Djinn Keeper

The djinn keeper is a type of magi that specializes in using the abilities of the djinn to bolster themselves and their allies.

## **Features**

### **Spirit Overcharge**

The djinn keeper specializes in using djinn artifacts, using the equip mode and full equip mode does not cost mana when used on artifacts with an AFLv lesser than or equal to the djinn keeper's magi level. While in equip mode or full equip mode their base attack bonus becomes 3/4 of their Level as opposed to normal 1/2. They may also have on additional household vassal at levels 10 and 20.

This ability replaces spirit flow.

### **Testament of the Djinn**

The djinn keeper has been hardened and draw their power from pure vitality instead of force of will. Spellcasting with a djinn keeper is based on the djinn keeper's Constitution score instead of their Charisma score.

This ability replaces Mana Mastery.

### **Gifts of Gilgamesh**

This ability alters and replaces high magic. The first magi, Gilgamesh was renown for his skill in combat. Through the memories of the djinn, djinn keepers are able to master the techniques of Gilgamesh. However this knowledge comes at a price. Djinn Keepers only get access to one affinity at 4th level. However they may still learn a second one at 20th, and learn one high magic spell from each tier. Including those offered from the normal magi list.

Depending on the initial affinity of the magi, the following abilities are granted instead of those shown on the normal magi high magic list. However, their 20th level choice may be drawn from either of their affinities from the high magic shown on the magi page or the affinities on this page.

All gifts of gilgamesh are passive abilities.

#### **4th Level**

The following gifts are passive abilities.

**Brid Ward:**Air keepers gain a +2 dodge bonus to AC, and may select and learn an extra 1st or 2nd level Enchantment spell from the Wizard/Sorcerer spell list.

**Bamu Break:**Fire keepers gain +2 fire damage to all melee attacks, and may learn an extra 1st or 2nd level Evocation spell from the Wizard/Sorcerer spell list.

**Dusk Fray:** Water keepers gain *defensive combat training* as a bonus feat, and may learn and additional 1st or 2nd level Illusion spell from the Wizard/Sorcerer spell list.

**Dug Step:**Earth keepers gain a +4 dodge bonus to AC against Attacks of Opportunity, and may learn an extra 1st or 2nd level Transmutation spell from the Druid spell list.

**Astral Grid:**Spirit keepers gain Spell Focus Conjuration as a bonus feat. Summoned creatures have a +2 bonus to Attack, Damage and Armor Class, and may learn an extra 1st or 2nd level Conjuration spell from the Wizard/Sorcerer spell list.

**Bram Visor:**Dark keepers gain darkvision 60 feet. If they already have dark vision, it is increased by 60 feet instead; also they may learn an extra 1st or 2nd level Necromancy spell from the Wizard/Sorcerer spell list.

**Balus Blade:**Light keepers weapons count as Good/Silver/Cold Iron/Blunt/Slashing in order to bypass the Damage Reduction of Undead and Evil Outsiders. Also they may learn an extra 1st or 2nd level Abjuration spell from the Cleric/Oracle spell list.

#### **8th Level**

The following gifts are activated as a standard action, and cost 2 mana.

**Hell Hever:**Air keepers may activate this high magic ability to strike a creature with their melee weapon from up to 40 feet away as a ranged touch attack. The damage is converted to force, and their Constitution modifier is added to attack and damage rolls for this attack. At 16th level, critical threat range is doubled against Good outsiders.

**Bamu Balast:**Fire keepers may activate this high magic ability to caust an explosion to fire out from their location in two 15-foot cones of fire. The target direction of these cones is chosen by the magi. Bamu balast inflicts 1d6 points of fire damage per magi level. (to a maximum of 10d6 at 10th level) These cones cannot overlap. At 16th level an additional cone can be created for a total of 3 cones. A successful Reflex save (DC = 10 + 1/2 magi level + magi's Constitution modifier) halves this damage.

**Demon Shard:**Water keepers may activate this high magic ability to cause a comet of solid ice to pelt a location within 10 feet of the magi per magi level (max. 200 feet at 20th level.) Creatures within 10-feet of the target square take 2d4 points of crushing damage plus 1d4 points of cold damage per magi level (max. 2d4 blunt + 10d4 cold at 10th level). A successful Reflex save halves the cold damage and prevents the blunt damage completely. (DC 10 + 1/2 magi level + magi's Constitution modifier.) At 16th level, the comet hits creatures up to 20-feet from the target square.

**Anim Moz:**Earth keepers may activate this high magic ability as Wild Shape of a druid using their magi level - 4 as their effective druid level. Additionally having this ability count as having the Wild Shape class feature of the druid for the purpose of obtaining feats such as natural spell, planar wild shape, etc. This form last for 1 hour per magi level or until dismissed. Elemental shape starting at level 10 is limited to earth elemental only.

**Oustag Cram:**Spirit keepers may activate this ability to convert their attack to an *arcane strike* *vital strike* with the effects of *banishing critical*, regardless of whether or not the magi has any of the above feats. At 16th level this attack always confirms when a critical hit is achieved.

**Dis Darma:** Dark keepers may activate this ability to have their weapon be covered in a sheathe of dark leeches as they move to attack, on a successful melee attack using this ability, creatures are subject to an additional 2d6 points of swarm damage, and are drained for 1d3 Str and Con unless they succeed in a Fortitude save. (DC 10 + 1/2 magi level + magi's Con modifier) At 16th level, there is no save for the ability drain effect of this attack.

**Mos Calam:**Light keepers may activate this ability to perform a melee attack against a creature, the attack counts as if the magi's weapon is a weapon of *brilliant energy* and returns 1/2 of the damage to the magi in the form of healing. At 16th level, this attack can be made as a full attack instead.

#### **12th Level**

The following gifts are passive abilities.

**Arc Effix:**Air keepers with this ability gain a +4 bonus to saves against Air spells. Have all their attacks treated as if they are *shocking*, and may learn an extra Enchantment spell up to the 6th level from the Wizard/Sorcerer spell list, also any air, lightning, vacuum, smoke or ice djinn that they control treat their artifact level as 2 points higher for scaling effects, but not for learning new abilities granted at a higher level.

**Bamu Rune:**Fire keepers gain a brand of fire across their back, any creature striking the magi in melee with a non-reach weapon take 1d6 points of fire damage + 1 additional fire damage per two magi levels. Evocation spells cast by the magi ignore up to 10 points of Fire Resistance, and the magi may learn an extra Evocation spell up to the 6th level from the Wizard/Sorcerer Spell list. Any Fire, Smoke, Ash, Magma or Radiance djinn controlled by the magi treat their artifact level as 2 points higher for scaling effects, but not for learning new abilities granted at a higher artifact level.

**Ly Circle:**Water keepers with this ability gain a +4 bonus to spell caster checks made against Spell resistance, and gain dr 10/silver. The magi may learn an additonal Illusion spell up to 6th level from the Wizard/Sorcerer spell list. Any Water, Ice, Salt, Steam, or Ooze djinn controlled by the magi treat their artifact level a 2 points higher for any scaling effects, but not for learning new abilities at higher artifact levels.

**Elm Reflex:**Earth keepers with this ability gain a +4 bonus to the attack of attacks of opportunity they make and may make additional attacks of opportunity per round equal to their Con modifier. Attacks of opportunity gain 1d4 acid damage. Also the magi may learn an additional Transmutation spell up to 6th level from the Druid spell list. Any Earth, Mineral, Dust, Ooze, or Magma djinn the magi control have their Artifact level count as 2 points higher for scaling abilities, but not for abilities that are learned at a higher artifact level.

**Astral Clutch:**Spirit keepers with this ability gain a 10-foot aura of spirit sapping energy that halves the movement speed of creatures within range. Creatures cannot tumble into, out of, or through this aura unless the magi wills it, also this aura grants a -2 penalty to concentration checks made by enemies. The magi may also learn an extra conjuration spell up to 6th level from the Wizard/Sorcerer spell list. dead djinn, native djinn  or incorruptible djinn under the keeper's control have their Artifact level increased by 4 when determining the effects of scaling abilities, but not for obtaining new abilities granted at higher artifact levels.

**Raug Ram Goz:**Dark keepers with this ability have all their spells cast as if they have the effects of *Thanatopic Spell*, *Threnodic Spell* and *Ectoplasmic Spell* metamagic feats. This does not affect their level or casting speed. Curse and Emotion spells cast by the magi are also cast as if the magi were 2 levels higher. The magi may learn an additional Necromancy spell up to the 6th level from the Wizard/Sorcerer Spell list. Negative, Vacuum, Dust, Ash and Salt djinn under the magi's control have their artifact level treated as if it were 2 points higher for determining the effects of scaling artifact abilities, but not for learning new abilities granted for a higher artifact level.

**Luz Ram Goz:**Light keepers with this ability have all cure spells and the *heal* spell treated as if their caster level is 2 points higher, this extra healing can bypass the normal maximums of the spells in question. (i.e. *cure light wounds* may restore 1d8+7 instead of 1d8+5), also the magi gains the services of a Ioun Wyrd, Lemming, Pig, Seal, Silvanshee, Cassisian, Harbinger, Iyrakien, Caypup, Faerie Dragon, Wysp or Pseudodragon familiar. The magi may learn an additional Abjuration spell from the Cleric/Oracle spell list up to 6th level. Any positive, radiance, mineral, steam, or lightning djinn under the control of the magi have their Artifact level increased by 2 for the purposes of scaling abilities, but not for learning new abilities granted at a higher artifact level.

#### **16th Level**

The following gifts are activated as a standard action and cost 4 mana.

**Megido Raza Klouva:**Air keepers can use this ability to send a nova of frozen air out from their own location in a 60 foot burst. This ability inflicts 1d6 points of cold damage per magi level. Creatures may halve this damage with a successful Reflex save (DC = 10 + 1/2 magi level + magi Con modifier). Incorporeal creatures cannot make a save against this ability and are affected normally. Spending 2 additional mana grants this ability a *selective*area of effect.

**Vahm Bamu Rehl:**Fire keepers may use this ability to stab their weapon into the ground, causing a pillar of flame to explode from under the feet of any number of enemies within 30 feet of the magi. Affected enemies take damage equal to the magi's base weapon damage and is not modified by size, or magical weapon abilities, nor can this damage be changed through feats like Power Attack. This damage is dealt in the form of fire damage per two magi levels. (i.e. a 16th level magi with 14 strength and a longsword would deal 8d8+16 fire damage with this ability, but using power attack or enlarge or similar abilities will not change the long sword's 1d8 base damage. Only Strength modifier and Enhancement bonus is applied) A successful reflex save halves this damage. (DC = 10 + 1/2 magi level + magi's Con modifier.)

**Howl Raza Gilgamesh:**Water keepers may call upon the power of Gilgamesh's favored technique to form *dancing*duplicates of their main-hand weapon to perform a *greater vital strike great cleave* to adjacent enemies. Damage dealt to targets after the first target is converted to cold damage. Though hit or miss the first attack's damage type is the damage type(s) of the magi's weapon. This ability can only hit each adjacent enemies once. All attack rolls for this attack are made at the magi's highest attack bonus. Attacks after the first are made as a melee touch attack if the first attack is successful.

**Anim Moz Howl:**Earth keepers may activate this ability to perform an ability depending on their wild shape.

Beast Shape: While in beast shape the magi can use *Pack Halcyon*which, when activated as an immediate action grants one ally other than the magi an additional standard action. Pack Halcyon can only be used as an immediate action during the round of the target and cannot be used to interrupt another creatures turn to grant the target a turn instead.

Plant Shape: While in plant shape, the magi can use *Dug Vell* which, when activated as a standard action mimics the effects of *Pillar of Life*to up to 4 squares within range, these squares can overlap.

Elemental Shape: While in elemental shape, the magi can use *Dug Jump*, to move up to 30 feet instantly as a swift action, This movement is instantaneous and cannot provoke attacks of opportunity. Alternatively, this ability can be used as an immediate action to move up to 15 feet instantly instead.

**Astral Hex:**Spirit keepers may use this ability to mimic the effects of one major witch hex treating their magi level - 4 as their effective witch level.

**Fenris Form:**Dark keepers may use this ability to enter a special stance. While in this stance, they gain effects similar to those of a shadowgarm. While active the magi gains two additional attacks, a +4 bonus to Reflex saves, Featherfall, and a 20% concealment. In dim or darker light this concealment is increased to 40%. However in bright light this concealment is lost. This lasts for 1 minute per magi level.

**Razounwex:**Light keepers can use this ability to *raise dead* a target creature who has not been dead for longer than 10 minutes per magi level. There is no material component for this ability. The magi may double the mana spent on this ability to *resurrection*the target instead, or triple the mana spent to resurrect them with the effects of *Greater Celestial Healing* and *Greater Angelic Aspect*.

#### **20th Level**

The following gifts are passive abilities.

**Swiftness of Gilgamesh:**Air keepers gain immunity to electricity, and 30 cold resistance. *Wind Stance, and Lightning Stance*as bonus feats, a fly speed of 60 feet (perfect). While in equip modes their attack bonus is increased by 1/2 of their magi level. The magi can control one additional air, lightning, vaccuum, smoke or ice djinn.

**Ferocity of Gilgamesh:**Fire keepers gain immunity to Fire and 30 electricity resistance. The *Critical Focus*and *Felling Smash*feats as bonus feats, +20 to their base movement speed. While in equip modes their attack bonus is increased by 1/2 of their magi level. Additionally they may control one additional fire, radiance, ash, smoke or magma djinn.

**Stance of Gilgamesh:**Water keepers gain immunity to cold and 30 acid resistance. Gain a Natural AC bonus equal to their Constitution modifier, this natural armor class bonus is special, and is not ignored by touch attacks. While in equip modes their attack bonus is increased by 1/2 of their magi level. The magi can also walk on water as easily as land, and can control one additional water, steam, ice, ooze or salt djinn.

**Empathy of Gilgamesh:**Earth keepers gain immunity to Acid, and 30 fire resistance. While in the effects of Anim Moz, the magi's attack/threat range is increased by 5 feet, and Anim Moz no longer costs mana to use and can be used to change form between animal, plant or earth elemental as a move action. While in equip modes their attack bonus is increased by 1/2 of their magi level. The magi can control one additional earth, ooze, dust, mineral or magma djinn.

**Hope of Gilgamesh:**Spirit keepers gain resistance to all energy types of 20 and immunity to fear, charm, and dominate effects. All spells they cast are now considered to be divine allowing them to ignore arcane spell failure, Though they do not need a holy symbol or a deity. The magi also gains a bonus to Reflex saves equal to their Constitution modifier. While in Equip modes they cast all spells as if their caster level is 2 points higher. Finally, spirit keepers may host two djinn in their main weapon.

**Enigma of Gilgamesh:** Dark keepers gain immunity to negative energy effects, ability damage, ability drain and energy drain. Gain 6d6 sneak attack damage on all attacks, however their sneak attack dice cannot exceed 1/2 of their total character level. All Dex modifiers granted to skills are replaced with their Con modifier unless their Dex modifier is higher. While in equip modes their attack bonus is increased by 1/2 of their magi level. The magi may control an additional negative, dust, ash, salt or vaccuum djinn.

**Justice of Gilgamesh:**Light keepers with this ability borrow the abilities of a celestial outsider and gain 20 resistance to all energy types, a fly speed of 60 feet (perfect), and immunity to petrification, polymorph and curses. Also the magi gains a bonus to Will saves equal to their Con modifier. While in equip mode the magi gains a bonus to their attack equal to 1/2 of their magi level. The magi may control an additional positive, lightning, radiance, mineral or steam djinn.