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===Third Edition=== Since the lore is always directly repeated between the entries, with maybe some slight shuffling of details, this section will just have the crunch - look up the page at the 2e version for the fluff. '''Positive Energy Genasi:''' ::+2 Constitution, -2 Wisdom: Positai are filled with the essence of Life Energy, improving their constitution. However, their hyperactivity is accompanied by a notoriously short attention span. ::Medium-size. ::Positai base speed is 30 feet. ::Darkvision up to 60 feet. ::+1 racial bonus to their saving throws vs. Necromantic spells and effects. This bonus increases by +1 for every five character levels the Positai attains. ::Outsider: Positai are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc. ::Undead Vulnerability (Ex): Undead are powered by energy from the Negative Energy Plane. Negative Energy is inimical to the Positive Energy which suffuses Positai, and so Positai 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 Positai. If an undead creature without an energy draining attack scores a critical barehanded hit against a Positai, the Positai 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 Positai barehanded. On a critical hit, this bonus is added in after the base damage is multiplied. ::Undead Turning (Ex): Non-cleric Positai can turn undead as though they were a cleric four levels lower than their character level. A 6th level Positai fighter can turn undead as if he was a 2nd level cleric, for example. Non-cleric Positai cannot automatically destroy undead, however. Any undead that would normally be destroyed in the turning attempt will simply be turned as normal. ::Improved Undead Turning (Ex): Positai clerics and paladins can turn undead as though they were two levels higher. A 2nd level Positai cleric turns undead as though he were 4th level, for instance. Multiclass Positai clerics can turn undead using either their cleric level or their character level, whichever gives them the best results. A 6 Ftr/1 Clr character can turn undead as though she were a 3rd level cleric. A 5 Ftr/2 Clr character can turn undead as though she were a 4th level cleric. Positai clerics cannot rebuke or control undead, even if the Positai is of neutral or evil alignment. ::Accelerated Healing (Ex): Due to the Life Energy suffusing their being, Positai heal at an accelerated rate. Wounded Positai 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. Positai 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 Positai is also more effective. When determining how many points are healed by a healing spell cast on a Positai, use the next highest die type than that specified by the spell. For example, casting Cure Moderate Wounds on a Positai 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. ::Cure Light Wounds (Sp): Positai have the ability to cast Cure Light Wounds once per day as though they were a 5th level Cleric. ::Clerical Focus: A Positai cleric must choose a deity who grants access to the Healing domain, and must select Healing as one of his or her two domains. ::Automatic Languages: Common. Bonus Languages: Any (except secret languages such as Druidic). ::Favored Class: Cleric ::Level Adjustment +1: Positai are slightly more powerful and gain levels more slowly than most of the other common races. '''Radiance Genasi:''' ::+2 Charisma, +2 Intelligence, -2 Strength, -2 Constitution: Radiance Genasi are extremely attractive, and all have the intellect necessary to appreciate art in all its varied forms. However, Radiance Genasi are also notoriously frail. ::Medium-size. ::Radiance Genasi base speed is 30 feet. ::Darkvision up to 60 feet. ::+1 racial bonus to their saving throws vs. Fire-based spells and effects. Radiance Genasi also receive a +1 racial bonus to their saving throws vs. spells which affect their target via lights or colors (for example, Color Spray or Rainbow Pattern). Both of these bonuses increase by +1 for every five character levels the Genasi attains. ::Outsider: Radiance Genasi are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc. ::Glowing Skin (Ex): Radiance Genasi suffer a -4 racial penalty on any attempt to hide in shadows. This penalty can be reduced to -1 with a successful Disguise check prior to hiding. If the Radiance Genasi has more skin exposed than normal, this penalty can increase to -6 or higher, depending on the circumstances. ::Fire Immunity (Ex): The Plane of Radiance is just as hot as the Plane of Fire, and so Radiance Genasi are immune to the effects of non-magical fire. Magical fire damages them as normal. ::Blindness Resistance (Ex): Radiance Genasi are immune to being blinded from spells or effects which rely on light, such as the fireworks version of Pyrotechnics. This isn't to say that they can't be blinded; the Wizard spell Power Word, Blind (for instance) doesn't rely on light to achieve the blinding effect, and Radiance Genasi are therefore just as susceptible to that spell as anyone else. ::Daylight (Sp): Radiance Genasi have the ability to cast Daylight once per day as though they were a 5th level Wizard. ::Clerical Focus: A Radiance Genasi cleric must follow a deity of fire, light, sun, art, or beauty. ::Automatic Languages: Common, Ignan. Bonus Languages: Any (except secret languages such as Druidic). ::Favored Class: Bard ::Level Adjustment +1: Radiance Genasi are slightly more powerful and gain levels more slowly than most of the other common races. '''Lightning Genasi:''' ::+2 Dexterity, -2 Strength: Lightning Genasi tend to take on the nature of lightning itself, which makes them quick rather than strong. ::Medium-size. ::Lightning Genasi base speed is 30 feet. ::Darkvision up to 60 feet. ::+1 racial bonus to their saving throws vs. Air-based and Electricity-based spells and effects. This bonus increases by +1 for every five character levels the Genasi attains. ::Outsider: Lightning Genasi are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a ::Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc. ::Soul Searching (Ex): Lightning Genasi get the Knowledge (Religion) skill as a class-based skill. ::Electricity Immunity (Ex): Lightning Genasi are completely immune to non-magical electricity (including lightning). Magical electricity damages them as normal. ::Sonic Resistance (Ex): Since Lightning Genasi come from a plane which is deluged by loud, continual thunder, they receive a +4 racial bonus on all saving throws vs. magical effects which stem from loud booming noises. This only applies to loud, booming noises similar to thunder (such as from Drums of Panic or a Thunder Weapon); Lightning Genasi suffer the full effects of the wail of a Howler, the wail of a Banshee, the winds of Pandemonium, etc. ::Shocking Grasp (Sp): Lightning Genasi have the ability to cast Shocking Grasp once per day as though they were a 5th level Wizard. ::Clerical Focus: Due to their fascination with Deities, Lightning Genasi are not restricted to any particular deity. However, Lightning Genasi clerics must follow a specific deity and cannot be a generic, non-deity-specific cleric. ::Clerical Flexibility: Since Lightning Genasi make a point of examining different belief systems, they have the option of changing their patron deity whenever they gain a new Cleric level. The Lightning Genasi simply picks a new patron deity, and picks two domains from that deity as his new clerical domains. There is no penalty for this, although the Lightning Genasi's former religion may frown upon heretical turncoats. ::Automatic Languages: Common, Auran. Bonus Languages: Any (except secret languages such as Druidic). ::Favored Class: Cleric ::Level Adjustment +1: Lightning Genasi are slightly more powerful and gain levels more slowly than most of the other common races. '''Steam Genasi:''' ::+2 Constitution, +2 Dexterity, -2 Wisdom: Steam Genasi have a well-deserved reputation for being tough to kill, but you have to be slightly barmy in the first place to do the kind of exploring they do. ::Medium-size. ::Steam Genasi base speed is 30 feet. ::Darkvision up to 60 feet. ::+1 racial bonus to their saving throws vs. Water-based spells and effects. This bonus increases by +1 for every five character levels the Genasi attains. ::Outsider: Steam Genasi are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc. ::Planewalkers: Due to their propensity for planewalking, Steam Genasi get the Knowledge (Planes) skill as a class-based skill. ::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. ::Obscuring Mist (Sp): Steam Genasi have the ability to cast Obscuring Mist once per day as though they were a 5th level Wizard. ::Clerical Focus: A Steam Genasi cleric must follow a deity of water, protection, exploration, knowledge, or secrets. ::Automatic Languages: Common, Aquan. Bonus Languages: Any (except secret languages such as Druidic). ::Favored Class: Diviner or Abjurer ::Level Adjustment +1: Steam Genasi are slightly more powerful and gain levels more slowly than most of the other common races. '''Mineral Genasi:''' ::+2 Strength, -2 Dexterity: Mineral Genasi are big and brawny, but aren't particularly agile. ::Medium-size. ::Mineral Genasi base speed is 30 feet. ::Darkvision up to 60 feet. ::+1 racial bonus to their saving throws vs. Earth-based spells and effects. This bonus increases by +1 for every five character levels the Genasi attains. ::+4 racial bonus on any Appraise checks related to minerals, gemstones, or jewelry. ::Mineral Genasi have harder skin than most other races, and recieve a +2 racial bonus to their natural Armor Class. ::Outsider: Mineral Genasi are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc. ::Petrification Immunity (Ex): Mineral Genasi are completely immune to being turned to stone. ::Stone Shape (Sp): Mineral Genasi have the ability to cast Stone Shape once per day as though they were a 5th level Cleric. ::Clerical Focus: A Mineral Genasi cleric must follow a deity of earth, wealth, or altruism. ::Automatic Languages: Common, Terran. Bonus Languages: Any (except secret languages such as Druidic). ::Favored Class: Fighter ::Level Adjustment +1: Mineral Genasi are slightly more powerful and gain levels more slowly than most of the other common races. '''Smoke Genasi:''' ::+2 Dexterity, -2 Strength: Smoke Genasi are as slippery as a puff of smoke. Unfortunately, they're about as strong. ::Medium-size. ::Smoke Genasi base speed is 30 feet. ::Darkvision up to 60 feet. ::+1 racial bonus to their saving throws vs. Air- and Fire-based spells and effects. Smoke Genasi also receive a +1 racial bonus to their saving throws vs. spells which affect their target via inhaled vapors (for example, Stinking Cloud). Both of these bonuses increase by +1 for every five character levels the Genasi attains. Note that some spells which produce vaporous clouds actually work by contact rather than inhalation (e.g. Cloudkill). Smoke Genasai are no more resistant to these spells than anyone else. ::+2 racial bonus to Hide skill checks when trying to hide in shadows. ::+2 racial bonus to Move Silently checks. ::Outsider: Smoke Genasi are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc. ::Smoke Immunity (Ex): Smoke Genasi can breathe non-magical smoke without difficulty or discomfort. ::Smoke Sight (Ex): Smoke Genasi can "see" through smoke up to 120 feet. This applies only to smoke, and not to fog or any other vapor. ::Feather Fall (Sp): Smoke Genasi have the ability to cast Feather Fall once per day as though they were a 5th level Wizard. ::Clerical Focus: A Smoke Genasi cleric must follow a deity of fire, air, cities, civilization, rogues, or thieves. ::Automatic Languages: Common, Ignan, Auran. Bonus Languages: Any (except secret languages such as Druidic). ::Favored Class: Rogue ::Level Adjustment +1: Smoke Genasi are slightly more powerful and gain levels more slowly than most of the other common races. '''Ice Genasi:''' ::+2 Constitution, -2 Intelligence: The humans and demihumans who choose to live on the Plane of Ice tend to be from particularly hardy stock. This hardiness is passed on to their Planetouched offspring. The humans and demihumans who choose to live on the Plane of Ice also aren't the brightest lights in the night sky, and this is passed on to their Planetouched offspring as well. ::Medium-size. ::Ice Genasi base speed is 30 feet. ::Darkvision up to 60 feet. ::+1 racial bonus to their saving throws vs. Cold-based spells and effects. This bonus increases by +1 for every five character levels the Genasi attains. ::Outsider: Ice Genasi are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc. ::Surefooted (Ex): Ice Genasi can move across any icy surface at their normal movement rate, without any danger of slipping or falling. ::Cold Immunity (Ex): Ice Genasi are completely immune to the effects of non-magical cold. Magical cold does damage as normal. ::Frost (Sp): Ice Genasi have the ability to cast Frost once per day. Frost covers various surfaces with a thin layer of ice, but is otherwise identical to the 1st-level Wizard spell Grease. Ice Genasi can cast this spell as though they were a 5th level Wizard. ::Clerical Focus: An Ice Genasi cleric must follow a deity of air, water, cold, ice, or winter. ::Automatic Languages: Common, Auran, Aquan. Bonus Languages: Any (except secret languages such as Druidic). ::Favored Class: Barbarian ::Level Adjustment +1: Ice Genasi are slightly more powerful and gain levels more slowly than most of the other common races. '''Ooze Genasi:''' ::+2 Constitution, -2 Wisdom: Ooze Genasi are as resilient as the muck that makes up their native plane. However, their over-confidence often gets them into situations a wiser person would have avoided. ::Medium-size. ::Ooze Genasi base speed is 30 feet. ::Darkvision up to 60 feet. ::+1 racial bonus to their saving throws vs. Earth- and Water-based spells and effects. This bonus increases by +1 for every five character levels the Genasi attains. ::Outsider: Ooze Genasi are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc. ::Mud Breathing (Ex): Ooze Genasi can breathe without difficulty while submerged in mud. ::Mud Sight (Ex): Ooze Genasi can "see" through mud up to 60 feet. ::Soften Earth and Stone (Sp): Ooze Genasi have the ability to cast Soften Earth and Stone once per day as though they were a 5th level Druid. ::Clerical Focus: An Ooze Genasi cleric must follow a deity of water, earth, or valor. ::Automatic Languages: Common, Aquan, Terran. Bonus Languages: Any (except secret languages such as Druidic). ::Favored Class: Fighter ::Level Adjustment +1: Ooze Genasi are slightly more powerful and gain levels more slowly than most of the other common races. '''Magma Genasi:''' ::+2 Intelligence, +2 Strength, -2 Charisma, -2 Dexterity: Like most genasi related to the element of Earth, Magma Genasi are big, strong, and slow. Additionally, they are extremely inquisitive about the Multiverse, reflected in their higher intelligence. Unfortunately, they also tend to be single-minded about their scientific inquiries and often have trouble relating to people who don't share their passion for their particular subject. ::Medium-size. ::Magma Genasi base speed is 30 feet. ::Darkvision up to 60 feet. ::+1 racial bonus to their saving throws vs. Earth- and Fire-based spells and effects. This bonus increases by +1 for every five character levels the Genasi attains. ::Outsider: Magma Genasi are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc. ::Natural Science (Ex): Magma Genasi get the Knowledge (Geography) and Knowledge (Nature) skills as class skills. ::Lava Immunity (Ex): Magma Genasi are completely immune to the effects of non-magical lava, and can also "breathe" while completely immersed in lava. ::Lava Sight (Ex): Magma Genasi can "see" through lava up to a distance of 60 feet. ::Fire Immunity (Ex): Magma Genasi are completely immune to the effects of non-magical fire. Magical fire damages them as normal. ::Heat Rock (Sp): Magma Genasi have the ability to cast Heat Rock once per day as though they were a 5th level Cleric. Aside from the fact that it affects rock instead of metal, Heat Rock is identical to the 2nd-Level Druid spell Heat Metal. ::Clerical Focus: A Magma Genasi cleric must follow a deity of earth, fire, science, or knowledge. ::Automatic Languages: Common, Terran, Ignan. Bonus Languages: Any (except secret languages such as Druidic). ::Favored Class: Wizard ::Level Adjustment +1: Magma Genasi are slightly more powerful and gain levels more slowly than most of the other common races. '''Ash Genasi:''' ::+2 Wisdom, -2 Charisma: Ash Genasi are generally introspective. They're also not particularly social. ::Medium-size. ::Ash Genasi base speed is 30 feet. ::Darkvision up to 60 feet. ::+1 racial bonus to their saving throws vs. Fire- and Cold-based spells and effects. This bonus increases by +1 for every five character levels the Genasi attains. ::Outsider: Ash Genasi are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc. ::Cold Immunity (Ex): Despite being related to the Plane of Fire, the Plane of Ash is bone-numbingly cold. As a consequence, Ash Genasi are completely immune to non-magical cold. Magical cold damages them as normal. ::Extinguish Flames (Sp): Ash Genasi have the ability to Extinguish Flames once per day. Upon use of the ability, the Ash Genasi can, for the next two minutes, extinguish any non-magical flames within a 5' x 5' square as a standard action. Burning materials that are extinguished in this manner instantly become cool to the touch, as though they'd stopped burning days before. ::Clerical Focus: An Ash Genasi cleric must follow a deity of fire, nature, or solitude. ::Automatic Languages: Common, Ignan. Bonus Languages: Any (except secret languages such as Druidic). ::Favored Class: Ranger or Druid. In the event that the Ash Genasi follows the path of a Ranger/Druid multiclass character, only the highest of the two classes counts as his or her favored class. ::Level Adjustment +1: Ash Genasi are slightly more powerful and gain levels more slowly than most of the other common races. '''Vacuum Genasi:''' ::+2 Constitution, -2 Strength: Since Vacuum Genasi don't need to breathe, they've never had to suffer from an air-borne illness. Consequently, their constitution is exceptionally hardy. However, they tend to be gaunt and weak. ::Medium-size. ::Vacuum Genasi base speed is 30 feet. ::Darkvision up to 60 feet. ::+1 racial bonus to their saving throws vs. Air-based spells and effects. This bonus increases by +1 for every five character levels the Genasi attains. ::Outsider: Vacuum Genasi are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc. ::Vapor Immunity (Ex): Vacuum Genasi do not need to breathe. As such, they are immune to all effects and damage from inhaled vapors. ::Silence (Sp): Vacuum Genasi have the ability to cast Silence once per day as though they were a 5th level Cleric. ::Clerical Focus: A Vacuum Genasi cleric must follow a deity of air or travelers. ::Automatic Languages: Common, Auran. Bonus Languages: Any (except secret languages such as Druidic). ::Favored Class: Rogue ::Level Adjustment +1: Vacuum Genasi are slightly more powerful and gain levels more slowly than most of the other common races. '''Salt Genasi:''' ::+2 Wisdom, -2 Dexterity: Salt Genasi are extremely open-minded, as reflected by the fact that, unlike most Planars, they don't view the Prime as a waste of time. Unfortunately, they also tend to be prone to clumsiness. ::Medium-size. ::Salt Genasi base speed is 30 feet. ::Darkvision up to 60 feet. ::+1 racial bonus to their saving throws vs. Water-based spells and effects. This bonus increases by +1 for every five character levels the Genasi attains. ::Outsider: Salt Genasi are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc. ::Sea legs (Ex): Salt Genasi get the Profession (Seafaring) skill as a class skill. ::Dehydration Immunity (Ex): Salt Genasi are immune to any effect that would drain their body of moisture. ::Destroy Water (Sp): Salt Genasi have the ability to cast Destroy Water once per day as though they were a 5th level Druid. This is the reverse of the Druid spell Create Water. ::Clerical Focus: A Salt Genasi cleric must follow a deity of water or the sea. ::Automatic Languages: Common, Aquan. Bonus Languages: Any (except secret languages such as Druidic). ::Favored Class: Fighter ::Level Adjustment +1: Salt Genasi are slightly more powerful and gain levels more slowly than most of the other common races. '''Dust Genasi:''' ::+2 Intelligence, -2 Dexterity: Dust Genasi are bright, but they tend to move deliberately. ::Medium-size. ::Dust Genasi base speed is 30 feet. ::Darkvision up to 60 feet. ::+1 racial bonus to their saving throws vs. Earth-based spells and effects. This bonus increases by +1 for every five character levels the Genasi attains. ::Outsider: Dust Genasi are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc. ::History Buffs (Ex): Dust Genasi get the Knowledge (History) skill as a class skill. Furthermore, due to their knowledge of history, non-bard Dust Genasi have the ::Bardic Knowledge ability as though they were a bard four levels lower than their character level. ::Expert Historians (Ex): Dust Genasi bards can use their Bardic Knowledge ability as though they were two levels higher. Multiclass bards can use either their bard level or their character level, whichever gives them the best results. ::Disintegration Immunity (Ex): Dust Genasi are completely immune to any spell or effect that would disintegrate them or turn them to dust. ::Shatter Rock (Sp): Dust Genasi have the ability to cast Shatter Rock once per day. This spell is identical to the 2nd-level Wizard spell Shatter, except that it works only 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. ::Clerical Focus: A Dust Genasi cleric must follow a deity of earth, lore, or knowledge. ::Automatic Languages: Common, Terran. Bonus Languages: Any (except secret languages such as Druidic). ::Favored Class: Diviner ::Level Adjustment +1: Dust Genasi are slightly more powerful and gain levels more slowly than most of the other common races. '''Negative Energy Genasi:''' ::+2 Strength, -2 Constitution: The nature of Negative Energy imbues Negatai with a certain amount of power, but it also makes them more susceptible to death. ::Medium-size. ::Negatai base speed is 30 feet. ::Darkvision up to 60 feet. ::+1 racial bonus to their saving throws vs. Necromantic spells and effects. This bonus increases by +1 for every five character levels the Negatai attains. ::+4 racial bonus to Hide skill checks when attempting to hide in dark areas or deep shadows. ::Outsider: Negatai are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc. ::One Foot in the Grave (Ex): A Negatai's life force remains attached to the Negatai by a tenuous thread. As a consequence, Negatai suffer a -2 racial penalty to all Fortitude saving throws. ::Negative Level Immunity (Ex): Negatai are completely immune to negative levels and level drain. ::Undead Indifference (Ex): The nature of a Negatai is closely tied Negative Energy -- the same energy that gives undead creatures their power. Undead creatures can sense this connection, and tend to regard Negatai as kindred spirits. Mindless undead, such as zombies and skeletons, will not attack a Negatai unless the Negatai attacks first. Free-willed undead, such as vampires and ghouls, will not attack a Negatai unless the Negatai poses a clear and obvious threat. (Note that, for undead creatures like a vampire, sneaking into their lair is generally considered to be a clear and obvious threat. Any Negatai who thinks they'll be able to waltz into a vampire's basement and safely wait there by the coffin with a hammer and stake until daylight is in for a nasty surprise.) ::Undead Rebuking (Ex): Non-cleric Negatai can rebuke undead as though they were a cleric four levels lower than their highest character level. A 6th level Negatai fighter can rebuke undead as if he was a 2nd level cleric, for example. Non-cleric Negatai cannot automatically control undead, however. Any undead that would normally be controlled by the rebuking attempt will simply be rebuked as normal. ::Improved Undead Rebuking (Ex): Negatai clerics can rebuke undead as though they were two levels higher. A 2nd level Negatai cleric rebukes undead as though he were 4th level, for instance. Multiclass Negatai clerics can rebuke undead using either their cleric level or their character level, whichever gives them the best results. A 6 Ftr/1 Clr character can rebuke undead as though she were a 3rd level cleric. A 5 Ftr/2 Clr character can rebuke undead as though she were a 4th level cleric. Negatai clerics cannot turn or destroy undead, even if the Negatai is of neutral or good alignment. ::Inhibited Healing (Ex): Due to the Unlife Energy which permeates their body, Negatai heal at a slower rate than other races. Wounded Negatai who are not under the care of someone with the Healing skill will heal 0.5 hit points per level per day of rest, and 1 hit point per level per day of complete bed rest. Negatai under the care of someone with the Healing skill will heal 1 hit point per day per character level per day of rest, and 1.5 hit points per character level per day of complete bed rest (assuming the Healer succeeds on a skill check). Magical healing cast on a Negatai is also less effective. When determining how many points are healed by a healing spell cast on a Negatai, use the next lowest die type than that specified by the spell. For example, casting Cure Moderate Wounds on a Negatai would heal back 2d6 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. ::Chill Touch (Sp): Negatai have the ability to cast Chill Touch once per day as though they were a 5th level Wizard. ::Clerical Focus: A Negatai cleric must choose a deity who grants access to the Death, Undeath, and/or Repose domains, and must select one of these as one of his two clerical domains. (The Undeath domain is detailed in the Forgotten Realms Campaign Setting book, and the Repose domain is detailed in the Deities and Demigods sourcebook.) ::Automatic Languages: Common. Bonus Languages: Any (except secret languages such as Druidic). Favored Class: Necromancer ::Level Adjustment +1: Negatai are slightly more powerful and gain levels more slowly than most of the other common races.
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