Here's a racial brew I just completed based off the Genasi. No fluff for them yet, just mechanics. Any input would be keen. I'm aiming for them to be LA +0 (mostly in a Pathfinder rules world).
The new name of the race is a combination of exponent (a person or thing that is a representative, advocate, type, or symbol of something) and elemental.
Expomental Racial Traits
Air Expomental
Earth Expomental
Fire Expomental
Water Expomental
The new name of the race is a combination of exponent (a person or thing that is a representative, advocate, type, or symbol of something) and elemental.
Expomental Racial Traits
- +2 Con, +2 Cha, -2 Wis: Gen are hardy, personable and attentive but are quick to act without thinking and are hot tempered.
- Medium Size: As medium creatures, Gen have no special bonuses or penalties based on their size.
- Gen base speed is 30 feet.
- Low-Light Vision: Gen can see twice as far as a human can in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- Elemental Focus: Gen gain that become spellcasters cast spells of the elemental type based on their heritage (air, earth, fire or water) at +1 caster level.
- Elemental Heritage: Gen pick one element associated with their background at character creation. The element chosen gives them two additional racial traits associated with the element type.
- Automatic Languages: Common and an elemental language (aquan, auran, ignan or terran) that is of the type of the element based on the Gen’s heritage.
- Humanoid: Gen are humanoids with the human subtype. See Races of Destiny, page 150 for more information on what this means.
- Favored Class: Any
Air Expomental
- Electrical Tolerance: Air gen gain a +1 racial bonus to save against spells with the electricity descriptor. This bonus increases by +1 at 5th level and every 5 levels thereafter. In addition the gen gains Electricity Resistance 3.
- Survivor: Air gen gain a +4 racial bonus to all Survival checks in cold environments.
Earth Expomental
- Acid Tolerance: Earth gen gain a +1 racial bonus to save against spells with the acid descriptor. This bonus increases by +1 at 5th level and every 5 levels thereafter. In addition the gen gains Acid Resistance 3.
- Survivor: Earth gen gain a +4 racial bonus to all Survival checks in subterranean environments.
Fire Expomental
- Heat Tolerance: Fire gen gain a +1 racial bonus on all Will and Fortitude saves due to heat conditions and spells saves with the fire descriptor. This bonus increases by +1 at 5th level and every 5 levels thereafter. In addition the gen can exist comfortably in temperatures up to 120o F without having to make Fortitude saves. See Heat Dangers in the DMG, page 303 & Sandstorm, page 12.
- Survivor: Fire gen gain a +4 racial bonus to all Survival checks in hot environments.
Water Expomental
- Cold Tolerance: Water gen gain a +1 racial bonus on all Will and Fortitude saves due to cold conditions and spells saves with the cold descriptor. This bonus increases by +1 at 5th level and every 5 levels thereafter. In addition the gen can exist comfortably in temperatures between 0o F to 90o F without having to make Fortitude saves. See Cold Dangers in the DMG, page 302 & Frostburn, page 8.
- Survivor: Water gen gain a +4 racial bonus to all Survival checks in and around aquatic environments.
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