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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: CST 2, Knowledge (Planes) 3, 10 EXP
As a Half Action once per day, you may assume a Gaseous Form, as the spell, for a number of rounds equal to your CST.
Conductivity (Sp)
Requirements: Wind Form, CST 5, Knowledge (Planes) 5, 15 EXP
As a Half 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/Prowess + 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 CST.
Speed of the Wind (Ex)
Requirements: Conductivity, CST 10, Knowledge (Planes) 7, 20 EXP
You gain 1 ft of land move speed per CST you possess, rounding down to the nearest 5 ft. increment.
Wind's Grace (Su)
Requirements: Speed of the Wind, CST 15, Knowledge (Planes) 10, 25 EXP
You gain a fly speed of 60 feet with average maneuverability.
Storm's Wrath (Su)
Requirements: Wind's Grace, CST 20, 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.
