Genasi (Water)

Genasi (Water)

Description

Water genasi are patient and independent, used to solving problems on their own and not afraid to take a lot of time doing so. At times they are fierce and destructive like terrible storms, but more often than not they present a tranquil appearance, despite whatever emotions run underneath that quiet surface. Because their elemental forebear usually has no interest in them, water genasi are often abandoned by their human parents and raised instead by aquatic creatures such as aquatic elves, dolphins, locathah, merfolk, sahuagin, or even aboleths. Water genasi usually leave their parents (real or adoptive) upon reaching maturity, taking to the open sea in order to explore, learn, and develop their own personality and place in the world.

Most water genasi are descended from a water elemental outsider such as a marid (water genie) or triton. A rare few are born of outsider servants of a water deity. Aquatic elves tell of a lost line of sea-elf planetouched descended from minions of Deep Sashelas, but these are not true water genasi, lacking a genasi's human heritage.

Water genasi look human except for one distinguishing feature related to their elemental ancestor. Some examples of these features are:

  • lightly scaled skin
  • clammy flesh
  • blue-green skin or hair
  • large blue-black eyes
  • webbed hands and feat

Water genasi feel that they are unique and superior to the humans who bore them. They have little or no interest in others of their kind – since they can wander both the land and the seas, they feel there is room enough in the world that water genasi need not crowd each other or even meet. Only in large communities of aquatic elves are two or more water genasi likely to spend much time together.

Water genasi have the same life expectancy and age categories as a human.

Racial Traits

Water genasi often multiclass between fighter and another class, keeping their levels relatively even.

Water genasi have the following traits:

  • +2 Constitution, -2 Charisma: Water genasi have high endurance, but are cold and emotionally distant.
  • Medium-size.
  • Water genasi base speed is 30 feet. They swim at a speed of 30 feet.
  • Darkvision up to 60 feet.
  • 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.
  • Water genasi breathe water as an extraordinary ability.
  • Clerical Focus: A water genasi cleric must choose a deity who grants access to the Water domain and select Water as one of her two domains.
  • Outsider: Water genasi are native outsiders.
  • Automatic Languages: Common, home region. Bonus Languages: Any (except secret languages, such as Druidic).
  • Favored Class: Fighter. Water genasi prefer combat styles and weapons that unbalance, bind, or disarm their opponents.
  • Prestige Classes: Water genasi have no particular prestige class preferences.
  • Regions: Aglarond, Chessenta, Dragon Coast, Sembia, Vilhon Reach.
  • Racial Feats: Breathing Link, Elemental Bloodline, Rapid Swimming.
  • Racial Classes: A water genasi has 1 level of their racial class. A water genasi character receives the maximum hit points for her racial Hit Die. She rolls all Hit Dice from class levels and does not automatically get maximum hit points on her first class level Hit Die.

Abilities

Str Dex Con Int Wis Cha
0 0 +2 0 0 -2

Age

Starting Age Aging Effects
Adulthood Short Medium Long Middle Age Old Venerable Maximum
15 +1d4 +1d6 +2d6 35 53 70 +2d20

Height and Weight

Gender Base Height Height Mod Base Weight Weight Mod
Male 4' 10" +2d10 120 lb ×2d4
Female 4' 5" +2d10 85 lb ×2d4

Water Genasi Racial Levels

Water genasi have a single Racial Class level, which covers all racial features as noted above.

Racial Class Skills: The water genasi’s racial class skills (and the key ability for each skill) are Knowledge (The Planes), Listen (Wis), and Spot (Wis).

Level Hit Dice Base Attack Fort Ref Will Skill Points Special
1st 1d8 +1 +2 +2 +2 (8 + Int mod)×4

Characters

History: Nearly every water genasi can be traced back to a unique crossbreed between a water outsider and a human. Water genasi have no common history, although most of them are born in or near the sea. No known record exists of water genasi trying to build a community of their own kind, although from time to time an aquatic hero shows up in the history books, usually associated with rescuing drowning sailors or thwarting sahuagin attacks. Water genasi villains also appear in these tales, from pirates who love to drown their enemies to blue-haired leaders of merrow raiding parties.

Outlook: Water genasi take pride in their special abilities and can be boastful if in the right mood. Tougher than humans and able to breathe water, these genasi sometimes view human sailors and naval merchants as vulnerable fools who are as likely to drown at sea as they are to get seasick.

Water genasi have the best of both worlds. They can walk on land for an indefinite time (unlike aquatic elves, whom they secretly pity) and can always retreat to the tranquil depths of the ocean. Often loners, they sometimes establish a home in a remote underwater cave, going for years without encountering another intelligent being. They feel a kinship to other aquatic creatures, particularly tritons and water elementals, who can easily outswim the genasi.

Water genasi tend to be neutral and therefore avoid extremes in politics, opinion, or career. Some find a quiet spot to call home, others enjoy riding the currents for months, allowing the water to take them places hundreds of miles away.

Society: Water genasi have no society of their own, but often subconsciously adopt traits of the people who raised them, so a water genasi raised by aquatic elves is likely to believe in personal freedoms and good behavior, while one raised by sahuagin will be bloodthirsty and militaristic. Water genasi from different cultures can be as radically different as a quiet spring and a raging waterfall.

Water genasi do not prefer the company of other water genasi. If anything, it makes them feel less special and unique in the context of the other beings they live near. Accordingly, they rarely live in the same communities and none have been known to marry. This keeps the population of repeat-generation water genasi low, with new genasi coming from new bloodlines or from lines that skipped a generation.
Their self-contained nature makes water genasi unlikely leaders. A water genasi is more likely to guard or support a person he respects and admires than to be a person who attracts or welcomes subordinates.

Language and Literacy: As most of them are born near the coast, water genasi learn Common because of all the mercantile traffic. Many learn Aquan or Serusan in order to converse with other aquatic creatures, and the ones who live with or near aquatic elves usually learn Elven as well. Those raised by sahuagin learn Sahuagin.

All water genasi are literate, except for barbarians, commoners, and warriors.

Magic and Lore: Water genasi prefer spells that produce cold, ice, snow, and water. Water genasi spellcasters are usually clerics or druids, for they rarely have the talent for sorcery and water ruins scrolls and spellbooks (although at least one water genasi wizard has developed a method for scribing "scrolls" on carved shells).

Spells And Spellcasting: Conjuration spells are most important to most water genasi, because they allow the summoning of water elementals and control of the weather.

Magic Items: Water genasi favor magical nets and items that can be used underwater, such as Tridents Of Warning or Horns Of The Tritons. The first Coral Dolphin Figurine Of Wondrous Power was created by a water genasi mage.

Deities: Water genasi have no common racial deity. Those who live with a community of other aquatic creatures usually adopt the patron deity of their allies. Because water genasi clerics must choose deities who grant the Water domain, all water genasi clerics worship Auril, Deep Sashelas, Eldath, Isis, Istishia, Poseidon, Sebek, Silvanus, or Umberlee. Those who are not devout enough to be clerics still worship those deities or another water-themed deity such as Valkur.

Deep Sashelas, the elven god of waves and waters, is a natural choice for genasi who associate with aquatic elves. They often act as emissaries and messengers between colonies of aquatic elves and their landbound cousins. As the patron of water magic, he also has many arcane spellcasters worshiping him.

Rough waters and remote naval exploration are meat and bread to water genasi. Water genasi revering Valkur are welcomed by sea captains and respected by common sailors. Some lack a taste for adventure but love working with boats, and these make a living in coastal communities repairing ship damage below the water line.

Relations: Water genasi feel closest to their adopted race and indifferent to all others. Aquatic creatures and others who can naturally breathe water are treated less coolly (unless such a creature is a natural enemy of the genasi's adopted race, such as a sahuagin-raised genasi confronted by a triton). They hold no special animosity toward fiery creatures or fire genasi, and see a similarity between themselves and flying creatures, although they are quick to point out that natural fliers have to come to rest on land eventually while they and other sea creatures can live in the water indefinitely. They laugh at and ridicule aquaphobic creatures, and dwarves are frequently the target of their jokes and pranks (almost always involving a dunking).

Equipment: Water genasi who live in the water use items favored by other aquatic races – nets instead of pouches, stabbing weapons instead of slashing or bludgeoning, and so on. They have no need to drink while in the water, so they have little need to transport liquids except for potions, for which they use potion bladders.

Animals And Pets: Water genasi who live in the water prefer dolphins, octopi, sharks, and other aquatic animals as pets and animal companions. Those who live on the land and water prefer animals that can live in both environments, such as crocodiles, otters, and some snakes and birds.

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