Post by Stix on Jul 6, 2008 15:47:45 GMT -5
The fundamental elemental nature of the multiverse is as much a part of a genasi as flesh and blood. The genasi are plane-touched beings, the descendants of a union of a human and an elemental creature (often a genie, hence the name genasi). These extremely rare beings inspire more distrust and prejudice than any other plane-touched, for public opinion regards them as more alien. In general, they also maintain a contempt for other races and an air of superiority that doesn't endear them to anyone.
It's often assumed that genasi of differing elements have a natural racial hatred for one another, simply by the fact of their warring elemental natures. This isn't true; a single genasi usually resents and dislikes all others of his kind, not just those of different elements. Not surprisingly, two or more genasi are virtually never encountered together, except by happenstance.
Genasi of all varieties begin play with 5 Character Points. They may purchase the following racial abilities in addition to those listed under their individual descriptions:
Ignore element (5): Genasi can ignore his element (magical and non-magical) for a number of rounds equal to his experience level once a day.
Elemental empowerment (5): Elemental spells or abilities employed by the PC are treated as if he were one experience level higher. Option may be taken multiple times for increased effect.
Elemental form (20): Once a day, the PC can polymorph into an elemental of the PCs element.
Etherealness (20): Once a day, the PC can enter the ethereal plane from any of the inner planes or prime material plane or if already within the Border Ethereal, the PC can enter an inner plane or prime material plane world.
Elemental regeneration (10): When the PC rests immersed in his element as it occurs naturally, he regenerates at a rate of 1 hp/turn.
Elemental resistance (5/15): The PC gains a 30% resistance vs. all attacks against his element. For 15 points, the PC is completely immune to his element. This option cannot be taken with magic resistance option.
Infravision (5): The PC possesses 60’ infravision.
Magic resistance (10): The PC possesses 10% magic resistance.
Para-elemental resistance (5): The PC receives a +2 to all saving throws from any para-elemental attacks associated with the PC’s element (e.g., fire genasi receive this bonus against smoke and magma attacks).
Quasi-elemental resistance (5): The PC receives a +2 to all saving throws from any quasi-elemental attacks associated with the PC’s element (e.g., water genasi receive this bonus against steam and salt attacks).
Genasi may also select any of the following racial disadvantages:
Elemental damage (+5/+10): The PC suffers additional damage from elemental attacks not of his own element. For 5 points, the PC suffers +1 to damage per die rolled. For 10 points, the PC suffers +2 damage per die.
Elemental hatred (+5): The PC despises his opposition element and always seeks to destroy without question or hesitation anyone strongly associated with the opposition element (such as natives of that elemental plane, specialist wizards and specialty priests of the opposing element, etc.).
Elemental vulnerability (+5): The PC suffers a -1 penalty to all saves from elemental attacks not of his own element.
* * * * *
Spirits of the wind, djinn, sylphs, and other such creatures very rarely take special, exceptional human men and women to be their mates. The offspring of these unions are air genasi, or (as they call themselves) wind dukes. Air genasi see themselves as the rightful inheritors of their lineage -- the sky, the wind, and the very air that other creatures breathe.
These beings are usually raised on the plane of Air in floating human cities and castles, although occasionally one will be raised among the djinn. Air genasi are accepted and even respected among the humans and other nonnative beings who have chosen the plane of Air as their homes. Elsewhere on the planes, however, they are as disliked as the genasi of other elements.
In appearance, air genasi vary considerably, but usually display one or more of the following traits:
- Light blue skin or hair
- A constant light wisp of a breeze about them at all times
- A distinctive breathy voice, with strange inflections and accent
- Flesh that is very cool to the touch
Although wind dukes can have any number of different outlooks and personality traits, most are arrogant and pretentious, looking upon other races as inferiors (at least to some degree), and upon other genasi as rivals. Air genasi, surprisingly, have no need to breathe, and consider such base actions a horrible waste of pure, pristine air. Their contempt for breathing creatures begins there, and only gets worse. Of course, this doesn't mean that an air genasi cannot interact and even be friends with members of other races -- it just makes it even more difficult.
Aside from their arrogance, in general air genasi are wild, carefree individuals. They usually care little about their appearance, since having their hair tousled and their clothes ill-mended just shows the natural way of things in their eyes. Emotionally, they vary from calm reservedness to great intensity with little warning between the two.
Strength: 7 to 18(/00)
Dexterity: 8 to 19
Constitution: 7 to 18
Intelligence: 8 to 19
Wisdom: 6 to 17
Charisma: 6 to 17
Size: Medium
Alignment: Any non-lawful
Movement Rate: 12
Non-respiration
Levitate 1/day as a 5th-level wizard
+1 bonus to all saving throws vs. air for every five experience levels
Classes and level limits:
Multiclass options:
Fighter/Mage
Fighter/Cleric
(Any "Mage" entry can be replaced with "Elementalist".)
Male height range: 4'10" - 5'6"
Female height range: 4'9" - 5'5"
Male weight range: 130 - 190 lbs
Female weight range: 80 - 140 lbs
Starting age range: 21 - 50
Lifespan: 120 years
Air genasi may purchase the following racial abilities:
Air boat (10): At 9th level, the PC can call down an air boat once a week.
Dexterity bonus (20): The PC gains +1 to Dexterity.
Feather fall (5): The PC can cast feather fall once a day for every three experience levels possessed.
Intelligence bonus (20): The PC gains +1 to Intelligence.
Major elemental powers (15): Once a week, the PC can cast air walk, solid fog, or suffocate. At 9th level, the PC can use all of these abilities once a week.
Minor elemental powers (10): Once a day, the PC can cast fly, stinking cloud, or wind wall. At 7th level, the PC can use all of these abilities once a day.
* * * * *
Strong, immovable, and ponderous -- so-called stone princes exhibit these qualities of the earth. These are descendants of human and earth-being pairings, the elemental parent most often a dao. Creatures of elemental earth care nothing for creatures of flesh, and so such offspring are virtually always raised among their human kin. Most earth genasi embrace their elemental natures, reveling in their superiority, strength, and earth-born power.
Though no less arrogant than the other genasi, the stone princes are not as obvious about it. Their conceit is the quiet certainty that they are greater than those around them. Their closeness to the earth gives them a connection to the fundamental aspects of the multiverse that lesser beings cannot even begin to fathom.
In appearance, many stone princes seem dirty, rough, and rugged, like a handful of earth and rock; others look as impeccably clean as polished stones. They prefer no particular clothing, although many choose to adorn themselves and their possessions with precious gems and metals.
Earth genasi also have one or more of the following physical traits:
- Brown, leathery (almost stonelike) skin
- A metallic sheen to their skin or hair
- Blocky features, thick torsos and limbs
- Brown, black, or gray hair
- Rough, almost gritty flesh
- Deep, slow speech, like the rumbling of the earth
- Black eyes like deep pits
Slow to act and ponderous in thought, stone princes are far from stupid. They simply prefer to consider their actions and the implications and effects those actions might have; they despise hasty thinking in all its forms. Of all other races, dwarves are most likely to take to the earth genasi (and vice versa).
Strength: 10 to 19
Dexterity: 7 to 18
Constitution: 10 to 19
Intelligence: 7 to 18
Wisdom: 6 to 17
Charisma: 6 to 17
Size: Medium
Alignment: Any non-chaotic
Movement Rate: 12
Pass without trace 1/day as a 5th-level priest
Natural AC of 8
+1 bonus to all saving throws vs. earth for every five experience levels
Classes and level limits:
Male height range: 5'2" - 6'6"
Female height range: 5'0" - 6'4"
Male weight range: 160 - 360 lbs
Female weight range: 110 - 310 lbs
Starting age range: 21 - 50
Lifespan: 120 years
Earth genasi may purchase the following racial abilities:
Constitution bonus (20): The PC gains +1 to Constitution.
Major elemental powers (15): Once a week, the genasi can cast move earth, stone shape, or wall of stone. At 9th level, the PC can use all of these abilities once a week.
Minor elemental powers (10): Once a day, the PC can cast fist of stone, maximilian’s stony grasp, or meld into stone. At 7th level, the PC can use all of these abilities once a day.
Passwall (10): Once a day at 5th level, the PC can cast a passwall except that this ability affects only stone or earth.
Reverse gravity (10): At 9th level, the PC can reverse gravity once a week.
Strength bonus (20): The PC gains +1 to Strength.
* * * * *
Fiery and hot-blooded, the heat of white flame burns in the hearts of the fire genasi (or "flame lords", as they prefer to be called). They claim to be forged rather than born (though this is untrue, and merely a metaphor).
The offspring of humans and elemental creatures such as efreet or fire spirits are usually slain outright by their non-human parents. These individuals and their descendants are flame lords, secure in the knowledge that they surpass in all ways the mundane, nonmagical creatures who surround them in mortal society.
Fire burns, destroys, and consumes. Lesser creatures are afraid of fire, and so fire genasi believe themselves naturally superior -- they are avatars of this fearful, destructive energy, immune to its touch except for the hottest regions of the Elemental Plane of Fire. It's easy to see why those of other races dislike the arrogant and hot-tempered flame lords even more than other genasi. Most (sometimes wrongly) assume that fire genasi are innately evil.
In personality, these elemental creatures stay true to their heritage -- full of energy, high-strung (even tense), and quick to action. When they speak, they talk quickly, preferring to act rather than discuss.
Fire genasi prefer blacks and reds in their clothing and jewelry. Appearance is important to them, although they prefer simple and elegant accountrements to gaudy or lavish ones.
The physical appearance of these individuals usually includes one or more of the following traits:
- Deep red or coal black skin
- Deep red hair moving on its own like waving flames
- A voice crackling like the sound of a fire burning
- Perpetually warm flesh, even hot to the touch
- Fiery red eyes glowing with the intensity of flames
Strength: 7 to 18(/00)
Dexterity: 7 to 18
Constitution: 7 to 18
Intelligence: 8 to 19
Wisdom: 7 to 18
Charisma: 6 to 17
Size: Medium
Movement Rate: 12
Infravision, 60'
Affect normal fires 1/day as a 5th-level wizard
Immune to normal, non-magical fire
+1 bonus to all saving throws vs. fire for every five experience levels
Classes and level limits:
Multiclass options:
Fighter/Mage
(Any "Mage" entry can be replaced with "Elementalist".)
Male height range: 5'0" - 5'10"
Female height range: 4'10" - 5'8"
Male weight range: 150 - 230 lbs
Female weight range: 100 - 180 lbs
Starting age range: 21 - 50
Lifespan: 120 years
Fire genasi may purchase the following racial abilities:
Intelligence bonus (20): The PC gains +1 to Intelligence.
Major elemental powers (15): Once a week, the PC can cast fire shield, malecketh’s flame fist, or wall of fire. At 9th level, the PC can use all of these abilities once a week.
Minor elemental powers (10): Once a day, the PC can cast flame arrow, flame walk, or heat metal. At 7th level, the PC can use all of these abilities once a day.
Produce flame (5): The PC can produce flame once a day for every three experience levels.
Surprise fireball (10): At 7th level, the PC can cast a delayed blast fireball once a week.
* * * * *
The endless lapping of wave after wave, the salty sea foam spraying into the air, the bottomless ocean depths with pitiless darkness and breath-stealing pressure -- these are the pieces of a water genasi's heart.
The "sea kings", as they call themselves, are the descendants of the rare offspring of a mortal and water spirit such as a nereid (the most common parent), marid, or other water elemental.
These elemental children are as unlike their brethren as they are their parents. An independence of a singular sort is bred into sea kings, giving rise to their unique outlook.
Water genasi often become the orphans of the sea, raised by neither parent but cared for by some sea creature; balaena, mermen or tritons sometimes guard these outcasts, although darker beings such as sahuagin, hydroloths, or wastriliths have been known to parent the elemental beings rather than killing them for food. Such unfortunate sods are raised by cruel taskmasters, growing into powerful servants of those who raised them.
Those raised by more neutral or kindly folk usually stay with their adoptive parents for a short time before they take to the open sea alone. There, the water genasi explore and learn on their own. During their isolation, they develop strong personalities, each different from any other genasi but always matching each other in extremes. Some exhibit traits of heroism to the point of martyrdom, while others are paranoid and peery to such a degree that a body can only assume they're completely barmy. This strong personality and extremism give them the arrogance common to all genasi. They believe themselves to be singular beings, unique to all the multiverse -- and, to some extent, they are correct.
Water genasi always display one or more of the following physical traits:
- Blue-green skin or hair
- Blue-black eyes
- A light, very thin layer of scales covering the body
- Hair waving and swaying as though underwater
- A muffled voice resembling underwater sounds
- Cold, clammy flesh
Strength: 7 to 18(/00)
Dexterity: 7 to 18
Constitution: 8 to 19
Intelligence: 7 to 18
Wisdom: 7 to 18
Charisma: 6 to 17
Size: Medium
Alignment: Any partly neutral
Movement Rate: 12, Swim 15
Create water 1/day as a 5th-level priest
Breathes water
+1 bonus to all saving throws vs. water for every five experience levels
Classes and level limits:
Multiclass options:
Fighter/Priest
Fighter/Thief
Male height range: 5'0" - 5'10"
Female height range: 4'10" - 5'8"
Male weight range: 150 - 230 lbs
Female weight range: 100 - 180 lbs
Starting age range: 21 - 50
Lifespan: 120 years
Water genasi may purchase the following racial abilities:
Acid storm (10): At 7th level, the PC can create an acid storm once a week.
Bestow water breathing (10): Once a day for every three experience levels, the PC can bestow water breathing (or its reverse) on any creature other than himself.
Constitution bonus (20): The PC gains +1 to Constitution.
Improved create water (5): The PC can cast improved create water (reverse of transmute water to dust) once per day as a 5th-level priest.
Major elemental powers (15): Once a week, the PC can to cast abi-dalzim’s horrid wilting, part water, or wall of ice. At 9th level, the PC can use all of these abilities once a week.
Minor elemental powers (10): The PC possesses the innate ability to cast lower/raise water, insatiable thirst, or watery double once a day. At 7th level, the PC can use all of these abilities once a day.
It's often assumed that genasi of differing elements have a natural racial hatred for one another, simply by the fact of their warring elemental natures. This isn't true; a single genasi usually resents and dislikes all others of his kind, not just those of different elements. Not surprisingly, two or more genasi are virtually never encountered together, except by happenstance.
Genasi of all varieties begin play with 5 Character Points. They may purchase the following racial abilities in addition to those listed under their individual descriptions:
Ignore element (5): Genasi can ignore his element (magical and non-magical) for a number of rounds equal to his experience level once a day.
Elemental empowerment (5): Elemental spells or abilities employed by the PC are treated as if he were one experience level higher. Option may be taken multiple times for increased effect.
Elemental form (20): Once a day, the PC can polymorph into an elemental of the PCs element.
Etherealness (20): Once a day, the PC can enter the ethereal plane from any of the inner planes or prime material plane or if already within the Border Ethereal, the PC can enter an inner plane or prime material plane world.
Elemental regeneration (10): When the PC rests immersed in his element as it occurs naturally, he regenerates at a rate of 1 hp/turn.
Elemental resistance (5/15): The PC gains a 30% resistance vs. all attacks against his element. For 15 points, the PC is completely immune to his element. This option cannot be taken with magic resistance option.
Infravision (5): The PC possesses 60’ infravision.
Magic resistance (10): The PC possesses 10% magic resistance.
Para-elemental resistance (5): The PC receives a +2 to all saving throws from any para-elemental attacks associated with the PC’s element (e.g., fire genasi receive this bonus against smoke and magma attacks).
Quasi-elemental resistance (5): The PC receives a +2 to all saving throws from any quasi-elemental attacks associated with the PC’s element (e.g., water genasi receive this bonus against steam and salt attacks).
Genasi may also select any of the following racial disadvantages:
Elemental damage (+5/+10): The PC suffers additional damage from elemental attacks not of his own element. For 5 points, the PC suffers +1 to damage per die rolled. For 10 points, the PC suffers +2 damage per die.
Elemental hatred (+5): The PC despises his opposition element and always seeks to destroy without question or hesitation anyone strongly associated with the opposition element (such as natives of that elemental plane, specialist wizards and specialty priests of the opposing element, etc.).
Elemental vulnerability (+5): The PC suffers a -1 penalty to all saves from elemental attacks not of his own element.
* * * * *
Spirits of the wind, djinn, sylphs, and other such creatures very rarely take special, exceptional human men and women to be their mates. The offspring of these unions are air genasi, or (as they call themselves) wind dukes. Air genasi see themselves as the rightful inheritors of their lineage -- the sky, the wind, and the very air that other creatures breathe.
These beings are usually raised on the plane of Air in floating human cities and castles, although occasionally one will be raised among the djinn. Air genasi are accepted and even respected among the humans and other nonnative beings who have chosen the plane of Air as their homes. Elsewhere on the planes, however, they are as disliked as the genasi of other elements.
In appearance, air genasi vary considerably, but usually display one or more of the following traits:
- Light blue skin or hair
- A constant light wisp of a breeze about them at all times
- A distinctive breathy voice, with strange inflections and accent
- Flesh that is very cool to the touch
Although wind dukes can have any number of different outlooks and personality traits, most are arrogant and pretentious, looking upon other races as inferiors (at least to some degree), and upon other genasi as rivals. Air genasi, surprisingly, have no need to breathe, and consider such base actions a horrible waste of pure, pristine air. Their contempt for breathing creatures begins there, and only gets worse. Of course, this doesn't mean that an air genasi cannot interact and even be friends with members of other races -- it just makes it even more difficult.
Aside from their arrogance, in general air genasi are wild, carefree individuals. They usually care little about their appearance, since having their hair tousled and their clothes ill-mended just shows the natural way of things in their eyes. Emotionally, they vary from calm reservedness to great intensity with little warning between the two.
Strength: 7 to 18(/00)
Dexterity: 8 to 19
Constitution: 7 to 18
Intelligence: 8 to 19
Wisdom: 6 to 17
Charisma: 6 to 17
Size: Medium
Alignment: Any non-lawful
Movement Rate: 12
Non-respiration
Levitate 1/day as a 5th-level wizard
+1 bonus to all saving throws vs. air for every five experience levels
Classes and level limits:
Fighter | Ranger | Paladin | Mage | Specialist | Elementalist | Thaumaturge | Cleric | Druid | Shaman | Monk | Crusader | Thief | Bard | Ninja | Psionicist |
10 | N/A | N/A | 15 | N/A | 15 | N/A | 15 | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Multiclass options:
Fighter/Mage
Fighter/Cleric
(Any "Mage" entry can be replaced with "Elementalist".)
Male height range: 4'10" - 5'6"
Female height range: 4'9" - 5'5"
Male weight range: 130 - 190 lbs
Female weight range: 80 - 140 lbs
Starting age range: 21 - 50
Lifespan: 120 years
Air genasi may purchase the following racial abilities:
Air boat (10): At 9th level, the PC can call down an air boat once a week.
Dexterity bonus (20): The PC gains +1 to Dexterity.
Feather fall (5): The PC can cast feather fall once a day for every three experience levels possessed.
Intelligence bonus (20): The PC gains +1 to Intelligence.
Major elemental powers (15): Once a week, the PC can cast air walk, solid fog, or suffocate. At 9th level, the PC can use all of these abilities once a week.
Minor elemental powers (10): Once a day, the PC can cast fly, stinking cloud, or wind wall. At 7th level, the PC can use all of these abilities once a day.
* * * * *
Strong, immovable, and ponderous -- so-called stone princes exhibit these qualities of the earth. These are descendants of human and earth-being pairings, the elemental parent most often a dao. Creatures of elemental earth care nothing for creatures of flesh, and so such offspring are virtually always raised among their human kin. Most earth genasi embrace their elemental natures, reveling in their superiority, strength, and earth-born power.
Though no less arrogant than the other genasi, the stone princes are not as obvious about it. Their conceit is the quiet certainty that they are greater than those around them. Their closeness to the earth gives them a connection to the fundamental aspects of the multiverse that lesser beings cannot even begin to fathom.
In appearance, many stone princes seem dirty, rough, and rugged, like a handful of earth and rock; others look as impeccably clean as polished stones. They prefer no particular clothing, although many choose to adorn themselves and their possessions with precious gems and metals.
Earth genasi also have one or more of the following physical traits:
- Brown, leathery (almost stonelike) skin
- A metallic sheen to their skin or hair
- Blocky features, thick torsos and limbs
- Brown, black, or gray hair
- Rough, almost gritty flesh
- Deep, slow speech, like the rumbling of the earth
- Black eyes like deep pits
Slow to act and ponderous in thought, stone princes are far from stupid. They simply prefer to consider their actions and the implications and effects those actions might have; they despise hasty thinking in all its forms. Of all other races, dwarves are most likely to take to the earth genasi (and vice versa).
Strength: 10 to 19
Dexterity: 7 to 18
Constitution: 10 to 19
Intelligence: 7 to 18
Wisdom: 6 to 17
Charisma: 6 to 17
Size: Medium
Alignment: Any non-chaotic
Movement Rate: 12
Pass without trace 1/day as a 5th-level priest
Natural AC of 8
+1 bonus to all saving throws vs. earth for every five experience levels
Classes and level limits:
Fighter | Ranger | Paladin | Mage | Specialist | Elementalist | Thaumaturge | Cleric | Druid | Shaman | Monk | Crusader | Thief | Bard | Ninja | Psionicist |
15 | N/A | 15 | 15 | N/A | 15 | N/A | 13 | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Male height range: 5'2" - 6'6"
Female height range: 5'0" - 6'4"
Male weight range: 160 - 360 lbs
Female weight range: 110 - 310 lbs
Starting age range: 21 - 50
Lifespan: 120 years
Earth genasi may purchase the following racial abilities:
Constitution bonus (20): The PC gains +1 to Constitution.
Major elemental powers (15): Once a week, the genasi can cast move earth, stone shape, or wall of stone. At 9th level, the PC can use all of these abilities once a week.
Minor elemental powers (10): Once a day, the PC can cast fist of stone, maximilian’s stony grasp, or meld into stone. At 7th level, the PC can use all of these abilities once a day.
Passwall (10): Once a day at 5th level, the PC can cast a passwall except that this ability affects only stone or earth.
Reverse gravity (10): At 9th level, the PC can reverse gravity once a week.
Strength bonus (20): The PC gains +1 to Strength.
* * * * *
Fiery and hot-blooded, the heat of white flame burns in the hearts of the fire genasi (or "flame lords", as they prefer to be called). They claim to be forged rather than born (though this is untrue, and merely a metaphor).
The offspring of humans and elemental creatures such as efreet or fire spirits are usually slain outright by their non-human parents. These individuals and their descendants are flame lords, secure in the knowledge that they surpass in all ways the mundane, nonmagical creatures who surround them in mortal society.
Fire burns, destroys, and consumes. Lesser creatures are afraid of fire, and so fire genasi believe themselves naturally superior -- they are avatars of this fearful, destructive energy, immune to its touch except for the hottest regions of the Elemental Plane of Fire. It's easy to see why those of other races dislike the arrogant and hot-tempered flame lords even more than other genasi. Most (sometimes wrongly) assume that fire genasi are innately evil.
In personality, these elemental creatures stay true to their heritage -- full of energy, high-strung (even tense), and quick to action. When they speak, they talk quickly, preferring to act rather than discuss.
Fire genasi prefer blacks and reds in their clothing and jewelry. Appearance is important to them, although they prefer simple and elegant accountrements to gaudy or lavish ones.
The physical appearance of these individuals usually includes one or more of the following traits:
- Deep red or coal black skin
- Deep red hair moving on its own like waving flames
- A voice crackling like the sound of a fire burning
- Perpetually warm flesh, even hot to the touch
- Fiery red eyes glowing with the intensity of flames
Strength: 7 to 18(/00)
Dexterity: 7 to 18
Constitution: 7 to 18
Intelligence: 8 to 19
Wisdom: 7 to 18
Charisma: 6 to 17
Size: Medium
Movement Rate: 12
Infravision, 60'
Affect normal fires 1/day as a 5th-level wizard
Immune to normal, non-magical fire
+1 bonus to all saving throws vs. fire for every five experience levels
Classes and level limits:
Fighter | Ranger | Paladin | Mage | Specialist | Elementalist | Thaumaturge | Cleric | Druid | Shaman | Monk | Crusader | Thief | Bard | Ninja | Psionicist |
14 | N/A | N/A | 16 | N/A | 16 | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Multiclass options:
Fighter/Mage
(Any "Mage" entry can be replaced with "Elementalist".)
Male height range: 5'0" - 5'10"
Female height range: 4'10" - 5'8"
Male weight range: 150 - 230 lbs
Female weight range: 100 - 180 lbs
Starting age range: 21 - 50
Lifespan: 120 years
Fire genasi may purchase the following racial abilities:
Intelligence bonus (20): The PC gains +1 to Intelligence.
Major elemental powers (15): Once a week, the PC can cast fire shield, malecketh’s flame fist, or wall of fire. At 9th level, the PC can use all of these abilities once a week.
Minor elemental powers (10): Once a day, the PC can cast flame arrow, flame walk, or heat metal. At 7th level, the PC can use all of these abilities once a day.
Produce flame (5): The PC can produce flame once a day for every three experience levels.
Surprise fireball (10): At 7th level, the PC can cast a delayed blast fireball once a week.
* * * * *
The endless lapping of wave after wave, the salty sea foam spraying into the air, the bottomless ocean depths with pitiless darkness and breath-stealing pressure -- these are the pieces of a water genasi's heart.
The "sea kings", as they call themselves, are the descendants of the rare offspring of a mortal and water spirit such as a nereid (the most common parent), marid, or other water elemental.
These elemental children are as unlike their brethren as they are their parents. An independence of a singular sort is bred into sea kings, giving rise to their unique outlook.
Water genasi often become the orphans of the sea, raised by neither parent but cared for by some sea creature; balaena, mermen or tritons sometimes guard these outcasts, although darker beings such as sahuagin, hydroloths, or wastriliths have been known to parent the elemental beings rather than killing them for food. Such unfortunate sods are raised by cruel taskmasters, growing into powerful servants of those who raised them.
Those raised by more neutral or kindly folk usually stay with their adoptive parents for a short time before they take to the open sea alone. There, the water genasi explore and learn on their own. During their isolation, they develop strong personalities, each different from any other genasi but always matching each other in extremes. Some exhibit traits of heroism to the point of martyrdom, while others are paranoid and peery to such a degree that a body can only assume they're completely barmy. This strong personality and extremism give them the arrogance common to all genasi. They believe themselves to be singular beings, unique to all the multiverse -- and, to some extent, they are correct.
Water genasi always display one or more of the following physical traits:
- Blue-green skin or hair
- Blue-black eyes
- A light, very thin layer of scales covering the body
- Hair waving and swaying as though underwater
- A muffled voice resembling underwater sounds
- Cold, clammy flesh
Strength: 7 to 18(/00)
Dexterity: 7 to 18
Constitution: 8 to 19
Intelligence: 7 to 18
Wisdom: 7 to 18
Charisma: 6 to 17
Size: Medium
Alignment: Any partly neutral
Movement Rate: 12, Swim 15
Create water 1/day as a 5th-level priest
Breathes water
+1 bonus to all saving throws vs. water for every five experience levels
Classes and level limits:
Fighter | Ranger | Paladin | Mage | Specialist | Elementalist | Thaumaturge | Cleric | Druid | Shaman | Monk | Crusader | Thief | Bard | Ninja | Psionicist |
12 | N/A | N/A | 15 | N/A | 15 | N/A | 14 | N/A | N/A | N/A | N/A | 15 | 12 | N/A | N/A |
Multiclass options:
Fighter/Priest
Fighter/Thief
Male height range: 5'0" - 5'10"
Female height range: 4'10" - 5'8"
Male weight range: 150 - 230 lbs
Female weight range: 100 - 180 lbs
Starting age range: 21 - 50
Lifespan: 120 years
Water genasi may purchase the following racial abilities:
Acid storm (10): At 7th level, the PC can create an acid storm once a week.
Bestow water breathing (10): Once a day for every three experience levels, the PC can bestow water breathing (or its reverse) on any creature other than himself.
Constitution bonus (20): The PC gains +1 to Constitution.
Improved create water (5): The PC can cast improved create water (reverse of transmute water to dust) once per day as a 5th-level priest.
Major elemental powers (15): Once a week, the PC can to cast abi-dalzim’s horrid wilting, part water, or wall of ice. At 9th level, the PC can use all of these abilities once a week.
Minor elemental powers (10): The PC possesses the innate ability to cast lower/raise water, insatiable thirst, or watery double once a day. At 7th level, the PC can use all of these abilities once a day.