Genie Bloodline


Homebrew and House Rules


I was thinking that a Genie Bloodline might be good for a Sorcerer in an Al-Qadim-like setting. I made a 'generic' one below (generic because I know that someone descended from an Efreet is likely to have different powers than someone descended from a Marid). I only have access to the 3.5 MM and 3.0 Manual of the Planes, so any advice on how to make more specific bloodlines would be appreciated.

Genie

One or more of your ancestors was a genie, and you’ve taken after that ancestor. You are more capricious than most, always enjoying a good joke or trick.

Class Skill: Knowledge (any one)

Bonus Spells: speak with animals (3rd), resist energy (5th), create food and water (7th), hallucinatory terrain (9th), major creation (11th), legend lore (13th), ethereal jaunt (15th), polymorph any object (17th), wish (19th).

Bonus Feats: Alertness, Arcane Strike, Deceitful, Magical Aptitude, Persuasive, Skill Focus (Craft), Spell Penetration, Toughness

Bloodline Arcana: Whenever you cast a spell of the glamer subschool, increase the spell’s DC by +2.

Bloodline Powers: You can call on the powers held by genies, and as your power increases, so does the influence of the genie over your magic.

Change Size (SP): At 1st level you can touch another individual and cause that person (and that person’s equipment) to grow or shrink (as if you used the enlarge person or reduce person spell instead). You must choose before touching your target which effect will take place. You must make a successful melee touch attack for unwilling targets. A DC Fortitude save against your caster level negates the effect. The save DC is Charisma-based. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Naturally Enduring (Ex): At 3rd level, you suffer no harm from being in a hot or cold environment. You can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. Your equipment is likewise protected. You are not, however, protected against fire or cold damage, nor are you protected against other environmental hazards such as smoke, lack of air, and so forth.

Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.

Fly (Su): At 15th level, you gain the ability to fly (20 feet [perfect]).

Power of the Djinn: At 20th level, the power of your genie blood shows itself in full. You gain immunity to fire and poison. You also gain resistance to electricity 10 and the ability to communicate telepathically with any creature in 100 feet that has a language.


On the whole I like it. Even as is it's a very viable bloodline. I have a few small suggestions.

Genies are elemental creatures, so basically there are four kinds. I might consider using the Elemental Bloodline as a base, but change it for that Genie flavor.

Also For the 15th level power I would change fly 20' perfect to base land speed perfect.


wesF wrote:

On the whole I like it. Even as is it's a very viable bloodline. I have a few small suggestions.

Genies are elemental creatures, so basically there are four kinds. I might consider using the Elemental Bloodline as a base, but change it for that Genie flavor.

Also For the 15th level power I would change fly 20' perfect to base land speed perfect.

Thanks! I'll look at the Elemental Bloodline and see what I could use from them.

Hmm, well the Djinni, Efreeti, and Janni in 3.5 all have a fly (perfect) rate... I might change it to Plane Shift instead, since all genies have that power... The problem is that the Elemental Movement would also work nicely...


Don't limit yourself to previously established game canon. For example, delve into pop treatments of Islamic lore.


Knowledge (any one)
I think it should be specific, such as planes or something.

Change size
How long does it last?

Naturally Enduring (Ex)
Seems a bit weak compared to other bloodlines, maybe give fire and cold resistance 5?

Fly (20ft)
I think other bloodlines get a better fly speed at earlier level. you may want to double check this one.

Not a bad bloodline, but I currently have a "genie" blooded sorcerer in a legacy of fire game, and between elemental bloodline and this, I'd probably still choose elemental. I think there is something missing... not sure what...


Spes Magna Mark wrote:
Don't limit yourself to previously established game canon. For example, delve into pop treatments of Islamic lore.

Ugh. Finding information on "traditional genies" is a pain. Most I've been able to find is that genies are generally invisible to humans unless they want to be seen or are somehow careless, that they can travel anywhere very quickly, and that they have a lot of power to create actual items, retrieve them, or create realistic illusions of them. The "three wishes" thing may be ingrained, but it's not really accurate.

jlord wrote:

Knowledge (any one)

I think it should be specific, such as planes or something.

Change size
How long does it last?

Naturally Enduring (Ex)
Seems a bit weak compared to other bloodlines, maybe give fire and cold resistance 5?

Fly (20ft)
I think other bloodlines get a better fly speed at earlier level. you may want to double check this one.

Not a bad bloodline, but I currently have a "genie" blooded sorcerer in a legacy of fire game, and between elemental bloodline and this, I'd probably still choose elemental. I think there is something missing... not sure what...

Well I could go with Knowledge (Planes).

Change size lasts 1 min./level just like enlarge person or reduce person. You can only use one of the effects per use, though (either you enlarge a person or shrink them).

Well, I could use the Elemental Resistance that the Elemental Bloodline provides: 3rd level resistance 10 against energy type, 9th level resistance 20. I could add immunity at level 20 to the energy type.

Well, the Elemental Bloodline could work for the Elemental Resistance and Elemental Movement aspects, but I'd like to keep some of it more unique to Genies so it's not just the Elemental Bloodline with a strange bonus spell list...


I would suggest combining Natural Enduring, Resist Energy, and Power of the Djinn.

Level 3 could be Endure Elements, level 9 could be increased resistances, and level 15 it could increase again. Basically like the Draconic and Elemental resistance growth, but delaying it slightly for free elemental endurance.

Draconic bloodline gets 60' average flight. Unsure how much better making it perfect would be, but 20' speed seems low.

Your first and third bonus spells seem underwhelming.

If you're going to go with the whole animal telepathy bit, maybe add some more perks for it. Right now it seems like it would do well in an arctic climate with animal companions, which is cool for a feral sorcerer...more confusing for a genie.

I really like the invisibility ability.

Also you could consider adding in alignment or elemental restrictions to it. Marid would likely not be fire, probably less evil. Efreet would want to burn your face off, etc.

Something definitely does seem to be missing. What party role do you see the bloodline fulfilling? What are you casting? What would you like to see it paired with? Lots of good abilities or utility is not inherently valuable if it can't be used with other available tools.


Phage wrote:

I would suggest combining Natural Enduring, Resist Energy, and Power of the Djinn.

Level 3 could be Endure Elements, level 9 could be increased resistances, and level 15 it could increase again. Basically like the Draconic and Elemental resistance growth, but delaying it slightly for free elemental endurance.

Draconic bloodline gets 60' average flight. Unsure how much better making it perfect would be, but 20' speed seems low.

Your first and third bonus spells seem underwhelming.

If you're going to go with the whole animal telepathy bit, maybe add some more perks for it. Right now it seems like it would do well in an arctic climate with animal companions, which is cool for a feral sorcerer...more confusing for a genie.

I really like the invisibility ability.

Also you could consider adding in alignment or elemental restrictions to it. Marid would likely not be fire, probably less evil. Efreet would want to burn your face off, etc.

Something definitely does seem to be missing. What party role do you see the bloodline fulfilling? What are you casting? What would you like to see it paired with? Lots of good abilities or utility is not inherently valuable if it can't be used with other available tools.

Folks with the Genie Bloodline would be the members of the party that would help to confuse and throw off enemies. They don't sneak attack like Rogues or sing like Bards, but their abilities would compliment these two classes. They use illusions and enchantments to help lay enemies low, but have other abilities to allow them to support the group with items or shelter (albeit temporary ones).

So maybe more like:

Genie

One or more of your ancestors was a genie, and you’ve taken after that ancestor. You are more capricious than most, always enjoying a good joke or trick.

Class Skill: Knowledge (any one)

Bonus Spells: charm person (3rd), enthrall (5th), tiny hut (7th), hallucinatory terrain (9th), major creation (11th), legend lore (13th), ethereal jaunt (15th), polymorph any object (17th), wish (19th).

Bonus Feats: Alertness, Arcane Strike, Deceitful, Magical Aptitude, Persuasive, Skill Focus (Craft), Spell Penetration, Toughness

Bloodline Arcana: Whenever you cast a spell of the glamer subschool, increase the spell’s DC by +2.

Bloodline Powers: One of the four types of genies: djinni, efreeti, dao, or marid was your ancestor. You can draw upon the power of this genie ancestry in times of need. At first level you must select one of the four genies that was your ancestor. This choice cannot be changed. A number of your abilities grant resistances based on your ancestor, as noted below.

Genie--------Energy Type--------Special Movement
=====================================
Djinni--------Electricity------------Fly 60 feet (average)
Dao----------Acid-------------------Burrow 30 feet
Efreeti-------Fire-------------------+30 feet base speed
Marid--------Cold-------------------Swim 60 feet

Change Size (SP): At 1st level you can touch another individual and cause that person (and that person’s equipment) to grow or shrink (as if you used the enlarge person or reduce person spell instead). You must choose before touching your target which effect will take place. You must make a successful melee touch attack for unwilling targets. A DC Fortitude save against your caster level negates the effect. The save DC is Charisma-based. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Genie Endurance (Ex): At 3rd level, you suffer no harm from being in a hot or cold environment. You can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. Your equipment is likewise protected. You are not, however, protected against fire or cold damage, nor are you protected against other environmental hazards such as smoke, lack of air, and so forth, but you do gain a resistance 10 against your energy type. At 9th level, your energy resistance increases to 20. At 20th level you gain immunity to your energy type.

Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.

Genie Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your genie ancestor, as indicated on the above chart.

Power of the Genie: At 20th level, the power of your genie blood shows itself in full. You gain immunity to poison. You also gain the ability to [i]plane shift[i] once a day and the ability to communicate telepathically with any creature in 100 feet that has a language.

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