PLANESCAPE

Ooze Genasi


"The...er...noble beauty of a...uh...a pig wallow.
The melodious <smirk> sound of a...a boot splorching
<snicker> through the mud after...after...BWAHAHAHA"
--Excerpt from the last performance of Gerald the Straight-faced Bard, held at the Great Silt Palace, on the Para-Elemental Plane of Ooze.

        As one might guess, bashers from the Para-Elemental Plane of Ooze have a hard time getting respect from the rest of the Multiverse. After all, the other Inner Planes have something going for 'em, from the burning majesty of the Plane of Fire to the immeasurable wealth of the Quasi-Elemental Plane of Mineral to the bitter cold of the Para-Elemental Plane of Ice. Whether it's due to the beauty, the power, the riches or the deadliness of the particular plane, the other Inner Planes inspire respect.

        On the other hand, there's nothing particularly inspiring about Ooze. And Dwellers of the Mud (as they call themselves) get this repeatedly drummed into their heads from the moment they step off the Para-Elemental Plane of Ooze. While some Ooze Genasi develop a crushing inferiority complex from all this lack of respect, most Ooze Genasi react in the following ways:

        First, they become over-confident overachievers. They push themselves to the limit, and more, just to prove their worth. For Ooze Genasi with the skill to back it up, this can often be a boon. Many Ooze Genasi have skyrocketed to fame and fortune due to their "I can do it if I just try hard enough" attitude. For Ooze Genasi less able to put their jink where their bone-box is, this over-confidence can have sometimes humorous, sometimes deadly, results. While an Ooze Genasi would (almost) never be over-confident enough to do something obviously stupid like trying to best a Titan in a wrestling contest, it's not unheard of for an Ooze Genasi to imagine themselves the equal of a Pit Fiend or an Arcanoloth when it comes to understanding binding contracts and the loopholes therein. The results of such folly are predictable.

        Secondly, they try to hold up mud, ooze, muck, and so forth as equally worthy of respect and admiration as the other elements (and para- and quasi-elements). They're constantly trying to find new ways to inspire folks with mud. From artistic creations made of mud to cosmetic mud-baths to weapons that sling mud, almost all Ooze Genasi strive to increase the respect accorded their native element. So far, the results have been less than impressive. But the Ooze Genasi keep trying.

        Ooze Genasi paladins (called Silt Knights) occur when an Ooze Genasi (in typical Ooze Genasi fashion) decides that he or she will be the sworn protector of a particular town (prime or planar), region (prime or planar) or realm. (Ooze Genasi are nothing if not big thinkers.) In adopting this town, region, or realm, the Ooze Genasi swears to defend it from evil at all costs. A Silt Knight might adopt the gate town of Tradegate, for instance, or the Great Glacier of Toril. They're free to leave their designated area at any time (to visit relatives, for instance), and can even adventure away from their designated area. But if the area under protection should somehow get destroyed during the paladin's absence, the paladin immediately (and irrevocably) loses all paladin status, and becomes a fighter of the same level.

        The skin of an Ooze Genasi always has the color of mud, and sometimes even seems to drip (although this is just an optical illusion). They also usually have the faint aroma of moist earth about them.



Racial Traits:

  • +2 Constitution, -2 Wisdom: Ooze Genasi are as resilient as the muck that makes up their native plane. However, their over-confidence often gets them into situations a wiser person would have avoided.
  • Medium-size.
  • Ooze Genasi base speed is 30 feet.
  • Darkvision up to 60 feet.
  • +1 racial bonus to their saving throws vs. Earth- and Water-based spells and effects. This bonus increases by +1 for every five character levels the Genasi attains.
  • Outsider: Ooze Genasi are outsiders. This means that they are vulnerable to any spell or weapon that affects extraplanar creatures (such as Banishment or a Sword of the Planes). However, it also makes them immune to spells which specifically target humanoids, such as Charm Person, Hold Person, etc.
  • Mud Breathing (Ex): Ooze Genasi can breathe without difficulty while submerged in mud.
  • Mud Sight (Ex): Ooze Genasi can "see" through mud up to 60 feet.
  • Soften Earth and Stone (Sp): Ooze Genasi have the ability to cast Soften Earth and Stone once per day as though they were a 5th level Druid.
  • Clerical Focus: An Ooze Genasi cleric must follow a deity of water, earth, or valor.
  • Automatic Languages: Common, Aquan, Terran. Bonus Languages: Any (except secret languages such as Druidic).
  • Favored Class: Fighter
  • Level Adjustment +1: Ooze Genasi are slightly more powerful and gain levels more slowly than most of the other common races.


Age and Aging Effects
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Starting Age:  20+1d10
Middle Age*:  60
Old Age**:  80
Venerable***:  120
Maximum Age:  120+6d10

* -1 Str/Con/Dex; +1 Int/Wis/Cha
** -2 Str/Con/Dex; +1 Int/Wis/Cha
*** -3 Str/Con/Dex; +1 Int/Wis/Cha


Average Height and Weight
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Height/Male: 60+1d10 inches
    /Female: 59+1d10 inches
Weight/Male: 150+4d10 pounds
    /Female: 100+4d10 pounds

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