While any spellcaster capable of casting planar ally, planar binding, and binding spells can conjure and bind genies, the true genie binder is a spellcaster who has devoted his life to the pursuit of this practice. While most genies abhor the act of binding and bottling, many have an odd appreciation and respect for actual genie binders. Nothing delights an efreeti more than to see a djinni ensnared, for example, and the jann are quite pleased to see their elder brothers and sisters brought low.
Hit Die: d6
To qualify to become a , a character must fulfill all of the following criteria:
Alignment: Any non-good.
The genie binder's class skills (and the key ability for each) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
The following are class features of the Genie Binder prestige class.
When a new genie binder level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class or any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of genie binder to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one spellcasting class before he became a genie binder, he must decide to which class he adds each level of genie binder for the purpose of determining spells per day.
A genie binder adds his class level to any Charisma-based checks made when interacting with genies or objects created by (or utilizing) genies. This includes the checks made to seal a bargain with a genie when casting planar binding. Additionally, when a genie binder spends gold in the process of casting a spell or creating a magic item associated with genies, the amount of gold he must spend is reduced by 15%. This increases to 30% if the item in question is a genie seal.
Binders are masters of crafting genie seals. Beyond the creation of true genie seals, such as the interpretation of secrets or the tongue of the hidden, genie binders are also able to craft the four lesser elemental seals. A genie binder learns these four seals in the same order as the power of the four genie races, starting with air (the djinni seal) and working up to water (the marid seal). Unlike true genie seals, a lesser elemental seal is a temporary effect. A genie binder can create a lesser elemental seal on a genie, a non-genie creature, or on a solid surface — creating the seal in any case requires a standard action and a successful touch attack. A lesser elemental seal’s caster level equals the genie binder’s character level.
Placed on a genie, the seal attempts to force the genie’s compliance to the genie binder. The genie touched must make a Will saving throw (DC = 10 + the genie binder’s level + the genie binder’s Charisma modifier) or be affected as if by charm monster spell.
Placed on a non-genie creature, the seal grants energy resistance 10 against one form of energy, along with an additional magical enhancement. The effects of this seal persist for 1 hour.
Placed on a solid surface, the seal functions as a glyph of warding. This seal can only duplicate the effects of a blast glyph, and deals a specific type of damage as indicated by the seal in question.
A genie binder can create a number of lesser elemental seals per day equal to his class level plus his Charisma modifier, yet may never have more than one specific seal active at any time. Creating a second seal of fire, for example, when the effects of a previous seal of fire are still in effect causes the previous seal of fire effect to immediately end.
Seal of Air: This seal may be placed upon a djinni to charm it. Placed on a non-genie, the seal of air grants electricity resistance 10 and a constant feather fall effect. A seal of air used as a glyph of warding inflicts electricity damage.
Seal of Earth: This seal may be placed upon a shaitan to charm it. Placed on a non-genie, the seal of earth grants acid resistance 10 and a constant barkskin effect. A seal of earth used as a glyph of warding inflicts acid damage.
Seal of Fire: This seal may be placed upon an efreeti to charm it. Placed on a non-genie, the seal of fire grants fire resistance 10 and causes any weapon you wield to gain the flaming weapon quality. A seal of fire used as a glyph of warding inflicts fire damage.
Seal of Water: This seal may be placed upon a marid to charm it. Placed on a non-genie, the seal of water grants cold resistance 10 and a constant water breathing and freedom of movement effect. A seal of water used as a glyph of warding inflicts cold damage.