Half-Jinn (3.5e Template)
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Creating a Half-Jinn
The half-jinn template is usually inherited, but in some cases, when the child is never taught the intricacies of her racial standing, the effects of the template may also surface later on, in which case it is acquired. When acquired, the template often responds to stimuli like memories of childhood or reacquainting with the place where one is born. The half-jinn template can be added to any human or half-elf. The half-jinn uses all statistics of the base creature except where noted here.
Hit Dice: Same as base creature.
Speed: Same as base creature.
Attack: The half-jinn gains (or retains) proficiency with all simple and martial weapons.
Full Attack: The half-jinn uses its natural or manufactured weapons for all attacks.
Special Attacks: A half-jinn retains all the special attacks of the base creature and gains the Change Size ability, which she can use twice per day. She also gains invisibility and speak with animals as spell-like abilities to be used once per day each and plane shift, which she can use once per week.
Skills: A half-jinn gains skill points as an outsider and has skill points equal to (8 + Int modifier) x (HD + 3). Do not include Hit Dice from class levels in this calculation—the half-jinn gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.
Feats: A half-jinn retains all the feats of the base creature and gains Improved Initiative as a bonus feat. She also learns to speak one elemental language (Aquan, Auran, Ignan or Terran) and one alignment language (Abyssal, Celestial or Infernal).
Environment: Usually any desert.
Organization: Nomadic, tribal or solitary.
Challenge Rating: Same as base creature +2 (minimum 2)
Alignment: Same as base creature.
Level Adjustment: Same as base creature +3.