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Water Genasi

( Forgotten Realms Campaign Setting, p. 20)

Attributes

Size: Medium
Base speed: Land 30 , Swim 30
Strength: +0
Intelligence: +0
Dexterity: +0
Wisdom: +0
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.

Water genasi are patient and slow to change, preferring to wear away opposition slowly, but are capable of great violence in extreme situations. They are most often neutral. All have one or more traits that reflect their quasi-elemental nature, such as lightly scaled skin, clammy flesh, blue-green skin or hair, or hair that waves as if underwater. They dress sparsely, preferring clothing that won't bind when in the water and ripples like waves when dry.

Regions

Water genasi are most often found in the lands near the Sea of the Fallen Stard – the Vilhon Reach, the Dragon Coast, Sembia, Aglarond, and Chessenta – where the extraplanar entities of the sea mingle with mortals.

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

Water genasi have the following traits:

  • +2 Constitution, -2 Charisma: Water genasi have high endurance, but are cold and emotionally distant.
  • Create Water (Sp): Water genasi can use create water once per day as cast by a 5th-level druid.
  • +1 racial bonus on saving throws against all water spells and effects. This bonus increases by +1 for every five class levels the genasi attains.
  • Breathe Water (Ex): Water genasi breathe water as an extraordinary ability.
  • Clerical Focus: A water genasi cleric must choose a deity who grant access to the Water domain and select Water as one of her two domains.
  • Outsider: Water genasi are native outsiders.
  • Any languages are allowed as bonus languages, except 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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