Jinn

Homeworld: Raji
Description: Native to Raji, the Jinn were once bound to slavery to other
races in a lifetime of servitude. They have since escaped their prisons
and now willingly serve in the capacity of builders and guards for the
various city-islands of Raji. They are most numerous on Suthnas, where
King Odie welcomed them with open arms.

Stat Potential
Str: average
Agi: average
Dex: average
Con: moderate
Int: good
Wis: good
Per: moderate
Cha: good
Siz: 6'4'
Weight: 58 kg
Metarace: Elemental

Maximum Age: immortal
Dietary Requirements: none
Number of limbs: two
Natural Armor: weak
Natural Weapons: weak
Experience Rate: 102%
Skill Maximum: 80%
Hermetic Spell Maximum: 90%
Spiritual Spell Maximum: 30%
Heartbeat: rapid
Vision: light and ultra light conditions
Hermetic Conjuration Spell Bonus: 5%

Slots: a brow, a head, two eyes, a neck, an amulet, a brooch, a cloak, an
upper torso, two shoulders, two upper arms, two lower arms, two wrists, two
hands, two fingers and a belt.
Advantages: does not need food, enhanced olfactory sense, flight and
mindsight.
Disadvantages: cannot ride mounts, cannot sleep, claustrophobia and
non-flesh being.
Miscellaneous: corpse does not rise and natural terrain: air.
Resistances and Vulnerabilities: Takes 10% more asphyxiation damage.
Immune to: physical diseases

Damage Regeneration: moderate
Mana Regeneration: good
Endurance Regeneration: poor
Emotes: jbrass, jcur, jfloat, jraji and jwish.
Commands: bolt and unmist.
Good Guild Matches: alchemist, bard, mage, merchant and necromancer.
Average Guild Matches: biomancer.
Poor Guild Matches: abjurer, cultist, druid, fallen, fighter, hand,
jomsviking, monk, paladin, psionicist, ranger, sentinel and templar.

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