Verys Arkon
First Post
Here are four Genasi I'm working on, using the 4 element model. I know FR's Genasi is going to be a single race with elemental mix options, but for my homebrew campaign I'd like to keep the 4 classic elements, for various reasons. Let me know what you think.
Air Genasi
Ability Scores: +2 Dexterity, +2 Intelligence. Air genasi are quick of hand and sharp of wit.
Size: Medium
Speed: 6
Vision: Low-light vision
Languages: Common, +1 other of your choice
Skill Bonuses: +2 Acrobatics, +2 Stealth
Elemental Resistance: Resist 5 + half level Cold
Breathless: Air genasi do not breathe, so they are immune to drowning, suffocation, and attacks that require inhalation (such as some types of poison and gases).
Wisp of Air
Encounter {} Polymorph
Standard Action or Immediate Interrupt Personal
Effect: As an immediate interrupt when you are hit by an enemy but before damage is taken, you may become insubstantial until the end of your next turn. As a standard action, become insubstantial until the end of your next turn. You take 1/2 damage while insubstantial, and you cannot affect, attack, or use powers on creatures or objects. It does not grant different movement types or speeds, nor does it grant phasing.
Fire Genasi
Ability Scores: +2 Intelligence, +2 Charisma.
Size: Medium
Speed: 6
Vision: Low-light vision
Languages: Common, +1 other of your choice
Skill Bonuses: +2 Intimidate, +2 Arcana
Elemental Resistance: Resist fire 5 + one half your level.
Control Flame
Daily {} Fire
Standard Action Close Burst 5
Effect: Fire genasi can cause nonmagical fire to diminish to the level of coals or flare to the brightness of daylight and double the normal radius of its illumination. This doubles or halves the amount of damage the fire causes as well.
Sustain Minor: You can sustain the effect by using a minor action.
Orb of Fire
Encounter {} Fire
Standard Action Ranged 10
Target: One creature
Attack: Int +2 vs Reflex
Hit: 1d8 + Int Fire damage, and ongoing Fire damage equal to Int modifier (save ends, maximum number of rounds equal to Int modifier)
Increase to +4 bonus and 2d8 damage at 11th and +6 bonus and 3d8 damage at 21st level.
Stone Genasi
Ability Scores: +2 Strength, +2 Wisdom. Stone Genasi are strong, and insightful.
Size: Medium
Speed: 6
Vision: Low-light vision
Languages: Common, +1 other of your choice
Skill Bonuses: +2 Athletics, +2 Endurance
Elemental Resistance: Resist 5 + one-half your level Acid
Stomp
Encounter {} Thunder
Standard Action Close burst 2
Prerequisite: must be standing on a solid surface (natural or man-made).
Target: All creatures in the burst
Attack: Wis +2 vs Reflex
Hit: 1d6 + Wis Thunder damage, and push targets 4 squares
Increase to +4 bonus and 2d6 damage at 11th and +6 bonus and 3d6 damage at 21st level.
Control the Ground
You lift your arm and the ground cracks and uplifts in a rift, slowing your enemies advance.
Daily {} Conjuration
Minor Action Area wall 5 + half level within 10
Effect: transform stone and earth into difficult terrain. The change is permanent.
Special: At 11th level, the terrain becomes spiky (difficult and challenging). Make an Acrobatics DC 20 check to cross or take 1d6 damage. At 21st level, the terrain becomes an wall (obstacle) 2 squares high. A Stone Genasi can always elect to use a less powerful version of Control the Ground.
Water Genasi
Ability Scores: +2 Constitution, +2 Dexterity.
Size: Medium
Speed: 6, Swim 6
Vision: Low-light vision
Languages: Common, +1 other of your choice
Skill Bonuses: +2 Heal, +2 Nature
Elemental Resistance: Resist Lightning 5 + one-half level .
Water Breathing: Water genasi breathe water at-will
Create Water
Daily {} Conjuration
Standard Action Area burst 1 within 10 squares
Effect: Create Wisdom modifier + one-half level cubic feet of clean water.
Thick Mist
Encounter {} Conjuration
Standard Action Ranged Burst 2 within 20
Effect: Create a cloud of thick mist lasting until the end of the encounter. Creatures inside the area of effect cannot see out (no line of sight), and have concealment. Creatures on the opposite sides of the mist don't have line of sight, and superior concealment.
At 11th level, increase to burst 3, and at 21st level, increase to burst 5.
Air Genasi
Ability Scores: +2 Dexterity, +2 Intelligence. Air genasi are quick of hand and sharp of wit.
Size: Medium
Speed: 6
Vision: Low-light vision
Languages: Common, +1 other of your choice
Skill Bonuses: +2 Acrobatics, +2 Stealth
Elemental Resistance: Resist 5 + half level Cold
Breathless: Air genasi do not breathe, so they are immune to drowning, suffocation, and attacks that require inhalation (such as some types of poison and gases).
Wisp of Air
Encounter {} Polymorph
Standard Action or Immediate Interrupt Personal
Effect: As an immediate interrupt when you are hit by an enemy but before damage is taken, you may become insubstantial until the end of your next turn. As a standard action, become insubstantial until the end of your next turn. You take 1/2 damage while insubstantial, and you cannot affect, attack, or use powers on creatures or objects. It does not grant different movement types or speeds, nor does it grant phasing.
Fire Genasi
Ability Scores: +2 Intelligence, +2 Charisma.
Size: Medium
Speed: 6
Vision: Low-light vision
Languages: Common, +1 other of your choice
Skill Bonuses: +2 Intimidate, +2 Arcana
Elemental Resistance: Resist fire 5 + one half your level.
Control Flame
Daily {} Fire
Standard Action Close Burst 5
Effect: Fire genasi can cause nonmagical fire to diminish to the level of coals or flare to the brightness of daylight and double the normal radius of its illumination. This doubles or halves the amount of damage the fire causes as well.
Sustain Minor: You can sustain the effect by using a minor action.
Orb of Fire
Encounter {} Fire
Standard Action Ranged 10
Target: One creature
Attack: Int +2 vs Reflex
Hit: 1d8 + Int Fire damage, and ongoing Fire damage equal to Int modifier (save ends, maximum number of rounds equal to Int modifier)
Increase to +4 bonus and 2d8 damage at 11th and +6 bonus and 3d8 damage at 21st level.
Stone Genasi
Ability Scores: +2 Strength, +2 Wisdom. Stone Genasi are strong, and insightful.
Size: Medium
Speed: 6
Vision: Low-light vision
Languages: Common, +1 other of your choice
Skill Bonuses: +2 Athletics, +2 Endurance
Elemental Resistance: Resist 5 + one-half your level Acid
Stomp
Encounter {} Thunder
Standard Action Close burst 2
Prerequisite: must be standing on a solid surface (natural or man-made).
Target: All creatures in the burst
Attack: Wis +2 vs Reflex
Hit: 1d6 + Wis Thunder damage, and push targets 4 squares
Increase to +4 bonus and 2d6 damage at 11th and +6 bonus and 3d6 damage at 21st level.
Control the Ground
You lift your arm and the ground cracks and uplifts in a rift, slowing your enemies advance.
Daily {} Conjuration
Minor Action Area wall 5 + half level within 10
Effect: transform stone and earth into difficult terrain. The change is permanent.
Special: At 11th level, the terrain becomes spiky (difficult and challenging). Make an Acrobatics DC 20 check to cross or take 1d6 damage. At 21st level, the terrain becomes an wall (obstacle) 2 squares high. A Stone Genasi can always elect to use a less powerful version of Control the Ground.
Water Genasi
Ability Scores: +2 Constitution, +2 Dexterity.
Size: Medium
Speed: 6, Swim 6
Vision: Low-light vision
Languages: Common, +1 other of your choice
Skill Bonuses: +2 Heal, +2 Nature
Elemental Resistance: Resist Lightning 5 + one-half level .
Water Breathing: Water genasi breathe water at-will
Create Water
Daily {} Conjuration
Standard Action Area burst 1 within 10 squares
Effect: Create Wisdom modifier + one-half level cubic feet of clean water.
Thick Mist
Encounter {} Conjuration
Standard Action Ranged Burst 2 within 20
Effect: Create a cloud of thick mist lasting until the end of the encounter. Creatures inside the area of effect cannot see out (no line of sight), and have concealment. Creatures on the opposite sides of the mist don't have line of sight, and superior concealment.
At 11th level, increase to burst 3, and at 21st level, increase to burst 5.