Hit Die: d8
Class Skills
The Genie’s Class Skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Knowledge (Planes) (Int), Perception (Wis) and Spellcraft (Int)
Skill Ranks Per Level: 2 + Int Modifier
Starting Statistics
Size Medium, Fly 40 ft. (Perfect); AC +2 natural armor; Ability Scores Str 12, Dex 16, Con 12, Int 16, Wis 14, Cha 14; Special Qualities: Darkvision 60 ft.
8th Level Advancement
Size Large, Fly 60 ft. (Perfect); AC +2 natural armor; Ability Scores Str +6, Con +4, Int +2, Wis +2, Cha +2;
Table: Genie Companion
Class Features
All of the following are class features for the Genie Companion.
Weapon and Armor Proficiency
The Genie may only use its favored weapon and cannot wear any armor; they can, however, use wondrous items.
Favored Weapon
Each Genie has a weapon in which his race specializes, they are as follows..
Djinni – Masterwork Scimitar
Efreeti – Masterwork Falchion
Marid – Masterwork Trident
Shaitan – Masterwork Scimitar
As the Genie progresses, so does its weapon, starting at 4th level and every 4 levels thereafter it gains a cumulative +1 to enhancement bonus (Max +5 at 20th level)
Resistance
Each Genie gains resistance to a particular element, at 1st level the resistance is 5, every 5 levels after (5th,10th ) it gains an additional 5 resistance until 15th level when it is immune to the energy type.
Djinni – Acid
Efreeti – Fire (Vulnerable to cold 25%)
Marid – Cold
Shaitan – Electricity
Basic Magic
At 2nd level the Genie learns to use basic magic as a supernatural ability, each race of Genie learns a different magic…
Djinni – Gaseous Form (For up to 1 hour)
Efreeti – Produce Flame (At Will)
Marid – Obscuring Mist (5/day)
Shaitan – Meld into Stone (At will)
Ability Score Increase
Starting at 3rd level and every 4 levels thereafter the genie gains a +1 bonus to an ability score.
Evasion
Starting at 4th level the Genie can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. A helpless genie does not gain the benefit of evasion.
Genie Feat
Starting at 5th level, and again at 8th, 13th and 16th level, the genie gains a bonus feat dependent on its race.
Djinni – 5th Dodge 8th Mobility 13th Spring Attack 16th Wind Stance
Efreeti – 5th Power Attack 8th Furious Focus 13th Death or Glory 16th Dreadful Carnage
Marid – 5th Weapon Focus 8th Weapon Specialization 13th Greater Weapon Focus 16th Greater Weapon Specialization
Shaitan – 5th Power Attack 8th Improved Bull Rush 13th Greater Bull Rush 16th Bull Rush Strike
Minor Magic
At 6th level the Genie learns to use minor magic as a supernatural ability, all races gain Invisibility (At Will) on self only
Major Magic
At 10th level the Genie learns to use major magic as a supernatural ability, all races gain Plane Shift (at will)
Improved Evasion
This works like evasion, except that while the genie still takes no damage on a successful Reflex saving throw against attacks, it henceforth takes only half damage on a failed save. A helpless genie does not gain the benefit of improved evasion.
Ultimate Magic
At 14th level the Genie learns to use ultimate magic as a supernatural ability, all spells are considered as 6th level when determining the DC.
Djinni – Chain Lightning 2/day
Efreeti – Intensified Fireball 2/day
Marid – Cone of Cold 2/day
Shaitan – Elemental Spell (Acid) Cone of Cold 2/day
Wish
Size Large, Fly 60 ft. (Perfect); AC +2 natural armor; Ability Scores Str +6, Con +4, Int +2, Wis +2, Cha +2;
Table: Genie Companion
Level
|
BaB
|
Fort
|
Ref
|
Will
|
Defl. AC
|
Feats
|
Special
|
1st
|
+0
|
+0
|
+2
|
+2
|
+0
|
1
|
Favored Weapon, Resistance
|
2nd
|
+1
|
+0
|
+3
|
+3
|
+0
|
1
|
Basic Magic
|
3rd
|
+2
|
+1
|
+3
|
+3
|
+2
|
1
|
Ability Score Increase
|
4th
|
+3
|
+1
|
+4
|
+4
|
+2
|
2
|
Evasion
|
5th
|
+3
|
+1
|
+4
|
+4
|
+2
|
2
|
Genie Feat
|
6th
|
+4
|
+2
|
+5
|
+5
|
+4
|
2
|
Minor Magic
|
7th
|
+5
|
+2
|
+5
|
+5
|
+4
|
3
|
Ability Score Increase
|
8th
|
+6/+1
|
+2
|
+6
|
+6
|
+4
|
3
|
Genie Feat
|
9th
|
+6/+1
|
+3
|
+6
|
+6
|
+6
|
3
|
|
10th
|
+7/+2
|
+3
|
+7
|
+7
|
+6
|
4
|
Major Magic
|
11th
|
+8/+3
|
+3
|
+7
|
+7
|
+6
|
4
|
Ability Score Increase
|
12th
|
+9/+4
|
+4
|
+8
|
+8
|
+8
|
4
|
Improved Evasion
|
13th
|
+9/+4
|
+4
|
+8
|
+8
|
+8
|
5
|
Genie Feat
|
14th
|
+10/+5
|
+4
|
+9
|
+9
|
+8
|
5
|
Ultimate Magic
|
15th
|
+11/+6/+1
|
+5
|
+9
|
+9
|
+10
|
5
|
Ability Score Increase
|
16th
|
+12/+7/+2
|
+5
|
+10
|
+10
|
+10
|
6
|
Genie Feat
|
17th
|
+12/+7/+2
|
+5
|
+10
|
+10
|
+10
|
6
|
|
18th
|
+13/+8/+3
|
+6
|
+11
|
+11
|
+12
|
6
|
Wish
|
19th
|
+14/+9/+4
|
+6
|
+11
|
+11
|
+12
|
7
|
Ability Score Increase
|
20th
|
+15/+10/+5
|
+6
|
+12
|
+12
|
+12
|
7
|
Class Features
All of the following are class features for the Genie Companion.
Weapon and Armor Proficiency
The Genie may only use its favored weapon and cannot wear any armor; they can, however, use wondrous items.
Favored Weapon
Each Genie has a weapon in which his race specializes, they are as follows..
Djinni – Masterwork Scimitar
Efreeti – Masterwork Falchion
Marid – Masterwork Trident
Shaitan – Masterwork Scimitar
As the Genie progresses, so does its weapon, starting at 4th level and every 4 levels thereafter it gains a cumulative +1 to enhancement bonus (Max +5 at 20th level)
Resistance
Each Genie gains resistance to a particular element, at 1st level the resistance is 5, every 5 levels after (5th,10th ) it gains an additional 5 resistance until 15th level when it is immune to the energy type.
Djinni – Acid
Efreeti – Fire (Vulnerable to cold 25%)
Marid – Cold
Shaitan – Electricity
Basic Magic
At 2nd level the Genie learns to use basic magic as a supernatural ability, each race of Genie learns a different magic…
Djinni – Gaseous Form (For up to 1 hour)
Efreeti – Produce Flame (At Will)
Marid – Obscuring Mist (5/day)
Shaitan – Meld into Stone (At will)
Ability Score Increase
Starting at 3rd level and every 4 levels thereafter the genie gains a +1 bonus to an ability score.
Evasion
Starting at 4th level the Genie can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. A helpless genie does not gain the benefit of evasion.
Genie Feat
Starting at 5th level, and again at 8th, 13th and 16th level, the genie gains a bonus feat dependent on its race.
Djinni – 5th Dodge 8th Mobility 13th Spring Attack 16th Wind Stance
Efreeti – 5th Power Attack 8th Furious Focus 13th Death or Glory 16th Dreadful Carnage
Marid – 5th Weapon Focus 8th Weapon Specialization 13th Greater Weapon Focus 16th Greater Weapon Specialization
Shaitan – 5th Power Attack 8th Improved Bull Rush 13th Greater Bull Rush 16th Bull Rush Strike
Minor Magic
At 6th level the Genie learns to use minor magic as a supernatural ability, all races gain Invisibility (At Will) on self only
Major Magic
At 10th level the Genie learns to use major magic as a supernatural ability, all races gain Plane Shift (at will)
Improved Evasion
This works like evasion, except that while the genie still takes no damage on a successful Reflex saving throw against attacks, it henceforth takes only half damage on a failed save. A helpless genie does not gain the benefit of improved evasion.
Ultimate Magic
At 14th level the Genie learns to use ultimate magic as a supernatural ability, all spells are considered as 6th level when determining the DC.
Djinni – Chain Lightning 2/day
Efreeti – Intensified Fireball 2/day
Marid – Cone of Cold 2/day
Shaitan – Elemental Spell (Acid) Cone of Cold 2/day
Wish
At 18th level the Genie gains the spell Wish which can be used 1/month (Maximum 3 ever) to non-genies only