57 lines
2.2 KiB
Markdown
57 lines
2.2 KiB
Markdown
## Xaositect Jinn - Female Tiefling Unknown Class LV4.
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Jinn believes that nobody really knows anything. Believes that our
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memories are too fallible to know whether any given thing that we’ve
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learned is accurate. She also believes that the universe is
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fundamentally unknowable. Asking Jinn questions is a giant waste of
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time, it either elicits a shrug or a speech about how nobody knows
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anything.
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Jinn is a decent woman, willing to help in general. If somebody clearly
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needs help, Jinn will step up without being asked.
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Jinn doesn’t know what she knows how to do until she tries. On different
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days, she knows different skills. She can also cast spells. On different
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days, she knows different spells. See her stat block.
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Jinn usually goes along quietly with whatever dumb thing Sergei wants to
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do. She will keep quiet until Sergei’s pointless random approach to
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problem solving drives her crazy, at which point she will finally lose
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patience and start yelling. When yelling, she knows things. When she
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stops yelling, she goes back to not knowing anything. Sometimes she will
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intervene by solving a problem she had no idea she knew how to solve.
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Jinn has no opinion about Rennick. She does not believe that she knows
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enough about Rennick, or Rennick’s invention, to have a strong opinion.
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However, she is basically a decent person, and if she sees Rennick
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acting reasonable, then she will have no hostility toward him.
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> Jinn, Water Genasi, Unknown Class LV 4.
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>
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> AC 13. HP 38 (7d8+7). Speed 30 ft., swim 30 ft.\
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> STR 10 (+0), DEX 14 (+2), CON 12 (+1), INT 13 (+1), WIS 12 (+1), CHA
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> 14 (+2).\
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> Saving Throws Str +0, Dex +4, Con +1, Int +1, Wis +1, Cha +4.
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>
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> Skills: Varies (see below)
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>
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> Amphibious: can breathe air and water.
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>
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> Spellcasting:
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>
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> 4th-level spellcaster. Spellcasting ability Charisma. Spell save DC
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> 12, spell attack +4.
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>
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> Spell slots: 1st (3), 2nd (2).
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>
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> Each day, each 1st- or 2nd-level spell has a 33% chance to be known.
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>
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> Spells of all classes, divine and arcane, are possible.
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>
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> Skills: Each day, each skill has a 33% chance to be proficient.
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> Proficient skills +6; otherwise +1.
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>
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> Dagger +4 to hit, melee or ranged (20/60 ft), 1d4+2 piercing.\
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> Equipment: Dagger, mismatched clothing, xaositect trinkets.
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