Desert Giant

Ja'far Mahavira's page

193 posts. Alias of Teiidae.


Full Name

Ja'far Nazim Al-Kuzbari Mahavira

Race

Half-Janni, Jinnborn.

Gender

Male

Size

Medium

Age

22

Alignment

True Neutral

Deity

The Primal Fire and Natural spirits.

Location

The Deserts of Athas, Sea of Slit.

Strength 21
Dexterity 15
Constitution 17
Intelligence 14
Wisdom 22
Charisma 23

About Ja'far Mahavira

Male Jinnborn, Druid 2/ Half-Janni 2/ Walker in the Waste 1/ Pactbound Thaumatheurge 1/ Living Saint 1/ Gestalt.
TN Medium Outsider (Native)
Init:+6 Senses:Lowlight vision, Darkvision 60ft, Perception +
Age:22 Height:5ft 10in Weight:180 lbs
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DEFENSE
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AC: 20 touch: 13 flat-footed: 18 (+6 Armour, +2 Dex, +1
Delfection, +0 Shield, Natural Armour +1, Misc +0)
Wound points: 34
Wounds threshold: 17
Vigor points: 31(2d10+1d8)(+4)
Fort:+10 Ref:+7 Will:+12
Resistances: Fire 10; +2 bonus on saving throws against fire effects, can exist comfortably in temperatures up to 160° F without having to make Fortitude saves.
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OFFENSE
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Speed
..30ft (armoured speed)
..15 Fly speed(Good armoured)
Melee
..+1 Cold iron Great Scimitar +9 (1d8+6)(18-20/X2)
..Claw +7 (1d4+5)(20/X2) or Claw +2 (1d4+2)(20/X2)
Ranged
..Masterwork Hornbow +6 (2d6)(20/X2)
Spell-like abilities
3/day Speak with animals.
2/day Enlarge person or Reduce person.
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STATISTICS
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Str: 21 Dex: 15 Con: 17 Int: 14 Wis: 22 Cha: 23
Base Atk +2; CMB +7 CMD 20
Traits
..Finding your destiny: The chosen class is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain.
..Ancestral Weapon: You gain a +1 trait bonus on attack rolls with weapons made of the selected material.
..Magical Knack:—your caster level in Cleric gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
..Dualborn: You gain racial energy resistance only to the energy types you choose, and not to others. When using your elemental assault ability, you can only sheath your arms in the energy types selected, but you can choose to sheath your primary hand with one of the selected energy types and your off-hand with the other. Attacks made with each hand (or a weapon held in each hand) deal bonus energy damage of the selected type. While wielding a two-handed weapon, half of the bonus energy damage is one energy type and half is the other.
Drawback
..Infamous: You and your apparent allies take a –4 penalty on Diplomacy checks to interact with law-abiding citizens (except enemies of the authority that accused you).
..Haunted: You take a –2 penalty on saves against spells with the evil descriptor.
Feats
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Skills
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Class skills=ranked skills
..Bluff +8 (Ability +2, Ranked +1, Class +3, +2 Feat)
..Diplomacy +8 (Ability +2, Ranked +1, Class +3, +2 Feat)
..Fly +3 (Ability -1, Ranked +0, Class +0, Speed +4)
..Heal +3 (Ability +3, Ranked +0, Class +0)
..Intimidate +2 (Ability +2, Ranked +0, Class +0)
..Knowledge Planar +5 (Ability +1, Ranked +1, Class +3)
..Knowledge Religion +8 (Ability +1, Ranked +1, Class +3, Skill focus +3)
..Sense motives +10 (Ability +3, Ranked +1, Class +3, +2 Feat, Trait +1)
Background skills
..Knowledge History +5 (Ability +1, Ranked +1, Class +3)
..Linguistics +5 (Ability +1, Ranked +1, Class +3)
Armour Check Penalty: -5 to certain skills:
Acrobatics
Climb
Disable Device
Escape Artist
Fly
Stealth
Swim
Non-Standard Skill Bonuses
Languages: Common
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GEAR/POSSESSIONS
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Combat Gear: Masterwork Tulwar, Chakram(6).
Worn Gear: Char-aina (Four-Mirror Armor), Jellabas, Dolman, Turban warped around metal helmet, Brown dragon scale Igal, Silver holy symbol of bane.
Other gear/Inventory:Backpack, Sleeping roll, Chalk, cold weather outfit, pet vulture.
Carrying Capacity
Light 76 lb. Medium 153 lb. Heavy 230 lb.
Current Load Carried lb.
Coins Gp:00 Sp:00 Cp:00

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SPECIAL ABILITIES
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Racial Abilities:

Racial Modifiers: +4 Charisma, -2 Intelligence, +2 Strength, +2 Dexterity, +2 Constitution.

Lowlight vision: Jinnborn are creatures in tune with
the natural world. Tey can see twice as far as humans
in dim light.

Protection of the Jinn (Su): Jinnborn have resistance to
one of the following: acid 5 (if the jinnborn’s tribe has
an earth siraati), cold 5 (if a water siraati), electricity
5 (if an air siraati), and fire 5 (if a fre siraati). This
resistance increase by 5 when the jinnborn reaches
10th level.

Touch of the Jinn (Su): Jinnborn are a diverse race
with incarnations as varied as the jinn that they revere.
A jinnborn has one of the following supernatural
abilities. Some of these supernatural abilities are tied to
one of the four elements (air, earth, fire, water). When
the jinnborn picks an ability, it must conform to the
particulars of its tribe’s siraati.

Elemental Assault (Su): As a swift action, a Jinnborn
with this ability can call on the elemental power
coursing through its veins to empower attacks with
elemental might. Unarmed strikes deal +1d6 damage
of the energy type determined by the elemental focus
of its siraati: electricity for air, acid for earth, fire for
fire, and cold for water. If the jinnborn is using a
manufactured weapon, he or she can use this ability to
grant that weapon a +1d4 damage of the appropriate energy type. This effect stacks with other abilities that
grant extra energy damage with a successful attack.
The jinnborn can use this ability a number of rounds
per day equal to their character level, and the rounds
need not be consecutive.

Luck of Jinn: Jinnborn gain +1 racial bonus on all saving throws.

Focused study: Jinnborn gain at 1st, 8th, and 16th level, as such they gain Skill Focus in a skill of their choice as a bonus feat.

Gift of Tongues: Jinnborn gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.

Speed: Jinnborn have a base speed of 40ft.

Claws: Jinnborn have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage.

Weapon Familiarity: Jinnborn are profcient with Flachions, Great Scimitars, Chakrams and all bows.

Wild Talent: Jinnborn begin play with a psionic talent, determined by a roll on the Wild Talent table (p. 45)

Languages: Jinnborn Begin with Common and Primordial. Jinnborn with high Intelligence scores can choose from the following: Aarakocran, Elvish, Giant, Gith, Chachik(Kreen), Yuan-ti and Iokharic.

Half-Janni:

Medium outsider (augmented humanoid, native)
Senses: darkvision 60 ft.

Weapon and Armor Proficiency: Proficient
with all simple and martial weapons, also with
light, medium and heavy armor, but not with
shields.

Languages: Common, one elemental language
(Aquan, Auran, Ignan, or Terran)

Speed: 30 ft.

Skills (6+Int): Appraise, Bluff, Craft (any one),
Fly, Knowledge (planes), Perception, Sense
Motive, Spellcraft, Stealth.

Natural Armor: Natural armor improves by +1

Ability scores: Str +2, Dex +2, Int +2, Wis +4, Cha +4

Feat: Improved Initiative

Spell-Like Abilities: A half-janni with an Intelligence or Wisdom score of 8 or higher has spell-like abilities, depending on its level, as indicated on the table below.

The abilities are cumulative. Caster level equals the creature’s level, and the save DC is Charisma-based.

Level Abilities
1–2 Speak with animals 3/day

3-6 Enlarge person or reduce person 2/day in any combination

7-8 Invisibility (self only) 3/day
9-14 Create food and water 1/day
15-16 Ethereal jaunt 1/day