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Planetouched Templates (Aasimar, Genasi, & Tieflings)... Long
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<blockquote data-quote="drowdude" data-source="post: 6075" data-attributes="member: 890"><p>_______________________________________ </p><p></p><p></p><p>Genasi Template </p><p></p><p>The base creature’s type becomes “native” Outsider with the appropriate type modifier. </p><p></p><p>Hit Dice: Same as the base creature. </p><p>Speed: Same as the base creature. </p><p>AC: Same as the base creature. </p><p>Attacks/Damage: Same as the base creature. </p><p>Special Attacks / Qualities: Same as the base creature, + all Genasi gain the following abilities: </p><p></p><p>·Darkvision – 60’ </p><p>·+2 racial bonus to Fort saves versus Poisons. </p><p>·Immunity to all forms of disease, sleep spells & effects, and paralysis. </p><p>·Elemental Focus: Genasi cast spells of their chosen element as if they were 2 levels higher than their actual level. Such spells also gain a +2 spell-power bonus. </p><p>On the flip side, they can never cast spells related to their opposed element. </p><p></p><p></p><p>Air Genasi gain the following additional abilities: </p><p></p><p>·Gains the Air sub-type, and a +1 to saves versus Air-based attacks/effects per 5 levels attained. Intuitively speaks Auran. </p><p>·+4 to Dexterity and +2 to Intelligence. </p><p>·Mingle With The Wind (Su): Levitate-Self at will (as the 2nd level spell Levitate), as if cast by a Sorcerer of the genasi’s character level. </p><p>·Breathless: Air Genasi do not need to breathe, and are immune to most gas attacks, drowning, and suffocation. </p><p>·Cold or Electricity Resistance – 10 (choose 1) </p><p></p><p>Earth Genasi gain the following additional abilities: </p><p></p><p>·Gains the Earth sub-type, and a +1 to saves versus Earth-based attacks/effects per 5 levels attained. Intuitively speaks Terran. </p><p>·+4 to Strength, -2 to Dexterity, and +2 to Constitution. </p><p>·Merge With The Stones (Su): Earth Genasi can Meld With Stone (as the 3rd level spell) for 10 minutes per day per character level. </p><p>·+2 natural armor bonus to AC. </p><p>·Acid Resistance - 10 </p><p></p><p>Fire Genasi gain the following additional abilities: </p><p></p><p>·Gains the Fire sub-type, and a +1 to saves versus Fire-based attacks/effects per 5 levels attained. Intuitively speaks Ignan. </p><p>·+2 to Dexterity and +4 to Intelligence. </p><p>·Reach To The Blaze (Su): A Fire Genasi can use this ability at will to cause any non-magical flame within a 10-radius to either diminish to coals or flare to the brightness of daylight and double it’s normal radius and illumination. This ability does not change the heat or fuel consumption of the fire. The ability lasts a # of rounds equal to the genasi’s character level when activated. </p><p>·Call to the Flames (Su): A fire Genasi can generate small amounts of pure elemental flame at will. Treat this effect as a Ray of Frost spell cast as a sorcerer of the genasi’s level. </p><p></p><p>Water Genasi gain the following additional abilities: </p><p></p><p>·Gains the Water sub-type, and a +1 to saves versus Water-based attacks/effects per 5 levels attained. Intuitively speaks Aquan. </p><p>·+2 to Strength and +4 to Constitution. </p><p>·Call To The Wave (Su): Create Water at will as a sorcerer of the genasi’s character level. </p><p>·Water Genasi breathe water as easily as air. </p><p>·Gain a Swim move equal to the base creatures speed; or add +10 to swim speed if the base creature already has one. </p><p>·Water Genasi are never subject to the effects of water pressure, as there bodies naturally adjust to compensate. </p><p>·Cold Resistance – 10 </p><p></p><p></p><p>Saves: Same as the base creature, except as noted above. </p><p>Abilities: Increase from the base creature as noted in the descriptions above. </p><p>Skills: Same as the base creature. </p><p>Feats: Same as the base creature. </p><p></p><p></p><p>Climate/Terrain: Same as the base creature. </p><p>Organization: Same as the base creature. </p><p>Challenge Rating: Same as the base creature +1. </p><p>Treasure: Same as the base creature. </p><p>Advancement: Same as the base creature. ECL +2.</p></blockquote><p></p>
[QUOTE="drowdude, post: 6075, member: 890"] _______________________________________ Genasi Template The base creature’s type becomes “native” Outsider with the appropriate type modifier. Hit Dice: Same as the base creature. Speed: Same as the base creature. AC: Same as the base creature. Attacks/Damage: Same as the base creature. Special Attacks / Qualities: Same as the base creature, + all Genasi gain the following abilities: ·Darkvision – 60’ ·+2 racial bonus to Fort saves versus Poisons. ·Immunity to all forms of disease, sleep spells & effects, and paralysis. ·Elemental Focus: Genasi cast spells of their chosen element as if they were 2 levels higher than their actual level. Such spells also gain a +2 spell-power bonus. On the flip side, they can never cast spells related to their opposed element. Air Genasi gain the following additional abilities: ·Gains the Air sub-type, and a +1 to saves versus Air-based attacks/effects per 5 levels attained. Intuitively speaks Auran. ·+4 to Dexterity and +2 to Intelligence. ·Mingle With The Wind (Su): Levitate-Self at will (as the 2nd level spell Levitate), as if cast by a Sorcerer of the genasi’s character level. ·Breathless: Air Genasi do not need to breathe, and are immune to most gas attacks, drowning, and suffocation. ·Cold or Electricity Resistance – 10 (choose 1) Earth Genasi gain the following additional abilities: ·Gains the Earth sub-type, and a +1 to saves versus Earth-based attacks/effects per 5 levels attained. Intuitively speaks Terran. ·+4 to Strength, -2 to Dexterity, and +2 to Constitution. ·Merge With The Stones (Su): Earth Genasi can Meld With Stone (as the 3rd level spell) for 10 minutes per day per character level. ·+2 natural armor bonus to AC. ·Acid Resistance - 10 Fire Genasi gain the following additional abilities: ·Gains the Fire sub-type, and a +1 to saves versus Fire-based attacks/effects per 5 levels attained. Intuitively speaks Ignan. ·+2 to Dexterity and +4 to Intelligence. ·Reach To The Blaze (Su): A Fire Genasi can use this ability at will to cause any non-magical flame within a 10-radius to either diminish to coals or flare to the brightness of daylight and double it’s normal radius and illumination. This ability does not change the heat or fuel consumption of the fire. The ability lasts a # of rounds equal to the genasi’s character level when activated. ·Call to the Flames (Su): A fire Genasi can generate small amounts of pure elemental flame at will. Treat this effect as a Ray of Frost spell cast as a sorcerer of the genasi’s level. Water Genasi gain the following additional abilities: ·Gains the Water sub-type, and a +1 to saves versus Water-based attacks/effects per 5 levels attained. Intuitively speaks Aquan. ·+2 to Strength and +4 to Constitution. ·Call To The Wave (Su): Create Water at will as a sorcerer of the genasi’s character level. ·Water Genasi breathe water as easily as air. ·Gain a Swim move equal to the base creatures speed; or add +10 to swim speed if the base creature already has one. ·Water Genasi are never subject to the effects of water pressure, as there bodies naturally adjust to compensate. ·Cold Resistance – 10 Saves: Same as the base creature, except as noted above. Abilities: Increase from the base creature as noted in the descriptions above. Skills: Same as the base creature. Feats: Same as the base creature. Climate/Terrain: Same as the base creature. Organization: Same as the base creature. Challenge Rating: Same as the base creature +1. Treasure: Same as the base creature. Advancement: Same as the base creature. ECL +2. [/QUOTE]
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