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===2nd Edition=== Genasi were first introduced as a PC race in the [[Planescape]] sourcebook "The Planewalker's Handbook", alongside their [[Aasimar]] cousins. Mechanically, each of the four Genasi breeds was its own distinct race. Though all genasi do suffer a -2 reaction roll penalty from other races, a trait born of their rarity and their being huge douchebags. '''Air Genasi''' are often children of [[genie|djinn]] or [[sylph]]s. Common planar mutations include light blue skin and/or hair, being constantly surrounded by a light breeze, naturally cool flesh, and a distinctive breathy voice with strange, foreign inflections giving it a distinct accent. They are noted to be the most arrogant and pretentious of the genasi breeds. ::Ability Score Minimum/Maximum: Strength 3/18, Dexterity 9/18, Constitution 3/18, Intelligence 5/18, Wisdom 3/18, Charisma 3/18 ::Ability Score Adjustments: +1 Dexterity, +1 Intelligence, -1 Wisdom, -1 Charisma ::Class & Level Limits: [[Fighter]] 10, [[Wizard]] 15, [[Cleric]] 15 ::Multiclass Options: Fighter/Cleric, Fighter/Wizard ::Air Loyalty: A specialist air genasi wizard can only be an Air [[Elementalism|Elementalist]], and a specialist air genasi cleric can only serve a deity connected to elemental air or the sky. ::Can Levitate as per a 5th level Wizard 1/day. ::+1 bonus to all saves vs. air-based magic and spells, which increases by +1 at every 5th experience level. ::Alignment Restriction: Any Non-Lawful. '''Earth Genasi''' are typically born to the slaves of the [[genie|dao]], and whilst they're as elitist as any genasi, they're less obvious about their conceit. Common planar mutations include brown and leathery (almost stone-like) skin, a metallic sheen to skin or hair, blocky features, a thick torso and/or limbs, brown/black/gray hair, rough or even gritty hair, black eyes like deep pits, and deep, slow speech that reminds a listener of rumbling earth. They are noted to be fairly close in mindset to dwarves, which probably led to their 3e "earth genasi sometimes come from dwarven stock" fluff-tweak. ::Ability Score Minimum/Maximum: Strength 9/18, Dexterity 3/18, Constitution 9/18, Intelligence 3/18, Wisdom 3/18, Charisma 3/18 ::Ability Score Adjustments: +1 Strength, +1 Constitution, -1 Wisdom, -1 Charisma ::Class & Level Limits: [[Fighter]] 15, [[Paladin]] 15 (DM's option), [[Wizard]] 15, [[Cleric]] 13 ::Earth Loyalty: A specialist earth genasi wizard can only be an Earth [[Elementalism|Elementalist]], and a specialist earth genasi cleric must serve a deity connected to the earth or the forge. ::Can Pass Without Trace as per a 5th level priest 1/day. ::+1 bonus to all saves vs. earth-based magic and spells, which increases by +1 at every 5th experience level. ::Alignment Restriction: Any Non-Chaotic '''Fire Genasi''' are typically born to fiery creatures such as [[genie|efreeti]], [[azer]]s or [[salamander]]s. Hot-tempered, full of energy, high strung and quick to action, they have perhaps the worst reputation of their kind, with many presuming these arrogant planetouched are innately evil. Common mutations include deep red or coal black skin, deep red hair that moves on its own and resembles waving flames, a voice that crackles like a burning fire, naturally hot flesh, and fiery red eyes that glow in the dark. ::Ability Score Minimum/Maximum: Strength 2/18, Dexterity 5/18, Constitution 3/18, Intelligence 5/18, Wisdom 3/18, Charisma 3/18 ::Ability Score Adjustments: +1 Intelligence, -1 Charisma ::Class & Level Limits: [[Fighter]] 14, [[Wizard]] 16 ::Multiclass Option: Fighter/Mage ::Fire Loyalty: A specialist fire genasi wizard can only be a Fire [[Elementalism|Elementalist]]. ::Immune to non-magical fire. ::Can cast Affect Normal Fires as per a 5th level Wizard 1/day. ::Infravision 60 feet ::+1 bonus to all saves vs. fire-based magic and spells, which increases by +1 at every 5th experience level. '''Water Genasi''' are tied to watery spirits, such as [[nymph|nereids]], [[siren|sirines]] or [[genie|marid]]. They are the most individualistic of all the genasi races, and prone to strong wanderlust. Mutations include blue-green skin and/or hair, blue-black eyes, a light and very thin layer of scales covering the body, hair that waves and sways as if underwater, cold and clammy flesh, and a muffled voice that resembles underwater sounds such as the echoing songs of whales. ::Ability Score Minimum/Maximum: Strength 5/18, Dexterity 5/18, Constitution 5/18, Intelligence 5/18, Wisdom 3/18, Charisma 3/18 ::Ability Score Adjustments: +1 Constitution, -1 Charisma ::Class & Level Limits: [[Fighter]] 12, [[Wizard]] 15, [[Cleric]] 14, [[Thief]] 15, [[Bard]] 12 ::Multiclass Options: Fighter/Priest, Fighter/Thief ::Thieving Skill Adjustments: +5% Move Silently, +10% Hide in Shadows ::Water Loyalty: A specialist water genasi wizard can only be a Water [[Elementalism|Elementalist]], and a specialist water genasi cleric must serve a deity connected to water in some fashion, such as a sea god. ::Can breathe water and air. ::Swim at Movement Rate 15. ::Can Create Water as per a 5th level caster 1/day. ::+1 bonus to all saves vs. water-based magic and spells, which increases by +1 at every 5th experience level.
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