The Genasi

Properties

Attributes: Diverse

Favored Skills: Knowledge Planes

Size: Medium

Type: Native Elemental

Movement: 9m

Features

Resistance: Genasi gain resistance 10 to damage that matches their subtype.

Darkvision: You possess darkvision 18m.

Natural Magic: All Genasi possess the ability to work magic. They have a small complement of spell-like abilities determined by their bloodline. They gain their first listed SLA at 1st level the second at level 3 and the third at level 6. Each SLA may be cast once per day. The caster level of their SLAs is equal to their hit dice, and the DC is equal to 10 + Charisma modifier + the level of the spell.

Racial Powers

Lesser Racial Power: The DC of any ability matching their subtype is increased by 2 and if they deal damage of their subtype it is increased by 1 per dice.

Greater Racial Power: Your resistance improves to 20.

Feats: Elemental Absorption, Elemental Prowess, Elemental Rage, Genasi Versatility

Subraces

Air Genasi

Attributes: +1 Dexterity, +1 Intelligence, +1 Charisma, +1 (stacking) of choice

Subtype: Air, Lightning, Sonic

Favored Skill: Diplomacy, Fly

Breathless: You do not breathe, so you are immune to drowning, suffocation, and attacks that require inhalation (such as some types of poisons).

Clear Sight: Air genasi see through any fog or smoke effects.

Spell Like abilities: Level 1: Whispering Winds, Level 3: Gust of Wind, Level 6: Tornado Blast

Moderate Racial Power: You may walk on air 1.5m above ground ignoring any kind of ground effect as difficult terrain. The reduced noice for walking grants you a +4 bonus to stealth checks.

Greater Racial Power: You may walk on air, your maximal inclination is 45 degrees.

Feats: None.

Corrosive Genasi

Attributes: +1 Strength, +1 Constitution, +1 Intelligence, +1 (stacking) of choice

Subtype: Acid, Metal

Favored Skill: Concentration, Disable Device

Acid Spittle: You may spit acid as a standard action. Acid Spittle is a ranged touch attack with 4.5m range that deals 1d6 + 1d6 per two levels points of acid damage.

Spell Like abilities: Level 1: Soften Earth and Stone; Level 3: Remove Resistance, swift; Level 6: Corrosive Skin

Corrosive: When ever you reduce resistances, or damage reduction of a foe, remove half your level additional points.

Moderate Racial Power: You may enhance Acid Spittle with slow poison or corrosive acid:

Slow Poison: Acid Spittle with slow poison makes opponents staggered for one turn per level unless they succeed a constitution based fortitude saving throw.

Corrosive Acid: Acid Spittle with corrosive acid reduces their damage reduction by your constitution modifier for one turn per level unless they succeed a fortitude based saving throw.

Greater Racial Power: You may use Acid Spittle to remove the following conditions: Stun, paralysis, poison.

Feats: Personal Touch

Earth Genasi

Attributes: +2 Constitution, +2 Strength, -2 Dexterity

Subtype: Earth

Favored Skill: Endurance, Insight

Spell Like abilities: Level 1: Hail of Stone, Level 3: Stone Shape, Level 6: Earthbolt

Sturdy: Instead of resistances the Earth Genasi reduces any incoming damage by half his level.

Moderate Racial Power: The earth genasi gains an aura of gravity that makes it difficult for opponents to move away. All enemies that are adjacend to the genasi that try to move away or to standing up must succeed a Fortitude based save or fail. The DC is Con based.

Greater Racial Power: Whenever the Earth Genasi succeeds a fortitude or will save, they do not suffer any partial effects.

Feats: None.

Fire Genasi

Attributes: +1 Strength, +1 Dexterity, +1 Charisma, +1 (stacking) of choice

Subtype: Fire

Favored Skill: Sleight of the Hand, Performance

Fire affinity: The fire born gains the ability to ignite objects by touching them.

Additionally weapons that already inflict fire damage deal an additional 1d6 points of fire damage.

Spell Like abilities: Level 1: Fire eyes, Level 3: Scorching ray, Level 6: Elemental Aura(Fire)

Moderate Racial Power: Once per turn as a free action after successfully using the grab combat maneuver you may burn the target alive dealing 1d6 per level points of fire damage.

Greater Racial Power: The fire genasi may once per day use his scorching ray SLA with +2 cl as swift action.

Feats: None.

Rime Genasi

Attributes: +1 Constitution, +1 Intelligence, +1 Wisdom, +1 (stacking) of choice

Subtype: Cold

Favored Skill: Endurance, Survival

Spell Like abilities: Level 1:Ice Slick, Level 3: Hypothermia, Level 6: Icelance

Arctic Acclimated: Accustomed to the blizzards and extreme cold, you ignore the difficulties of traversing ice and snow and are not affected by cold weather.

Moderate Racial Power: As a swift action, you can quickly liquify and reform your hands into weapons of ice. You form these into any one or two light melee weapon. However, you increase their damage to 1d10 and they count as unarmed strike as well as their original damage type. While both your hands are shaped this way you cannot manipulate objects as you normally would be able to, such as drink a potion or use a door handle.

Greater Racial Power: All your abilities that hinder the movement of opponents count as cold spells to determine which bonuses you receive.

Feats: Layer Of Ice

Water Genasi

Attributes: +1 Constitution, +1 Wisdom, +1 Charisma, +1 (stacking) of choice

Subtype: Water, Acid

Favored Skill: Athletics, Insight

Be like Water: After performing a saving throw against an ability of an opponent, you receive +2 on saving throws versus that opponent until the end of the encounter.

Spell Like abilities: Level 1:Rain, Level 3: Kelpstrand, Level 6: Torrent

Aquatic: You may breathe underwater and have swim speed equal to your base speed.

Moderate Racial Power: The Water Genasi gains +2 dodge bonus to AC that does not stack with the reflex save bonus from 'be like water'.

Greater Racial Power: While you are in wet environment, you receive your wisdom modifier points of fast-healing.

Feats: Loyalty