Blue Vizier/Al-Zwuri (3.5e Prestige Class)
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|“||I've seen the mysteries of the depths, the life, cities and people that exist beneath the ocean.
No amount of things on the land can compare to that.
|—Ibn'ysif, halfling al-zwuri|
Blue viziers are a special caste of arcanist-priests that mainly occupy positions of authority in the coasts of [insert generic land arabic-themed or sea-themed], where they hone their abilities, gained by making magical pacts with the marids, and manage, advise and, in general, perform tasks of political, social and religious importance.
Al-zwuri (as they are called in the native tongue) adventurers are usually still apprentices, or, occasionaly, gifted individuals who came to an arrangement with a genie by themselves (these are often regarded as outlaws in that land).
More warlock prestige classes here.
Becoming a Blue Vizier
Only warlocks choose the path of the al-zwuri, fascinated by the power of water, trying to become as fluid as it is in metaphorical and physical sense.
|Skills:||Bluff 3 ranks, Knowledge(arcana) 4 ranks,
Knowledge(the planes) 4 ranks, Knowledge(religion) 2 ranks.
|Invocations:||Invocation: Swimming the Styx.|
|Special:||Eldritch blast 3d6
It must have made a pact with a marid.
|1st||+0||+2||+0||+2||Eldritch blast +1d6, New least invocation: Everlasting stream||+1 level of existing invocation-using class|
|2nd||+1||+3||+0||+3||Marine grace||+1 level of existing invocation-using class|
|3rd||+2||+3||+1||+3||Eldritch blast +1d6, New lesser invocation: Marid's boon, Translucent skin||+1 level of existing invocation-using class|
|4th||+3||+4||+1||+4||New lesser invocation: Storm of celestial water||+1 level of existing invocation-using class|
|5th||+3||+4||+1||+4||Eldritch blast +1d6, Ocean missionary||+1 level of existing invocation-using class|
|6th||+4||+5||+2||+5||Shimmering skin||+1 level of existing invocation-using class|
|7th||+5||+5||+2||+5||Eldritch blast +1d6, New greater invocation: Heated vapors||+1 level of existing invocation-using class|
|8th||+6||+6||+2||+6||Depths dweller||+1 level of existing invocation-using class|
|9th||+6||+6||+3||+6||Eldritch blast +1d6, Iridescent skin||+1 level of existing invocation-using class|
|10th||+7||+7||+3||+7||New dark invocation: Ichor sacrifice||+1 level of existing invocation-using class|
Class Skills (4 + Int modifier per level)
Appraise (Int), Bluff (Cha), Craft (Int), Concentration (Con), Decipher Script (Int), Forgery (Cha), Gather Information (Cha), Knowledge(arcana) (Int), Knowledge (architecture and engineering), Knowledge (history), Knowledge(local), Knowledge (nobility), Knowledge(religion) (Int), Knowledge(the planes) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), Use Magic Device (Cha).
All of the following are class features of the blue vizier.
Weapons and Armors proficiency: A blue vizier gains no proficiency with weapons or armors.
Invocations: At each level, you gain new invocations and an increase in caster level as if you had also gained a level in a invoking class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.
Eldritch blast (Sp): As the class feature of the same name of the warlock. It increases by +1d6 at 1st, 3rd, 5th, 7th and 9th level.
New least invocation: Everlasting stream (Sp): You gain a new invocation that replicates the spell create water. Counts as a 1st level spell.
By the grace of the marid the blue vizier learns to pour endless water, using this power to predict the future, administer sacraments and similar duties.
Marine grace (Ex): The swim speed from swimming the Styx or natural swim speed raises by 10 feet (3 meters). It also gains low-light vision, or it doubles its range if it has it already.
To perform their ceremonies the al-zwuri needs to go often in the sea, swimming for long distances. Their connection to water grants them a better shape to do it.
New lesser invocation: Marid's boon (Sp): With this invocation the al-zwuri can share its water-breathing, swim speed and other abilities from swimming the Styx and other compatible class features. It works on a number of creatures equal to its Charisma modifier and lasts an hour per class level. Counts as a 3rd level spell.
Bluez viziers elect servants, counselors, assistants and aspirant al-zwuri as their retinue, to help them with their tasks. As they are often out in the sea they need a reliable way to allow its retinue to follow them, so they ask marids to lend help.
Translucent skin (Ex): You gain resistance 2 to fire and cold. This and the subsequent improvements stack with the energy resistance warlocks gain.
Al-zwuri's skin becomes scattered with fine scales, resembling those of a fish. This gives them a resistance similar to sea creatures.
New lesser invocation: Storm of celestial water (Sp): As the spell ice storm but it does 7d6 of damage (4d6 cold damage, 3d6 bludgeoning damage). The damage comes from blessed water so undeads and evil outsiders suffer 7d8 instead of 7d6. This invocation can be used underwater. Counts as a 5th level spell.
A classic gift of the marid, reminding of times when blue vizier needed to protect their cities from undeads. It evokes a shining spiral of water drops and ice crystals that strike with force and purify everything it touches.
Ocean missionary (Ex): It upgrades the bonuses from Marine grace by another 10 feet (3 meters). It also makes the blue vizier resistant to deep pressure: it gains a +4 save bonus against water pressure.
High-level al-zwuri need to go in deep sea missions to plead, ask for advice and perform rituals before their subaqueous masters so they develop capacities apt to resist the burden of water.
Shimmering skin (Ex): You gain resistance 4 to fire and cold.
The skin of the blue vizier glimmers with light when underwater, making observers astounded and granting better resistances.
New greater invocation: Heated vapors (Sp): The eldritch blast becomes a stream of hot steam dealing fire damage that overcomes resistance. Immunity to fire halves the damage, while creatures made of fire or with the fire subtype suffer +1 damage per die. It functions as a line-effect: those in the line make a Reflex save to half the damage. It works underwater. Counts as a 7th level spell.
Steam departs from the al-zwuri's fingertips, boiling everything in its path. When it disperses only boiled meat remains.
Depths dweller (Ex): Bonus swim speed is now 10 feet (3 meters) higher. You suffer no effect from depths' pressure and gain a +4 against any cold effect. It gains darkvision or doubles the range if it already has it.
Now the blue vizier speaks directly to the marid lords that live at the bottom of the ocean, often visiting their palaces and some remains to serve these powerful genies.
Iridescent skin (Ex): You gain resistance 6 to fire and cold.
The scales have now become colorful and lucent, making their swimming cerimonies a show nobles and kings all come to see.
New dark invocation: Ichor sacrifice (Sp): With a touch attack the al-zwuri forces a Fortitude save in the target to resist 2d6+1 per 3 caster level (max+6) damage to Constitution. Also it inflicts the normal damage of the eldritch blast. The damage and the damage from Constitution loss is dessication damage. It doesn't work on creature without fluids though it kills creatures made of water or with the aquatic subtype or oozes that fail the save. Counts as a 9th level spell.
The dark secret of the power of water is the ability to extract fluids from a living creature to rapidly dispose of them. This power is usually employed by marids to oppose one another.
|11th||<-any improvements to class features gained at this level, including any bonus feats->|
|12th||<-any improvements to class features gained at this level, including any bonus feats->|
|13th||<-any improvements to class features gained at this level, including any bonus feats->|
|14th||<-any improvements to class features gained at this level, including any bonus feats->|
|15th||<-any improvements to class features gained at this level, including any bonus feats->|
|16th||<-any improvements to class features gained at this level, including any bonus feats->|
|17th||<-any improvements to class features gained at this level, including any bonus feats->|
|18th||<-any improvements to class features gained at this level, including any bonus feats->|
|19th||<-any improvements to class features gained at this level, including any bonus feats->|
|20th||<-any improvements to class features gained at this level, including any bonus feats->|
The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->
Unless an al-zwuri falls in disgrace before the marids, there's no way it can lose its powers. Even becoming an outlaw isn't enough to be stripped of its capabilities. Only the marid giving power can retain its gift and if it does, the blue vizier is prevented from using its class features, except for invocations normally learned and the eldritch blast. It must make a pact again to regain its powers.
Playing a Blue Vizier
Combat: Al-zwuri don't differ from other warlocks, concerning battle, but some of their powers are appropriate to overcome certain obstacles, mainly concerning bodies of water or disposing of fiery or undead enemies. They are mainly rear combatants.
Advancement: Only full warlocks gain benefits from this thematic class, particularly in acquatic o semi-acquatica campaigns.
Resources: Depending on their rank, blue viziers may obtain help in any kind of way: from advices to gold, resources, servants, accomodation and informations. Even low level blue viziers are important in the eye of the common people. Despite this they are required to attend to their duties to be eligible for assistance, and in different cities they may receive different treatment, depending on politics, personality and their individual charisma. Outside of the scope of their power they may be treated as important diplomats or as strangers.
Blue Viziers in the World
|“||Rituals, law, justice and administration, all rest in our hands. And we rest in the hands of the marids.||”|
|—Ghelies Ra-ban, jaebrin al-zwuri|
Blue viziers are important administrative and political figures in their region, so they fit as cunning individuals or good-hearted burocrats that care for their people. They are sworn to their work and their authority is undisputed, but palace politics are a dangerous and tricky field that only the ones with a tough skin and sharp tongue may survive. For adventurers it's easier to be apprentices or outlaws as they have more freedom of movement.
NPC Reactions: Common people are often fearful and respectful of them, but some may be skeptic of them. Nobles and rulers may seek advice from them or disdain them, fearing their power. Anyway they are very important in their society, and reactions reflect their role and the personal opinion people have of them. Outside of their region reactions vary depending on if they're known or unkown.
Blue Vizier Lore
Characters with ranks in Knowledge(arcana) or Knowledge(religion) can research blue viziers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|11||They are rulers and advisors for various cities and have religious duties.|
|16||Their power derives from gifts given by sea genies, which they adore and serve.|
|21||Schemes and plots are the daily food of a blue vizier, their political games substaining and ruining their cities.|
|26||Al-zwuri at the end of their life are said to be claimed by the marids, who sing for them during the night, calling from the ocean floor. It's said that they serve the marids in their underwater palaces.|
Blue Viziers in the Game
For player characters this class is suited to roleplay a sage or a burocrat, maybe enamored with the power of oceans or with political games. The class fits in a normal, door-smashing campaign, as well a game of intrigue and mistery. NPCs al-zwuri are a good choice for wise counselors or evil, sketchy plotter, as well side-characters, helping or hindering the adventurers.
Adaptation: Blue viziers are better fitted for their original setting but with little work they may abandon or change their territorial bond. If preferred the association may be maintained even in another setting: the al-zwuri may be an apprentice on a mission or a diplomat or an outlaw, escaped from its homeland.
Sample Encounter: <-DM placement for NPC of this class->
EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->