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| A Man In Black12-05-03, 09:08 PM | So, for your perusal, is an attempt to bring the genasi up to par. No insane abilities, just greater access to their spell-like abilities, some changes to the stat mods (almost no increases), and some miscellaneous bonuses. I also got rid of the totally inane clerical focus; why can't an earth genasi worship a god of strength, instead of earth? Air Genasi have only gotten minor changes, like an improvement on any acquired flight in lieu of a skill bonus. I think Quickened Levitate at will is worth an ECL +1 at effective level 8. Air genasi were unarguably the best of the genasi. They only got an affinity to flight and the same universal access to their spell-like abilities that all the other genasi recieved. AIR GENASI +2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma. Air genasi are nimble in form and thought, but are flighty and arrogant. Medium-size outsider (native). Genasi are native outsiders. As such, they are immune to spells or effects that affect humanoids, but are affected by spells or effects that target outsiders. Air genasi base speed is 30 feet. Darkvision up to 60 feet. Levitate (Sp): Air genasi can use levitate once per day as cast by a sorcerer of their character level (at least 5th). Air genasi can use this ability as a quickened action, allowing an air genasi to interrupt a fall, as with Featherfall. At character level 7, this ability can be used at will. Air genasi who gain an ability to fly have a manueverability class one better than usual. For example, good manueverability becomes perfect. This ability is retained even if the flight ability comes from a spell or magic item, or even if the air genasi gains wings from spells or effects like Polymorph, Alter Self, Wildshape, or so on. This manueverability comes from an innate understanding of flight, not any physical or magical attributes of an air genasi's body. +1 racial bonus on saving throws against all air spells and effects, including the supernatural or spell-like special abilities of creatures with the air subtype. This bonus increases by +1 for every five character levels the genasi attains. Breathless (Ex): Air genasi do not breathe, so they are immune to drowning, suffocation, and attacks that require inhalation (such as some types of poison). This includes cloud-based spell effects, such as Cloudkill. Automatic Languages: Common and Auran. Bonus Languages: Any (except secret languages, such as Druidic). Favored Class: Rogue. Level Adjustment +1: Air genasi are slightly more powerful and gain levels more slowly than most other races. Earth genasi are stealing some dwarf abilities that they really should have. Earth genasi are no longer rendered totally moot by half-orcs and dwares. This version could make a great fighter, but also a pretty decent ranger, rogue, or even wizard. EARTH GENASI +2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma. Earth genasi are physically impressive, but can be oblivious and stubborn. Medium-size outsider (native). Genasi are native outsiders. As such, they are immune to spells or effects that affect humanoids, but are affected by spells or effects that target outsiders. Earth genasi base speed is 30 feet. Darkvision to 60 feet. Exceptionally stable (Su): Earth genasi gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Few things can take move a creature of earth elemental blood, if it doesn't want to move. Stonecunning (Ex): This ability grants an earth genasi a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. An earth genasi who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and an earth genasi can use the Search skill to find stonework traps as a rogue can. An earth genasi can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Pass Without Trace (Sp): Earth genasi can use pass without trace once per day as cast by a druid of their character level (at least 5th). At character level 7, this can be used at will. +1 racial bonus on saving throws against earth spells and effects and mineral poisons, including the supernatural, spell-like special abilities, or poisons of creatures with the earth subtype. This bonus increases by +1 for every five character levels the genasi attains. +2 racial bonus on any Appraise, Craft, Knowledge, or Profession rolls made involving sculpting earth, excavation, landscaping, shaping stone, metalcraft, or blacksmithing. An earth genasi has a sense for stone and metal to rival a dwarf's. Automatic Languages: Common and Terran. Bonus Languages: Any (except secret languages, such as Druidic). Favored Class: Fighter. Level Adjustment +1: Earth genasi are slightly more powerful and gain levels more slowly than most other races. Fire genasi really needed the most benefit. The Charisma penalty is replaced with a Charisma bonus and a Wisdom penalty. Plus, they get immunity to heat subdual damage (yawn), easier access to Elemental Savant, and Spell Power on fire elemental spells. This fire genasi is more of a fire blaster; behind his human peers' breadth and access to spells, but a slightly better fire elementalist. It's a waste of their fire affinity to be anything but a spellcaster, but that was true with the old fire genasi, too. FIRE GENASI +2 Intelligence, +2 Charisma, -2 Wisdom. Fire genasi have bright minds, and people are inexplicably attracted to them, like a moth to a flame. Unfortunately, they can also be impulsive, and, occasionally, near-suicidally reckless. Medium size outsider (native). Genasi are native outsiders. As such, they are immune to spells or effects that affect humanoids, but are affected by spells or effects that target outsiders. Fire genasi base speed is 30 feet. +1 racial bonus on saving throws against fire spells and effects, including the supernatural or spell-like special abilities of creatures with the fire subtype. This bonus increases by +1 for every five character levels the genasi attains. Spell Power (fire) +1: Fire genasi are considered +1 caster level when casting spells with the fire subtype, for the purposes of both spell effects and overcoming spell resistance. This also applies to spells on which the Elemental Substitution (fire) metamagic has been applied. Immune to subdual damage caused by heat. Genasi are confortable in the desert, as the sweltering heat only makes them feel stronger. Darkvision up to 60 feet. Control Flame (Sp): Fire genasi can cause a nonmagical fire within 10 feet in them to diminish to the level of coals or flare to the brightness of daylight and double the normal radius of its illumination. This ability does not change the heat output or fuel consumption of the fire source, lasts 5 minutes, and may be done once per day. They use this ability as a sorcerer of their character level (at least 5th). At character level 7, they may use this ability at will, although only once per day in conjunction with the Healing Flames feat. Automatic Languages: Common and Ignan. Bonus Languages: Any (except secret languages, such as Druidic). Favored Class: Sorcerer. Fire genasi sorcerers may ignore the Knowledge (Planes) requirement to qualify for Elemental Savant, as well. Level Adjustment +1: Fire genasi are slightly more powerful and gain levels more slowly than most other races. Water Genasi are also stuck with a completely lame spell-like ability, which has been changed. With that changed and an inexplicably-missing swim bonus added (why are river Spirit Folk better swimmers than Water Genasi?), they're fine. I considered giving water genasi +2 wisdom, to give them an aspect of "looking downstream" and taking the long view, but their swimming abilities got SO much better that I decided not to. Other than the changed spell-like ability (which isn't even really as good as a Tiefling's Darkness), the water genasi fills exactly the same role as the previous version. WATER GENASI +2 Constitution, +2 Wisdom -2 Charisma. Water genasi inherit insight and toughness from their ancestors, but their tendency to look "downstream" seems alien to some. Medium-size outsider (native). Genasi are native outsiders. As such, they are immune to spells or effects that affect humanoids, but are affected by spells or effects that target outsiders. Water genasi base speed is 30 feet, and base swim speed is 30 feet. Darkvision up to 60 feet, or 120 feet underwater. Obscuring Mist (Sp): Water genasi can use obscuring mist once per day as cast by a sorcerer of their character level (at least 5th). At character level 7, this can be used at will. +1 racial bonus on saving throws against water spells and effects, including the supernatural or spell-like special abilities of creatures with the water subtype. This bonus increases by +1 for every 5 character levels the genasi attains. Immune to subdual damage caused by cold conditions. Water genasi are immune to the freezing chill of the ocean's depths. Amphibious: Water genasi breathe water or air equally well. Spells which would fill the target's lungs with water or otherwise overwhelm the target's breathing with water have no effect on water genasi. +8 racial bonus to Swim checks, water genasi can always take 10 on Swim checks. and water genasi can also take a run action while swimming (as long as all of the movement is in a straight line). Water genasi are as comfortable in the water as a fish. Automatic Languages: Common and Aquan. Bonus Languages: Any (except secret languages, such as Druidic). Favored class: Druid. All of these genasi are based on the Planeswalker Planescape 3e preview. They had the water genasi as a druid, and I thought it was a better fit. Level Adjustment +1: Water genasi are slightly more powerful and gain levels more slowly than most other races. Any thoughts? I'm most iffy about fire genasi and water genasi; earth genasi seem to be a fair LA +1 over dwarves, and air genasi didn't need much enhancement from the original. |
| TerrickTerran12-06-03, 12:03 AM | I like the Earth and Air. I'll have to recheck the Fire and Water after some sleep.:P |
| Isida Kep'Tukari12-06-03, 11:25 AM | These look like pretty good versions (I've done some genasi tweaking myself). :) But I thought I might add a note to the water genasi about the "missing" racial bonus to Swim. Spirit folk, if I remember correctly, don't have a swim speed. Water genasi do. There are also many examples in the Monster Manual of monsters with a swim speed that don't have any racial bonuses to swim. If I recall correctly, creatures without a Swim speed must make checks to move through the water. I believe having a Swim speed negates the needs to make these normal Swim checks, which is why creatures with a Swim speed don't always have racial bonuses to Swim. |
| Perun12-06-03, 12:01 PM | I thought any creature with the listed swim speed automatically gained the +8 bonus to any swim checks it's required to make. Listing the bonus is handy for the player, but the genasi always had it. Then again, I might be wrong. |
| A Man In Black12-06-03, 11:03 PM | River spirit folk, from Unapproachable East, have a listed swim speed. I listed the effects of having a racial swim speed for convenience's sak, just like listing the effects of being a native outsider. That said, I'm still a tad iffy on water genasi. Is an amphibious swimmer with unbalanced stat mods and a very handy spell-like ability too much for an LA +1? |
| A Man In Black12-10-03, 03:19 PM | Is there really that ittle interest? |
| Isida Kep'Tukari12-10-03, 04:51 PM | Man in Black, I think I'm going to be adopting your genasi for use in my elemental-heavy homebrew. I may add one or two things (for campaign-related flavor purposes), but in all I find your genasi much more flavorful, balanced, and interesting for the +1 ECL. |
| A Man In Black12-10-03, 09:53 PM | Oh, thank you very much. I appreciate the praise. Out of curiosity, what are you considering changing? I've read through your Homebrew post. |
| Isida Kep'Tukari12-10-03, 10:34 PM | Well, I'm not sure about the spell power for the fire genasi, so I'm replacing that with a fire resistance 5. I also have some energy resistances for the other genasi for the most part. I like your immunity to subdual from heat and cold, which I'm adopting for the magma, ice, and steam genasi as well. |
| A Man In Black12-11-03, 05:27 PM | The spell power serves a very specific purpose; it makes an LA +1 race viable as a spellcaster, something that takes tailoring to make possible. If you really want to add energy resistance to the race, I'd drop the bonus to saves against fire spells. |
| Arafelis12-11-03, 08:51 PM | Arctic (Dragon 306) River Spirit Folk (I don't have Unnaproachable East, so I'm using the version in OA) Low Light Vision x2 Base Speed 30 ft, swim 30 ft +2 Con, -2 Cha Water Breathing +1 racial bonus on saves vs cold, -1 on saves vs fire +2 racial bonus on saves vs water effects +2 racial bonus on Survival checks Speak w/animals (any fish only, caster level 1) 1/day Ray of Frost (as 1st level caster) 1/day Favored Class: Any ECL: +0 I'd say the Wisdom bonus would fit in just fine to your water gensai. |
| A Man In Black12-11-03, 09:37 PM | Originally posted by Arafelis Arctic (Dragon 306) River Spirit Folk (I don't have Unnaproachable East, so I'm using the version in OA) I'd say the Wisdom bonus would fit in just fine to your water gensai. Hmm. I think it basically boils down to the value of being amphibious. I'm gonna go with amphibiousness as not worth the bolk of the LA +1 on its own. Consider the +2 wisdom added. |
| A Man In Black12-24-03, 06:04 AM | Bumped due to a resurgence in interest in the various planetouched races. |
| TranquilDarkness12-24-03, 03:27 PM | I like these adapted Genasi. Or at least a hill of a lot more than the originals.. I would like to see the earth genasi slightly more different from dwarves; perhaps by dropping their darkvision down to 30'(or just no darkvision at all) and giving them any class as a favorite. Seems to fit in with them being oblivious and stubborn.. Anyway, just wanted to manifest pleasure ;) |
| Cli' San Aquanova01-01-04, 02:38 PM | These look nice. I'll still use the ones they gave us in the FR books, though. Nothing personnal though, bud. http://www.geocities.com/flammabledragon/mermanwink.TXT Anyway, I've been thinking about adding the elemental subtype to the Genasi (IE: Fire Genasi gets the fire subtype). I still plan to keep them LA +1 though. Do you guys think adding the subtypes is too overpowered for LA +1? |
| Palin the Wizard01-01-04, 04:05 PM | Cli' San Aquanova: Yes, way too overpowered. Fire subtype gives immunity to Fire-based spells (and attacks), of which there are quite a bit. Of course, there is the "save or double-damage from the opposite subtype" thing, but I don't consider that to be nearly enough to lower it. A Man In Black: While I like your approach, personally I wouldn't let anyone play your Earth Genasi. As you said, before, Half-Orcs and Dwarves make Earth Genasi obsolete... well, this Earth Genasi makes Half-Orcs and Dwarves obsolete. From a quick overview, the only things the Dwarf has which the Earth Genasi doesn't, is the attack bonus against Goblinoids, the dodge bonus against Giants, and the save bonus against spells. |
| Saphite01-01-04, 09:27 PM | Originally posted by Palin the Wizard A Man In Black: While I like your approach, personally I wouldn't let anyone play your Earth Genasi. As you said, before, Half-Orcs and Dwarves make Earth Genasi obsolete... well, this Earth Genasi makes Half-Orcs and Dwarves obsolete. From a quick overview, the only things the Dwarf has which the Earth Genasi doesn't, is the attack bonus against Goblinoids, the dodge bonus against Giants, and the save bonus against spells. Well, to be fair the Dwarf and Half-orc get the extra level. |
| strenoth01-02-04, 03:37 AM | um, you kept the earth-genesai have a land speed of 30 feet.. how about a land speed of at least 30 feet, or their base race's land speed, which ever is better? just in case the templace gets applied to some normally fast race. |
| Arafelis01-02-04, 05:19 AM | Slow down, the heritage-race-as-template idea hasn't hit this thread yet. |
| Palin the Wizard01-02-04, 05:39 AM | Originally posted by Saphite Well, to be fair the Dwarf and Half-orc get the extra level. True. Yet the Earth Genasi gets +2 Str/+2 Con. No +0 LA race gets that. |
| Saphite01-03-04, 12:07 AM | Originally posted by Palin the Wizard True. Yet the Earth Genasi gets +2 Str/+2 Con. No +0 LA race gets that. Well, that is technically balanced. However, looking back on the Earth Genasi, it does seem to be stepping all over the toes of the Dwarf. Maybe a loss of the movent speeds while in heavy armor; I don't really see the need for Earth Genasi to be fast anyways. |
| Ozymandias_7901-03-04, 02:05 PM | The EG gets +2 natural armor in Monsters of faerun, how about adding that instead of the movement thingie u put in? Ozymandias_79 |
| A Man In Black01-05-04, 09:22 AM | Originally posted by Saphite While I like your approach, personally I wouldn't let anyone play your Earth Genasi. As you said, before, Half-Orcs and Dwarves make Earth Genasi obsolete... well, this Earth Genasi makes Half-Orcs and Dwarves obsolete. From a quick overview, the only things the Dwarf has which the Earth Genasi doesn't, is the attack bonus against Goblinoids, the dodge bonus against Giants, and the save bonus against spells. Well, yes. This version of the earth genasi is a cut above dwarves. The dwarf gets an extra level. The old earth genasi was pathetic compared to dwarves, and a mediocre LA +1 at best. That said, maybe I am poaching a bit too much on the dwarf's schticks. Originally posted by Saphite Well, that is technically balanced. However, looking back on the Earth Genasi, it does seem to be stepping all over the toes of the Dwarf. Maybe a loss of the movent speeds while in heavy armor; I don't really see the need for Earth Genasi to be fast anyways. The movement ability is a minor issue; I'm dropping it with no replacement ability, as it's not a big deal, and I really don't want earth genasi to be superdwarves. |
| geministranger06-10-04, 08:21 PM | Cool, I'm about to play an air gen. cleric. I'll see if the DM likes this one better. I can see the point abut domain requirements. I wanted to choose stormand thunder (create one if I must) as domains. BTW, Why don't air genasi get bonus to listen or even scent? Sounds and smell are carried by air after all. |
| eggplantm06-11-04, 12:17 PM | I really like your versions of the Genasi. I always thought they were very weak for their +1 LA. I made my own versions once but I tried to match them up better with the Asimar and tiefling by giving them various energy resistances. I also wanted to change to water genasi the most. I've got to agree with other posters that so much is borrowed from the dwarves by the earth genasi that it makes them seem more like paragon dwarves. The stability thing I never considered to have anything to do with the earth as much as I thought it was the dwarven physique. The stonecunning I think could stay though. All in all I like what I see. I may have to go back and change my versions a bit. |
| Ipsissimus06-11-04, 12:34 PM | of course...not all races were created equal. Aside from the air genasi the rest of our players didn't choose the other gensai out of preference and the races didn't appeal to their character or power level. There's still outsiders and have access to some decent racial feats, the only thing we changed was giving the fire genasi a better spell like ability. The para elemental gensai on the other hand will seem to suite your needs more due to their higher power level potential. ;) til then, you'll see me choose aasimar or tiefling over any genasi. |
| altharis11-29-06, 05:19 AM | I think your problem is, too much looking at the forgotten realms genasi, and not enough looking at the Planescape 3.5 genasi. I mean genasi do live in/come from/harken to the planes don't they? If you google planescape 3.5, you'll find a great little series of pdf's. I as well, plan to play genasi in my setting, but the one big difference i have, will be that I won't be using non-human PHB races! You're gonna hafta work for them stat bonuses! |
| MasonMurdoc03-13-07, 12:45 PM | Could these still work as Lesser Genasi with a 0 LA? |