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Earth Genasi

( Forgotten Realms Campaign Setting, p. 19)

Attributes

Size: Medium
Base speed: Land 30
Strength: +2
Intelligence: +0
Dexterity: +0
Wisdom: −2
Constitution: +2
Charisma: −2
Level adjustment: +1
Space: 5 feet
Reach: 5 feet
Automatic languages: Common , Home Region
Bonus Languages: Any

Description

Genasi are descended from elemental-related creatures, such as efreet, dao, djinn, jann, and marids, among others. Most of them have had no direct contact with their elemental forebears, but the signs of their heritage are apparent. Genasi take great pride in their distinctive features and abilities.

Earth genasi are slow to act, ponderous in thought, and set in their ways. They are most often neutral. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as earthlike skin, rough facial features, or eyes like black pits. They favor neutral colors and simple clothing, and while some appear to inadvertently collect dirt on their clothes, others keep a neat and polished appearance.

Regions

Earth genasi are more common in the North, near the Spine of the World, where deep caves in the heart of the mountains sometimes manifest portals to the plane of Earth.

Religion

Unlike statet in the Player's Handbook, characters in the Forgotten Realms almost always have a patron deity. See FRCS p. 39 for more details.

Combat

Racial Traits

Earth genasi have the following traits:

  • +2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma: Earth genasi are strong and tough, but somewhat oblivious and stubborn..
  • Darkvision up to 60 feet.
  • Pass without Trace (Sp): Earth genasi can use pass without trace once per day as cast by a 5th-level druid.
  • +1 racial bonus on saving throws against earth spells and effects. This bonus increases by +1 for every five class levels the genasi attains.
  • Clerical Focus: An earth genasi cleric must choose a deity who grant access to the Earth domain and select Earth as one of her two domains.
  • Outsider: Air genasi are native outsiders.
  • Any languages are allowed as bonus languages, exccept secret languages, such as Druidic.

Native Outsider

Due to the strength of their divine or infernal bloodlines, each of the planetouched races possess the unusual characteristics of being an outsider native to Faerûn, not a humanoid. This has three principal effects:

  • First, spells or effects that affect only humanoids, such as a charm person or a dominate person spell, do not affect planetouched characters.
  • Second, spells and effects that target extraplanar creatures may affect planetouched characters. For example, the mace of smiting and the sword of the planes are more effective against outsiders, and are correspondingly more dangerous to a planetouched character. A spell that drives outsiders back to their home planes does not affect planetouched characters, but banishment – a spell that removes an outsider from the caster's plane without specifying a return to the outsider's native plane – would work just finde.
  • Finally, Faerûn's planetouched have lived on Toril long enough for Toril to become, in effect, their native plane. This means that planetouched characters can be raised or resurrected normally, whereas most outsiders cannot be brought back from the dead without the use of a miracle or wish spell.

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