Elemarns--Sean's Alternate to the Genasi
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There has been some discussion of the elemarns as a race and whether
or not they stack up to their +1 level adjustment. In the course of that
discussion I decided to make a variant of the genasi, something not tied
to existing 2E AD&D material and therefore might be a better approach
from a holistic standpoint. The result are the elemarns--elemental-based
planetouched. Feel free to use them in place of the genasi, and if you
have any feats, prestige classes, or whatever that only certain genasi
can qualify for, elemarns qualify if they are of the same elemental type.
Air Elemarn
Air elemarns are the descendants of air elemental beings and humans.
They are often chaotic neutral. They appear human but for one or two traits
that show their air elemental heritage: hair that constantly moves as if
in the wind, a light blue or light gray skin tone, unnaturally cool flesh,
and so on. They are often disheveled and have mercurial tempers.
Racial Abilities: Air elemarns have the following
traits:
-
+2 Dexterity, +2 Intelligence, -2 Wisdom: Air elemarns are nimble and sharp-minded,
but often unfocused.
-
Medium-size.
-
Air elemarn base speed is 30 feet.
-
Low-light vision.
-
Air elemarns have the spell-like ability to levitate once per day
(caster level = character level). They may invoke this ability as a free
action and (like feather fall spell) may invoke it in response to
falling.
-
Cold and electricity resistance 5.
-
Lasting air: An air elemarns may hold his breath twice as long as a human
(normally a human can hold his breath for a number of rounds equal to twice
his Constitution score, so an air elemarns can hold his breath for four
times his Constitution score).
-
Outsider: Air elemarns are native outsiders.
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Automatic Languages: Common. Bonus Languages: Auran.
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Favored Class: Fighter.
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Level Adjustment +1.
-
Air elemarns have the same life expectancy and age categories as a human.
They use the human height and elven weight tables.
Earth Elemarn
Earth elemarns are the descendants of earth elemental beings and humans.
They are often neutral. They appear human but for one or two traits that
show their earth elemental heritage: earth-colored skin, iron-colored hair,
gemlike eyes, and so on. They tend to acquire dirt or rock dust on their
clothes and skin despite their bathing habits.
Racial Abilities: Earth elemarns have the
following racial traits:
-
+2 Constitution, -2 Wisdom: Earth elemarns are tough like stone itself.
-
Medium-size.
-
Earth elemarn base speed is 30 feet.
-
Low-light vision.
-
Earth elemarns have the spell-like ability to use barkskin once
per day (caster level = character level). Earth elemarns call this ability
"rockskin," feeling superior to ordinary bark.
-
Acid resistance 5.
-
Stonehands: Earth elemarns have a +8 bonus to Climb checks made to climb
earth, rock, or stone (even worked stone).
-
Earth Cushion: When falling onto a stone surface, they automatically treat
the fall as if they had intentionally jumped down (treat the distance as
10 feet less than the actual fall).
-
Outsider: Earth elemarns are native outsiders.
-
Automatic Languages: Common. Bonus Languages: Terran.
-
Favored Class: Fighter.
-
Level Adjustment +1.
-
Earth elemarns have the same life expectancy and age categories as a human.
They use the human height and half-orc weight tables.
Fire Elemarn
Fire elemarns are the descendants of fire elemental beings and humans.
They are often lawful evil. They appear human but for one or two traits
that show their fire elemental heritage: ruddy skin, a constant smell of
smoke, flamelike hair, and so on. They tend to dress as if in warm weather
and prefer colorful clothing.
Racial Abilities: Fire elemarns have the
following racial traits:
-
+2 Dexterity, +2 Intelligence, -2 Wisdom: Fire elemarns have fast hands
and sharp minds, but are reckless.
-
Medium-size.
-
Fire elemarn base speed is 30 feet.
-
Low-light vision.
-
Fire elemarns have the spell-like ability to heat metal by touch
once per day (caster level = character level). Using this ability requires
a touch attack, which does not provoke at attack of opportunity.
-
Fire resistance 5.
-
Firesight: Fire elemarns can see through raging fires as if they were transparent.
For example, a fire elemarns can see through a wall of fire as if
it were not there.
-
Outsider: Fire elemarns are native outsiders.
-
Automatic Languages: Common. Bonus Languages: Ignan.
-
Favored Class: Fighter.
-
Level Adjustment +1.
-
Fire elemarns have the same life expectancy and age categories as a human.
They use the human height and half-elf weight tables.
Water Elemarn
Water elemarns are the descendants of water elemental beings and humans.
They are often neutral. They appear human but for one or two trains that
show their water elemental heritage: clammy skin, hair that moves as if
underwater, large fishlike eyes, and so on. They prefer unconstrictive
clothing and seem to perspire a lot.
Racial Abilities: Water elemarns have the
following traits:
-
+2 Constitution: Water elemarns have the high endurance needed to swim
all day.
-
Medium-size.
-
Water elemarn base speed is 30 feet. They swim at a speed of 30 feet and
can breathe water or air.
-
Low-light vision.
-
Water elemarns have the spell-like ability to create a fog cloud
once per day (caster level = character level). Underwater this is an ink
cloud but otherwise is identical to the spell (and is still a magical ability).
-
Cold and electricity resistance 5.
-
Life From Water: Once per day, a water elemarns may drink at least a gallon
of water (taking 1 minute to do so) or submerse himself for one minute
in water and regain hit points as if he had rested under the care of someone
with the Heal skill. This does not count as resting for any other purpose,
and the elemarns can still rest normally that day. Fresh or salt water
is sufficient for this ability.
-
Liquid Sense: Water elemarns have a +10 bonus to Spellcraft or Alchemy
checks made to identify potions, and may make such checks untrained.
-
Outsider: Water elemarnss are native outsiders.
-
Automatic Languages: Common. Bonus Languages: Aquan.
-
Favored Class: Fighter.
-
Level Adjustment +1.
-
Water elemarns have the same life expectancy and age categories as a human.
They use the human height and weight tables.
You'll notice that I tried to standardize
them as much as possible: size, speed, low-light vision (we give out darkvision
too often in D&D), ability score mods (either two pluses and one minus,
or one plus and another special ability to balance out the lack of another
plus), one spell-like ability, one other special ability.
You'll also notice that I have some of these creatures
tied to two elements. That's because Tome & Blood corresponds
certain elements to certain energies:
air: electricity (because lightning
comes from the sky, I guess)
earth: acid
fire: fire
water: cold (because water
is associated with ice, I guess)
Whereas in Magic of Faerûn I set
them up slightly differently:
air: cold (after experiencing
-30 degrees F wind chill in Wisconsin, I know air can be responsible for
a lot of cold)
water:electricity (because
water conducts electricity much better than air does)
Now, in the errata for Magic of Faerûn
it changes the energies to match up with Tome & Blood (I didn't
want conflicting info to appear in different D&D books), but I've always
been partial to my explanation for it. As a compromise, the air elemarns
and the water elemarns have resistances to two energies appropriate to
their element, both what T&B says they should have and what
MoF originally says they should have.