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===Second Edition=== The general writeup for para-genasi and quasi-genasi is that they lack the arrogance and sense of racial superiority of their "prime-genasi" kinsfolk, and instead are defined by their curiosity. Nobody is quite sure where they come from, but in addition to the wide-spread belief that they are the result of matings between humans and whatever [[elemental]]s exist on the para/quasi planes, it is a known fact that otherwise pureblooded humans who live in permanent settlements on those planes will spontaneously give birth to para/quasi-genasi. All para/quasi-genasi are immune to the indigenous harmful effects of their native plane. '''Positive Energy Genasi''', also known as ''Positai'', are natural crucibles of life, filled with an overabundance of positive energy. Physically, this marks them with vibrant yellow-white skin, a naturally high body temperature, and a mystical Aura of Life. This causes them to be surrounded by the equivalent of candlelight, regardless of what they wear, but it also imbues any body within 5 feet with a feelieng of vigor and good cheer. Mentally, this makes positai full of life - not necessarily hyperactive, but constantly seeming to be doing something, just to burn off that endless energy. They are also fascinated with life in all its many and varied forms, and especially with nurturing, growing, and healing. This doesn't mean they like ''nature'', however - a positai will take a bustling cityscape over the stark barren beauty of a desert or a tundra anyday! ::Ability Score Minimum/Maximum: Strength 3/18, Dexterity 3/18, Constitution 9/18, Intelligence 3/18, Wisdom 5/18, Charisma 5/18 ::Ability Score Adjustments: +1 Constituion, -1 Intelligence ::Racial Class/Level Limits: [[Fighter]] 14, [[Paladin]] 13, [[Mage]] 13, [[Necromancer]] 15, [[Cleric]] , Specialty Priest (Life, Healing, Fertility, Nature) :::Multiclass Options: Fighter/Mage, Fighter/Necromancer, Fighter/Cleric, Mage/Cleric ::Special Benefits: :::Immunity to Mummy Rot. :::All Positai can Turn Undead as if they were a Cleric of the same level; positai clerics and paladins gain a +2 level bonus to Turn Undead. :::Positai double their natural healing rate, and gain a +50% bonus from magical healing. :::Positai can cast Cure Light Wounds 1/day. :::50% chance that a [[Mummy]] or Positive Energy Undead will ignore the positai. :::+1 to saves vs. Necromantic magic per 5 levels. :::A positai is always treated as having Proficiency in Healing. :::At DM's discretion, a positai's Aura of Life can negate the melancholy suffered by a member of the [[Bleak Cabal]]. ::Special Drawbacks: :::'''CANNOT''' use Hide in Shadows! :::All Negative Energy Creatures ([[undead]], etc) do +(1d4+1) damage when attacking a positai bare-handed. :::Successful Level Drain effects drain +1 level against positai. :::Undead that don't normally have Level Drain can still drain 1 level from the positai with a natural 19-20 on a bare-hands attack. :::Undead that a positai attempts to turn but resist will always try to concentrate their attacks on the positai, barring intelligence or direct orders from their controller. '''Radiance Genasi''' are rarely seen outside of the Plane of Radiance, for the simple reason that most leave their homeworld of brilliant, ever-shifting colors and light, and decide "stuff this, it's way too dark, dreary and ugly!" before hightailing it back home. The ones who stay become fascinated with the concept of beauty, seeking it out in various ways and forms. Many become artists in their own right, or at least art ''thieves'', and not all of them, whether creator or consumer, focus purely on visual beauty, even if many of them do. In addition to always being visually striking to look at, the skin of a radiance genasi is always a vibrant, distinctive color (green, blue, purple, and so on), and their hair is usually a violently contrasting color from their skin (thoug some can change hair color at-will). They may also have a faint natural glow to their skin (not as bright as a positai's, but still enough to pinpoint them in a dark room), or be unusually warm to the touch. ::Ability Score Minimum/Maximum: Strength 3/18, Dexterity 5/18, Constitution 3/18, Intelligence 7/18, Wisdom /, Charisma 9/18 ::Ability Score Adjustments: +1 Intelligence, +1 Charisma, -1 Strength, -1 Constitution ::Racial Class/Level Limits: [[Fighter]] 13, [[Mage]] 13, [[Elementalist]] (Fire Only) 13, [[Illusionist]] 15, [[Cleric]] 12, Specialty Priest (Fire, Light, Beauty) 12, [[Thief]] 11, [[Bard]] 14 :::Multiclass Options: Fighter/Illusionist, Fighter/Bard, Illusionist/Thief :::Racial Thieving Skill Adjustments: -20% Hide in Shadows, +10% Move Silently ::+1 bonus to saves vs. fire-based magic and non-phantasm illusions per 5 levels. ::Cast Continual Light as a 5th level caster 1/day. ::Immunity to natural fire. ::Immunity to light-based blindness. '''Lightning Genasi''' are shaped by the fact that of all the Inner Planes, Lightning is the most likely to be visited by deities, as the various Storm-related powers revel in its endless thunder and lightning. As a result, lightning genasi are inherently fascinated with the gods, and invariably want to learn as much about the deities of the multiverse as they can when they leave their home plane. For obvious reasons, you virtually never see a lightning genasi in the [[Athar]], and [[Believers of the Source]] are rare. A lightning genasi may have hair that's constantly standing on end, eyes that are full of brief, sporadic flashes, tiny and harmless sparks on their skin and hair as they move, or emit the occasional faint rumble of thunder, only audible within 5 feet. ::Ability Score Minimum/Maximum: Strength 3/18, Dexterity 9/18, Constitution 3/18, Intelligence 5/18, Wisdom 9/18, Charisma 3/18 ::Ability Score Adjustments: +1 Dexterity, +1 Wisdom, -1 Strength, -1 Constitution ::Racial Class/Level Limits: [[Fighter]] 12, [[Mage]] 11, [[Cleric]] 15, Speciality Priest 18 ::Immune to non-magical lightning and electricity. ::50% Resistance to magical lightning and electricity. ::Immune to negative effects (deafness, stun, etc) caused by exposure to loud booming noises. ::+1 bonus to saves vs. air or electrical-based magic attacks per 5 levels. ::Shocking Grasp as a 5th level wizard 1/day. ::Lightning genasi cannot multiclass, but ''can'' dual-class exclusively to the Cleric class from 4th level. ::A lightning genasi cleric can only become a speciality priest by starting as a cleric and then adopting a specific patron Power. The genasi abandons their cleric class and becomes a speciality priest of the chosen Power at '''half''' their original cleric level, rounded down (so a level 12 cleric becomes a level 6 speciality priest). ::A dual-classed genasi can also become a specialty priest, but '''must''' sacrifice their non-cleric class forever unless the DM rules it would make sense to keep it, such as a fighter/Priest of War or a mage/Priest of Magic. '''Steam Genasi''' are fascinated with mysteries and the exploration of the obscure. This means most who reach [[Sigil]] promptly keep on going and strike out into the planes, eager to just see what's out there for the sheer fascination of doing so. This means that they're amongst the most commonly seen "lesser" genasi, up there with Magma, Dust and Salt. They typically have perpetually wet hair, an "odor of fog", a perpetual coating of water droplets on their skin and in their hair, and/or a 1ft wide faint haze. They're also very averse to engaging in piercings, tattoos, and body painting, but nobody knows why. ::Ability Score Minimum/Maximum: Strength 3/18, Dexterity 7/18, Constitution 9/18, Intelligence 3/18, Wisdom 3/18, Charisma 3/18 ::Ability Score Adjustments: +1 Dexterity, +1 Constitution, -1 Strength, -1 Wisdom ::Racial Class/Level Limits: [[Fighter]] 14, [[Mage]] 13, [[Abjurer]] 16, [[Diviner]] 15, [[Bard]] 11 :::Multiclass Options: Fighter/Mage, Fighter/Abjurer, Fighter/Diviner :::Racial Thieving Skill Adjustments: Climb Walls +5%, Detect Noise +5%, Pick Pockets -10%, Read Languages +5% ::Can breathe water as if it were air. ::Can cast Obscurement (self only) as a 5th level caster 1/day. ::+1 to saves vs. water and necromantic-based magic per 5 levels. '''Mineral Genasi''' are, as a general rule, hands-down the most generous and compassionate sods you'll probably ever meet. Coming from a plane where valuable minerals are literally every damn where you look, they don't really get the concept of hoarding (keeping some in reserve yeah, but miserliness and opulence both make no sense to them), and they find the idea that some people literally just don't have anything to be very disturbing. So they're naturally impelled to lend a helping hand to those in need - you'll never see a mineral genasi in either the Merkhants or the Ring-Givers, and probably won't see one in the Fated, either! Because of this, in 2e rules, they're restricted to the Good [[alignment]]s exclusively. Physically, they are large, thick and imposing, with sharp, angular features. They may also have skin that is either rough and dark brown or smooth and dark grey, faceted eyes like a cut diamond, and/or multicolored half-inch crystalline stones embedded in their skin. ::Ability Score Minimum/Maximum: Strength 9/18, Dexterity 3/18, Constitution 3/18, Intelligence 3/18, Wisdom 5/18, Charisma 3/18 ::Ability Score Adjustments: +1 Strength, -1 Dexterity ::Racial Class/Level Limits: [[Fighter]] 14, [[Paladin]] 14, [[Wizard]] 13 ([[Mage]], [[Necromancer]], Earth [[Elementalist]]), [[Cleric]] 12, Specialty Priest (Earth, Wealth, Altruism) 12, [[Thief]] 9, [[Bard]] 10 :::Racial Thieving Skill Adjustments: Pick Pockets -5%, Open Locks -5%, Find/Remove Traps -5%, Climb Walls +10% ::Natural Armor Class: 8 ::50% chance that a petrifying effect will automatically fail; if not negated, the mineral genasi still gets to make the standard saving throw. ::+1 to saves vs. earth-based magic per 5 levels. ::100% accuracy when appraising precious gems and jewelry. ::Can affect 15 cubic feet of stone as per Stone Shape 1/day. ::Code of Honor: Mineral genasi paladins '''must''' take the Planewalker Warrior kit. They focus on freeing locations from oppressive forces (locations on the [[Lower Planes]] don't count); if a paladin finds an oppressed area and leaves before ending the oppression, they permanently and irrevocably lose their Paladin status. Mineral genasi thieves must steal only from oppressive rich berks (like a greedy merchant or a corrupt sheriff) and give the stolen wealth back to the folks oppressed by these knaves. '''Smoke Genasi''' are fascinated by cities, perhaps because these are the few places where the smoke and smog level naturally approaches the environment of their home plane (plus, they tend to suffer a mild case of agoraphobia, so the confines of cities are more comforting to them). You'll find them in cities throughout the multiverse, and they often become innkeepers, tavern-masters or merchants to better enjoy the endless ebb and flow of city life. They always smell like smoke, but what ''kind'' of smoke often 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. They may also have a choking, coughing tone to their speech, mottled gray skin whose precise color and/or pattern changes from moment to moment, and dark gray hair that moves of its own accord like smoke coming off a fire. ::Ability Score Minimum/Maximum: Strength /18, Dexterity /18, Constitution /18, Intelligence /18, Wisdom /18, Charisma /18 ::Ability Score Adjustments: ::Racial Class/Level Limits: :::Racial Thieving Skill Adjustments: ::Ability Score Minimum/Maximum: Strength 3/18, Dexterity 7/18, Constitution 3/18, Intelligence 7/18, Wisdom 3/18, Charisma 3/18 ::Ability Score Adjustments: +1 Dexterity, +1 Intelligence, -1 Strength, -1 Constitution ::Racial Class/Level Limits: [[Fighter]] 11, [[Mage]] 13, [[Thief]] 16 :::Multiclass Option: Fighter/Thief, Mage/Thief :::Racial Thieving Skill Adjustments: Move Silently +10%, Hide in Shadows +15% ::Immunity to Normal Fire. ::+1 to saves vs. Magical Fire per 5 levels. ::Can breathe smoke without penalty. ::Half damage from magical clouds that must be inhaled to affect a victim. ::Cast Wall of Smoke 1/day. This is identical to the Wizard spell Wall of Fog, except that a barrier of smoke is created. Creatures within this barrier suffer no damage, but must spend the same number of rounds recovering (clearing their eyesight, regaining their breath, and so forth) that they spent inside the Wall of Smoke, unless they prepared for it (by holding their breath, perhaps, or breathing through a wet rag). When you hear '''Ice Genasi''', you immediately think "cold-hearted", right? Dispassionate, stoic, ruthlessly logical, grim and emotionless; these are the traits associated with elemental beings of ice. Ice genasi, on the other hand, are the comlete opposite. They are ''intensely'' passionate and curious beings, naturally drawn to the [[Society of Sensation]] for their compatible philosophers. Many speculate they're making up for everything their home plane lacks. They tend to have sharp, angular features, white or bluish-white hair and/or skin, extremely cold flesh, a thin layer of frost in their hair, and/or the feaint sound of a snowstorm in their voice. ::Ability Score Minimum/Maximum: Strength 3/18, Dexterity 7/18, Constitution 3/18, Intelligence 5/18, Wisdom 3/18, Charisma 3/18 ::Ability Score Adjustments: +1 Intelligence, +1 Charisma, -1 Constitution, -1 Wisdom ::Racial Class/Level Limits: [[Fighter]] 11, [[Wizard]] ([[Mage]], [[Elementalist]] Air or Water) 15, [[Cleric]] (or Speciality Priest of Ice, Cold, Air, Water) 14, [[Thief]] 13 :::Multiclassing Options: Fighter/Cleric, Fighter/Mage, Fighter/Thief, Cleric/Mage, Cleric/Thief, Mage/Thief :::Racial Thieving Skill Adjustments: Climb Walls -5%, Hide in Shadows -10%, Read Languages +15% ::Immunity to Non-Magical Cold. ::Unhindered by icy surfaces. ::+1 to saves vs. magical cold per 5 levels. ::Can cast Frost (as per Grease by a 5th level wizard, but creates slippery ice rather than flammable grease) 1/day. '''Ooze Genasi''' tend to have a complex, given that the Plane of Ooze is the least respected and most derided of all the Inner Planes. What's there to glorify in an endless expanse of sucking, squelching, slimy, stinking slime? Whilst some develop crushing inferiority complexes, most become over-confident overachievers, desperate to prove their worth - and by extension the laudable qualities of mud. This tends to go either surprisingly well or horribly wrong, depending on how smart the genasi is. They invariably have traits such as a skin color reminiscent of mud or silt, a thin film of moisture across their bodies, a faint aroma of moist earth, or skin that seems almost to flow and drip. ::Ability Score Minimum/Maximum: Strength 5/18, Dexterity 7/18, Constitution 7/18, Intelligence 3/18, Wisdom 3/18, Charisma 3/18 ::Ability Score Adjustments: + Constitution, +1 Dexterity, -1 Wisdom. -1 Charisma. ::Racial Class/Level Limits: [[Fighter]] 13, [[Wizard]] 12, [[Paladin|"Silt Knight"]] 15 :::Multiclass Options: Fighter/Mage ::Can pass through and breathe mud as if it were air. ::Can breathe water, and have water-based Movement Value (swim) of 15. ::+1 to saves vs. water- or earth-based magic per 5 levels. ::1/day, can Create Mud when standing on bare earth or rock, creating a 3-ft deep mud pit, centered on the caster, with a radius of up to 50 feet. The duration of this effect is identical to the Transmute Rock to Mud spell. ::Ooze Genasi Silt Knights are Paladins sworn to the protection of a particular town (prime or planar), region (prime or planar) or realm. (Ooze Genasi are nothing if not big thinkers.) In adopting this town, region, or realm, the Ooze Genasi swears to defend it from evil at all costs. A Silt Knight might adopt the gate town of Tradegate, for instance, or the Great Glacier of Toril. They're free to leave their designated area at any time (to visit relatives, for instance), but if they undertake a quest that doesn't directly or indirectly relate to the protection of this area, they lose their paladin abilities until such time as they atone for it in the normal fashion of paladins. If the area under protection should somehow get destroyed during the paladin's absence, the paladin immediately (and irrevocably) loses all paladin status, and becomes a fighter of the same level. '''Magma Genasi''' combined the ponderous, deliberate outward motions of their Earth Genasi cousins with a fiercely active and intelligent mind. These genasi are consumed by a desire to explore, investigate and truly understand the multiverse around them, an urge that compels them to wander the planes. Many become [[Fraternity of Order|Guvners]] (or, presumably, [[Society of Sensation|Sensates]]), but even those who dismiss the factions tend to be noted naturalists and researchers; faction-members tend to be amongst the most profound philosophers of their faction, due to their constant inquiry and introspection into the nature of their beliefs and the multiverse. They tend to be thick and bulky, with a rounded physique, and traits such as black or dark brown skin laced with streaks of red or bright orange, flesh that is warm (even hot) to the touch, a mild odor of heated rock, and a faint volcanic rumbling in their voice. ::Ability Score Minimum/Maximum: Strength 9/18, Dexterity 3/18, Constitution 7/18, Intelligence 7/18, Wisdom 3/18, Charisma 3/18 ::Ability Score Adjustments: +1 Intelligence, -1 Charisma ::Racial Class/Level Limits: [[Fighter]] 15, [[Wizard]] ([[Mage]] 16, Fire or Earth [[Elementalist]]), [[Cleric|Specialty Priest]] (Earth, Fire, Lava) 14 :::Multiclssing options: Fighter/Mage, Fighter/Priest ::Immune to nonmagical fire and lava. ::Can breathe in lava. ::+1 to saves vs. magical fire and lava per 5 levels. ::Heat Rock (as per Heat Metal, but affects rock) as a 5th level priest 1/day. '''Ash Genasi''' have a naturally solitary outlook on life; it's not that they don't like the trappings of civilization, they just prefer a less hectic existence free of large ''concentrations'' of civilization, an attitude that endears them to most [[halfling]]s. Given that the first exposure to a non-Ash environment for these genasi tends to be [[Sigil]], the typical response is to turn right back around and flee back to their homeland; the few you see off of Ash either were lucky enough to find a portal that took them from Ash whilst bypassing Sigil, got stuck in Sigil and decided that ''anywhere'' had to be a better bet, or were brave/stubborn enough to keep going despite ending up in Sigil. Obviously, these guys are ''rarely'' seen outside of Ash, and even when they are, prefer a simple, comfortable, and secluded existence; planewalkers are typically exploring the multiverse's 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. Common physical traits include perpetually soot-covered skin, leaving an ashy residue on antyhing they touch, an odor reminiscent of burnt wood, and dark grey skin and/or hair. ::Ability Score Minimum/Maximum: Strength 3/18, Dexterity 3/18, Constitution 3/18, Intelligence 7/18, Wisdom 9/18, Charisma 3/18 ::Ability Score Adjustments: None ::Racial Class/Level Limits: [[Fighter]] 11, [[Ranger]] 15, [[Mage]] 10, Fire [[Elementalist]] 12, [[Necromancer]] 12, [[Druid]] 13 ::Multiclassing Options: Fighter/Mage, Fighter/Fire Elementalist, Fighter/Necromancer ::Alignment Restriction: Non-Lawful ::Immune to nonmagical fire ''and'' nonmagical cold. ::+1 to saves vs. Magical Fire per 5 levels. ::Can Extinguish Flames (as Affect Normal Fires by a 5th level caster, but only extinguishes fire) 1/day. '''Vacuum Genasi''' are known for two things. The first is the sheer implausibility of their existence, given the Plane of Vacuum is, well, a total void. The second is for being the most annoyingly inquisitive creatures in existence. Remember, the Plane of Vacuum has literally nothing in it. That's it defining trait: it's a big ol' nothing. So, when a vacuum genasi wanders onto the planes, it's like the Clueless times ten. And even if they do live long enough, they never entirely lose that "wide-eyed tourist" attribute. A vacuum genasi always looks gaunt, even to the point of emaciation, and may have dry, cool, never-perspiring skin, hair that remains untouched by the strongest wind, or even an area of "dead air" extending about 1 ft. from their bodies, in which sounds seem muted, the air seems a little thin, and/or odors are non-existent. ::Ability Score Minimum/Maximum: Strength3 /18, Dexterity 5/18, Constitution 7/18, Intelligence 5/18, Wisdom 3/18, Charisma 3/18 ::Ability Score Adjustments: +1 Constitution, -1 Strength ::Racial Class/Level Limits: [[Fighter]] 13, [[Mage]] 15, [[Cleric]] 13, [[Thief]] 14 :::Multiclassing Options: Fighter/Mage, Fighter/Thief, Mage/Thief :::Racial Thieving Skill Adjustments: Move Silently +15%, Pick Pockets -5%, Find/Remove Traps -10% ::Vacuum genasi don't need to breathe. They are immune to the effects of vacuum (mundane or magical), and can't be affected by harmful-if-inhaled vapors. ::+1 to saves vs. air-based magic per 5 levels. ::Can cast Silence 15' Radius centered on self as a 5th level caster at-will. (it's possible this was supposed to be 1/day, but no limit was mentioned) '''Salt Genasi''' are amongst the para-genasi and quasi-genasi most likely to be seen exploring the multiverse, specifically driven to explore the various bodies of water. Oceans, lakes, rivers, seas, and even swamps and marshes; any reasonably sized body of water is enough to make the average Salt Genasi feel an urge to map its boundaries, explore its expanse, and experience life to the fullest while sailing its surface. Ironically, this has made them the genasi strain most enamored with the Prime Material; on the outer planes, terrain tends to be kind of homogenous - the Elemental Plane of Water is '''all''' water, save for a few pockets of air and earth scattered throughout; planar oceans are typically layers unto themselves, and planar lakes are few and far between. Prime worlds, on the other hand, often have more water than land. Moreover, the oceans of one prime world are usually vastly different from those of other prime worlds, and in many cases there are vast differences within the same ocean. And for those more interested in rivers, lakes, and other somewhat smaller bodies of water, you really just can't beat the Prime for variety. This fascination with the Prime has led to them becoming equally enamored with [[Spelljammer]]; Wildspace is its own kind of ocean, as they see it, ''plus'' you can easily travel to different Prime worlds without needing portals or gates. That's not to say that there are ''no'' salt genasi on the planes, but "primewalkers" are ''far'' more common. Salt genasi often have such trits as a perpetual odor of brine, perpetually parched, cracked lips, and even an encrusting of salt on skin and/or hair. ::Ability Score Minimum/Maximum: Strength 3/18, Dexterity 3/18, Constitution 5/18, Intelligence 5/18, Wisdom 9/18, Charisma 3/18 ::Ability Score Adjustments: +1 Wisdom, -1 Charisma. ::Racial Class/Level Limits: [[Fighter]] 13, [[Cleric]] 12, Specialty Priest (Water, Sailors, Exploration, Sea) 12, [[Bard]] 16 :::Multiclassing Options: Fighter/Cleric, Fighter/Bard :::Racial Thieving Skill Adjustments: Climb Walls -5%, Pick Pockets -10%, Read Languages +10% ::Alignment Restriction: Non-Lawful ::Salt genasi never need to drink and suffer no ill effects from thirst. ::Can breathe water as if it were air. ::+1 to saves vs. water-based magic per 5 levels. ::Destroy Water (Reversed Created Water) as a 5th level caster 1/day. '''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. (Note that this last is woefully inaccurate. While Dust Genasi are indeed more subdued than most other Planar races, only their Magma Genasi cousins match their enthusiasm for research.) 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. They always bear a sand-like colored pattern to their skin, but other traits may include a thin, perpetual coating of sand on their bodies and/or in their hair, a 1ft-wide dusty haze, the faitn howling of a sandstorm in their voice, or a somewhat flimsy consistency to their body, as though their flesh was filled with sand instead of bones and muscle. ::Ability Score Minimum/Maximum: Strength 3/18, Dexterity 7/18, Constitution 7/18, Intelligence 5/18, Wisdom 5/18, Charisma 3/18 ::Ability Score Adjustments: +1 Dexterity, +1 Constitution, -1 Strength, -1 Charisma ::Racial Class/Level Limits: [[Fighter]] 12, [[Wizard]] ([[Mage]] 11, Earth [[Elementalist]] 11, [[Diviner]] 15), [[Bard]] 14 :::Multiclassing Options: Fighter/Mage, Fighter/Diviner :::Racial Thieving Skill Adjustments: Read Languages +10%, Detect Noise +5%, Pick Pockets -15% :::Alignment Restrictions: Non-Chaotic ::50% chance to negate a Disintegration effect targeting them (standard save applies if this fails). ::+1 to saves vs. earth-based magic per 5 levels. ::Can Shatter 20 cubic feet of rock or stone with a touch, as per the Shatter spell, 1/day. '''Negative Energy Genasi''', or ''Negati'', are the most feared of all the genasi strains; hailing from what is to all practical purposes the Plane of Death, Life is as foreign a concept to them as Chaos is to a [[Modron]], and so when negasi are exposed to the bustling vibrancy of realms beyond it, some go a little nuts. As in, they either go on a rampant slaughter spree or become serial killers. Now, the overwhelming majority of negati travelers ''don't'' do this, but the fact it happens at all tends to stick in the public consciousness. The sane ones find more agreeable ways to balance their comfort with death and their fascination with life. A lot of negatai -- especially the fighters -- roam the Planes learning the various death rituals of different cultures. They do this so that they may give the appropriate "last rites" to foes they've slain in combat. Others become Necromancers, learning the hidden magical Darks of life (and death). Still others become priests of Death-related Powers. Despite popular assumptions, they aren't inherently drawn to the [[Dustmen]]; understanding death and believing everybody is already dead are two very different things. They do rise quickly in the ranks if they join, but. So far, the only distinguishing traits seen of negati has been jet-black, light-drinking skin and an unnaturally cold body temperature. ::Ability Score Minimum/Maximum: Strength 7/18, Dexterity 3/18, Constitution 3/18, Intelligence 5/18, Wisdom 3/18, Charisma 3/18 ::Ability Score Adjustments: +1 Strength, -1 Constitution ::Racial Class/Level Limits: [[Fighter]] 14, [[Mage]] 12, [[Necromancer]] 16, [[Cleric]] 11, Specialty Priest (Death) 14, [[Thief]] 13 :::Multiclassing Options: Fighter/Necromancer, Necromancer/Thief :::Racial Thieving Skill Adjustments: Pick Pockets -10%, Open Locks -10%, Find/Remove Traps +5%, Hide in Shadows +20%, Move Silently +10%, Climb Walls -5% ::Immune to Level Drain. ::50% chance of being ignored by non-Positive Energy Undead ([[Mummy]]) unless you attack it first. ::Can turn Positive Energy Undead as if you were a [[Cleric]] of the same level. Fail your turn, and the undead will focus on attacking you. ::Positive Energy creatures, including Positai, do +(1d4+1) damage with bare hands attacks. ::Natural healing rate, effects of healing & herbalism proficiencies and magical healing are halved. ::+1 to sves vs. Necromantic magic per 5 levels. ::Chill Touch as a 1st level spell 1/day. ::-4 penalty to reaction rolls.
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