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===4th Edition=== [[File:Elemental Tempest Genasi.jpg|300px|thumb|left|Elemental Tempests are genasi who can manifest two different elements at once.]] [[File:Female Stormsoul Genasi.jpg|200px|thumb|right|A Genasi of the Stormsoul Manifesation.]] Genasi are easily recognizable: though of similar built to humans, they tend to be slightly taller and broader in build. That's not their most distinct feature; their skin is of a most definitely non-human color, ranging from brown to blue, purple, red and pretty much anything you can mention. Their skin is also marked with a pattern of lines called ''szuldar'', with the patterns of blood relatives looking somewhat alike. Some amongst them display their lines with pride, wearing clothing that [[PROMOTIONS|exposes a good amount of skin]]. Genasi have no hair, though certain manifestations have crystalline growths on their heads. Every genasi has an elemental manifestation, which largely determines their character; firesoul genasi are passionate in everything they do, whereas earthsoul genasi are more contemplative. Pretty much every elemental cliché you know is reflected onto them. The most common genasi are those who share a manifestation with the four classical elements: Earth, Fire, Water and Wind. A common fifth manifestation is the Storm, because everybody likes lightning. A darker aspect of the genasi is derived from their association with the [[Elemental Chaos]]. Because it touches on [[the Abyss]], sometimes a genasi will be born with a corrupt manifestation, and carry the touch of the Abyss with them for the rest of their lives. These are the Caustic, Cinder, Plague and Void souls, twisted versions of the Water, Fire, Earth and Wind manifestations. Lightning doesn't get one. These corrupted genasi were added in [[Dragon Magazine]] #380. In [[Dark Sun]] they have different manifestations, namely Ember, Magma, Sand and Sun, which are covered in [[Dragon Magazine]] #396. These are so different to standard genasi in one part because of mixed ancestry and in part because of the taint that [[Defiler|defiling]] has had on Athas. The genasi are a highly emotional race. A desire for [[Tzeentch|change]] is deep-rooted in the race, to the point that even [[Alignment|Lawful Good]] genasi embrace the idea of change. Genasi society is small due to the nature of the Elemental Chaos, yet highly dynamic. It is rare to find a genasi that has held the same position for several years, or in some cases, even months. You rise and fall in the eyes of a genasi based on merit and ambition, but nothing lasts forever, and you'll quickly need to find something to keep proving yourself. In comparison to other races, genasi settlements know few paupers and less to no permanent poor folk, for a near-impossible ability to feel pessimism and a constant drive to improve one's lot in life quickly restores one's social standing. As Cruijff would say: "If you're at the bottom there's only one way you can go: up." The idea of nobility and royalty is foreign to the genasi, as one's position could be undone at any moment. The downside to this view is that the genasi don't look to the future, they only know that it'll be different, embracing it whatever it may be. As is to be expected from their wild and competitive nature, genasi love competitive sports that focus on the individual, like feats of strength, tests of arms, or in extreme cases, gladiatorial combat. Whereas another master craftsman (for example, a [[Dwarf|dwarven]] smith) might make a weapon that is of great quality, a genasi craftsman prefers to tailor-make every item to the needs and wants of a customer, a genasi-made blade is perfect for an individual person. Likewise, genasi works of art are [[Slaanesh|vibrant, bright items that express the wide range of emotions of the artist]]. ====Slavery and the Amethyst Sea==== Though genasi don't like to talk about it, most genasi in the [[Elemental Chaos]] are slaves; their resistance to the elemental attributes of that [[plane]] make them highly valuable to [[giant]]s and [[genie]]s in comparison to their relatively perishable [[human]] ancestors. So, of course, many adventuring genasi are either fleeing slavery, seeing to free their fellow slaves, or both. It's so common that one of the genasi's "Winning Races" articles in [[Dragon Magazine]] was all about a genasi anti-slavery ring; the Amethyst Sea. The Amethyst Sea is a secret underground society dedicated to freeing its people and shuttling them to the comparative safety of the mortal world. It takes its name from its founder, a female genasi named Ameth. That does not make them shiny paladins, however. The Amethyst Sea is outnumbered, outfinanced and outmatched by their many enemies - especially the efreeti and the dao. Thusly, they fight smart, not hard, and are willing to commit what some might see as dubious acts for the greater good of the genasi. This organization utilizes deception as its greatest weapon, preferring to infiltrate slave trafficking bands or slaveholder's domiciles to get the information they need to sneak slaves away. Perhaps the strongest example of their viewpoints is this: the headquarters of the Amethyst Sea contains a two-way portal between the Elemental Chaos and the mortal world. In the Chaos, it's very easy to open. In the mortal world, it's sealed and locked. The risks of it being used for an elemental incursion are unimportant to the Amethyst Sea; what matters is that this makes it impossible for a pursuer who follows a runaway slave through the portal to just grab their victim and haul them right back. Known allies of this band include the Starfall Picks, dwarves who seek to honor their ancestors and their own fight to freedom by freeing the genasi, the enigmatic elf & eladrin alliance known as the Summer Hounds, and a thieves guild called the Lost Sock whose interest is pragmatic - helping smuggle ex-slaves to their world is rewarded by being helped in expanding to the Elemental Chaos. Though the possibility exists that at least some members of that group do enjoy feeling like heroes for helping to free the slaves. The Amethyst Sea does not discriminate; all genasi are welcomed and aided, even those who bear corrupt manifestations. Indeed, causticsouls, cindersouls and plaguesouls all have great potential in aiding their work. ====Touched by Chaos==== [[File:Corrupt_Genasi.jpg|300px|thumb|right|Caustic, Cinder, Plague and Void Abyssal Genasi.]] Because the [[World Axis]] shook off the grid-based [[Elemental Planes]] for the chaotic, ever-changing [[Elemental Chaos]], genasi in the World Axis have a trait never seen before or since; the ability to belong to multiple elements at the same time. Through talent or training, genasi can shift between multiple elemental manifestations at a time. Though they are born with only one, some genasi obtain different manifestations during their lives. Them doing so depends on their environment: a firesoul genasi that spends a lot of time with watersoul genasi is likely to develop a water manifestation. This tends to happen around adolescence and young adulthood, and though the first change between manifestation can be an uncomfortable, painful and sudden event (nice puberty analogue there, [[WotC]]), over time the genasi comes to control the new manifestation. Nearly all of those who develop an additional manifestation have a clear barrier between the two: though there are some who embrace the strife between their manifestations, and become Elemental Tempests. How does this work mechanically? Through the wonder of Feats and [[Paragon Paths]]. All you gotta do is take the feat Extra Manifestation (for Earth/Wind/Fire/Water/Storm) or the feat Extra Corrupt Manifestation (for Caustic/Cinder/Plague/Void) - the Genasi of Athas article doesn't mention if you can take extra manifestations of Ember/Magma/Sand/Sun, but a fair DM would easily let you either just grab it via Extra Manifestation or make a new Extra Athasian Manifestation feat for it. Each time you take this feat, you gain the powers of a single chosen Elemental Manifestation. Then, whenever you complete a rest, you can switch out your current Manifestation for one of your extra ones. Simple! There's also the Elemental Tempest racial paragon path, which allows you to manifest two of your elements at the same time. This was made before the Abyssal and Athasian Manifestations were a thing, and so combining it with those will require some homebrew tinkering. There's also a racial paragon path, the Soul of Erosion, which a variant Elemental Tempest for combining Watersoul and Causticsoul manifestations. ====4e PC Stats==== [[File:Female_Sandsoul_Genasi.jpg|200px|thumb|right|A Genasi of the Sandsoul Manifestation.]] As with all genasi, 4e's version is heavily dependent on your current Elemental Manifestation. ::Ability Scores: +2 Intelligence, +2 Strength OR +2 Constitution ::Size: Medium ::Speed: 6 squares (30 feet) ::Vision: Normal ::Skill Bonuses: +2 Endurance, +2 Nature ::Elemental Origin: For effects that key off of Origin, you are an [[Elemental]]. ::Elemental Manifestation: You have racial traits and a racial encounter power depending on your current Elemental Manifestation. If your Elemental Manifestation grants you energy resistance, it increases by +5 points per tier (so, starts as Resist 5, increases to Resist 10 at 11th level and to Resist 15 at 21st level). :::Earthsoul: +1 racial bonus to Fortitude, +1 racial bonus to saving throws, and you have access to the Earthshock power. :::Firesoul: +1 racial bonus to Reflex, Resist Fire, and you have access to the Firepulse power. :::Stormsoul: +1 racial bonus to Fortitude, Resist Lightning, and you have access to the Promise of Storm power. :::Watersoul: You can breathe water, +2 racial bonus to saving throws against ongoing damage, and you have access to the Swiftcurrent power. :::Windsoul: Resist Cold and you have access to the Windwalker power. :::Causticsoul: You can breathe water, Resist Acid, and you have access to the Acid Surge power. :::Cindersoul: +1 racial bonus to Fortitude, Resist Fire, and you have access to the Firedeath power. :::Plaguesoul: Resist Poison, +5 racial bonus to saves against disease, and you have access to the Plaguebearer power. :::Voidsoul: +1 racial bonus to Will, Resist Psychic, and you have access to the Void Assumption power. :::Embersoul: +1 racial bonus to Reflex, +2 racial bonus to saves against ongoing Fire damage, and you have access to the Ashfall Evasion power. :::Magmasoul: +1 racial bonus to Fortitude, your melee attacks do +1d6 Fire damage until the end of your next turn whenever you take Fire damage, and you have access to the Flowing Magma power. :::Sandsoul: +4 racial bonus to Acrobatics and Athletics checks made to Escape, +2 racial bonus to saves against effects that immobilize/restrain/slow you, and you have access to the Sandslide power. :::Sunsoul: +2 racial bonus to saves against ongoing Fire and Radiant damage, you are unaffected by ambient temperatures between -50 and 140 degrees Fahrenheit, you are immune to sun sickness, and you have access to the Sun Flare power.
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