Planar Races

Aasimar
Aasimars are defined by class levels—they do not possess racial Hit Dice. Aasimars have the following racial traits.

  • + 2 Charisma, + 2 Wisdom: Aasimars are insightful, confident, and personable.
  • Normal Speed: Aasimars have a base speed of 30 feet.
  • Darkvision: Aasimars can see in the dark up to 60 feet.
  • Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
  • Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equals the aasimar’s class level).
  • Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
  • Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Tiefling

Tieflings are defined by their class levels—they do not possess racial HD. They have the following racial traits.

  • +2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange.
  • Darkvision: Tieflings see in the dark up to 60 feet.
  • Skilled: Tieflings have a +2 racial bonus on Bluff and Stealth checks.
  • Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.
  • Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
  • Fiendish Sorcery: See above.
  • Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high Intelligence scores can choose any of the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc

FROM BEASTIARY 2

Oread / Earth Genasi

Oreads are defined by class levels—they do not possess racial Hit Dice. Oreads have the following racial traits.

  • +2 Strength, +2 Wisdom, –2 Charisma: Oreads are strong, solid, stable, and stoic.
  • Darkvision: Oreads can see in the dark up to 60 feet.
  • Spell-Like Ability: Magic stone 1/day (caster level equals the oread’s total Hit Dice).
  • Elemental Resistance: Oreads have acid resistance 5.
  • Elemental Affinity: Oread sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Earth domain cast their domain powers and spells at +1 caster level.
  • Languages: Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose any of the following bonus languages: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Undercommon.

Ifrit / Fire Genasi

Ifrits are defined by class levels—they do not possess racial Hit Dice. Ifrits have the following racial traits.

  • +2 Dexterity, +2 Charisma, –2 Wisdom: Ifrits are passionate and quick, but also impetuous and destructive.
  • Darkvision: Ifrits can see in the dark up to 60 feet.
    Spell-Like Ability: burning hands 1/day (caster level equals the ifrit’s total Hit Dice).
  • Elemental Resistance: Ifrits have fire resistance 5.
  • Elemental Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
  • Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose any of the following bonus languages: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.

Sylph / Air Genasi

Sylphs are defined by class levels—they do not possess racial Hit Dice. Sylphs have the following racial traits.

  • +2 Dexterity, +2 Intelligence, –2 Constitution: Sylphs are quick and insightful, but slight and delicate.
  • Darkvision: Sylphs can see in the dark up to 60 feet.
    Sylph Magic: Feather fall 1/day (caster level equals the sylph’s Hit Dice).
  • Elemental Resistance: Sylphs have electricity resistance 5.
  • Elemental Affinity: Sylph sorcerers with the Elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities. Sylph clerics with the Air domain cast their domain powers and spells at +1 caster level.
  • Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose any of the following bonus languages: Aquan, Dwarven, Elven, Gnome, Half ling, Ignan, and Terran.

Undine / Water Genasi

Undines are defined by class levels—they do not possess racial Hit Dice. Undines have the following racial traits.

  • +2 Dexterity, +2 Wisdom, –2 Strength: Undines are both perceptive and agile, but tend to adapt rather than match force with force.
  • Speed: Undines have a swim speed of 30 feet.
  • Darkvision: Undines can see in the dark up to 60 feet.
  • Spell-Like Abilities: Hydraulic push 1/day. (Caster level equals the undine’s total Hit Dice.)
  • Elemental Resistance: Undines have cold resistance 5.
  • * Elemental Affinity:* Undine sorcerers with the Elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities. Undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.
  • Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose any of the following bonus languages: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

Unfinished Conversions

Zenythri:
Strength +2, Dexterity +2, Wisdom +2, Charisma -2.
Electricity, Fire, and Sonic resistance 5.
Zenythri can cast True Strike as a Spell-like Ability, with a caster level equal to their character level.
Zenythri gain a +2 bonus to Balance and Survival checks.

Tuladhara:
+2 Con, +2 Wis.
Low-light vision.
Acid, Electricity, Sonic Resistance 5.
Magic Circle Against Alignment (Sp): Tuladhara can use Magic Circle Against Chaos/Good/Evil/Law once perday with a caster level equal to their character level.
+2 Racial bonus to Diplomacy and Sense Motive checks.

Chaond:
+2 Dex, +2 Con.
Acid, Cold and Sonic Resistance 5.
Shatter (Sp): Chaonds can use shatter once per day with a caster level equal to their character level.
+2 Racial bonus on Escape Artist and Tumble checks.

Positive Genasi (Positai):
+2 Charisma, -2 Wisdom
-2 on saves versus negative energy or necromancy effects
Fast Healing 1 (Su).
Immunity to death by positive energy (popping).
Hands of Light (Sp): Positive Genasi can channel positive energy as a cleric of half their character level, minimum 1
+1 on saves versus Light Effects. This bonus increase by +1 every five class levels.

Negative Genasi (Negatai):
+2 intelligence, +2 wisdom, -2 constitution
Darkvision 60 feet.
-2 on saves versus positive energy or light effects.
Tomb-Tainted Soul (Ex): Negative Genasi are healed by negative energy and harmed by positive energy as
though they were undead creatures. They gain no other benefits of the undead type.
+1 on saves versus necromancy effects and ability damage or drain effects. This bonus increases by one every five character leevls.
Vampiric Touch (Sp): Negative Genasi can use Vampiric Touch once per day with a caster level equal to their
character level.

Radiance Genasi:
+2 Charisma, +2 Intelligence, -2 constitution
Fire Resistance 5
+1 on saving throws against all spells and effects with the [Light] and [Fire] subtypes. This increases by +1 every five character levels.
Color Spray (Sp): Radiance Genasi can use Color Spray once per day with a caster level equal to their character
level.
Radiate (Su): A Radiance Genasi constantly radiates light equal to that of a Daylight spell. This can be suppressed with a spell of the [Darkness] subtype of third level or higher but reactivates within one hour.

Ash Genasi:
+2 constitution, +2 wisdom, -2 charisma
Darkvision 60 feet.
+1 on saving throws versus spells and effects of the [Fire] and [Cold] subtypes. This increases by +1 every five character levels.
Coldfire [Complete Arcane] (Sp):Ash Genasi can use Coldfire once per day with a caster level equal to theircharacter level.
Heat Sustenance (Su):Ash Genasi do not to eat or drink, subsisting purely on ambient heat. They do need to breathe, however.

Ice Genasi:
+2 Strength
[Cold] Subtype: Immunity to Cold and +50% damage from Fire.
Ice Blast [Complete Arcane] (Sp): Ice Genasi can use Ice Blast once per day with a caster level equal to their character level.
Aura of Cold (Su): The temperature of everything within five feet of an Ice Genasi is reduced by 10 degrees every round, to a minimum of 30 degrees (Fahrenheit). This ability may be suppressed or resumed as a standard action

Salt Genasi:
+2 strength, +2 wisdom, -2 dexterity
Darkvision 60 feet.
Water Breathing (Ex): Salt Genasi may breathe in water, including extremely salty or dirty water.
Desiccating Bubble [Spell Compendium] (Sp): Salt Genasi may use Desiccating Bubble once per day with a caster level equal to their character level.
Waterless (Ex): Salt Genasi have no need to drink and are immune to dehydration effects.

Lightning Genasi:
+2 Charisma, +2 Dexterity, -2 wisdom
Immunity to spells or effects with the [Electricity] subtype.
+1 on saving throws versus spells and effects of the [Electricity] subtype. This increases by +1 every five character levels.
-2 on saves versus spells or effects with the [Earth] subtype or from spells or effects originating from creatures with the [Earth] subtype.
Lightning Movements (Su): Lightning Genasi get a +2 bonus to CMB checks,to grapple and automatically deal 1d4 points of electricity to damage each round to creature they are in a grapple with.
Shocking Grasp (Sp): Lightning Genasi may use Shocking Grasp once per day with a caster level equal to their character level.

Void Genasi:
+2 constitution, +2 charisma, -2 dexterity, -2 wisdom
Darkvision 60 feet.
In tune with the Void (Ex): Void Genasi don’t need to eat, drink, or breathe.
Immune to spells or effects of the [Air] subtype.
Silence (Sp): Void Genasi may use Silence once per day with a caster level equal to their character level.

Mineral Genasi:
+2 Strength, +2 Charisma, -2 Dexterity, -2 Wisdom
Darkvision 60 Feet.
+2 Natural Armor
+1 saving throw versus spells or effects of the [Earth] subtype. This bonus increases by 1 for every five character levels.
Petrification Immunity (Ex): Mineral Genasi are immune to being turned to stone.
Stone Shape (Sp): Mineral Genasi may use Stone Shape once per day with a caster level equal to their character level.

Dust Genasi:
+2 intelligence, +2 dexterity, -2 strength.
Low-light vision.
+1 saving throw versus spells or effects of the [Earth] subtype. This bonus increases by 1 for every five character levels.
Immunity to Disintegration (Ex): Dust Genasi are immune to the Disintegration spell and anything that would disintegrate them – with the exception of a Sphere of Annihilation.
Soften Earth and Stone (Sp): Dust Genasi may use Soften Earth and Stone once per day with a caster level equal to their character level.

Magma Genasi:
+2 Intelligence, +2 Strength, -2 Wisdom.
Darkvision 60 feet.
+1 Bonus on saving throws versus spells and effects of the Fire and Earth subtype. This bonus increases by +1 every five character levels.
Magma Born (Ex): Magma Genasi can survive and even swim in (but can’t breath) non-magical magma and lava indefinitely.
Heat Metal (Sp.): Magma Genasi can cast Heat Metal once per day with a caster level equal to their character level.

Steam Genasi:
+2 Dexterity, +2 Constitution, -2 Wisdom.
Low-light Vision.
+1 saving throw bonus against all spells and effects of the Water and Fire subtype. This bonus increases by +1 every five character levels.
Fog Sight (Ex): Steam Genasi can see up to 120 feet through non-magical water vapor (fog, clouds, etc.).
Cloud Walking (Su): Steam Genasi can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will (This is identical to the Silver Dragon ability with the same name).
Obscuring Mist (Sp): Steam Genasi can use Obscuring Mist once per day with a caster level equal to their character level.

Ooze Genasi:
+2 Constitution.
Darkvision 60 feet.
+1 racial bonus to saves against spells and affects of the [Earth] and [Water] subtypes. This bonus increases by +1 every five levels.
Grease (Sp): Ooze Genasi can use grease once per day with a caster level equal to their character level.
Mud Breathing (Ex): Ooze Genasi can breathe in mud as if it were air.
Blindsense (Ex): Ooze Genasi have Blindsense 20 feet.

Smoke Genasi:
+2 Dexterity, -2 Strength.
Low-light Vision.
+1 racial bonus to saving throws against spells and effects of the [Fire] and [Air] subtypes. This bonus increases by +1 every five levels.
Smog Breather (Ex): Smoke Genasi can breath smoke and heavily polluted air with no adverse effects, and are immune to magical vapor effects (Stinking Cloud, Cloudkill, etc).
Feather Fall (Sp): Smoke Genasi can cast Feather Fall once per day with a caster level equal to their character level.

Planar Races

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