Sha'ir

"I control the ground you walk upon, the very air you breathe. I could summon a storm to strike you down, and wash away all trace."

CLASS TRAITS

Role: Controller. Your powers focus on manipulating the very substance of reality to hamper and damage your foes.
Power Source: Elemental. The ultimate source of your power is the raw energy of the Elemental Chaos itself.
Key Abilities: Constitution, Charisma, Intelligence

Armor Proficiencies: Cloth, leather, hide.
Weapon Proficiencies: Simple melee, simple ranged.
Implement: Rods, staffs, orbs, pact dagger.
Bonus to Defense: +1 Will, +1 Fortitude.

Hit Points at 1st Level: 12+ Constitution Score.
Hit Points per Level Gained: 5
Healing Surges per Day: 6+ Constitution Modifier.

Trained Skills: Arcana (Int). Choose 3 more skills to be trained in at 1st level from the following class skills list.
Class Skills: Arcana (Int), Bluff (Cha), Diplomacy (Cha), Endurance (Con), Insight (Wis), Intimidate (Cha), Religion (Int), Stealth (Dex).

Build Options: Elementalist Sha'ir, Chaoticist Sha'ir.
Class features: Genie Servant, summon genie servant, Elemental Focus, Ritual Casting.

As a sha'ir, you have soul-bonded with a true genie, and can control its magic as your own. The unformed primordial energy of the Elemental Chaos fuels your magic, channeled through the genie which holds your bond. Without the genie's magical ability to tame its fury, the chaotic magic would sweep you away.

You control the raw elemental power with a strong will and an indomitable spirit, perhaps forged in long years at an academy, or by harnessing your own inborn ties to the Elemental Chaos.

Although your bonded genie aids you as a lifelong ally (or slave), its servitude is bought with a high price, as it will consume you and add your power to its own should your resolve falter for even a moment.

CREATING A SHA'IR

Constitution determines your ability to shape elemental magic, and to bind and maintain control over your soul-bound genie. Depending on your choice of Elemental Focus, Charisma or Intelligence can affect your ability to manipulate the natural world.

Whether gained through study or experience, your knowledge of genie-kind and their myriad ways is extensive. Charisma can also affect whether genies and their kin assist you in your quests or mark you as a dangerous enemy.

SHA'IR CLASS FEATURES

GENIE SERVANT

As part of your initiation as a sha'ir, you forged a soul-bond with a true genie, a powerful elemental creature that accompanies and assists you, willingly or not. Sha'ir have no ability to choose the individual genie who will answer their initiation summons, but the rite does permit influence over which type will appear.

Choose the type of your genie servant – Efreet (Fire), Djinn (Air), Marid (Water), or Shai'tan (Earth). Your choice provides you with an Elemental Focus as well as a special attack or utility power made through your soul-bound genie. Your choice also provides bonuses to certain sha'ir powers, as detailed in those powers.

Many sha'ir powers have the genie keyword. Your bound genie must be present when you use such a power, and any such powers originate from the genie's position.

You gain the summon genie servant power, which allows you to call your genie to your side.

Sha'ir Class Feature Summon Genie Servant

You call upon the magic that binds you both to compel your bound genie to appear at your side.

At-Will      Summoning, Elemental
Minor Action      Close burst 20

Requirement: Your genie servant must not be present.

Effect: You summon your genie servant to an unoccupied square in the burst. The servant lasts until you fall unconscious or until you dismiss it as a minor action. The servant occupies 1sq (unless noted otherwise). Enemies cannot move through its space, but allies can. When you take a move action, you can also move the servant a number of squares up to your speed.

Your genie servant can be targeted by attacks, having maximum hit points equal to your bloodied value. If your servant is reduced to 0 hit points, you lose a healing surge, it returns to its home (typically in the Elemental Chaos or a predetermined retreat), and cannot be summoned again that day. If you have no healing surges remaining, you take psychic damage equal to one-half your Bloodied value.

You and your servant are sentient creatures sharing a soul-deep bond, which permits you to involve your servant in more complex actions than a mere familiar or common beast. Simple commands (or requests) such as escape or unobstructed movement can be given with a minor action, once per round, but more complicated plans, such as scouting or tactical combat, may require one or more standard actions (as per the discretion of the GM).

Consider also, that the nature of the allegiance between sha'ir and genie – whether kindly or cruel – may affect the success of any particularly complicated maneuvers, as disgruntled genies are well-known for creatively "misinterpreting" commands from despised masters, with unforeseen results.

ELEMENTAL FOCUS

Contrary to rumors and superstition, raw elemental magic exists in a chaotic form quite unlike the familiar worldly elements of fire, water, air, and earth. Sha'ir are trained to mold this raw energy into whatever mundane "elemental" manifestation suits their needs. However, once soul-bound to a genie, the type of the bound genie influences the sha'ir's manifestations.

Sha'ir receive a bonus to powers involving the worldly element associated with their bound genie. Elementalist sha'ir choose to focus exclusively on mastering their genie's associated element. Chaoticist sha'ir focus on the interactions between elements, accepting lower potency in exchange for greater flexibility.

Elementalist

As an elementalist, you focus on overwhelming your enemies with your mastery of a primary element. Spectacular evocations are your stock and trade, although defensive manifestations are a necessity you cannot overlook.

If an Efreet is bound, you are a Fire Elementalist. You gain a +2 class feature bonus to powers with the fire or radiant keywords. Increase this bonus to +4 at 11th level, and to +6 at 21st level. You also gain firepulse as an at-will power, with the genie keyword.

Sha'ir Class Feature (Fire)Firepulse

From the crackling desert air, flame envelopes your outstretched arm, igniting your foe.

At-Will      Genie, Fire, Radiant, Implement
Standard      Melee 1

Attack: Constitution vs. Reflex

Hit: 1d6 + Constitution modifier fire or radiant damage.
Increase to 2d6 + Constitution modifier damage at 11th level, and to 3d6 + Constitution modifier damage at 21st level.

If a Djinn is bound, you are an Air Elementalist. You gain a +2 class feature bonus to powers with the lightning or thunder keywords. Increase this bonus to +4 at 11th level, and to +6 at 21st level. You also gain promise of storm as an at-will power, with the genie keyword.

Sha'ir Class Feature (Air)Promise of Storm

You call out to the father of storms. The very air becomes heavy and tense as sparks begin to form.

At-Will      Genie, Lightning, Thunder, Implement
Standard      Ranged 10

Attack: Constitution vs. Reflex

Hit: 1d6 + Constitution modifier lightning or thunder damage.
Increase to 2d6 + Constitution modifier damage at 11th level, and to 3d6 + Constitution modifier damage at 21st level.

If a Marid is bound, you are a Water Elementalist. You gain a +2 class feature bonus to powers with the polymorph or water keywords. Increase this bonus to +4 at 11th level, and to +6 at 21st level. You also gain swiftcurrent as an at-will power, with the genie keyword.

Sha'ir Class Feature (Water)Swiftcurrent

Your form ripples like water as you flow forward, whipping past enemies and allies alike in a graceful but deadly surge.

At-Will      Genie, Teleportation, Water, Implement
Move Action (solo) or Standard (group)      Personal or Melee 1
        11th Level: Close burst 1
        21st Level: Close burst 2

Attack: Constitution vs. Fortitude

Target: Up to 1 creature in range
        11th Level: Up to 2 creatures in range
        21st Level: Up to 3 creatures in range

Effect: Shift yourself and 1 or more target creatures in range a number of squares up to your full speed, ignoring ground/liquid/difficult/hazardous terrain. Enemies must succeed on a save to resist movement.

If a Shai'tan is bound, you are an Earth Elementalist. You gain a +2 class feature bonus to powers that create or alter earth-based terrain (incl. stone, sand, soil, and mud). Increase this bonus to +4 at 11th level, and to +6 at 21st level. You also gain earthshock as an at-will power, with the genie keyword.

Sha'ir Class Feature (Earth)Earthshock

The earth moves in response to your stomping foot or slapping hand, buckling to knock your enemy to its knees.

At-Will (sustain minor)      Genie, Earth, Zone, Implement
Standard      Close burst 1
        11th Level: Close burst 2
        21st Level: Close burst 3

Attack: Constitution vs. Fortitude

Target: Enemies in the burst that are touching the ground

Effect: Create an area of broken ground as difficult terrain. Enemy creatures within the area must succeed on a save or fall prone.

Chaoticist

As a chaoticist, you emphasize versatility over raw power. You tend to favor defensive manifestations and strategic planning over flashy evocations, but are capable of exploiting elemental synergies to potent effect.

You are capable of producing manifestations that exploit multiple elements simultaneously. You gain one of the following powers, corresponding to the type of genie you are bonded to: firepulse, promise of storm, swiftcurrent, earthshock. You also gain the elemental synergy power.

Sha'ir Class Feature (Chaos)Elemental Synergy

Water vaporizes into steam, the earth shifts underfoot like water, as you bend the world to your will.

Encounter      Implement
Immediate Reaction    Ranged 10

Trigger: You or an ally within 10sq is hit by an attack with any of the following damage types: fire, radiant, acid, cold, lightning, or thunder

Effect: Until the end of your next turn, you or target ally gains resist 5 to one of the damage types in the attack. (Increase to resist 10 at 11th level, and resist 15 at 21st level.) You also transform half of the total damage into your choice of one of the following damage types: fire, radiant, acid, cold, lightning, or thunder.

RITUAL CASTING

You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.
In addition, you possess a ritual book, and it contains two 1st-level rituals of your choice that you have mastered.

IMPLEMENTS

Sha'ir make use of rods, staffs, and orbs to help channel and direct their elemental manifestations. A sha'ir wielding a magic implement can add its enhancement bonus to attack rolls and damage rolls of sha'ir powers, as well as sha'ir paragon path powers, that have the implement keyword. Without an implement, a sha'ir can still use these powers, but he or she doesn't gain the bonus provided.

A pact blade, a special magic dagger used by warlocks, can also be used as an implement for sha'ir powers, as well as sha'ir paragon powers. These daggers are highly sought after, but often carry dangerous consequences.