+1 Intelligence
Blood of Shalassa (Su): treated as though they have the "Water" subtype for the purposes of spells and feats.
Water's Calm (Su): Water genasi can enter a meditative trance 3/times per day as a standard action, while in their trance water genasi get +4 to all rolls, on any round where a water genasi has taken damage while in his trance he must make a DC 5 + (1/2 the highest amount of damage dealt to him that round by a single attack) or exit his trance, the trance automatically ends after rounds equal to the water genasi's Wis modifier.
+1 Intelligence
Blood of Asha (Su): treated as though they have the "Axiomatic" subtype for the purposes of spells and feats.
Three Faces of Asha - Choose one:
The Maiden –– +1 misc to Reflex saves every 10 levels
The Mother –– +1 misc to Fortitude saves every 10 levels
The Crone –– +1 misc to Will saves every 10 levels
+1 Dexterity
Blood of Ylath (Su): treated as though they have the "Thunder" subtype for the purposes of spells and feats.
Yellow Flash (Su) Once per encounter as a free action a you can call upon the energies of Ylath to increases their speed, gaining a 30 ft. bonus to their land speed for one round per 5 levels. You cannot use this ability while indoors or underground.
+1 Charisma
Blood of Elrath (Su): treated as though they have the "Celestial" subtype for the purposes of spells and feats.
Vision of Justice:
Gain a bonus to your Perception checks equal to your civilization class levels.
+1 Strength
Blood of Arkath (Su): treated as though they have the "Fire" subtype for the purposes of spells and feats.
Fire's Focus (Su): Fire genasi have remarkable focus, once per encounter a fire genasi can focus completely on an enemy as a free action, gaining either a bonus on attacks and damage equal to half his level on his next attack against that enemy or a +4 to the DCs of the next ability he uses during the encounter
+1 Constitution
Blood of Sylanna (Su): treated as though they have the "Earth" subtype for the purposes of spells and feats.
Earth's Endurance (Su): You have the endurance of stone, allowing them to shrug of blows with ease. Once per day you can call upon the earth's strength, granting him DR 2/Adamantine per 3 Hit Dice. This ability only functions while the you are standing on solid soil, stone or metal.
+1 Wisdom
Blood of Malassa (Su): treated as though they have the "Fel" subtype for the purposes of spells and feats.
Faceless blessings
Gain a bonus to disguise checks equal to your magic class levels.
+1 Dexterity
Blood of Quetzalcoatl (Su): treated as though they have the "Air" subtype for the purposes of spells and feats.
Wind's Guardian (Su): Once per day you can surround yourself in a wall of wind for the duration of the encounter. Any physical ranged attack attempting to target you has a (dexterity + level)% chance to be deflected by the wind. You cannot use this ability in a windless area (i.e. indoors or underground)
+1 Constitution
Blood of Urgash (Su): treated as though they have the "Anarchic" subtype for the purposes of spells and feats.
Pure Chaos:
Casting Time: 1 action
Range: Self (Zx15 -foot radius)
Components: V
Duration: Instantaneous
You rise into the air, creating a burst of chaotic energy that ripples outward from you. Each creature you choose within range of the ability must succeed on a Fortitude saving throw or take Xd6 Chaos and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. Fortitude save is 10 + X.
X is increased by various factors =
Y - Number of different classes
Z - Number of different class types - [Might, Magic, Civil]
A - Every 10 points of missing sanity = +1
Activating Pure chaos consumes a Metamagic charge.
+1 Cha
Gain Psychic Subtype
Gain Psionic Ascendant feat for free
Same as Psionic Entity except Control is +10.
Psionic Second chance: After a Psi Soul character rolls their Psi check, the DM may follow up with a second check, the player may choose between them.
+1 Intelligence
Gain Tech subtype
Gain Cybermind Feat for free [P0]
Same as Force-sensitive except control is +10.
All class prerequisites for Technomancer are bypassed by Cybermind.
+1 Strength
Subtype: Characters with this template have the Ice/Cold subtype along with any others they may possess
Affinity lock: Ice soul characters must have Ice access at creation
Planetary adaptation Overclock
Double the numerical values of any Planetary adaption from Cold themed environs that you possess.
+1 To random Attribute [shifting]
[Or]
+1 to Random attribute [static]
Affinity lock
Twilight soul characters cannot choose an elemental affinity at game start and must pay for Yin and Yang unlocks at creation.
Dual Affinity - Gain Affinity status for both Yin and Yang, Exceeding the standard Affinity limit of 1.
Class restrictions lightened for Scholar, Can combine Light/Dark opposite classes/templates together without restriction
+1 Constitution
Subtype: Creatures with this template are in possession of the mycelial subtype along with any others they may possess
Gain 1/mo - Form temporary Myco Pool
[DMs may choose to deny requests for this soul unless it fits into the appropriate theme of an entity that may exist within the metaphysical mycelium ]
+1 Charisma
Subtype: Creatures with this template are in possession of the Ygg subtype along with any others they may possess
Gain 1/mo - Form temporary Ygg Curtain
[DMs may choose to deny requests for this soul unless it fits into the appropriate theme of an entity that may exist within the metaphysical branches of Yggdrasil]