Divine Fractures of Enlightenment
These special kind of familiars aid their masters in their endeavors. While they have several abilities of familiars that make them especially useful for spellcasters, they are not exclusive to them. A genie familiar overrides any ability gained that can grant a familiar, such as wizards, witches, arcane bloodline sorcerers, etc. For Arcane Bond abilities that do not grant a familiar, such as the Skirnir archetype for magus, characters still receive their respective item and retain the arcane bond to that item.
There are five different kinds of genies with which to bond: Djinni and Efreeti, who are usually located within the Dusmurg Desert outside of the cities; Janni, who can be found anywhere, though usually avoiding the Efreeti; Marid, who reside around oases and the shoreline; and Shaitan, who generally keep to the mountain ranges bordering the desert.
From the outset, the genie is considered the master’s ally and obeys his suggestions and orders to the best of its ability. It won’t blindly follow suicidal orders, but it does hold his interests and well-being as a top priority, doing what it can to keep him alive. But because these genies preserve their intelligence along with their alignments, they still have their own opinions and views on how the master, his friends, his enemies, etc. act. The genie will refuse a command only to spite it, or to cause it needless suffering. Ill-treatment can potentially uncover the ire of the genie’s other acquaintances. Lastly, gaining the genie familiar is a one-time deal; replacing it with a different familiar, such as through the Improved Familiar feat, will break the bond, and the genie will not respond to further interaction.
Genie Familiar Basics
Use the basic statistics for each particular genie type, but with the following changes.
Hit Dice For the purpose of effects related to number of Hit Dice, use the master’s character level or the genie’s normal HD total, whichever is higher.
Hit Points The genie has half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Attacks Use the master’s base attack bonus, as calculated from all his classes. Use the genie’s Dexterity or Strength modifier, whichever is greater (though normally Dexterity), to calculate the melee attack bonus with natural weapons. Genies lose any equipment noted in their stat blocks, and any special attacks except those noted in Special Abilities.
Defenses All genies retain their respective immunities, resistances, and vulnerabilities to elements. They also retain all natural bonuses as normal for the genie.
Feats All genies retain the following feats if they would normally have them: Combat Reflexes, Dodge, and Improved Initiative. They lose all other feats.
Spell-like Abilities All genies lose their normal spell-like abilities.
Special Abilities All genies lose their normal special abilities except for Air Mastery, Earth Mastery, and Water Mastery.
Ability Scores For each ability score, use the genie’s normal score, while altering Strength and Dexterity as appropriate for size changes.
Size All genie familiars become Tiny in size, altering ability scores and gaining the respective size bonuses and penalties to attack rolls, CMB, CMD, damage rolls, AC, and skills.
Saving Throws For each saving throw, use either the genie’s base save bonus (refer to the table) or the master’s (as calculated from all his classes), whichever is better. The genie uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.
Skills For each skill in which either the master or the genie has ranks, use either the normal skill ranks of the respective type or the master’s skill ranks, whichever is better. In either case, the genie uses its own ability modifiers. Regardless of a genie’s total skill modifiers, some skills may remain beyond the genie’s ability to use. All genies treat Craft, Perception, Sense Motive, and Spellcraft as class skills, in addition to several more depending on the type (refer to the table).
Language Genie familiars gain all languages of the master, in addition to the normal elemental languages, and can communicate intelligibly. But they lose telepathy.
|Familiar||Special Ability||Alignment||Good Saves||Bad Saves||Class Skills|
|Master gains a +3 bonus on Acrobatics checks
Master gains a +4 bonus on Initiative checks
Master gains a +3 bonus on Linguistics checks
Master gains +3 hit points
Master gains a +1 natural armor bonus to AC
|Appraise, Fly, Knowledge (Planes), Stealth
Bluff, Fly, Intimidate, Stealth
Appraise, Fly, Stealth
Diplomacy, Knowledge (Planes), Stealth, Swim
Appraise, Bluff, Climb, Knowledge (Engineering)
Genie Familiar Special Abilities
At 1st level, all genie familiars gain the Alertness, Improved Evasion, Share Spells, and Empathic Link abilities as normal for familiars.
At 3rd level, all genie familiars gain the Deliver Touch Spells ability.
At 5th level, all genie familiars gain the following spell-like abilities pertaining to their type, using the master’s character level as the caster level. All save DC’s are charisma based.
- Djinni – Whispering Wind 3/day, Persistent Image 1/day
- Efreeti – Pyrotechnics 3/day, Wall of Fire 1/day
- Janni – Create Food and Water 3/day, Invisibility (self or master only) 1/day
- Marid – Create Water 3/day, Fog Cloud 1/day
- Shaitan – Glitterdust 3/day, Stoneskin 1/day
At 7th level, all genie familiars may cast Enlarge Person on themselves once per day as spell-like ability, using the master’s character level as the caster level. All save DC’s are charisma based.
At 9th level, all genie familiars gain the Scry on Familiar ability, allowing the master to scry on the genie familiar (as if casting the scrying spell) once per day.
At 11th level, all genie familiars gain the ability to cast Geniekind upon the master as a spell-like ability once per day, using the master’s character level as the caster level.
At 13th level, all genie familiars gain a one-use ability to cast Wish for the master as a spell-like ability, using the master’s character level as the caster level. All save DC’s are charisma based.
At 15th level, all genie familiars gain the following spell-like abilities pertaining to their type, using the master’s character level as the caster level. All save DC’s are charisma based. Furthermore, the 3/day spell-like abilities gained at 5th level become at-will, and the 1/day spell-like abilities gained at 5th level become usable 3/day.
- Djinni – Scouring Winds 1/day
- Efreeti – Firebrand 1/day
- Janni – Greater Heroism 1/day
- Marid – Vortex 1/day
- Shaitan – Hungry Earth 1/day