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<blockquote data-quote="Happiest_Sadist" data-source="post: 258049" data-attributes="member: 1743"><p>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.</p><p></p><p></p><p>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.</p><p></p><p>Ex. Related to Pelor: 2xElsyin</p><p>Related to Hironeous: 2xAchiron+Drinti</p><p>Related to Hextor: Drinti + Dremin</p><p>Related to Gruumsh or Erunhyl: Grangith+Dremin</p><p>Related to a Solar: Elysin + Achiron</p><p>1/16 Slaad: 2xDremin</p><p></p><p>The folowing charachteristics are shared by all planetouched.</p><p>Type: Native outsider</p><p>Darkvision 60 feet, low light vision</p><p>All spell like abilities are cast as a sorcerer of the charachter level/HD. Save DC is determined by charisma.</p><p></p><p>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.</p><p></p><p>Abilities: +2 wis, +2 cha</p><p>+2 to heal and diplomacy checks</p><p>Fire resistance 5, +2 to saves vs [evil] spells</p><p>Spell like abilities: light 1/day, protection from evil 1/day, bless 1/day</p><p>Clerical Focus: An Elysin cleric must choose one of the following domains: Good, healing, protection</p><p>Favored class: Cleric</p><p></p><p>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.</p><p></p><p>Abilities: +2 con, +2 cha</p><p>May use smite evil 1/day</p><p>lightning resistance 5, +2 to saves vs [evil] spells</p><p>Spell like abilities: Divine Favor 2/day</p><p>Clerical Focus: An Achiron cleric must chose one of the following domains: Good, war</p><p>Favored class: Paladin (Fighter if not lawful good)</p><p></p><p>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.</p><p></p><p>Abilities: +2 wis, +2 con</p><p>Cold, fire, lightning, acid, sonic resistance 5, +2 vs [chaotic] and [mind affecting] spells.</p><p>Spell like abilities: Protection from Chaos 1/day</p><p>Clerical Focus: A Hounian cleric must chose one or the following domains: Law, Protection</p><p>Favored class: Monk, Hounians may return to the monk class after taking one or more levels in a different class.</p><p></p><p>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.</p><p></p><p>Abilities: +2 cha, +2 int</p><p>+2 sense motive and diplomacy checks</p><p>cold, acid resistance 5, +2 vs [chaotic] spells</p><p>Spell like abilites: Command 1/day, Protection from Chaos 1/day</p><p>Clerical focus: A Drinti cleric must chose one or the following domains: Law</p><p>Favored Class: Fighter</p><p></p><p>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.</p><p></p><p>Abilities: +2 cha</p><p>+2 to all charisma checks and charisma based skill cheks</p><p>Fire, cold resistance 5, +2 vs [good] spells</p><p>Spell like abilities: Charm Person 2/day</p><p>Clerical focus: Evil, Trickery</p><p>Favored class: Bard</p><p></p><p>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.</p><p></p><p>Abilities: +2 dex, +2 int, -2 cha</p><p>+2 bluff and hide checks</p><p>Fire, cold, electricity resistance 5, +2 vs [good] spells</p><p>Spell like abilities: Darkness 1/day, Cause fear 1/day</p><p>Clerical Focus: Evil, Death</p><p>Favored class: Rogue</p><p></p><p>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. </p><p></p><p>Abilities: +2 dex, +2 con, -2 wis</p><p>Fire, acid resist 5, +2 vs good spells and fear effects</p><p>Spell like abilities: Bane 1/day, Protection from Good 1/day</p><p>Clerical Focus: Evil, War</p><p>Favored class: Fighter</p><p></p><p>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.</p><p></p><p>Abilities: +2 str, +2 con, -2 cha, -2 int</p><p>lightning, fire resist 5, +1 natural armor, +2 vs [lawful] spells and fear effects</p><p>Spell like abilities: Doom 1/day, Devine Favor 1/day</p><p>Clerical Focus: Chaos, Destruction</p><p>Favored class: Barbarian</p><p></p><p>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.</p><p></p><p>Abilities +2 dex, +2 int, -2 wis</p><p>+2 to bluff checks and initiative rolls.</p><p>Lightning, fire, sonic resist 5, +2 vs [lawful] and [mind affecting] spells</p><p>Spell like abilities: Random action 1/day, Protection from Law 1/day</p><p>Clerical focus: Chaos, Trickery</p><p></p><p>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?</p><p>As a side note, does anyone want to add elemental or other templates to round me out?</p></blockquote><p></p>
[QUOTE="Happiest_Sadist, post: 258049, member: 1743"] 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? [/QUOTE]
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