User:Leziad/Genie

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Genie[edit]

<-general description->.

Making a Genie[edit]

<-Strong points and weak points, and effectiveness with party members.->

Abilities: <-Description of most important attributes for this class.->

Races: <-Description of relative likelihood of various races to join this class.->

Alignment: <-Alignments allowed for this class, or write "Any"->.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This is calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Table: The Genie

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +2 +2 Bound, Genie Physiognomy I, Wish Magic 3
2nd +1 +3 +3 +3 AC Bonus 4
3rd +2 +3 +3 +3 Genie Physiognomy II 5
4th +3 +4 +4 +4 Instantaneous Action 6 3
5th +3 +4 +4 +4 Size Shifting 6 4
6th +4 +5 +5 +5 Genie Physiognomy III 6 5 3
7th +5 +5 +5 +5 Tortured Logic 6 6 4
8th +6/+1 +6 +6 +6 6 6 5 3
9th +6/+1 +6 +6 +6 6 6 6 4
10th +7/+2 +7 +7 +7 6 6 6 5 3
11th +8/+3 +7 +7 +7 Genie's Might +1 6 6 6 6 4
12th +9/+4 +8 +8 +8 Genie Physiognomy IV 6 6 6 6 5 3
13th +9/+4 +8 +8 +8 Genie's Might +2, 6 6 6 6 6 4
14th +10/+5 +9 +9 +9 6 6 6 6 6 5 3
15th +11/+6/+1 +9 +9 +9 Genie's Might +3 6 6 6 6 6 6 4
16th +12/+7/+2 +10 +10 +10 6 6 6 6 6 6 5 3
17th +12/+7/+2 +10 +10 +10 Genie's Might +4 6 6 6 6 6 6 6 4
18th +13/+8/+3 +11 +11 +11 Genie Physiognomy V 6 6 6 6 6 6 6 5 3
19th +14/+9/+4 +11 +11 +11 Genie's Might +5 6 6 6 6 6 6 6 6 4
20th +15/+10/+5 +12 +12 +12 Master of Wishes 6 6 6 6 6 6 6 6 6

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Truespeak (Int), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex).


Class Features[edit]

All of the following are class features of the Genie.

Weapon and Armor Proficiency: A Genie is proficient with all simple and martial weapons as well as light shield, but no armor.

Spells: A Genie spontaneously cast spells much like a Sorcerer, using her Charisma to determine the spells she can cast, the DCs of her spells and her spells per day. She has spell known like a Sorcerer, and when picking her spell known she has access to both the Druid list and the Sorcerer/Wizard list. A genie only recover her spells per day after resting 4 hours inside her bound object, which she may do once per day.

A genie can convert any her spell per day into limited wish, minor wish or wish as long as it of the same level or higher.

A genie either a somatic or vocal components to her all her spells, chosen when cast. It is either snapping her finger or saying 'your wish is my command' (or a similar sentence). She otherwise replace somatic components with 'wish component' which require a wish which match the spell being cast (as the Wishcasting feat). She replace vocal components with a 'selfishness component' which require the spell or effect to target herself and only herself. The genie can replace either the wish or the selfishness component with her somatic or vocal component as above, but not both. A genie cannot benefits from silent or still spell.

For the purpose of prerequisites, a Genie count as both an arcane and a divine spellcaster.

Table: Genie Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

Bound: A genie is bound to a jewel, ring, lamp or other items of 5 lbs or less which can be held or worn. She may not move more than 1 mile away from the object willingly.Unless in the possession of the creature who freed her, the genie may recall her bound object as a free action even across planes. While the genie is alive it is considered an artifact and cannot be destroyed. Alternatively the genie may teleport to her bound object as a move action, even in area it would be impossible to do so. A genie has three state 'imprisoned', 'released' or 'unbound'.

A 'released' genie is able to come and go into and out of her bound object as she wishes, she must follow the command of her master.

An 'imprisoned' genie is stuck on her bound object until summoned. She cannot act, cast spells or do anything to affect the outsider world.

An 'unbound' genie is as a 'released' genie except with no pesky master. They are able to do as they wish, however if they become 'imprisoned' again they must become 'released' again.

The bound item may have certain requirement, such as only being usable by a good-aligned creature at which point the genie will not answer the summons of those in possession of the bound object. If a creature who match the requirement use the bound item, the genie appears under the loosest of compulsion to obey the wishes of the master. She must explain clearly all the rules before any wishes or command can be issued. Almost all genies have a different set of rules, which must be established at character creation. Once this is done a genie is considered 'released'. A genie must follow her code of conduct (see below)

She may imprisoned inside her bound object with a command word and which she must give as clearly as possible if the master wishes for it. If the master or another creature which match the requirement of the bound object speak the command word while touching the bound object, the genie become 'imprisoned'. If the genie is killed instead of dying she become 'imprisoned' and cannot be summoned again for 24 hours, she is alive in the bound object at -1 hit point but stable and will heal naturally.

If her master dies, cease to fulfill the object requirement, free her with a wish or otherwise complete the rules of the bound object the genie become 'unbound'.

While adjacent to her bound object a genie may enter it over the course of 1 minute, she may exit with a simple move action. The interior of the bound object is the same size as a demiplane created by the genesis spell and is fully furnished to the genie's liking. It always have normal time and planar trait but is otherwise divinely morphic to the genie. The genie is the only living being who can exist inside the bound object unless a wish spell is used to transport another creature inside. She may leave up to 100 lbs per class level worth of equipment inside, any extra 'spill from the lamp' as soon as she exit.

The bound object may be destroyed after the genie is released and killed, at which point it is vulnerable to harm for 24 hours. If destroyed the genie dies and must be resurrected via a wish spell to recreate the bound object. Any items or creatures trapped inside the lamp as it destroyed spill out harmlessly.

Genie Physiology: Upon taking her first level in Genie, the character type change to Outsider and cease to age. The genie do not receive any bonus or penalty from being older than young adult. She do not require sustenance for living, but she must breath and sleep. She gain dakrvision out of 60 feet, or improve any existing dakrvision by 60 feet. Finally she choose a genie type below, she gain the benefit of that Genie type.

At 3rd level she may surround her legs with a whirlwind of magical energy, making her look almost like a being riding a gust of wind. She gain an hover speed equal to her land speed and may use levitate on herself as a supernatural ability at-will.

At 6th level she gain a supernatural fly speed equal to twice her land speed with good maneuverability. She also gain Telepathy out of 5 feet per class level.

At 12th level the genies gain greater gaseous form as a spell-like ability at-will.

At 18th level the genie gain the ability to use wind walk at-will. Once per day she may assume the form of a tornado for up to 1 minute. She is able to control her own movement, become invulnerable to harm and the DC of her wind is DC 10 + 1/2 class level + her Charisma modifier.

Wish Magic (Ex): A genie receive the Wishcasting feat as a bonus feat. It however does not remove her somatic or vocal component nor the wish or selfish components of her spells.

AC Bonus: A 2nd level Genie is surrounded by mythical magic which shield her from harm, she add her Charisma bonus as a deflection bonus to her AC as long as she wear no armor.

Instantaneous Action (Su): A 4th level genie can complete most if not all tasks in the blink of an eye. If she roll 10 or more above the DC of a skill check she complete that skill check in 1 round unless it would be faster.

Size Shifting (Su): At 5th level as a full-round action, can place herself under the effect of enlarge person or reduce person at-will with an unlimited duration. Instead of the normal bonuses and penalties of the spell her ability change as per Improving Creature. This ability affect her even though she isn't humanoid and may only take her up to large or down to small, no bigger or smaller.

Tortured Logic (Ex): At 7th level a genie may use the worst tortured logic when granting a wish, allowing her to use any spoken words for her 'wish' component. This strain her magical ability and doing so cost two spell slot instead of one.

Genie's Might (Ex): At 11th level and each odd level thereafter, a Genie receive a +1 inherent bonus to two of her ability scores.

Master of Wishes: While a 20th level Genie is in an 'unbound' state, she no longer require a 'wish' component to cast her spells.

Code of Conduct[edit]

A genie is under a strong compulsion to follow a code of conduct, she unable to inherently act against it although she may show as much displeasure as she please. If a genie willingly and knowingly violate her code of conduct, somehow bypassing the compulsion not to do so, she is immediately sealed into her bound object and made 'imprisoned' again.

  • Upon being released, a genie must introduce herself to her new master. She must state all the rules of the lamp and wishes as clearly as she can and with minimal deception. This include the mechanics of wishgranting and how to unbind the genie (example, by making three wish). She must have a minimum of three wishes before she is released.
  • The genie must follow the rules of her bound object when granting wishes and in other situations.
  • She must obey the wishes of her master, she do not need to follow obviously harmful or suicidal orders.
  • She must give the command word to seal her in her bound object as clearly as possible with no deception if asked as a wish.
  • She must not physically harm her master directly, even by twisting her wish. She may hurt other creatures, but nor her master. If she is attacked she is allowed to retaliate and kill her master. If the master surrender however the genie must cease hostility. Upon the third offense of a master attacking the genie, the genie is no longer required to surrender.