Calling a Genie (AA)

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At 9th Level a Sha'ir can call upon services of a genie ether a djinni, dao , efreeti or marids. 
The wizard decides which type of genie to call. Sha'irs usually call genies of the same type as their elemental familiar. Any type of genie is allowed, but relationships are often strained when an elemental familiar and genie stem from different elements.
A sha'ir can call upon a genie no more than once a week. The chance for success is 5 percent per level. If the call is successful, a genie responds in 1d6 rounds. Failure means nothing happens, and the sha'ir cannot use this ability for a week.
The genie who responds to this call is not necessarily friendly. If any force or character attacks the genie, it will be hostile to both the attacker and the sha'ir who called it in the first place. Furthermore, the creature won't perform a service for the sha'ir unless bribed, cajoled, threatened, or otherwise persuaded.
The "service" performed by a genie may involve labor, transport, active protection, or use of genie abilities. Wishes are an exception. Genies summoned in this manner won't fulfill wishes unless they can figure out a way to use them to their own advantage. For example, good or neutral genies might try to enrich themselves, while evil genies might try to pervert wishes to their own ends.
To determine whether a genie performs the action requested, the DM may either role-play the negotiating process or use Table 59 (Encounter Reactions) in Chapter 11 of the Dungeon Master's Guide. The modifiers below indicate a typical genie's response to efforts by the sha'ir. (Bonuses are actually subtracted from the die roll for the Encounter Reaction table, yielding a favorable result for the PC.)
* Payment of 1,000 gp in gems: The sha'ir gains a reaction check bonus of +1 to +6 (DM rolls 1d6 secretly). The genie does not tell the PC at what point he or she is merely gilding the lily, and gladly accepts all that the PC has to offer.
* Payment of a magical item: +1 for a potion or scroll, +2 otherwise, +3 for an item the genie can use (including rings of djinni summoning and other genie prisons, which are taken back to the elemental planes and destroyed). Reaction adjustment for sha'ir's Charisma: (See Table 6 in Chapter 1 of the Player's Handbook.) The adjustment ranges from a -7 penalty to a +7 bonus if the character compliments or otherwise cajoles the genie. (A high Charisma modifies results in the PC's favor.)
* Promise of future gold deliveries: +1 for each 2,000 gp to be delivered, with a time limit and established location. Failure to deliver indicates that the genie in question will come looking for the debtor. (It is a bad idea to cheat a genie.)
* Nature of the task:
:
+1 	Task is easily performed and takes less than one round.
-1 	Task involves invoking the genie's spell- like abilities.
-5 	Task involves combat or other immediate personal danger to the genie.
-2 	Task involves the potential of danger to the genie.
-2 	Task involves working longer than one day.
-1 	For each additional day the task will take (beyond the first).
-5 	Task is contrary to the ethics, beliefs, or alignment of the genie.
-10	Task is to the detriment of geniekind.
* Threats: The sha'ir gains a +4 bonus by threatening the genie with an imposing force as backup. The bonus increases to +6 if the sha'ir's allies include another genie (even of another elemental group), but drops to a -2 penalty if the genie has reason to believe that the sha'ir is undermanned or bluffing.
* Elemental familiar: The sha'ir gains a +2 bonus for having a gen familiar of the same elemental type as the genie summoned. If the familiar is of a different type, the wizard suffers a -2 penalty. (Genies feel they may judge the worth of mortals by the company they keep, and consorting with "lesser" elementals is a sign of poor breeding.)
: After three to six rounds (1d4 + 2) of negotiation have occurred, the DM should tally up the modifiers that apply, and then consult the Encounter Reaction table in the DMG. The sha'ir is presumed "friendly" unless threats are involved, in which case the column labeled "threatening" applies. After all modifications have been made to the 2d10 roll, if the result is "indifferent" or "friendly," the genie agrees to aid the sha'ir. If the result is "threatening" or "hostile," the genie leaves (or attacks, if attacked). If the result is "cautious," the genie accepts all that has been offered so far, and begins again with the negotiation—forcing the sha'ir to offer more gold, magical items, and the like in order to persuade the genie to help.
: Calling upon genies from time to time does not obligate a sha'ir to reciprocate in some way. However, if a PC sha'ir calls upon the genies regularly for mundane tasks, a group of genies may appear one day and "volunteer" the PC for a job of their own (DM's option). Sha'irs are free to turn away a genie who requests aid, but they do so at the risk of alienating all members of that genie's race. (Word travels fast.) If a genie is refused, none of that type of genie will respond to the PC until an entire year of boycotting the PC has passed.