Planetouched, TS Style (PEACH)

Tequila Sunrise

Adventurer
This basic planetouched racial progression will take the place of aasimar, tieflings and such in the next planar campaign that I run. This progression will cover a wide range of planetouched (at least 9 types). This is my first attempt at creating a racial class, so I'm very concerned with balance. I'd like this progression to be appealing, but not so much so that every PC and his mother take a level or two. I would also really like to avoid the "I'll just take that 4th planetouched level to get that 2nd ability boost" syndrome. So, too good? Too weak? Or juuust right?

Code:
                    SLAs
Level    HD    1     2     3      Special
1        1      1    --   --     Outsider Type, Energy Resist 2, 1st level SLAs 1/day
2        1      2    --   --     Ability Boost, Darkvision 30, Energy Resist 4, +1 Caster Level
3        2      2    1    --     Energy Resist 6, 1st level SLAs 2/day, 2nd level SLAs 1/day
4        2      2    2    --     Ability Boost, Darkvision 60, Energy Resist 8, +1 Caster Level
5        3      2    2    1      Energy Resist 10, 1st level SLAs 3/day, 2nd level SLAs 2/day, 3rd level SLA 1/day

Advancement: A planetouched cannot have racial levels in any other race, but he/she need not take his/her first planetouched level at 1st character level, nor take more than one racial level, nor take planetouched levels consecutively.
HD: As outsiders, planetouched recieve d8 hp, all good saves, and 8 + Int (x4 at 1st) sp from their racial HD.
Energy Resist: This applies to acid, cold, electricity or fire damage, depending on planetouched type.
Spell-like Abilities: Specific abilities will depend on type of planetouched, but will range from combat-oriented to utility spells.
Ability Boost: Choose an ability. You gain a +2 racial bonus to it.
+1 Caster Level: This bonus applies to a single caster progression. This bonus can be applied retroactively.
Darkvision: You gain darkvision, or add this to your current darkvision range.
 

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Just so you know, we don't really do that (PEACH) thing around here. We're basically going to critique everything honestly, regardless of whether or not we're asked to. Otherwise, what's the point of posting it?

Anyway, the separation of HD from level is unusual. I don't think I've seen a racial paragon class that did that, before. Generally, they look like regular classes, getting one HD, some skill points, save progression, and BAB progression at each level. Were you intending this to be more like a transition class?
 

Yeah, we don't do peaches around here.

As a generalization of Monster Progressions, I kinda like it. However, many folks don't like monster progression, thanks to the loss of HD. What would it look like if you changed the HD (and skills and saves) to be a full 5 levels? HP d6, 4 skill points, one good save?

Also, I worry about the SLA selections -- things that are useful SLAs at low level (attacks) are often useless at high level, while utility SLAs (like see invisibility) which are useless at low levels can be valuable at high level. Perhaps allowing a PC to re-assign one SLA each character level? Or limiting SLAs to a pre-set list of universally useful abilities (like glitterdust)? Meh, might be too cautious on my part.

Finally, I wouldn't grant both SLAs and caster level advancement. Perhaps a choice -- the PC can gain one or the other? I think some of Monte Cook's Arcana Unearthed racial levels work that way (choice between spellcasting advancement and something else).

In general, looks pretty good. Missing are:
- Starting proficiencies (weapon & armor)
- Which skills are class skills

Also, am I right in assuming this is basically a template over an existing race? Like, I could be a Dwarf, and then take five levels of "Tiefling Dwarf"?

Cheers, -- N
 

Nifft said:
Yeah, we don't do peaches around here.

As a generalization of Monster Progressions, I kinda like it. However, many folks don't like monster progression, thanks to the loss of HD. What would it look like if you changed the HD (and skills and saves) to be a full 5 levels? HP d6, 4 skill points, one good save?

Also, I worry about the SLA selections -- things that are useful SLAs at low level (attacks) are often useless at high level, while utility SLAs (like see invisibility) which are useless at low levels can be valuable at high level. Perhaps allowing a PC to re-assign one SLA each character level? Or limiting SLAs to a pre-set list of universally useful abilities (like glitterdust)? Meh, might be too cautious on my part.

Finally, I wouldn't grant both SLAs and caster level advancement. Perhaps a choice -- the PC can gain one or the other? I think some of Monte Cook's Arcana Unearthed racial levels work that way (choice between spellcasting advancement and something else).

In general, looks pretty good. Missing are:
- Starting proficiencies (weapon & armor)
- Which skills are class skills

Also, am I right in assuming this is basically a template over an existing race? Like, I could be a Dwarf, and then take five levels of "Tiefling Dwarf"?

Cheers, -- N
My bad; I thought that I had seen other peaches on the Enworld boards. I hadn't heard of a transition class before, but yes, that was my original aim for my planetouched classes.

Although now I'm thinking it would be better to expand this class into a full 20 levels. It would basically present players with the opportunity to play truly cool outsiders, if a bit watered-down. It would be 1 HD/level, minus the caster level bonus, and by 20th level it would grant the full benefits of being an outsider--immortality, no need to eat or sleep (barring spells of course).

Anyway, yes, a demihumans could take levels in the planetouched class resulting in all kinds of racially mixed characters. The class skill list will be massive; hadn't thought about weapon proficiencies. I want planetouched to be a jack of all trades type, so perhaps I'll just give them simple weapons and light armor...or maybe it'll depend on type of planetouched.

Ow, my head hurts...
 

For weapon proficiencies at least, if you are trating it as a class/race, just use the defaults in the Monster Manual. You could even use the same HD and skill points per HD/level.
 

Tequila Sunrise said:
My bad; I thought that I had seen other peaches on the Enworld boards. I hadn't heard of a transition class before, but yes, that was my original aim for my planetouched classes.
No worries. It's easy to remove -- just Edit the post and change the title. (The overly nice thing that happened on the WotC boards never happened here, so all it does is make most folks here confused.)

Tequila Sunrise said:
Although now I'm thinking it would be better to expand this class into a full 20 levels.
Consider making it Prestige Class and a feat chain instead. Hmm. Maybe something like...

Planar Exemplar

Prereqs:
- BAB +1
- Knowledge (Planes) 2 ranks

Benefits:
- HD d8
- BAB: Full.
- Good save: Choose one.
- Skills: 8 + Int -- Knowledge (Planes), Survival, plus choose any ten skills to be class skills. (Each Knowledge or Perform counts as a separate skill.)

Goodies By Level:
1/ Planar Affinity, Planar Talent
2/ Planar Talent
3/ Planar Talent
4/ Planar Talent

Planar Affinity: Choose one alignment (Chaos, Law, Good or Evil) or elemental (Air, Earth, Fire or Water), or something else cool the DM comes up with, like Shadow or Astral or whatever. You gain a competence bonus equal to your class level to the following skill checks when they relate to a being with the same descriptor: Diplomacy, Heal, Sense Motive. If you are the Exemplar of an alignment, you also gain an aura (like a Cleric) which can be detected by the appropriate spells.

Planar Talents: This is like the SW Saga talent system, but less well thought out.
  • Outsider Proficiencies: You gain proficiency with all Martial weapons.
  • Energy Channeling: Your Exemplar levels stack with your Cleric levels for the purpose of turning or rebuking undead. Prereq: Ability to turn or rebuke undead.
  • Elemental Channeling: Your Exemplar levels stack with your Cleric levels for the purpose of turning or rebuking elementals. Prereq: Ability to turn or rebuke elementals.
  • Elemental Resistance: You gain 10 points of energy resistance based on your chosen element. Fire is obvious, water is cold or acid, and air is electricity or sonic. Prereq: Exemplar of Air, Fire, or Water. Special: You may choose this talent more than once, and its effects stack.
  • Damage Reduction: You gain DR based on your associated alignment or element.
    - Chaos: DR 2/cold iron
    - Law: DR 2/silver
    - Good: DR 2/evil
    - Evil: DR 2/good
    - Earth: DR 1/-- and Natural Armor +1
    Prereq: Exemplar of Earth, or any alignment. Special: You may choose this talent more than once, and its effects stack.
  • Magical Affinity: You gain a bonus equal to your class level on Use Magic Device checks involving items with your associated descriptor. This usually means spell-trigger items which trigger spells that have the descriptor, but your DM may give you access to others, such as those on the associated Domain's spell list.
  • Spell-Like Ability: Choose one spell from the clerical Domain list associated with your chosen descriptor. This spell's level must be one-half of your character level or less, and is subject to DM's approval, because I'm lazy. You may use this spell once per day. When you gain a character level, you can trade this spell in for a different spell for which you qualify. Special: You may choose this talent more than once, and its effects stack. You may choose the same spell twice (gaining an additional daily use), or you can choose two different spells.
  • Spank the Wicked: Once per day, you can Smite beings with a descriptor opposed to yours, adding your Charisma to an attack roll and your character level to damage.
    Air <-> Earth
    Fire <-> Water
    Chaos <-> Law
    Good <-> Evil
    Special: You may choose this talent more than once, and its effects stack, granting you an additional daily Smite use.
  • Paragon Commander: You gain a +2 bonus on your Leadership score with respect to your cohort, so long as your cohort's subtype matches your associated descriptor.
  • Favored Enemy: As the Ranger class feature, but you may only choose from Undead, Outsiders or Elementals. (No, just one subtype of Outsiders, not all of them. Munchkin.)
  • Special Movement: You gain a movement bonus associated with your element.
    - Air: you may feather fall (Sp) at will.
    - Earth: you gain a +4 bonus to resist trip or bull rush attempts.
    - Water: you gain a +8 bonus to Swim checks, and you may take 10 on Swim checks even when threatened.
    Prereq: Exemplar of Air, Earth or Water.
  • Outsider Senses: You gain one of the following:
    - Darkvision 60 ft.
    - Low-light vision
    - Alertness
    - Blind-Fight
    Special: You may choose this talent more than once. Each time, choose a different benefit.


... and then some high-level Feats to expand on these abilities, similar to the Heritage feats in the PHB-II or Complete Mage.

Cheers, -- N
 

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