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Different flavor genasi w/o level adjustment
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<blockquote data-quote="Technik4" data-source="post: 1124950" data-attributes="member: 7211"><p>Ok, first question. Are you comparing them to phb 3.5 races or FRCS sub-races? I ask only because in the phb there are no races that give mental bonuses, which you can take to mean in a couple ways - personally I don't like races without an ECL modifier that do have mental bonuses.</p><p></p><p>3e is designed so that everything else being equal, classes are also equal. Part of this philosophy includes not imparting role-playing restrictions in order to balance a race/class/feat/etc. For instance a race with +2 to all stats that was forced to eat 3/day and sleep 12 hours a night is not balanced with those negatives (even though they could be quite troublesome in game) because when the character is not eating or sleeping it is just flat-out more powerful than it should be. Naturally this would be most abusable with classes dependant on multiple ability scores.</p><p></p><p>Onto the genasi! The only one I think I would allow (as written) for ECL +0 is water genasi, and even then I think its quite powerful. Your genasi seem actually <strong>more</strong> powerful than the genasi in FRCS, yet you have have removed the ECL +1 part.</p><p></p><p>I'll work under the assumption that you don't think mental bonuses are inappropriate for ECL +0 races. Most races do not have darkvision. Most races are not native outsiders. This is special and should be factored into the cost of playing a genasi. While you may look at laundry lists of "abilities" when looking at a phb race, take a second look. They all have a +2 bonus against a type of saving throw (some have more powerful versions, like the dwarf who gets poison and spells) and usually around +4-+6 in skill point bonuses, with not necessarily powerful skills (again see the Dwarf who has craft and appraise bonuses). PHB races also have limited weapon proficiencies no, like the dwarf getting free exotics or the elf getting those 4 elven weapons. </p><p></p><p>PHB races do NOT get energy resistance, spell-like abilities (of spell level higher than 0), or natural armor bonuses. The races as you designed them are so obvious for their favored race they are almost a no-brainer. The only PHB race that suffers from that is the barbarian (I mean, the half-orc). The rest have favored classes, but they are not so fit for them that it seems unusual to see a halfling cleric, dwarven rogue, or elven warrior.</p><p></p><p></p><p>Going with your idea, this is my take.</p><p></p><p>-All genasi are considered native outsiders. </p><p>-Genasi have darkvision 60'. </p><p>-Genasi clerics must have the clerical domain associated with their element as one of their chosen domains. </p><p>-Genasi that do not have to prepare their spells may not learn spells of an energy type that is opposed to their element. </p><p></p><p></p><p>Air Genasi: -2 Str, +2 Dex</p><p>- (Su) Air genasi may use feather fall on themselves 1/day as long as they have a charisma of at least 11. This ability functions as if cast by a sorceror at a level equal to the genasi's character level. </p><p>- Air genasi have a +2 racial bonus to Gather Information, Listen, and Tumble.</p><p>- Air genasi receive a +1 racial bonus to saves vs. air and electricity spells and effects, which increases by +1 every 5th level. </p><p>- Air genasi are particularly proficient at flying. They always have +20 speed while flying, and are treated as one flying grade better than they should be.</p><p>- Air genasi are especially susceptible to lack of air. They can only hold their breath for only half the normal amount of time. </p><p>- Favored class: Rogue</p><p></p><p>Fire Genasi: +2 Int, -2 Con</p><p>- Fire genasi receive a +1 racial bonus to saves vs. fire spells and effects, which increases by +1 every 5th level. </p><p>- Fire genasi have a +2 racial bonus to Bluff, Intimidate, and Use Magic Device.</p><p>- Fire genasi favor sorcery over wizardry. They have a difficult time learning spells as a wizard and add +2 to the DC of any task involving a spellbook.</p><p>- Fire genasi are especially susceptible to the privations of hunger, since, like fire, they require constant refueling. They can only go half the normal number of days without food before beginning to take subdual damage from hunger, at which time they take one-and-a-half times the normal subdual damage. </p><p>- Favored class: Sorceror </p><p></p><p>Earth Genasi: +2 Con, -2 Wis</p><p>- Earth genasi receive a +1 racial bonus to saves vs. earth and acid spells and effects, which increases by +1 every 5th level. </p><p>- Earth genasi have a +2 racial bonus to Balance, Concentration, and Intimidate. Swim is always a cross-class skill for earth genasi.</p><p>- Earth genasi receive Toughness as a bonus feat at 1st level.</p><p>- Earth genasi are especially susceptible to injuries sustained from falling through the air. They take one-and-a-half times the normal damage sustained from falls. </p><p>- Favored class: Fighter</p><p></p><p>Water Genasi: +2 Dex, -2 Int</p><p>- Water genasi can breathe water. </p><p>- Water genasi receive a +1 racial bonus to saves vs. water and cold spells and effects, which increases by +1 every 5th level. </p><p>- Water genasi have a swim speed of 30. </p><p>- Water genasi have a +2 racial bonus to Concentration, Heal, and Survival checks.</p><p>- Water genasi are especially susceptible to dehydration. They take one-and-a-half times the normal subdual damage from dehydration. Besides drinking fresh water, a water genasi can also rehydrate through total immersion in saltwater. </p><p>- Favored class: Cleric</p><p></p><p></p><p>Nothing set in stone, but the races are more diverse without the mental bonuses (Except Fire Genasi). They are also more similar to PHB races because sometimes the bonuses are similar. None of them have a strength bonus, securing the half-orc's niche as the strong guy that pays for being strong (some of the elf sub-races have strength bonuses, but imo don't deserve them). An Air Genasi is not a halfling, though they have similar bonuses. Halflings are small and have different bonuses, though both favor rogues (changed from wizards). Fire genasi are strange because though they have a bonus to Intelligence, they favor sorcery. It is a great race for a sorceror (especially one concerned about skill points) and all the skills match things a sorceror might do. The race is also an interesting challenge as a wizard, going against the grain. Earth genasi are similar to dwarves (which makes sense), but tougher and faster. They suffer from lack of perception and falling. Water genasi are do not have the same stat adjustments as any race but make good clerics and rogues.</p><p></p><p>This was just an attempt, but I admit it is hard to reinvent the wheel when it comes to new races at ECL +0.</p><p></p><p>Good gaming,</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 1124950, member: 7211"] Ok, first question. Are you comparing them to phb 3.5 races or FRCS sub-races? I ask only because in the phb there are no races that give mental bonuses, which you can take to mean in a couple ways - personally I don't like races without an ECL modifier that do have mental bonuses. 3e is designed so that everything else being equal, classes are also equal. Part of this philosophy includes not imparting role-playing restrictions in order to balance a race/class/feat/etc. For instance a race with +2 to all stats that was forced to eat 3/day and sleep 12 hours a night is not balanced with those negatives (even though they could be quite troublesome in game) because when the character is not eating or sleeping it is just flat-out more powerful than it should be. Naturally this would be most abusable with classes dependant on multiple ability scores. Onto the genasi! The only one I think I would allow (as written) for ECL +0 is water genasi, and even then I think its quite powerful. Your genasi seem actually [b]more[/b] powerful than the genasi in FRCS, yet you have have removed the ECL +1 part. I'll work under the assumption that you don't think mental bonuses are inappropriate for ECL +0 races. Most races do not have darkvision. Most races are not native outsiders. This is special and should be factored into the cost of playing a genasi. While you may look at laundry lists of "abilities" when looking at a phb race, take a second look. They all have a +2 bonus against a type of saving throw (some have more powerful versions, like the dwarf who gets poison and spells) and usually around +4-+6 in skill point bonuses, with not necessarily powerful skills (again see the Dwarf who has craft and appraise bonuses). PHB races also have limited weapon proficiencies no, like the dwarf getting free exotics or the elf getting those 4 elven weapons. PHB races do NOT get energy resistance, spell-like abilities (of spell level higher than 0), or natural armor bonuses. The races as you designed them are so obvious for their favored race they are almost a no-brainer. The only PHB race that suffers from that is the barbarian (I mean, the half-orc). The rest have favored classes, but they are not so fit for them that it seems unusual to see a halfling cleric, dwarven rogue, or elven warrior. Going with your idea, this is my take. -All genasi are considered native outsiders. -Genasi have darkvision 60'. -Genasi clerics must have the clerical domain associated with their element as one of their chosen domains. -Genasi that do not have to prepare their spells may not learn spells of an energy type that is opposed to their element. Air Genasi: -2 Str, +2 Dex - (Su) Air genasi may use feather fall on themselves 1/day as long as they have a charisma of at least 11. This ability functions as if cast by a sorceror at a level equal to the genasi's character level. - Air genasi have a +2 racial bonus to Gather Information, Listen, and Tumble. - Air genasi receive a +1 racial bonus to saves vs. air and electricity spells and effects, which increases by +1 every 5th level. - Air genasi are particularly proficient at flying. They always have +20 speed while flying, and are treated as one flying grade better than they should be. - Air genasi are especially susceptible to lack of air. They can only hold their breath for only half the normal amount of time. - Favored class: Rogue Fire Genasi: +2 Int, -2 Con - Fire genasi receive a +1 racial bonus to saves vs. fire spells and effects, which increases by +1 every 5th level. - Fire genasi have a +2 racial bonus to Bluff, Intimidate, and Use Magic Device. - Fire genasi favor sorcery over wizardry. They have a difficult time learning spells as a wizard and add +2 to the DC of any task involving a spellbook. - Fire genasi are especially susceptible to the privations of hunger, since, like fire, they require constant refueling. They can only go half the normal number of days without food before beginning to take subdual damage from hunger, at which time they take one-and-a-half times the normal subdual damage. - Favored class: Sorceror Earth Genasi: +2 Con, -2 Wis - Earth genasi receive a +1 racial bonus to saves vs. earth and acid spells and effects, which increases by +1 every 5th level. - Earth genasi have a +2 racial bonus to Balance, Concentration, and Intimidate. Swim is always a cross-class skill for earth genasi. - Earth genasi receive Toughness as a bonus feat at 1st level. - Earth genasi are especially susceptible to injuries sustained from falling through the air. They take one-and-a-half times the normal damage sustained from falls. - Favored class: Fighter Water Genasi: +2 Dex, -2 Int - Water genasi can breathe water. - Water genasi receive a +1 racial bonus to saves vs. water and cold spells and effects, which increases by +1 every 5th level. - Water genasi have a swim speed of 30. - Water genasi have a +2 racial bonus to Concentration, Heal, and Survival checks. - Water genasi are especially susceptible to dehydration. They take one-and-a-half times the normal subdual damage from dehydration. Besides drinking fresh water, a water genasi can also rehydrate through total immersion in saltwater. - Favored class: Cleric Nothing set in stone, but the races are more diverse without the mental bonuses (Except Fire Genasi). They are also more similar to PHB races because sometimes the bonuses are similar. None of them have a strength bonus, securing the half-orc's niche as the strong guy that pays for being strong (some of the elf sub-races have strength bonuses, but imo don't deserve them). An Air Genasi is not a halfling, though they have similar bonuses. Halflings are small and have different bonuses, though both favor rogues (changed from wizards). Fire genasi are strange because though they have a bonus to Intelligence, they favor sorcery. It is a great race for a sorceror (especially one concerned about skill points) and all the skills match things a sorceror might do. The race is also an interesting challenge as a wizard, going against the grain. Earth genasi are similar to dwarves (which makes sense), but tougher and faster. They suffer from lack of perception and falling. Water genasi are do not have the same stat adjustments as any race but make good clerics and rogues. This was just an attempt, but I admit it is hard to reinvent the wheel when it comes to new races at ECL +0. Good gaming, Technik [/QUOTE]
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