Template
The Element-Touched Template (Genasi)
Template Cost: 11 to 13 RP (depending on Base Race vision)
Prerequisite: Any Humanoid base race with 10 RP or less.
History & Origins
The Elemental Planes are not passive backdrops — they press against the Prime Material at every seam. Where that boundary wears thin, mortal bloodlines can absorb raw elemental force over generations: at volcanic rifts, storm-lashed peaks, ocean trenches that plunge beyond light, or deep cavern networks threaded with living rock. More deliberately, unions between mortals and elemental genies seed that power into a family line where it may lie dormant for decades before erupting in a single child. An Element-Touched character carries both the gifts and the marks of one elemental heritage — fire in the veins, stone in the bones, wind in the lungs, or the deep cold of open water in the blood.
Creating an Element-Touched Character
Choose a Base Race and one Elemental Heritage (Fire, Earth, Air, or Water). You retain all racial traits of your base race except where the heritage overrides them.
1. Type (3 RP)
- Native Outsider: You gain the Outsider (Native) subtype.
2. Senses & Vision Discount (Variable RP)
- Standard Cost (2 RP): Base race has Normal Vision. You gain Darkvision 60 ft.
- Discounted Cost (1 RP): Base race has Low-Light Vision. You gain Darkvision 60 ft. The Low-Light Vision is superseded.
- Free (0 RP): Base race already has Darkvision. No additional benefit; template cost is reduced.
3. Elemental Heritage (8 RP — Choose One)
Your stats, defenses, and abilities are determined by your chosen element. All four heritage packages are priced equally at 8 RP.
Fire-Touched (Ifrit Heritage)
- Stats: +2 Dexterity, +2 Charisma.
- Defense: Fire Resistance 5.
- Magic: Burning Hands 1/day (CL equals character level).
- Skills: +1 racial bonus on Initiative; +2 racial bonus on Bluff; +2 racial bonus on Intimidate.
- Trait — Fire Affinity: When you select the Elemental (Fire) bloodline as a Sorcerer, your effective Charisma is treated as 2 higher for that bloodline’s arcana.
Earth-Touched (Oread Heritage)
- Stats: +2 Strength, +2 Wisdom.
- Defense: Acid Resistance 5; +1 Natural Armor bonus to AC.
- Magic: Magic Stone 1/day (CL equals character level).
- Skills: +2 racial bonus on Perception checks.
- Trait — Earth Affinity: When you select the Elemental (Earth) bloodline as a Sorcerer, your effective Charisma is treated as 2 higher for that bloodline’s arcana.
Air-Touched (Sylph Heritage)
- Stats: +2 Dexterity, +2 Intelligence.
- Defense: Electricity Resistance 5.
- Magic: Feather Fall 1/day (CL equals character level).
- Movement: Base speed increases by +5 ft.
- Skills: +2 racial bonus on Fly checks; +2 racial bonus on Perception checks.
- Trait — Air Affinity: When you select the Elemental (Air) bloodline as a Sorcerer, your effective Charisma is treated as 2 higher for that bloodline’s arcana.
Water-Touched (Undine Heritage)
- Stats: +2 Dexterity, +2 Wisdom.
- Defense: Cold Resistance 5.
- Magic: Hydraulic Push 1/day (CL equals character level).
- Movement: Swim Speed 30 ft; you gain the Amphibious subtype and can breathe both water and air.
- Skills: +2 racial bonus on Perception checks.
- Trait — Water Affinity: When you select the Elemental (Water) bloodline as a Sorcerer, your effective Charisma is treated as 2 higher for that bloodline’s arcana.
Sample Element-Touched Characters
The Obsidian Dwarf (Dwarven Earth-Touched)
Base: Dwarf (10 RP) + Template (11 RP — Free, Darkvision base) = 21 RP
- Ancestry: A dwarf infused with Oread or Shaitan blood from a deep-earth lineage.
- Total Stats: +2 Con, +2 Wis, –2 Cha (Base) + +2 Str, +2 Wis (Template) = +2 Str, +2 Con, +4 Wis, –2 Cha.
- Features: Darkvision, Slow & Steady, Stonecunning, Natural Armor +1, Acid Resist 5, Magic Stone 1/day, +2 Perception.
- Flavor: Skin like polished obsidian; hair like crystalline wire that scatters light in every direction. A resilient melee or divine caster with exceptional Wisdom.
The Storm-Kin (Elven Air-Touched)
Base: Elf (10 RP) + Template (12 RP — Discounted, Low-Light Vision base) = 22 RP
- Ancestry: An elf descended from a Djinni noble, or born in the eye of a planar storm during a moment of elemental convergence.
- Total Stats: +2 Dex, +2 Int, –2 Con (Base) + +2 Dex, +2 Int (Template) = +4 Dex, +4 Int, –2 Con.
- Features: Low-Light Vision upgrades to Darkvision 60 ft, Elven Immunities, Electricity Resist 5, Feather Fall 1/day, Speed 35 ft, +2 Fly, +2 Perception, Air Affinity.
- Flavor: Hair that stirs in an unfelt wind; eyes the shifting gray of stormclouds; voice carries a faint echo as if spoken in open sky. One of the strongest arcane caster or skirmisher platforms the template family produces.
The Tide-Born (Halfling Water-Touched)
Base: Halfling (9 RP) + Template (13 RP — Standard, Normal Vision base) = 22 RP
- Ancestry: A halfling descended from a Marid, or born near a river shrine during a planar tide — small in frame, vast in depth.
- Total Stats: +2 Dex, +2 Cha, –2 Str (Base) + +2 Dex, +2 Wis (Template) = +4 Dex, +2 Wis, +2 Cha, –2 Str.
- Features: Small size, Halfling Luck, Brave, Darkvision 60 ft, Cold Resist 5, Hydraulic Push 1/day, Swim Speed 30 ft, Amphibious, +2 Perception, Water Affinity.
- Flavor: Skin with a faint blue-gray cast, cool to the touch; hair that flows as though suspended in deep water even in open air; eyes the dark, clear color of the ocean floor. The Strength penalty is more than offset by +4 Dexterity — and Swim Speed with Cold Resistance opens niche utility no other small race in the template family can match.