Pathfinder Fire Genasi

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Tim4488's picture
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Pathfinder Fire Genasi

Considering the power boost the base races got in PF, it's not hard to make Genasi balanced against them with no level adjustment or anything. Here's my attempt at such...

Fire Genasi
+2 Dex, +2 Int, -2 Cha
Medium sized Humanoid
30 ft base land speed
Fire Resistance 3
Produce Flame 1/day as a Druid of their character level
+1 racial bonus on saving throws against fire spells and effects, increasing by +1 every 5 levels
Darkvision 60 ft.
Automatic Languages: Planar Trade, home region
Bonus Languages: Any (except secret)

Added a bonus to Dex, I think fitting for Fire. Reduced the fire resistance and dropped Burn. Produce Flame doesn't strike me as too powerful, IMHO. Comments?

Thanks.

Kobold Avenger's picture
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Re: Pathfinder Fire Genasi

Personally I'd give them Fire Resistance 5 at least, and drop the racial save bonus to fire spells.

Tim4488's picture
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Re: Pathfinder Fire Genasi

5 is probably okay with dropping the save bonus. Any higher seems overpowered.

The save bonus always seemed an odd mechanic to me, personally, at least the gradually advancing nature of it. Would it be such a bad idea to just give the Genasi a flat +2 on saves against their own element? (If I do that, I don't think I should increase resistance, otherwise it'd be fine.)

pedro's picture
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Re: Pathfinder Fire Genasi

I really hate the 'Clerical Focus' ability the Genasi got stuck with, so those are right out. To help balance this out, the saving throw bonus against air spells and effects also got taken out. I also wanted to keep the ability bonuses and penalties more in line with the standard Pathfinder races, as well as the Tiefling (Aasimars are special ), so I took out the Charisma-penalty. If I were to change that to keeping the penalty to Charisma, I'd really want to give them an ability similar to the Tiefling's, making their Charisma count as 2 higher for all Sorcerer abilities as long as they take the Elemental - Air bloodline. Also, Levitate got it's CL changed from static 5 to Character Level, to keep it scaling as you gain more levels.

Anetra's picture
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Re: Pathfinder Fire Genasi

EDIT: Oh my gosh, it's 2011. I looked at the post dates to make sure I wasn't thread necromancying this thing, and I totally forgot it's 2011. AGH! I'm sorry.

Hi!

The Pathfinder book "Bestiary 2" has the Air, Earth, Fire and Water Genasi in it, albeit not under those names.

Air Genasi, called a "Sylph" by the book
- +2 Dexterity, +2 Intelligence, -2 Constitution
- Darkvision 60ft
- Feather Fall 1/day, CL = total HD
- Electricity Resistance 5
- Elemental Affinity Air: Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer abilities. Sylph clerics with the Air domain cast their domain powers and spells at +1 caster level.

Earth Genasi, called an "Oread" by the book
- +2 Strength, +2 Wisdom, -2 Charisma
- Darkvision 60ft
- Magic Stone 1/day, CL = total HD
- Acid Resistance 5
- Elemental Affinity Earth: Oread sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer abilities. Oread clerics with the Earth domain cast their domain powers and spells at +1 caster level.

Fire Genasi, called an "Ifrit" by the book
- +2 Dexterity, +2 Charisma, -2 Wisdom
- Darkvision 60ft
- Burning Hands 1/day, CL = total HD
- Fire Resistance 5
- Elemental Affinity Fire: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer abilities. Ifrit clerics with the Fire domain cast their domain powers and spells at +1 caster level.

Water Genasi, called "Undine" by the book
- +2 Dexterity, +2 Wisdom, -2 Strength
- Swim Speed 30ft
- Darkvision 60ft
- Hydraulic Push (From the Pathfinder Advanced Player's Guide) 1/day, CL = total HD
- Cold Resistance 5
- Elemental Affinity Water: Undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer abilities. Undine clerics with the Water domain cast their domain powers and spells at +1 caster level.

These are the officially-released elemental planetouched for Pathfinder. It is, of course, up to you if you wish to use them as they are or not. Personally, I don't really like the Elemental Affinity ability, or that they all get resistance 5 instead of bonuses to saving throws, but to each their own.

Loki De Carabas's picture
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Re: Pathfinder Fire Genasi

Hey Anetra, great info from Beastiary 2. Between that and the already existing Aasimar and Tiefling entries from the first one I now have enough of an overall template for creating / converting the others. Look for the poisitive and negative energy touched first since I'm using a positai NPC in my current campaign.

Thanks! You just saved me a lot of time!

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Anetra's picture
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Re: Pathfinder Fire Genasi

Loki, sweet! I am so excited to see those. Here's the Lightning Genasi I'm using in a soon-to-be-starting (pending getting player scheduling issues ironed out) game. I'll be the first to admit it's not perfect, so if you have any feedback on it, let me know!

.

- +2 Dexterity, +2 Wisdom, -2 Strength
- Medium: Lightning genasi are Medium creatures, and have no bonuses or penalties due to their size.
- Normal Speed: Lightning genasi have a base speed of 30 feet.
- Darkvision: Lightning Genasi can see in the dark up to 60 feet.
- Elemental Resistance: Lightning genasi receive a +1 racial bonus on saving throws against electricity spells and effects. This bonus increases by +1 for every five class levels the genasi attains.
- Sonic Resistance: Lightning genasi receive a +2 racial bonus on all saving throws against sonic spells and effects.
- Jolt Immunity: Lightning Genasi are immune to non-magical electricity, and experience little discomfort from it.
- Lightning Movements: Lightning Genasi get a +2 racial bonus to grapple checks, and deal 1d4 points of electricity damage each round to creatures they are grappling with.
- Lightning Speed: Once per day, Lightning Genasi can increase their movement speed by 30 feet for 5 rounds. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill). A Lightning Genasi can use this ability an additional time at 5th level, and every 5 levels thereafter.

.

The Air Genasi is the only other Genasi race available in this game, so it's the only one I've really been looking at, but as I wasn't 100% satisfied with some of the changes made from 3e to Pathfinder for these races, here is the sliiiiightly different Air Genasi I'm using for the game:

.

- +2 Dexterity, +2 Intelligence, -2 Constitution: Air genasi are quick and insightful, but slight and delicate.
- Medium: Air genasi are Medium creatures, and have no bonuses or penalties due to their size.
- Normal Speed: Air genasi have a base speed of 30 feet.
- Darkvision: Air Genasi can see in the dark up to 60 feet.
- Elemental Resistance: Air genasi receive a +1 racial bonus on saving throws against air spells and effects. This bonus increases by +1 for every five class levels the genasi attains.
- Breathless: Air genasi do not breathe, and are immune to drowning, suffocation, and attacks that require inhalation (such as some types of poison).
- Feather Fall: Air Genasi can use Feather Fall 1/day, and one additional time for every 5 class levels the genasi attains (caster level equal to the genasi’s Hit Dice).

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