Fire Genasi LA +1?


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Hammerhead said:
More like there somewhere in-between 0 LA and +1 LA, and adding some more abilities to the gensai isn't on WotC's priority list?

Isn't that pretty much the same thing? You're just a bit more forgiving about it. The fact remains they continue to be priced at LA +1, and they're overpriced at LA +1. They acknowledge the problem and don't fix it even when they have a huge opportunity to do so. Hence, they obviously can't be bothered to fix it.
 


I have in the past used the Genasi as LA +1 templates. That seemed to work well in my game.
 
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I have modified all the genasi for my games, I hope that there is no problem if I post them here:

Air genasi
-+2 Dexterity, +2 Intelligence, -2 Wisdom
-Medium-size Outsider(native)
-Air genasi base speed is 30 feet.
-Darkvision up to 60 feet.
-Levitate (Sp) Air genasi can use levitate once per day as cast by a
5th-level sorcerer.
-Clerical Focus: An air genasi cleric must choose a deity who
grants access to the Air domain and select Air as one of her two
domains.
-Eletricity resistence 5
-+1 racial bonus on saving throws against all air spells and effects.
This bonus increases by +1 for every five class levels the genasi
attains.
-Breathless: Air genasi do not breathe, so they are immune to
drowning, suffocation, and attacks that require inhalation (such
as some types of poison).
-Automatic Languages: Common. Bonus Languages:
Any (except secret languages, such as Druidic).
-Favored Class: rogue.
-Level Adjustment +1

Earth Genasi
-+2 Strength, +2 Constitution, -2 Wisdom, -2 charisma
-Medium-size Outsider(native).
-Earth genasi base speed is 30 feet.
-Darkvision up to 60 feet.
-Pass Without Trace (Sp): Earth genasi can use pass without trace
once per day as cast by a 5th-level druid
Acid resistence 5
-+1 racial bonus on saving tlirows against earth spells and effects. This
bonus increases by +1 for every five class levels the genasi attains.
Clerical Focus: An earth genasi cleric must choose a deity who
grants access to the Earth domain and select Earth as one of his
two domains.
-Automatic Languages: Common, home region. Bonus Languages:
Any (except secret languages, such as Druidic).
-Favored Class: Fighter.
-Level Adjustment +1

Fire genasi
-+2 inteligence, +2 charisma
-Medium-size Outsider(native).
-Fire genasi base speed is 40 feet.
-Fire resistence 10.
-Darkvision up to 60 feet.
-Pyrotechnics 1/day (SP): CL = character level, DC 12+ cha mod
-Clerical Focus: A fire genasi cleric must choose a deity who grants
access to the Fire domain and select Fire as one of his two domains.
Automatic Languages: Common, home region. Bonus Languages:
Any (except secret languages, such as Druidic).
-Favored Class: sorcerer
-Level Adjustment +1

Water Genasi
-+2 Constitution
-Medium-size outsider(native).
-Water genasi base speed is 30 feet. They swim at a speed of 30 feet.
-Darkvision up to 60 feet,
-Create Water (Sp): Water genasi can use create water once per
day as cast by a 5th-level druid.
-Cold resistence 5
-+1 racial bonus on saving throws against water spells and effects/
This bonus increases by+1 for every 5 class levels the genasi attains.
-Water genasi breathe water as an extraordinary ability.
-Clerical Focus: A water genasi cleric must choose a deity who
grants access to the Water domain and select Water as one of her
two domains.
-Skills: A water genasi has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to
take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line
-Automatic Languages: Common, home region. Bonus Languages:
-Any (except secret languages, such as Druidic).
-Favored Class: Fighter.
-Level Adjustment +1


Do you think that they are too strong for ECl 1?
 

Staffan said:
I have house-ruled all genasi to be Humanoids and have a +2 Cha, which will make them more worth the LA as well as making them good sorcerers (and if anyone should make a good sorcerer, it's a genasi or tiefling).

One of my first House Rules in 3.0 was fixing the Tiefling's Charisma modifier. (I gave Aasimar +2 Str to keep them even). I still do not understand how the designers managed to go from +1 CHA in AD&D to -2 in D&D-- and I've always considered the Charisma bonus to be integral to Tieflings; it would be like finding out that Elves got -2 DEX in third edition.

The Intelligence flip for Githzerai threw me for a little bit, too... but it wasn't as central to the idea of the Githzerai, so I left it in place.
 

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