Asura
The asura make their way through the world as the representative of their genie-parent. They are expected to take on tasks, make deals, and ensure that they bring wealth and honor to their parent.
From an early age, an asura is reminded that they owe their very existence to their genie-parent and that all others are merely servants, or slaves, to further the genie's goals. Their humanoid parent is largely unknown to them, and they are taught that their humanoid heritage is a curse.
Asuras know that the blood that flows through them is the blood of noble genies, and avoid mentioning anything else of their heritage. Asura are expected to accurately recall their family lineage spanning back thousands of years, though only on the genie's side.
Born to Lead
Asuras can often be found in charge of temples to primordials, the heads of businesses, and the leaders of governments. They typically bristle when forced to follow orders, knowing that because of their bloodline, they deserve to lead.
Genie-Parents
Dao Bloodline
One of the most extravagent of the genie, the dao are interested in riches and wealth, often sending their asura to lead business ventures into the material plane. The dao are interested in the finest of slaves, and often dispose of unremarkable asura in their various gem mines on their plane, toiling under constant lashings until death takes them.
Asuras that prove themselves to be exceptional at business, trade or some other means of making money are highly rewarded and trusted with more power. Asura of this bloodline have grown used to the splendor of jewelry and are critical of fashion and beauty.
Djinni Bloodline
One of the kinder genie-parents an asura can ask for, these beings are renown for their nice treatment of servants, often showering them with gifts or praise. The asura who travel from this plane do so for a variety of reasons, from pushing the worship of Vento to buying or selling succulent fruits.
An asura that betrays the trust of their parent as despised, and often the djinni vow vengeance on any who would work against them. Djinni and their asuras are known for their kindness but are also known for their grudges that can outlast the multiverse.
Efreeti Bloodline
Cruel parents create cruel children, and the asura who come from the efreeti are no different. Efreeti send their children into the various planes in order to capture slaves for the slave-markets for the City of Brass and many are often bandit leaders or crime lords.
An efreeti shows little gratitude to an asura that does well. An asura is only a tool to be used and disposed of.
Marid Bloodline
Pretentious and stuck up is the general consensus of the marid-asura, probably due to the fact that most marids think of themselves as far more important than they are. Due to the marid's dislike of dealing with anyone that isn't a marid, asura are rare in the plane, often finding the world out side the Plane of Water to be more welcoming.
An asura sent on a mission to the material plane is there to spread the word of their genie-parent and their noble heritage. These asuras are always full of great tales about their parents and victories against the other genies.
Janni Bloodline
Of all the genie, the Janni are the most likely to allow their children to know their non-genie parent. Since they reside on the material plane almost exclusively, only making short expeditions into the planes, many of the other genie think they are soft. It is true that they are the weakest of their kind, but it is not an insult one should ever levy at them.
An asura dispatched by their parent is often doing so to seek out a new oasis, find allies for a great task, or simply because the asura is interested in teh world around them.
Physical Description
Asura often have dark skin that is lightly tinged by the coloring of their genie-parent, making them difficult to spot at a glance. The most striking aspect of them is that their eyes have no whites but rather the brilliant color of their element. You have a taller and stronger build than that of a typical human.
1st level
Breath Control FEAT 1
Your connection to the elements grants you better control over the air in your lungs. You gain the Breath Control general feat as a bonus feat. When you roll a success on a Fortitude saving throw related to breathing, you get a critical success instead.
Elemental Connection FEAT 1
Your connection to the elemental planes strengthens your control over the elements. Your spells and alchemical items that deal a type of damage based on your bloodline gain a status bonus to damage equal to half the spell's level or one-quarter the item's level (minimum 1).
The type of damage is determined by your heritage; Dao gain this bonus for acid damage, Djinni gain this bonus for electricity damage, Efreeti gain this bonus for fire damage, and Marid gain this bonus for cold damage.
Special The Janni heritage can only pick one element, but can pick this feat more than once, choosing a different element each time they gain this feat.
Elemental Eyes FEAT 1
You can see in the darkness as easily as your genie parents. You gain darkvision.
Special You can select this feat only at 1st level, and you can’t retrain into or out of this feat.
Elemental Strike Feat 1
Your connection to the elements allows you to summon them to your aid. Your fist unarmed attacks no longer have the nonlethal trait and gain the versatile weapon trait. When you make an attack with your fist, you can choose one of the following damage types instead of dealing bludgeoning damage based on your heritage: Dao acid, Marid cold, Djinni electricity, Efreeti fire. The attack gains the trait appropriate to the damage it deals.
Special The Janni heritage gets access to acid, cold, electricity, and fire.
Fire Control
Feat 1
Your connection to fire allows you to instinctively command it at the very last moment. You can reroll the triggering attack roll and use the better result.
Genie Lore FEAT 1
You've studied the genie and their kind, learning about their dealings and history in the planes. You gain the trained proficiency rank in Diplomacy and Society. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Genie Lore.
Genie Magic FEAT 1
Your genie-parent has granted you an arcane innate spell. Choose one cantrip from the arcane spell list. You can cast this spell as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. Most genie's grant access to spells of their element.
Genie Weapon Familiarity FEAT 1
You've trained with weapons used by your genie ancestors. You are trained with falchions, ranseurs, scimitars, and tridents. In addition, you gain access to all uncommon geniekin weapons. For the purpose of determining your proficiency, martial geniekin weapons are simple weapons and advanced geniekin weapons are martial weapons.
Quick Tongue FEAT 1
Your genie-parent made sure that you understood the value of phrasing and white lies. You gain a +1 circumstance bonus to Deception checks to Lie.
Tempered by the Elements Feat 1
You are used to the harsh elements of your home plane and are prepared for the worst. You gain a +1 circumstance bonus to saves against effects based on your heritage; Dao earth, Djinni air, Efreeti fire, Marid water. If you roll a success on a save against the effect, you get a critical success instead.
Special The Janni heritage can only pick one element, but can pick this feat more than once, choosing a different element each time they gain this feat.
Trained Eye FEAT 1
You have been taught over and over how to make money wherever you are. You gain the Bargain Hunter feat, even if you don't meet the prerequisites. You gain a +1 circumstance bonus to Make an Impression on a merchant.
Wind Blown FEAT 1
The wind propels and pushes you forward. Your Speed increases by 5 feet.
5th level
Cultural Adaptability FEAT 5
You have been trained by your genie-parent to blend into the culture of whatever world you have been sent to. You gain the Adopted Ancestry general feat, and you also gain one 1st-level ancestry feat from the ancestry you chose for the Adopted Ancestry feat.
Determinate Stone feat 5
Some might call you dull, but in reality, you are stubborn as stone and rarely change your mind once it's made up. You gain a +1 circumstance bonus to Will saving throws against mental effects. If you roll a success on your saving throw against a mental effect that would make you controlled, you get a critical success instead.
Genie Weapon Flourish FEAT 5
Whenever you critically hit using a falchion, ranseur, scimitar, trident, or a geniekin weapon, you apply the weapon's critical specialization effect.
Swift Swimmer FEAT 5
The Plane of Water has close ties to you. Your swim Speed increases to 25 feet.
Word of Caution FEAT 5
You can reach out to your genie-parent, beseeching them for aid or their tutelage. You can cast 2nd-level augury as an innate divine spell once per day. In addition, the secret DC flat check is decreased to 4, instead of the usual 6.
9th level
Djinni's Flight FEAT 9
Your connection to the Plane of Air has gifted you with the ability to control the wind, for a limited amount of time. You can cast 4th-level fly on yourself as an innate arcane spell once per day.
Elemental Adept FEAT 9
Your connection with the elements continues to strengthen. You gain resist energy and summon elemental as 2nd-level arcane innate spells. You can cast each of these arcane innate spells once per day.
Elemental Respite Feat 9
You coat yourself with the element of your heritage, reigniting your connection to the plane. If you rest while covered in your element for 10 minutes, you regain Hit Points equal to your Constitution modifier × half your level.
Special The Janni heritage must alternate between the four different elements each time they rest in this manner.
13th level
Elemental Form
FEAT 13
Once per day you can transform into an elemental of your heritage; Dao earth, Djinni air, Efreeti fire, Marid water. You gain the effects of a 5th-level elemental form, except you always transform into your element.
Special Janni heritage can pick air, earth, fire, or water when they transform.
Genie Weapon Expertise FEAT 13
Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in falchions, ranseurs, scimitars, tridents, and all geniekin weapons in which you are trained.
Limited Wish
FEAT 13
Beseeching your genie-parent, you utter your desires. A limited wish can produce any one of the following effects. A spell chosen must be able to be casted in 3 actions or less.
- Duplicate any arcane spell of 4th level or lower.
- Duplicate any non-arcane spell of 2nd level or lower.
- Produce any effect whose power level is in line with the above effects.
If the effect desired requires a focus, you must provide it.
17th level
Elemental Protector FEAT 17
You impose your will on the elements, dampening their force. Once per day, you can cast energy aegis as a 7th-level arcane innate spell.
Greater Wish FEAT 17
When you use your Limited Wish, you can produce any one of the following effects. You follow all other restrictions.
- Duplicate any arcane spell of 5th level or lower.
- Duplicate any non-arcane spell of 3rd level or lower.
Version 1.1 of Asura Ancestry
Created by VaranSL