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DawnbringerSO
2014-03-05, 04:40 PM
After searching, I found that a pathfinder genasi conversion hadn't really been done properly, at least very well, so I thought I'd do my own.

This includes all of the planescape genasi, plus the wood genasi, and one of my own making, the shadow genasi.

All the races are 13 RP, as detailed in the PFSRD race creation guide. 3 of that RP is from being an outsider (native).

It is my hope to have alternate racial traits, archetypes and alternate +1 hp/skill point features for each race.

The work isn't finished yet, so this post will act as a change log.





So without further ado.

DawnbringerSO
2014-03-05, 04:42 PM
STEAM GENASI


Steam Genasi

Type Outsider (native)

Size Medium

Base Speed Normal

Ability Score Modifiers +2 Dex, +2 Int, –2 Wis

Languages Steam Genasi begin knowing Common and Aquan, and can choose between Aquan, Celestial, Draconic, Ignan and Infernal for high int.


Racial Traits

Defense Racial Traits

• Wet: +1 on saving throws against spells and effects that use or manipulate water. This bonus increases by +1 per five character levels the genasi attains.
• Mist Child: Whenever a Steam Genasi has concealment or total concealment, the miss chance of attacks against her increases by 5%.

Feat and Skill Racial Traits

• Curiosity: Steam Genasi are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
• Explorer: Survival and Perception are always class skills for Steam Genasi

Magical Racial Traits
• Spell-like ability: Steam Genasi can use obscuring mists once per day as a spell-like ability. The caster level for this ability equals the steam genasi’s class level.
• Steam affinity: A steam genasi casts spells, spell-like abilities and formulas that use vapour, clouds or steam at +1 caster level, such as fog cloud and vitriolic mist.

Senses Racial Traits
• Darkvision 60 ft.
• Fog Sight: Steam Genasi can "see" through any cloud made of water vapor up to 120 feet. This includes fog, normal clouds, and steam, but does not include smoke or other vapors.

Alternate Racial Traits

Luck: With the type of exploring a Steam Genasi does, some must have luck on their side to survive. Once per day, when a Steam Genasi makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw. This racial trait replaces Steam Affinity.

Mist Kissed: Some Steam Genasi are surrounded by a layer of steam, gaining a +2 racial bonus to saves against attacks or effects that require inhalation. The Steam Genasi also gains the benefit of a 5% miss chance of ranged attacks targeting him. This racial trait replaces Curiosity.

Archetypes

Thermal Barbarian:

Steamy Rage: When a Thermal Barbarian rages, steam erupts from her body and surrounds her, moving with her when she does, granting her concealment. This ability replaces fast movement 10.

Control Temperature: A Thermal Barbarian has temperature points. These points start at 0. The thermal barbarian may increase or lower these points while raging. In order to gain more temperature points, the barbarian must take the appropriate rage powers (temperature) As a free action once per round while raging, the thermal barbarian may raise or lower his temperature points by 1 point, up to a maximum positive value of +1 per temperature rage power or a maximum negative value of -1 per temperature rage power the barbarian has.

Temperature 1 allows the barbarian to go up to +1 or -1.

Temperature 2 allows the barbarian to go up to +2 or -2 and requires both temperature 1 and 6th level.

Temperature 3 allows the barbarian to go up to +3 or -3 and requires both temperature 2 and 9th level.

Temperature 4 allows the barbarian to go up to +4 or -4 and requires both temperature 3 and 12th level.

Temperature 5 allows the barbarian to go up to +5 or -5 and requires both temperature 4 and 15th level.

Temperature 6 allows the barbarian to go up to +6 or -6 and requires both temperature 5 and 18th level.

The effects of each temperature value are as follows:

0 – Normal

+1 – The thermal barbarian deals an additional 1d6 fire damage per attack and gains fire resistance 5.

+2 – The thermal barbarian gains an extra attack at his full base attack bonus when making a full attack and his fire resistance increases to 10.

+3 – The thermal barbarians’ additional fire damage increases to 2d6 and he gains the burn special quality (Reflex DC 10 + half the barbarians HD + his Con modifier) and his fire resistance increases to 15.

+4 – The thermal barbarians’ heat spreads into the surrounding area, causing anyone within 5 ft. of him to take burn damage and his fire resistance increases to 20.

+5 – The thermal barbarian leaves behind flames in his wake. For every 5 ft. the thermal barbarian moves, a wall of fire emerges in the square behind him, as the spell (CL equal to barbarian level), his movement speed increases by 10 ft., and his fire resistance increases to 25.

+6 – Once per encounter, as soon as the thermal barbarian reaches this level of temperature, he releases an explosion of superheated steam as he overheats. This steam bursts from the barbarian in a 20 ft. radius and deals 1d6 fire damage/level and all creatures in the area are blinded for 1 round/level as the steam scorches their eyes. A Reflex save (DC 10 + half the barbarians HD + his con mod) halves the damage and negates the blindness. In addition, their steamy rage now gives total concealment and they are immune to fire.

-1 – The thermal barbarian deals an additional 1d6 cold damage per attack and gains cold resistance 5.

-2 – The thermal barbarian gains vital strike as a bonus feat and his cold resistance increases to 10.

-3 – The thermal barbarians’ additional cold damage increases to 2d6 and his steam freezes particles all over his body, which reduces his speed to 20 ft. but also increases his natural armour bonus by +4, and increases it by an additional +2 for every temperature point drop beyond this point (+6 for a temperature of -4 and so on). In addition, his cold resistance increases to 15.

-4 – The thermal barbarian gains improved vital strike as a bonus feat and whenever he uses the feat and successfully hits his target, the target must make a Fortitude save (DC 10 + half the barbarians HD + his con mod) or become staggered for 1 round. In addition, the thermal barbarian radiates an aura of cold, causing creatures within 5 ft. of the thermal barbarian to make a Fortitude save (same DC) each round or become slowed, as the spell, for as long as they remain within 5 ft. of the barbarian +1 round. His cold resistance increases to 20.

-5 - Whenever a creature fails its save against the thermal barbarians’ vital strike, it is now dazed instead. In addition, the thermal barbarians’ cold aura now extends to 10 ft., deals 2d6 cold damage per round and freezes liquids, including potions (this allows the barbarian to walk on “water”). His own potions are immune to the effect. His cold resistance increases to 25.

-6 – Once per encounter, as soon as the thermal barbarian reaches this level of temperature, he breaks the laws of physics and causes the temperature in a 20 ft. radius to drop to absolute zero for a split second. This deals 1d6 cold damage/level and all creatures in the area must succeed on a Reflex save or be subject to the entangle effect of icy prison (CL equals barbarian level). In addition, the thermal barbarian gains greater vital strike as a bonus feat and those that fail their save are stunned instead of dazed and he becomes immune to cold.

When the rage ends, the thermal barbarians’ temperature drops (or rises) towards 0 one round at a time.

DawnbringerSO
2014-03-05, 04:43 PM
VACUUM GENASI


Vacuum Genasi

Type Outsider (native)

Size Medium

Base Speed Normal

Ability Score Modifiers +2 Con, +2 Dex, –2 Str

Languages Vacuum Genasi begin knowing Common and Auran, and may choose between Abyssal, Aquan, Ignan, Infernal and Necril for high int.


Racial Traits

Defense Racial Traits

• Dead Air: +1 on saving throws against spells and effects that use or manipulate air. This bonus increases by +1 per five character levels the genasi attains.
• Breathless: Vacuum genasi do not breathe, so they have immunity to drowning, suffocation, and attacks that require inhalation (such as inhaled poisons and most gases).
• Healthy: Vacuum genasi gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
Feat and Skill Racial Traits
• Depth Perception: Vacuum Genasi gain a +2 racial bonus on perception checks.

Magical Racial Traits

• Spell-like ability: Vacuum Genasi can use silence once per day as a spell-like ability. The caster level for this ability equals the Vacuum Genasi’s class level.

Senses Racial Traits
• Darkvision 60 ft.

Alternate Racial Traits

• Quiet: Sound doesn’t carry very well in a vacuum, so vacuum genasi have to develop a way to cast spells without sound. Such genasi gain Silent Spell as a bonus feat. This ability replaces Depth perception.
• Poison Use: Some vacuum genasi have taken to use their natural hardiness to their advantage. These genasi gain the poison use ability. This abilty replaces dead air.

Archetypes

Silent Killer (Ninja)

Silence: A silent killer can use her silence spell-like ability an amount of times per day equal to half her ninja level + her charisma modifier. By spending 1 point from her ki pool, a silent kill may cast silence as a swift action.

This ability replaces the silent killers first ninja trick.

Lethally Silent: At 3rd level, whenever a silent killer attacks a creature that is unable to hear her, she gains a +1 bonus on the attack roll and a +1 bonus to any critical confirmation rolls. In addition, an opponent in an area of your silence spell-like ability suffers a -1 penalty to attack rolls. Every three levels thereafter, the bonuses and penalty increase by 1. This ability does not affect creatures that do not normally hear, such as oozes.

This ability replaces no trace.

Uncanny Attack: At 4th level, any creature within the silence radius of a silent killers spell-like ability counts as flat footed for the silent killer.

This ability replaces uncanny dodge, which is instead gained at 8th level.

DawnbringerSO
2014-03-05, 04:48 PM
POSITIVE GENASI


Positive Genasi

Type Outsider (native)

Size Medium

Base Speed Normal

Ability Score Modifiers +2 Con, +2 Cha, –2 Wis

Languages Positive Genasi begin knowing Common, and can choose between Auran, Celestial, Draconic, Dwarven and Elven for high int.


Racial Traits

Defense Racial Traits

• Infused: +1 on saving throws against necromantic spells and effects. This bonus increases by +1 per five character levels the genasi attains.
• Light Headed: Positive Genasi are immune to light based blindness and dazzle effects.

Feat and Skill Racial Traits

• Spiritual: Positive Energy Genasi gain a +2 bonus on heal and knowledge (religion) checks.

Magical Racial Traits

• Spell-like ability: Posiive Genasi can use cure light wounds once per day as a spell-like ability. The caster level for this ability equals the Positive Genasi’s class level.
• Positive affinity: A Positive Genasi casts spells, spell-like abilities and formulas that use positive energy and the powers of the healing domain and revelations of the oracles life mystery at +1 caster level, such as cure light wounds.

Senses Racial Traits
• Darkvision 60 ft.

Other Racial Traits

• Improved Undead Turning: Non-cleric Positive Genasi can channel energy as though they were a cleric four levels lower than their character level, but only to harm undead. A 5th level Genasi fighter can turn undead as if he was a 1st level cleric, for example.
• Accelerated Healing: Due to the Life Energy suffusing their being, Genasi heal at an accelerated rate. Wounded Genasi who are not under the care of someone with the Healing skill will heal 2 hit points per level per day of rest, and 3 hit points per level per day of complete bed rest. Genasi under the care of someone with the Healing skill will gain an extra hit point per day in addition to their usual accelerated healing (assuming the Healer succeeds on a skill check). Magical healing cast on a Genasi is also more effective. When determining how many points are healed by a healing spell cast on a Genasi, use the next highest die type than that specified by the spell. For example, casting Cure Moderate Wounds on a Genasi would heal back 2d10 points of damage +1 point per caster level, instead of the 2d8 points of damage +1 point per caster level specified by the spell description.

Weaknesses

• Undead Vulnerability: Undead are powered by energy from the Negative Energy Plane. Negative Energy is inimical to the Positive Energy which suffuses Genasi, and so Genasi suffer a -4 penalty on their Fortitude saves when trying to recover from the effects of an energy drain attack. Undead that don't normally have an energy draining attack still have the potential to inflict negative levels on a Genasi. If an undead creature without an energy draining attack scores a critical barehanded hit against a Genasi, the Genasi must succeed on a Fortitude check (with the -4 penalty) against a DC of 10 + Hit Dice of undead creature. Failing this check means they gain a negative level. Finally, all undead creatures receive a 1d4 damage bonus when attacking a Genasi barehanded. On a critical hit, this bonus is added in after the base damage is multiplied.

DawnbringerSO
2014-03-05, 04:58 PM
WATER GENASI


Water Genasi

Type Outsider (native)

Size Medium

Base Speed Normal

Ability Score Modifiers +2 Con, +2 Wis, –2 Cha

Languages Water Genasi begin knowing Common and Aquan, and can choose between Aboleth, Auran, Grippli, Sylvan and Terran for high int. 0 RP


Racial Traits

Defense Racial Traits
• Flowing: +1 on saving throws against spells and effects that use or manipulate water. This bonus increases by +1 per five character levels the genasi attains.

Feat and Skill Racial Traits

• Patience: Water Genasi gain +2 racial bonus on Survival checks to predict and deal with weather and terrain hazards, and a +1 racial bonus on Knowledge(nature) checks. One of these skills is a class skill.

Magical Racial Traits

• Spell-like ability: Water Genasi can use hydraulic push once per day as a spell-like ability. The caster level for this ability equals the Water Genasi’s class level. - 1 RP
• Water affinity: Water Genasi are treated as 1 level higher when casting spells with the water descriptor or using powers of the water domain, bloodline powers of the water elemental bloodline, and revelations of the oracle's waves mystery. This trait does not give water genasi early access to level-based powers; it only affects powers they could already use without this trait.

Movement Racial Traits

• Swim: Water Genasi have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.

Senses Racial Traits

• Darkvision 60 ft.
• Water Sense: – Water Genasi can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.

Other Racial Traits

• Amphibious: Water genasi can breathe both air and water.

DawnbringerSO
2014-03-05, 05:01 PM
EARTH GENASI


Earth Genasi

Type Outsider (native)

Size Medium

Base Speed Normal

Ability Score Modifiers +2 Str, +2 Con, –2 Wis

Languages Earth Genasi begin knowing Common and Terran, and can choose between Aquan, Dwarven Ignan, Sylvan and Undercommon for high int.


Racial Traits

Defense Racial Traits

• Hardened: +1 on saving throws against spells and effects that use or manipulate earth. This bonus increases by +1 per five character levels the genasi attains.
• Natural Armour: Earth Genasi gain a +1 natural armor bonus to their Armor Class.

Feat and Skill Racial Traits

• Stubborn: Earth Genasi gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if an earth genasi fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the earth genasi has a similar ability from another source (such as a rogue's slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.

Magical Racial Traits

• Spell-like ability: Earth Genasi can use Stone Fist once per day as a spell-like ability. The caster level for this ability equals the Earth Genasi’s class level.
• Earth Child: Earth Genasi are treated as 1 level higher when casting spells with the earth descriptor or using powers of the earth domain, bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This trait does not give earth genasi early access to level-based powers; it only affects powers they could already use without this trait.

Movement Racial Traits

• Burrow: Earth Genasi have a burrow speed of 20 ft.
Senses Racial Traits
• Darkvision 60 ft.

Vanitas
2014-03-05, 05:02 PM
Pathfinder has its own elemental races.

DawnbringerSO
2014-03-05, 05:04 PM
FIRE GENASI


Fire Genasi

Type Outsider (native)

Size Medium

Base Speed Normal

Ability Score Modifiers +2 Dex, +2 Int, –2 Cha

Languages Fire Genasi begin knowing Common and Ignan, and can choose between Abyssal, Auran, Draconic, Infernal and Terran for high int.


Racial Traits

Defense Racial Traits

• Hot: +1 on saving throws against spells and effects that use or manipulate fire. This bonus increases by +1 per five character levels the genasi attains.
• Fire Immunity: Fire Genasi are immune to non-magical fire. Magical fire still damages them normally.
• Fleet Footed: Fire Genasi receive Run as a bonus feat and a +2 racial bonus on initiative checks.

Feat and Skill Racial Traits

• Quick Reactions: Fire Genasi gain Improved Initiative as a bonus feat.

Magical Racial Traits

• Spell-like ability: Fire Genasi can use Produce Flame once per day as a spell-like ability. The caster level for this ability equals the Fire Genasi’s class level.
• Fire Child: Fire Genasi are treated as 1 level higher when casting spells with the fire descriptor or using powers of the fire domain, bloodline powers of the fire elemental bloodline, and revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give fire genasi early access to level-based powers; it only affects powers they could already use without this trait.

Senses Racial Traits

• Darkvision 60 ft.

Archetypes

Flaming Fist (Monk)

Elemental Fist (Su): At 1st level, a flaming fist gains elemental fist as a bonus feat, but may only choose fire as her element, even if he does not meet the prerequisites. At 5th level, and every 5 levels thereafter, the monk increases the damage of his elemental fist by 1d6 (2d6 at 5th, 3d6 at 10th and so on).

This ability replaces stunning fist.

Produce Flame (Sp): A flaming fist may use his produce flame spell like ability the same amount of times as his elemental fist ability, and it deals the same amount of base damage as his elemental fist ability (1d6+1 at 1st level, 2d6+5 at 5th level, 3d6+5 at 10th level and so on). He may also combine it into a ranged flurry attack as long as he has the appropriate amount of charges left.

This ability replaces the monks bonus feat at first level.

Purity of Flame (Ex): At 5th level, a flaming fist gains fire resist 5 plus his monk level. At 15th level, this turns into fire immunity.

This ability replaces purity of body.

Manipulate Flames (Su): At 15th level, a flaming fist gains the manipulate flames ability of red dragons to a range of 100 ft.

This ability replaces quivering palm.

DawnbringerSO
2014-03-05, 05:07 PM
AIR GENASI


Air Genasi

Type Outsider (native)

Size Medium

Base Speed Normal

Ability Score Modifiers +2 Dex, +2 Int, –2 Wis

Languages Air Genasi begin knowing Common and Auran, and can choose between Aquan, Celestial, Draconic, Giant and Ignan for high int.


Racial Traits

Defense Racial Traits

• Breezy: +1 on saving throws against spells and effects that use or manipulate air. This bonus increases by +1 per five character levels the genasi attains.
• Breathless: Air Genasi do not breathe, so they have immunity to drowning, suffocation, and attacks that require inhalation (such as inhaled poisons and most gases)
• Breeze Kissed: Air Genasi are surrounded by swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. They can calm or renew these winds as a swift action. Once per day, an air genasi can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Doing so exhausts the user's breeze-kissed ability for 24 hours. This is a supernatural ability.

Magical Racial Traits

• Spell-like ability: Air Genasi can use Levitate once per day as a spell-like ability. The caster level for this ability equals the Air Genasi’s class level.
• Air Child: Air Genasi are treated as 1 level higher when casting spells with the air descriptor or using powers of the air domain, bloodline powers of the air elemental bloodline, and revelations of the oracle's wind mystery. This trait does not give fire genasi early access to level-based powers; it only affects powers they could already use without this trait.

Senses Racial Traits
• Darkvision 60 ft.

DawnbringerSO
2014-03-05, 05:12 PM
NEGATIVE GENASI


Negative Genasi

Type Outsider (native)

Size Medium

Base Speed Normal

Ability Score Modifiers +2 Str, +2 Int, –2 Con

Languages Negative Genasi begin knowing Common and Necril, and can choose between Abyssal, Dark Folk, Drow, Infernal and Undercommon for high int.


Racial Traits

Defense Racial Traits

• Infused: +1 on saving throws against necromantic spells and effects. This bonus increases by +1 per five character levels the genasi attains.
• Negative level immunity: Negative Genasi are immune negative levels and level drain.
• Ability Drain Resistance: Negative Genasi gain a +4 racial bonus to ability damage and ability drain.
• Undead Indifference: Undead regard negative genasi as kindred spirits. Mindless undead, such as zombies and skeletons, will not attack a negative genasi unless he attacks first. Free willed undead, such as vampires and ghouls, will not attack a negative genasi unless he poses a clear and obvious threat. For example, sneaking into the lair of a vampire is generally considered a clear and obvious threat.

Feat and Skill Racial Traits

• Stealthy: Negative Genasi gain a +2 racial bonus on stealth checks.
• Ritualist: Knowledge (History) and Knowledge (Religion) are always class skills for a negative genasi.

Magical Racial Traits

• Spell-like ability: Negative Genasi can use inflict light wounds once per day as a spell-like ability. The caster level for this ability equals the Positive Genasi’s class level.
• Natural Necromancy: A Negative Genasi casts necromantic spells and effects, as well as powers of the death domain, bloodline powers of the undead bloodline and revelations of the oracles bones mystery, at +1 caster level.

Senses Racial Traits

• Darkvision 60 ft.

Other Racial Traits

• Undead Healer: Non-cleric Negative Genasi can channel energy as though they were a cleric four levels lower than their character level, but only to heal undead. A 5th level Genasi fighter can turn undead as if he was a 1st level cleric, for example.

Weaknesses

• Negative Energy Affinity: Negative Genasi are alive, but are healed by negative energy and harmed by positive energy, as if they were an undead creature.

• One Foot in the Grave: Negative Genasi suffer a -2 penalty on fortitude saves.


Archetypes

Death Ritualist (Fighter):

Death Rituals: Most cultures, races and/or religions have death rituals associated with a member of their flock. A death ritualist takes these rituals seriously and learns as many as he can (this could take the form of making knowledge (history) or knowledge (religion) check or simply asking the right person or researching in a city) so he can perform them. This is most commonly done after he slays a foe, but can be for a dead person found in the street or someone who naturally passes away, or anyone else who simply happens to be dead.

Whenever a death ritualist performs a unique death ritual for a specific corpse that directly applies to that particular corpses religion, culture or race (i.e. performing a goblin death ritual on a dead human doesn’t count), he gains a permanent benefit selected from the list below (only those marked with an asterisk* can be taken more than once):

+1 ritual bonus to attack rolls.
+1 ritual bonus to damage rolls.
+1 ritual bonus to Will saves.
+1 ritual bonus to Reflex saves.
+1 ritual bonus to Fortitude saves.
+1 ritual bonus to AC.
+1 ritual bonus to CMB.
+1 ritual bonus to CMD.
+1 max dexterity bonus to armour.
Damage Reduction 1/- (stacks with other DR).
Reduce the armour check penalty of armour by 1.
+1 to the save DCs of the death ritualists’ abilities.
+1 resistance to any energy type*.
+1 ritual bonus any skill check*.
+1 extra ft. of movement (benefit only gained every 5 ft.)*.

This ability replaces the bonus feat gained at 1st level.

Sneak Attack: Due to a death ritualists familiarity with death, he can more easily pinpoint the places to strike precisely to achieve a quick death. At 3rd level, a death ritualist gains 1d6 sneak attack. This sneak attack increases by 1d6 every 4 levels, up to 5d6 at 19th level.

This ability replaces armour training 1.

Channel: At 5th level, the death ritualist can channel negative energy freely, affecting his choice of living creatures or undead as he chooses. This allows the death ritualist to heal himself with this ability.

This ability replaces weapon training 1.

DawnbringerSO
2014-03-05, 05:16 PM
ICE GENASI


Ice Genasi

Type Outsider (native)

Size Medium

Base Speed Normal

Ability Score Modifiers +2 Con, +2 Wis, –2 Int

Languages Ice Genasi begin knowing Common, Aquan and Auran, and can choose between Abyssal, Celestial, Draconic, Ignan and Terran for high int.

Racial Traits

Defense Racial Traits

• Frosty: +1 on saving throws against spells and effects that use or manipulate cold. This bonus increases by +1 per five character levels the genasi attains.
• Cold Immunity: Ice Genasi are immune to non-magical cold. Magical cold still damages them normally.
• Icy Veins: If an ice genasi is completely immersed in snow or neck deep in freezing cold water, he gains fast healing 1.

Offense Racial Traits

• Desperate Battler: When no ally is within 10 feet of an ice genasi and they are not receiving benefits from the aid another action, they gain a +1 morale bonus on melee attack and damage rolls.

Movement Racial Traits

• Surefooted: Ice Genasi can move across any icy surface at their normal movement rate, without any danger of slipping or falling.

Magical Racial Traits

• Spell-like ability: Ice Genasi can use Frost once per day as a spell-like ability. Frost covers various surfaces with a thin layer of ice, but is otherwise identical to the 1st-level Wizard spell Grease. The caster level for this ability equals the Ice Genasi’s class level.
• Frost Child: Ice Genasi are treated as 1 level higher when casting spells with the cold descriptor or using powers of the water (ice) subdomain, bloodline powers of the boreal bloodline, and revelations of the oracle's winter mystery. This trait does not give ice genasi early access to level-based powers; it only affects powers they could already use without this trait.

Senses Racial Traits

• Darkvision 60 ft.
• Snow Vision: Ice Genasi can see perfectly through any type of snow.

DawnbringerSO
2014-03-05, 05:20 PM
LIGHTNING GENASI


Lightning Genasi

Type Outsider (native)

Size Medium

Base Speed Normal

Ability Score Modifiers +2 Dex, +2 Wis, –2 Str

Languages Lightning Genasi begin knowing Common and Auran, and can choose between Aquan, Celestial, Draconic, Infernal and Ignan for high int.

Racial Traits

Defense Racial Traits

• Static: +1 on saving throws against spells and effects that use or manipulate electricity or air. This bonus increases by +1 per five character levels the genasi attains.
• Electricity Immunity: Lightning Genasi are immune to non-magical electricity. Magical electricity still damages them normally.
• Sonic Resistance: Lightning Genasi receive a +4 racial bonus on all saving throws vs. effects which stem from loud, booming noises.

Feat and Skill Racial Traits

• Soul Searching: Lightning Genasi gain a +2 racial bonus on knowledge (religion) and it and knowledge (planes) are always considered as class skills for them.

Magical Racial Traits

• Spell-like ability: Lightning Genasi can use Shock Shield once per day as a spell-like ability. The caster level for this ability equals the Lightning Genasi’s class level.
• Storm Child: Lightning Genasi are treated as 1 level higher when casting spells with the electricity descriptor or using powers of the weather domain, bloodline powers of the stormlord bloodline. This trait does not give lightning genasi early access to level-based powers; it only affects powers they could already use without this trait.

Senses Racial Traits
• Darkvision 60 ft.

DawnbringerSO
2014-03-05, 05:22 PM
MINERAL GENASI


Mineral Genasi

Type Outsider (native)

Size Medium

Base Speed Normal

Ability Score Modifiers +2 Cha, +2 Str, –2 Dex

Languages Mineral Genasi begin knowing Common and Terran, and can choose between Aquan, Celestial, Draconic, Dwarven and Ignan for high int.

Racial Traits

Defense Racial Traits

• Hardened: +1 on saving throws against spells and effects that use or manipulate earth. This bonus increases by +1 per five character levels the genasi attains.
• Petrification Immunity: Mineral Genasi are immune to all forms of petrification.
• Natural Armour: Mineral Genasi gain a +2 natural armour bonus to their armour class.

Feat and Skill Racial Traits

• Expert Appraisal: Mineral Genasi gain a +2 on any Appraise checks related to minerals, gemstones or jewellery.

Magical Racial Traits

• Spell-like ability: Mineral Genasi can use Crystal Gauntlet once per day as a spell-like ability. This works like the spell Ice Gauntlet except the gauntlet is crystalline in nature and instead of dealing cold damage it deals acid damage. The caster level for this ability equals the Mineral Genasi’s class level.

Senses Racial Traits

• Darkvision 60 ft.

Movement Racial Traits

• Burrow: Mineral Genasi have a burrow speed of 20 ft.

DawnbringerSO
2014-03-05, 05:25 PM
OOZE GENASI


Ooze Genasi

Type Outsider (native)

Size Medium

Base Speed Normal

Ability Score Modifiers +2 Cha, +2 Con, –2 Wis

Languages Ooze Genasi begin knowing Common and Aquan and Terran, and can choose between Auran, Celestial, Draconic, Infernal and Ignan for high int.

Racial Traits

Defense Racial Traits

• Slimy: +1 on saving throws against spells and effects that use or manipulate earth or water. This bonus increases by +1 per five character levels the genasi attains.
• Acid Reistance: Ooze Genasi have acid resistance 5.
• Resilient: Ooze Genasi gain a +6 bonus on Fortitude saves against disease and poison, including magical diseases and a +2 bonus on Fortitude saves against becoming nauseated or sickened.

Magical Racial Traits

• Spell-like ability: Ooze Genasi can use Soften Earth and Stone once per day as a spell-like ability. The caster level for this ability equals the Ooze Genasi’s class level.

Senses Racial Traits

• Darkvision 60 ft.
• Mud Sight: Ooze Genasi can see through mud up to 60 ft.

Other Racial Traits

• Mud Breathing: Ooze Genasi can breathe without difficulty and can otherwise act without penalty while submerged in mud.

DawnbringerSO
2014-03-05, 05:29 PM
MAGMA GENASI


Magma Genasi

Type Outsider (native)

Size Medium

Base Speed Normal

Ability Score Modifiers +2 Int, +2 Str, –2 Dex

Languages Magma Genasi begin knowing Common, Ignan and Terran, and can choose between Abyssal, Auran, Aquan, Draconic and Infernal for high int.

Racial Traits

Defense Racial Traits

• Molten: +1 on saving throws against spells and effects that use or manipulate earth or fire. This bonus increases by +1 per five character levels the genasi attains.
• Lava Immunity: Magma Genasi are immune to non-magical fire and lava, and can breathe while completely immersed in lava.

Feat and Skill Racial Traits

• Natural Science: Magma Genasi get the knowledge (Geography) and knowledge (Nature) skills as class skills.

Magical Racial Traits

• Spell-like ability: Magma Genasi can use Heat Rock once per day as a spell-like ability. This works like the spell Heat Metal except that it affects rock instead of metal. The caster level for this ability equals the Magma Genasi’s class level.

Offence Racial Traits

• Magma Fists: Magma Genasi add 1 fire damage to any natural attack it makes.

Senses Racial Traits

• Darkvision 60 ft.
• Lava Sight: Magma Genasi can see through lava up to 60 ft.

Movement Racial Traits

• Lava Swim: Magma Genasi have a swim speed of 30 ft. when moving through lava. The bonus to swim checks this applies also applies when trying to swim through other mediums, such as water.

DawnbringerSO
2014-03-05, 05:43 PM
ASH GENASI



Ash Genasi

Type Outsider (native)

Size Medium

Base Speed Normal

Ability Score Modifiers +2 Dex, +2 Wis, –2 Cha

Languages Ash Genasi begin knowing Common and Ignan, and can choose between Abyssal, Auran Draconic, Necril and Terran for high int.

Racial Traits

Defense Racial Traits

• Ashen: +1 on saving throws against spells and effects that use or manipulate cold or fire. This bonus increases by +1 per five character levels the genasi attains.
• Cold Immunity: Ash Genasi are immune to non-magical cold. Magical cold still damages them normally.

Feats and Skills Racial Traits

• Self Sufficient: Ash Genasi gain a +2 racial bonus on survival checks, and Knowledge (Nature) and Survival are always class skills.

Magical Racial Traits

• Spell-like ability: Ash Genasi can use Quench once per day as a spell-like ability. The caster level for this ability equals the Ash Genasi’s class level.
• Entropic: Ash Genasi are treated as 1 level higher when casting spells that promote entropy or drain heat (such as hairline fractures, defoliate, quench or disintegrate) or using powers of the fire (ash) subdomain. This trait does not give ash genasi early access to level-based powers; it only affects powers they could already use without this trait.

Senses Racial Traits

• Darkvision 60 ft.

DawnbringerSO
2014-03-05, 05:45 PM
SALT GENASI


Salt Genasi

Type Outsider (native)

Size Medium

Base Speed Normal

Ability Score Modifiers +2 Int, +2 Wis, –2 Dex

Languages Salt Genasi begin knowing Common and Aquan, and can choose between Aboleth, Auran, Draconic, Grippli and Terran for high int.


Racial Traits

Defense Racial Traits

• Crusty: +1 on saving throws against spells and effects that use or manipulate water. This bonus increases by +1 per five character levels the genasi attains.
• Dehydration Immunity: Salt Genasi are immune to any effect that would drain their body of moisture.

Feats and Skills Racial Traits

• Sea Legs: Salt Genasi gain a +2 racial bonus on balance profession (sailor) checks and both skills are considered class skills.

Magical Racial Traits

• Spell-like ability: Salt Genasi can use Destroy Water once per day as a spell-like ability. This spell is the reverse of the druid spell Create Water. The caster level for this ability equals the Salt Genasi’s class level.

Offense Racial Traits

• Dehydrate: Once per day, a Salt Genasi can make a touch attack against a creature to dehydrate it. On a successful touch attack, the target must make a Fortitude save (DC 10 + half the salt genasi’s HD + Con modifier) or become fatigued for 8 hours

Senses Racial Traits

• Darkvision 60 ft. — RP

DawnbringerSO
2014-03-05, 05:48 PM
DUST GENASI


Dust Genasi

Type Outsider (native)

Size Medium

Base Speed Normal

Ability Score Modifiers +2 Int, +2 Con, –2 Dex

Languages Dust Genasi begin knowing Common and Terran, and can choose between Aquan, Draconic, Dwarven, Ignan and Necril for high int.


Racial Traits

Defense Racial Traits

• Dusty: +1 on saving throws against spells and effects that use or manipulate earth. This bonus increases by +1 per five character levels the genasi attains.
• Disintegration Immunity: Dust Genasi are immune to any effect that would disintegrate them or turn them into dust.

Feats and Skills Racial Traits

• History Buffs: Dust Genasi get the knowledge (history) skill as a class skill. In addition, non-bard dust genasi gain the Bardic Knowledge ability as though they were a bard four levels lower than their character level

Magical Racial Traits

• Spell-like ability: Dust Genasi can use Shatter Rock once per day as a spell-like ability. This spell is identical the wizard spell shatter, except that it only works by touch, and it only affects rock or stone. Dust Genasi can use this ability on up to 20 cubic feet of rock or stone. The caster level for this ability equals the Dust Genasi’s class level.

Offense Racial Traits

• Sore Wounds: Any bleed effect a Dust Genasi inflicts deals 1 extra hit point damage per round.

Senses Racial Traits

• Darkvision 60 ft.

DawnbringerSO
2014-03-05, 05:55 PM
RADIANCE GENASI


Radiance Genasi

Type Outsider (native)

Size Medium

Base Speed Normal

Ability Score Modifiers +2 Int, +2 Cha, –2 Str

Languages Radiance Genasi begin knowing Common and Ignan, and can choose between Abyssal, Auran, Celestial, Infernal, and Terran for high int.


Racial Traits

Defense Racial Traits

• Bright: +1 on saving throws against spells and effects that use or manipulate fire and to spells or effects that affect their target via lights or colours. This bonus increases by +1 per five character levels the genasi attains.
• Fire Immunity: Radiance Genasi are immune to non-magical fire. Magical fire damages them normally.
• Blindness Resistance: Radiance Genasi are immune to being blinded from spells or effects which rely on light and dazzle effects.
• Radiant Shield: The energy stored inside a radiance genasi acts as a random energy shield. Whenever a radiance genasi is hit by energy damage, roll 1d4. If the roll is a 1, the radiance genasi gains energy resistance 5 against that type of energy for the rest of the round.

Feats and Skills Racial Traits

• Natural Artist: Radiance Genasi gain a +2 racial bonus on any one craft skill of their choice and appraise and linguistics are always class skills for a radiance genasi.

Magical Racial Traits

• Spell-like ability: Radiance Genasi can use Daylight once per day as a spell-like ability. The caster level for this ability equals the Radiance Genasi’s class level.
• Radiant: Radiance Genasi are treated as 1 level higher when casting spells of the light or illusion (pattern) descriptor, using powers of the sun domain, bloodline powers of the prismatic bloodline and using revelations of the oracles heavens mystery. This trait does not give radiance genasi early access to level-based powers; it only affects powers they could already use without this trait.

Senses Racial Traits

• Darkvision 60 ft.

Weaknesses

• Glowing Skin: Radiance Genasi suffer a -4 racial penalty on any attempt to hide in shadows. This can be reduced to a minimum of -1 through disguise checks prior to stealth. It can also be increased to -6 or more if more skin is exposed than usual, depending on the circumstances.


Racial Sorcerer Bloodline

Prismatic Sorcerer:

Class Skill: Perception

Bonus Spells: Colour Spray (3rd), Hypnotic Pattern (5th), Daylight (7th), Rainbow Pattern (9th), Wall of Light (11th), Chain Lightning (13th), Prismatic Spray (15th), Prismatic Wall (17th), Prismatic Sphere (19th)

Bonus Feats: Arcane Blast, Ectoplasmic Spell, Flaring Spell, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Spell Focus (Illusion), Sunlight Summons.

Bloodline Arcana: You have the elemental spell feat and may apply it to any of your spells without increasing its level.

Bloodline Powers:

Red Ray (Sp): Starting at 1st level, you can fire a ray the colour of red found in prismatic spells as a standard action, targeting any foe within 30 feet as a ranged touch attack. The red ray deals 1d6 points of fire damage +1 for every 2 sorcerer levels you possess. As long as you have 1 use of this ability remaining, you are immune to the red effect of prismatic spells and effects. You can use this ability a number of times per day equal to 3 + your charisma modifier.

Prismatic Shield (Su): At 3rd level, you gain fire resist 5 and acid resist 5. You are also immune to the orange effect of prismatic spells and effects. At 9th level, you gain electricity resist 5 and immunity to the yellow effect of prismatic spells and effects.

Green and Blue (Su): At 9th level, you gain the poison use ability and may use 1 dose of poison as a material component for your spells. If you do, subjects that fail the save of your spells contract your poison. If the spell doesn’t have a save, then they must make a Fortitude save (DC equal to what the spell save would be) or contract the poison. You are immune to the green effect of prismatic spells and effects.

At 12th level, you gain the gaze attack of a basilisk (save DC charisma based). You may activate this gaze attack as a standard action and dismiss it as a free action. You may use this ability for up to 1 minute per level. The duration need not be consecutive, but must be spent in 1 minute increments. While using this ability, your eyes glow white. You are immune to the blue effect of prismatic spells and effects.

Prismatic Ray (Sp): At 15th level, you may fire a multi-coloured shimmering ray as a standard action, targeting any foe within 100 feet as a ranged touch attack. The target suffers all the effects of the prismatic ray spell, with separate saves required for each colour. You may use this ability once per day, and twice per day at 20th level. You are immune to the indigo and violet effects of prismatic spells and effects.

Prismatic Mastery (Ex): At 20th level, you gain mastery over all colours. You gain immunity to fire, acid and electricity, immunity to poison and death effects, petrification, enchantment (compulsion) effects and you are considered dimensionally anchored whenever it would be beneficial to you.

DawnbringerSO
2014-03-05, 05:58 PM
SMOKE GENASI


Smoke Genasi

Type Outsider (native)

Size Medium

Base Speed Normal

Ability Score Modifiers +2 Dex, +2 Cha, –2 Str

Languages Smoke Genasi begin knowing Common, Auran and Ignan, and can choose between Abyssal, Aquan, Draconic, Infernal, and Terran for high int.

Racial Traits

Defense Racial Traits

• Smoky: +1 on saving throws against spells and effects that use or manipulate fire or air. This bonus increases by +1 per five character levels the genasi attains.
• Smoke Immunity: Smoke Genasi can breathe smoke without difficulty or discomfort

Feats and Skills Racial Traits

• Skilled: Smoke Genasi gain a +2 racial bonus to stealth checks
• Sociable: When smoke genasi attempt to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.
• Urbanite: Smoke Genasi gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.

Magical Racial Traits

• Spell-like ability: Smoke Genasi can use Feather Fall once per day as a spell-like ability. The caster level for this ability equals the Smoke Genasi’s class level.
• Quick Escape: Once per day, as a swift action, a smoke genasi can release smoke from their body in a 5 ft. radius centred on the smoke genasi. The cloud provides concealment to those on the edge, and total concealment to those in the centre (unless a creature is within 5 ft., in which case it provides concealment). Creatures cannot see through the cloud from the other side, including those with darkvision. The smoke cloud lasts 1 round.

Senses Racial Traits

• Darkvision 60 ft.
• Smoke Sight: Smoke Genasi can see through smoke up to 120 ft. This applies only to smoke, not other vapours.

DawnbringerSO
2014-03-05, 06:04 PM
WOOD GENASI


Wood Genasi

Type Outsider (native)

Size Medium

Base Speed Normal

Ability Score Modifiers +2 Con, +2 Int, –2 Dex

Languages Wood Genasi begin knowing Common and Sylvan, and can choose between Aquan, Auran, Draconic, Ignan, and Terran for high int.


Racial Traits

Defense Racial Traits

• Photosynthesis: +1 on saving throws against spells and effects that use or manipulate plants or wood. This bonus increases by +1 per five character levels the genasi attains.
• Rooted: Wood Genasi receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

Feats and Skills Racial Traits

• Natural: Wood Genasi gain a +4 racial bonus to survival checks while in a forest and +1 racial bonus on knowledge (nature) checks.

Magical Racial Traits

• Spell-like ability: Smoke Genasi can use Entangle once per day as a spell-like ability. The caster level for this ability equals the Smoke Genasi’s class level.
• Earthly: Wood Genasi are treated as 1 level higher when casting spells that manipulate or use wood or plants, using powers of the plant domain, bloodline powers of the verdant bloodline and using revelations of the oracles wood mystery. This trait does not give wood genasi early access to level-based powers; it only affects powers they could already use without this trait.

Movement Racial Traits

• Terrain Stride: Wood Genasi can move through natural difficult terrain at their normal speed while within forest ranger favoured terrain. Magically altered terrain affects them normally.

Senses Racial Traits
• Darkvision 60 ft.
• Green Sight: Wood Genasi see up to 60 feet through thick plant matter as though it were transparent. Leaves, vines, and greenery—even moss, lichen, and slime—offer no concealment to a wood genasi’s sight, though their vision still can be blocked by solid wood, as if from trees or wooden structures. Undergrowth does not grant concealment to a wood genasi.

DawnbringerSO
2014-03-05, 06:07 PM
SHADOW GENASI


Shadow Genasi

Type Outsider (native)

Size Medium

Base Speed Normal

Ability Score Modifiers +2 Dex, +2 Int, –2 Wis

Languages Shadow Genasi begin knowing Common, and can choose between Abyssal, Elven, Necril, Ignan and Undercommon for high int.


Racial Traits

Defense Racial Traits

• Shadowy: +1 on saving throws against darkness and shadow spells and effects. This bonus increases by +1 per five character levels the genasi attains.
• Shadow Resistance: Shadow Genasi gain cold resistance 5 and electricity resistance 5.
• Shadow Blending: Attacks made against shadow genasi while they are within areas of dim light have a 50% miss chance instead of the normal 20% miss chance. This trait does not grant total concealment; it just increases the miss chance. This is a supernatural ability.

Feats and Skills Racial Traits

• Skilled: Shadow Genasi gain a +2 racial bonus on stealth checks.
• Stalker: Perception and Stealth are always class skills for shadow genasi.

Magical Racial Traits

• Spell-like ability: Shadow Genasi can use Darkness once per day as a spell-like ability. The caster level for this ability equals the Shadow Genasi’s class level.
• Shadow Child: Shadow Genasi are treated as 1 level higher when casting spells with the shadow descriptor or using powers of the darkness domain and bloodline powers of the shadow bloodline. This trait does not give shadow genasi early access to level-based powers; it only affects powers they could already use without this trait.

Senses Racial Traits

• Darkvision 60 ft.

DawnbringerSO
2014-03-05, 06:08 PM
Reserved for racial feats

DawnbringerSO
2014-03-05, 06:18 PM
Pathfinder has its own elemental races.

Thanks, but I already knew that. They are not the genasi, and they don't cover anywhere near all the inner planes.

And could you have not waited to say something pointless like that until after I'd finished putting all the genasi in place?

Now I have all my posts interrupted by yours.

Moonshine Fox
2014-04-06, 03:58 PM
Thanks, but I already knew that. They are not the genasi, and they don't cover anywhere near all the inner planes.


The problem is that the Genasi are not covered by the Open Gaming License so they couldn't covert them over with their original name. The set of four half-bread elemental races that they did do are the spiritual successors to the Genasi.

The reason they don't have any other Genasi based on the Inner Planes is become they really don't exist. The main four elemental planes in the inner sphere are in many cases heavily populated by a variety of beings who are more then capable of breading with humans (or other races). When you start moving away from them, the selection of parentage goes way down. Cold, Smoke, and Magma of the para-elemental planes are the most likely, while Ooze has basically nothing but ooze and slime elementals. The positive energy plane has no native creatures in it (unless you follow that one adventure, then the only native life is inaccessible and insubstantial), and the negative energy plane is inhabited only by a few undead, and even they don't last long in the massive amount of negative energy.

The positive quasi-elemental planes, while (mostly) habitable, are populated almost exclusively by elementals or planer animals not able to cross-breed. The negative quasi-elemental planes are, for all intents and purposes, uninhabited outside of their rare elementals. Also, the plane of shadow is not actually an inner plane, it's a major sub-plane attached to the Etheric Plane, tied with Ravonloft as the biggest actually.

Now, there's nothing saying you can't have them in your campaign, I'm just saying why they may not have done such as the Planescape setting itself (the source of the Genasi, among others), said they didn't exist, or were so rare they might as well not have.

vasharanpaladin
2014-04-06, 04:55 PM
The set of four half-bread elemental races that they did do are the spiritual successors to the Genasi.

I was unaware that Pathfinder introduced an Elemental Plane of Bread. :smalleek:

But he is correct, the Ifrit, Oread, Sylph and Undine are the genasi. Along with the Suli-Jann. None of the others exist because, technically, para- and quasi-elementals don't exist, nor do "positive" or "negative" elementals. And, more to the point, they'd technically be descendants of genies, since trying to breed with an elemental proper likely wouldn't end in any fit state for reproduction. And there aren't para- or quasi-elemental genies, either... did Pathfinder reintroduce the Khayal or a facsimile, by any chance? If they did, your "shadow genasi" would still fit the new paradigm. :smallsmile: