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Djinni Bloodline

You were born with the power of air genies, and the magic of the djinn is strong in you.

Bloodline Skill: Knowledge (Planes)

Wind Form (Sp)

Requirements: BaB or CL 1, Knowledge (Planes) 3, 10 EXP

As a Move Action once per day, you may assume a Gaseous Form, as the spell, for a number of minutes equal to your CL/BaB.

Conductivity (Sp)

Requirements: BaB or CL 3, Knowledge (Planes) 5, 15 EXP

As a standard action, you may spend 2 MP/TP to electrify the surface of a 30 ft diameter area that you can see. Creatures within the area must make a Reflex save (DC 10 + your CL/BaB + your Primary Attribute modifier) or be dazed for one round. Every round that creatures remain within the area, they must make another saving throw. This electrified terrain lasts for a number of rounds equal to your CL/BaB.

Speed of the Wind (Ex)

Requirements: BaB or CL 5, Knowledge (Planes) 7, 20 EXP

You gain 1 ft of land move speed per CL/BaB, to a maximum of an additional 20 ft of movespeed at CL/BaB 20.

Wind's Grace (Su)

Requirements: BaB or CL 9, Knowledge (Planes) 10, 25 EXP

You gain a fly speed of 60 feet with average maneuverability.

Storm's Wrath (Su)

Requirements: BaB or CL 15, Knowledge (Planes) 15, 35 EXP

When you successfully strike a creature with a melee weapon with the Shocking property, you gain the benefits of Lightning Stance until the beginning of your next turn. Additionally, any spell you cast with the [Electricity] descriptor may critically hit, even if it would not normally be capable of doing so. If the spell does not normally require an attack roll, simply roll a D20 as part of casting the spell. Spells which do not normally require an attack roll possess a critical multiplier of 20/x2.

Supercell (Su)

Requirements: BaB or CL 20, Knowledge (Planes) 20, 50 EXP

You become immune to electricity damage, and to adverse effects from any spell with the [Electricity] descriptor, and the speed of your Wind's Grace increases to 120 ft. with Perfect maneuverability. Your flight is never impeded by the weather, of magical or mundane nature. Lastly, you may use Control Weather as a Spell-Like Ability at will, with no MP/TP cost.