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Genasi
The whisper of a breeze, the crackle of flame, the crest of a wave, the immovability
of stone - these things are as much a part of the genasi as flesh and blood. The
genasi are planetouched beings, the descendants of a union of a human and an elemental
creature. In general, they maintain a contempt for other races and an air of superiority
that doesn't endear to them anymore. Like all planetouched, the exact heritage of an
individual genasi is often unknown, and usually very difficult to determine. Most
elements have a number of intelligent races from which genasi could have spring, and
normally elemental creatures are loath to accept the half-breed and his descendants,
or even admit to their parentage.
Their elemental nature is often extremely evident. Individuals nearly always display a
physical characteristic or two that reveals they are more than simply humans - skin or
hair color, a special aura, or some other such manifestation almost always marks them.
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Air Genasi
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 on the prime or among the djinn. Air genasi are
accepted and even respected among the humans and other nonnative beings who have chosen
the plane fo Air as their homes. Everywhere else on the planes, however, they are just as
disliked as the genasi of other elements. Aside from their arrogance, in general air genasi
are wild, carefree individuals. Emotionally, they vary from calm reservedness to great
intensity with little warning between the two.
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, even while indoors; a distinctive breathy voice, with strange
inflections and accent; or flesh that is very cool to the touch.
They usually care little about their appearance, since
having their hair tousled and their clothes ill-mended just shows the way of things in
their eyes.
Air Genasi Racial Traits
- +2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma
- Electricity resistance 10
- 2+ character level/5 racial bonus on saving throws against electricity
- Darkvision: Air genasi can see in the dark up to 60 feet. Darkvision is black
and white only, but it is otherwise like normal sight, and air genasi function just
fine wtih no light at all.
- Levitate: Air genasi can use fly once per day as cast by a sorcerer of their character level
- Breathless: Air genasi do not breathe, so they are immune to drowning, suffocation, and
attacks that require inhalation (such as some types of poison).
- Level Adjustment +1
Setup Instructions
- Create your character with the Human race, and use the Subrace Setter in the start area.
- This race will require a DM to modify your ability scores.
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Earth Genasi
Strong, immovable, and ponderous - stone prisces 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
offsprings 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
universe that lesser beings cannot even begin to fathom. 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 that those actions might have. Of all other races,
dwarves are most likely to take to earth genasi (and vice versa).
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. Some earth genasi have
brown, leathery or stonelike skin, while others have a metallic sheen to their skin
or their hair. Rough, gritty flesh or blocky features with thick torsos and limbs
are not unheard of. Earth Genasi can have brown, black, green or even gray hair, and some
have eyes resembling uncut gems, while still others have black eyes like deep pits.
They prefer no particular clothing, although many choose to adorn themselves and their
possessions with precious gems and mentals.
Earth Genasi Racial Traits
- +2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma
- Acid resistance 10
- 2+ character level/5 racial bonus on saving throws against acid
- Darkvision: Earth genasi can see in the dark up to 60 feet. Darkvision is black
and white only, but it is otherwise like normal sight, and earth genasi function just
fine wtih no light at all.
- Barkskin: Earth genasi can use barkskin once per day as cast by a 5th-level druid
- Level Adjustment +1
Setup Instructions
- Create your character with the Human race, and use the Subrace Setter in the start area.
- This race will require a DM to modify your ability scores.
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Fire Genasi
Fiery and hot-blooded, the heat of white flame burns in the hearts of the flame lords.
They claim to be forged rather than born, though this is merely a metaphor.
The offspring of humans and elemental creatures such as efreet or fire spiits are
usually slain outright by their nonhuman parents, but some escape to human settlements
with thir mortal parent. 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.
In personality, these elemental creatures stay true to their heritave - full of
energy, high-strung (even tense), and quick to action. When they speak, they talk
quickly, preferring to act rather than discuss.
The physical appearance of these individuals usually includes 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, fiery red eyes glowing with the intensity of flames, or
perpetually warm flesh, warm even to the touch. They prefer blacks and reds in their
clothing and jewelry. Appearance is important to them, although they prefer simple
and elegant occoutrements to gaudy lavish ones.
Fire Genasi Racial Traits
- +2 Intelligence, -2 Charisma
- Fire resistance 10
- 2+ character level/5 racial bonus on saving throws against fire
- Darkvision: Fire genasi can see in the dark up to 60 feet. Darkvision is black
and white only, but it is otherwise like normal sight, and fire genasi function just
fine wtih no light at all.
- Flame Weapon: Fire genasi can use flame weapon once per day as cast by a 5th-level sorcerer
- Fire genasi are immune to the combust and flare spells
- Level Adjustment +1
Setup Instructions
- Create your character with the Human race, and use the Subrace Setter in the start area.
- This race will require a DM to modify your ability scores.
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Water Genasi
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 sea king's heart. Water genasi are the descendants of the
rare offspring of a mortal and water spirit such as a nereid (the most common parent),
marid, or orther watery 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 kindly sea creature. 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. During their isolation, they develop strong personalities, each different from
any other genasi but always matching each other in extremes.
Water genasi can have blue-green skin or hair, blue-black eyes, a light thin layer
of scales covering their bodies, hair waving and swaying as though underwater, a
muffled voice resembling underwater sounds like an echoing songs of whales, or cold
clammy flesh. All water genasi are amphibious, though they have no visible gills.
Water Genasi Racial Traits
- +2 Constitution, -2 Charisma
- Water genasi have a swim speed of 30 feet
- Cold resistance 10
- 2+ character level/5 racial bonus on saving throws against cold
- Darkvision: Water genasi can see in the dark up to 60 feet. Darkvision is black
and white only, but it is otherwise like normal sight, and water genasi function just
fine wtih no light at all.
- Create Water: Water genasi can use create water once per day as cast by a 5th-level druid
- Water genasi breathe water as an extraordinary ability
- Water genasi are immune to the drown spell
- Level Adjustment +1
Setup Instructions
- Create your character with the Human race, and use the Subrace Setter in the start area.
- This race will require a DM to modify your ability scores.
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Posati
Crucibles of Life, as the Positai call themselves, are Genasi hailing from the Positive
Energy Plane. And they're filled with the essence of Life energy. But instead of making
them serene and contemplative, all that energy makes them vibrantly active -- sometimes
even hyperactive. Some berks think that this means all Positai are chaotic, but many
Positai go about their ceaseless activity in ordered, lawful ways.
Those Positai who leave their native plane are, not surprisingly, fascinated with Life itself in all its abundant variety, particularly with regard to the nurturing, growing, or healing of life.
As such, Positai can be found as rural farmers, urban healers, and the entire gamut in between. Those Positai who take the path of the Planewalker tend to content themselves with wandering from place to place, simply experiencing the richness and fullness of life on the planes in all its dazzling variety.
Positai have vibrant yellow-white skin that is warm to the touch, and they have a faint
glow about them. This glow is from the Positai's natural aura, and as such it cannot be
covered up by clothing. While this glow only puts out the same light as a candle, it
makes it impossible for the Positai to hide in shadows.
Posati Racial Traits
- +2 Constitution, -2 Wisdom
- Positive Energy resistance 10
- 2+ character level/5 racial bonus on saving throws against positive energy
- Darkvision: Air genasi can see in the dark up to 60 feet. Darkvision is black
and white only, but it is otherwise like normal sight, and air genasi function just
fine wtih no light at all.
- Cure light wounds: Posati can use cure light wounds once per day as cast by a 5th-level cleric
- +1 Regeneration
- Level Adjustment +1
Setup Instructions
- Create your character with the Human race, and contact a DM to set up your racial traits.
- This race will require a DM to modify your ability scores.
Important Note: This race will require a DM unlock. You must prove an understanding of this
unusual race in order to play it.
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Negati
Of all Genasi, none are regarded with more suspicion and fear than the Negative Energy
Genasi - known among Planars as Negatai, and among themselves as Sceptres of Unlife.
They're not a particularly common type of Genasi, but the few that have made it to Sigil
and other large cities have left quite an impression.
When they leave their native plane, Negatai discover life - and death - in abundance.
Life is a foreign concept to them, in much the same way that Chaos is a foreign concept
to Modrons. But Negatai understand death perfectly, and this is part of the reason why
they're so feared on the Planes.
Every so often, a Negatai will hit the Planes and will be unable to cope with the vibrant
life they're suddenly surrounded by. In order to recreate some of the "comforts of home,"
the Negatai will begin killing folks. The actual fact of the matter is that most Negatai
are just like any other basher. It's very rare that one of them goes on a spree like this,
and they're rare enough to start, so these killings don't happen often at all.
When they do happen, though, it sticks out in a body's memory, and as a result all Negati
suffer from this bloodthirsty reputation.
Negatai have jet-black skin, so dark that it even seems to absorb light. A Negati's skin is also
very cold to the touch. No other distinguishing features have been observed in common among
Negati, but they're so rare it's difficult to draw a conclusion on what's ordinary and
what's not.
Negati Racial Traits
- +2 Strength, -2 Constitution
- Negative energy resistance 10
- 2+ character level/5 racial bonus on saving throws against negative energy
- Darkvision: Negati can see in the dark up to 60 feet. Darkvision is black
and white only, but it is otherwise like normal sight, and negati function just
fine wtih no light at all.
- Negative energy ray: Negati can use negative energy ray once per day as cast by a 5th-level sorcerer
- Negati are immune to negative energy effects, such as negative energy ray, negative
energy burst, and receive arcane defense: necromancy as a bonus feat
- Level Adjustment +1
Setup Instructions
- Create your character with the Human race, and contact a DM to set up your racial traits.
- This race will require a DM to modify your ability scores.
Important Note: This race will require a DM unlock. You must prove an understanding of this
unusual race in order to play it.
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