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.
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