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Unread 13th of February, 2008, 11:20
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This variant of the Djinni Bloodline was created by LeadPal and myself.

Djinni Bloodline

Bonus Spells - These spells are bonus spells known for a sorceress of the Djinni Bloodline. The bonus spells are granted as soon as the spell level becomes available (i.e. Feather Fall is gained at 1st level, Invisibility at 4th level, and so on).

Lv 1: Feather Fall
Lv 2: Fog Cloud
Lv 3: Fly
Lv 4: Solid Fog
Lv 5: Control Winds
Lv 6: Wind Walk
Lv 7: Control Weather
Lv 8: Whirlwind
Lv 9: Wish

Restricted Spells - A sorceress of the Djinni Bloodline is prohibited from accessing any spells with the [Earth] or [Fire] subtype.

Bonus Feats - At 4th, 8th, 12th, 16th and 20th level, a sorceress of the Djinni Bloodline gains a bonus feat. These bonus feats must be drawn from the following list: Aerial Reflexes*, Aerial Superiority*, Air Mastery**, Air Summoning Talent***, Born Flyer*, Diving Charge*, Elemental Familiar***, Empathy of the Winds***, Flyby attack, Improved Flight*, Spell on the Wing***

*Indicates a feat found in Races of the Wild.
**Indicates a new feat designed by me.
***Indicates a new feat inspired by class abilities in Races of the Wild.

Last edited by elmer_jok; 14th of February, 2008 at 11:45.
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Unread 14th of February, 2008, 12:09
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Spectral Spam [Epic GM]

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New Feats

New Feats

Aerial Reflexes
Your aerial agility allows you to avoid dangerous effects while airborne.
Benefit: While flying, you gain a bonus on Reflex saves based on your maneuverability.

Maneuverability Bonus
Aerial Superiority
You can use your flying ability to gain an advantage against landbound foes or airborne foes that you can outmaneuver.
Benefit: While flying, you gain a +1 dodge bonus to Armor Class against opponents who cannot fly or have a lower maneuverability than you.

Air Mastery
You have a deeper understanding of the element of air and know how to use it to your advantage in combat.
Prerequisite: Natural fly speed.
Benefit: Airborne creatures take a -1 penalty on attack and damage rolls against you.

Air Summoning Talent
You can summon creatures of air more easily than others can.
Prerequisite: Djinni Bloodline, Sorcerer level 4.
Benefit: Add the following monsters to list of creatures the character can summon with the appropriate summon monster spell:

Summon Monster II: Small air elemental
Summon Monster III: Air mephit
Summon Monster IV: Medium air elemental
Summon Monster V: Large air elemental
Summon Monster VI: Huge air elemental
Summon Monster VII: Greater air elemental
Summon Monster VIII: Elder air elemental
This substitution feature removes all spells with the earth descriptor from the character's standard spell list. If a spell would only have the earth descriptor due to a particular version of the spell (such as a summon monster spell used to summon an earth elemental), the spell remains on the characters spell list but the version with the earth descriptor cannot be cast.

Born Flyer
You can fly as though born to do it.
Prerequisite: Dex 13.
Benefits: You gain a +4 competence bonus on saves or checks you make to maneuver in the air or to stay aloft. If you do not have a natural fly speed, this feat allows you to take feats that have a natural fly speed as a prerequisite.

Born of the Three Thunders
You have learned to marry the power of lightning and thunder in your electricity and sonic spells.
Prerequisite: Empathy of the Winds, Lightning Substitution, Sorcerer level 8.
Benefit: When you cast a spell with either the electricity descriptor or the sonic descriptor that deals hit point damage, you can declare that spell to be a spell of the three thunders, with half its damage dealt as electricity damage and half dealt as sonic damage. In addition, the spell concludes with a mighty thunderclap that stuns all creatures that take damage from the spell for 1 round unless they succeed on a Fortitude save, then knocks stunned creatures prone unless they succeed on a Reflex save (both saves at the same DC as the base spell). Channeling the three thunders is costly, though, and you are automatically dazed for 1 round after doing so. A three thunders spell uses a spell slot of the spell’s normal level. In addition, its descriptor changes to include both energy types—for example, a lightning bolt of the three thunders is an evocation [electricity, sonic] spell.

Diving Charge
You can dive down at a target to deal a devastating strike.
Prerequisite: Base attack bonus +1.
Benefit: When charging while flying, if you move at least 30 feet and descend at least 10 feet, you gain a bonus on your damage roll based on your fly speed. (The damage bonus is based on your fly speed, not how far you have moved in
your charge.)

Fly Speed Damage Bonus
30 feet or slower.......+1d6
31 to 90 feet............+2d6
90 feet or faster........+3d6
In addition, after you make this attack you can choose, regardless of your maneuverability, to turn in place so that you are now flying parallel to the ground.

Elemental Familiar
Your connection to the denizens of the Elemental Plane of Air allows you to attract one of their kind as a familiar.
Prerequisites: Air Summoning Talent, Empathy of the Winds, Summon Monster II spell.
Benefit: You can obtain a Small Air Elemental as a familiar. The elemental’s hit points are equal to its normal hit points or one half its master’s hit points, whichever are greater. The elemental familiar does not gain the ability to speak with animals. This familiar otherwise functions identically to the standard sorcerer’s familiar ability. This feat replaces the standard sorcerer’s familiar.

Empathy of the Winds
You have a strong bond with air and its denizens.
Prerequisite: Djinni Bloodline.
Benefit: You learn Auran as a bonus language (in addition to the languages available to him because of his race and the Speak Language skill). He gains a +4 circumstance bonus on Diplomacy checks made to interact with natives of the Elemental Plane of Air. If he has the ability to bolster air creatures (such as from the Air domain), he gains a +4 bonus on turning checks made to do so. Allied air elementals within 60 feet of the cleric gain a +1 morale bonus on attack rolls and damage rolls.

Improved Flight
You have gained greater maneuverability when flying than you would normally have.
Prerequisite: Natural fly speed.
Benefit: Your maneuverability while flying improves by one category (see page 312 of the Monster Manual). For example, if your normal maneuverability is poor, it becomes average.

Lightning Substitution
Because of your extensive knowledge of the winds you are able to substitute the power of electricity into any elemental spells you cast.
Prerequisite: Knowledge (arcana) 5 ranks, Any metamagic feat or Empathy of the Winds.
Benefit: You can modify any spell with an energy descriptor to use electrical energy instead. An energy substituted spell uses a spell slot of the spell’s normal level. The spell’s descriptor changes to the new energy type—for example, a fireball composed of electrical energy is an evocation [electricity] spell.

Spell on the Wing
You can cast spells while airborne with great skill.
Prerequisites: Natural fly speed, Sorcerer level 8.
Benefit: When airborne and casting a spell with a casting time of 1 standard action or less, you can move both before and after spellcasting, provided that your total distance moved is not greater than your speed. Furthermore, you gain a +2 circumstantial bonus to Concentration checks when casting on the defensive while airborne. This bonus stacks with that gained from Combat Casting.

You have mastered the winds and are able to not only stand in the most powerful of gusts, but are able to use them to your advantage.
Prerequisite: Empathy of the Winds, Stormwalk, Sorcerer level 12.
Benefit: You gain the ability to fly during any storm as if using the fly spell. Adverse wind conditions do not affect you; for example, even hurricane-force winds cannot knock you down or blow you away when flying.

Due to your connection to the Elemental Plane of Air and familiarity with winds you are able to ignore the effects of hindering weather.
Prerequisite: Empathy of the Winds, Sorcerer level 8.
Benefit: You (and your mount, if any) can walk or ride through storms (natural or magical) at your regular movement rate, completely unaffected by high winds (including gust of wind), pounding precipitation or waves, objects driven by the wind (which always seem to miss you), great claps of thunder, natural bolts of lightning, or any other natural symptoms of the wind's fury.

Last edited by elmer_jok; 24th of February, 2008 at 10:33.
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