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Djinni (Mirage)

Born from a pure essence of wind, djinn are fickle beings that perfectly incarnate the essence of their element. Gifted with an infinite amount of raw magical energy, djinn are probably the most powerful genies, but lack the dedication and attention needed for actual spellcasting, leaving them capable of harnessing their powers in very basic emanations. As the legends say, though, powerful djinn are capable of granting wishes.

Physical Description

Djinn are tall humanoids with a proud bearing, a lean build and long legs. While most of them have dark skin from the harsh glare of their home deserts, their natural skin tone is rather pale, and noble djinn make a point of keeping their skin as white as possible. Male djinn keep their dark hair short or shaved, usually covering their heads with a bandanna, turban or similar soft headgear, but they usually sport long and well-kept beards or goatees. Female djinn instead keep their hair long and bound in long, thick ponytails, horsetails or braids. Djinn of both genders prefer airy clothes made of thin, fine fabric, often also very revealing. As they can fly freely, most of them don’t bother with footwear of any kind, but they do often wear toe-rings and anklets. Their unique nature as beings of air allows djinn to live without the need of food or drink, but only of breathing; still, they are capable of eating and drinking, and often do so given the chance.

Racial Traits

  • Hit Die: a djinni uses a d8 as Hit Die at every djinni HD he or she gains.
  • Ability Score Modifiers: djinn are swift of body and mind and are deceptively strong despite their lean build. They gain +2 Strength, +4 Dexterity, and +2 Intelligence.
  • Size: djinn are Medium creatures and gain no bonuses or penalties because of their size.
  • Type: djinn are outsiders with the native and air subtypes.
  • Base Speed: djinn have a base speed of 30 feet on land, and a flight speed of 40 feet with perfect maneuverability.
  • Languages: djinn begin play speaking Common and Auran. Djinn with high Intelligence scores can choose any language they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
  • Terrain: desert.
  • Saving Throws DCIntelligence-based.
  • Starting Wealth: 5d6 × 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Defense Racial Traits

  • Breeze-Kissed (Su): djinn are surrounded by swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. They can calm or renew these winds as a swift action. Once per day, a djinn can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Doing so exhausts the djinni’s breeze-kissed ability for 24 hours.
  • Electricity Immunity: djinn are immune to electricity.
  • Storm in the Blood: djinn gain fast healing 2 for 1 round anytime they take electricity damage (whether or not this electricity damage overcomes their immunity). A djinni can heal up to 2 hit points per Hit Die per day with this ability, after which it ceases to function.

Feat and Skill Racial Traits

  • Curiosity: djinn are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and a +2 racial bonus on Knowledge (history) and Knowledge (local) checks.

Magical Racial Traits

  • Weather Savvy: djinn are so in tune with the air and the sky they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.

Senses Racial Traits

  • Darkvision: djinn can see in the dark up to 60 feet.

Weaknesses

  • Acid Vulnerability: djinn are vulnerable to acid damage. They take half again as much damage (+50%) from acid, regardless of whether a saving throw is allowed or if the save is a success or failure.

Class Skills

A djinni’s class skills are: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks per Level: 8 + Int Modifier

Table: Djinni
Level Hit Dice Base Attack Bonus Fort Save Ref Save Will Save Special
1st 1 +0 +2 +2 +0 [Feat], Blast of Force, Deeds, Grit, Trapfinding
2nd 2 +1 +3 +3 +0 Nimble +1, Sneak Attack +1d6, Trickery
3rd 3 +2 +3 +3 +1 [Feat], Blast of Force +1d6
4th 4 +3 +4 +4 +1 [Ability Score Increase], Evasion, Trickery
5th AT 1         Alter Shape
6th 5 +3 +4 +4 +1 [Feat], Blast of Force +2d6, Deeds, Sneak Attack +2d6
7th 6 +4 +5 +5 +2 Nimble +2
8th 7 +5 +5 +5 +2 [Feat], Blast of Force +3d6
9th 8 +6/+1 +6 +6 +2 [Ability Score Increase], Sneak Attack +3d6, Trickery
10th AT 2         Large Size, Quick Blast
11th 9 +6/+1 +6 +6 +3 [Feat], Blast of Force +4d6, Deeds
12th 10 +7/+2 +7 +7 +3 Nimble +3
13th 11 +8/+3 +7 +7 +3 [Feat], Blast of Force +5d6, Sneak Attack +4d6
14th 12 +9/+4 +8 +8 +4 [Ability Score Increase], Trickery
15th AT 3         Greater Alter Shape
16th 13 +9/+4 +8 +8 +4 [Feat], Blast of Force +6d6, Deeds
17th 14 +10/+5 +9 +9 +4 Nimble +4, Sneak Attack +5d6
18th 15 +11/+6/+1 +9 +9 +5 [Feat], Blast of Force +7d6
19th 16 +12/+7/+2 +10 +10 +5 [Abilty Score Increase], Trickery
20th AT 4         Make a Wish

Class Features

All of the following are class features of the djinni.

Weapon and Armor Proficiency

A djinni is proficient with all simple and martial weapons and with light armors, but not shields.

Blast of Force (Su)

A djinni can, as a standard action, fire a blast of pure eldritch energy at a foe. Treat this as an attack made with a firearm with a range increment of 30 feet which deals 2d6 points of damage (these 2d6 points of damage are also referred to as the base damage from blast of force). The blast of force threatens a critical hit on a roll of 20, but doesn’t resolve a critical attack normally. On a successful critical hit, the djinni adds her Intelligence bonus (minimum +1) to the damage roll result. Half the total damage (rounded down) is converted into bleed damage. Blast of force deals damage from raw arcane energy, bypassing any damage reduction, energy resistance, and hardness, but a creature with spell resistance hit by this attack takes 1 less point of damage for every 3 points of spell resistance it has. At every odd-numbered Hit Die, the blast of force becomes stronger, dealing 1d6 extra damage. The djinni can select blast of force when taking weapon-specific feats, such as Weapon Focus.

Deeds

Djinn spend grit points to accomplish deeds. Most deeds grant the djinni some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the djinni has at least 1 grit point. The djinni has to select a single deed at 1st, 3rd, 7th, 11th, and 15th Hit Die (the selected deed must be available for a gunsliger of a level up to the djinni’s Hit Dice), and she gains the benefits of that deed. For a full list of deeds, see the Gunslinger’s page. A djinni can choose only deeds that can be applied also to her blast of force. Thus, quick clear, pistol whip, expert loading, and lightning reload cannot be selected. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed. [GunslingerDeeds]

Grit (Ex)

A djinni makes her mark upon the world with daring deeds, fueled by an unfathomable type of energy called grit. In game terms, grit is a fluctuating measure of a djinni’s ability to perform amazing actions in combat. At the start of each day, a djinni gains a number of grit points equal to her Intelligence modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Intelligence modifier (minimum 1), though some feats and magic items may affect this maximum. A djinni spends grit to accomplish deeds (see above), and regains grit in the following ways:

Critical Hit with a Firearm: Each time the djinni confirms a critical hit with a firearm attack (including blast of force) while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature, or on a creature that has fewer Hit Dice than half the djinni’s level does not restore grit.

Killing Blow with a Firearm: When the djinni reduces a creature to 0 or fewer hit points with a firearm attack (including blast of force) while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the djinni’s level to 0 or fewer hit points does not restore any grit. [GunslingerGrit]

Trapfinding

A djinni adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A djinni can use Disable Device to disarm magic traps. [RogueTrapfinding]

Nimble (Ex)

Starting at 2nd Hit Die, a djinni gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the djinni to lose her Dexterity bonus to AC also causes the djinni to lose this dodge bonus. This bonus increases by +1 for every four Hit Dice beyond 2nd (to a maximum of +4 at 14th Hit Die). [GunslingerNimble]

Trickery

The djinni learns several ways in which to channel her natural magical abilities. At 2nd and 4th Hit Die, and every 4 Hit Dice thereafter, she chooses one of the following abilities and gains it. Unless otherwise noted, the djinni cannot select the same ability more than once.

Dazzling Speed (Su): the djinni can spend one grit point as a swift action to avoid provoking attacks of opportunity while moving for the rest of her turn.

Disappearing Act (Su): The djinni can make a single attack with blast of force and expend 1 grit point to try and interfere with her target’s senses. If the attack is successful, the target must make a Will save. On a failed save, the creature cannot perceive the djinni in any way until the end of her next turn, making the djinni effectively invisible to the creature. Senses other than sight or see invisibility offer no aid in finding the djinni, but true seeing negates this effect.

Eldritch Artillery (Su): As long as she has at least 1 grit point in her pool, a djinni with this deed can fire her blast of force through a mundane gun. This is still a standard action that follows the rules of the blast of force ability, but the attack made this way also gains the properties of an attack made with that weapon (like enhancement bonus, energy damage, critical threat or multiplier, and other magical properties the gun could have) and all the feats that apply on the used weapon (like Weapon Focus or Improved Critical) also apply to the blast of force. A critical hit scored in this way does not multiply the extra damage of blast of force (but does the base damage), and doesn’t apply the additional effects of a blast of force on a critical hit.

Fist of Force (Su): The djinni can use blast of force as a melee touch attack. When used in this way, blast of force doesn’t provoke an attack of opportunity. If the djinni has the Improved Unarmed Strike feat or natural attacks, she can channel Blast of Force through those attacks. If she does, she strikes against the target’s normal AC rather than Touch AC, but adds her Strength modifier to the damage from blast of force.

Major Magic (Sp): The djinni learns 2 1st-level spells and 1 2nd-level spell from any arcane spell list. Major magic follows the rules from minor magic, but to cast the 2nd level spell the djinni must expend 2 grit points. A djinni can select major magic only if she already knows minor magic.

Minor Magic (Sp): The djinni learns 3 0-level spells and 1 1st-level spell from any arcane spell list. She can use the 0-level spells at will, and the 1st-level spell by expending 1 grit point. Count the djinni’s Hit Dice as the caster level for these spells and calculate the save DC against them using the djinni’s Intelligence modifier.

Power Blast (Ex): The djinni adds her Intelligence modifier to the damage inflicted through blast of force.

Rogue Talent: A djinni learns a rogue talent instead of a trickery ability. If she already has at least one rogue talent and more than 10 Hit Dice, she can choose an advanced talent instead. This ability can be selected more than once. Here is a list of all rogue talents.

Solid Blast (Ex): Whenever the djinni uses blast of force, she can decide to fire a solid bullet instead. The damage from the attack is the same, but the attack counts as a magical piercing attack and is subject to damage reduction like any normal attack. A solid blast ignores the target’s spell resistance and makes critical hits like a normal weapon, threatening on a roll of 20 and dealing 4 times the damage on a critical hit. Like with similar attacks, only the base damage of blast of force (2d6) is multiplied, while all extra damage (including sneak attack damage) is not multiplied.

Trickshot (Su): By firing a single blast of force as a full-round action, the djinni can have it bend and twist, catching the foe unawares. This attack always denies the target’s Dexterity bonus to AC, unless the foe has all-around vision.

Windshield (Su): By expending 1 grit point as a standard action, the djinni can surround herself in a barrier of raging winds. The windshield grants a +4 shield bonus to AC and 25% miss chance to ranged attacks targeting the djinni. Swarm creatures take damage as per gust of wind and must make a Reflex save or be pushed back from the djinni’s space before being able to inflict damage. This shield lasts for 1 round per Hit Die the djinni has.

Sneak Attack

Precision Damage & Critical Hits

Precision damage (such as that dealt by a djinni’s sneak attack ability) applies to more creatures than it did in previous editions of the game.

Some may balk at this but it can easily be imagined or explained as the babau having found a weak point in the undead’s “body” (such as a zombie’s head) or even finding a crack or flaw in a construct’s “body.”

There is some degree of confusion as to what should separate a “critical hit” from a “precision-based attack” but in any event, in some cases they are treated differently.

Critical Hits

The following creature types (or subtypes) have immunity to critical hits (that is, they do not take any additional damage from critical hits):

  • Aeon (subtype): “Immunity to cold, poison, and critical hits.
  • Elemental (subtype): Elementals are “not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
  • Incorporeal (subtype): “An incorporeal creature is immune to critical hits (unless the attacks are made using a weapon with the ghost touch special weapon quality.)
  • Ooze (Type): <Oozes are…> “not subject to critical hits or flanking. Does not take additional damage from precision-based attacks (such as sneak attack.)
  • Protean (subtype): (50% chance to ignore, see below*)
  • Swarm (Type): “A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits.

Precision-Based Damage (like Sneak Attack)

The following creature types (or subtypes) do not take additional damage from precision-based attacks (such as sneak attack):

  • Elemental (subtype): “<An elemental…> does not take additional damage from precision-based attacks (such as sneak attack.)
  • Incorporeal (subtype): “An incorporeal creature is immune to precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality.
  • Ooze (Type): “<An ooze is…> does not take additional damage from precision-based attacks (such as sneak attack.)
  • Protean (subtype): (50% chance to ignore, see below*)

Creatures Immune to Flanking

Opponents do not gain any special flanking bonuses against the following creature types (or subtypes):

  • Ooze (Type): “<An ooze is…> not subject to … flanking.
  • Swarm (Type): “A swarm has no clear front or back and no discernible anatomy, so it is not subject to flanking.
  • Elemental (subtype): “<Elementals are…> not subject to flanking.

*Special: Proteans have a special ability called “Amorphous Anatomy” which might protect them: “<Amorphous Anatomy> grants <a protean> a 50% chance to ignore additional damage caused by critical hits and sneak attacks,”

If a djinni can catch an opponent when it is unable to defend itself effectively from her attack, she can strike a vital spot for extra damage. The djinni’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the djinni flanks her target. This extra damage is 1d6 at 2nd Hit Die, and increases by 1d6 every three djinni Hit Dice thereafter. Bonus damage from sneak attacks is precision damage. Should the djinni score a critical hit with a sneak attack, this precision damage is not multiplied, and is not counted to determine the bleed damage if the critical hit was made with blast of force. Ranged attacks count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a djinni can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty. The djinni must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A djinni cannot sneak attack while striking a creature that has concealment. [RogueSneak Attack]

Evasion (Ex)

At 4th Hit Die and higher, a djinni can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the djinni is wearing light armor or no armor. A helpless djinni does not gain the benefit of evasion. [RogueEvasion]

Alter Shape (Su)

A djinni of 1st Advancement Tier can change her appearance at will, as per the alter self spell.

Large Size (Ex)

At 2nd Advancement Tier, a djinni grows larger, becoming Large sized. She gains a +6 bonus to Strength, a +4 bonus to Constitution, a –2 penalty to Dexterity and a +2 bonus to her natural armor. The size change also gives the djinni a –1 penalty to AC and attack rolls, a +1 bonus to her CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. The djinni gains a 10-foot reach. Furthermore, if the djinni is at least of Large size, she deals 1d8 extra damage with her Blast of Force for each size category larger than Medium she is.

Quick Blast (Ex)

A djinni of 3rd Advancement Tier becomes able to use blast of force to make multiple attacks. She can use her blast of force either as a full attack, making multiple attacks as with any normal weapon, or she can use it as an off-hand weapon, applying the normal penalties for two-weapon fighting with a light off-hand weapon (this doesn’t grant the djinni the benefits of the Two-Weapon Fighting feat if she doesn’t already have it). In any case, when used for multiple attacks, a blast of force does not deal any of its extra damage dice (but may deal sneak attack damage if the situation allows for it).

Greater Alter Shape (Su)

Other than using an alter self effect, a djinni of 3rd Advancement Tier can also change her size at will as per an enlarge person or reduce person spell.

Make a Wish (Sp)

Granting a Wish

Unlike with the normal wish spell, in this case you are the one who decides how to grant the wish, allowing you to interpret any given wish based on the situation and what would benefit you. For example, if a creature lost in a frozen waste wished to no longer feel cold you could use the wish in various ways to make it become true: for example, you could use it to emulate endure elements on the poor traveler, or greater teleport to transport him to the inn of the closest settlement… or you could be more cruel with it and emulate plane shift to leave him stranded on the Elemental Plane of Fire, or blast him with a fireball. Keep in mind, though, that there are some wishes that you cannot grant: one cannot wish for a particular creature to die – though their wish may have that effect if carefully worded – and no wish can be used just to undo a previous wish. Also, since you’re just granting their wish, the creature that made the wish has no saving throw against the effects of make a wish even if they would normally be entitled to one.

At 4th Advancement Tier, a djinni achieves great power. She immediately learns a trickery ability, a single 19th-level deed, and gains an extra 1d6 of damage on her blast of force. Furthermore, once per day, a djinni can grant a single wish as per the wish spell. This spell cannot be used for the djinni herself, but in order to help, or on behalf of, another creature (that creature can be an ally). If the effect used is different from duplicating a spell of 8th level or lower, the djinni must also provide the material component, and cannot use make a wish again for 1d4+1 days.

Section 15: Copyright Notice

Of Stranger Bonds, © 2019, Alessandro Passera