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Yes for those that remember this little familiars I was asked by a player if he could have one so I just searched for them and found them and made a conversion just posting it here for review and incase someone might need them.
Gen Familiars traits:
Elemental Endurance (Ex): Gen can survive on the Elemental Planes like a native.
Elemental Travel (Sp): A Gen can plane shift at-will to any of the Elemental Planes or from any elemental plane to the Material Plane. This ability transports the Gen only. It is otherwise similar to the plane shift spell (caster level 13th).
Fetch Spells (Ex): A Gen can find and deliver spells to his master from the elemental planes. To retrieve an arcane spell that his master can normally cast (one within Spells Known), the Gen must search for a number of rounds equal to 1d4 + the spell level.
Once Gen is sent out to fetch a spell, it cannot be recalled; it is gone for the duration of the search. To determine its success, the master must succeed at a DC 20 Diplomacy check, since the Gen is acting as a proxy to the elemental powers on behalf of his master. The following modifications apply to this check:
• +1 bonus for every class level.
• +2 increase to Diplomacy check DC for every level of the desired spell.
• +1 increase to the Diplomacy check DC for every increase in level caused by the use of a metamagic feat.
• +2 increase to the Diplomacy check DC for every attempt after a failed one that the Gen makes to retrieve the spell in the same day.
If the Diplomacy check is successful, the gen reappears within 5 feet of his master and imparts the power to cast the spell. If the check fails, the Gen reappears with no results. A failure of 5 or more results in the Gen being detained for an additional 1d4 minutes.
Spells retrieved by the Gen remain available for 1 hour per class level. If a spell is not used within that time, the power to cast the spell dissipates harmlessly.
A Gen advances in level like a normal familiar, gaining all the normal benefits as described in the Familiars section, except that its Intelligence does not increase and can speak the languages noted in the Gen’s description. It retains the outsider type.
Air Gen
Tiny Outsider (Air, Extraplanar)
HP 8 Init 3
Str 9 Int 15 Fort 4 AC 16 CMB +2
Dex 16 Wis 17 Ref 5 Touch 15 CMD 13
Con 14 Cha 12 Will 5 Flat 13
Speed: 20 ft Land, 70 ft Fly (perfect)
Special: Air Mastery, Darkvision 60ft, Natural Armor 1, Fetch Spells, Elemental Travel, Elemental Endurance, Immune to Electricity and Vulnerability to Acid
Feat: Combat Casting, Weapon Finesse
Skills: Escape Artist +7, Fly +12, Knowledge (Arcana) +6, Knowledge (the Planes) +6, Perception +7, Spellcraft +6, Stealth + 15, Survival +7
Attack: 2 Slams +6 (1d2-1)
Languages: Common and Auran
Earth Gen
Tiny Outsider (Earth, Extraplanar)
HP 8 Init 2
Str 11 Int 15 Fort 4 AC 17 CMB +3
Dex 14 Wis 17 Ref 4 Touch 14 CMD 15
Con 14 Cha 12 Will 5 Flat 15
Speed: 20 ft Land, 60 ft Fly (perfect), Borrow 20 ft
Special: Earth Mastery, Darkvision 60ft, Natural Armor 3, Fetch Spells, Elemental Travel, Elemental Endurance, Immune to Acid, Tremorsense and Vulnerability to Electricity
Feat: Combat Casting, Weapon Finesse
Skills: Escape Artist +7, Fly +11, Knowledge (Arcana) +6, Knowledge (the Planes) +6, Perception +6, Spellcraft +6, Stealth + 14, Survival +7
Attack: 2 Slams +4 (1d2)
Languages: Common and Terran
Fire Gen
Tiny Outsider (Fire, Extraplanar)
HP 7 Init 3
Str 9 Int 15 Fort 3 AC 16 CMB +2
Dex 16 Wis 17 Ref 4 Touch 15 CMD 15
Con 12 Cha 12 Will 5 Flat 13
Speed: 20 ft Land, 60 ft Fly (perfect)
Special: Fire Mastery, Darkvision 60ft, Natural Armor 1, Fetch Spells, Elemental Travel, Elemental Endurance, Immune to Fire, Heat and Vulnerability to Cold
Feat: Combat Casting, Weapon Finesse
Skills: Escape Artist +7, Fly +12, Knowledge (Arcana) +6, Knowledge (the Planes) +6, Perception +6, Spellcraft +7, Stealth + 15, Survival +7
Attack: 2 Slams +5 (1d2-1 + 1 Fire)
Heat: Fire gen’s red hot body deals 1 point of extra fire damage when it hits in melee, or in each round that maintains a hold while grappling.
Languages: Common and Ignan
Water Gen
Tiny Outsider (Aquatic, Extraplanar)
HP 9 Init 2
Str 9 Int 15 Fort 5 AC 16 CMB +2
Dex 14 Wis 17 Ref 4 Touch 14 CMD 14
Con 16 Cha 12 Will 5 Flat 14
Speed: 20 ft Land, 60 ft Fly (perfect), Swim 20 ft
Special: Earth Mastery, Darkvision 60ft, Natural Armor 2, Fetch Spells, Elemental Travel, Elemental Endurance, Amphibious, Immune to Cold and Vulnerability to Fire
Feat: Combat Casting, Weapon Finesse
Skills: Escape Artist +7, Fly +11, Knowledge (Arcana) +6, Knowledge (the Planes) +6, Perception +6, Spellcraft +6, Stealth + 14, Survival +7
Attack: 2 Slams +4 (1d2-1)
Amphibious: Although water gens are aquatic, they can survive indefinitely on land.
Languages: Common and Aquan
This is at elast for me a true conversion just help me if I have a mistake to crrect them ^^.