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Planetouched Templates (Aasimar, Genasi, & Tieflings)... Long
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<blockquote data-quote="drowdude" data-source="post: 5646" data-attributes="member: 890"><p>Figured I would repost these... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>Comments are welcome as always.</p><p></p><p>_______________________________________</p><p></p><p>Aasimar Template</p><p></p><p>The base creature’s type becomes “native” Outsider.</p><p></p><p>Hit Dice: Same as the base creature.</p><p>Speed: Same as the base creature.</p><p>AC: Same as the base creature.</p><p>Attacks/Damage: Same as the base creature.</p><p>Special Attacks / Qualities: Same as the base creature, + they gain the following abilities: </p><p></p><p>·+2 racial bonus to all Will saves versus mind-affecting spells and effects.</p><p></p><p>·+2 racial bonus to Fort saves versus Poisons.</p><p></p><p>·Immunity to all forms of disease.</p><p></p><p>·Spell Resistance of 5 + character level (max of 25).</p><p></p><p>·Keen Senses - Darkvision out to a range of 60’, Low-Light Vision (x2), & a +2 racial bonus to all Listen & Spot skill checks.</p><p></p><p>·Elemental Resistance: 15 points divided up among Acid / Cold / Electricity as desired. The default is each at 5. </p><p></p><p>·Spell-Like Abilities: Cast as a sorcerer of the aasimar's character level. Choose one from the following options... </p><p> </p><p>* Daylight 1/day</p><p>* Light 3/day</p><p>* Protection from Evil 2/day</p><p>* Detect Evil 2/day</p><p>* others may be allowed at the DM's discretion.</p><p></p><p></p><p>Upon reaching 7th level, the aasimar gains one of the following special abilities (this choice once made is permanent): </p><p>Wings of the Deva – The aasimar grows large feathered wings the enable her to fly at twice her base speed (good). </p><p></p><p> </p><p>Aura of Menace – The aasimar gains the ability to generate an intangible, invisible aura of menace that weakens hostile creatures within a 20-foot radius. Anyone about to attack the aasimar must attempt a Will save (DC = to 10 + charisma modifier + ½ character level). Those who fail the saving throw suffer a –2 morale penalty on attacks, checks, and saves for one full day, or until they successfully damage the aasimar generating the aura. A creature that makes its initial save or damaged the aasimar is immune to that aasimar’s aura of menace for one day. </p><p></p><p> </p><p>Immunity – The aasimar becomes immune to one of the following attacks/effects: Acid, Cold, Electricity, or Petrifaction. </p><p></p><p> </p><p>Magic Circle Against Evil – The aasimar may invoke this spell upon herself up to 3/day as a free action, cast as a sorcerer of her character level.</p><p></p><p></p><p>Saves: Same as the base creature, except as noted above.</p><p>Abilities: Increase from the base creature as follows: Str +2, Wis +2, & Cha +2.</p><p>Skills: Same as the base creature; intuitively speaks Celestial.</p><p>Feats: Same as the base creature.</p><p></p><p>Climate/Terrain: Same as the base creature.</p><p>Organization: Same as the base creature.</p><p>Challenge Rating: Same as the base creature +1.</p><p>Treasure: Same as the base creature.</p><p>Advancement: Same as the base creature, except that they may choose to replace the base creature's favored class with Paladin. ECL +2.</p></blockquote><p></p>
[QUOTE="drowdude, post: 5646, member: 890"] Figured I would repost these... :D Comments are welcome as always. _______________________________________ Aasimar Template The base creature’s type becomes “native” Outsider. Hit Dice: Same as the base creature. Speed: Same as the base creature. AC: Same as the base creature. Attacks/Damage: Same as the base creature. Special Attacks / Qualities: Same as the base creature, + they gain the following abilities: ·+2 racial bonus to all Will saves versus mind-affecting spells and effects. ·+2 racial bonus to Fort saves versus Poisons. ·Immunity to all forms of disease. ·Spell Resistance of 5 + character level (max of 25). ·Keen Senses - Darkvision out to a range of 60’, Low-Light Vision (x2), & a +2 racial bonus to all Listen & Spot skill checks. ·Elemental Resistance: 15 points divided up among Acid / Cold / Electricity as desired. The default is each at 5. ·Spell-Like Abilities: Cast as a sorcerer of the aasimar's character level. Choose one from the following options... * Daylight 1/day * Light 3/day * Protection from Evil 2/day * Detect Evil 2/day * others may be allowed at the DM's discretion. Upon reaching 7th level, the aasimar gains one of the following special abilities (this choice once made is permanent): Wings of the Deva – The aasimar grows large feathered wings the enable her to fly at twice her base speed (good). Aura of Menace – The aasimar gains the ability to generate an intangible, invisible aura of menace that weakens hostile creatures within a 20-foot radius. Anyone about to attack the aasimar must attempt a Will save (DC = to 10 + charisma modifier + ½ character level). Those who fail the saving throw suffer a –2 morale penalty on attacks, checks, and saves for one full day, or until they successfully damage the aasimar generating the aura. A creature that makes its initial save or damaged the aasimar is immune to that aasimar’s aura of menace for one day. Immunity – The aasimar becomes immune to one of the following attacks/effects: Acid, Cold, Electricity, or Petrifaction. Magic Circle Against Evil – The aasimar may invoke this spell upon herself up to 3/day as a free action, cast as a sorcerer of her character level. Saves: Same as the base creature, except as noted above. Abilities: Increase from the base creature as follows: Str +2, Wis +2, & Cha +2. Skills: Same as the base creature; intuitively speaks Celestial. Feats: Same as the base creature. Climate/Terrain: Same as the base creature. Organization: Same as the base creature. Challenge Rating: Same as the base creature +1. Treasure: Same as the base creature. Advancement: Same as the base creature, except that they may choose to replace the base creature's favored class with Paladin. ECL +2. [/QUOTE]
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