Bound Janni
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Bound Janni
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Class Level
HDBABSavesSkillsFeats
Nat Armor
STR/DEX Bonus
CHA BonusSpecial
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111261200
Darvkvision, Link, Improved Initiative, Improved Unarmed Strike, Energy Resistance 5
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2223121210Evasion, Weapon Finesse, Dodge
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33331822101/day Create food and water, At Will Detect Magic
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43331822101/day Invisibility (Self Only)
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5444242221Ability Score Increase, Fly Speed 20ft (average)
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6554303221Mobility, Devotion
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76653634312/day Invisibility (Self Only)
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8665363431Weapon Focus
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9775424431Flyby Attack
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10886484442Ability Score Increase, 3/day Invisibility (Self Only)
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119965454422/day Enlarge Person or Reduce Person (Can Effect Self)
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12996545452Fly Speed 40ft (good)
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13101076054521/day Etheral Jaunt, Energy Resistance 10
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1411117666652Wingover, Improved Evasion
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15121287266631/day Dimension Door, Ability Score Increase
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1612128726663At Will, Augury
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17131387876731/day Divination, Fly Speed 60ft. (perfect)
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1814149847673Hover, 1/day Planar Adapation (lasts 24 hours)
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19151599088732/day Dimension Door
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20151599088841/day Legend Lore, 1/week Limited Wish,
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Bound Janni: A janni master begins play with a bound janni that he keeps within a lamp. The bound janni forms a soul link with its master that binds their destinies together. A janni is of neutral alignment, and it speaks Common, Aquan, Aural, Ignan, and Terran. Janni are summoned outsiders (native), except that they are not sent back to their lamp until reduced to a number of negative hp equal to or greater than their Constitution score.
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In addition, due to its tie to its master, a bound janni can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. A janni master can summon his janni from the lamp with banter and coaxing in a ritual that takes 1 min. to perform.
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When the janni comes forth from the lamp, its hp are unchanged from the last time it was summoned. A bound janni that is forced back into its lamp due to taking damage greater than its hp and its Constitution score, and when it is summoned again after such banishment, the ritual takes 10 min., and the bound janni returns with half its normal hp. When summoned after such a traumatizing return to the lamp, a janni cannot be summoned again from the bottle for 24 hrs., as it rages at or sulks over the trauma. Bound janni do not heal naturally or by way of rest; magical healing helps them in the normal way.
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Once released from the lamp, a janni remains until dismissed by its master, which is a swift action. The bound janni cannot be sent back to its lamp by means of dispel magic, but spells such as dismissal and banishment work normally (treating the lamp as the bound janni’s home plane). If the master is unconscious, asleep, or killed, his janni immediately returns to the lamp. In the case of a master’s death, the janni must stay in the lamp for 1,001 nights, at which point it can become free from the lamp.
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Before the end of the 1,001 nights, the janni can be summoned by anyone who opens the lamp. That person for a short time controls the bound janni as if they had this class ability and their summoner level was equal to half their character level. A summoner who unleashes the janni can use their full summoner level (and half of any other class levels) to determine the power of the janni that appears.
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The janni’s Hit Dice, saving throws, skills, feats, and abilities are tied to the master’s summoner class level and increase as the master gains those levels. (Use the values from Table 29: Eidolon Base Statistics, but disregard maximum attacks and evolution pool, and replace the special column with the chart below). A janni is created much like an eidolon is, but it has the following base statistics, and it does not gain evolution points, just special abilities.
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Starting Statistics
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Type
Outsider (native)
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Size
Medium
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Speed30ft
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AC
+2 Natural Armor
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Saves
Fort (good), Ref (good), Will (good); +4 bonus on saves against mind-affecting effects
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Attacks
Unarmed Strikes of a Weapon Provided by his master
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Ability Scores
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STR14CON13WIS7
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DEX16INT10CHA11
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Skills
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The following skills are class skills for bonded janni: Bluff (Cha), Craft (Int), Fly (Dex), Knowledge (nature, planes, geography) (Int), Perception (Wis), Sense Motive (Wis), Survival (Wis), and Stealth (Dex). In addition, at 1st level, the master can choose 4 additional skills to be class skills for his janni.
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Unlike eidolons, a bonded janni can be equipped with armor, shield, and weapon. The janni is proficient in all simple and martial weapons, and all armors and shields (except for tower shields). They can also wear up a number of other magic items of any slot equal to their Charisma modifier (minimum 1) without interfering with the link between the janni and the master. Janni can carry and use any number of magic items that do not take a slot, and that are not armor, shields, or weapons. When the janni is put back in the lamp, the magic items the janni possess go with the janni.
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