There was a thread in Rules about the earth genasi LA that made me want to post alternative genasi that I've worked on a little. They do not have level adjustments. The stat adjustments are meant to reflect both the physical aspect of the elements as well as personality elements associated with the four astrological elements or the four classical humors. The stat adjustments for all four races netted together are zero, to reflect the universal balance of the elements.
-All genasi are considered native outsiders.
-Genasi have darkvision 60'.
-Genasi clerics must have the clerical domain associated with their element as one of their chosen domains.
-Genasi that do not have to prepare their spells may not learn spells of an energy type that is opposed to their element.
Air Genasi: +2 Int, +2 Dex, -2 Str, -2 Con.
- (Su) Air genasi may use feather fall on themselves 3x/day. This ability will function even if the genasi is unconsious.
- Air genasi receive a +1 racial bonus to saves vs. air and electricity spells and effects, which increases by +1 every 5th level.
- Air genasi are especially susceptible to lack of air. They can only hold their breaths half the normal amount of time.
- Favored class: wizard
Fire Genasi: +2 Cha, -2 Wis.
- Fire genasi have fire resistance 5.
- Fire genasi receive a +1 racial bonus to saves vs. fire spells and effects, which increases by +1 every 5th level.
- Fire genasi are especially susceptible to the privations of hunger, since, like fire, they require constant refueling. They can only go half the normal number of days without food before beginning to take subdual damage from hunger, at which time they take one-and-a-half times the normal subdual damage.
- Favored class: sorcerer
Earth Genasi: +2 Str, +2 Con, -2 Dex, -2 Cha.
- Earth genasi have natural armor +2.
- Earth genasi receive a +1 racial bonus to saves vs. earth and acid spells and effects, which increases by +1 every 5th level.
- Earth genasi are especially susceptible to injuries sustained from falling through the air. They take one-and-a-half times the normal damage sustained from falls.
- Favored class: fighter
Water Genasi: +2 Wis, -2 Int.
- Water genasi can breathe water.
- Water genasi have a swim speed of 30.
- Water genasi receive a +1 racial bonus to saves vs. water and cold spells and effects, which increases by +1 every 5th level.
- Water genasi are especially susceptible to dehydration. They take one-and-a-half times the normal subdual damage from dehydration. Besides drinking fresh water, a water genasi can also rehydrate through total immersion in saltwater.
- Favored class: cleric
Any suggestions for these races? I don't have my books with me, so I may have gotten the rules for suffocation, hunger, and thirst wrong.
Other ideas for abilities might be:
- Elemental mastery (air, earth, water): when both the genasi and his foe are in the genasi's element (in the air, on land, in water), the genasi gains +1 to hit and to damage.
- +2 to Charisma checks against creatures of the genasi's type.
-All genasi are considered native outsiders.
-Genasi have darkvision 60'.
-Genasi clerics must have the clerical domain associated with their element as one of their chosen domains.
-Genasi that do not have to prepare their spells may not learn spells of an energy type that is opposed to their element.
Air Genasi: +2 Int, +2 Dex, -2 Str, -2 Con.
- (Su) Air genasi may use feather fall on themselves 3x/day. This ability will function even if the genasi is unconsious.
- Air genasi receive a +1 racial bonus to saves vs. air and electricity spells and effects, which increases by +1 every 5th level.
- Air genasi are especially susceptible to lack of air. They can only hold their breaths half the normal amount of time.
- Favored class: wizard
Fire Genasi: +2 Cha, -2 Wis.
- Fire genasi have fire resistance 5.
- Fire genasi receive a +1 racial bonus to saves vs. fire spells and effects, which increases by +1 every 5th level.
- Fire genasi are especially susceptible to the privations of hunger, since, like fire, they require constant refueling. They can only go half the normal number of days without food before beginning to take subdual damage from hunger, at which time they take one-and-a-half times the normal subdual damage.
- Favored class: sorcerer
Earth Genasi: +2 Str, +2 Con, -2 Dex, -2 Cha.
- Earth genasi have natural armor +2.
- Earth genasi receive a +1 racial bonus to saves vs. earth and acid spells and effects, which increases by +1 every 5th level.
- Earth genasi are especially susceptible to injuries sustained from falling through the air. They take one-and-a-half times the normal damage sustained from falls.
- Favored class: fighter
Water Genasi: +2 Wis, -2 Int.
- Water genasi can breathe water.
- Water genasi have a swim speed of 30.
- Water genasi receive a +1 racial bonus to saves vs. water and cold spells and effects, which increases by +1 every 5th level.
- Water genasi are especially susceptible to dehydration. They take one-and-a-half times the normal subdual damage from dehydration. Besides drinking fresh water, a water genasi can also rehydrate through total immersion in saltwater.
- Favored class: cleric
Any suggestions for these races? I don't have my books with me, so I may have gotten the rules for suffocation, hunger, and thirst wrong.
Other ideas for abilities might be:
- Elemental mastery (air, earth, water): when both the genasi and his foe are in the genasi's element (in the air, on land, in water), the genasi gains +1 to hit and to damage.
- +2 to Charisma checks against creatures of the genasi's type.
Last edited: