Genasi, Fire (CR 1/2)
Medium Outsider (Native)
Alignment: Often neutral
Initiative: +4 (Improved Initiative)
AC: 13 (+3 studded leather), touch 10, flat-footed 13
Hit Dice: 1d8+1 (5 hp)
Fort +3, Ref +0, Will -1
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +1
Attack: Scimitar +2 melee
Full Attack: Scimitar +2 melee
Damage: Scimitar 1d6+1
Special Attacks/Actions: Reach to the blaze, fire resistance
Abilities: Str 13, Dex 11, Con 12, Int 12, Wis 9, Cha 6
Feats: Improved Initiative
Skills: Bluff +0, Hide +1, and Intimidate +0
Advancement: By character class
Climate/Terrain: Any land
Reach to the Blaze (Sp): Once per day a fire genasi can cause any non-magical flame within a 10-foot radius to either diminish to coals or flare to the brightness of daylight and double its normal radius of illumination. This magical effect does not change the heat or fuel consumption of the fire. The ability lasts for 5 minutes.
Fire Resistance (Ex): Fire genasi gain a +1 bonus on all saving throws against fire spells and effects. This bonus increases by +1 for every five additional levels the genasi attains.
The favored class of all genasi is fighter, though many clerics, wizards, and sorcerers are found among them. Genasi clerics always have access to their own elemental domain (Air, Earth, Fire, or Water), as well as one other domain of their choice.
A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).
Unlike true outsiders, native outsiders need to eat and sleep.