Qing Guang
2011-08-04, 04:22 PM
So I'm in the middle of writing a campaign, and originally my third major race (aside from elves and humans) was going to be the Illumians. But as I was going along, I realized that while they're kind of neat, they don't work as a nation. Moreover, at least one major enemy was going to be a member of that third race, and (as someone who was raised in a homebrew ruleset where one can't multiclass except in specific combos which are treated as a straight-up class - Fighting-Thief, Magical Fighter, etc) it was a huge headache trying to take advantage of the Illumian racials (I also was beginning to see said character as fitting very well as a Summoner, and ofc that basically translates to No Multiclass Ever). They were also a little too close to the humans.
So I started browsing around, and stumbled upon the Genasi. With tweaking, I figured, they'd do well as a unified non-human race.
I've modified them a bit and converted them as best I could for PF (assigning the ability bonuses based on my own associations with each element, not any established rules). I also tried to add back in a bit of what I liked about the Illumians (namely, magical markings selected by the character that grant specific powers).
Baekyon Genasi are born with unmarked, pearly-white skin and an affinity for all energy. When they reach adulthood, they select one of the five recognized elements (Fire, Air, Water, Earth, or Magic) and go through a ritual during which their hands/forearms and feet/calves are marked with patterns of that element, imbuing them with it power. On their forehead they receive a special mark that grants additional abilities (I'm thinking three choices per element - these will support different playstyles; one of the Air ones might be useful for a thief, and another for a sorcerer; I haven't worked out the details yet). They are forever after attuned to that element.
Here are the tentative stats:
Universal
Size: Medium
Land Speed: 30 ft.
Outsider (native)
+2 to saving throws vs Genasi’s energy type (for Ley, +2 to saving throws vs. mind-affecting)
Spell-Like Abilities: 2/day; caster level = hit dice; DC = 10 + spell level + highest magic ability modifier (Cha, Int, or Wis)
Air Genasi
+2 Cha, +2 Dex, -2 Con
Breathless
Spell-Like Ability: Color Spray
Earth Genasi
+2 Wis, +2 Con, -2 Dex
Stone Skin (+2 to AC)
Spell-Like Ability: Shield
Fire Genasi
+2 Cha, +2 Str, -2 Wis
Flaming Touch (+1/die damage with attacks)
Spell-Like Ability: Burning Hands
Ley Genasi
+2 Cha/Int/Wis (any two), -2 Str
Heightened Magic (Cast one extra spell per day of <½ level of highest spell known. Level and spell are selected at any time for spontaneous casters, or otherwise during spell preparation.)
Racial Ability: Charm Person
Water Genasi
+2 Int, +2 Dex, -2 Str
Amphibious, swim speed 30 ft. (ignore the Swim skill)
Spell-Like Ability: Obscuring Mist
I feel like the spell-abilities are imbalanced from one type to another, but I'm not sure what to substitute in. And while Breathless and Amphibious will be useful, as there is a water segment, I'm not sure those are comparable to the other three passives (I'm having a horrible time making Fire's passive feel significant without being overpowered). Should the head markings give one skill bonus or two? Moreover, are they significantly different enough from the Genasi that I should rename them?
So I started browsing around, and stumbled upon the Genasi. With tweaking, I figured, they'd do well as a unified non-human race.
I've modified them a bit and converted them as best I could for PF (assigning the ability bonuses based on my own associations with each element, not any established rules). I also tried to add back in a bit of what I liked about the Illumians (namely, magical markings selected by the character that grant specific powers).
Baekyon Genasi are born with unmarked, pearly-white skin and an affinity for all energy. When they reach adulthood, they select one of the five recognized elements (Fire, Air, Water, Earth, or Magic) and go through a ritual during which their hands/forearms and feet/calves are marked with patterns of that element, imbuing them with it power. On their forehead they receive a special mark that grants additional abilities (I'm thinking three choices per element - these will support different playstyles; one of the Air ones might be useful for a thief, and another for a sorcerer; I haven't worked out the details yet). They are forever after attuned to that element.
Here are the tentative stats:
Universal
Size: Medium
Land Speed: 30 ft.
Outsider (native)
+2 to saving throws vs Genasi’s energy type (for Ley, +2 to saving throws vs. mind-affecting)
Spell-Like Abilities: 2/day; caster level = hit dice; DC = 10 + spell level + highest magic ability modifier (Cha, Int, or Wis)
Air Genasi
+2 Cha, +2 Dex, -2 Con
Breathless
Spell-Like Ability: Color Spray
Earth Genasi
+2 Wis, +2 Con, -2 Dex
Stone Skin (+2 to AC)
Spell-Like Ability: Shield
Fire Genasi
+2 Cha, +2 Str, -2 Wis
Flaming Touch (+1/die damage with attacks)
Spell-Like Ability: Burning Hands
Ley Genasi
+2 Cha/Int/Wis (any two), -2 Str
Heightened Magic (Cast one extra spell per day of <½ level of highest spell known. Level and spell are selected at any time for spontaneous casters, or otherwise during spell preparation.)
Racial Ability: Charm Person
Water Genasi
+2 Int, +2 Dex, -2 Str
Amphibious, swim speed 30 ft. (ignore the Swim skill)
Spell-Like Ability: Obscuring Mist
I feel like the spell-abilities are imbalanced from one type to another, but I'm not sure what to substitute in. And while Breathless and Amphibious will be useful, as there is a water segment, I'm not sure those are comparable to the other three passives (I'm having a horrible time making Fire's passive feel significant without being overpowered). Should the head markings give one skill bonus or two? Moreover, are they significantly different enough from the Genasi that I should rename them?