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	<title>Acrozatarim/New Races - Revision history</title>
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	<updated>2026-07-27T19:37:58Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.rpg.net/index.php?title=Acrozatarim/New_Races&amp;diff=250248&amp;oldid=prev</id>
		<title>Kiero at 14:12, 16 October 2013</title>
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		<updated>2013-10-16T14:12:31Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 14:12, 16 October 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l2&quot;&gt;Line 2:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 2:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Genasi==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Genasi==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;My take on the &lt;/del&gt;genasi&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. I&#039;m only going for the core 4 elemental types - weirder ones would be viable as an OUT in my game. You&#039;ll also note that I&#039;ve not bothered with elemental resistances as part of the package; that&#039;s for several reasons&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;including the wild variance in usefulness of the different elements&#039; associated damage types&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;All &lt;/ins&gt;genasi &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;possess Resistance (mundane cold&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fire, lightning and thunder) 2&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l10&quot;&gt;Line 10:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 10:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;Power - Swift as the Winds&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;Power - Swift as the Winds&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once per battle, you may make an additional Move action during your turn. This action doesn&#039;t have to be used to actually move, but if it is then all of your movement during the turn can be flying if you wish; just be aware that you cease to fly at the end of your movement so make sure you&#039;re back on solid ground!&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once per battle, you may make an additional Move action during your turn. This action doesn&#039;t have to be used to actually move, but if it is then all of your movement during the turn can be flying if you wish; just be aware that you cease to fly at the end of your movement so make sure you&#039;re back on solid ground! &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If the Escalation Die is at 3 or higher, you gain an additional Standard action instead of Move action.&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;Champion Feat&amp;#039;&amp;#039;: You also benefit from a +2 bonus to Disengage checks and your AC vs. ranged attacks until the beginning of your next turn.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;Champion Feat&amp;#039;&amp;#039;: You also benefit from a +2 bonus to Disengage checks and your AC vs. ranged attacks until the beginning of your next turn.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l19&quot;&gt;Line 19:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 19:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;Power - Bones of the Earth&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;Power - Bones of the Earth&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once per battle, as a quick action, you may gain Resistance (Physical) &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;equal to 13 + half &lt;/del&gt;your &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;level &lt;/del&gt;(&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rounding up&lt;/del&gt;) until the beginning of your next turn.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once per battle, as a quick action, you may gain Resistance (Physical) &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;14 until the beginning of &lt;/ins&gt;your &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;next turn. If the Escalation Die is at 3 or higher, you gain Resistance &lt;/ins&gt;(&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Physical&lt;/ins&gt;) &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;18 &lt;/ins&gt;until the beginning of your next turn &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;instead&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;Champion Feat&amp;#039;&amp;#039;: You may also shake off one source of ongoing damage or one condition, ending it immediately.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;Champion Feat&amp;#039;&amp;#039;: You may also shake off one source of ongoing damage or one condition, ending it immediately.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l28&quot;&gt;Line 28:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 28:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;Power - Soul Ignition&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;Power - Soul Ignition&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once per battle, as a quick action, you may surround yourself in a blazing corona of flame until the beginning of your next turn. Every time you hit an enemy with any kind of attack, and every time you are hit by an enemy with a melee attack, they suffer ongoing fire damage equal to twice your level.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once per battle, as a quick action, you may surround yourself in a blazing corona of flame until the beginning of your next turn. Every time you hit an enemy with any kind of attack, and every time you are hit by an enemy with a melee attack, they suffer ongoing fire damage equal to twice your level&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. If the Escalation Die is at 3 or higher, damage is equal to three times your level instead&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;Champion Feat&amp;#039;&amp;#039;: Enemies who end their turn next to you while Soul Ignition is active also suffer ongoing fire damage equal to twice your level.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;Champion Feat&amp;#039;&amp;#039;: Enemies who end their turn next to you while Soul Ignition is active also suffer ongoing fire damage equal to twice your level.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l37&quot;&gt;Line 37:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 37:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;Power - Flowing Tide&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;Power - Flowing Tide&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once per battle, you may pop free from &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one &lt;/del&gt;engaged &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enemy &lt;/del&gt;as a quick action&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. If the Escalation Die is at 3 or higher, you may also pop free from all engaged enemies, or may inflict the hampered condition on the one enemy until the beginning of your next turn&lt;/del&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once per battle, you may pop free from &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a number of &lt;/ins&gt;engaged &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enemies equal to the current Escalation Die value &lt;/ins&gt;as a quick action.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;Champion Feat&#039;&#039;: When you pop free &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of one engaged enemy&lt;/del&gt;, you may &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;then &lt;/del&gt;drag them with you for the distance of one move action, and then re-engage them if you desire&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. You may do this to one engaged enemy even if you are popping free from several at the same time&lt;/del&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;Champion Feat&#039;&#039;: &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; &lt;/ins&gt;When you pop free, you may &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pick one enemy and &lt;/ins&gt;drag them with you for the distance of one move action, and then re-engage them if you desire.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Gnoll==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Gnoll==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;So gnolls in my setting are a viable player character race. They can still be pretty savage, but do not have a culture with demonic links. They&#039;re a major source of military manpower for the druid-equivalent organisation in the setting. This left me with a bit of a quandary - go for a typical rip-stuff-apart power or something more spiritual/primal? In the end I went for something that&#039;s a bit down the middle.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;Bonus&amp;#039;&amp;#039;: +2 Str OR +2 Wis&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;Bonus&amp;#039;&amp;#039;: +2 Str OR +2 Wis&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;Power - &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;War Form&lt;/del&gt;&#039;&#039;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;Power - &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Primal Blood&lt;/ins&gt;&#039;&#039;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once per battle, you may &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;channel the power of &lt;/del&gt;your &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;war-aspect as a quick action; until the beginning of your next turn, you &lt;/del&gt;gain temporary hit points equal to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;twice your level and a +1 bonus to your attack rolls&lt;/del&gt;. If &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you manage to make an enemy staggered &lt;/del&gt;or &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reduce them to 0 hit points during this time&lt;/del&gt;, this &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;power automatically refreshes and activates itself at the beginning of your next turn, giving &lt;/del&gt;you &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a fresh batch &lt;/del&gt;of temporary hit points &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to work from and keeping the attack bonus; this continues &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;until you fail to stagger &lt;/del&gt;or &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fell an enemy during a turn&lt;/del&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once per battle&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, when you stagger an enemy or reduce an enemy to 0 hit points&lt;/ins&gt;, you may &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;roll &lt;/ins&gt;your &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;recovery dice and &lt;/ins&gt;gain temporary hit points equal to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;half the result&lt;/ins&gt;. If &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Escalation Die is at 3 &lt;/ins&gt;or &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;higher&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you may also trigger &lt;/ins&gt;this &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ability when &lt;/ins&gt;you &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;become staggered. As long as any &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;these &lt;/ins&gt;temporary hit points &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remain, you treat all 1s rolled &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;damage dice for your attacks &lt;/ins&gt;or &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;spells as 2s instead&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;Champion Feat&#039;&#039;: &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If you use this power when &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Escalation Die shows an even number, double the amount of &lt;/del&gt;temporary hit points &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that it gives you&lt;/del&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;Champion Feat&#039;&#039;: &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gain &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;full value rolled on your recovery dice as &lt;/ins&gt;temporary hit points&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, instead of half&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Kiero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acrozatarim/New_Races&amp;diff=250174&amp;oldid=prev</id>
		<title>Kiero: Created page with &quot; ==Genasi==  My take on the genasi. I&#039;m only going for the core 4 elemental types - weirder ones would be viable as an OUT in my game. You&#039;ll also note that I&#039;ve not bothered ...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acrozatarim/New_Races&amp;diff=250174&amp;oldid=prev"/>
		<updated>2013-10-12T20:57:19Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot; ==Genasi==  My take on the genasi. I&amp;#039;m only going for the core 4 elemental types - weirder ones would be viable as an OUT in my game. You&amp;#039;ll also note that I&amp;#039;ve not bothered ...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;br /&gt;
==Genasi==&lt;br /&gt;
&lt;br /&gt;
My take on the genasi. I&amp;#039;m only going for the core 4 elemental types - weirder ones would be viable as an OUT in my game. You&amp;#039;ll also note that I&amp;#039;ve not bothered with elemental resistances as part of the package; that&amp;#039;s for several reasons, including the wild variance in usefulness of the different elements&amp;#039; associated damage types.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Air Genasi&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bonus&amp;#039;&amp;#039;&amp;#039;: +2 Dex OR +2 Cha&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Power - Swift as the Winds&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per battle, you may make an additional Move action during your turn. This action doesn&amp;#039;t have to be used to actually move, but if it is then all of your movement during the turn can be flying if you wish; just be aware that you cease to fly at the end of your movement so make sure you&amp;#039;re back on solid ground!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Champion Feat&amp;#039;&amp;#039;: You also benefit from a +2 bonus to Disengage checks and your AC vs. ranged attacks until the beginning of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Earth Genasi&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Bonus&amp;#039;&amp;#039;: +2 Con OR +2 Cha&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Power - Bones of the Earth&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per battle, as a quick action, you may gain Resistance (Physical) equal to 13 + half your level (rounding up) until the beginning of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Champion Feat&amp;#039;&amp;#039;: You may also shake off one source of ongoing damage or one condition, ending it immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fire Genasi&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Bonus&amp;#039;&amp;#039;: +2 Int OR +2 Cha&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Power - Soul Ignition&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per battle, as a quick action, you may surround yourself in a blazing corona of flame until the beginning of your next turn. Every time you hit an enemy with any kind of attack, and every time you are hit by an enemy with a melee attack, they suffer ongoing fire damage equal to twice your level.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Champion Feat&amp;#039;&amp;#039;: Enemies who end their turn next to you while Soul Ignition is active also suffer ongoing fire damage equal to twice your level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Water Genasi&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Bonus&amp;#039;&amp;#039;: +2 Wis OR +2 Cha&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Power - Flowing Tide&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per battle, you may pop free from one engaged enemy as a quick action. If the Escalation Die is at 3 or higher, you may also pop free from all engaged enemies, or may inflict the hampered condition on the one enemy until the beginning of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Champion Feat&amp;#039;&amp;#039;: When you pop free of one engaged enemy, you may then drag them with you for the distance of one move action, and then re-engage them if you desire. You may do this to one engaged enemy even if you are popping free from several at the same time.&amp;lt;br&amp;gt;&lt;br /&gt;
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==Gnoll==&lt;br /&gt;
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So gnolls in my setting are a viable player character race. They can still be pretty savage, but do not have a culture with demonic links. They&amp;#039;re a major source of military manpower for the druid-equivalent organisation in the setting. This left me with a bit of a quandary - go for a typical rip-stuff-apart power or something more spiritual/primal? In the end I went for something that&amp;#039;s a bit down the middle.&lt;br /&gt;
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&amp;#039;&amp;#039;Bonus&amp;#039;&amp;#039;: +2 Str OR +2 Wis&lt;br /&gt;
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&amp;#039;&amp;#039;Power - War Form&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per battle, you may channel the power of your war-aspect as a quick action; until the beginning of your next turn, you gain temporary hit points equal to twice your level and a +1 bonus to your attack rolls. If you manage to make an enemy staggered or reduce them to 0 hit points during this time, this power automatically refreshes and activates itself at the beginning of your next turn, giving you a fresh batch of temporary hit points to work from and keeping the attack bonus; this continues on until you fail to stagger or fell an enemy during a turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Champion Feat&amp;#039;&amp;#039;: If you use this power when the Escalation Die shows an even number, double the amount of temporary hit points that it gives you.&amp;lt;br&amp;gt;&lt;br /&gt;
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==Verman==&lt;br /&gt;
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Vermen are a rat-man style race, albeit playing with a few of the usual tropes and cliches - they are fastidiously tidy and lovers of fine things, they are not fast breeding, and they are not hunched little creatures prone to mad schemes but rather the proud and scattered remnants of a fading species. I&amp;#039;m still hammering out all the details of their role in the setting, but suffice to say they&amp;#039;re rare to meet and they see humans as a dirty, fast-spawning species. The power runs off the idea that they are extremely swift to react and move, and that they are damn hard to get the drop on.&lt;br /&gt;
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&amp;#039;&amp;#039;Bonus&amp;#039;&amp;#039;: +2 Dex OR +2 Int&lt;br /&gt;
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&amp;#039;&amp;#039;Power - Lightning Reflexes&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once per battle, you may make a normal (11+) save against an attack that hits you. If successful, you simply avoid the blow. You may, if you wish, do something appropriately smug like pluck the incoming arrow out of the air or catch the blade between your palms and twist it aside.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Champion Feat&amp;#039;&amp;#039;: During the first round of combat, you may use this power any number of times without expending it against enemies who have a higher Initiative than you do.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Acrozatarim |Back to main page]]&lt;/div&gt;</summary>
		<author><name>Kiero</name></author>
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