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Planetouched Madness!

Meanwhile, let's continue onto the last of the Big Four, the Zenythri.

"Law-Touched" Template
For those zenythri who aren't nessecarily descended from human stock, you can give them the following template. Only change the following:

* Type changes to Outsider (Law). Their old type and subtypes are removed. This grants them Darkvision with a range of 60 ft.
* +2 Strength, +2 Dexterity, +2 Wisdom, -2 Charisma.
* Electric, Fire, Cold, and Sonic Resistance 5
* The spell-like ability of True Strike once per day, as a sorcerer of their hit dice.
* +2 racial bonus to Balance and Intuit Direction.
* Level Adjustment +2. This is in addition to the level adjustment of the base creature.
* Monk class favored.


Note that this doesn't reproduce the zenythri in the MM2 if applied to a human. Zenythri created with this template thus have a slight edge over those created otherwise, and so have a slightly higher level adjustment.

"High" Zenythri
A more potent version of the usual planetouched, these creatures may be closer to their axiomatic origins than your typical zenythri, or may be descended from more powerful versions of lawful creatures (such as formians or modrons). Their racial stats are as follows:

* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the law subtype. This grants them darkvision with a 60 ft. range.
* +2 Strength, +2 Dexterity, +2 Intelligence, +2 Wisdom. High zenythri are in snych with their own rhythms of thought and action.
* Electric, Cold, Fire, and Sonic Resistance 5. High zenythri are highly resilient to energy damage.
* The ability to cast Mirror Image once per day as a sorcerer of their hit dice, on themselves only. High zenythri find it easy to create team members they work well with.
* +2 racial bonus to Balance and Intuit Direction checks. High zenythri are naturally even and can read patterns in the stars easily.
* Level Adjustment +2
* Favored class: Monk. High zenythri enjoy the purity and order of the class.


"Low" Zenythri
Distantly removed from lawful ancestry, or simply descended from the less powerful creatures of the gears, low zenythri are weaker than their kin, but still potent. Their racial abilities are as follows:

* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the law subtype. This grants them darkvision with a 60 ft. range.
* +2 Wisdom, +2 Intelligence, -2 Dexterity. Low zenythri are intuitive and logical, but are slow to react to a situation before they can analyze it.
* The ability to cast Comprehend Languages once per day as a sorcerer of their hit dice. Low zenythri have a knack for deciphering the patterns in words.
* +2 racial bonus to Balance and Intuit Direction checks. Low zenytrhi are still able to find even ground, and cardinal directions
* Level Adjustment +0
* Favored Class: Monk. The focus of the class comes easily to them.


"Logician" Zenythri
Creatures of brilliantly efficient minds, logician zenythri can discern patterns and dictates in even the most random-seeming of events. Their minds are so efficient that they tend to be cocky in personality, condescending, and elitist. Their racial stats are as follows:

* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the lawsubtype. This grants them darkvision with a 60 ft. range.
* +4 Intelligence, -2 Charisma. Though their minds are keen, emotions and empathy are not a common part of their subroutines.
* Electric, Fire, and Sonic Resistance 5. Logician zenythri inherit some of the resistances of their parentage.
* The ability to cast Locate Object once per day as a sorcerer of their hit dice. Logician zenythi have an uncanny ability to find what most would consider lost.
* +2 racial bonus to Search and Intuit Direction checks. In addition to being able to scan an area, logician zenythri can also scan the skies.
* Level Adjustment +1
* Favored class: Wizard. The arcane stylings are intimately familiar to one of this mindset.


"Manipulator" Zenythri
Tainted with the planes of mind-control and domination, manipulator zenythri know how to keep slaves, and how to keep them complacent. They are often imposing and regal, natural leaders that many pledge their lives to simply out of respect. Their racial stats are as follows:

* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the lawsubtype. This grants them darkvision with a 60 ft. range.
* +4 Charisma, -2 Constitution. Though they are shockingly authoritative, they have grown used to dependance on slaves.
* Electric, Fire, and Sonic Resistance 5. Manipulator zenythri have inherited their forefathers' elemental resistances.
* The ability to cast Enthrall once per day as a sorcerer of their hit dice. Manipulator zenythri command attention, when they desire to.
* +2 racial bonus to Diplomacy and Bluff checks. One instinctively trusts a manipulator zenythri
* Level Adjustment +1
* Favored class: Rogue. Knowledge and wiles come easily to these creatures.


"Peacekeeper" Zenythri
Able to quell rebellions with the sound of their voice, peacekeeper zenythri have been tainted by energies structured to fight against chaos, randomness, and other agents of inefficiency. Many are disturbingly complacent and peaceful themselves, several taking vows of nonviolence in their lives. Their racial stats are as follows:

* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the lawsubtype. This grants them darkvision with a 60 ft. range.
* +2 Constitution, +2 Wisdom. Peacekeeper zenythri have both physical and mental staying power.
* Electric, Fire, and Sonic Resistance 5. They have inherited the resistances of their ancestors.
* The ability to cast Calm Emotions once per day as a sorcerer of their hit dice. Peacekeeper zenythri know that only calmness can breed useful efficiency.
* +4 racial bonus to Diplomacy checks. Peacekeeper zenythri love to put others at ease.
* Level Adjustment +1
* Favored class: Cleric. Preaching and healing and defending come naturally to peacekeeper zenythri.


"Enforcer" Zenythri
Where there are laws, there will be ignorant and stupid souls who violate them, often simply for the fun of it. Enforcer zenythri have within them the power of forced order, and forced enjoyment of said order. Their racial stats are as follows:

* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the lawsubtype. This grants them darkvision with a 60 ft. range.
* +2 Strength, +2 Constitution, +2 Charisma, -2 Intelligence. Enforcer zenythri are handy in a conflict, and persuasive, but are more used to being told where to look than figuring it out for themselves.
* Electric, Fire, and Sonic Resistance 5. They have inherited the resistances of their ancestors.
* The ability to cast Charm Person once per day as a sorcerer of their hit dice. Enforcer zenythri will often force people to enjoy obedience to them.
* +2 racial bonus on Diplomacy and Intimidate checks. When one fails, the other will work.
* Level Adjustment +1
* Favored class: Fighter. The trained soldier is the natural role for an enforcer zenythri.


"Insectile" Zenythri
Descended from the great formians, or perhaps a relative, insectile zenythri have a powerful will to construct, and often bear antennae or chitinous skin. Their racial stats are as follows:

* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the lawsubtype. This grants them darkvision with a 60 ft. range.
* +2 Strength, +2 Constitution, +2 Wisdom, -2 Charisma. Though disturbing, the insectile build of these zenythri give them power and perception beyond mortal limits.
* Electric, Fire, and Sonic Resistance 5. They have inherited the resistances of their ancestors.
* The ability to cast Make Whole once per day as a sorcerer of their hit dice. Insectile zenythri have an intuitive sense of construction.
* +2 racial bonus on Craft and Profession checks. Insectile zenythri love to work hard for their rewards.
* Level Adjustment +1
* Favored class: Expert. Insectile zenythri often become the greatest of sages, specialists, or artisans.


"Noble" Zenythri
Naturally at the highest order, noble zenythri have a sense of pride and arrogance about them that many respect, and agree with. Their racial stats are as follows:

* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the lawsubtype. This grants them darkvision with a 60 ft. range.
* +2 Strength, +2 Intelligence, +2 Charisma. Logical and strong with a certain something about them, noble zenythri are a cut above mortals.
* Electric, Fire, and Sonic Resistance 5. They have inherited the resistances of their ancestors.
* The ability to cast Bless once per day as a sorcerer of their hit dice. Noble zenythri have power simply eminating from their high natural rank in life.
* +2 racial bonus on Diplomacy and Bluff checks. For dealing with those who may not inherently respect them.
* Level Adjustment +1
* Favored class: Aristocrat. Nobility, obviously, comes easily to them.


"Crystaline" Zenythri
Made of the beautiful but ordered gems and jewels of the lawful planes, crystaline zenythri are probably tainted majorly by the more beautiful and exacting side of law and order. Their racial stats are as follows:

* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the lawsubtype. This grants them darkvision with a 60 ft. range.
* +2 Strength, +2 Constitution, +2 Charisma, -2 Dexterity. Though powerful, resliient, and beautiful, crystaline zenythri have difficulty moving their odly shaped limbs.
* Electric, Fire, and Acid Resistance 5. They are immune to the same things stones are.
* The ability to cast Glitterdust once per day as a sorcerer of their hit dice. They can simply shed a spray of shimmering powder from themselves.
* +2 racial bonus on Craft and Hide checks. They have a natural way with stone, and are slightly transparent.
* Level Adjustment +1
* Favored class: Druid. The natural world responds quite well to a crystaline zenythri.


"Lawyer" Zenythri
Laws are able to be known, manipulated, and twisted, and the Truth is the highest order of them all. Lawyer zenythri are those who question what Truth is, and aspire to find it themselves. Their racial stats are as follows:

* Medium Sized. Base speed 30.
* Outsider (Law). Zenythri are outsiders with the lawsubtype. This grants them darkvision with a 60 ft. range.
* +2 Intelligence, +2 Charisma. Lawyer zenythri have logic, and are quite compelling.
* Electric, Cold, and Sonic Resistance 5. Lawyer zenythri are immune to some of the more ordered energies.
* The ability to cast Zone of Truth once per day as a sorcerer of their hit dice. Lawyer zenythri are better than a truth serum, often.
* +2 racial bonus on Diplomacy and Bluff checks. Convincing others to reveal the Truth is a common trait amongst them.
* Level Adjustment +1
* Favored class: Rogue. The more diplomatic and conniving skills come easily to them.
 

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Very cool, KM.

Do you plan on going into where the zenythri are coming from? None of the lawful planar races - baatezu, formorians, modrons, or lawful celestials - really seems like interbreeding would produce anything like what we see. Where are they coming from?
 

Well, the question is fairly open. I'd say that the 'default' zenythri are those who come about not from having planar-tained ancestors, but from having spent many generations on the lawful planes. They're not descended from anything, but the 'belief radiation' basically mutated their genetics and their internal structure to come out as Zenythri. It's a sort of 'natural selection' for lawful planes...they were originally, say, Humans, who, over many generations, became the Zenythri, and scattered throughout the planes.

But really the answer is basically whatever you want them to be. :)
 

frankly i liked the cansen and ixions from the dragon magazine over the MM2 plane touched

I've been messing with theses new para-genasi for a while so tell me what you think

Tempest Para-genasi (v2.0 a template)

+2 str, +2 dex, -2 con, +2 int, -4 wis, +2 cha the blasting power of the storm grants those gifted with the blood of all four elemental planes incredible strength, speed, craft, and guile but take their toll on the creature's endurance and sanity.

Speed +10 to all modes of movement
the winds themselves guide a tempest born's juorneys

+2 natural armor the strength of earth infuses a stormborn's skin

+4 on saves versus mind influencing effects its hard to control a creature who's mind swirls and churns like a raging sea

any time a tempest para-genasi is damagd by a slashing or piercing effect his blood retaliates with a spray of fiery ichor that deals 1d4 fire damage to all in the square the attack came from (no save). this does not harm the para genasi any further.

+1 to save against fire, water, earth, or wind effects. this bonus increases by one for every 5 Hit dice the creature has or gains

gains outsider type with fire, water, air, and earth subtypes

darkvision 60 ft

may only choose elemental domains if taking levels as a class with domains (unless it already has every elemental domain offered by that class)

base creature +2 or 3 ecl (not sure which its better than reptilian but not as strong as half-dragon)
 
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I officially declare this thread RESURRECTED! With a pseudo-new type of planetouched: The Neutraltouched. For the Rilmani-descendants, or those who just aren't that moral at all. :)

Azmaz
The generic name for a creature touched be elements of neutrality, or unaligned planar energies.

* +2 Intelligence, +2 Wisdom. Azmaz are clever and perceptive.
* Fire, Cold Resistance 5. Azmaz are protected against extremes.
* The spell-like ability of Protection from Chaos/Evil/Good/Law once per day as a sorcerer of their hit dice. They can choose any of the effects to manifest upon the casting of the spell, regardless of their actual alignment. They are capable of shirking off those who do not think as logically as they do.
* +2 on Bluff and Sense Motive checks. Azmaz are perceptive of others, and thus able to lie to them more easily.
* Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype
* Level Adjustment +1
* Favored Class: Wizard. Azmaz often enjoy logical, tool-use type magic.

"Neutral-Touched" Template
For those Azmaz who aren't nessecarily descended from human stock, you can give them the following template. Only change the following:

* Type changes to Outsider. Their old type and subtypes are removed. This grants them Darkvision with a range of 60 ft.
* +2 Intelligence, +2 Wisdom
* Fire, Cold, and Sonic Resistance 5
* The spell-like ability of Protection from Chaos/Evil/Good/Law once per day, as a sorcerer of their hit dice. They can cast any version of this spell regardless of their actual alignment.
* +2 racial bonus to Bluff and Sense Motive
* Level Adjustment +2. This is in addition to the level adjustment of the base creature.
* WIzard class favored.


Note that this doesn't reproduce the zenythri in the MM2 if applied to a human. Zenythri created with this template thus have a slight edge over those created otherwise, and so have a slightly higher level adjustment.

"High" Azmaz
A more potent version of the usual planetouched, these creatures may be closer to their balanced origins, or may be descended from more powerful versions of neutral creatures (such as rilmani). Their racial stats are as follows:

* Medium Sized. Base speed 30.
* Outsider. Azmaz are outsiders without a subtype. This grants them darkvision with a 60 ft. range.
* +2 Constitution, +2 Intelligence, +2 Wisdom. High azmaz .
* Electric, Cold, Fire, and Acid Resistance 5. Azmaz are resistant to most types of energy
* The ability to cast Undetectable Alignment once per day as a sorcerer of their hit dice, on themselves only. Obscuring their true nature even further, these creature defy alignment.
* +2 racial bonus to Bluff and Sense Motive checks. High azmaz have inherited the deception and
* Level Adjustment +2
* Favored class: Cleric. High azmaz often get philosophical about their ancestry.


"Low" Azmaz
Distantly removed from neutral ancestry, or simply descended from the less powerful creatures of the wilds, low azmaz are weaker than their kin, but still potent. Their racial abilities are as follows:

* Medium Sized. Base speed 30.
* Outsider. Azmaz are outsiders without a subtype. This grants them darkvision with a 60 ft. range.
* +2 Intelligence, -2 Charisma. Law azmaz are clever, but their personalities seem distilled.
* The ability to cast Detect Chaos/Evil/Good/Law once per day as a sorcerer of their hit dice, regardless of their alignment. Low azmaz can detect powerful alignment energies.
* +2 racial bonus to Bluff and Sense Motive checks. Low azmaz still have that insight and willingness to decieve.
* Level Adjustment +0
* Favored Class: Wizard. Often, a cause other than alignment guides them to magical perfection.


"Reflective" Azmaz
Creatures descended from beings of mirrors and opposites, reflective azmaz often have silvery skin that reflects light, or eyes of mercury.

* +2 Wisdom. Reflective azmaz gain a bit of hindsight even on present situations.
* Fire, Cold Resistance 5. Azmaz are protected against extremes.
* The spell-like ability of Mirror Image once per day as a sorcerer of their hit dice. Reflective azmaz are masters of light tricks.
* +2 on Bluff and Sense Motive checks. Reflective azmaz are still as observant and conniving as ever.
* Outsider. This grants them darkvision with a 60 ft. range.
* Level Adjustment +1
* Favored Class: Monk. Though not all reflective azmaz are lawful, those who are prefer the dedication and devotion, as well as the self-dependancy of the monk.


"Natural" Azmaz
Azmaz who are descended from spirits of nature and the wilderness, who aren't nessecarily good or wicked or ordered or random, but are nonetheless savage for it.

* +2 Intelligence, +2 Wisdom. Natural azmaz must be able to precieve their world and make sense of it.
* Fire, Cold Resistance 5. Azmaz are protected against extremes.
* The spell-like ability of Calm Animals once per day as a sorcerer of their hit dice. They have a natural soothing affect on the creatures in their domain.
* +2 on Craft and Survival checks. Azmaz know how to get along in the wilds, or on how to make things to help them get along in the wilds.
* Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype
* Level Adjustment +1
* Favored Class: Druid. The natural world's penultimate representation.


"Manipulator" Azmaz
Descended from the planar diplomats of the dimensions, manipulator azmaz have a naturally calming voice and a regal bearing.

* +2 Charisma, +2 Wisdom. Manipulator azmaz can see a need, and make sure they meet it.
* Sonic Resistance 5. Words and screams are ineffective aginst their inner peace..
* The spell-like ability of Charm Person once per day as a sorcerer of their hit dice. When all else fails, the manipulator azmaz are not affraid to force an agreement.
* +2 on Bluff and Sense Motive checks. Manipulator azmaz are particularly talented at both sides of the lying coin.
* Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype
* Level Adjustment +1
* Favored Class: Bard. Manipulator azmaz make natural diplomats and skilled conversationalists.


"Secret" Azmaz
Lore throughout the planes is carefully guarded, as it may be the most effective weapon. The Secret azmaz, known to adore not knowing something just as much, often make sure secrets remain secrets.

* +2 Charisma. Secret azmaz often persuade people to become uninterested.
* Fire, Cold Resistance 5. Azmaz are protected against extremes.
* The spell-like ability of Blur once per day as a sorcerer of their hit dice. As their race blurrs the distinction of alignments, they can blurr themselves, and thus make themselves that much harder to pin down.
* +2 on Hide and Spot checks. They are both talented at hiding, and at uncovering what is hidden.
* Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype
* Level Adjustment +1
* Favored Class: Rogue. Being stealthy is second nature to these shadows among the planes.


"Scholar" Azmaz
Creatures touched by planar energies of lore and legend, epitomizing the pure persuit of knowledge, scholar azmaz

* +2 Intelligence, +2 Wisdom. Scholar azmaz are bright, and not stupid about it.
* Fire, Cold Resistance 5. Azmaz are protected against extremes.
* The spell-like ability of Comprehend Languages once per day as a sorcerer of their hit dice. Scholar azmaz don't let a little thing like languages get in the way of their search for lore.
* +2 on Alchemey checks, and on any one Knowledge skill check. Scholar azmaz know the sciences and the books fairly well.
* Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype
* Level Adjustment +1
* Favored Class: Wizard. Azmaz often enjoy logical, tool-use type magic.


"Lucky" Azmaz
The force of 'luck' in the mutliverse usually does not have much of an alignemnt. It is not bad, good, ordered, or completely random, but it is present, and it does carry with it palanar engeries. Lucky azmaz often are obssessed with making odds, and then proving they mean nothing, and many have a gambling problem.

* +2 Intelligence, +2 Wisdom. So they can see cheating, and know what it is when they see it.
* Electric, Acid Resistance 5. Lucky azmaz need more protection from beer and lighting than from fire and ice.
* The spell-like ability of Bless once per day as a sorcerer of their hit dice. Sometimes the gods just favor these guys.
* +2 on Spot and Listen checks. Keen of eye and ear, these creatures pick up on details quickly.
* Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype
* Level Adjustment +1
* Favored Class: Cleric. If you're lucky often enough, you start to think that maybe some higher force is looking out for you...


"Elementalist" Azmaz
More related to the philosophical extention of the elements than the pure primal representation of the genasi, elementalist azmaz spread all four elements thruoghout their form, being composed of equal parts fire, earth, water, and air in a Frankenstien hodge-podge of elemental body parts, skin tones, voice qualities, and eye colors.

* Fire, Cold, Acid and Electricity Resistance 5. No element has a foot up on elementalist azmaz.
* +2 on Survival, Swim, Climb, and Knowledge (any one) checks. Elementalist azmaz are mobile, full of intelligence, and capable of surviving many conditions.
* Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype
* Level Adjustment +1
* Favored Class: Sorcerer. Elementalist azmaz prefer to focus on raw energy.


"Guardian" Azmaz
Though protection and defense is usually associated with good actions, guardian azmaz prove that even evil things can be protected from harm. These azmaz preserve the status quo through peace and nonviolence, and loathe

* +2 Intelligence, +2 Wisdom. Azmaz are clever and perceptive.
* Fire, Cold Resistance 5. Azmaz are protected against extremes.
* The spell-like ability of Sanctuary once per day as a sorcerer of their hit dice. Guardian azmaz encourage mutual peace.
* +2 on Hide and Move Silently checks. Guardian azmaz must often guard themselves most of all.
* Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype
* Level Adjustment +1
* Favored Class: Fighter. Guardian azmaz take up the heavy armor and weapons of this class quite readily, as it both protects them and others.


"Instructor" Azmaz
Teaching those who follow you is perhaps one of the purest representations of ancient knowledge and lore that an azmaz can achieve. Instructor azmaz are often slightly puritain in attitudes toward the world, wishing to correct what is wrong, through punishment or education.

* +2 Intelligence. Instructor azmaz are quite bright.
* Fire, Cold Resistance 5. Azmaz are protected against extremes.
* The spell-like ability of Augury once per day as a sorcerer of their hit dice. Every once in a while, these instructors need to test fate itself.
* +2 on Bluff and Sense Motive checks. Azmaz are perceptive of others, and thus able to lie to them more easily.
* Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype
* Level Adjustment +1
* Favored Class: Wizard. The education is very important for them.
 






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