players/GMs tend to overlook in favour of flashier or more familiar settings, but I think should be in every GM's library alongside Oriental Adventures to encourage play within these cultures.

I'd love to see Paizo collaborate with Atlas games to publish a 3.Pathfinder update of the 3.0 Nyambe book.

IIRC, Nyambe is an Ennie winner, and the hardcover is currently discounted to $10 in the Paizo store (half the price of the PDF), so there's no better time to pick one up!

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

There is a decent base-class 3.5 adaptation of the Sha'ir in Dragon #315, reprinted in the Dragon Compendium.

Kynn Bartlett did an excellent prestige class adaptation available here. (PDF)

On my To Do list is a complete ground-up redesign of a genie-binding arcane spellcasting prestige class, tentatively named Master/Mistress of the Lamp. (I've been focused on my PFRPG GM screen and my PFRPG adaptation of the Warlock base class lately.)


erian_7 wrote:
Anyone else thought of revitalizing this class for LoF?

*blinks* "Revitalizing"? Heck, we use this class today.

LoF is definitely finding a place in my FR campaign (either Semphar, or if the Orision connection is minimal then in Zakhara, likely near the Ruined Kingdoms - mix of jungle and desert).

Sovereign Court

erian_7 wrote:


I hadn't considered Nyambe material for LoF, but that's a good call. Have to dig that up as well. When I did a Pathfinder presentation to our local meet-up group, I actually pointed out how cool it was that the setting had an official African analogue that plays such a prominent part.

Paizo currently offers Nyambe products heavily rebated in a clearance sale:

Additionally you still might find some of the free content provided by the large Nyambe community even after the shut down of www.nyambe.com.

Kr,
Günther

P.S.
Clearly beaten by DarkWhite above, but so you got all the necessary links. ;-)

Sovereign Court

delabarre wrote:

There is a decent base-class 3.5 adaptation of the Sha'ir in Dragon #315, reprinted in the Dragon Compendium.

Kynn Bartlett did an excellent prestige class adaptation available here. (PDF)

On my To Do list is a complete ground-up redesign of a genie-binding arcane spellcasting prestige class, tentatively named Master/Mistress of the Lamp. (I've been focused on my PFRPG GM screen and my PFRPG adaptation of the Warlock base class lately.)

What do you folks at Paizo think about this PrC collection?

If the PrC is OGL: Why not adapt some of it for the AP? ;-)

Cheers,
Günther


Thanks all.

I've been working up the Sha'ir as a variant sorcerer from PFRPG and so far have the following...

Fiddling with the actual base class: Swap Appraise for Linguistics, Intimidate for Diplomacy, Use Magic Device for Sense Motive (this gets him back around to being a diplomat). Replace Eschew Materials bonus feat with Recognize Genie Works (for purposes of genie-related items, use Class level as virtual ranks in Appraise--his gen will bring any non-costly material components required for a spell). Add bonus language options (Aquan, Auran, Ignan, Terran).

Class Skill: Knowledge (planes)

Bonus Spells: comprehend languages (3rd), resist energy (5th), lesser planar ally (janni only) (7th), plane shift (elemental planes, the Astral Plane, or the Material Plane only) (9th), planar ally (genie only) (11th), forbiddance (13th), greater planar ally (genie only) (15th), binding (17th), gate (elemental planes, the Astral Plane, or the Material Plane only) (19th)

Bonus Feats: Combat Casting, Craft Wondrous Item, Dodge, Great Fortitude, Improved Initiative, Iron Will, Mobility, Skill Focus (Knowledge [planes])

Bloodline Powers:
1st: Arcane Bond (gen)
3rd: Elemental Protection (resist energy 2, DR 2/- vs. elemental subtypes, +2 saves vs. elemental damage. Bonus doubles vs. element associated with gen. At 9th level these increase to resist energy 5, DR 5/-, +4 saves)
9th: Genie Servant (character gains a janni companion as if possessing the Leadership feat. This janni is "plane-bound" and cannot plane shift itself or use ethereal jaunt (it can travel the planes with the Sha'ir by other means) but is otherwise like the MM entry)
15th: Elemental Movement (Air: Fly 30' (average), Earth: Burrow 15', Fire: +15' base speed, Water: Swim 30'. Each is usable a number of minutes per day equal to class level except the type matching gen, which is permanent)
20th: Genie Plenipotentiary (character serves as an emissary to Genie-kind, gaining abilities similar to a janni):

  • Change Size (2/day, enlarge person or reduce person, self only)
  • Spell-like Abilities: At will - Plane Shift (elemental planes, the Astral Plane, or the Material Plane); 3/day - invisibility (self only), speak with animals; 1/day - create food and water (caster level 7th), ethereal jaunt (1 hour, caster level 12th)
  • Elemental Endurance (survive on the Elemental Planes for up to 48 hours)
  • Fly 20' (perfect)
  • Telepathy 100'
Use Spells Known and Spells per Day as in the Dragon 315 article. Sha'ir may select from both arcane cantrips and divine orisons for 0-level spells known, and 0-level spells must be retrieved by the gen for use. Gen can retrieve any spell on the sorcerer/wizard spell list, plus any divine spell with the acid, air, chaotic, cold, earth, electricity, fire, lawful, or water descriptors. This version loses the Knowledge, Luck, and Sun domain spells from the magazine, but gains more elemental and law/chaos diversity.


erian_7 wrote:
I've been working up the Sha'ir as a variant sorcerer from PFRPG and so far have the following...

That's an interesting take. I love the sha'ir from Dragon Compendium, and have been impressed with how well customizable the Pathfinder sorcerer is... that seems like a perfect match. In fact, the more I think about it, the more I like it. Thanks!


You're welcome! I'm still thinking on a few bits, like the capstone power (though that one won't likely be relevant for the LoF campaign). My overall goal is to keep it as close to the PF sorcerer while getting at the Sha'ir flavor. I didn't leave the spell and item craft abilities as-is since it seemed like a low-powered approach compared to the PF sorcerer. Moving those over as the bonus spell/feat options seemed to fit nicely. I figured taking the Elemental bloodline abilities as a start, reducing their power, then spreading them around to all the elements would work out. The janni companion seemed like a good one as well, though at first I hadn't thought about the plane shift/ethereal jaunt angle.


erian_7 wrote:

Thanks all.

I've been working up the Sha'ir as a variant sorcerer from PFRPG and so far have the following...

Fiddling with the actual base class: Swap Appraise for Linguistics, Intimidate for Diplomacy, Use Magic Device for Sense Motive (this gets him back around to being a diplomat). Replace Eschew Materials bonus feat with Recognize Genie Works (for purposes of genie-related items, use Class level as virtual ranks in Appraise--his gen will bring any non-costly material components required for a spell). Add bonus language options (Aquan, Auran, Ignan, Terran).

Class Skill: Knowledge (planes)

Bonus Spells: comprehend languages (3rd), resist energy (5th), lesser planar ally (janni only) (7th), plane shift (elemental planes, the Astral Plane, or the Material Plane only) (9th), planar ally (genie only) (11th), forbiddance (13th), greater planar ally (genie only) (15th), binding (17th), gate (elemental planes, the Astral Plane, or the Material Plane only) (19th)

Bonus Feats: Combat Casting, Craft Wondrous Item, Dodge, Great Fortitude, Improved Initiative, Iron Will, Mobility, Skill Focus (Knowledge [planes])

Bloodline Powers:
1st: Arcane Bond (gen)
3rd: Elemental Protection (resist energy 2, DR 2/- vs. elemental subtypes, +2 saves vs. elemental damage. Bonus doubles vs. element associated with gen. At 9th level these increase to resist energy 5, DR 5/-, +4 saves)
9th: Genie Servant (character gains a janni companion as if possessing the Leadership feat. This janni is "plane-bound" and cannot plane shift itself or use ethereal jaunt (it can travel the planes with the Sha'ir by other means) but is otherwise like the MM entry)
15th: Elemental Movement (Air: Fly 30' (average), Earth: Burrow 15', Fire: +15' base speed, Water: Swim 30'. Each is usable a number of minutes per day equal to class level except the type matching gen, which is permanent)
20th: Genie...

That is excellent, it captures the feel of a Sha'ir perfectly while sliding it easily into the PFRPG sorcerer class.


Pathfinder Adventure Path, Rulebook Subscriber

Well, I couldn't resist, and I ordered the Nyambe books. I also used my paizo 10% holiday discount (I was afraid I'd forget and it would lapse, like I allowed last years to do.) So... I'm looking forward to these. I remember way back when I was DM-ing primarily in Al~Qadim and was thinking up an Africa-like landmass (and it seems to me Dragon Magazine around that time had an article about African Mythology as well.)

Cheers!

PS: I LOVED the Sha'ir "kit" from 2e, and the Dragon magazine write-up that brought it over to 3/3.5 was good too.

One of my best friends played a Sha'ir and his name (the character) was Sahar and his air gen (djinnling) was named Sukil.

Sahar: "Sukil find me 'magic missile'."

Sukil: "Yes master, responding with obedience and haste."


So, I've been thinking about a divine version of the Sha'ir as one of my home game players really likes the spontaneous divine caster model. Now I've got a PbP player also interested, so I've decided to put some thoughts down for feedback...

Kahin
While the Sha'ir focus on negotiation with genies in order to bring them personal knowledge and power, the Kahin makes a life-pact with a specific genie who then serves as a mediator between the character and the gods. The character gains some of the elemental nature of his chosen genie-kind, and also enjoys a broad selection of spells not generally available to the more deity-specific clerics. They do, however, sacrifice some of the "common" spells available to such clerics.

Class Skills, Skill Ranks Per Level, HD, Weapon and Armor Proficiency, and Aura remain as the standard PFRPG Beta cleric.

Domain Power: character selects Air, Earth, Fire, or Water. This element aligns with the genie spirit that serves as the characters intermediary to the gods. Kahin gain only one domain, rather than two like the standard cleric

Channel Element: The character channels elemental energy based on his genie spirit. This creates a 30' burst of energy of the appropriate element (electricity for air, acid for earth, fire for fire, and cold for water), dealing 1d6 points of damage for every two class levels. Creatures of the subtype associated with the element are healed by this energy rather than harmed. Creatures of the opposing element (fire opposes water, air opposes earth) must flee (as if frightened) for 1d4 rounds + Charisma modifier. A Reflex save (DC 10 + 1/2 class level + Charisma modifier) negates the frightened condition and results in half damage.

Spells: The character selects a certain number of spells per level that are "known" at the beginning of each day. The number of spells known and spells per day matches the Sorcerer tables (with bonus spells known based on Charisma). For this selection, the character's genie grants access to all spells with the appropriate associated descriptors (air/electricity, earth/acid, fire/light, water/cold) regardless of these spells being divine or arcane. In addition, the genie can grant spells from any of the Cleric Domains from d20. Yes, I know this mixes in old d20 with new Pathfinder--they're supposed to be compatible, so I don't see it as a problem.

Thems my thoughts so far...comments welcome!

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