PLANESCAPE

Positive Energy Genasi

        There is a notion, started on the Prime and gaining some currency among less travelled Planars, that the more attuned one becomes to "life," the more serene and contemplative one becomes. It is clear, then, that those who propogate this nonsense have never met a Positai.

        Crucibles of Life, as the Positai call themselves, are Genasi hailing from the Positive Material Plane. Thus, they are filled with life energy in abundance. Which, rather than making them serene and contemplative, instead makes them active and energetic -- sometimes to the point of hyperactivity. Note that this should not imply that Positai are chaotic. Many Positai are quite ordered in their ceaseless activity. But most Positai find it difficult to sit idle, and many Positai become (very) active planewalkers simply to give themselves something to do.

        Those Positai who leave their native plane are, not surprisingly, fascinated with Life itself in all its abundant variety, particularly with regard to the nurturing, growing, or healing of life. There is another notion, also doubtless from the Prime, which posits that becoming more attuned with "life" means that one abandons the cities in favor of the wilderness, since the life of the wilderness is supposedly more "pure." This is also nonsense. To be certain, some Positai like exploring the Wilderness, but any Positai will point out that a city is just as much a nexus of life as is a forest. Indeed, the Positai who favor urban areas will tell you that each city, town, or village has its own personality and spirit which permeates the buildings and inhabitants. As such, Positai can be found as rustic farmers, urban healers, and the entire gamut in between. Those Positai who take the path of the Planewalker tend to content themselves with wandering from place to place, simply experiencing the richness and fullness of life on the planes in all its dazzling variety.

        All Positai have vibrant yellow-white skin, and the skin itself is also warm to the touch. Additionally, Positai have a faint glow about them. This glow is part of their Aura of Life, and as such cannot be covered up by dark clothing. While this glow only puts out the same light as a candle, it makes it impossible for the Positai to hide in shadows. (It is also a surefire way to draw missile fire in dimly lit combat areas. The life of a Positai isn't always "mead and skittles," as they say.) Fortunately, the Aura of Life provides some benefits as well. Any living thing (even a Bleaker) within 5 feet of a Positai will feel invigorated and more cheerful. [Treat this as an innate Healing proficiency if the Positai is tending to a wounded basher. Otherwise, the Aura confers no specific game bonuses or penalties. Role-playing the invigorating, cheering effect is encouraged, however. At the DM's option, this could be used to counteract the melancholy of a Bleaker.]

        Due to the fact that Positai are filled with the very stuff of Life itself, they gain a +1 bonus to their Constitution. However, their hyperactivity is accompanied by a notoriously short attention span, which results in a -1 to their Wisdom. Additionally, since Positai are suffused with Life essence, they gain the following abilities and hindrances:

  • Positai are immune to Mummy Rot.
  • Level drain attacks are more effective on Positai, and any successful level drain attack against a Positai drains one additional level.
  • Undead that don't normally have a level draining attack still have the potential to drain levels from a Positai. If Positai is attacked by an undead creature that lacks a level-drain attack, and if the undead creature attacks barehanded and rolls a natural 19 or 20 attack roll, roll 1d4. If the result is a 4, the Undead creature has drained a level from the Positai. This confers no benefit to the Undead creature, and simply reflects the baneful effect of Unlife energy vs. Life energy.
  • Positai can turn Negative Energy Undead (basically, everything but Mummies) as though they were a cleric of the same level. Undead that resist being turned will always try to concentrate their attacks on the Positai. Free-willed undead (vampires and whatnot) will alter their tactics as the need arises (such as dealing with other, more dangerous party members), but will attack the Positai first if given the opportunity. Mindless undead (Skeletons and zombies) will attack Positai to the exclusion of everything else, unless given explicit instructions to do otherwise by whoever (or whatever) controls them.
  • Positai clerics and paladins can turn Undead as though they were two levels higher. A 2nd level Positai Cleric turns Undead as though he were 4th level, for instance.
  • All Negative Energy creatures (including Negatai and most Undead) receive a 1d4+1 damage bonus when attacking a Positai barehanded.
  • Positai have a 50% chance of being ignored by Mummies (or other Positive Energy Undead).
  • They heal at twice the rate of normal bashers. One day of rest will heal two points, and one day of complete bed rest will heal 6 points. This effect is also extended to Positai under the care of someone with the healing and/or herbalism proficiencies. Magical healing receives a 50% bonus (roll normally for healing, divide by two, round fractions up, and add the result to the original roll).
  • Positai have the ability to Cure Light Wounds once per day.
  • Every five levels, Positai gain a +1 bonus to their saving throws vs. Necromantic magic.
        Positai can be fighters, paladins, mages, Necromancers, clerics, specialty priests, fighter/mages, fighter/Necromancers, fighter/clerics, or mage/clerics. Specialty priests must follow a Power of Life, Healing, Fertility, or Nature. They can be any Alignment.


Ability Requirements
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 STR      DEX      INT      WIS      CON      CHA
3/18     3/18     3/18     5/18     9/18     5/18


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


Average Height and Weight
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Height/Male:  60+1d12
    /Female:  59+1d12
Weight/Male:  150+6d10
    /Female:  100+6d10


Level Limits
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Fighter:  14
Paladin:  13
Mage*:  15
Cleric**:  16

*includes Necromancer
**includes Specialty Priest

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