This week's theme is Arabian Nights and this will tie strongly with Wed article so stay tuned...
The
Genie-Bound Noble
DM_aka_Dudemeister
@johnpocalypse
@johnpocalypse
Genie-Bound
Noble (Summoner)
The genie-bound noble is born or adopted to
one of the four powerful noble families in the secret city of Glim. As such you
have a powerful pact with a genie who willingly harnesses the power of wishes
and elemental power at your bidding.
Class
Skills: A genie-bound noble gains Diplomacy and
Sense Motive as class skills and does not gain Handle Animal and Ride as class
skills.
Genie:
At first level a genie-bound summoner gains a genie. Unlike an eidolon a genie’s form
is relatively fixed. As such genies use the following statistics:
Starting
Statistics
Size: Medium; Speed 30 ft.; AC +2 Natural Armor; Saves: Fort (Good), Ref (Bad), Will
(Good); Ability Scores:Str 15, Dex 14,
Con 13, Int 11, Wis7, Cha 12.Bonus
Feats: Light Armor Proficiency, Medium Armor ProficiencyFree Evolutions: limbs (arms), limbs
(legs), Weapon Training.
Evolution
List:Genies may select from the following Evolution
List. Note evolutions marked with an asterisk are from Ultimate Magic.
1
Point Evolutions: Basic Magic*, Bite, Claws, Climb,
Gills, Improved Damage, Improved Natural Armor, Low-Light Vision*, Magic
Attacks, Pull, Push, Reach, Resistance, Skilled, Slam, Swim.
2
Point Evolutions: Ability Increase, Constrict,
Energy Attacks, Flight (Su only), Grab, Immunity, Minor Magic*, Rend,
Tremorsense, Trip, Weapon Training.
3
Point Evolutions:Blindsense, Burrow, Damage
Reduction, Frightful Presence, Major Magic*, See In Darkness*, Swallow Whole
4
Point Evolutions: Blindsight, Breath Weapon,
Dimension Door*, Fast Healing, Incorporeal Form*, Large, Lifesense*, No
Breath*, Spell Resistance, Ultimate Magic*.
Summoning the genie is a full-round action
and requires speaking a summoning phrase whilst holding the genie token. Unlike an eidolon a genie remains active even
if the summoner is unconscious or asleep, but if the Summoner loses contact
with the token (such as if it is stolen or disarmed) then the genie immediately
returns to within the token and remains there until the genie-bound summoner
can perform the summoning action again. This ability otherwise is the same as
the Eidolon ability.
This ability alters the Eidolon ability.
Genie
Token (Su):At 1st level thegenie-boundNoble
gains a token. This token is a focus for the genie-bound Noble’s magic, and a
place for the noble’s genie to reside when not summoned. A genie-bound noble
begins with a token at no cost and must fall into one of the following
categories: amulet, ring, staff, wand or weapon. These objects are always of
masterwork quality. Weapons acquired at first level are not made of any special
material. If a genie-bound summoner attempts to cast a spell without the bonded
object worn or in hand, he must make a concentration check or lose the spell.
The DC is equal to 20 + the spell’s level. If the object is a ring or amulet it
occupies the ring or neck slot accordingly.
Unlike an eidolon while a genie is not
summoned it heals hit points at a rate of 1 hit point per summoner level per
day. The genie must remain within 100 feet of the Token at all times, if it is
between 100 to 1,000 feet the genie’s maximum and current hit point totals are
immediately reduced by 50%. If the genie is between 1,000 to 10,000 feet its
maximum and current hit point totals drop by 75%. If the genie is more than 10,000 feet away it is
immediately recalled into the token. Current hit points lost in this way are
not restored when the genie gets closer to the token, but its maximum hit
points return to normal.
This ability replaces Life Link.
Fleeting
Wish 0 (Su): At 1st level a summoner may
make a fleeting wish as a move action a number of times per day equal to 3 +
his Charisma Modifier. Doing so allows his eidolon to cast a single conjuration
cantrip from the sorcerer/wizard spell list as a spell-like ability for one
round, unlike a normal spell-like ability any material components costing more
than 1 gp must be provided. The summoner must verbalize his wish, thus this
ability does not operate in an area of silence
or if the Eidolon suffers the deafened condition. At 3rd Level and
every two levels thereafter the power of this ability increases by one spell
level to a maximum of 9th level conjuration spells 19th
level. At 19th level the genie may instead cast limited wish instead (the summoner or genie must still pay for any
material components as normal).
This ability replaces Summon Monster I .
Elemental
Wish(Su): At 10th level the genie-bound
noble may use his Fleeting Wish ability to have his genie cast any spell from
the sorcerer/wizard list with any one energy descriptor. Once the descriptor is
chosen it may not be changed.
This ability replaces Aspect.
Miraculous
Wish (Su): At 18th level the genie-bound
noble may use his Fleeting Wish ability to have his genie cast any spell of the
conjuration descriptor from the cleric/oracle spell list at one level lower. To
a maximum of 8th level spells.
This ability replaces Greater Aspect.
True
Wish(Su): At 20th level the genie-bound
noble may three uses of his Fleeting Wish ability to have his genie cast Wish. The genie or the noble must
provide any required material components.
Sidebar:
Genie-Bound Nobles
The design behind the Genie-Bound Noble is
to provide a summoner with more of a foot in the lore of a hero with a powerful
genie, playable out of the box at 1st level. In many ways the genie
is less of a combat monster than an eidolon since it receives far fewer
attacks. The Genie-Bound Noble turns a summoner into a sort of limited
wizard. Ultimately the Genie-Bound Noble
should take less screen-time at the table due to the limited number of attacks
from a genie, and smaller number of summoned beasts on the table at a time.