Planetouched as Templates

Nifft

Penguin Herder
Any massive balance problems?


Air Gensai [Template]
  • Native Outsider (Ex): The character's type changes to Outsider, and she is no longer affected by spells which target Humanoids (e.g. Hold Person).
  • Darkvision (Ex): Gensai can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and gensai can function just fine with no light at all.
  • +2 Dex, +2 Int
  • +2 racial bonus on Jump and Tumble checks.
  • Energy Resistance (Ex): Air Gensai ignore the first 10 points of damage from Sonic attacks.
  • Feather Fall (Sp): At will, caster level equal to total HD.
  • Bonus Languages: Air Gensai gain the option of speaking Auran as a bonus language.
  • Favored Class: An air gensai gains the option of taking Rogue in place of whatever favored class she already possesses.
  • ECL +1: The character advances and gains experience as though she were one level higher.


Earth Gensai [Template]
  • Native Outsider (Ex): The character's type changes to Outsider, and she is no longer affected by spells which target Humanoids (e.g. Hold Person).
  • Darkvision (Ex): Gensai can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and gensai can function just fine with no light at all.
  • +2 Str, +2 Wis
  • +2 racial bonus on Spot and Sense Motive checks.
  • Stone Shape (Sp): 3/day, caster level equal to total HD.
  • Bonus Languages: Earth Gensai gain the option of speaking Terran as a bonus language.
  • Favored Class: An earth gensai gains the option of taking Fighter in place of whatever favored class she already possesses.
  • ECL +1: The character advances and gains experience as though she were one level higher.


Fire Gensai [Template]
  • Native Outsider (Ex): The character's type changes to Outsider, and she is no longer affected by spells which target Humanoids (e.g. Hold Person).
  • Darkvision (Ex): Gensai can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and gensai can function just fine with no light at all.
  • +2 Int, +2 Cha
  • +2 racial bonus on Bluff and Intimidate checks.
  • Energy Resistance (Ex): Fire Gensai ignore the first 10 points of damage from Fire attacks.
  • Produce Flame (Sp): At will, caster level equal to 1/2 total HD.
  • Bonus Languages: Air Gensai gain the option of speaking Ignan as a bonus language.
  • Favored Class: A Fire gensai gains the option of taking Sorcerer in place of whatever favored class she already possesses.
  • ECL +1: The character advances and gains experience as though she were one level higher.


Water Gensai [Template]
  • Native Outsider (Ex): The character's type changes to Outsider, and she is no longer affected by spells which target Humanoids (e.g. Hold Person).
  • Darkvision (Ex): Gensai can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and gensai can function just fine with no light at all.
  • +2 Con, +2 Wis
  • +8 racial bonus on Swim checks.
  • Water Breathing (Ex): As the spell, constantly in effect.
  • Create Water (Sp): At will, caster level equal to 1/2 total HD.
  • Bonus Languages: Water Gensai gain the option of speaking Aquan as a bonus language.
  • Favored Class: A Water gensai gains the option of taking Druid in place of whatever favored class she already possesses.
  • ECL +1: The character advances and gains experience as though she were one level higher.

* * *


Aasimar [Template]
  • Native Outsider (Ex): The character's type changes to Outsider, and she is no longer affected by spells which target Humanoids (e.g. Hold Person).
  • +2 Wis, +2 Cha
  • +2 racial bonus on saving throws vs. poison or disease
  • Elemental Resistance (Ex): Aasimar ignore the first 5 points of damage from Acid, Electricity or Sonic (Concussive) attacks.
  • Low-light Vision (Ex): Aasimar can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Light (Sp): At will, caster level equal to total HD.
  • Bonus Languages: Aasimar gain the option of speaking Celestial.
  • Favored Class: An aasimar gains the favored class Paladin in addition to whatever favored class she already possesses.
  • ECL +1: The character advances and gains experience as though she were one level higher.


Tiefling [Template]
  • Native Outsider (Ex): The character's type changes to Outsider, and she is no longer affected by spells which target Humanoids (e.g. Hold Person).
  • +2 Int, +2 Dex
  • +2 racial bonus on Bluff and Intimidate checks.
  • Elemental Resistance (Ex): Tieflings ignore the first 5 points of damage from Fire or Cold attacks.
  • Darkvision (Ex): Tieflings can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and tieflings can function just fine with no light at all.
  • Bonus Languages: Tieflings gain the option of speaking Abyssal and Infernal.
  • Favored Class: A tiefling gains the favored class Rogue in addition to whatever favored class she already possesses.
  • ECL +1: The character advances and gains experience as though she were one level higher.

Thanks, -- N
 

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I love the idea, but should it only be a +1 template? It seems if you put the template over and existing race, say an elf, you are getting all of the abilities of 2 races, with the ECL of the planar races only. Granted the basic races do not have an ECL, but it still seems a little unbalancing as the planetouched as a race only have an ECL of +1 as well. Its like getting the powers of two races for the cost of one.
 

It's certainly a power boost. A tiefling (human) would get an extra feat and +1 skill point per level (4 at first) compared to the (LA +1) tiefling in the MM.
 

Very cool templates, but the temps are unbalanced from each other. Air gensai seem to get a rare resistance, lightning would seem a better choice.

{Edit: @Great House, they've always said that the tiefling is weak. It shouldn't be hard to be stronger.
 
Last edited:

Ferret said:
Very cool templates, but the temps are unbalanced from each other. Air gensai seem to get a rare resistance, lightning would seem a better choice.

Are you saying that defence from a rare attack form should cost more than defence from a common attack form?!

IMC, Fire Resistance is very valuable -- because fire is common. Sonic Resistance is nice, the one time in fifty that a high-level Mage blows a slot on Shout, or if you decide to go hunting Yrthacks -- but fire-resistance is a serious crimp in your average Mage's style.

-- N
 

Certainly, one of the obvious problems is that these abilities become less valuable as levels increase. At low level, those resistances are something you otherwise would not have.

But at high level, having an extra level means getting at least two spell slots, any one of which could be used to get Energy Immunity.

I like the fact that it sucks a lot less than the traditional Planetouched (who are inbetween the power of an Elf and a Dwarf and asked to pay a level for it) - but in the long run it is always eventually not going to be worth that level.

Fundamentally, while inherent magical abilities might seem more "special" than more normal ones - they are actually worse than their non-magical counterparts. Sometimes you are in an anti-magic field - but you are never in an anti-stoncunning field. Even worse, most magical abilities can be simulated by spells - and the cost to do so goes down massively as spellcasting characters approach high level.

If you are going to do it this way, I suggest having this as a one or two level Prestige Class that allows you to unlock your inherent magical potential. The abilities like Stone Shape are still always going to eventually become nearly useless - but as long as you are getting Hit Dice and skill ranks you'll still vaguely be keeping up with the game.

Personally, I just let people play Genasi right out of the book without level cost. The abilities aren't good compared to what Dwarves get - so I don't see the problem.

-Frank
 

I'm thinking about an "Elemental Disciple" PrC that would take a Gensai and make it into a Half-Elemental.

I agree about the spell-like abilities not being so great, but extra ability points are just as good at 20th level as they are at 5th level, since they stack with everything else.

Being an Outsider is good vs. Hold Person and Dominate Person, so it's a nice bonus right through mid to high levels.

-- N
 

I agree about the spell-like abilities not being so great, but extra ability points are just as good at 20th level as they are at 5th level, since they stack with everything else.

Strength, Dexterity, and Constitution don't stack with Polymorph. Intelligence generally doesn't stack with PAO.

As things currently stand there is no particular reason why characters wouldn't use PAO to permanently buff themselves at about 15th level. As such, in Rules as Written any racial stat bonus (except Charisma and Wisdom) is worth approximately the same as bellybutton lint at 20th level.

Heck, even the Type Modifications mean bupkiss as Polymorph changes Type in 3.5. I mean, it's a horrible idea, but it is what the 3.5 rules say.

-Frank
 

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