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View Full Version : D&D 3.x Other Para- and Quasi-Elemental Genasi (plus new feats and a subtype!) [WIP]



Blueiji
2019-01-30, 06:44 PM
Hey folks! I haven't posted in a while, but I whipped some homebrew up this morning, and thought it'd be fun to post it here. I've missed the neutral-beiges and sandy footprints of this place.

I borrowed, drew inspiration, and shamelessly cribbed from a bunch of sources for these, so I've included a works-cited box towards the bottom of this post.

Para- and Quasi-Elemental Genasi

Origins of the Planetouched
If you ask someone how the Planetouched got that way, most folk will tell you that it's due to their anscestry. If you go back far enough in a Tiefling's family tree, they say, you'll find that one of their anscestors was a Baatezu or a Yugoloth or some other kind of lower planar creature. Likewise, if you go back far enough in an Air Genasi's family tree, you'll find that one of their anscestors was a native of the Elemental Plane of Air, such as a Djinn. And sure enough, that's the most common way to become Planetouched.

But that ain't the only way...

Each one of the Inner and Outer Planes has permanent settlements in it. No matter how deadly a plane might be, you can count on there being at least a few permanent residences there. It might be a huge metropolis like the City of Brass, or it might be a town like Madhouse on Pandemonium, or it might be a small citadel like the Dustmen's floating retreat on the Negative Energy Plane. Even the Plane of Vacuum has a few small settlements of barmy sods who live there.

Each one of the Inner and Outer Planes also has a fundamental nature that pervades and suffuses every particle of every location within the plane. The Plane of Smoke, for example, isn't simply an infinitely big space filled with smoke. It's an infinitely big space filled with the idea of smoke. And while a basher living on the Plane of Smoke may be able to keep the smoke out of his kip with magic, there's no magic around that can keep out the idea of smoke. Because the idea of smoke is what the Plane is all about.

For those who have already been born, being constantly suffused with the fundamental nature of a plane doesn't have much effect. The process of being born tends to give a person a sense of self that's hard to change. Even babies fresh from the womb are already starting to define themselves on a very basic level. And once you start defining your sense of self like this, the fundamental nature of the plane you're living on won't have much affect on you.

On the other hand, children who are still developing in the womb don't have this sense of self. As a consequence, it's possible for a child to literally be touched by the plane while developing in the womb. Humans are more likely than any other race to have this happen, but it can happen to any race. And even for humans, it's a rare occurrence -- the overwhelming majority of the folks born on the planes are of the same race as their parents, and show no signs of being Planetouched. But every so often, two otherwise normal parents will produce a Planetouched child. That's just the way of the Planes.
Common Traits of the Para- and Quasi-Genasi
A common theme that seems to be universally true for all Para- and Quasi-Genasi is their curiosity about the Multiverse. Most folks think that this inquisitiveness is just a racial trait common to all Para- and Quasi-Genasi, but it turns out that this is something of a misconception.

The life of a native on the Para- and Quasi-Elemental Planes is profoundly and fundamentally different from the life of just about anyone else on the Planes. To illustrate this point, consider the life of the average resident of Bytopia. Aside from the fact that the other layer of the plane is hanging directly overhead, living on Bytopia isn't much different from living on any of the Upper Planes, nor is it substantially different from living on many Prime worlds. There is grass beneath your feet, sky above your head, homes, rivers, lakes, oceans, animals and plants that would be familiar just about anywhere, and so on.

Now consider the life of a Para- and Quasi-Genasi. On the Inner Planes, there's no ground, nor sky, nor rivers, lakes, or oceans. In fact, there's nothing but an infinite expanse of the plane's particular element (or para- or quasi-element), broken up by the occasional pocket of matter from one of the other Inner Planes. This alone would explain the reaction that most Para- and Quasi-Genasi have when they make their first trip outside of their native plane, but there's another factor which contributes to their reaction: Aside from the four Elemental planes, most Inner Planes don't get a lot of traffic. So not only does your average Para- and Quasi-Elemental Plane not have much variety in the landscape, it also doesn't get much in the way of visitors from other places.

You can imagine, then, what it must be like for a Para- and Quasi-Genasi when they step foot out of their first portal. Suddenly they're confronted with sights and sounds (and smells) they've never encountered before. And not only are they having to cope with the sudden presence of all these new sensations, but they're also having to cope with the absence of whatever element it was that made up their home plane. If you've spent your entire life surrounded by an infinite expanse of salt, you're going to find it very strange to live in a place where salt is something you'll only find in little shakers on the tables of various restaurants and inns.

As you might guess, the first trip a Genasi makes off of their home plane is usually very disorienting. Most Para- and Quasi-Genasi can't adjust, and so they end up taking the first portal back home. But some Para- and Quasi-Genasi find themselves drawn to the planes, and find that their curiosity about the Multiverse exceeds their desire to go back to their native plane. So when a Planar meets a Para- and Quasi-Genasi off of the Genasi's native plane, the Genasi is almost always one of the curious ones.
New Subtype

Ensouled Elemental
Much as there are Native Outsiders and Living Constructs, there are Ensouled Elementals. Such creatures are typically Genasi, the product of Elemental and Humanoid pairing, but other types of Ensouled Elementals are said to exist.

Ensouled Elemental, as a subtype, modifies the Elemental type. A creature of the Ensouled Elemental subtype retains the following Elemental traits:

Immunity to effects which cannot target, or would not effect, Elementals.
The ability to be treated as an Elemental for the purposes of effects such as Alter Self (http://www.d20srd.org/srd/spells/alterSelf.htm).

Ensouled Elementals do not retain the following Elemental traits:

Darkvision 60 feet.
Immunity to sleep effects, paralysis, poison, or stunning.
Immunity to critical hits and ability to ignore flanking.
Innate proficiency in any weapons or armor. An Ensouled Elemental instead gains their proficiencies from class levels.
Not needing to eat, sleep, or breath.

Lastly, unlike an Elemental, an Ensouled Elemental does possess a dual nature--its soul and body are discrete units. As such, spells such as Raise Dead (http://www.d20srd.org/srd/spells/raiseDead.htm), Reincarnate (http://www.d20srd.org/srd/spells/reincarnate.htm), and Resurrection (http://www.d20srd.org/srd/spells/resurrection.htm) work upon an Ensouled Elemental as they would upon a Humanoid.

Blueiji
2019-01-30, 06:57 PM
Ash Genasi
In many respects, Scions of the Dying Embers are the opposite of their Smoke Genasi counterparts. Whereas Smoke Genasi prefer the closed-in hustle and bustle of a well-populated city, Ash Genasi have little use for large cities and even less use for crowds. Residents of the Plane of Ash have a very solitary outlook on life, even more so than the residents of the other Inner Planes, and this outlook manifests itself in the Ash Genasi's natural dislike of cities and crowds. This isn't to say that Ash Genasi are anti-social or that they don't like the trappings of civilization; they just prefer a less hectic existence free of large concentrations of civilization.

When an Ash Genasi first leaves the Plane of Ash, they normally find themselves square in the middle of Sigil. Given their solitary natures, and given that Sigil is one of the largest, most crowded cities in the Multiverse, most Ash Genasi quickly decide that they've seen enough of the planes for one lifetime and head back to the Plane of Ash. Consequently, Scions of the Dying Embers are rarely found outside their native plane.

But occasionally an Ash Genasi will be sufficiently curious about the Multiverse to stick around. And even more rarely, an Ash Genasi will find a portal or vortex that leads to someplace besides Sigil. Regardless of how it happens, these rare Ash Genasi avoid turning tail and heading back to the Plane of Ash, and they head out into the vast Multiverse looking for the secluded areas they enjoy.

In some cases, Ash Genasi who leave their plane take a liking to a particular area and settle down to live out a simple, comfortable existence. In other cases, they become Planewalkers, going from plane-to-plane experiencing a variety of rustic towns, isolated villages, and remote wilderness regions. Note that a sweltering, unpopulated tropical jungle on a prime world, a relatively clear and difficult-to-reach plateu in Gehenna, and the gatetown of Faunel would all be equally attractive to the average Ash Genasi.

Ash Genasi usually have dark grey skin, and their hair will be dark grey with flecks of white. Most Ash Genasi leave an ashy residue on anything they touch, and they usually smell like burnt wood.
Racial Traits

Type: Elemental (Ensouled Elemental subtype)
Size: Medium
Speed: Base land speed of 30 feet.
Special Senses: None
Ability Modifier: +2 Wisdom, Ash Genasi are generally introspective, and in-tune with their surrounds.
Racial Skill: Survival always counts as a class skill for an Ash Genasi. When rolling a skill check with a racial skill, roll twice and take the better result.
Racial Feat: Ash Genasi gain either The Trick Is Not To Mind It or Bone-Numbing Chill as a bonus feat.
Weapon Familiarity: When attacking with any improvised weapon, as long as it is on fire, Ash Genasi are considered proficient with the weapon (ignoring the typical -4 penalty for attacking with an improvised weapon).
Cinder Heart: Ash Genasi get a +1 racial bonus to their saving throws vs. Fire- and Cold-based spells and effects. This bonus increases by +1 for every five HD the Ash Genasi possesses.
Languages: Common and Ignan.

Dust Genasi
In the minds of most cutters, the Quasi-Elemental Plane of Dust conjures up images of decay, decomposition, and disintegration. The Plane is inimical to both life and to created items, and both will quickly turn to dust without the proper magical protection. Amid all this waste and desolation are the Loreseekers of the Eroding Sands -- the Dust Genasi.

Dust Genasi are fascinated by the history of things: Buildings, magical weapons, famous (or infamous) bloods, regions, towns, you name it. Most sages and scholars claim this is due to the fact that Dust Genasi are raised on a plane where they routinely see the ultimate embrace which awaits all things, and have therefore developed a curiosity about the life before the decay. On the other hand, some claim that it's the symbolism of accumulated dust (or sands through an hourglass) representing the passage of time. And a few berks say it's because researching the history of dead people and ruined towns is the only thing that matches the dry, somber personality possessed by most Dust Genasi.

Whatever the reason, most Dust Genasi explore the planes in much the same manner as their Magma Genasi cousins. Some Loreseekers of the Eroding Sands focus their research on one particular location, person, or item, and spend the rest of their lives unearthing its history. Other Dust Genasi prefer to dabble, rather than delve. These are the Planewalking Loreseekers, and they accumulate a broad base of knowledge by travelling around the Multiverse. And finally, some Dust Genasi exist somewhere between the two, wandering the planes for the most part, but occasionally settling down for a year or more to more thoroughly investigate a particular item, region or person.

All Dust Genasi feature a colored pattern to their skin reminiscent of sand. Most usually also have a faint dusting of sand on their bodies.
Racial Traits

Type: Elemental (Ensouled Elemental subtype)
Size: Medium
Speed: Base land speed of 30 feet.
Special Senses: None
Ability Modifier: +2 Intelligence, Dust Genasi are inquisitive, abhorring to see a riddle go unsolved.
Racial Skill: Knowledge (History) always counts as a class skill for a Dust Genasi. When rolling a skill check with a racial skill, roll twice and take the better result.
Racial Feat: Dust Genasi gain either Sand-Worn Legends or Nothing Beside Remains as a bonus feat.
Weapon Familiarity: A Dust Genasi may select a single martial weapon which was favored by one of the ancient civilizations or cultures which they study. A Dust Genasi treats their choice as a simple weapon.
Particulate Nature: Dust Genasi are completely immune to any spell or effect which would disintegrate them or turn them to dust.
Languages: Common and Terran.

Smoke Genasi
Unlike the rest of their Para- and Quasi-Genasi cousins, the Shadows of the Vapors have a pretty easy transition when they leave their native plane and hit the Multiverse-at-large. The biggest reason for this is simple: Sigil. Sigil is, thanks to its status as the City of Doors and the Crossroads of the Multiverse, the first location most travellers (of any race) visit on their first trip outside of their native plane. And the air of Sigil is almost always filled with some form of smog, smoke, or haze. So, while Smoke Genasi have to go through the usual adjustments that all Para- and Quasi-Genasi have to go through the first time they leave their native planes, all the smoke and smog in the Sigillian air provides Smoke Genasi with some of the comforts of home. This probably explains why Smoke Genasi are the most numerous of the Para- and Quasi-Genasi on the Planes. It also probably explains why Sigil has the largest concentration of Smoke Genasi outside of the Plane of Smoke.

However, since they acclimate themselves so easily to life in the city of Sigil, cities in general (especially those with lots of smoke and/or smog) come to provide Smoke Genasi with a measure of psychological security. Consequently, Smoke Genasi are dedicated and enthusiastic city dwellers. Naturally, this doesn't mean that they're always happy and cheerful about their lot in life. They have the same problems as the average berk, after all. But Smoke Genasi are fascinated by city life like no other race in the Multiverse. They can gaze for hours at the endless ebb and flow of traffic on a city street, watching the intricate patterns of life play themselves out on the cobblestones. And the rare Smoke Genasi planewalkers will travel from city to city on the planes, exploring them, learning their customs, and so on. Indeed, some of the best travelogues on the Planes have been written by Planewalking Smoke Genasi.

Smoke Genasi always have a faint odor of smoke about them, and this odor usually indicates their mood. The pleasant odor of smoked cedar, for instance, may indicate that the Smoke Genasi is in a generous mood, while a sharp and acrimoniously smoky odor might indicate anger or jealousy. Smoke Genasi usually also have dark gray hair that moves of its own accord like smoke coming off a fire, or mottled gray skin which seems to change coloring and pattern from moment to moment.
Racial Traits

Type: Elemental (Ensouled Elemental subtype)
Size: Medium
Speed: Base land speed of 30 feet.
Special Senses: None
Ability Modifier: +2 Charisma, like the warm aura of an open flame, Smoke Genasi draw others to them.
Racial Skill: Knowledge: Local always counts as a class skill for a Smoke Genasi. When rolling a skill check with a racial skill, roll twice and take the better result.
Racial Feat: Smoke Genasi gain either Blue Crystal Fire or Not To Be Called A Moth as a bonus feat.
Weapon Familiarity: A Smoke Genasi may select a light martial weapon. A Smoke Genasi treats their selection as a simple weapon.
Blackened Lungs: Smoke Genasi are immune to the adverse effects of any gaseous or airborne maladies. This includes the nauseating effect of spells such as Stinking Cloud (http://www.d20srd.org/srd/spells/stinkingCloud.htm) as well as the effects of airborne poisons and diseases.
Languages: Common and either Auran or Ignan.

Steam Genasi
Each of the Inner Planes has collected a variety of nicknames over the millenia. The Plane of Air is known as The Boundless Blue, the Plane of Earth is known as The Anvil, and so on. For some reason, the misty expanses of the Plane of Steam tend to make folks think of mystery and secrecy and long-lost darks. As such, the most common nickname for the Plane of Steam is simply The Hidden.

Steam Genasi, or Lanterns of the Mists as they call themselves, seem to embody this "hidden" quality. Like their Magma, Salt, and Dust Genasi cousins, Steam Genasi are ardent, enthusiastic explorers of the Multiverse. But Steam Genasi specialize in (and excel at) investigating the unknown.

For some Steam Genasi, this means unearthing lost darks and forbidden knowledge. This could be anything from uncovering the reasons why Nemausus has gone missing from Arcadia, to discovering the pattern of a shifting portal in the Hive, to capturing the murderer of the late Colonel Halvart. But for most Steam Genasi -- the overwhelming majority, in fact -- it means taking the first portal out of Sigil and striking off for parts unknown. Steam Genasi have a burning curiosity about those areas of the Planes about which there is little (if any) information. Find a spot on the Planes that no one knows anything about and you can bet that a Steam Genasi will find some way to get there and return alive to tell the tale.

Given all this exploration of the unknown, it's no wonder why experienced planars tend to be respectful of Steam Genasi. For one thing, a lot of the knowledge collected about the lesser-traveled regions on the Planes comes directly as a consequence of the Lanterns of the Mists. For another, anybody who wanders into unknown areas of the Planes and lives to tell about it is not someone you'd want to cross. After all, it's one thing to visit Jangling Hiter after consulting with sages and planewalkers to find out the preparations you need to come back from the visit with all of your skin still attached. It's another thing entirely to just gad about the lesser-traveled portions of the layer of Minauros without any prior knowledge of the dangers that lurk there. Most would call such exploring barmy, but experienced Steam Genasi can do it and return six weeks later to toss the chant about it over a cup of mead and a game of dice.

Appearance-wise, Steam Genasi are the most human-looking of all the plane-touched. The only hints that give away their true nature are things like perpetually wet hair or an odor of fog about them. Occasionally one will have perpetually wet skin, but this is rare.

Interestingly enough (and with only a very few exceptions), Steam Genasi avoid some of the more popular fashion trends favored by many Planars (especially Sigillians). In particular, Steam Genasi do not pierce their bodies (female Steam Genasi may be occasionally seen with one piercing per earlobe, but even this is rare), nor do they affect the tattoos or body painting prevalent among other Planar races. The reason why the Steam Genasi, as a whole, seem to avoid these things is a mystery itself. (Along these lines, I pointed out this mystery to a Steam Genasi of my acquaintance. The Steam Genasi in question is now assembling a team to investigate. A trip to the Quasi-Elemental Plane of Steam is anticipated, and interested individuals are invited to inquire at the Rotting Treant tavern, off of Bloodmarsh Way, in the Lower Ward.)Racial Traits

Type: Elemental (Ensouled Elemental subtype)
Size: Medium
Speed: Base land speed of 30 feet.
Special Senses: None
Ability Modifier: +2 Dexterity, Steam Genasi shift and fidget constantly, and their movements can occasionally seem almost hazy and blurred if one isn't paying attention.
Racial Skill: Knowledge (the Planes) always counts as a class skill for a Steam Genasi. When rolling a skill check with a racial skill, roll twice and take the better result.
Racial Feat: Steam Genasi gain either Lantern In The Mist or Hedgehog In The Mist as a bonus feat.
Weapon Familiarity: Steam Genasi may treat Nets and Tridents as simple weapons
Ephemeral Soul: Steam Genasi get a +1 racial bonus to their saving throws vs. Cold-based spells and effects. This bonus increases by +1 for every five HD the Steam Genasi possesses.
Languages: Common and Aquan.

Vacuum Genasi
As races go, the various Para- and Quasi-Genasi are among the more uncommon. Smoke, Ice, and Lightning Genasi are the most common Para- and Quasi-Genasi, and it just goes downhill from there. But of all the Para- and Quasi-Genasi, none is as rare as the near-mythical Vacuum Genasi.

The reason they're so rare should be obvious. First, there are no known native critters of the Plane of Vacuum that are capable of mating with a humanoid. Which means that the only way a Vacuum Genasi could come about is by being literally "touched by the Plane" while he or she was still developing in the womb. And that only happens if the mother spends her entire pregnancy on the Plane. Except that, since there's nothing whatsoever in the Plane of Vacuum, there ain't a whole lot of permanent humanoid settlements there either.

Still and all, the Plane of Vacuum is infinitely large. And somewhere in all that infinity is bound to be a permanent settlement or two (although we can only guess at why they're there). And it's from these extremely rare settlements that we get the few Vacuum Genasi known to be roaming the Planes. Of course, as things in the Multiverse tend to go, lots of berks wish that we didn't even have the few running around that we do. Y'see, as mentioned above, the Quasi-Elemental Plane of Vacuum isn't a popular plane. There's no air, no sound, damned few pockets of other Elemental matter, even fewer residents, and almost no visitors. Oh sure, it has the occasional bit of excitement -- after all, in an infinitely large plane, something's bound to happen from time-to-time to break up the monotony. But outside of the Positive and Negative Energy Planes, the Plane of Vacuum is the most difficult Inner Plane on which to survive (since Airy Element and Breathe Element spells don't work on vacuum, among other reasons). So excitement happens here a bit less on average than on the other Inner Planes. As a consequence, the Offspring of the Void are probably the least sophisticated race in the planes. And that's putting it mildly.

Think of the most clueless, wide-eyed Prime berk you can think of, and they'll look like Tarsheva Longreach herself next to the average Vacuum Genasi. But whereas Primes are clueless due to their arrogant assumption that their Crystal Sphere is the Center of the Multiverse, Vacuum Genasi are clueless because they have absolutely no experience with things most everyone else takes for granted. Like razorvine. Or tanar'ri. Or smog.

And when you couple the curiosity about the Multiverse that exists in all Para- and Quasi-Genasi with the cluelessness that exists in all Vacuum Genasi, you'll find that they often act even more clueless than Prime berks. Since they come from a plane that has almost nothing in it, everything is new and exciting to them. So Vacuum Genasi spend a lot of time wandering the planes with an excited, awe-filled expression pasted on their faces, and this is true whether they're looking at Mount Olympus or a pile of Bebilith droppings.

Most Vacuum Genasi get over it. Eventually. If they live. But it usually takes longer for them to shed their "cluelessness" than it does for even the most backward Prime. And even experienced, powerful Vacuum Genasi still have a touch of the "wide-eyed tourist" about them. Growing up in a nearly empty plane isn't something one loses easily, after all.

Offspring of the Void all look very gaunt, sometimes to the point of seeming emaciated (although they're perfectly healthy). Their skin is dry and cool to the touch, and never perspires. And usually, when you get close to a Vaccum Genasi, there seems to be an area of "dead air" around them, extending about 1 foot from their bodies. Inside this area of "dead air," sounds seem muted, the air seems a little thin, and odors are muted or non-existent.Racial Traits

Type: Elemental (Ensouled Elemental subtype)
Size: Medium
Speed: Base land speed of 30 feet.
Special Senses: None
Ability Modifier: +2 Constitution, Vacuum Genasi are surprisingly resilient, shrugging off blows almost carelessly.
Racial Skill: Gather Information always counts as a class skill for the ever-inquisitive Vacuum Genasi. When rolling a skill check with a racial skill, roll twice and take the better result.
Racial Feat: Vacuum Genasi gain either Empty-Lunged Enthusiasm or The Sound of Silence as a bonus feat.
Weapon Familiarity: A Vacuum Genasi may select a single ranged, thrown, or finesse martial weapon. A Vacuum Genasi treats their selection as a simple weapon.
Breathless Lungs: Vacuum Genasi do not need to breathe. As such, they are immune to all effects which rely on inhaled vapors, asphyxiation, or being robbed of air.
Languages: Common and Auran.

Important Note: The racial traits described above are intended to be balanced against the race's described in Grod's Giants and Graveyards (http://www.giantitp.com/forums/showthread.php?329161-Giants-and-Graveyards-Grod-s-collected-3-5-revisions) project. For use in normal games, either remove the ability score bonus, or assign an appropriate -2 penalty to each Genasi. Appropriate ability score penalties are listed in the spoiler below.
Ash: -2 Charisma, as Ash Genasi are rarely social, and are prone to introversion.
Dust: -2 Dexterity, as a Dust Genasi move deliberately, and their dusty skin can sometimes make fine manipulation tricky.
Smoke: -2 Constitution, as Smoke Genasi are not physically resistant, dispersed almost as easily as a puff of smoke.
Steam: -2 Wisdom, as a Steam Genasi's fixation on the obscure can often leave them oblivious to the obvious.
Vacuum: -2 Strength, as Vacuum Genasi tend to be gaunt and weak.

Blueiji
2019-01-30, 07:04 PM
New Feats

Bone-Numbing Chill
Prerequisite: Ash Genasi.
Benefits: Your flesh is neither warm nor cold to the touch, and appears dirty with soot. A character with this feat is under a constant Endure Elements (http://www.d20srd.org/srd/spells/endureElements.htm) effect (as the 1st level spell). This ability, despite mimicking a spell, is extraordinary in nature and is not affected by dispelling, anti-magic fields, etc.

Blue Crystal Fire
Prerequisite: Smoke Genasi.
Benefits: Sputtering to death, or roaring with sustenance, a flame is only as strong as its fuel. As an embodiment of both fire and air, you have some mastery over flames and smoke. A character with this feat may use Shape Pyre as a supernatural ability once per day. This ability is identical in function to the 1st level power Control Flames, and may be augmented as though you have spent an amount of power points equal to your level. In addition, unlike Control Flames, this ability may not be used to animate or move fire. Fire affected with this ability often burns an unnatural color, or produces an unusual color of smoke. This ability may be used an additional time per day for every five HD the character possesses.

Empty-Lunged Enthusiasm
Prerequisite: Vacuum Genasi.
Benefits: Like a man gasping for breath, you inhale and exhale new ideas at a frantic rate. A character with this feat gains a modular pool of curiosity points equal to their character level. After five minutes of practicing or being instructed on a particular skill, a character with this feat may allocate any number of their curiosity points to that skill. Curiosity points count as skill points, and are exchanged at a 1-to-1 rate regardless of whether a skill is cross-class. When allocating curiosity points, no skill may be raised over your character level. When qualifying for Prestige Classes, Feats, Skill Tricks, or other features with skill point requirements, curiosity points cannot fulfill any prerequisites and are disregarded when calculating total skill points.

Hedgehog In The Mist
Prerequisite: Steam Genasi.
Benefit: Your opponents stumble about in blind confusion as undulating waves of fog pour off of you. A character with this feat may use Concealing Mists as a supernatural ability once per day. This ability is identical in function to the 1st level spell Obscuring Mist (http://www.d20srd.org/srd/spells/obscuringMist.htm), except that its duration is instead 1 round per level. This ability may be used an additional time per day for every five HD the character possesses.

Lantern In The Mist
Prerequisite: Steam Genasi.
Benefit: You abhor secrets, and the things which keep them. So whether the answers you seek lie within the pages of a long-forgotten tome, or merely on the other side of the mists, you plan to find them. A character with this feat can see through clouds, fog, mist, and almost any other sort of haze or suspended particles as easily as if the impediment weren't there. They can still sense the boundaries of cloud or fog as a ghostly outline, so they can avoid walking into acid fogs and the like.

Not To Be Called A Moth
Prerequisite: Smoke Genasi.
Benefit: A true metropolitan, you are most at home within the teeming, urban sprawl of a city. You may treat Gather Information as a Racial Skill when inside of an urban environment. In addition, you gain a pool of contacts (http://dndsrd.net/unearthedContacts.html) as if you were a Bard of your level (if you already possess contacts, the contacts granted by this feat supplement your existing pool). Contacts gathered through this feat must be local to a city you have visited or live in, they may not be travelers, country-folk, or wild-folk.

Nothing Beside Remains
Prerequisite: Dust Genasi.
Benefits: Every stone contains within the countless specks which give it form, and with a touch, you cause a stone to remember what it once was. A character with this feat may use Shatter Rock as a supernatural ability once per day. This ability is identical in function to the 2nd level spell Shatter (http://www.d20srd.org/srd/spells/shatter.htm), except that it is range is Touch, and it affects only rocks or stone. In addition, unlike Shatter, this effect is completely silent, producing no loud noise or ringing cacophony. This ability may be used an additional time per day for every five HD the character possesses.

Sand-Worn Legends
Prerequisite: Dust Genasi.
Benefits: You fixate upon the past, and understand the value of lost lore. A character with this feat gains the Bardic Knowledge ability as though they were a Bard of their character level.

The Sound of Silence
Prerequisite: Vacuum Genasi.
Benefit: Robbing the air of its substance, your attention is enough to quiet even the loudest voice. A character with this feat may use Hush as a supernatural ability once per day. This ability is identical in function to the 2nd level spell Silence (http://www.d20srd.org/srd/spells/silence.htm), except that its area always is centered on the caster. Any characters with this feat are not affected by the Hush ability. This ability may be used an additional time per day for every five HD the character possesses.

The Trick Is Not To Mind It
Prerequisite: Ash Genasi.
Benefits: You steel yourself, and with but a moment’s attention, extinguish even the hottest flame. A character with this feat may, as a move action, extinguish all non-magical flames within a 5-ft. By 5-foot square. This ability is supernatural in nature, and requires both line of sight and line of effect to the targeted square. The range of this ability is Medium (100 feet + 10 ft. per character level). At 10th level, even magical flames may be extinguished with this ability, but doing so requires a successful Dispel Check (http://www.d20srd.org/srd/spells/dispelMagic.htm) against the ongoing spell in question (caster level may substituted for character level, when making this check).

An ash-coated, partially-burnt cookie to anyone who gets the reference.

Works Cited

All the fluff in the first two posts comes from Infinite City's Roaming Genasi Tavern (http://www.infinitecities.com/planescape/index.html), which is a fantastic resource.
As mentioned above, the general structure for the racial traits comes from Grod's Giants and Graveyards (http://www.giantitp.com/forums/showthread.php?329161-Giants-and-Graveyards-Grod-s-collected-3-5-revisions) project.
The "Immortal" race, from Gnorman's E6 Compendium (http://www.giantitp.com/forums/showthread.php?250820-Gnorman-s-Complete-E6-Compendium) (Legacy Version), features a Living Dead subtype which inspired my Ensouled Elemental idea.
Jiriku's Wavekeeper (http://www.giantitp.com/forums/showthread.php?159251-Wavekeeper-base-class-3-5-PEACH) class provided a model for the proper phrasing of a fog sight-type ability.

JNAProductions
2019-01-30, 07:14 PM
Is there a range to The Trick Is Not To Mind It?

Blueiji
2019-01-30, 07:18 PM
Is there a range to The Trick Is Not To Mind It?

Woah! Quick reply. Hey there. :smallbiggrin:

There's no specified range, but maybe that was a bad call on my part. My thought was that the specification of line of sight, line of effect, and the limited area of effect would all be enough to balance it.

Now that I think of it, an Ash Genasi hiding out on an elevated ridge, systematically putting out every torch in an entire village without any threat to themselves could be... problematic.

JNAProductions
2019-01-30, 07:19 PM
Woah! Quick reply. Hey there. :smallbiggrin:

There's no specified range, but maybe that was a bad call on my part. My thought was that the specification of line of sight, line of effect, and the limited area of effect would all be enough to balance it.

Now that I think of it, an Ash Genasi hiding out on an elevated ridge, systematically putting out every torch in an entire village without any threat to themselves could be... problematic.

I'd just give it a spell range. Probably Medium.

Blueiji
2019-01-30, 07:26 PM
I'd just give it a spell range. Probably Medium.

Good call, thank you for the double-check.

Blueiji
2019-01-30, 11:15 PM
UPDATE: I've added Steam Genasi and Vacuum Genasi. Somewhat concerned with the Empty-Lunged Enthusiasm and Lantern In The Mist feats.

Blueiji
2019-03-05, 12:05 AM
Update: Added Smoke Genasi, as well as their racial feats.

JNAProductions
2019-03-05, 12:09 AM
Dull Flame of Desire is missing, at the moment.

Blueiji
2019-03-05, 02:03 AM
Dull Flame of Desire is missing, at the moment.

Oh! Thanks for the catch. I renamed that feat at some point during the drafting, and failed to properly rectify things.

Roaming Genasi
2019-03-17, 09:18 PM
Nice work on the feats. I particularly liked Empty-Lunged Enthusiasm. That's a neat twist on the core concept behind the Vacuum Elemental.

Interested to see what you do with the rest. Feel free to ask me questions if you like.