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Genie Companion

A powerful Genie restrained by magic chains and tethered to an object of imprisonment. Most genies attempt to escape by fooling their unwanted masters; but few will accept the life of servant, given their master can persuade them to serve. The Binder may choose between a djinni, efreeti, marid or shaitan. The genies are similar in statistics and leveling progression but gain different special abilities depending on the race of genie.

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
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