Author Topic: Planetouched Templates  (Read 4937 times)

Offline Kethrian

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Planetouched Templates
« on: January 07, 2015, 08:53:44 PM »
   I've always had a problem with the planetouched races (aasimar and tiefling).  The celestial and fiendish templates, plus the half- versions can be applied to a variety of races/creatures, but only human descendants get to be planetouched?  Well, except for tiefling versions of elves, dwarves, halflings, and orcs.  So only humans mate with non-fiendish outsiders?  Total BS.  And so, I took the races and converted them into templates, so you can easily add a bit of outsider ancestry to nearly any creature, just as you could for half-breeds (half-celestial, half-fiend, etc).
   Although the Air subtype in the MM mentions that they should all have flight, that's a bit powerful for a +1 LA template, even if delayed.  So instead, they will gain Breathless.


   Planetouched templates may be applied to any living, corporeal creature.  A planetouched creature uses all the base creature's statistics and special abilities except as noted here.

Aasimar Template

 - Type changes to Outsider with the Good and Native subtypes.  It keeps any subtypes it already had.
 - +2 Wisdom, +2 Charisma
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Gain or increase racial skill bonuses to Spot and Listen by +2
 - Daylight (Sp): An aasimar can use Daylight once per day at a caster level equal to his hit dice or level.
 - Resistance to acid 5, cold 5, and electricity 5.  Stacks with other racial resistances.
 - Add Celestial to languages known
 - Favoured class changes to Paladin
 - Level Adjustment +1


Tiefling Template

 - Type changes to Outsider with the Evil and Native subtypes.  It keeps any subtypes it already had.
 - +2 Dexterity, +2 Intelligence, -2 Charisma
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Gain or increase racial skill bonuses to Bluff and Hide by +2
 - Darkness (Sp): A tiefling can use Darkness once per day at a caster level equal to his hit dice or level.
 - Resistance to fire 5, cold 5, and electricity 5.  Stacks with other racial resistances.
 - Add Infernal or Abyssal to languages known
 - Favoured class changes to Rogue
 - Level Adjustment +1


Axani Template

 - Type changes to Outsider with the Lawful and Native subtypes.  It keeps any subtypes it already had.
 - +2 Intelligence, +2 Wisdom
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Calm Emotions (Sp): An axani can use Calm Emotions once per day as a cleric at a caster level equal to his hit dice or level.
 - Resistance to Cold 5 and Sonic 5.  Stacks with other racial resistances.
 - Gain or increase racial skill bonuses to Diplomacy and Spot by +2
 - Favoured class changes to Monk
 - Level Adjustment +1


Cansin Template

 - Type changes to Outsider with the Chaotic and Native subtypes.  It keeps any subtypes it already had.
 - +2 Intelligence, +2 Charisma
 - Entropic Shield (Sp): A cansin can use Entropic Shield once per day as a cleric at a caster level equal to his hit dice or level.
 - Resistance to Acid 5 and Fire 5. Stacks with other racial resistances.
 - Gain or increase racial skill bonuses to Bluff and Search by +2
 - Favoured class changes to Sorcerer
 - Level Adjustment +1


Mechanatrix Template

 - Type changes to Outsider with the Lawful and Native subtypes.  It keeps any subtypes it already had.
 - +2 Constitution, +2 Intelligence, -2 Dexterity, -2 Charisma
 - Natural armour increases by +1
 - Shocking Grasp (Sp): A mechanatrix can use Shocking Grasp once per day as a sorcerer with a caster level equal to his hit dice or level.
 - Resistance to Cold 5, Fire 5.  Stacks with other racial resistances.
 - Electricity Healing: Instead of taking damage from electricity attacks, a mechanatrix instead heals 1 point of damage for every 3 points of electricity damage he would otherwise take.  The mechanatrix gets no saving throw against electricity effects.
 - Gain or increase racial skill bonuses to Spot by +2, and Knowledge (Architecture and Engineering) by +4
 - Level Adjustment +1


Shyft Template

 - Type changes to Outsider with the Native subtype.  It keeps any subtypes it already had.
 - +4 Dexterity, +2 Wisdom, -2 Strength
 - Ethereal Jaunt (Sp): Once per day, a shyft can cast Ethereal Jaunt as a cleric of 9th level or his character level, whichever is higher.
 - Resistance to Cold 5, Fire 5, Sonic 5.  Stacks with other racial resistances.
 - Gain or increase racial skill bonuses to Hide and Move Silently by +4
 - Gain low-light vision, or increase the multiplier of the base creature's low-light vision by 1.
 - Level Adjustment +2


Air Genasi Template

 - Type changes to Outsider with the Native and Air subtypes.  It keeps any subtypes it already had.
 - +2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Levitate (Sp): Air genasi can use Levitate once per day as a sorcerer with a caster level equal to 5 or his hit dice or level, whichever is higher.
 - Clerical Focus: An air genasi cleric must choose a deity or belief that includes either the Air or Windstorm domain, and must take one of them as one of his domains.
 - +1 racial bonus on saving throws against all air spells and effects.  Increase the bonus by +1 for every five levels he has.
 - Breathless: Air genasi do not breathe, and are immune to effects which require breathing, such as inhaled poisons or drowning.
 - Add Auran to the list of bonus languages
 - Level Adjustment +1


Earth Genasi Template

 - Type changes to Outsider with the Native and Earth subtypes.  It keeps any subtypes it already had.
 - +2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma
 - Natural armour increases by +2
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Pass Without Trace (Sp): Earth genasi can use Pass Without Trace once per day as a druid with a caster level equal to 5 or his hit dice or level, whichever is higher.
 - Clerical Focus: An earth genasi cleric must choose a deity or belief that includes the Earth domain, and must take the Earth domain as one of his domains.
 - +1 racial bonus on saving throws against all earth spells and effects.  Increase the bonus by +1 for every five levels he has.
 - Add Terran to the list of bonus languages
 - Level Adjustment +1


Fire Genasi Template

 - Type changes to Outsider with the Native and Fire subtypes.  It keeps any subtypes it already had.  Because of the Fire subtype, fire genasi are immune to fire damage but are vulnerable to cold and take 150% damage from cold sources before saving throws and resistances apply.
 - +2 Intelligence, -2 Charisma
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Pyrotechnics (Sp): Fire genasi can use Pyrotechnics once per day as a sorcerer with a caster level equal to 5 or his hit dice or level, whichever is higher.
 - Clerical Focus: A fire genasi cleric must choose a deity or belief that includes the Fire domain, and must take the Fire domain as one of his domains.
 - +1 racial bonus on saving throws against all fire spells and effects.  Increase the bonus by +1 for every five levels he has.
 - Add Ignan to the list of bonus languages
 - Level Adjustment +1


Water Genasi Template

 - Type changes to Outsider with the Native and Water subtypes.  It keeps any subtypes it already had.  Because of the Water subtype, water genasi can breathe both air and water, and gain a swim speed equal to his base land speed.
 - +2 Constitution, -2 Charisma
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Create Water (Sp): Water genasi can use Create Water once per day as a druid with a caster level equal to 5 or his hit dice or level, whichever is higher.
 - Clerical Focus: A water genasi cleric must choose a deity or belief that includes either the Ocean or Water domain, and must take one of them as one of his domains.
 - +1 racial bonus on saving throws against all water spells and effects.  Increase the bonus by +1 for every five levels he has.
 - Add Aquan to the list of bonus languages
 - Level Adjustment +1


Dust Para-Genasi Template

 - Type changes to Outsider with the Air, Earth, and Native subtypes.  It keeps any subtypes it already had.
 - +4 Dexterity, +2 Intelligence, -2 Constitution, -2 Charisma
 - Natural armour increases by +1
 - Dust Cloud (Su): Once per day, a dust para-genasi can create a 20' radius cloud of dust, centered on himself.  This cloud grants concealment (20% miss chance) to all targets not adjacent to a creature within the cloud.  All creatures within the cloud, except those who do not need to breathe, must make a Fortitude save (DC 10 + ½ level + Charisma modifier) or begin coughing uncontrollably.  This coughing imposes a -2 penalty to attacks and skill checks, and lasts until 1d4 rounds after the creature leaves the cloud.  The dust cloud lasts for 5 minutes.
 - Breathless: Dust para-genasi do not breathe, and are immune to effects which require breathing, such as inhaled poisons or drowning.
 - Clerical Focus: A dust para-genasi cleric must choose a deity or belief that includes either the Air or Earth domain, and must take one of them as one of his domains.
 - +1 racial bonus on saving throws against all dust spells and effects (such as Dust of Dryness or a dust mephit's breath weapon).  Increase the bonus by +1 for every five levels he has.
 - Add Auran and Terran to the list of bonus languages
 - Level Adjustment +1


Ice Para-Genasi Template

 - Type changes to Outsider with the Cold and Native subtype.  It keeps any subtypes it already had.  Because of the Cold subtype, ice para-genasi are immune to cold damage but are vulnerable to fire and take 150% damage from fire sources before saving throws and resistances apply.
 - +4 Constitution, +2 Wisdom, -2 Dexterity, -2 Charisma
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Chill Metal (Sp): Ice para-genasi can use Chill Metal once per day as a druid with a caster level equal to his hit dice or level.
 - Breathless: Air genasi do not breathe, and are immune to effects which require breathing, such as inhaled poisons or drowning.
 - Clerical Focus: An ice para-genasi cleric must choose a deity or belief that includes either the Air, Cold or Water domain, and must take one of them as one of his domains.
 - +1 racial bonus on saving throws against all cold spells and effects.  Increase the bonus by +1 for every five levels he has.
 - Add Auran and Aquan to the list of bonus languages
 - Level Adjustment +1


Magma Para-Genasi Template

 - Type changes to Outsider with the Earth, Fire, and Native subtypes.  It keeps any subtypes it already had.  Because of the Fire subtype, magma para-genasi are immune to fire damage but are vulnerable to cold and take 150% damage from cold sources before saving throws and resistances apply.
 - +2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom
 - Natural armour increases by +1
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Heat Metal (Sp): Magma para-genasi can use Heat Metal once per day as a druid with a caster level equal to his hit dice or level.
 - Clerical Focus: A magma para-genasi cleric must choose a deity or belief that includes either the Fire or Earth domain, and must take one of them as one of his domains.
 - +1 racial bonus on saving throws against all fire spells and effects.  Increase the bonus by +1 for every five levels he has.
 - Add Ignan and Terran to the list of bonus languages
 - Level Adjustment +1


Ooze Para-Genasi Template

 - Type changes to Outsider with the Earth, Water, and Native subtype.  It keeps any subtypes it already had.  Because of the Water subtype, ooze para-genasi can breathe both air and water, and gain a swim speed equal to his base land speed.
 - +4 Constitution, -2 Charisma
 - Natural armour increases by +1
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Grease (Sp): Ooze para-genasi can use Grease once per day as a sorcerer with a caster level equal to his hit dice or level.
 - Clerical Focus: An ooze para-genasi cleric must choose a deity or belief that includes either the Water, Earth, Slime or Ooze domain, and must take one of them as one of his domains.
 - +1 racial bonus on saving throws against all acid spells and effects.  Increase the bonus by +1 for every five levels he has.
 - Add Aquan and Terran to the list of bonus languages
 - Level Adjustment +1


Smoke Para-Genasi Template

 - Type changes to Outsider with the Air, Fire, and Native subtype.  It keeps any subtypes it already had.  Because of the Fire subtype, smoke para-genasi are immune to fire damage but are vulnerable to cold and take 150% damage from cold sources before saving throws and resistances apply.
 - +2 Dexterity, +2 Intelligence, -2 Charisma
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Smoke Cloud (Su): A smoke para-genasi can create a cloud of smoke once per day.  This functions exactly like the smoke version of Pyrotechnics except that it does not need a flame for the origin.  The smoke para-genasi uses this ability as a sorcerer of his character level or hit dice.
 - Breathless: Smoke para-genasi do not breathe, and are immune to effects which require breathing, such as inhaled poisons or drowning.
 - Clerical Focus: A smoke para-genasi cleric must choose a deity or belief that includes either the Air or Fire domain, and must take one of them as one of his domains.
 - +1 racial bonus on saving throws against all smoke and cloud-based spells and effects (such as Cloudkill or the smoke version of Pyrotechnics).  Increase the bonus by +1 for every five levels he has.
 - Add Auran and Ignan to the list of bonus languages
 - Level Adjustment +1


Steam Para-Genasi Template

 - Type changes to Outsider with the Fire, Water, and Native subtype.  It keeps any subtypes it already had.  Because of the Fire subtype, steam para-genasi are immune to fire damage but are vulnerable to cold and take 150% damage from cold sources before saving throws and resistances apply.  Because of the Water subtype, they can breathe both air and water, and gain a swim speed equal to their base land speed.
 - +2 Dexterity, -2 Charisma
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Obscuring Mist (Sp): Steam para-genasi can use Obscuring Mist once per day as a druid with a caster level equal to his hit dice or level.
 - Clerical Focus: A steam para-genasi cleric must choose a deity or belief that includes either the Fire or Water domain, and must take one of them as one of his domains.
 - Keen Eyed (Ex): Steam para-genasi can see through smoke, fog, and other atmospheric effects unusually well.  Reduce the miss chance caused by concealment from these sorts of effects by half.
 - Add Aquan and Ignan to the list of bonus languages
 - Level Adjustment +1


Posi-Genasi Template

 - Type changes to Outsider with the Native subtype.  It keeps any subtypes it already had.
 - +2 Constitution, +2 Wisdom, -2 Strength
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Lesser Restoration (Sp): Posi-genasi can use Lesser Restoration once per day as a cleric with a caster level equal to his hit dice or level.
 - Boundless Life: Posi-genasi are able to turn any exess healing from spells or effects they cast or receive into temporary hit points.  These temporary HP do not stack, and last for up to 1 hour.
 - Clerical Focus: A posi-genasi cleric must choose a deity or belief that includes either the Glory, Healing, Renewal or Sun domain, and must take one of them as one of his domains.
 - +1 racial bonus on saving throws against all negative energy spells and effects.  Increase the bonus by +1 for every five levels he has.
 - Level Adjustment +1


Nega-Genasi Template

 - Type changes to Outsider with the Native subtype.  It keeps any subtypes it already had.
 - +4 Intelligence, +2 Dexterity, -2 Constitution, -2 Charisma
 - Gain Darkvision 60' or increase your existing Darkvision by +30'
 - Command Undead (Sp): Nega-genasi can use Command Undead once per day as a sorcerer with a caster level equal to his hit dice or level.
 - Deathly Life: Nega-genasi are healed by negative energy, and harmed by positive energy, just as undead are.  They are still considered living creatures for all other spells and effects.  Raise Dead and the like still affect a nega-genasi normally.  Additionally, nega-genasi have a 50% chance to ignore critical hits, sneak attacks, and the like.
 - Clerical Focus: A nega-genasi cleric must choose a deity or belief that includes either the Death, Deathbound, or Undeath domain, and must take one of them as one of his domains.
 - +1 racial bonus on saving throws against all positive energy spells and effects.  Increase the bonus by +1 for every five levels he has.
 - Level Adjustment +1
« Last Edit: January 12, 2015, 10:39:26 PM by Kethrian »
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Offline bhu

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Re: Planetouched Templates
« Reply #1 on: January 08, 2015, 02:30:29 AM »
There's more planetouched than those two.  Faerun has at least elf and dwarf tiefling types.  Id have to check for others.

Offline Kethrian

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Re: Planetouched Templates
« Reply #2 on: January 08, 2015, 02:47:04 AM »
Yeah, I remember the Fey'ri and Tanarukk (tieflinged elves and orcs).  But a +3 LA is pretty insane when you already have half-fiend at +4 LA, or fiendish for +2.  Doubly so when tieflings are supposed to be several generations removed from their fiendish ancestors.  I know there's genasi as well, and I will make templates for those too, once I find the book(s) with them.
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Offline bhu

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Re: Planetouched Templates
« Reply #3 on: January 08, 2015, 03:25:57 AM »
I think they're in Fiend Folio

Offline Kethrian

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Re: Planetouched Templates
« Reply #4 on: January 08, 2015, 03:31:48 AM »
Not there, but that does have four others that are, again, considered only to have human ancestry in addition to the distant outsider ancestor.  So I'll have to template them, as well.

Edit: Looks like the genasi are in the FRCS.  Just gotta track down my copy and open it up, then get to work!
« Last Edit: January 08, 2015, 03:39:33 AM by Kethrian »
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Offline Kethrian

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Re: Planetouched Templates
« Reply #5 on: January 09, 2015, 08:10:05 AM »
Okay, put up all 4 genasi templates, plus both planetouched that have different outsiders instead of locked in humanoid races from the Fiend Folio.
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Offline Jackinthegreen

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Re: Planetouched Templates
« Reply #6 on: January 10, 2015, 01:13:39 AM »
Dragon Mag 297 pages 63-65ish have the Axani and Cansin, which are the Lawful and Chaotic counterparts to the Aasimar and Tiefling.  Paragenasi are also in there, such as smoke (air + fire), ooze (water + earth) etc.  Do you have access to that, or would you like those redone for this little project?

I also plan on making these into monster classes for Oslecamo's stuff, but that'll take a little more work than simply turning them into templates.

Offline Kethrian

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Re: Planetouched Templates
« Reply #7 on: January 10, 2015, 01:53:32 AM »
Excellent!  Yes, I do have that mag, I've got most Dragon Magazine issues from around 270 or so up.  I'll get to work adding them to the templates!
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Offline TC X0 Lt 0X

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Re: Planetouched Templates
« Reply #8 on: January 10, 2015, 08:03:56 PM »
Ya I never really liked Planetouched as races either.
I was thinking about whipping up prestige monster classes for them over in Oslecamo's Improved Monster Classes subforum after I finish up with my other trainwreck.
Might have to steal some of this stuff when I do  :p
Im really bad at what I do.
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Offline Kethrian

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Re: Planetouched Templates
« Reply #9 on: January 11, 2015, 01:58:52 AM »
Just be sure to link this as your source if you do!

Alright, added all 6 para-genasi templates, and did a little editing to the others, mostly applying alignment subtypes where appropriate, and giving the shyft a bit of a stat boost, considering it's a +2 LA.  Oh, and I gave earth genasi (and earth based para-genasi) some natural armour as a sort of subtype bonus.

I'm planning on creating templates for positive and negative genasi, as well as all the quasi-genasi types.  These will be a good baseline to work from, I think.
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