This installment of the amazing “In the Company…”-series, my go-to-series for playable monsters, clocks in at a mighty 31 pages, 1 page front cover, 1 page editorial, 1 page SRD, 2 pages of advertisement, 1 page of back cover, leaving us with 25 pages of content, so let’s take a look!
This pdf was moved up in my review-queue as a prioritized review at the request of my patreons.
We begin with a gorgeous image of a letter, representing the correspondence of Pers Veilborn with Qwilion of Questhaven, contextualizing the pdf within the context of the series in an awesome hint of a frame-narrative. Speaking of which – in case you are not familiar with the series, let it be known that you’re in for a treat: The installment thankfully follows in the tradition of the pdfs, as it depicts the introduction to the race herein, at least partially, from the in-character perspective of its members, making the pdf actually nice to read. (So not kidding you – I read a lot of racial pdfs and most are DRY. This is not. This is actually something you want to read.) While the narrator this time around is less opinionated and more laid back and neutral in his descriptions, the sections still deserve being called prose and represent more than just an accumulation of game data.
Beyond the vivid prose, the introduction, the recap of the culture and peculiarities of the genie-mindset serves another crucial task, namely to contextualize and elaborate the very mindset of the race in question. In this instance, it is not any being that narrates this pdf, but the very last lord of the janni – and thus we learn of the proxy wars that have almost undone the equilibrium that our world requires to prosper; and indeed, the lord seems to have closed the pass in a final act of preserving our world; has left agents to help us withstand the elemental onslaught of the genie, if push comes to shove.
The jann are made of the stuff of this plane, yet distinct from it and the origin myth for their race – it is also via this origin myth that the concept of the trapped janni is explained in a metaphysically concise manner that makes sense within the context of the game. Similarly, their behavior and role on both elemental and material planes is elaborated upon and helps picture the race within the realm of the game world’s cosmology. The level of detail we expect extends to the janni and their interactions with adventurers, faith and society, allowing for a pretty detailed starting point for any players electing to play a janni – which is amazing and something that should frankly be standard: Races are more than just an accumulation of dry stats and have so much more potential, need so much more to feel distinct. From all of these to nomenclature, the fluff presented is nice and evocative indeed.
But what about the crunch? Janni receives +2 Dex and Wis, -2 Con, are Medium native outsiders, get low-light vision and choose a dominant element at character creation. Their diversity is represented in an array of racial traits, two of which are chosen at character creation. These sometimes interact with the dominant element chosen and include bonuses to atk and Knowledge versus the efreet, superb adaptation that makes it easier to blend into larger communities, element-dependant bonuses to skills, elemental-dependant caster level bonus, natural armor, darkvision 60 ft., skill-check-bonuses while near large bodies of water and the like – and yes, even RP-based scavenging of other race abilities – though in a limited capacity. The base race, in short, is perfectly balanced and can work in any high- or low-fantasy context without any snags. Big kudos! Also: Age, height and weight table is included in the deal. The favored class options presented include core and APG-races, magus, bloodrager, kineticist and vigilante, tie in well with the race’s themes and do not sport any problems.
All right, that out of the way, let us take a look at the racial archetypes contained herein, the first of which would be the Jann Fury bloodrager, who is locked into either the destined or elemental bloodline, but also gets to choose a jann path from the list available to the jann racial paragon class – said path must correspond to the element chosen or be the true jann path, gaining the listed class skills.
Let’s make a quick detour here to talk about these paths. The racial paragon class chooses one such path at 1st level; these paths each add two class skills to their list and determine the type of points contained in another class feature, the elemental pool: The path of Djinn, for example, adds air empathy points. These elemental paths behave somewhat akin to bloodlines in that they provide a so-called path inheritance at 2nd level and every even level thereafter up until 10th level. To retain the example of the path of the djinn, we begin with +2 to initiative at 2nd, + class level acid resistance at 4th level and 6th level allows for the option to concentrate and remain motionless for 3 rounds – if the character does, he can pinpoint hidden corporeal creatures and may extend this sense even around blockages, provides she could bypass them. 8th level allows for 5-foot-steps in difficult terrain and 10th level provides the limited ability to assume a whirlwind form for a scaling number of rounds per level. You’re no doubt noticing that the abilities actually provide some cool tactical tricks and this indeed extends to the other oaths: Fire damage for AoOs, ignoring limited amounts of fire resistance, vortex form and a combo of bull rush and grapple can be found…oh, and what about bull rushing foes into the earth? The janni choice is the most flexible of them, obvious, but also has the least raw power, with high-level options allowing for prolonged existence on the elemental planes. How? Well, they get to choose their resistance. Pretty cool.
However, the path is further entwines with the racial paragon class – you see, starting at 10th level, the jann paragon may cast plane shift 1/day as a SP and is furthermore considered to be a noble specimen of the respective race. At this point, the chosen path further determines the ability unlocked – which, in this case, would be the ability to assume an alternate form while on the corresponding elemental plane; in some cases, the ability also bestows passive always-on benefits like a swim speed and the ability to breathe underwater. At this halfway point, the benefits of the chosen path also change: From here on out, at 12th level and every 2 additional levels thereafter, the jann gets to choose a so-called noble inheritance from a list provided by the respective path. In short – these behave more like talents. The noble inheritances include the respective energy immunities, select SPs to conform with the noble genies and upgrades, like a better vortex form, but also sport e.g. fire-to-fire teleportation, causing tremors and the like. As a minor complaint – some abilities build upon other noble inheritances or elemental powers and don’t require their prerequisites to take, which can leave an inexperienced player with a dud-choice if they don’t read the pdf properly. That being said, since they are unlocked at 12th level, a player at this point is not inexperienced, hence this gets a pass.
All right, got that all? Great, let’s get back to the jann fury for now. Instead of the bloodline power of 1st level, the jann fury receives an elemental pool with the corresponding affinity and also learns one elemental power from a limited list – more on those concepts later in the racial paragon discussion. 3rd level yields the 2nd level path inheritance of the chosen path, with 7th level providing the 6th level path inheritance and 10th level providing the 8th level path inheritance. Starting at 13th level, the bloodrager receives a noble inheritance, plus an additional one every 3 levels thereafter. This does eliminate blood sanctuary and DR. 4th level yields the 1st level bloodline power and the 4th level path inheritance, but eliminates the 4th level bloodline power. Bloodrage is gained at 4th level and at -3 class levels. 13th level yields the noble janni benefits instead of 13th level’s bloodline spells and 16th level’s bloodline power and 20th level replaces the bloodline capstone with that of the racial paragon class.
The second archetype contained herein would be the primal weaver kineticist. These guys gain the same diluted path ability as the bloodrager archetype, modifying class skill selection. Elemental focus must correspond to the choice made here and at 7th and 15th level, the primary element must be chosen as expanded element. At the lower, even levels that would yield path inheritances, we receive those instead of the utility wild talents. Instead of metakinesis (quicken), the character receives the noble janni ability. 17th level replaces metakinesis (double) with a noble inheritance and 20th level replaces the omnikinesis capstone with that of the racial paragon class. The archetypes, while flavorful and tied in well with the base class, did not absolutely blow me away, so let’s take a look at the racial paragon class now.
The jann class’ framework is powerful: Full BAB-progression, 6 +Int skills per level, d10 HD and good Ref- and Will-saves as well as proficiency with simple and martial weapons…but not with armors or shields. Now, I already mentioned the elemental pool: Gained at 1st level. This pool contains 3 + Class level elemental affinity points. While the jann paragon has at least one elemental affinity point, he can, as a swift action, use detect magic or conjure forth images and shapes from nearby elements…which is a nice, flavorful ability.
Beyond the aforementioned path and its benefits, the class also gains elemental powers – the first is chosen at 1st level and another is unlocked at every 2 levels after 1st. Elemental powers represent active abilities that are supernatural or spell-like abilities, with a save DC equal to 10 + 1/2 class level + Wisdom modifier, if applicable. These abilities require the expenditure of the respective elemental affinity points: In order to use elemental powers that require fire empathy, you need to, obviously, be able to use fire empathy points, with costs ranging from 1 – 3 points. Elemental powers with a cost of 1 point can be activated as a move action, while more costly tricks require a standard action to activate. Thus, the choice of path also influences the choices available here. However, quite a few of the abilities featured in this selection are available for multiple paths, allowing the janni to pay the cost in one of multiple affinities. These choices generally make sense: Control water requires the use of water affinity points, for example, while control weather can be paid for with either air or water affinity points. Beyond the obvious, offensive fire burst and similar options, you’ll also find some unique options – like the ability to control the density of water to keep people afloat or make them sink, so depending on your priorities/build, you can actually provide some unique utility options. At range combat maneuvers via earthen hands or bursts of air also allow the character to engage in some soft battlefield control. Conjuring forth elemental shields or turning into scaling elemental body shapes. Choking others, dealing minor damage or adding a debuff can also provide some hard controlling actions, while creating clouds of elemental energy or mounts allow for further modifications and interesting options – and yes, elemental walls are similarly included, should you require hard battlefield control. Basically, these limited resources allow you to engage in pretty potent tricks, yes, but they do feel balanced within the context of the class. The capstone lets you assume the noble form of the noble janni feature for an indefinite amount of time as well as plane shift at-will.
The pdf also includes 5 feats: +2 elemental pool points, an extra elemental power and a 1/day reroll versus charm, possession, etc. can be found. Another feat yields a kineticist’s basic utility talent of the chosen element and a final feat yields a latent elemental power than that may be used at -4 class levels, a total of 4 – elemental power point costs in an interesting twist on the formula of such feats. Basically, it lets you gain an elemental power sans point costs, but with a hard cap of daily uses.
Editing and formatting are very good, I noticed no significant issues. Layout adheres to Rite Publishing’s nice and easy to read two-column full-color standard and the pdf comes fully bookmarked for your convenience with nested bookmarks and all. The pdf is full of really nice full-color images I haven’t seen before, making it aesthetically pleasing as well.
It’s been too long since I had a book by T.H. Gulliver in my hands and it’s nice to see that some things don’t change: For one, the flavor of the janni-race herein is awesome; and while I wasn’t too blowna way by the racial archetypes, at least they did tie in with the unique options available for the race. The racial paragon class, the heart of this pdf, is flavorful, evocative and fun and has a nice selection of unique tricks that allow you to play it in widely different ways: You could play these guys as dangerous skirmishers, utility warriors, martial battlefield controllers…and so much more. The base chassis looks incredibly strong, but thanks to the structure and nature of the talents, the class plays in a fun, yet not overpowering manner. Oh, and I have seen A LOT of elemental -themed books. To the point where I’m frankly, at least for the most part, very sick of them. This does not hold true here – the class actually manages to cover some new ground in this well-tread field – so yeah, what more can you ask of a pdf? This is a well-presented, well-written, fun way to actually play a genie – well worth 5 stars + seal of approval.
You can get this amazing pdf here on OBS!