In arid deserts and fertile river valleys, janni nomads roam, free to mingle with more mundane societies. With their homogeneous mix of all the elements, jann have more in common with creatures of the Material Plane than other genies. Mixed relationships among the jann and their neighbors are more prevalent than one might suspect, although children from these unions are few and far between. These half-jann gain much from their janni heritage, both in appearance and innate power.

Half-jann are most common in human societies that live in desert climates, although elven half-jann are not unheard of. More rare are the dwarven half-jann, coming from dwarven clans buried in the rocky mountains abutting arid savannas. Some halfling and gnome clans are as nomadic as the jann, and these peoples often find it easy to travel together. Of course, half-janni halflings are the inevitable result of prolonged journeys.

Half-jann typically have warm-hued skin with a hint of red or gold.

Creating a Half-Janni

"Half-janni" is an inherited template that can be added to any humanoid creature (referred to hereafter as the "base creature").

A half-janni uses all the base creature's statistics and special abilities except as noted here.

Armor Class: The base creature's natural armor bonus improves by +1.

Special Attacks: A half-janni has all the special attacks of the base creature, plus the following special attacks.

Spell-Like Abilities: 1/day - enlarge person, invisibility, reduce person, speak with animals. Caster level equal to racial HD or 1st-level caster if the base creature lacks racial HD. Save DC equal to 10 + spell level + Charisma modifier.

Special Qualities: A half-janni retains all the special qualities of the base creature and gains the following special qualities.

Planar Jaunt (Sp): Once per day, a half-janni can travel to any elemental plane, the Astral Plane, or the Material Plane as though using planeshift cast by a 13th-level caster. The half-janni and any willing creatures brought along appear at a random location on the destination plane. The half-janni and the creatures brought on the planar jaunt remain on the other plane (or any location on any plane they go to from there) for minute per racial HD of the half-janni (minimum 1 minute). When this duration expires, the half-janni and all creatures on the planar jaunt return to their original positions on their origin plane. An effect that suppresses or dispels planar jaunt sends the half-janni and the creatures brought along back to the exact places from which they left. If the space where a creature on the planar jaunt originated from is occupied upon its return, it appears in the nearest unoccupied space.

Resistance to Fire (Ex): Half-jann have resistance to fire 5.

Abilities: Change from the base creature as follows: Str +2, Dex +2, Int +2, Wis +2.

Feats: Half-jann have Improved Initiative as a bonus feat.

Challenge Rating: Same as the base creature +1.

Level Adjustment: Same as the base creature +3.

Sample half-janni: Half-Janni.

Template Index