Eunsuri

"Caution! This version of the Eunsuri is still a work-in-progress, and subject to change!"

Summary
Mysterious and enigmatic spellcasters, the Eunsuri are most widely known as being the secretive arcanists of Candora. Whispered tales speak of great magi bending the elements to their whims, commanding elementals and Genies alike in the ancient places of power in the Great Desert. But those rare magicians that study the truth of the Genies - and who forgive or set aside the history of the Gen Occupation - learn that the ancient power of the Gen can be had regardless of their race, provided a little courtesy and respect for the primal arcane elements.

Game Rule Information
Abilities: Intelligence is the single most valuable resource for Eunsuri, as it enhances the effectiveness of their spells and special powers. Because Eunsuri must regularly interact with elemental powers, Charisma is also useful, but more combat-minded Eunsuri value Dexterity and Constitution.

Alignment: Any

Hit Die: d6

Class Skills
Eunsuri class skills (and key abilities for each) are Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana)(Int), Knowledge (nobility)(Int), Knowledge (planes)(Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skill Points per Level: 2+Int Modifier

Eunsuri Class Features
Weapon and Armor Proficiency: Eunsuri gain proficiency with all simple weapons, but not with any armor or shields. Armor interferes with an Eunsuri's movements, which can cause their spells with somatic components to fail.

Spellcasting: An Eunsuri primarily casts arcane spells drawn from the sorcerer/wizard spell list. Unlike most arcane spellcasters, an Eunsuri can also cast divine spells drawn from the cleric spell list as though they were arcane spells. An Eunsuri must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the Eunsuri must have an Intelligence score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against an Eunsuri's spell is 10 + the spell's level + the Eunsuri's Intelligence modifier.

An Eunsuri can cast only a certain number of spells of each spell level per day. The Eunsuri's base daily spell allotment is given on the table above. In addition, the Eunsuri receives bonus spells per day if they have a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

Divine spells prepared by an Eunsuri require two spell slots of the same level as the spell, or a spell slot one level higher than the spell's level. For example, an Eunsuri preparing raise dead must expend two 5th-level spell slots to prepare the spell or one 6th-level spell slot. Eunsuri do not require a divine focus to cast divine spells. Preparing a spell using the higher level spell slot does not increase the save DC of the spell, and modifying this spell with Heighten Spell increases the save DC for each subsequent level beyond this initial increase. For example, an Eunsuri preparing a Heightened cure light wounds but whom only wants to use one spell slot would increase the spell's level to 2nd, and only increases to 3rd level or beyond from Heighten Spell actually affect the spell's save DC.

An Eunsuri may know any number of spells. The Eunsuri must choose and prepare their spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with their Mudaris. While communing, the Eunsuri decides which spells to prepare.

Eunsuri spells, whether they are drawn from the wizard or cleric spell lists, suffer from any arcane spell failure chance caused by armor worn by the Eunsuri.

Cantrips: The Eunsuri can prepare a number of cantrips, or 0-level spells, each day, as noted on the table Spells per Day. These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally. Cleric Orisons that are known and prepared by an Eunsuri use two spell slots as normal, but if prepared using a 1st-level spell slot and without any metamagic feats that modify its spell level the Eunsuri may repeatedly cast it as though it were prepared using a 0-level spell slot.

Court Speech: At 1st level, the Eunsuri learns the language spoken by their Mudaris (see below) as a bonus language. Eunsuri with a high Intelligence modifier add Aquan, Auran, Ignan, and Terran to their race's list of bonus languages.

Mudaris: At 1st level, the Eunsuri takes the first step to truly commanding the elements by binding an elemental to their service through ancient Gen magics. This elemental is unique from others of its kind, and acts as a conduit for raw elemental magic that not only empowers the elemental but also allows it to serve as a sort of "spellbook" for the Eunsuri. Although most elementals despise being summoned by mortals, an Eunsuri's Mudaris usually enjoys being empowered and differentiated from others of its ilk and respects or even likes the Eunsuri unless it is mistreated; it always obeys the Eunsuri's commands unless doing so is openly suicidal, however. When bound, the Eunsuri can specify a particular appearance for their Mudaris to take, but their abilities are unchanged regardless of the form given to them for their type of elemental - a Water Guardian shaped like a liquid sea serpent has the same statistics as one shaped like a humanoid mass of water.

Upon selecting their Mudaris, the Eunsuri cannot change their choice - the intellect and magical power of the Mudaris is tied directly to the Eunsuri's own life force. If the Mudaris is slain, the Eunsuri may summon it again at 50% hit points after 24 hours have passed. If the Eunsuri is slain, the Mudaris similarly dies, and even if the Eunsuri is revived the Mudaris cannot be summoned again until 24 hours have passed. Summoning the Mudaris requires a 10 minute ritual.

A Mudaris's slam attack adds 1-1/2 of the Mudaris's Strength modifier as bonus damage, unless the Mudaris has an extra natural attack, in which case it adds the Guardian's Strength modifier as normal.

An Eunsuri must commune with his or her Mudaris each day to prepare spells. Mudari store all of the spells that an Eunsuri knows, and an Eunsuri cannot prepare a spell that is not stored by his or her Mudaris. An Eunsuri's Mudaris begins play storing all 0-level Sorcerer/Wizard spells plus three 1st-level Sorcerer/Wizard spells of the Eunsuri's choice. The Eunsuri also selects a number of additional 1st-level spells equal to his or her Intelligence modifier to store in the Mudaris; the Eunsuri may select Cleric spells when choosing these bonus spells, but Cleric spells require two spell slots of their level or a spell slot one level higher than normal to prepare as noted under Spellcasting above. At each new Eunsuri level, the Eunsuri adds two new spells of any spell level or levels they are capable of casting (based on his or her new Eunsuri level) to the Mudaris. An Eunsuri can also add additional spells to the Mudaris through one of the following methods:

Genie Teaching Guardian: A Mudaris can learn spells from a Genie, even if the Genie does not actually know the spell in question provided it has a use of wish remaining for the day. To accomplish this, the Genie and the Mudaris must spend one hour per level of the spell being taught in communion with each other. At the end of this time, the Eunsuri must make a Spellcraft check (DC 15 + spell level). If the check succeeds, the Mudaris has learned the spell and the Eunsuri may prepare it as normal. If the check fails, the Mudaris fails to learn the spell and cannot try to learn that spell again until the Eunsuri gains another rank in Spellcraft. Most Genies require a service to agree to teach a Mudaris a spell.

Guardian Teaching Guardian: A Mudaris can teach another Mudaris a spell using the same process as described under Genie Teaching Guardian, but the teaching Guardian must already know the spell. Other Eunsuri typically refuse to allow their Guardian to teach another Eunsuri's Guardian a spell without payment in gold, treasure, magic, or services, and typically charge even more if the learning Eunsuri doesn't share a spell in return.

Learn from a Scroll: An Eunsuri can use a scroll to teach his or her Mudaris a new spell. This process takes 1 hour per level of the spell to be learned, and the scroll must be destroyed to inscribe a mystic symbol upon the Mudaris that contains the spell. The Eunsuri must make a Spellcraft check (DC 15 + spell level) to teach the spell to the Mudaris. The inscription process destroys the scroll regardless of success or failure.

Air Guardian
Starting Statistics: Size Small; Speed fly 100 ft. (perfect); AC +2 natural armor; Attackslam (1d4); Ability Scores Str 12, Dex 17, Con 12, Int 10, Wis 11, Cha 11; Special Attacks whirlwind (Reflex DC 10+1/2 HD+Str mod); Special Qualities Outsider traits, elemental traits, compression, air mastery, air subtype.

7th-Level Advancement: Size Medium; AC +1 natural armor; Attack slam (1d6); Ability Scores Str +4, Dex –2, Con +4; Special Attacks Lightning Breath

Ability Increases: Dexterity, Intelligence

Bad Save: Fortitude

Language: Auran

Lightning Breath (Su): Once every 1d4 rounds as a standard action, the Air Guardian can breathe a line of lightning 10 feet long per Hit Dice and which deals 1d6 Electricity damage for every two Hit Dice of the Air Guardian. Creatures caught in the path of the Air Guardian's breath can make a Reflex save (DC 10 + 1/2 Hit Dice + Con modifier) to halve the damage.

Earth Guardian
Starting Statistics: Size Small; Speed 20 ft., burrow 20 ft.; AC +5 natural armor; Attack slam (1d6); Ability Scores Str 16, Dex 8, Con 13, Int 10, Wis 11, Cha 11; Special Qualities Outsider traits, elemental traits, earth mastery, earth glide, earth subtype.

7th-Level Advancement: Size Medium; AC +2 natural armor; Attack slam (1d8); Ability Scores Str +4, Dex –2, Con +4; Special Attacks Quake

Ability Increases: Strength, Constitution

Bad Save: Reflex

Language: Terran

Quake (Su): Once every 1d4 rounds as a standard action, the Earth Guardian can make the earth around it crack, tremble, and shake. Creatures within 5 feet per 2 Hit Dice must make a Fortitude save (DC 10 + 1/2 Hit Dice + Con modifier) or be knocked prone. Creatures knocked prone also suffer 1d4 Bludgeoning damage per three Hit Dice of the Earth Guardian.

Fire Guardian
Starting Statistics: Size Small; Speed 50 ft.; AC +1 natural armor; Attack slam (1d4); Ability Scores Str 10, Dex 13, Con 10, Int 10, Wis 11, Cha 11; Special Attacks Burn (Slam equivalent, Reflex DC 10+1/2 HD+Con mod); Special Qualities Outsider traits, elemental traits, compression, fire immunity, cold vulnerability, fire subtype.

7th-Level Advancement: Size Medium; AC +2 natural armor; Attack slam (1d6); Ability Scores Str +4, Dex –2, Con +4; Special Attacks Flame Breath

Ability Increases: Dexterity, Charisma

Bad Save: Will

Language: Ignan

Burn: Creatures struck by the Fire Guardian must make a Reflex save (DC 10 + 1/2 Hit Dice + Con modifier) or catch on fire. Affected creatures suffer Fire damage equal to the Fire Guardian's normal Slam damage each round for 1d4 rounds. Burning creatures can attempt a new save each round as a full-round action to extinguish this fire; dropping and rolling on the ground grants a +4 bonus on the save. Creatures that strike a burning creature must make a save as well or catch on fire themselves.

Flame Breath (Su): Once every 1d4 rounds as a standard action, the Fire Guardian can breathe a cone of fire 5 feet long per Hit Dice and which deals 1d6 Fire damage for every two Hit Dice of the Fire Guardian. Creatures caught in the Fire Guardian's breath can make a Reflex save (DC 10 + 1/2 Hit Dice + Con modifier) to halve the damage.

Water Guardian
Starting Statistics: Size Small; Speed 20 ft, swim 90 ft.; AC +4 natural armor; Attack slam (1d6); Ability Scores Str 14, Dex 10, Con 13, Int 10, Wis 11, Cha 11; Special Attacks Drench, Vortex (Reflex DC 10+1/2 HD+Str mod); Special Qualities Outsider traits, elemental traits, compression, water mastery, water subtype.

7th-Level Advancement: Size Medium; AC +2 natural armor; Attack slam (1d8); Ability Scores Str +4, Dex –2, Con +4; Special Attacks Drown

Ability Increases: Constitution, Wisdom

Bad Save: Will

Language: Aquan

Drown (Ex): Creatures grappled by the Water Guardian must hold their breath or risk drowning. Creatures that are pinned by the Water Guardian and take damage from the Water Guardian's attacks lose 1d3 rounds of held breath each time they take damage from the Water Guardian. Upon escaping a grapple with a Water Guardian, living creatures that cannot breathe water are staggered for one round as they gasp for breath.

Guardian Inscription: At 3rd level and every three levels thereafter, the Eunsuri inscribes a mystic rune upon their Mudaris that grants the Guardian a new power. Once chosen, the Guardian Inscription is permanent and cannot be dispelled. Once chosen, the choice cannot be changed. The Eunsuri cannot select a given Guardian Inscription more than once.

Ascendent Inscription, Lesser: The Mudaris increases the save DC of its special attacks and spells with the same energy subtype as the Guardian by 1.

Ascendent Inscription, Greater: The Mudaris increases the benefits of Lesser Ascendent Inscription by 1. The Eunsuri must have selected Lesser Ascendent Inscription to select this ability.

Barrier Shape: The Mudaris assumes a slender wall-like form. Creatures that try to pass through the Mudaris suffer slam damage automatically and must make a Combat Maneuver check against the Mudaris; success allows the creature to pass through the Mudaris, while failure stops the creature's movement for that action. The Mudaris can assume or exit its barrier shape as a move action, and can form one five foot long by five foot tall segment per three Hit Dice it possesses. The Mudaris can assume any configuration of wall, so long as all of its segments are contiguous. In this form, the Mudaris blocks line of effect but not line of sight, and can take no actions other than those listed above.

Courtier's Mark: The Mudaris gains a new ability uncommon to its kind and based upon its type.


 * Air - The Mudaris gains the ability to deal Sneak Attack damage as a Rogue of one-half the Guardian's Hit Dice.
 * Earth - The Mudaris's slam attack can inflict slashing or piercing damage, and the Guardian's natural attacks inflict 1 point of Bleed damage per two Hit Dice of the Guardian
 * Fire - Creatures that suffer Burn damage caused by the Mudaris are staggered for one round each round they suffer Burn damage; creatures staggered in this manner can attempt new saves as a standard action instead of a full-round action.
 * Water - The Mudaris gains the Grab special ability and adds its Constitution modifier as a bonus to Combat Maneuver checks made to grapple.  Note that the Grab special ability also grants a +4 bonus on Combat Maneuver checks made to start and maintain a grapple.

Elemental Armor: The Mudaris gains immunity to its matching element (Electricity for Air, Acid for Earth, Cold for Water). Fire Guardians lose their vulnerability to Cold damage. In addition, the Mudaris's natural armor bonus increases by 1.

Elemental Assault: The Mudaris gains a new special attack option based upon its type. Regardless of the ability gained, the Mudaris can only use this new ability once every 1d4 rounds. The Eunsuri must be 9th level or higher to choose this ability.


 * Air - Fade: As a swift action, the Mudaris turns invisible for one round or until it attacks.
 * Earth - Earthen Burns: As a standard action, the Mudaris can create a cone of acid 5 feet long per Hit Dice and which deals 1d6 Acid damage for every two Hit Dice of the Earth Guardian, Reflex DC 10 + 1/2 Hit Dice + Con modifier halves.
 * Fire - Inferno: As a standard action, the Mudaris ignites all flammable objects and creatures within 5 feet per two Hit Dice, Fortitude DC 10 + 1/2 Hit Dice + Dex modifier negates.  Creatures that fail suffer Burn damage each turn.
 * Water - Ice Lance: As a standard action, the Mudaris can create a spear of supernatural ice that strikes as a line 10 feet long per Hit Dice and which deals 1d6 Cold damage for every two Hit Dice of the Water Guardian, Reflex DC 10 + 1/2 Hit Dice + Con modifier halves.

Elemental Rage: The Mudaris gains a new offensive power based upon its type. The Eunsuri must be 6th level or higher to choose this ability.


 * Air - The Mudaris deals an additional 1d6 Electricity damage with its slam
 * Earth - The Mudaris deals an additional 1d6 Acid damage with its slam
 * Fire - The Mudaris deals an additional 1d6 Fire damage with its slam; this does not increase the amount of damage done by the Guardian's Burn special ability
 * Water - The Mudaris deals an additional 1d6 Cold damage with its slam

Elemental Resilience, Lesser: The Mudaris gains DR 5/--. The Eunsuri must be 6th level or higher to choose this ability.

Elemental Resilience, Greater: The Mudaris's DR increases to DR 10/--. The Eunsuri must be 15th level or higher to choose this ability and have previously selected Lesser Elemental Resilience.

Hulking Strike: The Mudaris's slam attack damage increases by one size category. This benefit stacks with the Improved Natural Attack feat.

Lash: The Mudaris gains the ability to make a second slam attack.

Magi Inscription: The Mudaris treats the Eunsuri's level as being four higher for the purposes of determining the Mudaris's own spellcasting capability. The Eunsuri must be 9th level or higher to choose this ability.

Mote Form: The Mudaris can assume a swarm-like form as a swift action, and is treated as two size categories larger than normal for determining the Musaris’s occupied space. While in this form, the Mudaris loses its other special attacks and cannot cast spells, but gains the ability to inflict swarm damage and gains the Distraction ability when transformed (Will DC 20 to perform actions that require patience or concentration, DC 20+SL caster level check to cast spells). The Mudaris deals 1d6 Swarm damage for every five Hit Dice the Mudaris possesses. While in this form, the Mudaris takes half damage from all weapon attacks and is treated as being formed of Tiny creatures for the purposes of wind effects. Like all swarms, the Mudaris suffers half again as much damage (+50%) from spells or effects that affect an area, and because the Mudaris is still a single creature it is not immune to mind-affecting effects.

Piercing Element: The Mudaris's elemental damage ignores resistances and inflicts half damage even to creatures immune to matching damage of its elemental subtype. For example, a Fire Guardian inflicts half damage with its Burn, Flame Breath, and fire spells even against a Red Dragon and deals full damage to fire-resistant creatures, but gains no benefit when using spells that inflict other damage types. The Eunsuri must be 9th level or higher to select this ability.

Secret of the Gen (Sp): At 5th level and every five levels thereafter, the Eunsuri discovers a mystical ability inherited from their research into the elemental power commanded by Geniekind. This power is permanent and cannot be dispelled. Once chosen, the choice cannot be changed. An Eunsuri cannot select a Secret of the Gen more than once.

Court Gate: Once per week, the Eunsuri can cast gate as a spell-like ability, but can only use this ability to travel between the Elemental Planes and the Material Plane and uses the Eunsuri's class level as caster level even if it is not high enough to normally cast gate. The Eunsuri can use this ability to summon an Outsider from the target plane, but this power acts like greater planar ally instead of gate if used in this manner.

Court Summons: Once per day, the Eunsuri can cast plane shift as a spell-like ability, using the Eunsuri's class level as caster level even if it is not high enough to normally cast plane shift. If the Eunsuri does not have a caster level of 13 or higher, the Eunsuri can only use this ability to travel between the Elemental Planes and the Material Plane.

Elemental Etiquette: The Eunsuri adds their Intelligence modifier to Charisma-based skill checks made to influence and interact with Outsiders with the elemental subtype matching their Mudaris.

Gen Crafting: Instead of a Secret, the Eunsuri learns a bonus item creation feat.

Gen Magic: Instead of a Secret, the Eunsuri learns a bonus metamagic feat.

Guardian Essence, Lesser: The Eunsuri gains resistance 5 to an energy type based upon the Eunsuri's Mudaris. Air Guardians grant Electricity resistance, Earth Guardians grant Acid resistance, Fire Guardians grant Fire resistance, and Water Guardians grant Cold resistance. If the Eunsuri gains immunity to that element upon gaining Elemental Mastery, the Eunsuri instead reduces their vulnerability to the opposing element by half (+25% instead of +50% damage).

Guardian Essence, Greater: The Eunsuri gains resistance 10 to the same energy type acquired from Lesser Guardian Essence, and if they later gain immunity to that energy type as noted in Lesser Guardian Essence they have no vulnerability to the opposing element. The Eunsuri must have Lesser Guardian Essence to select this Secret.

Elemental Mastery: At 20th level, the Eunsuri's communion with the elements has reached its pinnacle. The Eunsuri gains one of the following benefits, although the Eunsuri must choose one of the two benefits that they qualify for based upon their Mudaris selection.

Janni Spirit (Any): The Eunsuri's type changes to Outsider, and the Eunsuri is never considered to have the extraplanar subtype on any elemental plane or the Material Plane. The Eunsuri also gains resistance 10 to Acid, Cold, Electricity, and Fire damage. If the Eunsuri has the Guardian Essence Secret, the Eunsuri adds the benefit of that ability to the resistance gained from Janni Spirit, but otherwise existing resistances overlap (do not stack).

Air Court (Requires Air Guardian): The Eunsuri's type changes to Outsider and the Eunsuri gains the Elemental and Air sub-types. The Eunsuri gains a fly speed (perfect maneuverability) equal to their land speed, immunity to Electricity damage, and vulnerability to Acid damage (+50% damage).

Earth Court (Requires Earth Guardian): The Eunsuri's type changes to Outsider and the Eunsuri gains the Elemental and Earth sub-types. The Eunsuri gains a burrow speed equal to their land speed, the earth glide special ability, immunity to Acid damage, and vulnerability to Electricity damage (+50% damage).

Fire Court (Requires Fire Guardian): The Eunsuri's type changes to Outsider and the Eunsuri gains the Elemental and Fire sub-types. The Eunsuri's base land speed doubles, and the Eunsuri gains immunity to Fire damage and vulnerability to Cold damage (+50% damage).

Water Court (Requires Water Guardian): The Eunsuri's type changes to Outsider and the Eunsuri gains the Elemental and Water sub-types. The Eunsuri gains a swim speed equal to their land speed, immunity to Cold damage, and vulnerability to Fire damage (+50% damage).

Creating A Mudaris
When creating a Mudaris, refer to these rules below. A Mudaris's abilities are determined by the Eunsuri's level and its Outsider racial traits. Class Level: This is the character's Eunsuri level. The Eunsuri's class levels stack with levels of any other classes that are entitled to a Mudaris for the purpose of determining the companion's statistics.

HD: This is the total number of ten-sided (d10) Hit Dice the Mudaris possesses, each of which gains a Constitution modifier.

BAB: This is the Mudaris's base attack bonus. A Mudaris's base attack bonus is the same as that of a Fighter of a level equal to the Mudaris's HD. Mudari do not gain additional attacks using their natural weapons for a high base attack bonus.

Good Saves: These are the Mudaris's base saving throw bonuses for the two saving throws indicated as being good saves for that type of Mudaris.

Bad Save: This is the Mudaris's base saving throw bonus for the saving throw indicated as being a bad save for that type of Mudaris.

Skills: Unlike an Animal Companion, a Mudaris has an Intelligence score of 3 or higher, and thus can learn any skill using the standard Outsider traits, which grant 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for Mudari: Bluff, Craft, Diplomacy, Intimidate, Knowledge (arcana), Knowledge (planes), Perception, Sense Motive, Spellcraft, and Stealth. Each type of Mudaris has an additional skill that it treats as a class skill.

Feats: This is the total number of feats possessed by a Mudaris. Mudari can select any feat for which they qualify for, both standard feats and monstrous feats.

Natural Armor Bonus: The number noted here is an improvement to the Mudaris's existing natural armor bonus.

Ability Bonus: Add this modifier to the Mudaris's indicated ability scores. The exact ability scores increased vary from one type of Mudaris to the next.

Special: This includes a number of abilities gained by animal companions as they increase in power. Each of these bonuses is described below.

Share Spells (Ex): The Eunsuri may cast a spell with a target of “You” on their Mudaris (as a spell with a range of touch) instead of on themself. An Eunsuri may cast spells on their Mudaris even if the spells normally do not affect creatures of the creature's type (Outsider). Spells cast in this way must come from a class that grants a Mudaris. This ability does not allow the Mudaris to share abilities that are not spells, even if they function like spells.

Ability Score Increase (Ex): The Mudaris adds +1 to one of its ability scores.

Guardian Magic: The Mudaris gains the ability to cast spells as an Eunsuri ten levels lower than the Eunsuri, although the Mudaris uses its highest mental ability score (Intelligence, Wisdom, or Charisma) to determine its spell save DCs and bonus spells. The Mudaris can prepare any spell inscribed upon it that it is capable of casting.