Djinn (4e Race)
From D&D Wiki
Djinn are semi-magical humanoids whose very essence is mixed with arcane energies.
|Average Height: 5'8"-6'6"|
|Average Weight: 150-210|
|Ability Scores: +2 Strength; +2 Wisdom or Charisma|
|Speed: 6 squares|
|Languages: Common, Primordial|
|Skill Bonuses: +2 Insight, +2 Bluff|
|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.|
|Resist Thunder: You gain resist thunder equal to 5 plus half your level.|
|Whirlwind: You can use the whirlwind racial power|
|Whirlwind||Djinn Racial Power|
|You summon an inverted cone of swirling air that buffets your foes around.|
|Minor Action||Close blast 3|
|Target: Each enemy in the blast|
|Effect: You slide the target 2 squares.|
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.
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.
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 beg. He instead gathered 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 of 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 an ancient sand script, 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 roundabout that a scarred stranger was among them washing 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 daemon Jinn, and it was at one of these occasions where Mohieb saw the youths roughhousing 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 Abdul 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 makeup would grant him a favor. He was a miserable lowlife rouge who sought to be a vile highwayman, only to later find out he was dying of some strange disease from a needle he tattooed himself with. He now realizes that this is not a 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 despised 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.
|Walk on Air||You can fly (hover, maximum altitude 1)|
|Improved Body of Air||You are immune to disease and poison.|
Djinn Racial Utility Powers
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.
|Lesser Creation||Djinn Utility 2|
|You clap your hands and summon a banquet for your guests.|
|Minor Action||Melee 1|
|Target: One unoccupied square.|
|Effect: You create a large platter of nutritious food and cups of wine of water. There is enough sustainance for one meal for 5 medium living creatures. Food and drink which is not consumed vanishes after 1 hour. The platter and cups have no value and also vanish after 1 hour.|
|Zephyr Step||Djinn Utility 16|
|You become the westard wind.|
|Effect: You teleport up to 20 squares.|