Genaasi

Genaasi are humanoids with elemental ancestry.

Basic Abilities

  • From base race:
    • Human: bonus human talent at level 1, bonus skill point per level.
    • Elf: elven alertness, resistance to sleep and charm.
    • Drow: darkvision, cloak of shadows.
    • Etc: etc...

Native Outsider

  • You are vulnerable to effects that target outsiders, such as magic circles.
  • You are also vulnerable to effects that target your base type (e.g. human).
  • Your home plane is the Prime Material; thus, you cannot be banished from it, and you can be killed permanently while present on it.
  • You do not age after reaching adulthood.
  • Like other natural creatures, you need to breathe, eat, drink, and sleep to live.
    • While sleeping, you dream.

Elemental Type

Choose one of the below as your elemental type. You may have ancestry of several types, but only one is dominant.

Fire

  • You gain Resist (fire) 50%.
  • Favored ability scores: Str, Int, Cha
  • Control Flame (Sp): Fire genasi can cause a nonmagical fire within 10 feet of them to diminish to the level of coals or flare to the brightness of daylight and double the normal radius of its illumination. This ability does not change the heat output or fuel consumption of the fire source, lasts 5 minutes, and may be done at will.
  • Bonus Language: Ignan

Other Types

  • Who cares

Unleash Elements

You can call upon your elemental nature, allowing it to fully manifest. This grants you great powers, but at great risk; spending more than a few rounds in this form can lead to a grave situation called Abandon, in which you forget your mortal concerns, fully embracing your elemental destiny (and lose control of your character).

All Genaasi have the following ability:

  • Unleash Elements: At-will, immediate, 1 round, sustain free; your form changes into a full elemental. Each round you maintain this form, you gain 1 point of Abandon. While in this form, you gain the following traits:
    • Size: large
    • +50% to all ability scores
    • +50% to movement speed
    • Elemental type: immune to critical hits, poison, and disease.
    • Additional effects by elemental type, listed below.

Fire

Fire Genaasi gain the following traits during Unleash Elements:

  • Immune to fire.
  • Fiery Retribution: enemies touching you suffer fire damage equal to 200% heavy damage (per your best ability score).

Abandon

If your Abandon ever exceeds your Wisdom score, even temporarily, you become vulnerable to loss of will. This means that, at any time, the DM can take over your character (Will ends, you suffer -5% to the save per point by which your Abandon exceeds your Wisdom score). If you ever have enough Abandon to cause you to be unable to pass a Will save to end, it is possible to lose control permanently.

Abandon only goes away if you spend a prolonged time without using Unleash Elements. Every 24 hours that pass in which you do not use the ability, you lose 1 point of Abandon.

With high levels of Abandon, it can be difficult to resist the urge to embrace your elemental nature, even knowing the danger it poses.

Optional Traits

You may select any number of the traits below at level 1. Also, each time you succumb to loss of control from Abandon, you may choose to gain a new trait, if you wish. The below traits all provide benefits, but are balanced by deformities.

  • Alien Metabolism: You require some unusual foodstuff in order to maintain your Genaasi powers. The foodstuff should be moderately difficult to obtain, and appropriate to your type. Examples: an earth genaasi might require a constant supply of gemstones (that need not be precious or perfect), while a fire genaasi might need to ingest a flammable fuel. Failure to consume the needed foodstuff causes a gradual loss of Genaasi powers, but is not fatal.
    • Advantage: you enjoy 50% resistance to disease and poison at all times.
  • Alien Skin: Your skin is an unusual color or texture, such as rock (earth genaasi) or burning basalt (fire genaasi). It is an obvious indicator of your nature.
    • Advantage: you gain +50% to the resistances granted by your race (i.e. fire, for a fire genaasi).
    • Disadvantage: suffer a -3 penalty to social skills, except with those who would be favorable to genaasi for whatever reason, in which case gain +3.
  • Elemental Vulnerability: You are vulnerable to a common element or energy type (e.g. fire, water, lightning, frost). Must not be your dominant type.
    • Advantage: gain +2 to each of your favored ability scores.
    • Disadvantage: You suffer Vulnerable 50% (chosen type). You have an Aversion to the element or energy type, and you are compelled (with no chance to resist) to avoid contact with it at all costs.
  • Unorthodox Locks: Your hair is bizarre. It might be made of living flame (fire genaasi), rigid strands of wire (earth genaasi), or waving mists (air genaasi). It is an obvious indicator of your nature.
    • Advantage: gain +2 to each of your favored ability scores.
    • Disadvantage: suffer a -3 penalty to social skills, except with those who would be favorable to genaasi for whatever reason, in which case gain +3.

Physical Characteristics

  • As base race, plus as modified given your choice of optional abilities.

Racial Feats

You are allowed to take the feats below.

Rank 1

  • Breathless: You need not breathe, and are immune to breath-based effects (and of course suffocation). You cannot be denied the use of verbal components by lack of air. Available to: air.
  • Pyrotechnics: You can create pyrotechnic displays (e.g. fireworks, colorful flames, etc) at will. You light fires with ease. Has a couple of interesting uses: (available to: fire)
    • Flames to Fireworks: you snuff out a natural fire, producing a burst 5 of bright and loud fireworks that blind and deafen creatures therein (Fort ends).
    • Quench: you snuff out a natural fire, product a cloud 5 of smoke that grants concealment and prevents breathing for 5 rounds.
  • Speedy: You gain +4 movement and initiative. Your dominant energy type visibly aids your speed (e.g. you leave flaming footprints, or your feet sparkle with lightning as you run, etc). Available to: fire, air.

Rank 2

  • Elemental Discorporation: Encounter, immediate; you become a 2x2 square area of pure elements of your dominant type (e.g. a mass of flame, a blob of water, etc). As such, you are immune to damage and physical effects, though you may not attack or cast spells. You may move at 50% normal speed (no charging or running), oozing through small cracks and openings. You may maintain this form as long as you wish, up to 24 hours, before resuming your natural form. Each time you use this power, you gain 1 Abandon.
  • Heart of Fire: You gain +50% Resist (fire) and +10% damage with fire effects. Available to: fire.

Rank 3

  • Minor Flight: You may levitate at will, allowing you to fly at your normal movement speed, to a maximum altitude of 1 square per level. Available to: air.

Rank 4

  • Flight: Requires Minor Flight. You gain an overland fly speed of 50 mph, and your maximum altitude increases to cloud level.

Rank 5

  • The Make-a-Wish Feat: You may grant up to 3 Wishes to any mortal. You may only grant 3 wishes to any given mortal for its entire lifetime.
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