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:

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: 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: 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:


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.