[The Genasi information presented was gathered from the Planewalker’s Handbook, Races of Faerûn, the Monsterous Compendium: Al Qadim appendix, and an article in Dragon 235, but all modified (and made logical) by DC for his world]
[glow=blue,2,300]Genasi[/glow]
[glow=red,2,300]General Information[/glow]
Genasi are not a race per se, but rather a broad classification used to describe those individuals of an unusual heritage. This heritage specifically includes one or more ancestors from the elemental planes, usually (but not always) a member of genie-kind, such as djinni, efreeti, dao, and marid. Indeed, not all members of a genasi’s family may manifest the traits which are detailed here; most are ordinary individuals who should be treated as human (or whatever other parent stock) for game purposes. Those rare few which exhibit some glimmer of their ancestor’s nature -- the whisper of a breeze, the crackle of a flame, the crest of a wave, the solidity of a stone -- those are genasi.
Genasi are rare, even within the bloodline of a plane-touched family. It is quite possible for a family with a plane-touched bloodline to have only one child in an entire generation which is truly a genasi. The traits could be hidden for generations again before they reveal themselves in another genasi descendent, if ever. At the same time, for certain lineages with many elemental-ancestors, most or even nearly all of the family could manifest the traits which define a genasi.
Whatever the case, these extremely rare beings inspire much more distrust and prejudice than others of mixed ancestry, both planar and mundane! Public opinion often regards them as alien outsiders. In those rare cases where a noble family bears a genasi bloodline, they will forever stand apart from the commoners they rule. This discrimination applies equally to mundane mortals as to sentient elementals, who usually view the genasi as tainted, twisted, and/or sadly-lesser than their extra-planar kin.
Because of their uniqueness, most genasi who do not come from a family with a recognized extra-planar bloodline nor travel the planes will never in their lives meet another like themselves nor see themselves as anything other than oddities. As a result, many genasi never really learn their true place in the cosmos; relegated to the role of eternal outsider. Most are arrogant, flaunting those very attributes which set them apart (for good and ill) from their fellows. They may be distrusted and discriminated against, but they also possess talents which are the envy of adventurers throughout the multiverse.
[glow=red,2,300]Physical Description[/glow]
There is no single, valid description for genasi; they are as varied as the peoples and elemental beings which gave birth to them. Instead, genasi can only be depicted using generalities. That said, a genasi’s true nature is nearly impossible for the individual to hide and manifests in a least one or two different, obvious fashions. These characteristics include the color and texture of hair, skin, and eyes, a persistent manifestation of their elemental heritage as an aura or effect, or physical abnormalities such as oversized or webbed hands and feet. One very common trait, in addition to those based on the genasi’s elemental-heritage, is pointed ears distinct from those of elven descent. The details of each type of genasi (air, earth, fire, and water) are detailed individually below.
Genasi are usually descended from human stock, but this is NOT the only case. There can easily be genasi from nearly any of the magic-using species found in the multiverse. The exact heritage of a particular genasi may be hard to ascertain. Most elementals have a number of different intelligent races from which genasi could have sprung. Furthermore, such elemental beings are loath to accept such a half-breed and its descendants as kin, or even to acknowledge their parental relationship.
[glow=red,2,300]Game Description[/glow]
* +2 saving throw bonus against elemental attacks of their type
* -1 saving throw penalty against elemental attacks of their opposite element (fire vs water, earth vs air)
* treated as an elemental of their type with regard to spells and magical items (albeit from the Prime plane!)
* -2 social level
* in addition to pointed ears, two minor or one moderate physical trait related to their element (see below)
* hobbit-length lifespan
* standard stat minimums of 8 for all attributes, although the minimum is 12 if the stat gains a +1, but 4 if the stat has a -1 penalty
* only allowed (core) classes are fighter (10), mage (15), cleric (9), thief (10), and bard (8)
[glow=blue,2,300]Air Genasi (Wind Dukes)[/glow]
* +1 to Int and Dex
* -1 to Str and Con
* Levitate at will
* hold breath for x6 duration
* are usually a non-evil in alignment
* traits include: light blue or pale white skin or hair, a constant light breeze about them, a distinctive, breathy voice, flesh which is cool to the touch, the sound of a whistling wind whenever they move, eyes that change color to match the weather, perpetually unruly, windblown appearance
[glow=orange,2,300]Earth Genasi (Stone Princes)[/glow]
* +1 to Str and Con
* -1 to Int and Dex
* Passearth after one round of preparation with a move of 6” (similar to a xorn or maedar)
-OR- burrow/move earth at a move of 6” (similar to a dao)
* base AC of 6 (or +2 AC)
* are usually a non-good in alignment
* traits include: brown, leathery, metallic, rock- or stone-like skin, blocky features including thick torso and limbs, oversized hands and feet, black, brown, or gray flesh or hair, rough or gritty skin, black eyes like deep pits, gemlike eyes, a deep voice like the rumbling of an earthquake, muddy sweat, the perennial smell of churned earth
[glow=red,2,300]Fire Genasi (Flame Lord)[/glow]
* immune to non-magical flame
* 60’ infravision
* are usually a non-chaotic in alignment
* traits include: deep red or charcoal black skin, hair which looks and moves like waving flame, a rough voice which sounds of a burning, crackling fire, flesh which is warm or hot to the touch, fiery red eyes which glow when aroused, large teeth, the perennial smell of smoke
[glow=green,2,300]Water Genasi (Sea King)[/glow]
* water breathing
* free action in the water with a move of 18”
* are usually a non-lawful in alignment
* traits include: deep blue or green skin or hair, large blue-black eyes, a light thin layer of scales, a muffled voice resembling whale-song under the sea, cold, clammy flesh, webbed hands and feet, perpetual wet sheen
[glow=purple,2,300]Exceptional Genasi[/glow]
Characters may gain additional abilities based on their elemental heritage. These powers can either be purchased using attributal points or by taking additional restrictions. In ALL CASES, such characters must be discussed WELL in advance with the DM. A brief list of some ideas follows:
* reduced damage from elemental attacks (-1/die)
* elemental regeneration (heal equivalent of 1 day per hour -- this worth TWO penalties)
* magic resistance (base 0% vs 11th lvl magics -- this worth THREE penalties!)
* invisibility (x1/d as all genie-races)
* fly (x1/d as all genie-races)
* create food and drink (x1/day as all genie races)
* cast spells involving element at +1 level and with -1 saves
* enhanced damage taken from attacks of opposite element (+1/die)
* treated as an extra-planar being even on the Prime Material (protection from evil, pentagrams, etc)
* bound to anything signed or sworn to