Sagani
Sagani are often seen as guides to the elemental planes, even if many of them who are born on the Material Plane have never been there. Some use this to their advantage to make up stories of their exploits across the planes while others are threatened or beaten as some mistake them for genies with the power to fulfill wishes. For a sagani, life is hard and full of misunderstandings about their relationship to the planes.
Elemental Power
Despite the many challenges they face, they are gifted with the ability to control and morph the elements. Many companies find great uses for this minor gifts, hiring earth-influenced sagani to move great piles of earth quickly or the water-influenced sagani are used as divers in search of pearls or for building piers. Unique sagani can also command higher wages if they can show how their natural abilities can help a company increase their profits, like an ooze-influenced sagani who can squeeze into impossible places to make repairs.
Their ability to control the elements also marks them as valuable slaves to the genies and sagani are often seen as higher class of slaves and that the wealthiest of genie will only have sagani, but never just a singular element. In order to truly showcase their wealth, they need a sagani from as many elemental planes as they can afford.
The most common of the sagani are from the main planes of air, earth, fire, and water, followed by the para-elementals of magma, ooze, ice, and smoke. The rarest of sagani are found in the quasi-elementals of radiance, minerals, lightning, steam, salt, dust, ash, and vacuum. Many assume that radiance and vacuum are simply rumors but the sultan of Brass is said to have one of each.
Tight-Knit Communities
Across Talia the sagani have created communities with the express purpose of helping others and mixed communities can be found in small settlements in Talia. Most sagani are quick to offer support to others, but look at anyone else with distrust. If a sagani encounters an asura, violence soon follows as most asura are used to treating them as slaves.
The Elemental Planes
Plane | Found Between |
---|---|
Major Elemental Planes | |
Plane of Air | |
Plane of Earth | |
Plane of Fire | |
Plane of Water | |
Para-Elemental | |
Plane of Magma | Fire and Earth |
Plane of Ooze | Earth and Water |
Plane of Ice | Water and Air |
Plane of Smoke | Air and Fire |
Positive Quasi-Elemental | |
Plane of Radiance | Fire and Positive Energy |
Plane of Minerals | Earth and Positive Energy |
Plane of Lightning | Air and Positive Energy |
Plane of Steam | Water and Positive Energy |
Negative Quasi-Elemental | |
Plane of Salt | Water and Negative Energy |
Plane of Dust | Earth and Negative Energy |
Plane of Ash | Fire and Negative Energy |
Plane of Vacuum | Air and Negative Energy |
Outer Elemental Planes | |
Elemental Chaos | Edges of the Elemental Planes |
Positive Energy Plane | Above the Planes |
Negative Energy Plane | Below the Planes |
Sagani Names
Sagani take on the names of their family and culture, often having nothing to do with the elemental planes. If a sagani is born in the planes, they might have names that are reminiscent of the plane they live on or assume a name later on based on their personality.
Sagani Appearance
Most sagani's skin color takes on the primary color of their plane and their hair takes on the elements of that plane. A fire-influenced sagani has red skin and hair that looks like fire, whereas a dust-influenced sagani has light brown skin and hair that is soft and always appears to be a mess. They also take on the traits of their parents, if they were born from elven parents they will have elven ears, or if born from dwarves will be short and have a thick beard.
Sagani (Uncommon Heritage)
One of your parents may have been elementals, but more likely than not, an unlucky roll of the dice led you to become connected to the elemental planes. Your elemental-tinged skin and raw, elemental nature are the most obvious signifier of your strange relationship to the world. You gain the sagani trait. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from sagani feats and feats from your ancestry whenever you gain an ancestry feat.
1st level
Influence of Air FEAT 1
The Plane of Air influenced your birth, imparting you with the control over the wind. You are as free as the plane, believing in the freedom of self. You have light blue skin, hair, and eyes. A faint but constant breeze accompanies you, tousling your hair and blowing your clothes.
Your control over the wind ensures you take no damage from falling, regardless of the distance you fall.
Influence of Earth FEAT 1
The Plane of Earth influenced your birth, imparting you with the control over the earth. You are unmoving and as stubborn as the plane, setting your mind to tasks and only stopping once its accomplished. You can have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. Some sagani always seem to have dust coming off of them or mud splotches their clothes, no matter how clean they make them. The rarest of earth-influenced sagani have craggy skin with small gems of light beneath their skin, shining within.
Your connection to stone and earth grant you a +2 circumstance bonus to Athletics checks to Climb and you reduce the number of free hands required to Climb rock or stone by two.
Influence of Fire FEAT 1
The Plane of Fire influenced your birth, imparting you with the control over fire. You are as cruel and fierce as fire, caring little for the opinions of others. You have burning red skin, hair glowing like a crackling bonfire, and sometimes embers rise up from your body. You run very hot, your natural body heat radiating out from you. Most find you to be brash and self serving.
You gain fire resistance equal to half your level (minimum 1). You can also recover from being on fire more easily. Your flat check to remove persistent fire damage is DC 10 instead of DC 15, which is reduced to DC 5 if another creature uses a particularly appropriate action to help.
Influence of Water FEAT 1
The Plane of Water influenced your birth, imparting you with the control over the waves. You are relaxed and easy going much like the water that you are influenced by. You often see little reason to go against the flow and find yourself drifting along with life. You appear to have just walked out of the ocean, your hair dripping water, and clothes constantly wet. With light blue skin and black eyes, you may be found in operas as your voice is reminiscent of whale songs and soothing waves.
Your connection to elemental water gives you a 10-foot swim speed and you gain the amphibious trait. Like all creatures with the amphibious trait, you can breathe both water and air.
Influence of Ice FEAT 1
Hard and as cold as the plane that influences them, ice-influenced sagani have little patience for those who are spontaneous. With light blue skin, hair that looks like blackened spikes of ice, you make an imposing figure, standing slightly taller than most humans.
Your connection to frost has given you a natural adaptation to cold environments. This grants you cold resistance equal to half your level (minimum 1), and you treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).
Influence of Magma FEAT 1
Your skin appears as if plates of hardened rock resides on a river of burning red fire, slowly drifting on unseen currents. The influence of magma often makes many of your kind passive and less temperamental than fire-influenced kin. This passiveness hides the anger that can simmer beneath the earthen skin as many take your introverted attitude to mean you are dull or less intelligent. Most who are insulted can rarely hold their anger in as they explode like a volcano.
Your connection to the magma plane grants you an innate connection to fire and earth. When you are the target of an effect with the fire or earth trait, and it allows a saving throw, you get a result one degree of success better than you rolled.
Influence of Ooze FEAT 1
Slimy and strange, you often find ways of getting yourself out of any tricky situation. You appear as if you have translucent skin in a variety of different colors, from the transparent color of a gelatinous cube to the yellow of the ochre jelly to the black of black goo. Even your bones are squishy, allowing you to squeeze into the tightest places.
You gain acid resistance equal to half your level (minimum 1). You can also squeeze into tight places and ignore difficult terrain when it comes to moving through tight spaces that don't require a check. When you roll a success on an Acrobatics check related to squeezing, you get a critical success instead.
Influence of Smoke FEAT 1
Caustic and choking, your plane of influence is a hazard for all to visit due to the horrible gases. You are often known for having mottled skin, that of dark gray skin with pale white smears that make you resemble a moving cloud of smoke. Some find your natural smell to be pleasant, like a campfire, while others find your scent to be acrid and horrific, burning the nostrils.
You gain poison resistance equal to half your level (minimum 1) and it has given you a degree of resistance to breathing in poisons, granting you a +2 circumstance bonus to all saving throws against inhaled poisons.
Influence of Lightning FEAT 1
Charming and quick-witted, your plane of influence seems to have given you a limitless supply of energy. Yellow to hot white skin and a shock of blond hair that seems to always be standing on end, they always seem to be in a hurry and rarely take longer at a task than they need to. You often smell slightly of a burnt ozone and you occasionally release tiny sparks of static shock to those who stand next to you.
Like a bolt of lightning, your movements crackle with energy. Your Speed increases by 5 feet and you gain electricity resistance equal to half your level (minimum 1).
Influence of Mineral FEAT 1
Glimmering with shards of jewels, ore, and mineral glisten across your body. Your plane of influence is a plane of sharp edges and deadly points. Visitors are torn to shreds by your plane, but your body has adapted to it, protecting you from such a hostile environment.
Your flat check to recover from persistent physical (including bleed), energy, or poison damage is DC 13 (rather than DC 15), or DC 8 if another creature uses a particularly appropriate action to help.
Influence of Radiance FEAT 1
Many assume your kind to be all but myth, but a golden energy of life comes off you like a wave, silencing those rumors. The plane that influences you is about life and energy, that everything is alive. Your relationship with the positive energy plane influences you and your relationship to the life of all creatures.
Whenever you are subjected to positive energy, you regain a number of hit points equal to half your level.
Influence of Steam
FEAT 1
Your plane of influence is the cool mists of steam, that of water dispersing into brilliant energy. Just as active as water dispersing, many sagani are known for their cool headed nature, though some outsiders think they are hiding something.
You can draw moisture from the air around you, creating a small cloud of mist that covers you until the start of your next turn or you take a Move action. You become concealed within the mist, and all creatures outside the mist are concealed to you.
Influence of Ash
FEAT 1
Your influence comes from the plane of poison and choking ash. Your kind is known for their dislike of others, seething towards those who burn so bright. All that lives will one day burn out. You often have dark gray skin, like dry ash or charcoal, and a dim glow can sometimes be seen between the cracks of your skin.
You can summon choking ash, suffocating those around you. Ash swirls around you in a 10-foot emanation, dealing 1d4 poison damage. Each creature in the area must attempt a basic Fortitude saving throw against the higher of your class DC or spell DC.
At 3rd level and every 2 levels thereafter, the damage increases by 1d4.
Influence of Dust
FEAT 1
Few are willing to deal with your kind, as most see you as hostile towards life. Many of the creatures of dust are those focused on destruction and entropy, giving all those influenced by the element a bad name. Dust is not only about the fading of life, but the disintegration of physicality.
Due to your connection to dust, you can use your natural element to obscure your movement. You become concealed from the triggering attack and gain resistance to the attack's damage equal to one-third your level.
Influence of Salt FEAT 1
Your plane of influence is that which drains moisture from life, causing plants and living creatures to wither. Those who hail from salt appear like light-blue crystal, appearing almost like ice. Creatures who touch a being of salt can feel the moisture draining from their body.
Your body has become naturally hardened by the salt and has sharp salt crystal edges. You gain a crystal unarmed attack that deals 1d4 slashing damage. Your crystals have the finesse and unarmed traits. Whenever you score a critical hit with your crystal unarmed attack, your target takes 1 persistent necrotic damage per weapon damage die as the moisture drains out of them. If the target has the water trait, they take 1d4 persistent necrotic damage per weapon die.
Influence of Vacuum FEAT 1
Rumored to be mythical, you might go your entire life without seeing another of your kind. Skin as black as the void of space with eyes that appear to be orbs of blackness, you find life and the natural world a strange concept. The plane that influences you is about the nothingness and is devoid of even air or matter. Your relationship with the negative energy plane influences your ideas that death is the natural state for every creature.
You do not breathe and when you roll a saving throw against inhaled threats, such as inhaled poisons, you treat the result of the check as one degree of success better.
Elemental Burst
FEAT 1
The elements that influence your body explodes out from you, dealing 1d4 damage to all adjacent creatures. The damage type is the same you have resistance to from your sagani lineage, if you have more than one active, pick one. Each creature in the area must attempt a basic Reflex saving throw against the higher of your class DC or spell DC.
At 3rd level and every 2 levels thereafter, the damage increases by 1d4. This ability has the trait associated with the type of damage it deals.
Elemental Planes Lore FEAT 1
You've studied the elemental palnes and their influence, learning about the elements and their relationship to the Material Plane. You gain the trained proficiency rank in Arcana and Nature. 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 Elemental Planes Lore.
Mist Vision Feat 1
Your eyes have adapted to the elements of water. You ignore the concealed condition from fog, mist, and water.
Smoke Vision Feat 1
Your eyes have adapted to fire and the smoke that comes from it. You ignore the concealed condition from smoke.
Steady on Stone FEAT 1
Your influence of earth and rock allow you to move with ease across it. You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone and earth, you aren't flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.
Planar Magic FEAT 1
Choose one cantrip from the primal spell list (Core Rulebook 314). You can Cast this Spell as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. You gain the trained proficiency rank in primal spell attack rolls and spell DCs, and your key spellcasting ability is Wisdom. This cantrip is typically aligned to your lineage in some way.
Planar Power FEAT 1
The elemental planes have given you a greater mastery over your element. Your spells and alchemical items that deal the same type of damage that your lineage grants you resistance to, gain a status bonus to their damage equal to half the spell's level or one-quarter the item's level (minimum 1).
5th Level
Elemental Manifestation FEAT 5
Your connection to the elemental planes has grown and you gain additional influence with the elements. You gain one 1st-level ancestry feat from the sagani heritage that has the lineage trait. During your daily preparations, you can attune yourself to one of your influences of your choice that you have access to, gaining the benefits of that influence and losing the benefits of any you currently had.
Special You can take this feat multiple times. Each time you do, you must choose a different influence.
Elemental Slayer FEAT 5
Your knowledge of the planes coupled with your expertise in combat helps you take down elemental foes with ease. Against elemental creatures, you gain a circumstance bonus to damage with weapons and unarmed strikes equal to the number of weapon damage dice for the Strike. This bonus increases to double the number of weapon damage dice if your target has the same element trait as your influence (i.e. an Earth elemental has the Earth trait and so a character with the Influence of Earth feat will deal additional damage to it).
9th Level
Air Currents
Feat 9
Air currents suddenly propel them back. You attempt to Shove the triggering creature, pushing them with the wind. The creature continues its movement after the Shove.
Elemental Resistance FEAT 9
Your connection to your element strengthens you, ensuring that it rarely harms you. Your resistance to your influence's element increases to equal your level (minimum 1).
Empowered Blast Feat 9
The elements course through your body with ever greater potency. When you use Elemental Burst, you can create an emanation of 5 feet or 10 feet, and you increase the damage dice to d6s.
Fast Manifestation FEAT 9
You can quickly manifest your powers, and over the course of 10 minutes, you can attune yourself to one of your influences, gaining the benefits of that influence and losing the benefits of any you currently had.
Improved Planar Magic FEAT 9
You tap into the elements that so influence you, allowing you to cast resist energy and summon elemental each once per day as 2nd-level primal innate spells.
13th Level
Elemental Guardian
FEAT 13
Your control over elements allows you to shield others. Your ally gains your influence's resistance against the triggering attack.
17th Level
Elemental Form Feat 17
You can transform your body into a pure primal manifestation of an elemental. Once per day, you can cast elemental form as a 7th-level primal innate spell, but you can only choose an elemental form that corresponds with your lineage trait.
Elemental Body FEAT 17
Your body is so infused with elements that you can gain the benefits of two of your influence feats at once.
Version 1.1 of Sagani Heritage
Created by VaranSL