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Saturday, June 2, 2012

PFRPG: The Planetouched Race

Ok. So, for my inaugural post, I will post the Pathfinder planetouched race that I have had bouncing around my head for over a year and have finally designed. So, with not further ado, the planetouched:

Planetouched
Planetouched is a general word to describe someone who can trace his or her bloodline back to an outsider. Each planetouched has both a mortal heritage and planar heritage.
Planetouched Racial Traits
·         Outsider (native): As native outsiders, all planetouched are native to the Material Plane and must eat and sleep like normal humanoids.
·         Darkvision: All planetouched can see in the dark up to 60 feet.
·         Mortal Heritage: The second subtype, size, and physical ability scores, as well as racial abilities associated with their base race are determined by their mortal heritage.
·         Planar Heritage: The mental ability scores and the rest of their racial abilities are determined by their planar heritage.
·         Languages: Planetouched begin play speaking Common and the language of their mortal heritage. Planetouched with high Intelligence scores can choose learn the language associated with their planar heritage, as well as the bonus languages associated with their mortal heritage.

Mortal Heritages

Dwarf
·         +2 Constitution, -2 Dexterity
·         Medium: Planetouched with dwarven heritage are medium creatures and have no bonuses or penalties due to their size.
·         Slow and Steady: Planetouched with dwarven heritage have a base speed of 20 feet, but their speed is never modified by armor or encumberance.
·         Defensive Training: Planetouched with dwarven heritage get a +4 dodge bonus to AC against monsters of the giant subtype.
·         Hardy: Planetouched with dwarven heritage receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
·         Stability: Planetouched with dwarven heritage receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
·         Stonecunning: Planetouched with dwarven heritage receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
·         Weapon Familiarity: Planetouched with dwarven heritage are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Elf
·         +2 Dexterity, -2 Constitution
·         Medium: Planetouched with elven heritage are medium creatures and have no bonuses or penalties due to their size.
·         Normal Speed: Planetouched with elven heritage have a base speed of 30 feet.
·         Low-Light Vision: Planetouched with elven heritage can see twice as far as humans in conditions of dim light.
·         Elven Immunities: Planetouched with elven heritage are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
·         Weapon Familiarity: Planetouched with elven heritage are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Gnome
·         +2 Constitution, -2 Strength
·         Small: Planetouched with gnome heritage are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
·         Slow Speed: Planetouched with gnome heritage have a base speed of 20 feet.
·         Low-Light Vision: Planetouched with gnome heritage can see twice as far as humans in conditions of dim light.
·         Gnome Magic: Planetouched with gnome heritage add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
·         Illusion Resistance: Planetouched with gnome heritage get a +2 racial saving throw bonus against illusion spells or effects.
·         Master Tinker: Planetouched with gnome heritage gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are also treated as proficient with any weapon you have personally crafted.
·         Weapon Familiarity: Planetouched with gnome heritage treat any weapon with the word “gnome” in its name as a martial weapon.

Halfling
·         +2 Dexterity, -2 Strength
·         Small: Planetouched with halfling heritage are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
·         Slow Speed: Planetouched with halfling heritage have a base speed of 20 feet.
·         Fearless: Planetouched with halfling heritage receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
·         Halfling Luck: Planetouched with halfling heritage receive a +1 racial bonus on all saving throws.
·         Nimble Attacks: Planetouched with halfling heritage receive Weapon Finesse as a bonus feat.
·         Weapon Familiarity: Planetouched with halfling heritage treat any weapon with the word “halfling” in its name as a martial weapon.

Human
·         +2 to One Physical Ability Score
·         Medium: Planetouched with human heritage are medium creatures and have no bonuses or penalties due to their size.
·         Normal Speed: Planetouched with human heritage have a base speed of 30 feet.
·         Bonus Feat: Planetouched with human heritage select one extra feat at 1st level.

Drow
·         +2 Dexterity, -2 Constitution
·         Medium: Planetouched with drow heritage are medium creatures and have no bonuses or penalties due to their size.
·         Normal Speed: Planetouched with drow heritage have a base speed of 30 feet.
·         Darkvision: Planetouched with drow heritage can see in the dark up to 120 feet.
·         Drow Immunities: Planetouched with drow heritage are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
·         Spell Resistance: Planetouched with drow heritage possess spell resistance equal to 6 plus their class levels.
·         Light Blindness: Abrupt exposure to bright light blinds planetouched with drow heritage for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
·         Weapon Familiarity: Planetouched with drow heritage are proficient with the hand crossbow, rapier, and short sword.

Goblin
·         +4 Dexterity, -2 Strength
·         Small: Planetouched with goblin heritage are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
·         Normal Speed: Planetouched with goblin heritage have a base speed of 30 feet.
·         Furtive Rider: Planetouched with goblin heritage always treat Ride and Stealth as class skills.

Hobgoblin
·         +2 Dexterity, +2 Constitution
·         Medium: Planetouched with hobgoblin heritage are medium creatures and have no bonuses or penalties due to their size.
·         Normal Speed: Planetouched with hobgoblin heritage have a base speed of 30 feet.
·         Furtive: Planetouched with hobgoblin heritage always treat Stealth as a class skill.

Kobold
·         +2 Dexterity, -4 Strength
·         Small: Planetouched with kobold heritage are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
·         Normal Speed: Planetouched with kobold heritage have a base speed of 30 feet.
·         Crafty: Planetouched with kobold heritage gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a planetouched with kobold heritage.
·         Armor: Planetouched with kobold heritage have a +1 natural armor bonus.
·         Claws: Planetouched with kobold heritage have two claws attacks. These are primary attacks that deal 1d3 damage each.
·         Light Sensitivity: Planetouched with kobold heritage are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Orc
·         +4 Strength
·         Medium: Planetouched with orc heritage are medium creatures and have no bonuses or penalties due to their size.
·         Normal Speed: Planetouched with orc heritage have a base speed of 30 feet.
·         Orc Ferocity: Once per day, when a planetouched with orc heritage is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
·         Light Sensitivity: Planetouched with orc heritage are dazzled in areas of bright sunlight or within the radius of a daylight spell.
·         Weapon Familiarity: Planetouched with orc heritage are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.

Planar Heritages

Aasimar (Celestial)
·         +2 Wisdom
·         Spell-Like Ability: Planetouched with celestial heritage can use daylight once per day as a spell-like ability (caster level equals the aasimar's character level).
·         Celestial Resistance: Planetouched with celestial heritage have acid resistance 5, cold resistance 5, and electricity resistance 5.

Ifrit (Fire)
·         +2 Charisma
·         Spell-Like Ability: Planetouched with fire heritage can use burning hands once per day as a spell-like ability (caster level equals the ifrit's character level).
·         Elemental Resistance: Planetouched with fire heritage have fire resistance 10.
·         Elemental Affinity: Planetouched with fire heritage who are sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Planetouched with fire heritage who are spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
·         Sprinter: Planetouched with fire heritage gain a +10 ft. racial bonus to their speed when using the charge, run, or withdraw actions.

Nadiri (Chaotic)
·         +2 Charisma
·         Spell-Like Ability: Planetouched with chaotic heritage can use displacement once per day as a spell-like ability (caster level equals the nadiri’s character level).
·         Anarchic Resistance: Planetouched with chaotic heritage have acid resistance 5, cold resistance 5, and sonic resistance 5.

Oread (Earth)
·         +2 Wisdom
·         Spell-Like Ability: Planetouched with earth heritage can use magic stone once per day as a spell-like ability (caster level equals the oread's character level).
·         Elemental Resistance: Planetouched with earth heritage have acid resistance 10.
·         Elemental Affinity: Planetouched with earth heritage who are sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Planetouched with earth heritage who are spellcasters with the Earth domain use their domain powers and spells at +1 caster level.
·         Slam: Planetouched with earth have a slam attack. This is a primary attack that deals 1d4 (1d3 small) damage.

Penumbral (Shadow)
·         +2 Charisma
·         Spell-Like Abilities: Planetouched with shadow heritage can use disguise self once per day as a spell-like ability. It can assume the form of any humanoid creature using this spell-like ability. When a penumbral reaches 9th level in any combination of classes, it gains shadow walk (self only) as a spell-like ability usable once per day, and at 13th level, it gains plane shift (self only, to the Plane of Shadow or the Material Plane only) usable once per day. A penumbral's caster level is equal to its character level.
·         Shadow Resistance: Planetouched with shadow heritage have cold resistance 5 and electricity resistance 5.
·         Shadow Blending: Attacks against a penumbral in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
·         Light Sensitivity: Planetouched with shadow heritage are dazzled in areas of bright sunlight or within the radius of a daylight spell. If a penumbral’s mortal heritage also has light sensitivity, then it instead has light blindness.

Sylph(Air)
·         +2 Intelligence
·         Spell-Like Ability: Planetouched with air heritage can use feather fall once per day as a spell-like ability (caster level equals the sylph's character level).
·         Elemental Resistance: Planetouched with air heritage have electricity resistance 10.
·         Elemental Affinity: Planetouched with air heritage who are sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Planetouched with air heritage who are spellcasters with the Air domain use their domain powers and spells at +1 caster level.
·         Elemental Assault: Once per day as a swift action, a sylph can call on the elemental power lurking in its veins to shroud its arms in electricity. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of electricity damage. This lasts for 1 round per level. The sylph can end the effects of its elemental power early as a free action.

Tiefling (Fiendish)
·         +2 Intelligence
·         Spell-Like Ability: Planetouched with fiendish heritage can use darkness once per day as a spell-like ability (caster level equals the tiefling’s character level).
·         Fiendish Resistance: Planetouched with fiendish heritage have cold resistance 5, electricity resistance 5, and fire resistance 5.
·         Fiendish Sorcery: Planetouched with fiendish heritage who are sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
·         Stalker: Planetouched with fiendish heritage always treat Perception and Stealth as class skills.

Undine (Water)
·         +2 Wisdom
·         Spell-Like Ability: Planetouched with water heritage can use hydraulic push APG once per day as a spell-like ability (caster level equals the undine's character level).
·         Elemental Resistance: Planetouched with water heritage have cold resistance 10.
·         Elemental Affinity: Planetouched with water heritage who are sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Planetouched with water heritage who are spellcasters with the Water domain use their domain powers and spells at +1 caster level.
·         Swim: Planetouched with water have a swim speed of 30 feet.

Vertyx (Lawful)
·         +2 Intelligence
·         Spell-Like Abilities: Planetouched with lawful heritage can use command and true strike each once per day as a spell-like ability (caster level equals the vertyx’s character level).
·         Axiomatic Resistance: Planetouched with lawful heritage have electricity resistance 5, fire resistance 5, and sonic resistance 5.
·         Sociable: When a vertyx attempts to change a creature’s attitude with a Diplomacy check and fails by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.