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Zaydos
2013-11-04, 10:07 PM
Jinnblood
“Good? Evil? What matter these constructs of the mind. Earth, Air, Fire, and Water, all things are made from these, all things have their wellspring there. They are true power!” – Hayden Fraes, a large ham barmy jinnblood

A jinnblood is wields the power of the elements, flowing naturally from their fingertips. Reliant primarily on a raw surge of jumbled elemental energy as their primary offense, a jinnblood has a variety of other abilities open to them. Their elemental invocations are primarily usable freely, but some develop more specialized powers that require several moments of calm between uses, or even hold such power that they can only be used once a day.

Adventures: A jinnblood might adventure for any of many reasons. Many born on the Prime find that their powers are distrusted, confused with the demonic powers of warlocks, and adventure because they have little place in society. Others adventure out of curiosity. Their powers are a rarity, an inborn connection to one of the four elements which leads them to a kinship with it. To many just trying to find out why this is, what gave them this power, is reason enough to adventure as such knowledge is beyond common men held by those with power, or in places of lost power.

On the Inner Planes, and to a limited extent the Outer Planes, they are more respected and common. Where a Prime Material jinnblood may adventure to find out why they have this power, planar jinnblood often feel they already know. Many take to adventuring out of a sense of pride, they have been gifted this great power and it would be a shame to squander it in a life that is merely ordinary. Others adventure because even on the planes they feel out of place in mortal society, more at home in the wilds of the Elemental Planes, and with a burning desire to unlock the tightly guarded secrets of these worlds.

Characteristics: A jinnblood wields the powers of the elements themselves, channeling them into magical effects. At their most basic a jinnblood is a ranged combatant, relying on their elemental blast to either weaken or kill enemies. Their invocations provide a variety of boons allowing them a mixture of defensive abilities, fogs and walls which serve to reshape the battlefield, and various utility powers. A jinnblood’s abilities makes them well suited to traversing hostile environments, such as those found on the Inner Planes.

Alignment: Jinnbloods show no strong tendencies towards any alignment. Earth jinnbloods show a leaning towards the lawful alignments, while air and fire jinnbloods are more commonly chaotic. Fire jinnbloods are also polarized between moral alignment, being most commonly passionately good or evil, meanwhile air blooded are usually unconcerned with good or evil. Earth blooded show no strong leaning towards good, evil, or even neutrality in the moral sense, and water blooded reflect their race’s alignment spread fairly evenly.

On the Inner Planes this changes somewhat, as many jinnbloods find themselves aligning with one of the Archomentals. As such jinnbloods on the Inner Planes are more commonly divided between good and evil.

Religion: Many jinnbloods turn to gods with a strong tie to one or more of the elements, especially the one corresponding to their path. Others worship gods of nature as a whole, or travel, while still others forgo gods altogether stitching together a somewhat animistic worship of the elements directly. On the Inner Planes, and on Prime Material Planes where they are well known, many jinnbloods worship the Archomental Princes and Princesses of Elemental Good and Evil.

Background: The power of a jinnblood typically comes naturally. The common theory is that they have traces of genie descent and in some sort of genetic throwback they redevelop these powers which connects them to the elements. Others are descended from other elemental creatures, or are elemental creatures themselves. Rarer are the jinnblood who are the children of elementally dedicated priests and druids who manifest naturally some of the magical powers of their parents. Other jinnbloods have an almost inexplicable connection to the elements the source of which is varied, sometimes it is a matter of the place they were born some leaking of elemental essence into the plane, other times it could simply be fate. It is said that jinnbloods are born not made, but this simple phrase may be wrong. Stories tell of monasteries on the Inner Planes, and a few Primes, were sages teach a creature to harmonize with the elemental powers within them opening themselves to act as a conduit to the raw power of the elemental planes.

Races: Among the common races jinnbloods show up most commonly in cultures that deal heavily with denizens of the Inner Planes or with strong elemental connections. As such humans, and some elven civilizations, sometimes count jinnbloods among their numbers, but it is in dwarves and gnomes that jinnbloods specifically earth blooded ones are most common. Outside of the common races, earth blooded duergar outnumber their hill and mountain dwarf counterparts several times over due to the duergars’ close dealings with the dao.

Among the planes, genasi are very likely to be jinnbloods, not surprising as they are often half genie and it is basically assumed that those who do not manifest it naturally could do so with some training. Mephits contend with genasi for the most common members of the class, though, and many of the planes’ mephit dukes are jinnbloods of some power. Mephlings are less likely to become jinnbloods than their mephit forefathers. Elementals and paraelementals count a few jinnbloods among their numbers, but for one of their number to become a jinnblood seems to be an act of dedicated practice and study that few perform. Genies count relatively few jinnbloods among them, save for the jann who are almost as likely to become a jinnblood as a mephit or genasi. Among the Outer Planar races jinnbloods are rare, a few fiends and celestials with elemental connections manifest these powers and some of their planetouched children, but it is extremely rare for a jinnblood to be counted among the githzerai, neraphim, bariurs, or rogue modrons.

Other Classes: Jinnbloods get along well with druids, their natural connection to the elements giving them a common ground. The same holds true with elemental clerics. They typically know the value of a rogue’s ability to get around, and the usefulness of a frontline combatant to keep enemies away. Jinnbloods are often more accepting of a warlock than most, knowing the hatred that common people often feel for those with a hint of demonic power, but despite their similar powers they feel little true connection with those whose power source is actually so fundamentally different. They respect the power of sorcerers and wizards, but typically get along better with the former who share their innate power tempered by limited learning than with wizards who all too often would study them as a curiosity instead of interact with them as a person.

Role: A jinnblood serves as a ranged combatant dealing out a moderate amount of damage coupled with the potential to debuff opponents. Depending upon a jinnblood’s invocations they can have a variety of debuffing elemental blasts, fogs and walls to shape the battlefield, defensive powers, or even a few buffs usable to augment the power of allies. Between their ability to gain any movement mode, given sufficient levels, various extra senses, increased speed and invisibility a jinnblood can make a decent scout. Their allied buffs, though, are limited and they cannot fulfill the role of a primary buff specialist like a true caster or a bard.

Adaptation: A jinnblood could be divorced from genies entirely, simply drawing their powers from the elements. They could be the priests of a special religious order, or if their invocations were made arcane like a warlock’s and they were given the ability to ignore spell failure for light armor an order of elementalist mages. Remove their first level invocation, give them a monk’s unarmed strike, Wind’s Grace, remove the 30-ft range on their Elemental Blast and make it instead channeled through an unarmed strike or melee touch attack and you can easily turn them into elemental monks.

GAME RULE INFORMATION
JINNBLOODS have the following game statistics.
Abilities: A jinnblood’s Wisdom determines how hard it is to resist their debuffing effects, or any other effects of their invocations. Their Dexterity determines their accuracy, most important at low levels, and adds to their armor class. Constitution serves to increase Fortitude saves and hp allowing them to survive if an enemy does manage to get into melee with them. Intelligence and Charisma are important for various skills and abilities. Strength is their least important ability.
Alignment: Any.
Hit Die: d8
Starting Age: As barbarian/simple.
Starting Gold: 4d4x10 (100 GP).

Jinnblood


Level
BAB
Fort
Ref
Will
Special
Invocations


1st
+0
+0
+0
+2
Elemental Blast 1d6, Least Invocations, Path of the Elements
1


2nd
+1
+0
+0
+3
Detect Elementals
2


3rd
+2
+1
+1
+3
Elemental Blast 2d6, Blast Invocation (Least)
2


4th
+3
+1
+1
+4
Planar Knowledge
3


5th
+3
+1
+1
+4
Elemental Blast 3d6, Second Step
3


6th
+4
+2
+2
+5
Lesser Invocations
4


7th
+5
+2
+2
+5
Elemental Blast 4d6, Elemental Diplomat
5


8th
+6/+1
+2
+2
+6
Blast Invocation (Lesser), Focused Blast
5


9th
+6/+1
+3
+3
+6
Elemental Blast 5d6, Alter the Flow (Least)
6


10th
+7/+2
+3
+3
+7
Third Step
6


11th
+8/+3
+3
+3
+7
Elemental Blast 6d6, Greater Invocations
7


12th
+9/+4
+4
+4
+8
Elemental Adaptation
8


13th
+9/+4
+4
+4
+8
Elemental Blast 7d6, Blast Invocation (Greater)
8


14th
+10/+5
+4
+4
+9
Focused Blast (Area), Alter the Flow (Lesser)
9


15th
+11/+6/+1
+5
+5
+9
Elemental Blast 8d6, Fourth Step
9


16th
+12/+7/+2
+5
+5
+10
Primal Invocations, Focused Blast (Greater)
10


17th
+12/+7/+2
+5
+5
+10
Elemental Blast 9d6, Elemental Immutability
11


18th
+13/+8/+3
+6
+6
+11
Blast Invocation (Primal)
11


19th
+14/+9/+4
+6
+6
+11
Elemental Blast 10d6, Alter the Flow (Greater, Improved)
12


20th
+15/+10/+5
+6
+6
+12
Fifth Step
12



Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.

Weapons and Armor Proficiencies: A jinnblood is proficient in all simple weapons, and in light and medium armor.

Invocations: A jinnblood gains access to invocations similar to those of a warlock or dragonfire adept. Unlike a warlock or dragonfire adept a jinnblood’s invocations are closer to divine magic than arcane and they are considered to have a divine caster level instead of an arcane one for fulfilling prerequisites and never suffer arcane spell failure. A jinnblood uses their Wisdom modifier, instead of their Charisma modifier, for determining the save DCs for their invocations and how hard they are to resist.

In addition certain jinnblood invocations are limited in their use to once per day or once per encounter. A jinnblood may learn such an invocation more than once, doing so gives them an extra use of that invocation for each extra time it is learned.

At 1st level jinnblood can only select Least invocations. At 6th level when they gain access to Lesser invocations. At 11th level they gain access to Greater invocations. At 16th level they gain access to Primal invocations their equivalent of Dark or Draconic invocations.

A jinnblood may take the Infernal Adept feat to gain access to Dragonfire Adept and Warlock invocations, and it may be used by the aforementioned to gain access to jinnblood at-will invocations.

Elemental Blast (Sp): An elemental blast is a ray with a range of 30 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An elemental blast deals 1d6 points of damage at 1st level and increases in power as the jinnblood rises in level. This damage, sometimes called Planar damage, is a composite of Acid, Cold, Electric, Fire, Negative and Positive energy and is only resisted by a creature which resists all these types of damage (living creatures and constructs are considered to be immune to positive energy for this purpose) and it uses the weakest resistance/immunity from among them; vulnerabilities do not apply. It is otherwise identical to a warlock’s eldritch blast.

Elemental Blasts and Eldritch Blasts: If a character possesses both an elemental blast and an eldritch blast they may combine them into a single attack. This attack deals damage equal to the combined damage of their elemental blast and eldritch blast. The range is the lesser of the two attacks (typically the elemental blast’s 30-ft range) and the damage is Planar damage unless an eldritch or elemental essence sets it to another type.

Should a jinnblood gain access to an Eldritch Essence invocation it may be used as an Elemental Essence (the two terms are equivalent) applied to an Elemental Blast, and should a warlock gain access to an Elemental Essence the reverse applies.

An Elemental Blast can be used to qualify for Eldritch Theurge as if it were an Eldritch Blast.

In a gestalt game you may not stack your elemental and eldritch blast damage to obtain damage higher than 1/2 your character level (rounded up) +1 in dice.

Path of the Elements: A jinnblood’s power springs from the elements that form the world. Each jinnblood’s connection to these powers is strongest with regards to a certain element. At first level a jinnblood selects one of the four classical elements (Air, Earth, Fire, or Water), this determines the abilities gained from the Second, Third, Fourth, and Fifth Step abilities and also grants the jinnblood a second good save for their jinnblood levels.

If they select Air or Fire they treat Reflex saves as a good save.

If they select Earth or Water they treat Fortitude saves as a good save.

Detect Elementals (Sp): A jinnblood can detect elemental creatures, whether true elementals, non-elementals with elemental subtypes, and natives to the Inner Planes. This functions as Detect Undead with the following differences:
It detects elementals, creatures with elemental subtypes, and natives to the Inner Planes even if they lack an elemental subtype or the elemental type.
Creatures lacking the elemental type has an aura of one half the normal strength.
During the 2nd round you may also determine which of these auras are associated with a creature with an element subtype matching your Elemental Path.

Blast Invocation: At 3rd level a jinnblood gains a least elemental essence or blast shape invocation if they do not already have one. If you already have a least elemental essence or blast shape invocation you may instead select any least jinnblood invocation.

At 8th level, 13th level, and 18th level a jinnblood gains another invocation with the same restrictions except that each one is 1 grade higher than the one before it.

Planar Knowledge (Ex): A jinnblood finds that they are able to instinctually grasp information about the Inner Planes from which their powers spring. At 4th level a jinnblood gains a +4 insight bonus on Knowledge (the Planes) checks concerning the Inner Planes and their inhabitants and a +2 insight bonus to Survival checks made on the Inner Planes.

Second Step (Ex): A jinnblood’s deep connection to the elemental powers serves to help protect them from harm. At 5th level a jinnblood gains an ability based on their Elemental Path.

Air: +1 dodge bonus to AC per 5 class levels.
Earth: DR 1/-. This DR increases by 1 for every 5 class levels beyond 5th.
Fire: Once per round when you receive damage you may take a 5-ft step as a free action even if it is not your turn. Beginning at 15th level you may use this ability an additional time per round, but only once per instance of damage. You may not use this ability in response to damage caused by entering a square.
Water: You gain 2 temp hp at the start of every round (these do not stack with other temporary hp or themselves) +2 temp hp for every 5 class levels beyond 5th you obtain. At 8th level you gain Uncanny Dodge. This becomes Improved Uncanny Dodge once you obtain 13th level.

Elemental Diplomat (Su): Jinnblood’s often find themselves as go-betweens for various elemental beings, and find that their resonance with the elemental powers lend their words carry a preternatural weight. Beginning at 7th level a jinnblood gains a +3 competence bonus on Charisma checks, Charisma based skill checks, and Sense Motive checks made when dealing with creatures with an elemental subtype matching the jinnblood’s elemental path.

Focused Blast: A jinnblood learns to focus their elemental blast increasing its power. A jinnblood of at least 8th level may spend a full-round action to use their elemental blast with a -3 penalty to hit. If they do so the base damage from the jinnblood’s elemental blast, and any bonus damage from an elemental essence (but not other sources of bonus damage), is doubled. Focused blast may not be used with any blast shape that causes their elemental blast to strike multiple creatures or make multiple attacks. If combined with Empower Spell-like Ability (or similar effect) this gives a 150% increase total to the base damage and bonus damage from elemental essences (and 50% from other sources of bonus due to the Empower effect).

Beginning at 14th level a jinnblood may use their Focused Blast with an elemental blast that affects an area but when doing so the DC of any save for half damage is reduced by 4. They still may not use it with any ability which allows multiple attacks to be made against a single target.

Beginning at 16th level a jinnblood's focused blast now may deal triple the base damage (including damage from elemental essences) instead of double damage but suffers a -6 to hit instead of -3 when used this way. If combined with Empower Spell-like Ability (or similar effect) this gives a 250% increase total to the base damage and bonus damage from elemental essences (and 50% from other sources of bonus due to the Empower effect).

Alter the Flow (Su): As a jinnblood’s connection to their elemental powers deepen so too does their understanding of them. With understanding comes control, and eventually jinnbloods learn to alter the natural flow of their powers allowing them to change how they are manifested. Beginning at 9th level a jinnblood may, once per day, spend 1 hour in meditation to change one Least invocation they have access to as a jinnblood to another jinnblood invocation of the same grade. The sacrificed invocation must be available to use (so it cannot be an expended daily invocation), and it must be an invocation gained through class levels. In addition you must still have at least one blast shape or elemental essence invocation gained through class levels of each grade, and you must retain your Fourth Step invocation. Using this ability ends any currently active instances of the invocation that was lost.

Levels in a class which advance jinnblood invocations stack with jinnblood levels to gain access to Alter the Flow and its improvements.

At 14th level a jinnblood using this ability may change one Least or Lesser invocation under the same restrictions that apply above.

At 19th level a jinnblood using this ability may change one Least, one Lesser, and one Greater invocation (they may choose to only change one or two invocations, they do not have to change one of each grade) under the same restrictions that apply above. In addition activating this ability now only requires 10 minutes.

Third Step (Ex): A jinnblood grows ever closer to their elemental power source. Beginning at 10th level a jinnblood gains either Evasion or Mettle depending upon their elemental path. If they selected the Air or Fire path they gain Evasion, and if they selected the Earth or Water path they gain Mettle.

Elemental Adaptation (Ex): A jinnblood is at home amongst the elements, moving through the Inner Planes with safety even without a need for magical protection. Beginning at 12th level a jinnblood is continuously affected as if by the Avoid Planar EffectsSpC spell.

Fourth Step: A jinnblood’s mastery of their elemental nature continues to deepen manifesting in the form of an additional invocation. At 15th level a jinnblood gains an invocation based on their choice of elemental path, if they already have this invocation they may select a different greater jinnblood invocation in its place.

Air: Shield of Winds

Earth: Earth Glide

Fire: Blazing Blast

Water: Water Step

Elemental Immutability (Ex): A jinnblood elemental connection grounds them, tying their form to the world. Beginning at 17th level a jinnblood is immune to any effect which would alter their physical form (polymorph, disintegration, petrification, most Transmutation effects) and allows a save. A jinnblood may still choose to allow the effect to affect him, but they are no longer considered willing for such effects while unconscious.

Fifth Step (Ex): A jinnblood’s growing closeness to the elemental powers leads them to eventually transcend their natural form entirely. At 20th level a jinnblood’s type changes to Elemental and they gain the subtype matching their Elemental Path. They gain all traits associated with that subtype and the elemental type including immunity to stunning, critical hits, poison, etc, but may still be resurrected normally. In addition this transformation permanently halts a jinnblood’s aging (any previous penalties or bonuses still apply but they will not accrue new ones) and they no longer have a maximum age.

The jinnblood also gains the ability to move between the elemental planes and the Prime Material Plane gaining the ability to use Plane Shift as a spell-like ability at-will on themselves only. They may only use this ability to move to the Prime Material Plane or the Inner Plane matching their Elemental Path and, if the old 2nd edition cosmology is used, any paraelemental or quasielemental plane bordering it. When this ability is use to travel to their corresponding Inner Plane (but not its neighboring planes) this ability does not suffer from the inaccuracy normally inherent in Plane Shift.

Alternate Class Feature: The Qorrashi Born:
Some jinnbloods draw their power primarily from the Paraelemental Plane of Ice, hypothetically due to descent from the qorrashi or ice genies (Frostburn page 131). These jinnbloods replace their Elemental Path and abilities which build off of it. This is close to a 5th elemental path but different enough to be listed separately. They also require the use of a non-standard cosmology (for 3.X, normal for 2e and earlier) with either the paraelemental planes or the Elemental Plane of Cold.

Changes

Level 1: Elemental Path is replaced with Path of Ice; this grants you a good Fortitude save (just as selecting Earth or Water does).

Level 5: A Qorrashi Born still gains the Second Step as normal but gain the extraordinary ability to hide without cover or concealment as long as they are in an area with ice or snow not of their own creation. At Lv 10 this ability lets them do so even if they are being observed.

Level 7: A qorrashi born replaces Elemental Diplomat with Tongue of Ice. This ability functions the same but applies whenever dealing with creatures of the Cold subtype.

Level 10: A qorrashi born's Third Step grants them Mettle.

Level 15: A qorrashi born's Fourth Step grants them the Frigid Gaze invocation.

Level 20: A qorrashi born's Fifth Step gives them the Cold and Air subtypes and they may move to the paraelemental Plane of Ice as well as both the Elemental Planes of Water and Air but may not go to any quasielemental planes with this ability.

Alternate Class Feature: Jannblooded

Jannblooded:
Like qorrashi blooded this alternate class feature changes your elemental path feature and abilities which build off of it. Where the qorrashi blooded represents an affinity for a paraelement, the jannblooded is a jinnblood whose elemental affinity truly is equal amongst all four elements.

The following abilities are affected/changed:

Elemental Path: Your Fort and Reflex saves are both poor, but you gain a +1 untyped bonus to them both, increasing to +2 at Lv 10, and +3 at Lv 20.

2nd Step: 1/day per 5 class levels you may, as an immediate action, gain a +10 sacred (if good or neutral) or profane (if evil) bonus to your AC against an attack after you know whether it would normally hit your AC.

Elemental Diplomat: Replace this ability with Transelemental Diplomat granting a +2 on all the same checks but applying to any creature with an elemental subtype.

3rd Step: A jannblood does not get either Mettle or Evasion, instead they gain the ability to 3/day re-roll a saving throw as a free action usable outside of their turn. They must accept the new roll even if it is worse than the initial roll.

4th Step: You gain the Gas Shape invocation.

5th Step: You gain all four elemental subtypes and may travel to any of the four elemental planes, but do not gain full accuracy with any of them.
[/QUOTE]

Zaydos
2013-11-04, 10:08 PM
Jinnblood Invocations:

Jinnblood invocations function like warlock invocations, except they are divine in nature as opposed to arcane. In addition they are further divided including some invocations that can only be used once per encounter (or per 3 minutes out of combat) or once per day. A jinnblood’s invocations come from an elemental, as opposed to fiendish or fey source, and as such while some jinnblood invocations are mechanically identical to warlock invocations these often have different visual effects, for example a jinnblood’s Fell Flight is more likely to be represented with a wind lifting them up, or a cloak of mist, smoke, or storm clouds than one of shadows.

A jinnblood’s elemental essences work like warlock eldritch essences and the two terms are functionally identical. An encounter or daily elemental essence applied to an elemental blast along with an effect (such as Eldritch Glaive or Elemental Tri-Shot) which allows for multiple attacks only applies any extra damage due to the elemental essence to the first attack.

Invocation List (divided by uses, grade, and type)
At-Will
Least At-Will Invocations
Elemental Essences:
Acidic Blast: Elemental blast deals acid damage, reduces the targets Armor Class.
Dusk Blast: Your elemental blast becomes shadow stuff, dealing subdual damage and weakening them.
Shocking Blast: Bolt of electricity causes electric surges through target which temporarily reduce its mobility (functionally entangling them).

Blast Shapes:
Elemental Spear: As the Eldritch Spear warlock invocation.
Hideous Blow: As the warlock invocation of the same name.
Elemental Lance: Use Elemental Blast to make a melee touch attack.

Other:
Breath of the Night: As the warlock invocation of the same name.
Caress of Frost: Cover an area in ice making it more difficult to move through.
Child of the Waves: Gain swim speed and the ability to breathe water.
Cloak of Radiance: You are surrounded by light like that of a daylight spell.
Cradle of the Winds: Winds slow your falls, acting as a feather fall spell and increasing jump distances.
Earth Ear: Gain tremorsense.
Earthen Grasp: As the warlock invocation of the same name.
Endure Exposure: As dragonfire adept invocation of the same name.
Fogsight: See further through fogs and clouds, gaining low-light vision and darkvision.
Jann’s Tongue: Speak all languages, gain bonus to diplomacy and gather information.
Roots of the Earth: You become harder to knock down, or bull rush.
See the Unseen: As the warlock invocation of the same name.
Scalding Gust: As dragonfire adept invocation of the same name.
Spiderwalk: As the warlock invocation of the same name.
Step of Flames and Wind: Your land speed increases.
Stony Hide: Your skin becomes rough and rock-like its new hardness raising your natural armor.
Voidborn: No need to breathe, eat, or sleep.
Voidpull: Pull all creatures and objects within 60-ft of you closer.
Waste Walker: You resist acid, diseases, and poisons.
Whisper of the Wind: Send message long distance across the wind.
Wind’s Grace: Gain insight bonus to AC when unarmored and not carrying a shield.
Worldwalker's Step: Ignore difficult terrain.

Lesser At-Will Invocations:
Elemental Essences:
Anchoring Blast: Elemental blast prevents planar travel.
Brimstone Blast: As the warlock invocation of the same name.
Desiccating Blast: Elemental blast deals desiccating damage, exhausts target.
Deluge Blast: Elemental blast knocks target prone.
Earthbinding Blast: Elemental blast forces flying creature to the ground.
Hellrime Blast: As the warlock invocation of the same name.
Radiant Blast: Elemental blast deals fire damage, blinds target.
Slowing Blast: Elemental blast slows target.

Blast Shapes:
Elemental Chain: As warlock invocation Eldritch Chain.
Elemental Spray: Fire fills a 15-ft by 15-ft triangle in front of you.

Other:
Claws of Mist: Claws of solidified mist rend and grapple foes.
Cloak of Smoke: Smoke surrounds you duplicating the effects of a Blur spell.
Cloud of Ash: Cloud obscures vision, freezes and fatigues those within.
Elemental Charm: As the warlock invocation Charm but only affects elemental creatures.
Elemental Resistance: Gain resistance to one energy type or one of the varieties of damage dealt commonly by hazards in the Inner Planes.
Fell Flight: As the warlock invocation of the same name.
Flame’s Cloak: Fires surround you protecting you from cold and burning your attackers.
Icy Wind: Gust of Wind deals Dexterity damage and can freeze targets solid.
Naiad’s Gift: Grants target a swim speed and the ability to breathe water.
Storm Sprint: Rush across the battlefield as a bolt of lightning.
Stony Grasp: As the warlock invocation of the same name.
Voidsense: As the warlock invocation of the same name.
Walk Unseen: As the warlock invocation of the same name.
Water is Formless: Become partially amorphous and able to reshape your body to slip through cracks or disguise yourself.
Zephyr’s Freedom: Duplicate effects of Freedom of Movement and gain bonus against attacks of opportunity.

Greater At-Will Invocations
Elemental Essences:
Blazing Blast: Elemental blast deals fire damage and dazes targets.
Invigorating Blast: Elemental blast charges targets with life.
Noxious Blast: As the warlock invocation of the same name.
Stony Blast: Elemental blast takes form of spiked rocks which push foes and ignore spell resistance.

Blast Shapes:
Elemental Burst: Elemental blast fills a 10-ft radius burst within 100-ft.
Elemental Cone: As the warlock invocation Eldritch Cone.
Elemental Line: As the warlock invocation Eldritch Line (Dragon Magic).
Elemental Quake: Elemental blast travels through the ground to strike targets.

Other:
Armor of Life: Deathward grants limited protection to nearby allies.
Chilling Fog: As the dragonfire invocation of the same name.
Control Weather: As the spell but 24 hour duration and no hurricanes or tornados.
Earth Glide: Move through stone and earth like an earth elemental, see a short distance through rock.
Elemental Horde: Summon an elementite swarm.
Elemental Warding: Resist all energy types and most common damage in the Inner Planes.
Frigid Gaze: Gain a gaze attack that deals cold damage.
Gas Form: As Gas Shape but may continue to use your elemental blast despite its somatic component.
Illusory Creation: Persistent Image is harder to disbelieve and slightly real.
Lightning Wisp: Summon a ball of lightning that floats around you striking your enemies.
Oozy Bulwark: Wall of ooze hinders movement, deals acid damage to those passing through.
Planar Seal: Inhibit teleportation and planar travel effects nearby, including summoning.
Rocky Rampart: As Wall of Stone but grants minor DR to similarly aligned creatures atop it.
Shield of Winds: Winds deflect ranged attacks and rays.
Voice of the Elements: Speak to stones, flames, and water.
Voidsight, Greater: Gain blindsight out to 60-ft.
Wall of Perilous Flame: As warlock invocation of the same name.
Water Step: Teleport between bodies of water, as Greater Teleport with a range limit.
Winds of Dust: Aura slowly disintegrates nearby creatures.

Primal At-Will Invocations:
Elemental Essences:
Overcharged Blast: Blast takes 1 round to fire but deals significantly more damage.
Overwhelming Blast: Causes target to cower for 1 round.
Utterdark Blast: As warlock invocation of the same name.
Varell Blast: Elemental blast overcomes regeneration and hinders resurrection, but cannot hurt incorporeal creatures.

Blast Shapes:
Elemental Artillery: Elemental blast has range of effect and sight.
Elemental Burst, Greater: Elemental blast is a 20-ft radius burst within 600-ft.

Other:
Energy Immunity: As dragonfire adept invocation of the same name.
Instill Vulnerability: As dragonfire adept invocation of the same name.
Maelstrom Warp: Move action teleports Wisdom bonus worth of creatures within 30-ft of you.
Planar Void: Banish target to a random plane.
Pyre of Fantasy: Greater Dispel Magic burns target based on amount of spells dispelled.
Walker through Doorways: Ethereal Jaunt may attack between planes. Does Strength burn when used.

Encounter
Least Encounter Invocations:
Elemental Essences:
Potent Blast: Elemental Blast deals more damage.

Blast Shapes:
Elemental Hunter: Your elemental blast hits unerringly.

Other:
Fire’s Swiftness: Swift action grants an ally Haste for 1 round.
Healing Wind: Immediate action prevents damage dealt to an ally other than yourself.
Stone’s Touch: Touch reduces targets Dexterity.

Lesser Encounter Invocations:
Elemental Essence:
Thundering Blast: Your elemental blast deals sonic damage and permanently deafens the target.
Oozing Blast: Your elemental blast deals acid damage and nauseates target for 1 round.

Other:
Diamond Flesh: Immediate action gives you damage reduction equal to your caster level.
Last Gasp: You rip the air from the target’s lungs causing them to suffocate.
Wings of Wind: Grants 1 creature per 3 levels the ability to fly for a short period.

Greater Encounter Invocations:
Elemental Essences
Volcanic Blast: Your elemental blast is a bolt of magma dealing more damage and dealing damage again at the start of your next turn.

Blast Shapes
Elemental Storm: Your elemental blast affects a 15-ft radius within 150-ft feet, with the ability select certain squares as unaffected.
Elemental Tri-Shot: You fire 3 Elemental Blasts.

Other:
Bar Death: Delay creature's death for several rounds.
Draining Touch: Your touch deals damage and grants you temporary hit points.
Magmatic Blood: Transform a creature's blood into magma dealing fire damage and Constitution damage.

Primal Encounter Invocations:
Elemental Essences:
Tornado Blast: Your elemental blast knocks creatures flying.

Blast Shape:
Elemental Maelstrom: Your elemental blast hits any number of targets within 150-ft.

Other:
Blaze of Life: Target dies, exploding in a burst of positive energy healing nearby creatures.
Megaflare: Massive burst of flames deals heavy damage and leaves painful burns.
Mistcage: Traps target within a cell made of mist.

Daily Invocations

Least Daily Invocations:
Elemental Essences:
Earthgrasp Blast: Elemental blast deals extra damage and roots target to the ground.

Other:
Create Feast: Creates food and wine for one or more people.
Elemental Companion: Summons an elemental similar to that from Summon Nature’s Ally which serves you for 24 hours or until destroyed.
Reshape Stone: Acts as Stone Shape but affects a larger area.

Lesser Daily Invocations:
Elemental Essences:
Dusty Blast: Elemental blast disintegrates targets.

Other:
Control Size: Cause willing creature to grow or shrink up to two size categories.
Devouring Smog: Fog slows movement and deals damage.
World Walker’s Gate: Open a portal to an Inner Plane or the Prime Material Planes.

Greater Daily Invocations:
Elemental Essences:
Glacial Blast: Elemental blast deals increased cold damage and stuns targets while reducing their Dexterity.

Other:
Bestow Elemental Form: Target becomes an Elemental, gaining abilities based on element.
Jinn Statues: As Permanent Image but if you duplicate yourself you may see through their eyes.
Shining Rebirth: Immediate action, fully heal yourself.
Spirit of the Flames: Allies’ weapons burn with elemental power, dealing extra damage once per round.

Primal Daily Invocations:
Elemental Essence:
Petrifying Blast: Your elemental blast petrifies targets.

Blast Shape:
Elemental Bombardment: Elemental blast strikes a mile radius from 1 mile in the sky.

Other:
Ash Flow: Shapeable ash buries targets and freezes them, creating difficult terrain.
Call Monolith: Summons an elemental monolith to fight for you.
Ice Clone: Create a duplicate that you can control at a distance made out of summoned snow and ice.
Jinn's Wish: Copy a 7th level or lower spell, or undo an effect that can be removed with Wish.
Waves of Death: Waves of negative energy kill multiple targets.

Invocation Descriptions (sorted by usage and grade alphabetically)

At-Will

Least:
Acidic Blast: 2nd Level
Your Elemental Blast deals acid damage and any creature damaged by this blast has their Armor and Natural Armor bonuses to AC both reduced by 2 for 1 round.

Caress of Frost: 1st level
You coat the ground with a covering of ice, making movement across it difficult. You cover a 10-ft square within 30-ft with ice, any creature in this area when you activate this ability must make a Reflex save or fall prone. In addition moving through this area costs double the normal movement cost, any balance or tumble checks are made at -5, and any attempt to double move, withdraw, charge, or run through an area including this ice requires a DC 5 balance check (made at -5), on a failure the creature slips and falls.

The ice created by this ability lasts 1 +1/2 Wisdom bonus (minimum +0) rounds.

Child of the Waves: 2nd Level
Your hands and feet become webbed as gills appear on your throat. You gain a swim speed equal to your land speed and the ability to breathe water. You gain a +8 bonus to swim checks (due to your swim speed). In addition by spending 1 full round you may determine which direction is the nearest surface of the water. This ability lasts for 24 hours.

Cloak of Radiance: 2nd Level
You are surrounded by a nimbus of light equivalent to a daylight spell. This light counters and dispels magical darkness effects as a light effect with a spell level of 2 + 1/5 caster levels, and is countered and dispelled by darkness effects of the same level. This effect lasts 24 hours or until dismissed.

Cradle of the Winds: 1st Level
You are continuously under effects similar to a Feather Fall spell, in addition you gain a +4 competence bonus to Tumble checks and your long jump distance is doubled. This effect lasts 24 hours or until dismissed.

Dusk Blast: 2nd Level
Your elemental blast carries with it the power of twilight, of time passing, and the gentle end to light. Some claim this is the power of the Negative Quasielemental Planes, others claim that this power comes from a trace of Khayal blood. Your Elemental Blast deals untyped subdual damage and any creature struck by it must make a Fortitude save or suffer 2 points of Strength damage.

Earth-ear: 2nd Level
You gain tremorsense 30-ft and the ability to speak Terran. This effect lasts 24 hours or until dismissed.

Elemental Lance: 1st Level
You may use your elemental blast as a melee touch attack, this is treated as a one-handed weapon for the purpose of Power Attack and you may apply your strength bonus (if any) to damage, and your melee reach is increased by 5-ft for the purpose of this attack. Until the start of your next turn you may make attacks of opportunity with your Elemental Blast although the reach increase does not apply for determining your threatened area and these attacks of opportunity do not benefit from Focused Blast or any Elemental Essences.

Fogsight: 1st Level
You gain Low-Light Vision and you may see through fogs, clouds, and mist (magical and otherwise) that would normally obscure vision and grant concealment, though this enhanced vision is limited to a range of 60-ft and any portion of fog/mist/cloud beyond this range obscures your vision normally. This effect lasts 24 hours or until dismissed.

Jann’s Tongue: 2nd Level
You call upon the golden tongues of the jann who, composed of all four elements, are natives to all the Inner Planes and therefore often the diplomats across them. You gain the benefits of a Tongues spell, in addition you gain a +4 insight bonus to Diplomacy and Gather Information checks for 24 hours.

Roots of the Earth: 1st Level
You gain a +4 insight bonus on checks to resist Bull Rush and a +4 insight bonus on saves or check to resist being knocked prone (including trip) as long as you are standing on the ground, and a +6 insight bonus to Balance checks. This effect lasts 24 hours or until dismissed.

Shocking Blast: 2nd Level
Your elemental blast shoots forth as a bolt of lightning which sends shocks through the targets body causing muscle spasms. Your elemental blast deals electric damage instead of planar damage and any creature struck by it must make a Reflex save or be Entangled (add hyperlink to SRD here) for 1 round.

Step of Flames and Winds: 1st Level
Fire quickens your limbs, or wind guides your step, increasing your speed. You gain a +10-ft enhancement to your land speed +10 additional feet per 7 caster levels (to a maximum of +30-ft enhancement at Lv 14). This effect lasts 24 hours or until dismissed.

Stony Hide: 2nd Level
You gain a +2 enhancement bonus to natural armor. This bonus increases by 1 per 4 caster levels. This effect lasts 24 hours or until dismissed.

Voidborn: 2nd Level
You do not need to breathe, eat, or drink for 24 hours.

Voidpull: 2nd Level
All creatures and unattended objects, save those physically attached to the ground, within 60-ft of you are moved 5-ft towards you, assuming that there is an empty square they can move into. Activating this ability is a swift action.

Waste Walker: 2nd Level
You gain acid resistance equal to twice your caster level, and a +5 bonus on saves versus Poison and Disease; at CL 10 this becomes immunity to poison and disease. This effect lasts 24 hours or until dismissed.

Whisper of the Wind: 2nd Level
This functions as the spell Whispering Wind but you may target a creature. If they are further than 1 mile/caster level away the spell fails. If they are less then the wind will seek them out and deliver their message. A creature with a Nondetection spell or a Mindblank spell active cannot be targeted in this way.

Wind’s Grace: 2nd Level
When unarmored, unencumbered, and not carrying a shield you gain an insight bonus to your armor class equal to your Wisdom modifier as the voice of the wind guides your movements. This bonus lasts for 24 hours. This bonus does not stack with a monk’s bonus to AC.

Worldwalker's Step: 2nd level
The jinnborn seems to be in tune with the world around them moving with its flows and not against them, gaining every possible advantage from the terrain and turning it to their aid. While this ability is active you ignore any extra cost in movement due to terrain, both natural and magical, and gain a +4 insight bonus to Balance checks, retain your Dexterity bonus to AC when balancing as if you had 5 ranks in balance, and lastly you never suffer penalties to tumble checks based on terrain. This does not allow you to walk on water, or move through terrain that would normally require a movement speed you do not possess. These benefits last 24 hours.

Lesser:
Anchoring Blast: 4th Level
Any creature struck by your Elemental Blast is affected as if by a Dimensional Anchor spell for 1 round, a successful Will save at -4 negates this effect.

Claws of Mist: 3rd Level
You conjure forth talons made of semi-solid mist. These talons attack 1 creature/3 caster levels making melee touch attacks with a base attack bonus equal to your caster level and using your Wisdom as their Strength. On a hit they deal 1d12 + Caster Level damage and attempt to grapple the target. They have a +8 bonus to grapple and no size modifier. These claws have an AC of 14 + your Wisdom modifier and 2 hp per caster level, and automatically fail all saves but are considered to be mindless and have no constitution modifier. At the beginning of your next turn all claws created by this channel vanish.

Cloak of Smoke: 3rd Level
A second skin of black smoke surrounds you obscuring your exact location. Attacks made against you suffer a 20% miss chance as if from the Blur spell.

Cloud of Ashes: 4th Level
You create a cloud of ash. This functions as a Fog Cloud spell except that creatures entering the cloud or starting their turn within it take 1d6 cold damage per 3 caster levels and must make a Fortitude save or be Fatigued for as long as they are within the cloud and for 1 round + 1 round/8 caster levels thereafter. You may only have one Cloud of Ashes active at a time.

Deluge Blast: 4th Level
Your Elemental Blast includes a torrential force of water. Any creature struck must make a Reflex save or be knocked prone.

Desiccating Blast: 4th Level
Your Elemental Blast deals desiccation damage (see Sandstorm page 15), and all dice are increased to d8s against plants and elemental creatures of the water subtype. Any creature damaged by this blast must make a Fort save or be exhausted for 1 round.

Earthbinding Blast: 4th Level
Any creature struck must make a Reflex save or be unable to fly for 1 round/4 caster levels and take 2 Dexterity damage. A creature knocked to the ground by this effect falls as if under the effect of a feather fall spell.

Elemental Charm: 4th Level
This functions as the warlock’s Charm invocation but only affects creatures of the Elemental type or with the Air, Earth, Fire, or Water subtype. The Will save to resist this effect is increased by 1 and you may use your Wisdom in place of Charisma when dealing with the charmed target or for opposed checks when two charm effects come in conflict.

Elemental Resistance: 3rd Level
Touched target gains acid, cold, electric, fire, or sonic resistance 5 + your caster level. You may instead choose to gain resistance to desiccation damage, damage and healing (but not negative levels or ability damage from) positive or negative energy, or any damage caused by effects which disintegrate the target. You may only have one Elemental Resistance active at a time and activating it again ends the old effect. This effect lasts 24 hours.

Elemental Spray: 4th Level
Your elemental blast fans out from your hands. This creates a line 15-ft wide and 10-ft long, continuing an additional 5-ft at 5-ft width. Any creature in the area may make a Reflex save for half damage.

Flame’s Cloak: 4th Level
Fire surrounds you sheltering you from the cold and harming creatures which strike you in melee. You gain Cold Resistance equal to twice your caster level and any creature striking you in melee suffers 1d6 fire damage +1d6/6 caster levels. This ability lasts 1 round per caster level.

Icy Wind: 3rd Level
You release a powerful gust of wind which slows and freezes enemies. This copies the effects of gust of wind but any creature within the area when the ability is used or entering the area takes 3d4 Dexterity damage as ice freezes across them, freezes their muscles, and even begins to freeze their blood. A creature may make either a Reflex save to negate this damage or a Fortitude save to halve it. A creature immune to cold is immune to Dexterity damage from this effect and any Dexterity damage caused by this effect disappears after 1 minute. A creature that has its Dexterity reduced to 0 by this effect must heal the Dexterity damage normally and is frozen solid, placed into a state of suspended animation for as long as the ice covers them. The ice will not melt until 12 hours have passed (and the jinnblood can reapply the ice if needed) and has a hardness of 10 and 10 hit points per caster level; fire deals full damage to the ice and ignores its hardness. The transparent ice blocks line of effect to the creature within but not line of sight.

Naiad’s Gift: 3rd Level
Touched creature gains a Swim speed equal to their land speed and the ability to breathe water for 10 minutes/caster level; unlike most Channels that can be placed on another target you may have any number of instances of this ability active.

Radiant Blast: 4th Level
Your Elemental Blast deals fire damage. On a successful hit the target must make a Fort save or be Blinded for 1 round.

Storm Sprint: 4th Level
As part of this channel you move up to 5-ft per caster level (as if you had a fly speed with perfect maneuverability). Movement made as part of this channel does not provoke attacks of opportunity and you may freely pass through squares occupied by other creatures. Any creature whose square you enter takes 1d6 electricity damage per 2 caster levels you have (regardless of how many times you enter their square a target only receives damage once); a successful Reflex save halves this damage.

Slowing Blast: 4th Level
Any creature damaged by your Elemental Blast must make a Will save or be Slowed for 1 round.

Water is Formless: 4th Level
Your body becomes ooze-like in consistency. You gain Moderate Fortification (as the armor quality; prevents bonus damage from 50% of critical hits and sneak attack) and may compress your body to fit through gaps and cracks of at least 1/3 an inch in width, this also means you no longer suffer penalties for fighting while squeezing. In addition you may reshape your features (and to an extent body shape) as a standard action at-will, granting you a +10 circumstance bonus to disguise checks. The benefits of this effect last 24 hours.

Zephyr’s Freedom: 4th Level
You are continuously under a Freedom of Movement effect, in addition you may ignore difficult terrain and gain a +4 dodge bonus against attacks of opportunity caused by movement.

Greater:
Armor of Life: 5th Level
You gain the benefits of a Death Ward effect. Allies within 20-ft of you gain a +4 bonus on saves against any effect it provides immunity towards.

Blazing Blast: 6th level
Your Elemental Blast deals fire damage. On a successful hit the target must make a Fort save or be Dazed for 1 round.

Control Weather: 7th level
This functions as the spell, Control Weather but it lasts only 24 hours, and you may not create Hurricane or Tornado force winds. You may only have a number of instances of this effect active at once equal to your Wisdom bonus (minimum of 1).

Earth Glide: 6th Level
You gain Earth Glide with a 24 hour duration, but you must emerge from the rock to make attacks (melee or otherwise) against creatures outside of the rock. In addition you may see through stone and dirt less than 5-ft in thickness, metal less than 1-ft in thickness, and lead less than 1 inch thick.

Elemental Burst: 5th Level
Your elemental blast becomes a 10-ft radius burst centered within 100-ft of you.

Elemental Horde: 5th Level
You summon forth an elementite swarm (Planar Handbook page 114) at a point within close range that you designate. This swarm lasts 24 hours and vanishes if you summon a second swarm, or if the swarm moves further than close range from you, it immediately vanishes. The summoned swarm deals damage as a magic weapon for the purposes of DR and gains a +4 enhancement bonus to Constitution (increasing their hp by 14, Fort save bonus by 2, and distraction and burn save DCs by 2).

Elemental Quake: 5th Level
Your elemental blast may target any number of creatures within 30-ft that are touching the ground, without requiring an attack roll but they are allowed a Fortitude save for half damage; you may target any creature you may sense with tremorsense even if you do not have line of sight to them and/or they have total concealment. The range of this effect is measured through the ground (meaning that if there is a pit in the way then it must go down the pit and back up), and this effect may strike through objects and walls, as long as there is a path through the ground to the enemy. You must be touching the ground to use this invocation.

Elemental Warding: 5th level
You gain resistance to all 5 energy types (acid, cold, electricity, fire and sonic), as well as desiccation damage, damage (but not healing) from positive and negative energy, and damage dealt by disintegration effects. This effect lasts for 24 hours.

Frigid Gaze: 6th level
Your eyes become a conduit of pure frost granting you a gaze attack out to 30-ft. Any creature meeting your gaze must make a Will save or take 1d6 cold damage +1d6/6 caster levels. You may choose to exempt certain creatures within sight as a free action on your turn. The benefits of this invocation last 24 hours.

Gas Form: 5th level
You assume a gaseous form. This functions as the spell Gaseous Form except that you may use your Elemental Blast and any Elemental Essence and Blast Shape Channels (but not other Channels) in this form.

Illusory Creation: 5th level
You create an illusionary image as the spell Persistent Image except that a creature gains no bonus on their save if they are informed it is illusionary. Additionally you may use this spell to create an illusion of a creature on the Summon Monster I-IV or Summon Nature's Ally I-IV list. When used this way you create a partially real illusion of the creature (as Shadow Conjuration but only 10% real) which lacks all of the original's spell-like abilities. You may only have one illusionary creature created through this spell at a time.

Invigorating Blast: 5th level
Your elemental is infused with positive energy. Any creature healed by positive energy is healed by this blast, and any healing that would put them over their maximum hp is gained as temporary hit points, and they gain a +1 morale bonus to attack rolls and all saving throws. The temporary hit points provided by this ability stack with themselves and any creature whose temporary hit points from this ability are greater than their maximum hp explodes in a burst of pure light. The temporary hp and morale bonus from this ability both only last 1 minute. Creatures harmed by positive energy instead take full damage and suffer a -1 penalty to attack rolls and saving throws for 1 minute. No creature may be healed, gain temporary hit points, or gain morale bonuses from this blast used by a single jinnblood more than 3 times per day.

Lightning Wisp: 6th Level
You create a small ball of electricity which moves under its own volition. Once per round this ball of lightning strikes out at a creature within your melee reach moving slightly to touch the target. This is resolved by you making a melee touch attack (as a free action limited once per round) and on a successful attack the target takes half the damage of your (non-focused) elemental blast but it is electricity damage. The lightning wisp is truly merely an extension of yourself but may be damaged separately either by area of effect or being specifically targeted; it is immune to mind-affecting effects, uses your AC and saves, has 3 hp per jinnblood level you possess, but does not benefit from any (improved) evasion or mettle you may possess.

Oozing Bulwark: 5th Level
As Wall of Water except that any creature beginning its turn inside the wall or passing through the wall takes 2d6 + ½ Caster level (max 2d6 + 10) acid damage.

Planar Seal: 6th Level
For 24 hours any attempt to teleport to or within 10-ft of you per caster level, or to travel interdimensionally within this distance requires a Will save or it fails and they receive 1d6 damage per 2 caster levels (max 10d6). Even on a success any creature finds its arrival at its location delayed by 2 round (as per Anticipate TeleportSpC) and they receive the same damage as on a failed save; you are aware of these creatures as per Anticipate TeleportSpC. Each creature affected by the effect must make the Will save to appear (this means that if a Lv 15 wizard teleports into/out of the area with 4 allies it is possible some are stuck behind while others arrive at their destination 1 round later) and receives the damage. In addition any creature summoned or called into the area (by a summoning or calling effect) must make the Will save or fail to appear and even on a success appears 1 round late and receives 10d6 damage. A creature teleporting from within this area to another location within this area only needs to make one save and only suffers from one instance of damage.
You and up to ½ your Wisdom bonus (minimum 0) creatures other than yourself which are within 30-ft of you when you activated this ability are immune to its effects. Any creatures summoned (but not called) by an effect created by you are also unaffected by this ability.

Rocky Rampart: 5th Level
As Wall of Stone but its duration is permanent and creating a new wall destroys your old one. In addition creatures whose alignment matches yours standing on the wall gain DR 2/-.

Shield of Winds: 6th Level
Ranged attacks made against you suffer a penalty equal to half your Wisdom modifier, this penalty is increased by 4 for ranged touch attacks. This effect lasts for 24 hours.

Stony Blast: 6th Level
Your Elemental Blast deals magical bludgeoning and slashing (DR applies as if it were not a spell-like ability) and ignores SR. In addition any creature struck by it must make a Fort save or be pushed 5-ft away from you (as per a bull rush) +5-ft per every 3 points by which they failed their Fortitude save.

Voice of the Elements: 6th level
This functions as the spell Stone Tell but has a casting time of 1 round and allows you to speak with water and fire as well as stone.

Voidsight, Greater: 5th level
You gain Blindsight out to 60-ft for 24 hours.

Water Step: 6th
You may teleport, as Greater Teleport from any body of water that you are in contact with and which you could fully submerge yourself within to any other body of water that you could be fully submerged within and is within 100 miles per caster level.

Winds of Dust: 5th Level
You create a cloud of fine dust which swirls around you. While the cloud is not thick enough to impair vision any creature within 10-ft of you, other than yourself and up to ½ your Wisdom bonus (minimum 0) creatures designated when you activate this ability or re-designated as a standard action, take 1d6 damage/4 caster levels; a successful Fort save (made each time damage would be dealt) negates that instance of damage, despite allowing a Fort save this ability deals damage to creatures without Constitution scores. Any creature reduced to 0 hp by this effect has their body destroyed as per the Disintegrate spell. This effect lasts 24 hours.

Primal:
Elemental Artillery: 8th level
Your elemental blast’s range increases to line of sight.

Elemental Burst, Greater: 8th level
Your elemental blast becomes a 20-ft radius burst centered somewhere within 600-ft.

Maelstrom Warp: 9th level
As a move action you may teleport up to your Wisdom bonus in creatures (minimum 1) within 30-ft of you to any other location within 30-ft of you. You may not place any creature in an occupied square with this ability, nor may you place them on a surface unable to support their weight. This ability lasts for 24 hours.

Planar Void: 7th level
You call upon planar energies to banish a creature from your sight. Target creature within close (25-ft +5-ft/2 caster levels) range must make a Will save. On a failed save the creature is immediately transported to a random plane. Summoned creatures suffer a -8 penalty on this saving throw, and called creatures suffer a -4 penalty.

Pyre of Fantasy: 8th level
This ability functions as a targeted Greater Dispel Magic on one creature within 60-ft, but after all effects are dispelled they burst into red-gold flames taking 2d6 fire damage per spell successfully dispelled and if at least 5 spells were dispelled must make a Fort save or be blinded for 1d4 rounds. This ability may not be used to counterspell.

Overwhelming Blast: 8th level
Your elemental blast is infused with the essence of all the Inner Planes, a sweeping, burning power that overwhelms the very spirits of those struck by it. A creature hit by an elemental blast improved with this invocation must make a Will save or cower for 1 round.

Varell Blast: 8th level
Your elemental blast is infused with the powers of the negative quasielemental planes as they represent the breakdown of reality. Mimicking the effects of Varell crystals, your blast ignores spell resistance but deals magical slashing and piercing damage (damage reduction applies). Your elemental blast deals lethal damage to creatures, regardless of any regeneration they may possess, and any creature slain by your blast is harder to revive. Any attempts to restore a creature killed by a varell blast to life requires a caster level check with a DC of 11 + your Caster Level. Incorporeal creatures are immune to a varell blast.

Walker through Doorways: 8th level
As Ethereal Jaunt except you may use your Elemental Blast to interact with conterminous planes, but doing so makes you semi-present on that plane for 1 round rendering you visible and able to be damaged as if incorporeal. Each time you use this invocation you suffer 2 points of Strength burn, and cannot use this invocation if your Strength is 2 or less.

Zaydos
2013-11-04, 10:09 PM
Invocations Continued
I ran out of space in the first post (just barely for now but there's decent odds of more to come) of them so split it into two.

Encounter

Least:
Elemental Hunter: 2nd level
Your Elemental Blast automatically hits without any need to roll an attack ignoring any cover or concealment less than total.

Fire’s Swiftness: 2nd level
Target creature within 30-ft gains the benefits of a Haste spell until the start of your next turn. Activating this ability is a swift action.

Healing Wind: 2nd level
As an immediate action you may prevent 1d8 + caster level (max 15) that is currently being dealt to an ally other than yourself within 30-ft. This is a positive energy effect and deals damage to undead (even if they are not being dealt damage), but allows a Will save for half.

Potent Blast: 2nd level
Your Elemental Blast deals an additional 1d6 damage this increases by 1d6 per 12 caster levels.

Stone’s Touch: 2nd level
You charge your touch with the weighty power of the earth. On a successful touch attack the target suffers a penalty to its Dexterity equal to 1d6 + your Wisdom modifier for 10 minutes/caster level; this penalty may not reduce a target’s Dexterity to below 1, and multiple applications do not stack.

Lesser:
Diamond Flesh: 4th level
As an immediate action gain damage resistance equal to your caster level penetrated by adamantine until the start of your next turn.

Last Gasp: 4th level
You channel the power of vacuum pulling the air from the target’s lungs. One target within 25-ft +5-ft/2 caster levels must make Fort save or begin to suffocate. During the first round of this effect the target is staggered and cannot speak, but does not fall unconscious (unlike normal suffocation). Afterwards they must make a 2nd Fort save, if they succeed this effect immediately ends, if they fail they are reduced to -1 hp, knocked unconscious, and are dying. On the next round they must make a 3rd Fort save, if they succeed this effect ends (although they remain at -1 hp), if they fail they die.

Oozing Blast: 4th level
Your Elemental Blast deals acid damage and its damage is increased by 1d6. On a successful hit the target must make a Fort save or be Nauseated for 1 round.

Thundering Blast: 4th level
Your Elemental Blast deals Sonic damage and its damage is increased by 1d6. Any creature struck by this effect must make a Fortitude save or be permanently deafened.

Wings of the Wind: 4th level
Up to 1 target/3 caster levels within 30-ft of you gains a fly speed of 60-ft (good) for 1 round/3 caster levels.

Greater:
Bar Death: 6th level
As an immediate action, you fill a target within 30-ft of you with positive energy preventing them from succumbing to death for a time. For 1 round/2 caster levels the target can continue functioning even if killed (due to a death effect, hit point loss, etc) or at negative hit points and any ability damage or burn (but not drain) the target is suffering is temporarily negated. At the end of this effect the target takes the full effects of any abilities delayed by this, dying if they had been affected by a death effect or are still at negative hit points, and all ability damage and burn being reapplied (even that received while this effect was active); if a creature receives an effect which heals damage or ability damage it can still be healed and may potentially prevent death from one of these causes.

Draining Touch: 6th level
Your touch is filled with the draining hunger of the Negative Energy Plane. As part of this channel make a touch attack. If you hit you deal 1d6 damage per caster level and gain that many temporary hit points, these temporary hit points last for 1 minute.

Elemental Storm: 6th level
Your Elemental Blast affects a 15-ft radius within 150-ft. You may designate any number of squares in this area of being unaffected by your Elemental Blast. Creatures in this area may make a Reflex save for half damage.

Magmatic Blood: 6th level
You transmute the blood of a single target within 60-ft to magma. This deals 1d8 fire damage per two caster levels and the target suffers 2d6 Constitution damage, this ability damage is dealt even to creatures immune to fire. The target may make a Fortitude save to half both the fire and Constitution damage.

Volcanic Blast: 6th level
Your Elemental Blast is a blob of viscous lava, which deals an additional 1d6 damage and all damage dealt by your blast is fire damage. In addition at the beginning of your next turn the target takes ½ as much damage as they received from the initial blast.

Primal:
Blaze of Life: 9th level
You channel the power of the Positive Energy plane into your target letting life flow into them overloading them with its pure force. The target must make a Fortitude save, on a success the ability ends immediately. If the target fails their save the target dies, and all living creatures within 60-ft heal 4d8+Caster level hp (or take damage if they are undead). Each creature may make a Will save to halve their healing (or damage for undead). This is a death effect, but creatures of the undead type may be affected despite their non-ability score for Constitution and type based immunity to death effects.

Elemental Maelstrom: 9th level
Your Elemental Blast strikes any number of creatures within 150-ft of you. You may select targets as you desire, and while this does not require an attack roll they are allowed a Reflex save for half.

Megaflare: 8th level
You release a massive burst of flame at a designated location within 400-ft. All creatures in a 40-ft radius burst take 120 damage, but a successful Reflex save halves this damage. A creature that fails their Reflex save is also badly burned suffering a -4 penalty to attack rolls, damage, and ability or skill checks for 1 minute. Creatures that do not feel pain (primarily undead or constructs) or with fire resistance 30 or immunity do not suffer this penalty.

Mistcage: 8th level
This functions as the windowless cell version of Forcecage except that it is just large enough to contain the target creature and can be destroyed with a DC 30 Strength check as full round action, and can be destroyed by damage but has Hardness 15 and 10 hp per caster level. The duration of this effect is 10 minutes per caster level.

Tornado Blast: 9th level
Your elemental blast carries the raw power of an elemental storm sending creatures it strikes flying. Your elemental blast deals an additional 1d6 damage and any creature damaged by your elemental blast must make a Fortitude save at -4 or be sent flying, moving 10-ft away from you per die of damage dealt by your elemental blast before any doubling due to Focused Blast, this movement is halved if the creature successfully saved for half damage (if the blast allowed a save) they also half the distance they are sent. If a creature strikes a solid object they take 1d6 damage per 10-ft of movement remaining from the blast.

If combined with Elemental Bombardment creatures are blasted away from the center of the bombardment effect instead of directly towards the ground.

Daily:

Least:
Create Feast: 3rd level
With a wave of a hand a jinnblood can create a filling meal (including drink) for 1 (medium) creature, plus one creature per 2 caster levels. The food created by this spell can be rich (though not truly exotic) fare of your choice, and can include wines, ales, or other beverages beyond merely water; while these beverages may have a mild alcoholic effect they never cause actual drunkenness. In addition it may include a small dessert. Any creature eating an entire meal of this food gains a +1 morale bonus on saves versus fear and ingested poisons, this bonus increases by 1 for every 5 caster levels and lasts for 1 hour + 1 hour/2 caster levels. A creature also gains half the bonus they gain to saves as a morale bonus to attack and weapon damage rolls for the same duration. Should quality become important any Profession (Cook or Chef) checks made in conjunction with it are made at a +8 circumstance bonus.

Earthgrasp Blast: 3rd level
Your Elemental Blast roots a creature to the ground. Your Elemental Blast deals an additional 1d6 damage +1d6/12 caster levels and any creature touching the ground damaged by it must make a Reflex save or be rooted in place unable to move from their square for 1 round and have any land, climb, and burrow speeds they possess reduced to ½ their normal value for 1 round per 5 caster levels after they are no longer immobilized. On a successful save their land, climb, and burrow speeds are simply reduced to ½ their normal value for 1 round per 5 caster levels (minimum 1).

Elemental Companion: Variable level (spell level is equal to ½ caster level rounded up)
You summon a small elemental, it remains with you until destroyed, banished, 24 hours have passed, or you use this ability again.
At Lv 6 you may instead summon a medium elemental. At Lv 8 you may summon up to a large elemental. At Lv 11 this becomes a huge elemental. At Lv 14 this becomes a greater elemental, and at Lv 18 this becomes an elder elemental.

Reshape Stone: 3rd level
This ability functions as Stone Shape except it may rework 10 cubic feet of stone + 5 cubic feet per caster level.

Lesser:
Control Size: 5th level
Like a jann or an efreet a jinnborn has some control over the size of creatures, both herself and others. Target willing creature (within 60-ft) grows or shrinks two size categories. This functions as an Expansion power augmented to grow two size categories or as a Compression power augmented to shrink two size categories. This ability lasts 1 minute per caster level.

Devouring Smog: 4th level
You conjure a 20-ft radius cloud within 100-ft. The smog acts as a Fog Cloud but movement through the smog is reduced to half rate. In addition the smog deals 1d6 damage +1d6/4 caster levels to any creature entering it or starting their turn within it, other than you, and it attempts to grapple any such creature (using your caster level for its BAB and having a +12 size bonus to the check). The smog can be dispersed by a Gust of Wind spell or similar strength wind but will reform 1 round later. If there are no creatures within the smog it will move 10-ft a round towards the nearest creature other than you at the start of your turn. The smog lasts for 1 round per caster level before vanishing.

Dusty Blast: 5th level
Any creature struck by your Elemental Blast must make a Fortitude save or take an additional damage equal to the damage dealt by your Elemental Blast; all damage from your elemental blast is considered a disintegration effect and not Planar Damage. Any object struck by this blast is disintegrated if it fails its save, this affects a 10-ft cube if it is a single target blast but if it is an area of effect blast it affects any unattended object within the area but they still block line of effect and does not disintegrate any portion that would be outside of the effect or more than 10-ft from the source of effect (whichever results in less disintegration). If this Elemental Essence is used in conjunction with any Blast Shape that causes a blast to strike any number of creatures in an area (such as Eldritch Doom, or Elemental Quake) it has no effect on objects although may still affect Undead and Constructs. If this Elemental Essence is used in conjunction with the Elemental Bombardment blast shape damage from this blast does not carry through objects that were disintegrated (the rules for this Essence’s interaction with cover take precedence).

World Walker’s Gate: 6th level
1 minute to activate. Creates a portal to an Inner Plane of your choice or the Prime which is large enough to allow a creature up to 1 size category larger than you to pass through at a time (though multiple may pass through in a single round); the accuracy of this portal is the same as Plane Shift placing you 5-500 miles away from the intended destination. This portal remains open for 1 round/5 caster levels or until you spend a standard action to dismiss it. Any creature passing through the portal benefits from the effects of Avoid Planar Effects (Spell Compendium page 19) for 10 minutes per caster level.

Greater:
Bestow Elemental Form: 6th level
Touched creature becomes an Elemental with one of the Fire, Water, Earth, or Air subtype. They gain elemental immunities (and any traits of the granted subtype) and the following abilities based on chosen subtype:
Air: Fly speed 60-ft with perfect maneuverability. +4 enhancement bonus to Dexterity.
Earth: Tremorsense 60-ft, and DR 5/-. +4 enhancement bonus to Strength.
Fire: Melee attacks deal an additional 3d6 fire damage. +4 enhancement bonus to Dexterity.
Water: Swim speed 60-ft, the ability to breathe water as easily as air, and DR 5/-. +4 enhancement bonus to Constitution.
These benefits last for 1 hour/caster level.

Glacial Blast: 7th level
Your Elemental Blast deals cold damage instead of planar damage and its damage is increased by 3d6. Any creature damaged by this blast must make a Fortitude save or be stunned for 1 round and take 4 Dexterity damage. On a successful save they still take 4 Dexterity damage.

Jinn Statues: 6th level
You may use Permanent Image as the spell, but if you create an image of yourself you may observe things as if you were at its location by concentrating on it, but while doing so you are blind and deaf in your own body and any special senses do not function from your body but do from the image.

Shining Rebirth: 7th level
As an immediate action you may heal yourself of harmful effects as the Heal spell, but it heals damage equal to your maximum hit and if used when you are being hit by an effect may heal its effects as they are applied (effectively preventing them).

Spirit of the Flames: 7th level
Allies within 60-ft have their weapons ignite with flames which deal half the damage of your Elemental Blast the first time they hit each round. In addition when you use this ability you may use one at-will Elemental Essence that is imbued into their attacks, but its damage is half fire and half whatever it normally would be with that Elemental Essence. This ability lasts up to ½ Class Level rounds, but you must maintain concentration as a swift action and if you are damaged while concentrating on this ability you must make a Concentration check or lose the spell. As this is not actually a use of your Elemental Blast you may not use Focused Blast with this.

Primal:
Ash Flow: 9th level
You conjure forth heavy soot, the final, dead remains of fire once energy and heat have all faded away, covering the battlefield and your enemies with it. You may select up to 300 5-ft cubes to fill with ash, up to 800-ft away, this soot may be created in the air falling to the ground and knocking down creatures in its path. The soot deals no falling damage, but any creature who is touched by the soot (other than yourself) takes 1d8 cold damage per caster level, and a creature whose space is filled to a height equal to the side of one of its bases (5-ft for small/medium, 10-ft for large, 15-ft for huge, 20-ft for gargantuan, 30-ft for colossal). A buried creature can free itself with a DC 20 Strength check as a full-round action, and can be dug free by others (a single creature working alone requires 1 minute to free a trapped creature). A trapped creature is unable to move, and cannot cast spells with somatic components, and any material components must be in hand. A successful Reflex save halves the damage and prevents the burial.
The soot remains for 1 round per caster level causing any square it covers to become difficult terrain and any creature entering it or beginning their turn there to take 1d6+Caster Level cold damage, a creature buried in the ash instead takes 4d6+Caster Level cold damage each round.

Call Monolith: 9th level
You summon forth an elemental monolith which appears with at least one space adjacent to yours. It fights obediently for you, obeying your commands for 1 round/2 caster levels.

Elemental Bombardment: 9th level
Your elemental blast rains from the sky. Your elemental blast hits everything within a 1 mile tall, 1 mile radius cylinder centered on you; a Reflex save halves this damage. This attack strikes from above so being beneath cover can prevent this damage, but it deals damage to objects normally and if it deals enough damage to destroy the cover any remaining damage (if the damage to the object is halved or quartered before hardness subtract its hardness 2 or 4 times respectively and its hp 2 or 4 times) is dealt to anything beneath it.

Ice Clone: 9th level
When you use this ability you conjure snow and ice in the form of a facsimile of yourself. When you create this icy double make a disguise check at +10, any creature dealing with it which makes a Spot check that beats this check notices its snowy composition. You share your senses with this icy duplicate able to sense what is happening around your body and its at all times. In addition you may control the icy duplicate from any distance including interplanar ones. You may only have either body act during a round, and only the body which last acted can take immediate actions (or free actions which may be taken out of turn) and if they take an immediate action it locks them into place as the body to act during the next round. The icy duplicate uses all of your stats but has only 80% of your max hp, and gets a -2 to AC, initiative, and Reflex saves (due to time lag in control), its type is elemental with the air and cold subtypes (in addition to any subtypes you may or may not have), and any limited use abilities used by the duplicate are also considered expended by you. The icy duplicate also duplicates all your gear, but any item removed from it for longer than 6 seconds becomes a puddle of water, and any expenditure of daily, charged, or one use items is reflected in their original counterpart (a consumed potion becomes inert, a consumed scroll becomes simply fancy writing, etc). Effects that you activate on yourself are applied to your ice clone as if cast upon it as well, as are any effects active on you at the time of its creation. Mind-affecting effects are also applied to both you and the ice clone equally. An ice clone lasts 24 hours and cannot be dispelled short of a Mage’s Disjunction or other equivalent effect. You may only have one ice clone at a time and while one is extent attempting to create another one simply destroys the former.

Jinn's Wish: 8th level
You utter a wish bending reality to your will. This functions as a Limited Wish spell but may copy a sorcerer/wizard spell of up to 7th level, or another spell of up to 6th level. In addition you may use this ability to undo an effect that specifies it needs a Wish spell but doing so requires a DC 30 caster level check. On a failure you may not try to remove that effect again for 30 days.

Petrifying Blast: 8th level
Any creature struck by your Elemental Blast must make a Fort save or be petrified (this is an instantaneous effect). In addition even if the target successfully saves against this effect all speeds they have are reduced by 10-ft for 1 round per 2 caster levels.

Waves of Death: 9th level
You bombard enemies with wave after wave of negative energy attempting to extinguish their life force directly. You may target up to 1/2 your Wisdom bonus (minimum 1) creatures within 60-ft of you. Each creature targeted must make a Fortitude save or die. On a successful save they still take 3d6 + Caster Level negative energy damage.

Zaydos
2013-11-04, 10:10 PM
Feats:

All-Traveler
You are particularly adept at invocations involved in movement and maneuverability.
Prerequisites: Balance, Jump, Tumble, or Swim 5 ranks and the ability to use Fell Flight, Naiad's Gift, Gas Form, or Earth-Glide as a jinnblood invocation.
Benefit: You gain 2 invocations from the list below

Child of the Waves
Cradle of the Winds
Spiderwalk
Step of Flames and Wind
Voidborn
Waste Walker
Worldwalker's Step

Special: You may take this feat multiple times selecting 2 new invocations each time.

Daily Invocation Adept:
You are particularly skilled at using a specific daily invocation, allowing you to use it more than once each day.
Prerequisites: Access to Least Invocations, at least 1 daily Invocation that is below your highest grade of Invocation.
Benefits: When you take this feat select 1 daily invocation which you possess which is not your highest grade of Invocation you may use this invocation an additional time each day for each time you have learned that Invocation.
Special: You may take this feat more than once, each time you do so you must select a different invocation.

Daily Invocation Master
You are highly skilled at using daily invocations able to get more uses out of them.
Prerequisites: Access to Primal Invocations, at least 3 daily Invocations, Daily Invocation Adept.
Benefit: You gain an extra daily use of each daily Invocation you possess of the Greater, Least, and/or Lesser grade. In addition choose 1 daily Invocation of any grade you have access to, you gain an extra daily use of it.
Special: You may take this feat more than once, each time you do so you must select a different invocation.

Elemental Binder:
Among the vestiges that lurk at the borders of reality there are many who once had connections to the elements, but none compare to Agares the Truth Betrayed. The dao general was a powerful force on the Inner Planes and even now his essence resurfaces in the hearts and souls of certain individuals giving them a mixture of a jinnblood's ability to manipulate the elements and the ability to evoke and bind the entities which he has joined.
Prerequisites: Ability to bind Agares the Truth Betrayed, ability to use Least Jinnblood invocations.
Benefits: Your jinnblood levels stack with your binder level for the purposes of the Soul Guardian and Pact Augmentation abilities.

Your binder levels stack with your jinnblood levels for determining your jinnblood caster level and the highest grade of invocations you have access to. This may not raise your caster level to higher than your hit dice.
Special: A binder may select this feat as a bonus feat.

Elemental Familiar:
When you summon an elemental companion your connection to it is deeper allowing you to share magical energy back and forth with it.
Prerequisites: Elemental Companion invocation, Knowledge (Arcana) 5 ranks.
Benefits: Your Elemental Companion gains certain familiar abilities as a familiar of a wizard of your related invocation using class's caster level. Specifically they gain the abilities listed in the "Special" column of the familiar table but not the natural armor or Int scores.

In addition you may use your Elemental Companion an extra time each day, but may not use this to have 2 or more creatures summoned with Elemental Companion at the same time. If you have more than 1 creature summoned with Elemental Companion at the same time only the 1st one summoned gains the benefits of this feat (even if it gets dismissed or slain afterwards) although if it dies or is dismissed and you summon another elemental it will benefit from this feat (this feat does not retroactively apply to an already summoned Elemental Companion).

Elemental Performer:
You tap into the ancient musical arts studied by the genies and channel your elemental powers to infuse your music with the power of rock and metal, the passion of fire, the fluidity of water, and the range of air inspiring listeners to greater heights.
Prerequisites: Bardic Music (Inspire Courage), Elemental Blast ability.
Benefits: You Jinnblood levels stack with your Bard levels for determining the bonus granted by your Inspire Courage ability, and number of targets as well as access to Inspire Greatness.

Your Bard levels stack with your Jinnblood levels for determining your Jinnblood caster level, as well as your elemental blast damage and access to Focused Blast. This may not raise your caster level to higher than your hit dice.

In addition by adding a verbal component to your Elemental Blast you may cause it to deal Sonic damage, this counts as applying an Elemental Essence to your blast.

Elemental Priest
While it is possible for an elemental god's jinnblood follower to become an Eldritch Disciple it is a rare and strange thing. Instead most simply learn to interweave their divine connection with the elements and their god.
Prerequisites: Access to the Air, Earth, Fire, or Water domain, equivalent Elemental Path, Elemental Blast dealing 2d6 damage.
Benefits: You may add your jinnblood levels to your cleric level for the purposes of turning or rebuking elemental creatures. You also add half your jinnblood levels to your cleric level for the purposes of determining caster level and spells per day. This may not raise your effective cleric level or your caster level to higher than your hit dice.

You add your cleric level to your jinnblood level to determine your elemental blast damage.

Metallic Chorister:
Your elemental powers bring forth the true glory of the metal of creation, the song of Io that brought forth the Platinum Dragon and his metallic lineage.
Prerequisites: Draconic Hymns (http://www.giantitp.com/forums/showpost.php?p=15317607&postcount=20) class feature, Elemental Path (Earth).
Benefits: Your Jinnblood class levels stack with your Dragon Chorister (http://www.giantitp.com/forums/showpost.php?p=15317607&postcount=20) levels for determining the amount of health you can heal with your healing songs (but not access to new effects) and your effective Chorister level and access to Chords.

Your Dragon Chorister (http://www.giantitp.com/forums/showpost.php?p=15317607&postcount=20) levels stack with your Jinnblood levels for determining your Jinnblood caster level, as well as your elemental blast damage and access to Focused Blast. This may not raise your caster level to higher than your hit dice.

In addition by adding a verbal component to your Elemental Blast you may cause it to deal Sonic damage, this counts as applying an Elemental Essence to your blast.

Sample NPC: Taljoc Assassin of Dust (http://www.giantitp.com/forums/showpost.php?p=15989907&postcount=42)

Zaydos
2013-11-04, 10:11 PM
Prestige Class: The Khayalborn

Not all genies are born of elements, on the plane of shadow dwell the Khayal who exist only as an unhappy shadow of their kin’s elemental connections. Like other genies, though, sometimes they interbreed with mortals and their descendants often manifest magical powers. Some of these are born as warlocks, the blood of the dark jinns manifesting as powers akin to those of demonic lineage, other as jinnbloods a shadow of what elemental connection they might have had manifesting itself within them.

Eventually, though, these Khayalborn invokers develop a deeper connection to the shadows gaining s portion of its magical powers and properties. These powers allow them to access the invocations of the shadows as well as to blend with the darkness around them.

Prerequisites:
Caster Level: 5th +.
Invocations: Ability to use either the Darkness or Dusk Blast invocation.
Eldritch or Elemental Blast: At least 3d6.
Skills: Bluff 8 ranks, Hide 4 ranks, Move Silently 4 ranks.

{table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting

1st|+0|+0|+2|+2|Deeper Darkvision, Bonus Invocation (Darkness or Dusk Blast)|+1 Level Invocation using class

2nd|+1|+0|+3|+3|Ray Sneak Attack +1d6|+1 Level Invocation using class

3rd|+2|+1|+3|+3|Shadow Invocation| +1 Level Invocation using class

4th|+3|+1|+4|+4|Focused Blast|+1 Level Invocation using class

5th|+3|+1|+4|+4|Evasion|+1 Level Invocation using class

6th|+4|+2|+5|+5|Hide in Plain Sight|+1 Level Invocation using class

7th|+5|+2|+5|+5|Ray Sneak Attack +2d6|+1 Level Invocation using class

8th|+6/+1|+2|+6|+6|Shadow Invocation| +1 Level Invocation using class

9th|+6/+1|+3|+6|+6|Focused Blast (Area)|+1 Level Invocation using class

10th|+7/+2|+3|+7|+7|Shadow Body, Shadow’s Child|+1 Level Invocation using class[/table]

Class Features:
HD type: d6

Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.

Deeper Darkvision (Ex): You gain darkvision 60-ft if you did not have it already, or your darkvision extends by 30-ft. In addition any darkvision you possess now allows you to see through magical darkness as easily as natural shadows.

Bonus Invocation: You gain either the Darkness invocation (see Complete Arcane), or Dusk Blast invocation (see Jinnblood at-will least invocations) whichever you do not already possess. If you already have both you gain nothing.

Invocations: At each level in Khayalborn your caster level for invocations in one invocation using class you already possessed increases by 1 and you gain new invocations (and access to higher grades of invocation) as if you had gained a level in that class. In addition any eldritch or elemental blast granted by that class is increased as if you had gained a level in it. They may select any Shadow Invocation (see below) as if it was an invocation for their class.

Ray Sneak Attack (Ex): A Khayalborn gains +1d6 Sneak Attack (as the rogue ability) but it may only be used with ranged touch attacks and may be applied at a distance of up to 60-ft. At Lv 7 this bonus becomes +2d6.

Shadow Invocation: At 3rd and 8th level a Khayalborn gains a Shadow Invocation of any grade they have access to.

Focused Blast (Ex): At 4th level a Khayalborn gains the Focused Blast ability (see Jinnblood) if they did not already possess it; if they do they instead gain the ability to use it with area of effect or multitargeted elemental blasts (as a Jinnblood). If they already have the ability to use Focused Blast or would gain it, they instead gain the ability to use their Focused Blast with area of effect or multi-targeted basts as a Lv 14 Jinnblood. If they already have this ability they instead gain the ability to use the times three power focused blast as a 16th level Jinnblood. At 9th level a Khayalborn gains the ability to use their Focused Blast with area of effect or multi-targeted blasts as a Lv 14 Jinnblood. If they already have this ability, or would gain Focused Blast from another sources they instead gain the ability to use the times three power focused blast as a 16th level Jinnblood.

Evasion (Ex): At 5th level a Khayalborn gains Evasion as the rogue ability of the same name. If you already have Evasion from another class, or would gain it, you gain Improved Evasion instead.

Hide in Plain Sight (Su): Beginning at 6th level a Khayalborn may hide as long as they are within 10-ft of a shadow other than their own even if observed and without cover or concealment.

Shadow Body: At 10th level a Khayalborn gains the Shadow Body Invocation.

Shadow Child (Ex): Type changes to Outsider with the Native subtype. You gain the ability to use Plane Shift as a spell-like ability at-will but only to travel to the Plane of Shadow and the Prime Material Plane. When traveling to the Plane of Shadow its accuracy is increased to that of Greater Plane Shift.

Shadow Invocations:
Lesser:

Bolster: 3rd level
You gain temporary hit points equal to your caster level. This ability lasts for 24 hours or until you re-activate it.

Beshadowed Blast: 4th level
As Warlock Invocation.

Flee the Scene: 4th level
As Warlock Invocation

Ebon Curtain: 4th level
Creates a wall up to one 10-ft square per caster level which blocks line of sight. The wall does not have to be a straight line but all squares must connect to no more than 2 others horizontally (the wall may turn but it may not split). Any creature passing through the wall takes 1d6 cold damage per 2 caster levels. Duration: 1 round/caster level. You may only have one Ebon Curtain active at a time. Magical light with a(n effective) spell level of 7 or higher suppress the wall within their radius of bright light.

Shadow Sight: 4th level
This functions as Scrying the spell except no focus is required, all images are received in greyscale as if viewed through darkvision, and any creature which successfully saves against this ability may not be targeted with it by the same caster for 24 hours.

Voice of Shadow: 3rd level
Shadows connect all things in the world. You may communicate with one creature that you are familiar with (has met personally and interacted with for several hours of time) within 1 mile per caster level. They may respond, but every 10 words sent or received requires one standard action on your part. Both you and the target must be within 30-ft of a shadow (not in total darkness, or an area with omnipresent light).

Shadowstep Boots: 3rd level
Your footsteps carry you through the world of shadows as easily as the world of light. While this ability is active you may teleport yourself ½ your land speed as a move action, as long as neither you nor the destination are not in direct sunlight (a daylight spell does not qualify for this purpose). This ability lasts 24 hours.

Greater:

Pierce the Veil: 5th level
This ability functions as the spell True Seeing with a 24 hour duration, but its range is limited to 30-ft.

Shadowsteel Cuirass: 5th level
You forge armor from the shadows themselves, infusing your body with that which does not quite exist. You gain Damage Reduction equal to 1/3rd your caster level for 24 hours.

Faded Fantasy: 6th level
You drain the mystical energies from the world around you leaving magic itself as just a shadow. Anyone other than yourself attempting to cast a spell, or use a spell-like ability, within 30-ft of you must make a Spellcraft check (DC 5 + your caster level + level of attempted spell) or the spell fails. Mysteries, and spells with the darkness descriptor or of the shadow subschool do not suffer this chance of failure and instead gain a +1 bonus to their caster levels.

Enervating Shadows:
As Warlock invocation.

Illusory Creation:
As Jinnblood invocation.

Greater Voidsense:
As Jinnblood invocation.

Planar Seal:
As Jinnblood invocation.

Dark/Primal:

Utterdark Blast:
As Warlock invocation.

Retributive Invisibility:
As Warlock invocation.

Maelstrom Warp:
As Jinnblood invocation.

Shadow-weft Cape: 5th level
Shadows wrap around you in a cape that warps the world. You gain a 20% miss chance against attacks and any spells, spell-like abilities, supernatural abilities, or extraordinary abilities which target you. This ability lasts 24 hours.

Shadow Warp: 7th level
You step from one location to another moving instantly across the world. This functions as Greater Teleport but has a 1 full round casting time. In addition you may choose to not move yourself but teleport any creature you are familiar with (know firsthand and have spent hours in the company of) to yourself; such a creature is allowed a Will save to resist this effect and if they succeed are immune to it for the next 24 hours.

Encounter
Lesser:
Last Gasp:
As Jinnblood invocation.

Shadow Gate: 5th level
As World Walker’s Gate but may only open to the Plane of Shadow or the Prime Material Plane. It is also more accurate arriving 5-100 (5d20) miles away from the targeted location in an area of shadowy illumination (even if only a 5-ft square of it); if there is no shadowy illumination at the area indicated by the roll then it will open in the nearest shadowy area to the randomly designated point.

Midnight Cloak: 4th level
Shadow wraps around you deflecting baleful magic. Activating this invocation is an immediate action, and the next spell or spell-like ability that targets you before the start of your next turn suffers a 50% miss chance (Blind-Fight applies). This ability has no effect against spells that do not target (fireball) or spells that require an attack roll (rays, touch spells).

Greater:
Witching Hour: 7th level
You may activate this ability as a swift action. You step from time into its hollow shadow allowing you a fleeting moment to act during which others are unaware. This functions as Time Stop but with a duration of 1 round.

Draining Touch:
As Jinnblood invocation.

Grasp of Shadows: 6th level
This invocation functions like the spell Hold Monster but each time the target fails its Will save (including the first) they take 3d6 cold damage.

Spell Shadow: 8th level
Copy one spell (or spell-like ability) 7th level or lower that was cast since the end of your last turn. This copy uses your caster level and your Wisdom or Charisma (whichever is higher) to determine any save DC required, and its duration is reduced to 1 round/4 caster levels unless it already has a shorter duration.

Special:
Shadow Body: 8th level; Primal/Dark grade
At-will. You gain the Incorporeal subtype for 1 round/2 caster levels. Each time you activate this ability you suffer 2 points of Strength damage ignoring any immunity or resistance you may have. If your Strength is reduced to 2 or less (ignoring the non-ability while incorporeal) you may no longer activate this ability.

Arcanist
2013-11-04, 10:34 PM
I have no idea why, I read this entire thread in Robin Williams' voice... :smallconfused:

Zaydos
2013-11-04, 10:42 PM
I have no idea why, I read this entire thread in Robin Williams' voice... :smallconfused:

I will stop laughing about this soon... hopefully it's a little hard to breathe.

Blueiji
2013-11-08, 08:46 PM
I haven't been able to read over all of this yet, but it looks awesome. Will definitely be including it in my campaign's list of approved classes.

DMwithoutPC's
2013-11-09, 04:28 PM
This looks very cool, and you gave them so many cool invocations, which makes it even harder to choose! I'd probably end up choosing Extra Invocation every time I get the chance :smallcool:

EDIT:In the text you speak of least Channels, Lesser channels, etc. etc. Aren't these meant to be invocations?

Milo v3
2013-11-09, 10:35 PM
*Sees this thread, reads class*
*Looks at the race I just made, people with Jinn in their blood giving them elemental powers*
*Facepalm*

Zaydos
2013-11-10, 02:37 AM
I haven't been able to read over all of this yet, but it looks awesome. Will definitely be including it in my campaign's list of approved classes.

Thank you :smallbiggrin:


This looks very cool, and you gave them so many cool invocations, which makes it even harder to choose! I'd probably end up choosing Extra Invocation every time I get the chance :smallcool:

EDIT:In the text you speak of least Channels, Lesser channels, etc. etc. Aren't these meant to be invocations?

Thanks you for the compliment and the catch, yeah I was using that in my first draft to give them a greater difference in feel from warlock (and because they have daily/encounter options) and eventually just decided clarity had to win out.


*Sees this thread, reads class*
*Looks at the race I just made, people with Jinn in their blood giving them elemental powers*
*Facepalm*

Hope you'll post the race, always fun to see Inner Planar stuff. Guess it does make naming difficult though.

Milo v3
2013-11-10, 02:56 AM
Hope you'll post the race, always fun to see Inner Planar stuff. Guess it does make naming difficult though.

The race for a completely different system which I'm making, so it might be a while before I post it.

And it doesn't use the D&D cosmology at all, so sadly no Inner Planar stuff.

More on topic though, it's no doubt this class is better than warlock and I specifically like how you made Elemental Blast resistible but not as easily resisted as a standard fire breath etc.

DMwithoutPC's
2013-11-12, 06:07 AM
More on topic though, it's no doubt this class is better than warlock and I specifically like how you made Elemental Blast resistible but not as easily resisted as a standard fire breath etc.

Seconded, but I do wonder... is it possible to be completely immune to all elemental damage?

Also, I don't know that much about inner plane cosmology, but do possitive and negative energy Jinn exist? Because I never heard of them, but the fluff of this class is less logical without them. If they don't exist, should we make them? And what role would they have?

Arcanist
2013-11-12, 06:30 AM
I'm sorry, I've read this class over like a dozen times and I just cannot stop hearing his voice.

Moving on... The class feels like a re-skinned Warlock (obviously) with more support for it than the actual Warlock. This is a wondrous class :smallamused:

razorfloss
2013-11-14, 05:32 PM
thnak you. u just made me able to make korra from avater which i was finding difficult

razorfloss
2013-11-17, 08:34 PM
one last question wahts the saving throw for dusk blast

Zaydos
2013-11-17, 09:51 PM
As it is the equivalent of a 2nd level spell it is a (Fort) DC 12 + Wisdom modifier, or DC 10 + Blast Shape level + Wisdom modifier whichever is higher.

Network
2013-11-17, 10:14 PM
Seconded, but I do wonder... is it possible to be completely immune to all elemental damage?
Yes. The ring of universal energy immunity (http://www.d20srd.org/srd/epic/magicItems/rings.htm#universalEnergyImmunity) can achieve this, if you can afford to buy it.

Other solution : major multiclassing into classes that give energy immunity. Probably not achievable before 40th level or so, though.

Zaydos
2013-11-17, 10:25 PM
Seconded, but I do wonder... is it possible to be completely immune to all elemental damage?

Also, I don't know that much about inner plane cosmology, but do possitive and negative energy Jinn exist? Because I never heard of them, but the fluff of this class is less logical without them. If they don't exist, should we make them? And what role would they have?

A druid, cleric, or wizard can do it with 4 6th level spell slots (7th for wizard) for the Energy Immunity spell (Spell Compendium). This is one reason for the blasts that deal non-elemental damage.

As for the other none as written. This is partially why I tried to phrase the fluff as theories (though the major reason was so that players could use other explanations). As for the last 2 questions... It depends; 2e used the idea that the Positive and Negative Planes were devoid of (native) life with the exception of energons and ravids and some naturally occurring undead, and something about the mystery of these two great planes which nothing that humans can communicate with lives on is interesting. That said there are hints that on the Positive Energy Plane at least there used to be some sapient race which built the towers on the Positive Quasielemental Planes and vanished long enough ago to be forgotten. This gives a possible role to the positive/negative energy genies as the ancient now extinct, or nearly so, races of those planes whose heritage exists in some genie bloodlines due to interbreeding between genie species (or through a few isolated individuals); which could be a neat angle to explore... hmm... ideas.

Werephilosopher
2013-11-20, 08:02 AM
I really like the look of this class. I'm planning on involving elemental powers in my current campaign sometime in the future, maybe I'll get a chance to use this for NPCs. :smallsmile: I just have a few questions.

One of the Greater Encounter Blast Shapes listed is "Elemental Tri-Shot," but I can't find it in the detailed sections. Is it there and I'm just missing it?

Can the Elemental Companion/Familiar be of any kind? As in, can a Jinnblood on the Path of Fire summon water elementals? Can shadow elementals be summoned by non-Khayalborn?

Does the Elemental Familiar feat only benefit one Elemental Companion at all (until it is killed), or can I have a different companion as my "familiar" every day of the week? I think it's supposed to be the latter, but since it's slightly different from the Wiz/Sorc familiar I figured I'd ask.

Can Elemental Blast be used as many times/round as BAB allows? One of my issues with the Warlock (and many other peoples' as well) was that it didn't allow iterative attacks, so I figure it would just be good to clarify.

When a Jinnblood with Evasion from the Third Step of Fire or Air reaches fifth level of Khayalborn, should they get Improved Evasion? I know normally this isn't the case, but it seems to punish taking one of those two Paths.

I really like the different options for multiclassing with Warlock, Cleric, etc. Any chance of making more options, maybe for psionics or incarnum?

A lot of questions, I know. But this is a very nicely done class, and I hope you continue you expand on it. :smallsmile:

Zaydos
2013-11-20, 12:21 PM
I really like the look of this class. I'm planning on involving elemental powers in my current campaign sometime in the future, maybe I'll get a chance to use this for NPCs. :smallsmile: I just have a few questions.

One of the Greater Encounter Blast Shapes listed is "Elemental Tri-Shot," but I can't find it in the detailed sections. Is it there and I'm just missing it?

I took it away when I added x3 Focused Blast because the latter obsoleted it by allowing you to deal triple damage to the target; it was just 3 elementals blasts as a standard action.


Can the Elemental Companion/Familiar be of any kind? As in, can a Jinnblood on the Path of Fire summon water elementals? Can shadow elementals be summoned by non-Khayalborn?

That was the intent, forgot about shadow elementals though,


Does the Elemental Familiar feat only benefit one Elemental Companion at all (until it is killed), or can I have a different companion as my "familiar" every day of the week? I think it's supposed to be the latter, but since it's slightly different from the Wiz/Sorc familiar I figured I'd ask.

If you simply wait till the first familiar is poofed (either dead or dismissed) before summoning one the next one (regardless of type) will be one. It will not retroactively apply to one that is already summoned when the first dies/is dismissed, though.


Can Elemental Blast be used as many times/round as BAB allows? One of my issues with the Warlock (and many other peoples' as well) was that it didn't allow iterative attacks, so I figure it would just be good to clarify.

I gave them focused blast instead which allows for the same damage (x3) which ought to keep them viable in everything but really, really high op (can 1 shot pit fiends 3/day with minimal optimization, I forget how easy it is to 1 shot Balors), since iterative attacks and focused blast couldn't be used together there's no real harm in giving them iterative attacks except possibly in gestalt or with heavy shenanigans but I liked the idea thematically of "ability to overcharge your blast for more damage" over "pew pew pew many beams of death".


When a Jinnblood with Evasion from the Third Step of Fire or Air reaches fifth level of Khayalborn, should they get Improved Evasion? I know normally this isn't the case, but it seems to punish taking one of those two Paths.

Will add the typical PrC Evasion language that upgrades it to Improved Evasion if you already have Evasion, that was an oversight.


I really like the different options for multiclassing with Warlock, Cleric, etc. Any chance of making more options, maybe for psionics or incarnum?

I am not good with incarnum so that one will be tricky, I may add a psionic one either as a feat or a prestige class similar to Eldritch Theurge (if I do I will do my best to make it theoretically compatible with DFA).


A lot of questions, I know. But this is a very nicely done class, and I hope you continue you expand on it. :smallsmile:

I don't mind questions, and thank you.

birbthulhu
2013-11-20, 09:13 PM
On one-shotting a Balor
Eldritch Blast at 20 does 10d6, locked at 60 with Maximize SLA, boosted to 180 with Focused Blast. BoED gives us Purify SLA, kicking 10d6 up to 10d8 against Evil so long as the Jinnblood is good, boosting damage to 240. A good base damage for this at the cost of two feats. At this point there are options.

If the Balor is beside, say, a wall, we have Tornodo Blast, adding 1d6 base, converting to +24 damage, hitting 266. A successful save deals 5d6 damage with immediate impact, averaging 17.5, boosting it to 283.5 through the magic of blunt force trauma. Empower SLA may come into play here, depending on how it interacts with Purify. Interacting independently, it adds another 17.5 damage on average, kicking it up to a relatively reliable 301, exploding a Balor with one shot. If it instead empowers Purify's 10d8, it adds an average of 22.5 damage. Huzzah, an extra 5 points overkill. If the Balor fails its save, however, it takes the average of 10d6, adding another 17.5. However, this is targeting Fort on a Balor. Getting the DC high enough to be reliable is possible, but rather more costly than the 3 feats here.

Alternatively, since you had once indicated it might work, there is Hellfire Warlock. This adds 6d6 base, boosted up to a flat 48 from the two SLA modifiers, kicking us up to 288 from 240. Tornado Blast, with its extra 1d6 converting to +24 damage, now kills it outright with 312 damage. I guess you could Empower it too, if you really wanted to, but at that point you're firmly in the domain of overkill.

There is also Potent Blast, adding at least 2d6, giving an extra 24 over Tornado before impact is considered, but... well, it's listed as +1d6, with another 1d6/12 caster levels. I'm not really sure what to make of that! Per 2 seems a bit silly, since that's just flat out doubling your damage (at which point Potent Focused Maximized is all you need). Clarification may be in order here.

Assuming no Dex penalty, or +1 with Hellfire, we have an attack bonus of 15. The Balor has Touch AC 16. This does not improve. Probability of success is 0.95 at this stage.

SR is more of a problem. We have a base CL of 20 against SR 28, so we fail 7/20 times for success probability of 0.65. We can invest another two feats in Spell Penetration, normal and Greater, to kick it up to 24. While we're at it, there's an Ioun Stone for CL. CL 25, match (and pass) on 3, probability of 0.85. So cumulative 0.8075, I ‪believe.

The Balor is dead with Hellfire, at this point. The Empowered Tornado knock-back route will be less reliable, but there are enough variables involved there that I don't feel like figuring it out. So as it stands, the potential investment to reliably one-shot a Balor is 4 feats (Maximize, Purify, Spell Penetration (x2)), the last three levels of Jinnblood to grab Hellfire, 1 Con damage, and 30,000 GP. With Elemental Artillery, you are now a spot check away from exploding a 3 Balors a day with a touch more than an 80% success rate.

In short, you made me redo all my numbers hacking that one Essence out. Also, please clarify Potent Blast, I have no idea how that's actually supposed to work.

Network
2013-11-21, 04:43 PM
SR is more of a problem. We have a base CL of 20 against SR 28, so we fail 7/20 times for success probability of 0.65. We can invest another two feats in Spell Penetration, normal and Greater, to kick it up to 24. While we're at it, there's an Ioun Stone for CL. CL 25, match (and pass) on 3, probability of 0.85. So cumulative 0.8075, I ‪believe.
Or, you can take the feat from Complete Arcane that lets you take 10 on a CL check to overcome SR. Cumulative 0.95, and you spare a feat.