Happiest_Sadist
First Post
I was thought of this idea for planetouched templates yesterday after someone mentioned the inadiquacy of the races. I'm hoping to build a base of templates which can be used to simulate any planetouched ancestry. Here are those based on alignments.
These templates are unique in that they may be applied multiple times to the same charachter. Multiple templates may also be applied to the same charachter. This may simulate a strong bloodline, multiple outsiders in their ancestry, or a particularly powerful outsider (maybe even a god) whose powers are best shown by multiple templates. The ECL is +1 per template or application of the same template. CR is ECL-1. All abilities stack with themselves and any other abilities except darkvision. In cases where this would give them multiple favored classes, they may chose any one as their favored class at first level.
Ex. Related to Pelor: 2xElsyin
Related to Hironeous: 2xAchiron+Drinti
Related to Hextor: Drinti + Dremin
Related to Gruumsh or Erunhyl: Grangith+Dremin
Related to a Solar: Elysin + Achiron
1/16 Slaad: 2xDremin
The folowing charachteristics are shared by all planetouched.
Type: Native outsider
Darkvision 60 feet, low light vision
All spell like abilities are cast as a sorcerer of the charachter level/HD. Save DC is determined by charisma.
Elsyins are descendents of benevolent outsiders, although they do not persue evil zealously like Achirions, they are almost always dedicated to the cause of good. They are generally the same size as their race, and have lighter coloration that almost seems to glow.
Abilities: +2 wis, +2 cha
+2 to heal and diplomacy checks
Fire resistance 5, +2 to saves vs [evil] spells
Spell like abilities: light 1/day, protection from evil 1/day, bless 1/day
Clerical Focus: An Elysin cleric must choose one of the following domains: Good, healing, protection
Favored class: Cleric
Achirons are descendants of zealous good outsiders. Most feel driven to dirrectly combat evil wherever it lurks and combat it tirelessly. They are generally larger than their race and have piercing eyes.
Abilities: +2 con, +2 cha
May use smite evil 1/day
lightning resistance 5, +2 to saves vs [evil] spells
Spell like abilities: Divine Favor 2/day
Clerical Focus: An Achiron cleric must chose one of the following domains: Good, war
Favored class: Paladin (Fighter if not lawful good)
Hounians are the descendants of highly disciplined outsiders. They are naturally ordered and favor simple lifestyles. Their discipline makes them very difficult to control with magic and they are often contemplatorary. They generally wear simple clothes.
Abilities: +2 wis, +2 con
Cold, fire, lightning, acid, sonic resistance 5, +2 vs [chaotic] and [mind affecting] spells.
Spell like abilities: Protection from Chaos 1/day
Clerical Focus: A Hounian cleric must chose one or the following domains: Law, Protection
Favored class: Monk, Hounians may return to the monk class after taking one or more levels in a different class.
Drinti are the descendants of societally lawful outsiders. They love hirerarchies and are at home in them. They are generally of average size, but their regal bearing and confidence makes them appear larger than they really are.
Abilities: +2 cha, +2 int
+2 sense motive and diplomacy checks
cold, acid resistance 5, +2 vs [chaotic] spells
Spell like abilites: Command 1/day, Protection from Chaos 1/day
Clerical focus: A Drinti cleric must chose one or the following domains: Law
Favored Class: Fighter
Hourati are the descentants of alluring evil outsiders like Succubi and Erinyeses. They are extrordinarily beautiful and seem to have an innate knowledge of how to manipulate others.
Abilities: +2 cha
+2 to all charisma checks and charisma based skill cheks
Fire, cold resistance 5, +2 vs [good] spells
Spell like abilities: Charm Person 2/day
Clerical focus: Evil, Trickery
Favored class: Bard
Ashgar are descended from evil outsider strongly connected with magic and treachery. They are quick of body and mind. However thir personalities tend to disturb others. They are generally shorter than average and often have minor traits like red eyes or a forked tongue.
Abilities: +2 dex, +2 int, -2 cha
+2 bluff and hide checks
Fire, cold, electricity resistance 5, +2 vs [good] spells
Spell like abilities: Darkness 1/day, Cause fear 1/day
Clerical Focus: Evil, Death
Favored class: Rogue
Grangith are descendents of powerful evil outsiders who relish in combat. They are fast and tough, but prone to overestimating themselves and making rash decisions.
Abilities: +2 dex, +2 con, -2 wis
Fire, acid resist 5, +2 vs good spells and fear effects
Spell like abilities: Bane 1/day, Protection from Good 1/day
Clerical Focus: Evil, War
Favored class: Fighter
Dremin are descended from truly destructive chaotic outsiders. They are fierce in combat and even those who are good show a disturbing pleasure in combat. They are large and muscular with rouded heavyset faces and thick leathery skin. They are generally stupid and crude.
Abilities: +2 str, +2 con, -2 cha, -2 int
lightning, fire resist 5, +1 natural armor, +2 vs [lawful] spells and fear effects
Spell like abilities: Doom 1/day, Devine Favor 1/day
Clerical Focus: Chaos, Destruction
Favored class: Barbarian
Jakkari are descended from fiercely independant outsiders. They generally loathe to give or obey orders, which gives them natural resistance to beeing charmed. Their minds are bizzarre, and they often make extreme leaps of logic. They are tall and slender often dressing ecclectically.
Abilities +2 dex, +2 int, -2 wis
+2 to bluff checks and initiative rolls.
Lightning, fire, sonic resist 5, +2 vs [lawful] and [mind affecting] spells
Spell like abilities: Random action 1/day, Protection from Law 1/day
Clerical focus: Chaos, Trickery
So, what do you all think? Are any too strong or weak? Will some become broken when applied multiple times? Is this project even worth looking at again?
As a side note, does anyone want to add elemental or other templates to round me out?
These templates are unique in that they may be applied multiple times to the same charachter. Multiple templates may also be applied to the same charachter. This may simulate a strong bloodline, multiple outsiders in their ancestry, or a particularly powerful outsider (maybe even a god) whose powers are best shown by multiple templates. The ECL is +1 per template or application of the same template. CR is ECL-1. All abilities stack with themselves and any other abilities except darkvision. In cases where this would give them multiple favored classes, they may chose any one as their favored class at first level.
Ex. Related to Pelor: 2xElsyin
Related to Hironeous: 2xAchiron+Drinti
Related to Hextor: Drinti + Dremin
Related to Gruumsh or Erunhyl: Grangith+Dremin
Related to a Solar: Elysin + Achiron
1/16 Slaad: 2xDremin
The folowing charachteristics are shared by all planetouched.
Type: Native outsider
Darkvision 60 feet, low light vision
All spell like abilities are cast as a sorcerer of the charachter level/HD. Save DC is determined by charisma.
Elsyins are descendents of benevolent outsiders, although they do not persue evil zealously like Achirions, they are almost always dedicated to the cause of good. They are generally the same size as their race, and have lighter coloration that almost seems to glow.
Abilities: +2 wis, +2 cha
+2 to heal and diplomacy checks
Fire resistance 5, +2 to saves vs [evil] spells
Spell like abilities: light 1/day, protection from evil 1/day, bless 1/day
Clerical Focus: An Elysin cleric must choose one of the following domains: Good, healing, protection
Favored class: Cleric
Achirons are descendants of zealous good outsiders. Most feel driven to dirrectly combat evil wherever it lurks and combat it tirelessly. They are generally larger than their race and have piercing eyes.
Abilities: +2 con, +2 cha
May use smite evil 1/day
lightning resistance 5, +2 to saves vs [evil] spells
Spell like abilities: Divine Favor 2/day
Clerical Focus: An Achiron cleric must chose one of the following domains: Good, war
Favored class: Paladin (Fighter if not lawful good)
Hounians are the descendants of highly disciplined outsiders. They are naturally ordered and favor simple lifestyles. Their discipline makes them very difficult to control with magic and they are often contemplatorary. They generally wear simple clothes.
Abilities: +2 wis, +2 con
Cold, fire, lightning, acid, sonic resistance 5, +2 vs [chaotic] and [mind affecting] spells.
Spell like abilities: Protection from Chaos 1/day
Clerical Focus: A Hounian cleric must chose one or the following domains: Law, Protection
Favored class: Monk, Hounians may return to the monk class after taking one or more levels in a different class.
Drinti are the descendants of societally lawful outsiders. They love hirerarchies and are at home in them. They are generally of average size, but their regal bearing and confidence makes them appear larger than they really are.
Abilities: +2 cha, +2 int
+2 sense motive and diplomacy checks
cold, acid resistance 5, +2 vs [chaotic] spells
Spell like abilites: Command 1/day, Protection from Chaos 1/day
Clerical focus: A Drinti cleric must chose one or the following domains: Law
Favored Class: Fighter
Hourati are the descentants of alluring evil outsiders like Succubi and Erinyeses. They are extrordinarily beautiful and seem to have an innate knowledge of how to manipulate others.
Abilities: +2 cha
+2 to all charisma checks and charisma based skill cheks
Fire, cold resistance 5, +2 vs [good] spells
Spell like abilities: Charm Person 2/day
Clerical focus: Evil, Trickery
Favored class: Bard
Ashgar are descended from evil outsider strongly connected with magic and treachery. They are quick of body and mind. However thir personalities tend to disturb others. They are generally shorter than average and often have minor traits like red eyes or a forked tongue.
Abilities: +2 dex, +2 int, -2 cha
+2 bluff and hide checks
Fire, cold, electricity resistance 5, +2 vs [good] spells
Spell like abilities: Darkness 1/day, Cause fear 1/day
Clerical Focus: Evil, Death
Favored class: Rogue
Grangith are descendents of powerful evil outsiders who relish in combat. They are fast and tough, but prone to overestimating themselves and making rash decisions.
Abilities: +2 dex, +2 con, -2 wis
Fire, acid resist 5, +2 vs good spells and fear effects
Spell like abilities: Bane 1/day, Protection from Good 1/day
Clerical Focus: Evil, War
Favored class: Fighter
Dremin are descended from truly destructive chaotic outsiders. They are fierce in combat and even those who are good show a disturbing pleasure in combat. They are large and muscular with rouded heavyset faces and thick leathery skin. They are generally stupid and crude.
Abilities: +2 str, +2 con, -2 cha, -2 int
lightning, fire resist 5, +1 natural armor, +2 vs [lawful] spells and fear effects
Spell like abilities: Doom 1/day, Devine Favor 1/day
Clerical Focus: Chaos, Destruction
Favored class: Barbarian
Jakkari are descended from fiercely independant outsiders. They generally loathe to give or obey orders, which gives them natural resistance to beeing charmed. Their minds are bizzarre, and they often make extreme leaps of logic. They are tall and slender often dressing ecclectically.
Abilities +2 dex, +2 int, -2 wis
+2 to bluff checks and initiative rolls.
Lightning, fire, sonic resist 5, +2 vs [lawful] and [mind affecting] spells
Spell like abilities: Random action 1/day, Protection from Law 1/day
Clerical focus: Chaos, Trickery
So, what do you all think? Are any too strong or weak? Will some become broken when applied multiple times? Is this project even worth looking at again?
As a side note, does anyone want to add elemental or other templates to round me out?