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| Zekarra06-28-07, 01:40 PM | Hi, I am trying to create a new breed of Genasi, if they already exsist then please let me know where they can be found, if not then here goes: The Roaming Genasi Tavern (http://users.erols.com/aburner/planescape/index.html) a link to all things Planetouched. Note: The Para- and Quasi-Genasi have been updated to their 3e versions. Note: These Para- and Quasi-Genasi were created in 1998, on the PLANESCAPE-L mailing list, and predate the recent Para- and Quasi-Genasi featured in Dragon magazine. All credits go to Planscape and Dragon Magazine for publishing. Brimstone Genasi (Earth and Fire) Abilities: +2 str +2 int -2 wis -2 cha Shows there strength (Earth) and intelligence (Fire). No constitution because the weaker Fire half balances this out with the stronger Earth half Medium Size: As a medium sized creature there is no bonus or penalty to attack or armor class. Base Land Speed: 30 feet or 6 squares Darkvision: 60 feet or 12 squares Endure Elements (Sp): As spell of same name and cast as a 5th level Druid. Useable once per day. +1 racial bonus to saves vs. earth and fire based spells and effects. This ability increases by +1 for every 7 class levels the Brimstone genasi attains. Clerical Focus: Must choose a diety that has access to the Earth or Fire Domains and choose either the Earth or the Fire domain as one of there Domain choices. Outsiders: Genasi are native outsiders (as stated in genasi descriptions) Automatic languages: Common, Home Region Bonus Languages: Any except secrete languages (i.e. Druidic) Favored Class: Fighter Level Adjustment: +1 Dust Devil Genasi (Earth and Air) +2 Dex +2 Con -2 Wis -2 Cha They are quick and agile and very durable, yet they are easliy distracted and arrogant. Medium Size: As a medium sized creature there is no bonus or penalty to attack or armor class. Base land speed: 30 feet or 6 squares Darkvision: 60 feet or 12 squares Gust of wind (Sp): This genasi can use the gust of wind spell 3 times per day as cast by a 5th level druid. Clerical focus: Must choose a diety that has access to the Air or Earth Domains and choose either the Air or the Earth domain as one of there Domain choices. +1 racial bonus to saving throws against air and earth based spells and effects. This ability increases by +1 every 7 class levels the genasi attains. Outsider: Genasi are native outsiders. Automatic languages: Common and home region. Bonus languages: Any except secrete languages (i.e. Druidic) Favored class: Fighter Level adjustment: +1 Seasalt Genasi (Earth and Water) +4 Con -2 Wis -2 Cha They are weaker because of the waters fluidiity and therefore do not recieve the strenght bonus. Because both earth and water are enduring they have an increased constitution. Medium Size: As a medium sized creature there is no bonus or penalty to attack or armor class. Base Land Speed: 30 feet or 6 squares Darkvision: 60 feet or 12 squares Water breathing (Ex): This genasi can breathe water as an extraordinary ability. Water walking (Sp): This genasi can use the water walking spell once per as cast by a 5th level cleric. Clerical focus: Must choose a diety that has access to the Earth or Water Domains and choose either the Earth or Water domain as one of there Domain choices. +1 racial bonus to saving throws against earth and water based spells and effects. This ability increases by +1 every 7 class levels the genasi attains. Outsider: Genasi are native outsiders. Automatic languages: Common and home region. Bonus languages: Any except secrete languages (i.e. Druidic) Favored class: Fighter Level adjustment: +1 Ash Genasi (Fire and Air) +4 Int -2 Wis -2 Cha They are less agile because they burn out quickly. Because of there sharp wit and bright mind they have an increased intelligence. Medium Size: As a medium sized creature there is no bonus or penalty to attack or armor class. Base Land Speed: 30 feet or 6 squares Darkvision: 60 feet or 12 squares Feather fall (Sp): This genasi can use the feather fall spell once per day as cast by a 5th level sorcerer. Fire spark (Ex): This genasi may create a small candle size flame on the tip of there finger three times per day. This flame can be used as a light source (like a candle) or be used to start a fire (i.e. campfires). Clerical focus: Must choose a diety that has access to the Air or Fire Domains and choose either the Air or Fire domain as one of there Domain choices. +1 racial bonus to saving throws against air and fire based spells and effects. This ability increases by +1 every 7 class levels the genasi attains. Outsider: Genasi are native outsiders. Automatic languages: Common and home region. Bonus languages: Any except secrete languages (i.e. Druidic) Favored class: Fighter Level adjustment: +1 Mist Genasi (Air and Water) +2 Dex +2 Int -2 Wis -2 Cha The air and water move fluidly together, so they retain there dexterity bonus. Water and air are quick to learn and there fore they retain the intelligence bonus. Medium Size: As a medium sized creature there is no bonus or penalty to attack or armor class. Base Land Speed: 30 feet or 6 squares Darkvision: 60 feet or 12 squares Obscuring mist (Sp): This genasi can use the obscuring mist spell once per day as cast by a 5th level druid. Ventriloquism (Sp): This genasi can use the ventriloquism spell once per day as cast by a 5th level sorcerer. Clerical focus: Must choose a diety that has access to the Air or Water Domains and choose either the Air or the Water domain as one of there Domain choices. +1 racial bonus to saving throws against air and water based spells and effects. This ability increases by +1 every 7 class levels the genasi attains. Outsider: Genasi are native outsiders. Automatic languages: Common and home region. Bonus languages: Any except secrete languages (i.e. Druidic) Favored class: Fighter Level adjustment: +1 Steam Genasi (Fire and Water) +2 Con +2 Int -4 Cha They are extremely durable and quick to learn, but there arrogance and quickness to anger make them very uncharismatic. Medium Size: As a medium sized creature there is no bonus or penalty to attack or armor class. Base Land Speed: 30 feet or 6 squares Darkvision: 60 feet or 12 squares Protection from fire (Ex): This genasi always takes ½ damage from any source of fire (magical or not). If a saving throw is allowed for ½ damage from a fire source (i.e. fireball reflex for ½ damage), then they only take ¼ the damage on a successful save. Clerical focus: Must choose a diety that has access to the Fire or Water Domains and choose either the Fire or the Water domain as one of there Domain choices. +1 racial bonus to saving throws against fire and water based spells and effects. This ability increases by +1 every 7 class levels the genasi attains. Outsider: Genasi are native outsiders. Automatic languages: Common and home region. Bonus languages: Any except secrete languages (i.e. Druidic) Favored class: Fighter Level adjustment: +1 True Genasi (Air, Earth, Fire and Water ) +2 Str +2 Dex +2 Con +2 Int -2 Wis -2 Cha They are extremely strong, agile, durable and quick to learn, but there arrogance and quickness to anger make them very uncharismatic. Medium Size: As a medium sized creature there is no bonus or penalty to attack or armor class. Base Land Speed: 30 feet or 6 squares Darkvision: 60 feet or 12 squares Resist Elements (Su): The True Genasi is always prtected by the elements. This ability functions like that of the resist energy spell, in that it will absorb 10 points of damage each round, and it protects from acid, cold, electricity and fire damage. Clerical focus: Must choose a diety that has access to the Air, Earth, Fire or Water Domains and choose either the Air, Earth, Fire or Water domain as one of there Domain choices. +1 racial bonus to saving throws against air, earth, fire and water based spells and effects. This ability increases by +1 every 7 class levels the genasi attains. Outsider: Genasi are native outsiders. Automatic languages: Common and home region. Bonus languages: Any except secrete languages (i.e. Druidic) Favored class: Fighter Level adjustment: +2 Dragon Magazine # 297 Para-Genasi Para-Genasi By far the most common breeds of Genasi are those descended from the four rimary elements of air, earth, fire, and water. Slightly less common are para-genasi descended from the mixed blood of two types of elemental outsiders. For example, if the daughter of a mortal and an efreeti has a child with a djinni, that child's descendants might include smoke para-genasi as well as fire and air genasi. Because such unions are less common than those that create the standard genasi, however, para-genasi are comparatively rarer than the four genasi described in the Forgotten Realms Campaign Setting book and Dragon Magazine issue #293. Dust Para-Genasi Dust para-genasi tend to be morbid and sarcastic. they are most often neutral, but many of them have slightly chaotic bent. They are pale and gaunt, with hollow cheeks and dark circles under their eyes. They usually have at least one or two traits that hint at their ancestry, such as perpetually dry skin or a cloud of dust that clings to them wherever they go. They almost always dress in black, and more often than not they wear funeral garb, even when such garb would be highly inappropriate. Racial Abilities: Dust para-genasi have the following traits: +4 DEX +2 INT -2 CON -2 CHA Dust para-genasi are surprisingly nimble and sharp, but they are often sickly, and their morbid fascination with death and decay is off-putting. Medium size Base land speed: 30 feet +1 racial bonus to saving throws against dust spells and effects (such as dust of dryness or a dust mephit's breath weapon). This bonus increases by +1 for every 5 character levels the para-genasi attains. Dust Cloud (Su): Once per day, a dust para-genasi can create a 20 foot radius cloud of dust, centered on self. This cloud grants ¼ concealment (10% miss chance) to any one more than 5 feet away from another within the cloud, and all creatures except the dust para-genasi must make a fortitude save (DC 10 +½ character level + Charisma modifier) or begin coughing uncontrollably. This coughing imposes a -2 penalty to attacks and skill checks, and it lasts until the victim leaves the cloud. The dust cloud lasts for 5 minutes. Breathless (Ex): Dust para-genasi do not breathe, so they are immune to drowning suffocation, and attacks that require inhalation (such as some types of poison). Clerical Focus: A dust para-genasi cleric must choose a diety who grants access to either the Air or Earth domain and must choose either Air or Earth as one of their 2 domains. Outsider: Dust para-genasi are native outsiders. Automatic Languages: Common and home region. Bonus Languages: Any (except secrete languages, like Druidic) Favored Class: Rouge Level Adjustment +1: Dust para-genasi are slightly more powerful and gain levels more slowly than most other common races. Ice Para-Genasi Ice para-genasi are cold, emotionless beings. Like most genasi, they tend toward neutrality. They appear human, but their features are often sharper and more chisled than normal, and their skin is paler than the norm for thier race. In addition, they have one or two minor supernatural traits that hint at their heritage, such as breath that frosts in even the hottest weather or frost-caked hair. They prefer loose, light clothing in whites and pale blues, even in cool climates. Racial Abilities: Ice para-genasi have the following traits: +4 CON +2 WIS -2 DEX -2 CHA Ice para-genasi are hearty and observant, but they are sluggish and often seem uncaring. Medium size Base land speed: 30 feet Darkvision: 60 feet +1 racial bonus to saving throws against cold effects. This bonus increases by +1 for every 5 character levels the para-genasi attains. Chill Metal (Sp): Ice para-genasi can use chill metal once per day as a druid of their character level. Clerical Focus: An ice para-genasi cleric must choose a diety who grants access to either the Air or Water domain and must choose either Air or Water as one of their 2 domains. Outsider: Ice para-genasi are native outsiders. Automatic Languages: Common and home region. Bonus Languages: Any (except secrete languages, like Druidic) Favored Class: Fighter Level Adjustment +1: Ice para-genasi are slightly more powerful and gain levels more slowly than most other common races. Magma Para-Genasi Ponderous but powerful, magma para-genasi combine many of the traits of their earthen and firey ancestors. Like all genasi, they tend toward neutrality. They are short and stocky, sometimes to the point of resembling tall dwarves. They usually have dark skin, and they typically possess traits that mark them as unusual. They might have a reddish glow to their skin or eyes, feel unusually hot to the touch, or have hair that ripples like fire. They tend toward simple utilitarian clothes, which often seem disturbingly close to smoldering. Racial Abilities: Magma para-genasi have the following traits: +2 STR +2 CON -2 INT -2 WIS Magma para-genasi are strong and tough, but they think slowly and uncertainly. Medium size Base land speed: 30 feet Darkvision: 60 feet +1 racial bonus to saving throws against fire spells and effects. This bonus increases by +1 for every 5 character levels the para-genasi attains. Heat Metal (Sp): Magma para-genasi can use heat metal once per day as a sorcerer of their character level. Clerical Focus: A magma para-genasi cleric must choose a diety who grants access to either the Earth or Fire domain and must choose either Earth or Fire as one of their 2 domains. Outsider: Magma para-genasi are native outsiders. Automatic Languages: Common and home region. Bonus Languages: Any (except secrete languages, like Druidic) Favored Class: Fighter Level Adjustment +1: Magma para-genasi are slightly more powerful and gain levels more slowly than most other common races. Ooze Para-Genasi Ooze para-genasi are repulsive and slimy (both physically and in personality). They are most often neutral, but they have a slight tendency towards evil. They are usually heavyset, with flabby bodies and sallow skin. Most exhibit a small number of traits that hint at their ancestry, such as greasy skin or unusually flexible limbs. They wear dark earth tone, and their clothing is often soiled and foul smelling. They are, on a whole, utterly revolting. Racial Abilities: Ooze para-genasi have the following traits: +4 CON -2 CHA Ooze para-genasi are hardy and resilient, but many other races find them repulsive. Medium size Base land speed: 30 feet Darkvision: 60 feet +1 racial bonus to saving throws against acid spells and effects. This bonus increases by +1 for every 5 character levels the para-genasi attains. Grease (Sp): Ooze para-genasi can use grease once per day as a sorcerer of their character level. Clerical Focus: If using the domains in the Forgotten Realms setting, an ooze para-genasi cleric must choose a deity who grants access to the Slime domain and choose Slime as one their two domains. If the Forgotten Realms domains are not used, ooze para-genasi clerics must choose a diety who grants access to either the Earth or Water domain and must choose either Earth or Water as one of their 2 domains. Outsider: Ooze para-genasi are native outsiders. Automatic Languages: Common and home region. Bonus Languages: Any (except secrete languages, like Druidic) Favored Class: Fighter Level Adjustment +1: Ooze para-genasi are slightly more powerful and gain levels more slowly than most other common races. Smoke Para-Genasi Smoke para-genasi seem crude and lazy. They tend toward neutrality, like all genasi and most elementals. Smoke para-genasi are tall and lanky, reflecting their heritage of air and fire. They tend to have dark skin and hair, and like other genasi have one or two unusual traits, such as hair that billows like clouds of smoke or the faint whiff of something burning clinging to them. They prefer loose clothing in dark colors and heavy fabrics. Racial Abilities: Smoke para-genasi have the following traits: +2 DEX +2 INT -2 CHA Smoke para-genasi are naturally quick and intelligent, but are ofter unpleasant. Medium size Base land speed: 30 feet Darkvision: 60 feet +1 racial bonus to saving throws against smoke and cloud type effects (such as stinking cloud and cloudkill). This bonus increases by +1 for every 5 character levels the para-genasi attains. Smoke Cloud (Su): Smoke para-genasi can create a smoke cloud once per day. This ability functions exactly like the pyrotechnics spell of the same name, except that the smoke para-genasi does not require an open flame to use it. The smoke para-genasi uses this ability as a sorcerer of their character level. Clerical Focus: An smoke para-genasi cleric must choose a diety who grants access to either the Air or Fire domain and must choose either Air or Fire as one of their 2 domains. Outsider: Smoke para-genasi are native outsiders. Automatic Languages: Common and home region. Bonus Languages: Any (except secrete languages, like Druidic) Favored Class: Wizard Level Adjustment +1: Smoke para-genasi are slightly more powerful and gain levels more slowly than most other common races. Steam Para-Genasi Bossy and egostistical, steam para-genasi often see themsleves as inherently supeior to others creatures, including other para-genasi. They tand toward neutrality, like their elemental forefathers. Steam para-genasi are usually tall and slim, and often weigh less than their appearance suggests. Like other para-genasi, they have one or two unusual traits, such as wisps of mist constantly clinging to them or a grey tone to their skin or hair. Their clothing is usually loose, flowing, and gauzy. Racial Abilities: Steam para-genasi have the following traits: +2 DEX -2 CHA Steam para-genasi are nimble and quick, but they tend to be bossy and have oversized egos. Medium size Base land speed: 30 feet Darkvision: 60 feet +1 racial bonus to saving throws against heat based (but not fire based) spells and effects, such as heatmetal or a magmin's fiery aura. This bonus increases by +1 for every 5 character levels the para-genasi attains. Obscuring Mist (Sp): Steam para-genasi can use obscuring mist once per day as a druid of their character level. Keen Eyed (Ex): Steam para-genasi can see through smoke, fog, and other atmospheric effects unusually well. Reduce the miss chance caused by concealment by 10% when the target's concealment results from such atmospheric disturbances. Clerical Focus: A Steam para-genasi cleric must choose a diety who grants access to either the Fire or Water domain and must choose either Fire or Water as one of his 2 domains. Outsider: Steam para-genasi are native outsiders. Automatic Languages: Common and home region. Bonus Languages: Any (except secrete languages, like Druidic) Favored Class: Rogue Level Adjustment +1: Steam para-genasi are slightly more powerful and gain levels more slowly than most other common races. Well there you go. Sorry for the length of it. Critiques welcome.:D And if some would post a link to the LA calculator that would be great. Thanks. |
| Lawlicron06-28-07, 01:50 PM | You should never give odd modifiers to a race. Its just something you don't do. Also don't force them into choosing Gond as their deity, you should just make them do one or the other. I'm really not too fond of the idea but I won't be mean about it. You should also grab a book and format it properly like most of the other races are laid out. Yours isn't bad it just throws me that the language thing is stuck right in the middle of every thing. |
| Zekarra06-28-07, 04:02 PM | You should never give odd modifiers to a race. Its just something you don't do. Also don't force them into choosing Gond as their deity, you should just make them do one or the other. I'm really not too fond of the idea but I won't be mean about it. You should also grab a book and format it properly like most of the other races are laid out. Yours isn't bad it just throws me that the language thing is stuck right in the middle of every thing. Thanks for the input. :) Corrections made please have another look.:detect: Again thanks for the input. |
| dfarnsworth06-28-07, 11:16 PM | There was an article in Dragon that had Para-Genasi races in it. I don't remember which issue but they had a magma genasi and I believe the others you have listed. |
| Zekarra06-29-07, 01:38 AM | There was an article in Dragon that had Para-Genasi races in it. I don't remember which issue but they had a magma genasi and I believe the others you have listed. Now that you mention it, I think I remember that article. If you could find out which Dragon Magizine # that would be great. Anyone else know? |
| TheCarrionCrawler06-29-07, 08:24 AM | Now that you mention it, I think I remember that article. If you could find out which Dragon Magizine # that would be great. Anyone else know? I have it at home...if no one posts before then, I'll put it up tonight... CC |
| Zekarra06-29-07, 08:36 AM | I have it at home...if no one posts before then, I'll put it up tonight... CC Thanks.:D |
| dfarnsworth06-29-07, 08:54 AM | Try issue #297. David |
| Zekarra06-30-07, 02:01 PM | :bump: It's kinda :( when the party's :mage: (insert damage spell here) your :fight!: :elf: to :ghosted: :ghosted: and then you have the :emp: ressurect them and then they all go and :pint: :pint: This then makes the DM go :looloo: :crazy: :shocked: :rimshot: I'd like to say "Thank you very much to all the DM's in the world, for making your world's so fun to play in." |
| The Ubbergeek07-01-07, 12:13 PM | Para- and Quasielemental Genasi have been actually stated in a few Planescape websites, like the Roaring Genasi Taven. There is even Positive and Negative ones! |
| Zekarra07-01-07, 02:58 PM | Para- and Quasielemental Genasi have been actually stated in a few Planescape websites, like the Roaring Genasi Taven. There is even Positive and Negative ones! The Para-Genasi are listed in Dragon magazine # 297. I'll list them later tonight. I'm not sure if they were before or after 3.0 to 3.5 conversion? Any light on this would be great. As for the Quasi-Genasi, I think they are also in a Dragon magazine but I'm also not sure which one. I think it was before 3.5 though. The Pos/Neg energy ones sound cool. If you have them available please post them thanks. |
| Zekarra07-01-07, 08:10 PM | Dragon Magazine # 297 Para-Genasi All credits go to the creators and Dragon Magazine for publishing. Para-Genasi By far the most common breeds of Genasi are those descended from the four rimary elements of air, earth, fire, and water. Slightly less common are para-genasi descended from the mixed blood of two types of elemental outsiders. For example, if the daughter of a mortal and an efreeti has a child with a djinni, that child's descendants might include smoke para-genasi as well as fire and air genasi. Because such unions are less common than those that create the standard genasi, however, para-genasi are comparatively rarer than the four genasi described in the Forgotten Realms Campaign Setting book and Dragon Magazine issue #293. Dust Para-Genasi Dust para-genasi tend to be morbid and sarcastic. they are most often neutral, but many of them have slightly chaotic bent. They are pale and gaunt, with hollow cheeks and dark circles under their eyes. They usually have at least one or two traits that hint at their ancestry, such as perpetually dry skin or a cloud of dust that clings to them wherever they go. They almost always dress in black, and more often than not they wear funeral garb, even when such garb would be highly inappropriate. Racial Abilities: Dust para-genasi have the following traits: +4 DEX +2 INT -2 CON -2 CHA Dust para-genasi are surprisingly nimble and sharp, but they are often sickly, and their morbid fascination with death and decay is off-putting. Medium size Base land speed: 30 feet +1 racial bonus to saving throws against dust spells and effects (such as dust of dryness or a dust mephit's breath weapon). This bonus increases by +1 for every 5 character levels the para-genasi attains. Dust Cloud (Su): Once per day, a dust para-genasi can create a 20 foot radius cloud of dust, centered on self. This cloud grants ¼ concealment (10% miss chance) to any one more than 5 feet away from another within the cloud, and all creatures except the dust para-genasi must make a fortitude save (DC 10 +½ character level + Charisma modifier) or begin coughing uncontrollably. This coughing imposes a -2 penalty to attacks and skill checks, and it lasts until the victim leaves the cloud. The dust cloud lasts for 5 minutes. Breathless (Ex): Dust para-genasi do not breathe, so they are immune to drowning suffocation, and attacks that require inhalation (such as some types of poison). Clerical Focus: A dust para-genasi cleric must choose a diety who grants access to either the Air or Earth domain and must choose either Air or Earth as one of their 2 domains. Outsider: Dust para-genasi are native outsiders. Automatic Languages: Common and home region. Bonus Languages: Any (except secrete languages, like Druidic) Favored Class: Rouge Level Adjustment +1: Dust para-genasi are slightly more powerful and gain levels more slowly than most other common races. Ice Para-Genasi Ice para-genasi are cold, emotionless beings. Like most genasi, they tend toward neutrality. They appear human, but their features are often sharper and more chisled than normal, and their skin is paler than the norm for thier race. In addition, they have one or two minor supernatural traits that hint at their heritage, such as breath that frosts in even the hottest weather or frost-caked hair. They prefer loose, light clothing in whites and pale blues, even in cool climates. Racial Abilities: Ice para-genasi have the following traits: +4 CON +2 WIS -2 DEX -2 CHA Ice para-genasi are hearty and observant, but they are sluggish and often seem uncaring. Medium size Base land speed: 30 feet Darkvision: 60 feet +1 racial bonus to saving throws against cold effects. This bonus increases by +1 for every 5 character levels the para-genasi attains. Chill Metal (Sp): Ice para-genasi can use chill metal once per day as a druid of their character level. Clerical Focus: An ice para-genasi cleric must choose a diety who grants access to either the Air or Water domain and must choose either Air or Water as one of their 2 domains. Outsider: Ice para-genasi are native outsiders. Automatic Languages: Common and home region. Bonus Languages: Any (except secrete languages, like Druidic) Favored Class: Fighter Level Adjustment +1: Ice para-genasi are slightly more powerful and gain levels more slowly than most other common races. Magma Para-Genasi Ponderous but powerful, magma para-genasi combine many of the traits of their earthen and firey ancestors. Like all genasi, they tend toward neutrality. They are short and stocky, sometimes to the point of resembling tall dwarves. They usually have dark skin, and they typically possess traits that mark them as unusual. They might have a reddish glow to their skin or eyes, feel unusually hot to the touch, or have hair that ripples like fire. They tend toward simple utilitarian clothes, which often seem disturbingly close to smoldering. Racial Abilities: Magma para-genasi have the following traits: +2 STR +2 CON -2 INT -2 WIS Magma para-genasi are strong and tough, but they think slowly and uncertainly. Medium size Base land speed: 30 feet Darkvision: 60 feet +1 racial bonus to saving throws against fire spells and effects. This bonus increases by +1 for every 5 character levels the para-genasi attains. Heat Metal (Sp): Magma para-genasi can use heat metal once per day as a sorcerer of their character level. Clerical Focus: A magma para-genasi cleric must choose a diety who grants access to either the Earth or Fire domain and must choose either Earth or Fire as one of their 2 domains. Outsider: Magma para-genasi are native outsiders. Automatic Languages: Common and home region. Bonus Languages: Any (except secrete languages, like Druidic) Favored Class: Fighter Level Adjustment +1: Magma para-genasi are slightly more powerful and gain levels more slowly than most other common races. Ooze Para-Genasi Ooze para-genasi are repulsive and slimy (both physically and in personality). They are most often neutral, but they have a slight tendency towards evil. They are usually heavyset, with flabby bodies and sallow skin. Most exhibit a small number of traits that hint at their ancestry, such as greasy skin or unusually flexible limbs. They wear dark earth tone, and their clothing is often soiled and foul smelling. They are, on a whole, utterly revolting. Racial Abilities: Ooze para-genasi have the following traits: +4 CON -2 CHA Ooze para-genasi are hardy and resilient, but many other races find them repulsive. Medium size Base land speed: 30 feet Darkvision: 60 feet +1 racial bonus to saving throws against acid spells and effects. This bonus increases by +1 for every 5 character levels the para-genasi attains. Grease (Sp): Ooze para-genasi can use grease once per day as a sorcerer of their character level. Clerical Focus: If using the domains in the Forgotten Realms setting, an ooze para-genasi cleric must choose a deity who grants access to the Slime domain and choose Slime as one their two domains. If the Forgotten Realms domains are not used, ooze para-genasi clerics must choose a diety who grants access to either the Earth or Water domain and must choose either Earth or Water as one of their 2 domains. Outsider: Ooze para-genasi are native outsiders. Automatic Languages: Common and home region. Bonus Languages: Any (except secrete languages, like Druidic) Favored Class: Fighter Level Adjustment +1: Ooze para-genasi are slightly more powerful and gain levels more slowly than most other common races. Smoke Para-Genasi Smoke para-genasi seem crude and lazy. They tend toward neutrality, like all genasi and most elementals. Smoke para-genasi are tall and lanky, reflecting their heritage of air and fire. They tend to have dark skin and hair, and like other genasi have one or two unusual traits, such as hair that billows like clouds of smoke or the faint whiff of something burning clinging to them. They prefer loose clothing in dark colors and heavy fabrics. Racial Abilities: Smoke para-genasi have the following traits: +2 DEX +2 INT -2 CHA Smoke para-genasi are naturally quick and intelligent, but are ofter unpleasant. Medium size Base land speed: 30 feet Darkvision: 60 feet +1 racial bonus to saving throws against smoke and cloud type effects (such as stinking cloud and cloudkill). This bonus increases by +1 for every 5 character levels the para-genasi attains. Smoke Cloud (Su): Smoke para-genasi can create a smoke cloud once per day. This ability functions exactly like the pyrotechnics spell of the same name, except that the smoke para-genasi does not require an open flame to use it. The smoke para-genasi uses this ability as a sorcerer of their character level. Clerical Focus: An smoke para-genasi cleric must choose a diety who grants access to either the Air or Fire domain and must choose either Air or Fire as one of their 2 domains. Outsider: Smoke para-genasi are native outsiders. Automatic Languages: Common and home region. Bonus Languages: Any (except secrete languages, like Druidic) Favored Class: Wizard Level Adjustment +1: Smoke para-genasi are slightly more powerful and gain levels more slowly than most other common races. Steam Para-Genasi Bossy and egostistical, steam para-genasi often see themsleves as inherently supeior to others creatures, including other para-genasi. They tand toward neutrality, like their elemental forefathers. Steam para-genasi are usually tall and slim, and often weigh less than their appearance suggests. Like other para-genasi, they have one or two unusual traits, such as wisps of mist constantly clinging to them or a grey tone to their skin or hair. Their clothing is usually loose, flowing, and gauzy. Racial Abilities: Steam para-genasi have the following traits: +2 DEX -2 CHA Steam para-genasi are nimble and quick, but they tend to be bossy and have oversized egos. Medium size Base land speed: 30 feet Darkvision: 60 feet +1 racial bonus to saving throws against heat based (but not fire based) spells and effects, such as heatmetal or a magmin's fiery aura. This bonus increases by +1 for every 5 character levels the para-genasi attains. Obscuring Mist (Sp): Steam para-genasi can use obscuring mist once per day as a druid of their character level. Keen Eyed (Ex): Steam para-genasi can see through smoke, fog, and other atmospheric effects unusually well. Reduce the miss chance caused by concealment by 10% when the target's concealment results from such atmospheric disturbances. Clerical Focus: A Steam para-genasi cleric must choose a diety who grants access to either the Fire or Water domain and must choose either Fire or Water as one of his 2 domains. Outsider: Steam para-genasi are native outsiders. Automatic Languages: Common and home region. Bonus Languages: Any (except secrete languages, like Druidic) Favored Class: Rogue Level Adjustment +1: Steam para-genasi are slightly more powerful and gain levels more slowly than most other common races. All credits go to Dragon Magazine and the creator's of these races. Still working on it. |
| Zekarra07-02-07, 11:54 AM | Okay. Done, I think. Look at first post. :bump: :zzz: |
| The Ubbergeek07-02-07, 12:37 PM | The Roaming Genasi Tavern (http://users.erols.com/aburner/planescape/index.html) A Tavern for those Touched by the Inner Planes Rastus Darkglass, Shadow of the Vapors Proprietor Note: The Para- and Quasi-Genasi have been updated to their 3e versions. Note: These Para- and Quasi-Genasi were created in 1998, on the PLANESCAPE-L mailing list, and predate the recent Para- and Quasi-Genasi featured in Dragon magazine. |
| Zekarra07-02-07, 02:06 PM | The Roaming Genasi Tavern (http://users.erols.com/aburner/planescape/index.html) Thanks for the link. I'll put it with the first post for others. I also will add in the creators who originally made them. Again thanks. |