Races: Jiren



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Racial Traits

Standard Traits

  • Ability Score Modifiers: Jiren bodies are structurally tough, and their minds are sharp and logical. However, they have a limited understanding of organic emotions and instinct. As a result, androids gain a +2 bonus to Strength and Intelligence, but suffer a –2 penalty to Wisdom and Charisma.
  • Size: Jiren are Medium creatures, and they have no bonuses or penalties due to their size.
  • Base Speed: Jiren have a base speed of 30 feet.
  • Languages: Jiren begin play speaking a regional language. Androids with high Intelligence can choose any regional languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

  • Alert: Jiren gain a +2 racial bonus on Perception checks.
  • Emotionless: Jiren have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.

Senses Racial Traits

  • Exceptional Senses: Jiren have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.

Other Racial Traits

  • Adamant: Jiren do not feel pain like organic creatures, and can continue operating with what parts of their body that remain undamaged. Jiren remain conscious and continue fighting if their hit points fall below their negative Constitution score. Jiren are still disabled at 0 hit points or lower and lose 1 hit point each round as normal.
  • Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Jiren gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Jiren can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
  • Nanite Surge: A jiren's body is infused with nanites. Once per day as an immediate action, a jiren can cause her nanites to surge, granting a bonus equal to 3 + the jiren's character level on any one d20 roll; this ability must be activated before the roll is made. When a jiren uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round.

Alternate Traits

  • Repairing Nanites: Some androids cannot prompt their nanites to aid them in any endeavor, but instead find that their nanites stitch their wounds together. The first time each day that such an android has taken an amount of damage greater than or equal to twice her Hit Dice, the nanites automatically activate, without an action. Her circuitry-tattoos glow with light equivalent to that of a torch for 1 round and she heals a number of hit points equal to twice her Hit Dice. This racial trait replaces nanite surge.

Racial Feats

Feat Name Category/Type Prerequisites Benefit
Alien Mindpaths Teamwork Jiren Whenever you’re adjacent to at least one other jiren ally who also has this feat, you gain a +4 circumstance bonus on saves against mind-affecting effects and divination (scrying) effects, unless the effect comes from a jiren.
Conductive Body General Con 15, Toughness, jiren You gain electricity resistance 5.
Conductive Body, Improved General Con 15, Conductive Body, Toughness, jiren Whenever you take electricity damage that exceeds your electricity resistance, you gain fast healing 1 for a number of rounds equal to your Constitution modifier.
Empathy General Cha 13, jiren You can gain morale bonuses, and no longer have a -4 penalty to Sense Motive checks. You are no longer immune to emotion-based and fear effects, but you do gain a +4 bonus on saving throws against them.
Extra Nanite Reserve General Jiren, nanite reserve class feature Your nanite reserve increases by 2.
Extra Surge General Con 13, nanite surge racial trait You can use your nanite surge ability one additional time per day.
Magitech Spell Metamagic Elemental Focus (electricity), jiren A magitech spell deals 1d6 points of electricity damage per spell level, in addition to any damage it normally deals. A successful Reflex save (whether or not the spell normally allows a save) reduces this extra damage by half. A magitech spell uses up a spell slot two levels higher than the spell’s actual level.
Nanite Disruption General Nanite surge racial trait As long as you are adjacent to a jiren, a robot, or a creature primarily made of electronic components (GM’s discretion), you can use your nanite surge ability as an immediate action to short-circuit that creature’s hardware. If you succeed at a melee touch attack and the target fails a Will save (DC = 10 + 1/2 your character level + 1/2 your Constitution modifier), it takes a penalty equal to 1 + 1/2 your level (minimum 0) on its next d20 roll. This penalty lasts until the beginning of your next turn.
Rapid Recovery General Con 13, Rapid Repair, nanite surge racial trait When you heal damage using Rapid Repair, you remove any and all of the following conditions: blinded, confused, dazzled, deafened, shaken, sickened, and staggered. You cannot cure blindness or deafness caused by loss of sensory organs.
Rapid Repair General Wis 13, nanite surge racial trait You can use your nanite surge racial trait to heal a number of hit points equal to your character level, instead of its usual effects.
Technologist General You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.
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