Homebrew Djinn Species Details
Djinn have existed for eons, and their origins are all but lost in the shadow of time. Ruins speak of a great, long-lost empire of Djinn.
Play a Djinn if you want...
- To be from the elemental chaos.
- To be seeking to regain lost might and seeking lost artifacts of their race.
- To be able to fly and control the element of air.
- To be a member of a race that favors the Sorcerer, Warlock, Psion, and Fighter classes.
Physical Qualities
Standing proud, semi-melodramatic and animated in their body language, they simulate characteristics, of those from the regions of India, Pakistan and the like. They generally are taller than humans by almost a foot and have various coloring upon their skin with occasional make up, tattoos or ritual scaring. Some are more grey as some are bluish. They generally will have noble like clothing unless under some guise of a poor traveling beggar, merchant or the like. They may even have brandings and scars from the beatings they have endured which they try to hide if possible.
Playing a Djinn
Djinns are native to the Elemental Chaos, but as punishment for their role in the war against the gods, they were scattered after their defeat. Many djinns were imprisoned in worldly objects or had their powers severely curtailed. Adventuring djinn are likely to be recently freed, and seeking to regain their lost might and to reclaim the relics and cloud palaces of their old empire.
Djinn Characteristics: Animated, melodramatic, childish, spoiled, insistent, underhanded, conniving, desperate, loyal, flamboyant, greedy, extroverted, temperamental, moody...
These describe some Characteristics of some famous Jinns.
Male Names: Abdule Raja Ahiem, Rah al Roul, Mohab Dji Rahijik
Female Names: Rasha Jii, Omah Jah Rajick.
Djinn Adventurers
Three sample Djinn adventurers are described below.
Mohieb Aja Was cast out and beaten harshly, and stripped of all riches and abilities only being slightly skilled above a human beggar. Feeling miserable, as any human could feel, he however refused to turn to begging. He instead rathered to help those around him and if he got paid, he got paid, and if he did not he would work for about a week and then move on. Often times the quality of his work would beckon the ones who would not pay, to give him a little something just to keep him on. Eventually this kind service granted him very limited occasional restoration of his abilities. Mohieb was traveling and thought he found a secluded spring to bathe in, unfortunately a noble mistress spied him and secretly marveled at his scars and brands and only recognizing some from ancient sandscipts, she knew it meant something. When Mohieb turned and saw her, he was sore ashamed, and wrathful, and hurriedly put his clothes on and then bowed her not to tell anyone of his presence. However she blabbed all the more and it was known round about that a scarred stranger was among them washing themselves in the Lucky Pools. As time passed youths went to the pools to see if they could brave the stranger who was now called a deamon Jinn, and it was at one of these occasions where Mohieb saw the youths rough housing and pushed each other in. One was drowning as the others fled...he waded in and struggled hard to find the youth. The youth struggled so hard that Mohieb could not bring him ashore, so instead, he guided the youth to stand on his shoulders for as long as he could hold his breath and walk to shore...unfortunately, his feet were stuck firmly in the mud. Regardless Mohieb stood his vigil, till all was faded around him. He awoke on some distant green meadow, asleep and adorned in fine garments similar to the ones he once wore so many years ago...His powers restored some to a constant. He rejoiced even if his heart was heavy in wonder for all those now left behind. Where was he, and where was he to go? It was peaceful and not a soul to be seen, so he wondered...
Raj Abdule Was a lowlife from day one. He earned every scar from the beatings his masters gave him. He thought himself something and tattooed himself like a drunken sailor to his shame. He thought the heavy make up would grant him favor. He was a miserable lowlife rouge who sought to be a vile highwayman, only to later find out he was dyeing of some strange disease from a needle he tattooed himself with. He now realizes that this is not common disease, its more like a curse...and he has limited time to make his life right...what will he do?
Rahnie Oma Was a shy and fine mistress of the court, however, now she was forced to work in the local brothel. She can sing and dance well yet she dispised the idea of working here, so one night, she slipped away...but where to? There is a 5000 reward for her capture.....for what reason she knows nothing herself.
Djinn Traits
Your kalashtar character has the following traits.Aerial Elemental
You are considered an elemental for the purpose of effects related to creature origin. You have the Air keyword for the purpose of effects related to that keyword.
Blood of Air
You gain a +5 racial bonus to Endurance checks made to recover from disease. You have resist poison equal to 5 plus half your level.
Resist Thunder
You gain resist thunder equal to 5 plus half your level.
Whirlwind
You can use the whirlwind racial power
Arcane Heart
Choose one wizard cantrip. You gain the use of that cantrip.
Elemental Heritage
When your djinn character gains a class utility power after 1st level, you can forgo taking a power granted to you by your class. Instead you gain a djinn utility power of the same level or lower.
Skill Bonus
+2 Insight, +2 Bluff
Blindsight
Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability’s range is specified in the creature’s descriptive text. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature’s description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.
- Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
- Blindsight does not subject a creature to gaze attacks (even though darkvision does).
- Blinding attacks do not penalize creatures using blindsight.
- Deafening attacks thwart blindsight if it relies on hearing.
- Blindsight works underwater but not in a vacuum.
- Blindsight negates displacement and blur effects.
Ability Score Increase
Your Wisdom and Charisma scores both increase by 1. In addition, one ability score of your choice increases by 1.
Age
Djinn's are virtually immortal and tend to lives for thousands of years, while this doesn't affect their physical apperance.
Alignment
The mischevious spirit of the djinn leans them heavily towards the chaotic side. Though some can resist it and remain neutral.
Size
Djinn are similar in build to humans, though they are typically taller than humans. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common, Primordial.
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