Kismet's Dungeons and Dragons
 

KISMET'S RACIAL TEMPLATES

Kismet's Genasi Templates

      The genasi templates below may be applied to any corporeal creature with an Intelligence score of 4 or higher (referred to hereafter as the “base creature”). The base creature is considered a native outsider. It uses all of the creature’s normal statistics except as noted below.

      Genasi cast their spell-like abilities as sorcerers of their class level.

      For in-depth information about the genasi's physical descriptions and more, please see the Forgotten Realms Campaign book and/or Races of Faerun.

Air Genasi

+2 Dexterity, +2 Intelligence, -2 Wisdom
Electricity Resistance 10
Spell-Like Abilities: Levitate once per day
+10 to base speed of creature
+2 Balance, +2 Tumble
Darkvision
Cannot serve gods of earth
Level Adjustment +1

Fire Genasi

+2 Dexterity, +2 Charisma, -2 Intelligence
Fire Resistance 10
Spell-Like Abilities: Produce Flame once per day
Ignite (Ex): Create a spark at will. If the spark is being created on a target or a target’s carried belongings, the target can make a Will save to resist (roll Will also for any carried belongings).
+2 Craft (for those that involve the use of fire), +2 Intimidate
Darkvision
Cannot serve gods of water
Level Adjustment +1

Earth Genasi

+2 Strength, +2 Constitution, -2 Dexterity
Acid Resistance 10
Spell-Like Abilities: Bull’s Strength once per day
Burrow (Ex): the character can burrow through 5 feet of loose or packed earth a round
Stonecunning (as per the dwarven ability)
Darkvision
Cannot serve gods of air
Level Adjustment +1

Water Genasi

+2 Dexterity, +2 Wisdom, -2 Constitution
Cold Resistance 10
Spell-Like Abilities: Water Breathing once per day
Swim speed of 30 feet
+2 Swim, +2 Tumble
Darkvision
Cannot serve gods of fire
Level Adjustment +1

Kismet's Dragonblooded Templates

      Dragons are amongst the greatest creatures to roam the planes and they have spread their power across countless species. The Dragonblooded are descended from half-dragons, and though they may not know it there is more power in them than meets the eye. What may seem like a normal human may have a fire running through their veins that comes down from the dawn of time, when their grand, scaled ancestors ruled with fang and claw.

      The Dragonblooded templates below may be applied to any corporeal creature (referred to hereafter as the “base creature”). The creature’s type changes to “dragon.” It uses all of the creature’s normal statistics except as noted below.

      Most Dragonblooded types receive adjustments to their stats as follows: +2 Strength, +2 Intelligence, -2 Dexterity. Green and Brown Dragonblooded do not receive these adjustments, however; their omission is intended.

      All Dragonblooded receive Intimidate as a class skill to reflect the natural predatory instincts that have been passed down to them.

      Dragonblooded cast their spell-like abilities as sorcerers of their class level. The spell DC for a Dragonblooded’s spell-like abilities are 10 + 1/2 character level + Charisma modifier. 

Amethyst Dragonblooded
+2 Strength, +2 Intelligence, -2 Dexterity
+10 on saves versus poison
Spell-Like Abilities: Invisibility or Levitation once per day
+2 Diplomacy, +2 Sense Motive
Darkvision
Level Adjustment +1
Fang Dragonblooded
+2 Strength, +2 Intelligence, -2 Dexterity
+10 to saves versus ability drain effects
Spell-Like Abilities: Shield twice per day or Detect Magic four times a day
+2 Bluff, +2 to Speak Languages
Darkvision
Level Adjustment +1
Black Dragonblooded
+2 Strength, +2 Intelligence, -2 Dexterity
Acid Resistance 10
Spell-Like Abilities: Corrupt Water* (1 foot per level) or Charm Reptile (as Animal Friendship, but only works on reptiles) once a day
+2 Swim, +2 Handle Animal (reptiles only)
Darkvision
Level Adjustment +1
Gold Dragonblooded
+2 Strength, +2 Intelligence, -2 Dexterity
Fire Resistance 10
Spell-Like Abilities: Detect Gems or Bless twice a day
+2 Jump, +2 Balance
Darkvision
Level Adjustment +1
Blue Dragonblooded
+2 Strength, +2 Intelligence, -2 Dexterity
Electricity Resistance 10
Spell-Like Abilities: Sound Imitation* or Ventriloquism twice a day
+2 Bluff, +2 Diplomacy
Darkvision
Level Adjustment +1
Green Dragonblooded
Acid Resistance 10
Spell-Like Abilities: Plant Growth or Suggestion once a day
+2 Bluff, +2 Intimidate
Darkvision
Level Adjustment +1
Brass Dragonblooded
+2 Strength, +2 Intelligence, -2 Dexterity
Fire Resistance 10
Spell-Like Abilities: Speak with Animals or Endure Elements twice a day
+2 Diplomacy, +2 Sense Motive
Darkvision
Level Adjustment +1
Red Dragonblooded
+2 Strength, +2 Intelligence, -2 Dexterity
Fire Resistance 10
Spell-Like Abilities: Locate Object or Produce Flame once a day
+2 Intimidate, +2 Jump
Darkvision
Level Adjustment +1
Bronze Dragonblooded
+2 Strength, +2 Intelligence, -2 Dexterity
Electricity Resistance 10
Spell-Like Abilities: Speak with Animals or Detect Thoughts once a day
+2 Spot, +2 Swim
Darkvision
Level Adjustment +1  
Sapphire Dragonblooded
+2 Strength, +2 Intelligence, -2 Dexterity
Electricity Resistance 10
Spell-Like Abilities: Spider Climb or Soften Earth and Stone twice a day
+2 to two Knowledge skills
Darkvision
Level Adjustment +1
Brown Dragonblooded
Acid Resistance 10
Tremorsense* (Ex) 2 feet per level, permanently
Darkvision
Level Adjustment +1  
Silver Dragonblooded
+2 Strength, +2 Intelligence, -2 Dexterity
Cold Resistance 10
Spell-Like Abilities: Feather Fall or Change Self twice a day
+2 Jump, +2 Diplomacy
Darkvision
Level Adjustment +1
Copper Dragonblooded
+2 Strength, +2 Intelligence, -2 Dexterity
Acid Resistance 10
Spell-Like Abilities: Spider Climb or Soften Earth and Stone twice a day
+2 Climb, +2 Jump
Darkvision
Level Adjustment +1
Shadow Dragonblooded
+2 Strength, +2 Intelligence, -2 Dexterity
+10 to saves versus energy drain effects
Spell-Like Abilities: Mirror Image once a day or Obscuring Mist twice a day
+2 Hide, +2 Move Silently
Darkvision
Level Adjustment +1
Crystal Dragonblooded
+2 Strength, +2 Intelligence, -2 Dexterity
Cold Resistance 10
Spell-Like Abilities: Color Spray twice a day or Light four times a day
+2 Diplomacy, +2 Sense Motive
Darkvision
Level Adjustment +1  
Song Dragonblooded
+2 Strength, +2 Intelligence, -2 Dexterity
Electricity Resistance 10
Spell-Like Abilities: Light four times a day or Feather Fall twice a day
+2 Bluff, +2 Diplomacy
Darkvision
Level Adjustment +1
Deep Dragonblooded
+2 Strength, +2 Intelligence, -2 Dexterity
Cold Resistance 10
Spell-Like Abilities: Change Self twice per day or Detect Magic four times a day
+2 Move Silently, +2 Bluff
Darkvision
Level Adjustment +1
Topaz Dragonblooded
+2 Strength, +2 Intelligence, -2 Dexterity
Cold Resistance 10
Spell-Like Abilities: Feather Fall or Obscuring Mist twice a day
+2 Bluff, +2 Intimidate
Darkvision
Level Adjustment +1
Emerald Dragonblooded
+2 Strength, +2 Intelligence, -2 Dexterity
Sonic Resistance 10
Shield of Prudence (Sp): once per day, the character may choose to evoke an insight bonus to AC at +1 every other level (maximum +6).  The bonus lasts for 1 hour per every five levels.
+2 Gather Information, +2 Bluff
Darkvision
Level Adjustment +1      
White Dragonblooded
+2 Strength, +2 Intelligence, -2 Dexterity
Cold Resistance 10
Spell-Like Abilities: Icewalking (as per Spider Climb but works only on ice) or Fog Cloud once a day
+2 Balance, +2 Wilderness Lore (cold-based)
Darkvision
Level Adjustment +1
                                                      

* Note: These abilities work like those listed under the appropriate dragon description except for the values listed above. For example: A blue dragon’s sound imitation ability mimics sound. It works at will, and the save is based on the dragon’s frightful presence rating. The blue Dragonblooded’s ability also imitates sounds, but may only be used twice a day and uses the standard save for a Dragonblooded’s spell-like abilities (10 + 1/2 character level + Charisma modifier).

Dragonblooded Feats

Breath Weapon [General]
Prerequisites: Dragonblooded
Benefit: The character gains the use of a breath weapon, based on the breath weapon of the Dragonblooded type.

Amethyst: A line of concussive force (sonic)
Black: A line of acid
Blue: A line of lightning
Brass: A line of fire
Bronze: A line of lightning
Brown: A line of acid
Copper: A line of acid
Crystal: A cone of brilliant light
Deep: A cone of acid
Emerald: A cone of sonic force
Gold: A cone of fire
Green: A cone of acid
Red: A cone of fire
Sapphire: A cone of sonic force
Silver: A cone of cold
Song: A cone of lightning
Topaz: A cone of dehydration
White: A cone of cold
Fang: A cone of enfeeblement. This ability can be used once per day for –1d6 to Strength.
Shadow: A cone of enfeeblement. This ability can be used once per day for –1d6 to Strength.

The breath weapons listed above can be used three times a day for 1d8 damage per attempt, or once a day for 1d4 damage per level. A Dragonblooded line is 30 ft. long, 5 feet high, and 5 feet wide. A Dragonblooded cone breath weapon is 15 ft. long, 15 feet high, and 15 feet wide. The save versus a Dragonblooded’s breath weapon is 10 + Charisma modifier + 1/2 CL.

Dragon Fear [General]
Prerequisites: Half-dragons, Dragonblooded with at least one other Dragonblooded feat, Intimidate 12 ranks
Benefit: The character begins to manifest the dragon’s legendary fearful presence, sending friend and foe alike fleeing when they attack, charge, or fly overhead. Creatures within a radius of 10 feet x character level are subject to the fear if they have fewer hit die than the character. Potentially affected creatures must make a Will save (10 + ½ character level + Charisma modifier). Those that succeed are immune to the dragon fear for one day. Of those that fail, creatures with 4 or fewer HD are panicked for 4d6 rounds, and those with 5 or more HD are shaken for 4d6 rounds. Characters with this feat gain a bonus equal to ½ their character level to resist the fear effects of dragons, half-dragons, and other Dragonblooded.

Dragon Wings [General]
Prerequisites: Dragonblooded, base Fortitude, Reflex, and Will saves +2, and one other Dragonblooded feat
Benefit: The blood of the dragon still runs strong in the character. They are able to grow wings that are smaller versions of dragon wings, allowing the character to fly at their land speed with average maneuverability. A medium or heavy load that affects land speed affects flying speed proportionately.

Dragon Years [General]
Prerequisites: Dragonblooded
Benefit: The character ages at a slower rate than normal, carrying on the tradition of strength and longevity passed down through their dragon ancestry. The character doubles the years available in each aging effects category (page 109, table 6-5 in the Player’s Handbook).

Expanded Breath Weapon [General]
Prerequisites: Dragonblooded, Breath Weapon
Benefit: The character’s breath weapon is able to affect a larger area. A line breath weapon becomes 40 feet long. A cone breath weapon becomes 20 feet long, 20 feet wide, and 20 feet high.

Fang and Claw [General]
Prerequisite: Dragonblooded
Benefit: The Dragonblooded gains bite and claw attack forms. These attacks do damage as appropriate to the character’s size (see the Dragon Attacks chart in the Monster Manual).
Special: Most strangers will not be comfortable around a person who has noticeable fangs and claws. Dragons strike fear wherever they roam, and lizardfolk do not have nicest reputation. The more closeted a community is from exotic-looking people and half-breed characters, the more likely it is that the character will receive a negative penalty (–1 to –5) on social skill rolls. The character can avoid the negative penalty if they take care to conceal their claws. They can also make a Disguise check to downplay their fangs (DC 15 to 20).

Scales [General]
Prerequisites: Dragonblooded
Benefit: Your body sprouts scales that are the color of the dragon type from which you are descended. These scales cover the belly and back but begin to thin out heading toward the legs and arms. There may be some scales around the neck but very rarely do they appear on the face. The scales provide a natural armor bonus of +2.
Special: Most strangers will not be comfortable around a person who has scales. Dragons strike fear wherever they roam, and lizardfolk do not have nicest reputation. The more closeted a community is from exotic-looking people and half-breed characters, the more likely it is that the character will receive a negative penalty (–1 to –5) on social skill rolls. The character can avoid the negative penalty if they take care to cover the parts of their body on which the scales have occurred. They can also make a Disguise check to cover up scales in key areas like the face (DC 15 to 20).

Other Applicable Feats & Where to Find Them

Races of Faerun Feats
Elemental Bloodline (genasi)
Healing Flames (fire genasi)
Improved Energy Resistance (genasi & Dragonblooded)
Improved Flight (air genasi, Dragonblooded with the Dragon Wings feat)
Improved Levitation (air genasi)
Lightless Eyes (genasi & Dragonblooded)
Light to Daylight (crystal and song Dragonblooded)

Book of Vile Darkness Feats
Boost Spell-Like Ability (genasi & Dragonblooded)
Empower Spell-Like Ability (genasi & Dragonblooded)
Quicken Spell-Like Ability (genasi & Dragonblooded)

Genasi Rationale

      I have always liked the idea of the genasi and their various descriptions, but I have always been a bit disappointed in their mechanical construction. They didn't seem to be worth the level adjustment, especially when compared to the aasimar and the tiefling. I decided to try my own hand at it to see if I could come up with a version that pleased me. I came up with what you see here. 

      I based them on the half-elemental template and made my templates for any corporeal creature with an Intelligence score of 4 or more. I figured that half-elementals themselves have the same qualification, so why would their descendants be human-only (which is what the genasi in the books are)? I also figured that the gifts of elemental blood would be fairly predictable in most respects across the races (thus a dwarven earth genasi would have the same bonuses as a human earth genasi).

Dragonblooded Rationale

      I know that a lot of people complain about all of the races and templates that have been published, and I understand that it may seem like overkill. But there is often a rational progression showing what happens when greater races mix with lesser races. For example: fey + nonfey ---> half-fey + nonfey ---> feytouched. The blood is diluted the further down the family tree it goes, but there are still some noticeable benefits. I tracked down all of the races set up in such a fashion and realized that something was missing: those with dragon blood a step below the half-dragon.

      It made sense to me that dragon blood should progress at least one more step before being dispersed completely. Dragons are legendary in their power the way that fey, celestials, and demonic creatures are. They are also known for being longer lived than elves, and we know what comes with long life, don't we? Boredom. Do we know what happens when folks get bored? Idle hands are not said to be the devil's playground simply because they are used for crime; sex is often the result of ennui and aimless curiosity. What's more, some dragons are granted the natural ability to change their shape, and all dragons given time develop the ability to cast spells. Dragons have all that they need to copulate with anything they want.

      To continue with my line of thought, I consulted the Book of Erotic Fantasy (which I have reviewed elsewhere on this site). The book contains a handy chart on page 50 regarding interspecies crossbreeding, and whether various combinations are possible. The chart shows where different types of creatures are limited: celestials cannot breed with demons, for example, except through magic or the will of a god. Some species simply cannot make offspring with others. Every other species listed on the chart has at least one such limitation, but dragons have none. They are noted for their ability to produce offspring across species.

      Since it seemed reasonable and good to me, I set out to complete the dragon progression: dragon + nondragon ---> half-dragon + nondragon ---> Dragonblooded. I wanted to make something dragon-related that players would actually be able to play; i.e., something with a low level adjustment and useful abilities. To keep the feel of dragons, I turned to the details of the dragons themselves. I used the Monster Manual I & II and the Monsters of Faerun and came up with what I felt was a suitable formula. I based the abilities of the Dragonblooded on the various dragon types, taking directly where I could and taking inspiration for choices where I felt the dragon's abilities were too unbalancing for a +1 level adjustment. The chart above, with all of its selections, shows the result of my labor.

      The last touches on the Dragonblooded were their feats. I began to play a silver Dragonblooded character and when it came time to take feats, my boyfriend suggested I should be able to take a small breath weapon as a feat - which of course led me to all sorts of ideas. I made a limited selection of feats based on the greater abilities of dragons, and I also looked up feats that would work for genasi or Dragonblooded characters. These are all listed above.

 
   
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