
![]() |

This was built for a player of mine who wanted to use this race for an upcoming campaign. I am trying to use the Advanced Race Guide to build it, and keep it balanced with the rest of the races. Any suggestions to help out would be really appreciated. I feel like it is ok until you get to the elemental manifestations. Should I make them traits instead of including them in the creation process? Should I weaken them more? I want to keep them available to preserve the "feel" of the race itself, I just don't know where to stick 'em. Feel Free to suggest anything that comes to mind! Also, any ideas for traits?
Genasai: 12 Racial Points
Type: Humanoid 0 RP
Size: Medium 0RP
Speed: 30 feet 0RP
Ability Score Modifiers: Flexible (+2 str, +2 Int) 2RP
Languages: Linguist 1 RP
Racial Traits: Energy Resist 5 (dependant on elemental manifestation) 1 RP
Natural Armor +1 2RP
Feat and Skill Traits: Skill Bonus, Skill Training 3RP
Magical Racial Traits: None
Movement Racial Traits: None
Offensive Racial Traits: None
Sensory Racial Traits: Low Light Vision 1 RP
Special Traits: Elemental Manifestation (One chosen at Character Creation, cannot be changed) 2RP
Earthsoul: Resist 5 acid and earthshock ability.
Earthshock: Once per day, make a trip combat manuever with a +2 bonus to a single target. You may use this ability an extra time at fourth level, and every three levels thereafter.
Firesoul: Resist 5 fire and Firepulse ability.
Firepulse: Once per day, recieve the benifits of the fireshield spell for 1 round per 3 character levels. The type of flames chosen must be warm shield)
Stormsoul: Resist 5 Electricity and Promise of Storm ability
Promise of Storm: Once per day, all lightning and thunder spells and abilities deal +1D6 damage per 3 character levels
Watersoul: You may breather underwater, (this ability replaces damage resistance) and the Swift Current ability.
Swift Current: Once per day, you may treat difficult terrain as normal terrain, and treat dangerous terrain as difficult terrain.
Windsoul: Resist 5 Cold and the Windwalker ability.
Windwalker: Once per day, you gain the ability to fly for 1 round per 3 character levels, and count as being under the effect of the Feather Fall spell.
Racial Feats:
Extra Manifestation: Choose another elemental manifestation. You can only have one active at a time. Switching between the two is a standard action.
Extra Ability: You may use your Elemental ability once more than normal.

Steve Geddes |

Also, I just noticed I posted this in the wrong area. How do I move it? I meant to post in conversions.
You can use the "flag" button at the upper right of a post and select "thread is in wrong forum" as the reason for flagging it. The moderators are pretty quick at checking flags and they can move it where it's more appropriate.

Byrdology |

Don't know about moving the thread, but since you have the Advanced Races Guide why wouldn't you just use the Ifrit, Oread, Sylph, and Undine races for genesi?
So you could manifest different elements. I would make the shift a swift action. Maybe a feat chain that lets you manifest multiple elements at once?

BillyGoat |
I'm with Samas.
The 4e genasi was a translation of the Faerun 3.X genasi. Unlike the 4e version, these genasi were element specific by their race. If you want the authentic flavor of the genasi, re-name the Ifrit, Oread, Sylph, and Undine the Fire, Earth, Air, and Water genasi.
Done.
If you want the multi-element nature of the 4e genasi, use the Suli (at least as a starting point).
IMO, the "feats to unlock new racial characteristics" aspect of the 4e genasi always felt like a cheap rule-mechanic that was tough to justify in-world. But, your game, your rules.
For that matter, when there's something reasonably representative of the concept already in existence, I'm hesitant to reinvent the wheel.