Planar Races - Quasi-Elemental Genasi

Genasi, Quasi-Elemental (+1 CL)

Stats Modifiers:

  • Scion of the Dying Embers (Ash): +2 STR, +2 WIS, -2 CHA.

  • Loreseekers of the Eroding Sands (Dust): +4 INT, -2 DEX.

  • Vassals of the Storm (Lightning): +4 DEX, +2 WIS, -2 STR, -2 CON.

  • Inheritors of the Glittering Stones (Mineral): +2 STR, -2 DEX.

  • Scepters of Unlife (Negative): +2 STR, +2 DEX, +2 INT, -4 CON.

  • Crucibles of Life (Positive): +4 CON, -2 INT, -2 STR.

  • Disciples of Iridescence (Radiance): +2 INT, +4 CHA, -2 STR, -2 CON.

  • Wanderers of the Brine (Salt): +2 STR, +2 INT, -4 DEX.

  • Lanterns of the Mist (Steam): +2 DEX, +2 CON, -4 WIS.

  • Offsprings of the Void (Vacuum): +4 INT, +4 WIS, -4 STR, -2 CON.

  • Preferred Class:

  • Ash: Ranger, Druid. Clerical focus: Fire, nature, or solitude.

  • Dust: Diviner. Clerical Focus: Earth, Lore, or Knowledge.

  • Lightning: Priest (must be of some specific deity).

  • Mineral: Fighter. Clerical Focus: Earth, Wealth or Altruism.

  • Negative: Necromancer. Clerical Focus: Death domain is required.

  • Positive: Priest (MUST have the Healing Domain, and Death Domain is prohibited).

  • Radiance: Bard. Clerical focus: Fire, light, sun, art, or beauty.

  • Salt: Fighter. Clerical Focus: Water, Sea, Exploration.

  • Steam: Rogue: Clerical Focus: Water, Protection, Exploration, Knowledge, or Secrets.

  • Vacuum: Diviner or Abjurer. Clerical Focus: Air, or Travelers.

  • Size:

  • Medium (30’ feet).

  • Special Abilities:

    Ash:

  • +1 racial bonus to save vs. Cold-based effects per every five character levels.

  • Darkvision (60 feet).

  • Immune to all normal cold and ice

  • Razing the Flame: Extinguish Fires once per day as a 5th level user. Material poured out in this way, is instantly cool to the touch (as if they stopped burning days ago). Flames are drawn to the Scion disappearing just before touching him. To fire based creatures 3d6 points of damage are inflicted.

  • Languages: Planar Trade, and Ignan.

  • Dust:

  • +1 racial bonus to save vs. Earth-based effects per every five character levels.

  • Tremorsense (30 feet).

  • History Buffs (Ex): All Loreseekers have the Bardic Knowledge Ability as a bard 4 levels lower. Dust Genasi Bards have two bonus levels using this ability (Expert Historian (Ex)).

  • Disintegration Immunity (Ex): They are completely immune to any spell or effect that would disintegrate them or turn them to dust (i.e. A Destruction spell only kills them).

  • Eroding the Soil: Shatter Rock once per day as a 5th level user. It works like the Shatter spell, but on rock or stone, and the material is reduced to dust (20 cubic feet).

  • Languages: Planar Trade, and Terran.

  • Lightning:

  • +1 racial bonus to save vs. Electricity-based effects per every five character levels.

  • Immune to all normal lightning and thunder.

  • Channeling the Storm: Shocking Grasp once per day as 5th level user. Lightning pours from the target to surrounding areas.

  • Clerical Flexibility (Ex): Every new clerical level they can change his patron deity. They forego any granted power or domain and pick those from their new patron at the same level. There are only in-game penalties for this.

  • Languages: Planar Trade, and Auran.

  • Mineral:

  • +1 racial bonus to save vs. Earth-based effects per every five character levels.

  • Petrification Immunity.

  • Tremorsense (60 feet).

  • +3 racial to skill checks related to mineral, stones or jewels.

  • Damage resistance 2/-.

  • Crafting the Stone: Stone Shape once per day as a 5th level user. The Mineral Genasi moves their hands as if shaping it.

  • Languages: Planar Trade, and Terran.

  • Negative:

  • +1 racial bonus to save vs. Necromantic-based effects per every five character levels.

  • Darkvision (120 feet).
  • +6 circumstantial bonus to hide.

  • One Foot on the Grave (Ex): -2 to all Fortitude Saves.

  • Draining Immunity (Ex): They are immune to energy or ability drain that’s based in the negative plane (e.g., not poison).

  • Undead Indifference (Ex): Mindless undead will not attack the Negatai, and free-willed undead will give the character a neutral reaction (of course, if the character even attempts to harm, steal, etc. from/or the undead, the poor sod is gone probably). This is NOT the Dead Truce.

  • Presence of Death (Ex): All undead within 10’ feet around him gain a +1 turn resistance.

  • Remembering the Darkness: Chill Touch once per day as a 5th level user.

  • Languages: Planar Trade.

  • Positive:

  • +1 racial bonus to save vs. Necromantic effects per every five character levels.

  • Undead Resistance (Ex): +4 to all saves made to avoid and recover from the effects of an energy/ability drain or any negative-based effect. If not save is allowed, a save without the bonus is granted.

  • Life Radiance (Ex): Every Positai can turn undead as a cleric 4 levels lower (they can’t destroy though, no matter the results). Positai Priest gains a bonus of 2 levels when turning, and they are unable to rebuke or command undead.

  • Sharing the Soul: Cure Light Wounds once per day as a 5th level priest. A flow on energy to the recipient of the spell can be seen.

  • Due to their glowing candle-like aura they CAN’T hide in shadows.

  • Languages: Planar Trade, and Any other elemental.

  • Radiance:

  • +1 racial bonus to save vs. Fire and Color-based effects per every five character levels.

  • They can be blinded by effects based on color or light.

  • Natural Endure Fire ability.

  • -4 racial penalty to hide due to their glowing skin.

  • Immune to all normal fire and heat.

  • Casting the Light: Daylight once per day as a 5th level user. His normal radiance increases while casting and then subdues.

  • Languages: Planar Trade, and Ignan.

  • Salt:

  • +1 racial bonus to save vs. Water-based effects per every five character levels.

  • Dehydration Immunity. They’re immune to any effect that would drain their body of moisture.

  • They can survive on VERY little water. They need only the normal daily amount of water in a week. Dehydration starts before 1 week and 1 day per point of CON.

  • Darkvision (60 feet).

  • Vanishing the Water: Destroy Water once per day as a 5h level Druid. It’s the reverse of Create Water. They absorb some amount of water, nourishing in the process. Water based creatures suffer 3d6 points of damage.

  • Languages: Planar Trade, and Aquan.

  • Steam:

  • +1 racial bonus to save vs. Water-based effects per every fire character levels.

  • Natural Endure Fire ability.

  • Darkvision (60 feet).

  • Water Vision (120 feet). They see through masses of water or water vapor, like rivers, fog, clouds, etc.

  • Joining the Mists: Obscuring Mist once per day as a 5th level user. The fog seems to emanate from the Steam Genasi.

  • Languages: Planar Trade, and Aquan.

  • Vacuum:

  • +1 racial bonus to save vs. Cold-based effects per every five character levels.

  • Don’t need to breathe.

  • They don’t suffer any penalties for being deaf.

  • +4 racial bonus to Listen.

  • Darkvision (60 feet).

  • Immune to all normal cold and ice

  • Listening the Void: Silence once per day as a 5th level cleric. A wave of ‘silenced sound’ emanates from the Genasi until it reaches its target.
  • Languages: Planar Trade, and Auran.


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         Melroch Eitheldor @ 2003 1 1