Esbet Player Race - Ice Genasi


Homebrew and House Rules


Pathfinder Rulebook Subscriber

I am running a campaign in a world caught in a permanent ice age. I want an "Ice Spirit" kind of race and this is what I came up with.

Esbet: The elemental spirits of ice and snow are powerful in this world, and early mortals would often summon them and offer forth virgin stock for them to breed with in hopes of securing alliances. The women who became impregnated gave birth to the earliest esbet. Over the ages the species has intermarried throughout the other mortal species becoming more and more like them, and less like their elemental forefathers.

Racial Traits
+2 Dexterity, +2 Intelligence, -2 Strength: Esbet are quick and bright, but they prefer to exercise their minds than their bodies.
Medium: Esbet are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Esbet have a base speed of 30 feet.
Darkvision: Esbet can see in the dark up to 60 feet.
Spell-Like Abilities: Rime 1/day. The esbet can cover a nearby area in a thin layer of frost, making it treacherous to cross. The spell functions identical to the grease spell but only the area effect can be used. Sources of heat, such as a fire, will cause one the ice to melt in one round. (Caster level equals the undine's total Hit Dice.)
Elemental Resistance: Esbet have cold resistance 5.
Elemental Affinity: At character creation Esbet sorcerers may choose between the elemental (water) or the elemental (air) bloodline. Sorcerers of the chosen bloodline may treat their Charisma score as 2 points higher for all sorcerer class abilities. Esbet clerics who choose the Water or the Air domain, cast their domain powers and spells at +1 caster level.
Languages: Esbet begin play speaking Common and may choose between Auran or Aquan. Esbet with high Intelligence scores can choose any of the following bonus languages: Auran, Aquan, Dwarven, Halfling, Ignan, and Terran.


You've got a copy-paste error in the Rime ability, it says undine. Besides that, looks good to me.


Pathfinder Rulebook Subscriber
Tim4488 wrote:
You've got a copy-paste error in the Rime ability, it says undine. Besides that, looks good to me.

Yeah, I saw that after I edited some other things and it wouldn't let me go back in and edit it again.

Liberty's Edge

I'd have probably made a few changes, I don't know that I think of intelligence and "ice spirit" together, especially in a frozen world. I'd probably make it wisdom over intelligence. Besides, as is, they're too close to elves stat wise (imo). Alternatively I'd change the dex bonus to a con bonus.

Other than that, why do they get dark vision? They're not creatures of the night, and they don't live deep under ground. Trade it for low light vision.


Pathfinder Rulebook Subscriber
ShadowcatX wrote:

I'd have probably made a few changes, I don't know that I think of intelligence and "ice spirit" together, especially in a frozen world. I'd probably make it wisdom over intelligence. Besides, as is, they're too close to elves stat wise (imo). Alternatively I'd change the dex bonus to a con bonus.

Other than that, why do they get dark vision? They're not creatures of the night, and they don't live deep under ground. Trade it for low light vision.

Every genasi has darkvision, it's part of being an elemental. Also, in D&D, ice is the element made by combining water, and air. If you look at the undine, and the sylph you'll see that I used a combination of their stats. Finally, no elves in my world so I need a race to take their place.

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