ジンニーキン Geniekin
出典 Bestiary 2 200ページ
Geniekin are mortals whose ancestry has become entangled with that of genies , causing them to exhibit elemental powers drawn from the Elemental Planes. Though the geniekin found here are all of human descent and have example alignments, geniekin and other planar scions can descend from other ancestries and have any alignment.
Geniekin are mortals whose ancestry has become entangled with that of genies , causing them to exhibit elemental powers drawn from the Elemental Planes. Though the geniekin found here are all of human descent and have example alignments, geniekin and other planar scions can descend from other ancestries and have any alignment.
プレイナー・サイオン Planar Scion
Many immortals dwell upon the other planes of the Great Beyond. Some are benevolent and kindly, like angels. Others are cruel and destructive, like demons. And some flt roles outside of morality, like psychopomps. It’s far from unheard of that mortals and immortals alike become entangled romantically, and the children of such engagements carry a supernatural element in their bloodlines for generations to follow. After the first generation, this otherworldly influence usually lies dormant, but now and then, the influence can manifest strongly in descendants many years later. These inheritors of extraplanar legacies are known collectively as planar scions.
Common Terminology Common Terminology
The term geniekin came into common parlance mostly thanks to tales from Casmaron and, in particular, the Padishah Empire of Kelesh. Many of these folk stories, songs, and other common tales include great figures who have genie parentage. The prominence and legacy of these stories, along with the fact that the most common geniekin are those with genie ancestors, have cemented “geniekin” as a common term for any individual who manifests elemental traits. This is true even when genies are not part of a person's lineage, such as individuals descended from elementals or sorcerers with the elemental bloodline. Scholars have pushed to use the more accurate descriptor of “elemental scion,” but the term has yet to permeate the common lexicon.
Elemental Permutations Elemental Permutations
While other planar scions have lineages that reflect the specific fiends, celestials, or monitors from which their families descend, geniekin lineages are better described as permutations of elemental expression. Elements sometimes manifest in unique and unusual ways within a line of geniekin, regardless of the elemental they descend from. These permutations and their lineages are as follows.
風/Air : fumesoul(miasma sylph), smokesoul(haze sylph), stormsoul (lightning sylph)
地/Earth : dustsoul(soil oread), gemsoul(crystal oread), miresoul (mud oread)
火/Fire : brightsoul(radiant ifrit), cindersoul(ash ifrit), lavasoul (magma ifrit)
水/Water : brinesoul(saltwater undine), mistsoul(vapor undine), rimesoul (frost undine)
風/Air : fumesoul(miasma sylph), smokesoul(haze sylph), stormsoul (lightning sylph)
地/Earth : dustsoul(soil oread), gemsoul(crystal oread), miresoul (mud oread)
火/Fire : brightsoul(radiant ifrit), cindersoul(ash ifrit), lavasoul (magma ifrit)
水/Water : brinesoul(saltwater undine), mistsoul(vapor undine), rimesoul (frost undine)
イフリット Ifrit
Ifrits' blood blazes with elemental fire. Most ifrits are second-class citizens who serve under the iron heel of the efreeti and their Dominion of Flame, but those born outside the efreet hierarchy or who choose to flee it live lives of passion in search of fame, glory, and power.
Ifrits are fond of fire, but this doesn't mean they all embrace fire's destructive nature. Those who seek more productive roles in a society find inspiration in the way flames flit and dance, and they pride themselves in their skills as acrobats or dancers. The church of Sarenrae particularly welcomes ifrit fire dancers, both in appreciation of their skill and to help ensure these ifrits have a safe place apart from their more violent kin.
But by and large, ifrits are drawn to professions and callings that allow them to wallow in the glories of fire. Ifrit pyrochemists apply this calling to alchemical teachings, seeing purity in every single bomb thrown or conflagration lit.
“知識の想起”――人型生物(〈社会〉) : DC 15
一般的な知識 : DC 13
専門知識 : DC 10
Ifrits are fond of fire, but this doesn't mean they all embrace fire's destructive nature. Those who seek more productive roles in a society find inspiration in the way flames flit and dance, and they pride themselves in their skills as acrobats or dancers. The church of Sarenrae particularly welcomes ifrit fire dancers, both in appreciation of their skill and to help ensure these ifrits have a safe place apart from their more violent kin.
But by and large, ifrits are drawn to professions and callings that allow them to wallow in the glories of fire. Ifrit pyrochemists apply this calling to alchemical teachings, seeing purity in every single bomb thrown or conflagration lit.
“知識の想起”――人型生物(〈社会〉) : DC 15
一般的な知識 : DC 13
専門知識 : DC 10
イフリットの火炎科学者 Ifrit Pyrochemist クリーチャー1
LE 中型 イフリット 人間 人型生物
出典 Bestiary 2 200ページ
知覚+3
言語 共通語、火界語
技能 〈威圧〉+4、〈軽業〉+6、〈自然〉+3、〈製作〉+6、〈生存〉+3、〈盗賊〉+6
【筋】±0、【敏】+3、【耐】+2、【知】+3、【判】±0、【魅】+1
Infused Items/Infused Items An ifrit pyrochemist carries the following infused items, which last for 24 hours or until the next time the pyrochemist makes their daily preparations: lesser alchemist's fire(5), lesser elixir of life(2), lesser smokestick.
アイテム 処方書、錬金術師道具、ダガー、火打ち石と打ち金、スタデッド・レザー・アーマー
知覚+3
言語 共通語、火界語
技能 〈威圧〉+4、〈軽業〉+6、〈自然〉+3、〈製作〉+6、〈生存〉+3、〈盗賊〉+6
【筋】±0、【敏】+3、【耐】+2、【知】+3、【判】±0、【魅】+1
Infused Items/Infused Items An ifrit pyrochemist carries the following infused items, which last for 24 hours or until the next time the pyrochemist makes their daily preparations: lesser alchemist's fire(5), lesser elixir of life(2), lesser smokestick.
アイテム 処方書、錬金術師道具、ダガー、火打ち石と打ち金、スタデッド・レザー・アーマー
AC 18;頑健+5、反応+6、意志+3
HP 18;抵抗 [火炎]1
HP 18;抵抗 [火炎]1
移動速度 25フィート
近接 [one-action] ダガー +8[+4/+0](機敏、巧技、投擲:10フィート、多用途:[斬撃])、ダメージ 1d4[刺突]
遠隔 [one-action] 錬金術師の火(下級) +8[+3/-2](射程単位30フィート)、ダメージ 1d8[火炎]、加えて1持続[火炎]ダメージおよび1[火炎]飛散ダメージ
始原生得呪文 DC 16、攻撃+8;キャントリップ (1レベル) プロデュース・フレイム
Quick Bomber/Quick Bomber [one-action] The ifrit pyrochemist draws an alchemical bomb with an Interact action and throws it as a ranged Strike.
近接 [one-action] ダガー +8[+4/+0](機敏、巧技、投擲:10フィート、多用途:[斬撃])、ダメージ 1d4[刺突]
遠隔 [one-action] 錬金術師の火(下級) +8[+3/-2](射程単位30フィート)、ダメージ 1d8[火炎]、加えて1持続[火炎]ダメージおよび1[火炎]飛散ダメージ
始原生得呪文 DC 16、攻撃+8;キャントリップ (1レベル) プロデュース・フレイム
Quick Bomber/Quick Bomber [one-action] The ifrit pyrochemist draws an alchemical bomb with an Interact action and throws it as a ranged Strike.
Undine Undine
Undines are infused with elemental water—the churning power of the briny deep flows through them. These planar scions are often athletic and lithe, but they are easily distracted by auditory sensations because of how much louder and clearer sound rings above the waves.
Undines are perhaps the most settled of all geniekin, often forming communities along the coast or even on the water itself. In the latter case, they prefer to settle in ship-towns that sometimes number dozens of vessels in all shapes and sizes. The undines who fill these communities are similarly diverse, bringing aspects of multiple cultures together to form one whole. Ship-towns are permanent, but fluid—they grow, recede, and migrate constantly as undine families add their ships to or remove them from the flotilla. An undine town like this may remain at sea for years, its residents coming ashore only on rare occasions to collect wood for cookfires or to repair their homes. The paradoxically ever-shifting permanence of these communities reflects the undine virtues of adaptability and freedom, while also maintaining the prime importance of the community.
Undine hydromancers are quite valued on these floating settlements, if only for their ability to create fresh drinking water while adrift on the sea.
“知識の想起”――人型生物(〈社会〉) : DC 15
一般的な知識 : DC 13
専門知識 : DC 10
Undines are perhaps the most settled of all geniekin, often forming communities along the coast or even on the water itself. In the latter case, they prefer to settle in ship-towns that sometimes number dozens of vessels in all shapes and sizes. The undines who fill these communities are similarly diverse, bringing aspects of multiple cultures together to form one whole. Ship-towns are permanent, but fluid—they grow, recede, and migrate constantly as undine families add their ships to or remove them from the flotilla. An undine town like this may remain at sea for years, its residents coming ashore only on rare occasions to collect wood for cookfires or to repair their homes. The paradoxically ever-shifting permanence of these communities reflects the undine virtues of adaptability and freedom, while also maintaining the prime importance of the community.
Undine hydromancers are quite valued on these floating settlements, if only for their ability to create fresh drinking water while adrift on the sea.
“知識の想起”――人型生物(〈社会〉) : DC 15
一般的な知識 : DC 13
専門知識 : DC 10
Undine Hydromancer Undine Hydromancer クリーチャー1
CG 中型 ウンディーネ 水陸両生 人間 人型生物
出典 Bestiary 2 203ページ
知覚+5
言語 水界語、共通語
技能 〈威圧〉+7、〈運動〉+3、〈交渉〉+7、〈自然〉+5、〈生存〉+5、〈秘術〉+3
【筋】±0、【敏】+2、【耐】+1、【知】±0、【判】+2、【魅】+4
アイテム ダガー
知覚+5
言語 水界語、共通語
技能 〈威圧〉+7、〈運動〉+3、〈交渉〉+7、〈自然〉+5、〈生存〉+5、〈秘術〉+3
【筋】±0、【敏】+2、【耐】+1、【知】±0、【判】+2、【魅】+4
アイテム ダガー
AC 16;頑健+4、反応+5、意志+7
HP 15
HP 15
移動速度 25フィート、水泳25フィート
近接 [one-action] ダガー +7[+3/-1](機敏、巧技、多用途:[斬撃])、ダメージ 1d4[刺突]
遠隔 [one-action] ダガー +7[+3/-1](機敏、投擲:10フィート、多用途:[斬撃])、ダメージ 1d4[刺突]
始原任意発動呪文 DC 17、攻撃+9;1レベル クリエイト・ウォーター、ハイドローリック・プッシュ、ヒール;キャントリップ (1レベル) アシッド・スプラッシュ、ディテクト・マジック、ディテクト・マジック、ステイビライズ、タングルフット、ノウ・ディレクション
ソーサラーの血脈呪文 DC 17、攻撃+9、(1焦点化ポイント);1レベル エレメンタル・トス
近接 [one-action] ダガー +7[+3/-1](機敏、巧技、多用途:[斬撃])、ダメージ 1d4[刺突]
遠隔 [one-action] ダガー +7[+3/-1](機敏、投擲:10フィート、多用途:[斬撃])、ダメージ 1d4[刺突]
始原任意発動呪文 DC 17、攻撃+9;1レベル クリエイト・ウォーター、ハイドローリック・プッシュ、ヒール;キャントリップ (1レベル) アシッド・スプラッシュ、ディテクト・マジック、ディテクト・マジック、ステイビライズ、タングルフット、ノウ・ディレクション
ソーサラーの血脈呪文 DC 17、攻撃+9、(1焦点化ポイント);1レベル エレメンタル・トス
シルフ Sylph
Born with elemental gales coursing through their breath, sylphs are wispy planar scions whose bodies seem caught in a perpetual, gentle breeze. Born of unions between mortals and djinn , sylphs are quick-witted and creative, but they are prone to flights of fancy and tend to be easily distracted.
Sylphs are notorious for their practice of “listening to the wind,” which most others dismiss as a fancy name for eavesdropping. Yet this custom means much more to sylphs, who spend hours listening to the stories brought to them on the proverbial breeze. While some less scrupulous sylphs may use the information they learn to blackmail or abuse others, most of them see listening to the wind as their way of staying connected to the world around them while still keeping it comfortably at arm's length. Certainly the typical sylph sneak doesn't seek to use what they learn for ill, but instead tries to warn others of dangers yet unrealized or to prepare themself for a dangerous task.
“知識の想起”――人型生物(〈社会〉) : DC 15
一般的な知識 : DC 13
専門知識 : DC 10
Sylphs are notorious for their practice of “listening to the wind,” which most others dismiss as a fancy name for eavesdropping. Yet this custom means much more to sylphs, who spend hours listening to the stories brought to them on the proverbial breeze. While some less scrupulous sylphs may use the information they learn to blackmail or abuse others, most of them see listening to the wind as their way of staying connected to the world around them while still keeping it comfortably at arm's length. Certainly the typical sylph sneak doesn't seek to use what they learn for ill, but instead tries to warn others of dangers yet unrealized or to prepare themself for a dangerous task.
“知識の想起”――人型生物(〈社会〉) : DC 15
一般的な知識 : DC 13
専門知識 : DC 10
シルフの卑劣漢 Sylph Sneak クリーチャー1
CG 中型 シルフ 人間 人型生物
出典 Bestiary 2 202ページ
知覚+5
言語 風界語、共通語
技能 〈隠密〉+7、〈軽業〉+7、〈交渉〉+6、〈社会〉+4、〈盗賊〉+7、〈ペテン〉+6
【筋】±0、【敏】+4、【耐】+1、【知】+1、【判】±0、【魅】+3
アイテム レザー・アーマー、スターナイフ
知覚+5
言語 風界語、共通語
技能 〈隠密〉+7、〈軽業〉+7、〈交渉〉+6、〈社会〉+4、〈盗賊〉+7、〈ペテン〉+6
【筋】±0、【敏】+4、【耐】+1、【知】+1、【判】±0、【魅】+3
アイテム レザー・アーマー、スターナイフ
AC 18;頑健+4、反応+9、意志+8
HP 17
Deflecting Gale/Deflecting Gale [reaction] (風、力術、始原) トリガー The sylph sneak is the target of a physical ranged attack; 必要条件 The sylph sneak is aware of the attack; 効果 A swift gale whips up between the sylph sneak and the source of the ranged attack、giving the sneak a +3 status bonus to AC against the triggering attack. If the attack misses、the wind deflected it. The wind can't deflect unusually large or heavy ranged projectiles (such as boulders or ballista bolts).
HP 17
Deflecting Gale/Deflecting Gale [reaction] (風、力術、始原) トリガー The sylph sneak is the target of a physical ranged attack; 必要条件 The sylph sneak is aware of the attack; 効果 A swift gale whips up between the sylph sneak and the source of the ranged attack、giving the sneak a +3 status bonus to AC against the triggering attack. If the attack misses、the wind deflected it. The wind can't deflect unusually large or heavy ranged projectiles (such as boulders or ballista bolts).
移動速度 25フィート
近接 [one-action] スターナイフ +9[+5/+1](機敏、致命的:d6、巧技、多用途:[斬撃])、ダメージ 1d4+4
遠隔 [one-action] スターナイフ +9[+5/+1](機敏、致命的:d6、投擲:30フィート、多用途:[斬撃])、ダメージ 1d4+1
急所攻撃 The sylph sneak's Strikes deal 1d6 extra precision damage to flat-footed creatures.
奇襲攻撃/Surprise Attacker On the first round of combat, creatures that haven't acted yet are flat-footed to the sylph sneak.
Wind's Guidance/Wind's Guidance When the sylph sneak attacks with a thrown weapon, the range increment increases by 10フィート.
近接 [one-action] スターナイフ +9[+5/+1](機敏、致命的:d6、巧技、多用途:[斬撃])、ダメージ 1d4+4
遠隔 [one-action] スターナイフ +9[+5/+1](機敏、致命的:d6、投擲:30フィート、多用途:[斬撃])、ダメージ 1d4+1
急所攻撃 The sylph sneak's Strikes deal 1d6 extra precision damage to flat-footed creatures.
奇襲攻撃/Surprise Attacker On the first round of combat, creatures that haven't acted yet are flat-footed to the sylph sneak.
Wind's Guidance/Wind's Guidance When the sylph sneak attacks with a thrown weapon, the range increment increases by 10フィート.
スリ Suli
Because their genie forebears are native to the Material Plane, sulis (scions of mortals and jann) are by and large the most common geniekin on the Material Plane. They are often artisans and peace brokers, compelled to try and bring harmony and balance in a world wrought with discord.
Sulis have a natural charm that often eludes other geniekin, but tend to layer on a level of boastful pride or even arrogance as a personal quirk or humorous facade. Few non-sulis realize that bragging is not simply the symptom of a puffed-up ego for sulis, but instead is a cultural institution easily comparable to human poetry. Sulis' boasts not only glorify themselves, but also secure their companions' and families' accomplishments in history, with the ultimate goal of spinning stories that will be retold for generations. This is especially true for sulis who have lived with other geniekin and have been seen as lesser for not having a strong connection to an Elemental Plane.
Suli dune dancers are but one way these geniekin seek to integrate with other humanoid societies. They work to hone their skills at boasting to an extent that their claims help to bolster those they travel with. Suli from regions other than deserts adjust their names to match their terrains, but regardless of whether they prefer forests, hills, or arctic plains, their boasts remain as compelling.
“知識の想起”――人型生物(〈社会〉) : DC 15
一般的な知識 : DC 13
専門知識 : DC 10
Sulis have a natural charm that often eludes other geniekin, but tend to layer on a level of boastful pride or even arrogance as a personal quirk or humorous facade. Few non-sulis realize that bragging is not simply the symptom of a puffed-up ego for sulis, but instead is a cultural institution easily comparable to human poetry. Sulis' boasts not only glorify themselves, but also secure their companions' and families' accomplishments in history, with the ultimate goal of spinning stories that will be retold for generations. This is especially true for sulis who have lived with other geniekin and have been seen as lesser for not having a strong connection to an Elemental Plane.
Suli dune dancers are but one way these geniekin seek to integrate with other humanoid societies. They work to hone their skills at boasting to an extent that their claims help to bolster those they travel with. Suli from regions other than deserts adjust their names to match their terrains, but regardless of whether they prefer forests, hills, or arctic plains, their boasts remain as compelling.
“知識の想起”――人型生物(〈社会〉) : DC 15
一般的な知識 : DC 13
専門知識 : DC 10
スリの砂舞い Suli Dune Dancer クリーチャー1
N 中型 スリ 人間 人型生物
出典 Bestiary 2 202ページ
知覚+5
言語 水界語、風界語、共通語、火界語、地界語
技能 〈軽業〉+5、〈芸能〉+7、〈交渉〉+7、〈社会〉+4、〈伝承学〉+4、〈ペテン〉+6
【筋】+2、【敏】+2、【耐】±0、【知】+1、【判】±0、【魅】+4
アイテム シミター、タンバリン
知覚+5
言語 水界語、風界語、共通語、火界語、地界語
技能 〈軽業〉+5、〈芸能〉+7、〈交渉〉+7、〈社会〉+4、〈伝承学〉+4、〈ペテン〉+6
【筋】+2、【敏】+2、【耐】±0、【知】+1、【判】±0、【魅】+4
アイテム シミター、タンバリン
AC 15;頑健+3、反応+5、意志+5
HP 16
Elemental Bulwark/Elemental Bulwark [reaction] トリガー An enemy is about to damage the dune dancer with cold、electricity、or fire、or with a spell that has the air、earth、fire、or water trait; 効果 The dune dancer gain resistance 2 against the triggering damage.
HP 16
Elemental Bulwark/Elemental Bulwark [reaction] トリガー An enemy is about to damage the dune dancer with cold、electricity、or fire、or with a spell that has the air、earth、fire、or water trait; 効果 The dune dancer gain resistance 2 against the triggering damage.
移動速度 25フィート
近接 [one-action] シミター +7[+2/-3](加圧、薙ぎ)、ダメージ 1d6+2[斬撃
伝承任意発動呪文 DC 17、攻撃+9;1レベル カラー・スプレー、スーズ、トゥルー・ストライク(2スロット);キャントリップ (1レベル) インスパイアー・カレッジ、ディテクト・マジック、ガイダンス、シールド、テレキネティック・プロジェクティル、メイジ・ハンド
Elemental Assault/Elemental Assault [two-actions] Elemental magic fills the dune dancer's body or weapon. The dune dancer chooses one element and makes a melee Strike. The Strike deals an additional 1d4 damage of the indicated type and has the trait corresponding to the element: Air electricity, Earth bludgeoning, Fire fire, or Water cold.
近接 [one-action] シミター +7[+2/-3](加圧、薙ぎ)、ダメージ 1d6+2[斬撃
伝承任意発動呪文 DC 17、攻撃+9;1レベル カラー・スプレー、スーズ、トゥルー・ストライク(2スロット);キャントリップ (1レベル) インスパイアー・カレッジ、ディテクト・マジック、ガイダンス、シールド、テレキネティック・プロジェクティル、メイジ・ハンド
Elemental Assault/Elemental Assault [two-actions] Elemental magic fills the dune dancer's body or weapon. The dune dancer chooses one element and makes a melee Strike. The Strike deals an additional 1d4 damage of the indicated type and has the trait corresponding to the element: Air electricity, Earth bludgeoning, Fire fire, or Water cold.