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Planetouched Madness!
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<blockquote data-quote="the Lorax" data-source="post: 2193726" data-attributes="member: 27662"><p><strong>Combined Planetouched</strong></p><p></p><p>I had been working on this a bit for my homebrew campaign, and was thinking about getting feedback from here, much to my chagrin, there was already a thread dedicated to it, so I thought I'd add in the work that I had done. I am encourageing feed back on this one, its still a bit of a work in progress, I can tell you I haven't looked over it for balance issues, heck, that's why I'm posting it, so I can get some balance feedback. Part of my goal was to create a template Template, a base upon which to build a Template factory for planetouched.</p><p></p><p>PLANETOUCHED, Template</p><p>Planetouched is a general term used to describe someone who can trace his bloodline back to an outsider, often a creature with an elemental background, a fiend or a celestial. The effects of having a supernatural being in one’s heritage last for many generations.</p><p></p><p>Although not as dramatically altered as a half-celestial or a half-fiend, planetouched still retain some special qualities. The planetouched varieties described below are variants and ment to exixt along with Aasimars, tieflings and the like. The base template will be provided, then the variations will be presented.</p><p></p><p>Planetouched</p><p>Planetouched is a template that can be added to any corporeal creature with an Intelligence score of 4 or more,(referred to hereafter as the "base creature"). It uses all the base creature’s statistics and special abilities except as noted here.</p><p></p><p>Special Attacks: A planetouched retains all the special attacks of the base creature and also gains the supernatural ability to use one first level spell from a clerical domain that relates to the planetouched (alignment- or element-based) once per day as the spell.</p><p>Special Qualities: A planetouched has all the special qualities of the base creature, plus low-light vision.</p><p>Base Saves: Same as the base creature.</p><p>Abilities: Increase from the base creature as listed under each type.</p><p>Skills: A planetouched has 8 skill points, plus its Intelligence modifier, per Hit Die. Treat skills from the base creature’s list as class skills and other skills as cross-class. If the creature has a class, it gains skills for class levels normally.</p><p>Feats: Same as the base creature, planetouched have one feat for every four levels as normal.</p><p>Climate/Terrain: Same as either the base creature or planar locations.</p><p>Organization: Same as the base creature.</p><p>Challenge Rating: Same as the base creature +1</p><p>Alignment: Any, often same as the base creature.</p><p>Treasure: Same as the base creature.</p><p>Advancement: Same as the base creature.</p><p>Level Adjustment: +1</p><p></p><p>Sub-types include:</p><p></p><p>Good</p><p>Special Qualities: Resistance to resistance to acid 5, cold 5, +1 to all saves vs. spells and abilities with the [evil] descriptor</p><p>Abilities: +2 Wisdom, +2 Charisma.</p><p></p><p>Lawful</p><p>Special Qualities: Resistance to resistance to acid 5, fire 5, +1 to all saves vs. spells and abilities with the [Chaotic] descriptor</p><p>Abilities: +2 Constitution, +2 Charisma.</p><p></p><p>Evil</p><p>Special Qualities: Resistance to resistance to fire 5, electricity 5, +1 to all saves vs. spells and abilities with the [good] descriptor</p><p>Abilities: +2 Dexterity, +2 Intelligence, -2 Wisdom.</p><p></p><p>Chaotic</p><p>Special Qualities: Resistance to resistance to sonic 5, electricity 5, +1 to all saves vs. spells and abilities with the [lawful] descriptor</p><p>Abilities: +2 Strength, +2 Charisma, -2 Wisdom.</p><p></p><p>Fire</p><p>Special Qualities: Resistance to resistance to fire 10, +1 to all saves vs. spells and abilities with the [fire] descriptor</p><p>Abilities: +2 Dexterity, +2 Charisma.</p><p></p><p>Water</p><p>Special Qualities: Resistance to resistance to cold 10, +1 to all saves vs. spells and abilities with the [water or cold] descriptor</p><p>Abilities: +2 Constitution, +2 Wisdom.</p><p></p><p>Air</p><p>Special Qualities: Resistance to resistance to electricity 10, +1 to all saves vs. spells and abilities with the [air or electricity] descriptor</p><p>Abilities: +2 Dexterity, +2 Intellegence, -2 Wisdom.</p><p></p><p>Earth</p><p>Special Qualities: Resistance to resistance to acid 10, +1 to all saves vs. spells and abilities with the [acid or earth] descriptor</p><p>Abilities: +2 Strength.</p></blockquote><p></p>
[QUOTE="the Lorax, post: 2193726, member: 27662"] [b]Combined Planetouched[/b] I had been working on this a bit for my homebrew campaign, and was thinking about getting feedback from here, much to my chagrin, there was already a thread dedicated to it, so I thought I'd add in the work that I had done. I am encourageing feed back on this one, its still a bit of a work in progress, I can tell you I haven't looked over it for balance issues, heck, that's why I'm posting it, so I can get some balance feedback. Part of my goal was to create a template Template, a base upon which to build a Template factory for planetouched. PLANETOUCHED, Template Planetouched is a general term used to describe someone who can trace his bloodline back to an outsider, often a creature with an elemental background, a fiend or a celestial. The effects of having a supernatural being in one’s heritage last for many generations. Although not as dramatically altered as a half-celestial or a half-fiend, planetouched still retain some special qualities. The planetouched varieties described below are variants and ment to exixt along with Aasimars, tieflings and the like. The base template will be provided, then the variations will be presented. Planetouched Planetouched is a template that can be added to any corporeal creature with an Intelligence score of 4 or more,(referred to hereafter as the "base creature"). It uses all the base creature’s statistics and special abilities except as noted here. Special Attacks: A planetouched retains all the special attacks of the base creature and also gains the supernatural ability to use one first level spell from a clerical domain that relates to the planetouched (alignment- or element-based) once per day as the spell. Special Qualities: A planetouched has all the special qualities of the base creature, plus low-light vision. Base Saves: Same as the base creature. Abilities: Increase from the base creature as listed under each type. Skills: A planetouched has 8 skill points, plus its Intelligence modifier, per Hit Die. Treat skills from the base creature’s list as class skills and other skills as cross-class. If the creature has a class, it gains skills for class levels normally. Feats: Same as the base creature, planetouched have one feat for every four levels as normal. Climate/Terrain: Same as either the base creature or planar locations. Organization: Same as the base creature. Challenge Rating: Same as the base creature +1 Alignment: Any, often same as the base creature. Treasure: Same as the base creature. Advancement: Same as the base creature. Level Adjustment: +1 Sub-types include: Good Special Qualities: Resistance to resistance to acid 5, cold 5, +1 to all saves vs. spells and abilities with the [evil] descriptor Abilities: +2 Wisdom, +2 Charisma. Lawful Special Qualities: Resistance to resistance to acid 5, fire 5, +1 to all saves vs. spells and abilities with the [Chaotic] descriptor Abilities: +2 Constitution, +2 Charisma. Evil Special Qualities: Resistance to resistance to fire 5, electricity 5, +1 to all saves vs. spells and abilities with the [good] descriptor Abilities: +2 Dexterity, +2 Intelligence, -2 Wisdom. Chaotic Special Qualities: Resistance to resistance to sonic 5, electricity 5, +1 to all saves vs. spells and abilities with the [lawful] descriptor Abilities: +2 Strength, +2 Charisma, -2 Wisdom. Fire Special Qualities: Resistance to resistance to fire 10, +1 to all saves vs. spells and abilities with the [fire] descriptor Abilities: +2 Dexterity, +2 Charisma. Water Special Qualities: Resistance to resistance to cold 10, +1 to all saves vs. spells and abilities with the [water or cold] descriptor Abilities: +2 Constitution, +2 Wisdom. Air Special Qualities: Resistance to resistance to electricity 10, +1 to all saves vs. spells and abilities with the [air or electricity] descriptor Abilities: +2 Dexterity, +2 Intellegence, -2 Wisdom. Earth Special Qualities: Resistance to resistance to acid 10, +1 to all saves vs. spells and abilities with the [acid or earth] descriptor Abilities: +2 Strength. [/QUOTE]
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