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Different flavor genasi w/o level adjustment
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<blockquote data-quote="Urbannen" data-source="post: 1128098" data-attributes="member: 7643"><p>So essentially no +0 LA race should get +2 to Wis, Int, Cha, or Str. +0 LA might be okay for Str, but only if the race is inferior in every other way. I can see where this philosophy comes from, since this is the philosophy of the PHB. Elves and halflings both get +2 Dex, dwarves and gnomes get +2 Con, humans and half-elves get nothing, and half-orcs get +2 Str, two stat penalties, and almost nothing else. You are right. With this philosophy, these races can never be +0 LA. </p><p></p><p>This philosophy is unnecessarily limiting IMO. In later products they broke with this philosophy by making Sun elves and Wood elves. I don't see anything wrong with putting some extra weight on a positive Wis, Int, Cha, or Str modifier, but it shouldn't automatically give a race a LA. Jumping through hoops to make a +2 Int race not want to become a wizard is also unnecessary, IMO. What do you get for +2 to your spellcasting stat? You get 1 extra spell at some point, +5% to your spells' DCs, and someday it gives you access to high level spells. In the case of a sorcerer, one extra spell per day is hardly any benefit at all, considering the large numbers they already get. For clerics, wizards, and druids, this benefit is chiefly good for a span of two levels, when the bonus spell is in their highest level spell slot. As for the saves, it means that, all things being equal, one time out of twenty a target of a spell will fail a save he otherwise would have made. That's not breaking the game. And as characters reach higher levels, their access to higher level spells is usually assured anyway. </p><p>If the concern is that everyone wanting to play a spellcaster will want to play a race with the salient mental stat bonus, it is somewhat valid. However there are already some races that are <em>discouraged</em> from being members of certain spellcasting classes. Who is going to play a dwarven sorcerer or a half-orc wizard or bard? I think that even with the choice a +2 Cha fire genasi, human would still be an excellent choice for sorcerer (indeed, it's the only PHB race I would play as a sorcerer). Comparing the two, I see that humans get an extra feat and extra skill points. I see the fire genasi gets +5% to his spell DCs, good resistance to fire, and a penalty to Will saves and Wisdom skills (with an extra spell at some point, +2 to Intimidate, and some problem with hunger). Also multiclassing is less restricted for the human, meaning the fire genasi sorcerer probably isn't going to want to take two levels of rogue just to get evasion. Frankly it's a toss up. A fire genasi sorcerer is cool, but he still wouldn't just drop a fireball on himself at point blank range with just his fire resistance to protect him. And the human's extra feat and skill points are very tempting. Obviously I wouldn't choose either a dwarf or a half-orc thanks to the PHB authors. </p><p></p><p>I guess my motto is "loosen up." Accept positive mental stat adjustments, but also give them some extra weight when assigning abilities to your race. </p><p></p><p>Another thing is that the genasi's saving throw bonuses seem less useful than dwarves' bonuses vs. <em>all</em> spells, elves bonuses vs. Enchantments, and halflings' bonuses vs. <em>everything</em>. I removed the natural AC bonus to the earth genasi. It now suffers an overall -1 to AC. I agree the +1 natural bonus was too much considering its strength in combat already. I was thinking about lowering its movement rate as well. I wish I could choose Expert or something as its favored class. </p><p></p><p>BTW, if genasi get simple and martial weapon proficiency in 3.5 as native outsiders, then they would have to have a level adjustment. That's just really too good. It's also silly, IMO. </p><p></p><p>I've revised my classes a bit, fiddling with some skills too. I am making water genasi clerics even more potentially powerful by increasing the power of their Death attacks (inspired by Scorpio, ruler of the 8th house, the house of Death). </p><p></p><p>-Genasi are considered to be human for the purpose of spells and effect.</p><p>-Elemental subtype. Genasi have the subtype of their element and may be turned or rebuked by a cleric with the appropriate domain.</p><p>-Clerical focus.</p><p>-Elemental bloodline. If a genasi has a spellcasting class that does not prepare spells, he may not choose a spell with an elemental descriptor different than his own as one of his spells known for that class. </p><p>-Elemental affinity. All genasi gain a +2 racial bonus to Charisma checks involving creatures of their elemental subtype. </p><p>-Base speed: 30'. </p><p>-Elemental homecoming. Even though few are aware of it, all genasi subconsciously long for their respective elemental plane. Genasi are able to survive unaided on their respective elemental plane and gain the following characteristics, only while on their respective elemental plane: Air genasi gain fly speed 60' and perfect maneuverability. Fire genasi gain immunity to fire. Earth genasi gain the pass through earth ability of a xorn. Water genasi's swim speed is increased to 60'. </p><p></p><p>Fire genasi: +2 Cha, -2 Wis</p><p>- Fire resistance 5.</p><p>- Fire genasi receive +1 racial bonus to save vs. fire spells and effects. This bonus increases by +1 every fifth level.</p><p>-+2 racial bonus to Intimidate checks (negative aspect of fire signs). </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.</p><p>- Favored class: Fighter (Aries)</p><p></p><p>Water genasi: +2 Wis, -2 Int</p><p>-Water genasi can breathe water.</p><p>-Water genasi have a swim speed of 30.</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>-+2 racial bonus to Heal checks. (nurturing aspect of water signs)</p><p>-The DC of any of a water genasi's death spells, abilities, or effects (such as an assassin's death attack) is increased by +1. (Scorpio, negative aspect of water signs)</p><p>-Water genais are considered to be water elementals for the purpose of the <em>horrid wilting</em> spell. </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>Air genasi: +2 Int, +2 Dex, -2 Con, -2 Str</p><p>-(Sp) An air genasi may cast feather fall on himself only 1/day as a sorcerer of his character level. </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>-+2 racial bonus to Jump (natural bouyancy), Listen (sounds in the air), and Diplomacy (Libra) checks. </p><p>-Whenever an air genasi is the target of a spell or effect that grants her the power of flight, she gains a racial bonus of +10 to her flight speed. </p><p>-Air genasi are especially susceptible to lack of air. They can only hold their breaths half the normal amount of time. </p><p>- Favored class: bard (Gemini)</p><p></p><p>Earth genasi: +2 Str, +2 Con, -2 Dex, -2 Cha</p><p>- Stability: Earth genasi gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). </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 receive a +1 racial bonus to all Craft checks (Virgo) and a +2 racial bonus to all Appraise checks (Capricorn). </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></blockquote><p></p>
[QUOTE="Urbannen, post: 1128098, member: 7643"] So essentially no +0 LA race should get +2 to Wis, Int, Cha, or Str. +0 LA might be okay for Str, but only if the race is inferior in every other way. I can see where this philosophy comes from, since this is the philosophy of the PHB. Elves and halflings both get +2 Dex, dwarves and gnomes get +2 Con, humans and half-elves get nothing, and half-orcs get +2 Str, two stat penalties, and almost nothing else. You are right. With this philosophy, these races can never be +0 LA. This philosophy is unnecessarily limiting IMO. In later products they broke with this philosophy by making Sun elves and Wood elves. I don't see anything wrong with putting some extra weight on a positive Wis, Int, Cha, or Str modifier, but it shouldn't automatically give a race a LA. Jumping through hoops to make a +2 Int race not want to become a wizard is also unnecessary, IMO. What do you get for +2 to your spellcasting stat? You get 1 extra spell at some point, +5% to your spells' DCs, and someday it gives you access to high level spells. In the case of a sorcerer, one extra spell per day is hardly any benefit at all, considering the large numbers they already get. For clerics, wizards, and druids, this benefit is chiefly good for a span of two levels, when the bonus spell is in their highest level spell slot. As for the saves, it means that, all things being equal, one time out of twenty a target of a spell will fail a save he otherwise would have made. That's not breaking the game. And as characters reach higher levels, their access to higher level spells is usually assured anyway. If the concern is that everyone wanting to play a spellcaster will want to play a race with the salient mental stat bonus, it is somewhat valid. However there are already some races that are [i]discouraged[/i] from being members of certain spellcasting classes. Who is going to play a dwarven sorcerer or a half-orc wizard or bard? I think that even with the choice a +2 Cha fire genasi, human would still be an excellent choice for sorcerer (indeed, it's the only PHB race I would play as a sorcerer). Comparing the two, I see that humans get an extra feat and extra skill points. I see the fire genasi gets +5% to his spell DCs, good resistance to fire, and a penalty to Will saves and Wisdom skills (with an extra spell at some point, +2 to Intimidate, and some problem with hunger). Also multiclassing is less restricted for the human, meaning the fire genasi sorcerer probably isn't going to want to take two levels of rogue just to get evasion. Frankly it's a toss up. A fire genasi sorcerer is cool, but he still wouldn't just drop a fireball on himself at point blank range with just his fire resistance to protect him. And the human's extra feat and skill points are very tempting. Obviously I wouldn't choose either a dwarf or a half-orc thanks to the PHB authors. I guess my motto is "loosen up." Accept positive mental stat adjustments, but also give them some extra weight when assigning abilities to your race. Another thing is that the genasi's saving throw bonuses seem less useful than dwarves' bonuses vs. [i]all[/i] spells, elves bonuses vs. Enchantments, and halflings' bonuses vs. [i]everything[/i]. I removed the natural AC bonus to the earth genasi. It now suffers an overall -1 to AC. I agree the +1 natural bonus was too much considering its strength in combat already. I was thinking about lowering its movement rate as well. I wish I could choose Expert or something as its favored class. BTW, if genasi get simple and martial weapon proficiency in 3.5 as native outsiders, then they would have to have a level adjustment. That's just really too good. It's also silly, IMO. I've revised my classes a bit, fiddling with some skills too. I am making water genasi clerics even more potentially powerful by increasing the power of their Death attacks (inspired by Scorpio, ruler of the 8th house, the house of Death). -Genasi are considered to be human for the purpose of spells and effect. -Elemental subtype. Genasi have the subtype of their element and may be turned or rebuked by a cleric with the appropriate domain. -Clerical focus. -Elemental bloodline. If a genasi has a spellcasting class that does not prepare spells, he may not choose a spell with an elemental descriptor different than his own as one of his spells known for that class. -Elemental affinity. All genasi gain a +2 racial bonus to Charisma checks involving creatures of their elemental subtype. -Base speed: 30'. -Elemental homecoming. Even though few are aware of it, all genasi subconsciously long for their respective elemental plane. Genasi are able to survive unaided on their respective elemental plane and gain the following characteristics, only while on their respective elemental plane: Air genasi gain fly speed 60' and perfect maneuverability. Fire genasi gain immunity to fire. Earth genasi gain the pass through earth ability of a xorn. Water genasi's swim speed is increased to 60'. Fire genasi: +2 Cha, -2 Wis - Fire resistance 5. - Fire genasi receive +1 racial bonus to save vs. fire spells and effects. This bonus increases by +1 every fifth level. -+2 racial bonus to Intimidate checks (negative aspect of fire signs). - 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. - Favored class: Fighter (Aries) Water genasi: +2 Wis, -2 Int -Water genasi can breathe water. -Water genasi have a swim speed of 30. -Water genasi receive a +1 racial bonus to saves vs. water and cold spells and effects, which increases by +1 every 5th level. -+2 racial bonus to Heal checks. (nurturing aspect of water signs) -The DC of any of a water genasi's death spells, abilities, or effects (such as an assassin's death attack) is increased by +1. (Scorpio, negative aspect of water signs) -Water genais are considered to be water elementals for the purpose of the [i]horrid wilting[/i] spell. -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 Air genasi: +2 Int, +2 Dex, -2 Con, -2 Str -(Sp) An air genasi may cast feather fall on himself only 1/day as a sorcerer of his character level. - Air genasi receive a +1 racial bonus to saves vs. air and electricity spells and effects, which increases by +1 every 5th level. -+2 racial bonus to Jump (natural bouyancy), Listen (sounds in the air), and Diplomacy (Libra) checks. -Whenever an air genasi is the target of a spell or effect that grants her the power of flight, she gains a racial bonus of +10 to her flight speed. -Air genasi are especially susceptible to lack of air. They can only hold their breaths half the normal amount of time. - Favored class: bard (Gemini) Earth genasi: +2 Str, +2 Con, -2 Dex, -2 Cha - Stability: Earth genasi gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). - 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 receive a +1 racial bonus to all Craft checks (Virgo) and a +2 racial bonus to all Appraise checks (Capricorn). - 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 [/QUOTE]
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