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Eldan
2009-04-21, 05:04 AM
Well, after our first game over text messenger, a few people in my group decided that they really needed more different planetouched than there already are. I tended to agree, since only having Tieflings, Aasimar and the Genasi in the standard setting got old after a while, and my players all decided to have planar bloodlines. So, long story short, I decided to sit down and create a few planetouched of my own.



All the planes have those that are touched by their energies. They may have distant outsider ancestry, or just parents that were in the wrong place at the wrong time... humans are one of the strangest peoples of the planes, some say, when even living in a place can change their offspring.


Aetheling (Ysgard-touched)


The essence of Ysgard is the essence of glorious heroism, of epic sagas and adventures, wild emotions and inspirations, honour and the clashing elements of nature, a place were giants, fallen heroes and gods, where the one is stronger than the many, where they brave overcomes all odds to gain glory and honour.

The Aetheling, therefore, units in his mind the bravery and indepencene of this place with a lust for glory and recognition. They can take an endless variety of shapes, but often have strong, vibrant hair and eye colours, muscular bodies and an abundance ot of body hair. Those related to the giants of Muspelheim might have dark skin and bodies taller than those of all around them, while those related to the fey of the seelie court could have slender, but strong bodies.

The similarities among the Aethelings are not in their bodies, but in their minds: they strong-willed and single-minded to the point of stubbornness, but also inconsistent in their emotions, changing from grim bloodlust to a drunken joy in mere moments, making and forgetting friendships in instants. This inconsistency is their weakness, for they are rarely able to concentrate on any one thing for long.

Stats:


+2 Str, +2 Cha, -2 Int: Aethelings have both strong and inspired personalities and bodies, but they are not the type for serious studying or long contemplation, mostly prefering to act on an impulse.
Creature Type: Native Outsider
Base Speed: 30 ft.
Darkvision: Aethelings can see in the darkness up to 60 feet.
Racial Skills: an Aetheling gain a +2 racial bonus on intimidate checks.
Spell-like abilities: An Aetheling can cast both heroism and Resist energy once per day as a 1st-level caster or a caster of his class levels, whichever is higher, but only on himself.
Special Qualities: Fire and cold Resistance 5.
Accelerated healing: While not as pronounced as in the fallen heroes of Ysgard, who heal from any injury at night, even lethal ones, these touched still recover form wounds faster than others, effectively trippling their natural healing rate.
Automatic Languages: Common, Giant. Bonus Languages Celestial, Dwarven, Elven, Sylvan, Undercommon
Favored Class: Barbarian
Level Adjustment: +1



Battlespawn (Acheron-touched)

Few ever visit the infernal battlefields of Acheron: mercenaries fighting in the endless conflicts, treasure-hunters scouring the cubes for forgotten weapons of destruction, the stranded and those seeking out the gods of battles. It is from these roots that the battlespawn are born, children with the sounds of battles and the voices of dead soldiers in their minds. They have been connected to bladelings sometimes, but such relations have never been proven.

They are hard creatures, both mentally and physically: their skin either ghostly pale, dark or, often, with the appearance of metal or stone, sometimes cold to the touch, with eyes that show little emotion.

Stats:


+2 Con, -2 Cha: the battlespawn are literally hard as stone, but all too often jaded and emotionless from birth.
Creature Type: Native Outsider
Base Speed: 30 ft.
Spell-like abilities: Once per day, as a move action, a battlespawn can use true strike, as a 1st-level caster or a caster of his class levels, whichever is higher, but only on himself.
Special Qualities: Cold resistance 5, damage reduction 3/adamantine, +1 natural armor.
Battlemind: Battlespawn gain a +2 racial bonus against all fear effects. Whenever a battleswpawn is holding a weapon or wearing armour he is not proficient with, he may concentrate for a full round to gain proficiency with it for the next five minutes, at which point he has to concentrate again, or lose that proficiency.
Automatic Languages: Common, Infernal. Bonus Languages: Fiendish, Goblin, Orc, Modron, Undercommon
Favored Class: Fighter
Level Adjustment: +1



Beloved (Elysium-touched)


Few of those mortals that visit Elysium ever leave, for it subtly captures the minds of visitors, enthralling them with it's beauty until few ever want to leave, at least of those with good alignment.
It is, then, not surprising that there is a fair share of those with elysian energy coursing in their veins. Of those, however, few ever leave their homeplans, happy to live a quiet live in harmony with those around them. Those that leave often do so because they feel that there are too many wrongs in the multiverse, and that it does not become them to enjoy peace and quiet while other suffer.
Infused with the energy of pure good, the Beloved are friendly creatures, hailing from a plane where good deeds are necessary to even walk from one town to another. They tend to be of a happy disposition, if sometimes a little naïve.
The beloved tend to have hair in vibrant colours: gold, auburn, red or even pure white, and eyes in equally strong colours: the green of leaves, ocean blue, azure or gold and even their skin often has a golden or silvery shimmer to it.

Stats:


+2 Wis, +2 Cha, -2 Str: The beloved are empathic, perceptive and comely in mind and body, but disinclided to engage in violence.
Creature Type: Native Outsider
Base Speed: 30 ft.
Darkvision: 60 ft.
Racial Skills: +2 diplomacy, +2 heal: the silver tongues of the beloved are famous in all places where discussion is favored over violence, and they have a gift for helping others in need.
Spell-like abilities: A beloved can use enthrall once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
Special Qualities: Negative Energy Resistance 5. A beloved also has a +2 bonus against sleep spells and effects, and against all spells of the charm or compulsion subschools.
Vibrant Aura: wherever a beloved is present, colours seem brighter, the weather calmer, enjoyable tastes and smells more intense and all tasks seem to go easier. Therefore, all creatures within 5 feet of the beloved have a +1 morale bonus on all craft, diplomacy, handle animal, perform and profession checks. In addition, the beloved can recreate the effect of a goodberry spell once per day on any meal he prepares himself.
Automatic Languages: Common, Celestial. Bonus languages: archon, eladrin, aquan, auran
Favored Class: Cleric
Level Adjustment: +1



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Gloomkin (Waste-touched)


Those that get out of the grey wastes alive rarely get to enjoy the fact for long, for wracking diseases, the emotion-draining effects of the gloom and perpetual nightmares hunt them, often for the rest of their lives. The Yugoloths, original inhabitants of the wastes, are extremely reluctant to reproduce at all, and while the Nighthags might do so, most of their children become hags as well. It is therefore no surprise that the waste-touched are perhaps the rarest of all planetouched, isolated in the world from birth.

Gloomkin are clearly marked by the wastes: many of them are grey or black all over: hair, eyes, skin, with dark purple and rarely a sickly green. Many show symptoms of diseases they do not in fact have: sweaty skin, wracking coughs, festering wounds. They are distant and calculalting towards others, removed from many of the emotions that plague others, many of them even having difficulties recognizing others as not tools or pawns in their games.

Stats:


+2 Con, +2 Int, -2 Cha: The gloomkin, being descendants of those that survived the glooms, are tough by nature, and their minds are calculating, but cold.
Creature Type: Native Outsider
Base Speed: 30 ft.
Darkvision: 60 ft.
Racial Skills: +2 concentration, +4 disguise. The gloomkin have no trouble detaching themselves from external stimuli, and their grey and featureless faces make them able to assume the appearance of others easily given the right tools.
Spell-like abilities: A gloomkin can use calm emotion once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
Special Qualities: Cold and fire resistance 5. A gloomkin gains a +2 bonus on all saving throws against diseases and against all effects that cause emotions, such as crushing despair or mindless rage.
Wasting touch: the gloomkin's touch carries the emotion draining effect of the waste in it. By touching others, they can drain some of those unfortunate creature's emotions, thoughs and sense of self. The gloomkin has a touch attack dealing 1d4 points of charisma damage, useable once per day, with a will save (DC 12+the gloomkin's charisma modifier) negating the drain and the secondary effect. If the target creature fails it's save, the gloomkin can read it's surface thoughs, as the third-round effect of a detect thoughts spell. They can maintain the detect thoughts effect as long as they touch the victim, to a maximum of ten minutes.
Automatic Languages: Common, Fiendish. Bonus Languages: Abyssal, infernal, dwarven, giant
Favored Class: Wizard
Level Adjustment: +1




Spireling (Outlands-touched)


The spirelings carry the blood and essence of the outlands, the plane of ultimate neutrality. They are, perhaps, the most common of planetouched, as there are countless permanent human settlements in the outlands, and even more travelers, caravans and adventurers passing through every day. Their personalities tend to be calm and collected, and they tend to think things through thoroughly before making decisions.

Few spirelings look much different from their human parents: their colouration tends slightly towards the bland, perhaps, with light or dark brown hair, grey or brown eyes and tan or greyish skin, with vibrant colours being rare. However, they often have a metallic sheen to their skin, coppery or silvery, and, rarely, metallic hair as well.

Stats:


Spirelings have no changes to their base stats
Creature Type: Native Outsider
Base Speed: 30 ft.
Neutral At Heart (ex): Spirelings suffer no negative effects from being on a plane with alignment traits, no matter their actual alignment, and they gain a +2 racial bonus on all saving throws against spells with an alignment descriptor.
Dead Magic Adaption (ex): Spirelings are used to the impeded magic of the outlands and gain a +4 bonus to spellcraft checks to overcome the effects of impeded magic, and their caster level is treated as two higher for purposes of dispel magics.
Racial Skills: Spirelings gain a +2 racial bonus on all diplomacy checks. They are adapt negotiators, and always willing to listen to both sides of an argument.
Spell-like abilities: A spireling can use the spire touch spell-like ability once per day at a caster level equal to their class level, or as a first level caster, whichever is higher. Spire touch counts as a second level spell and works like the targeted dispel effect of dispel magic, at touch range.
Spell Resistance: Spirelings have spell resistance equal to 11+their hit dice.
Automatic Languages: Common, Rilmani. Bonus languages: any, except secret languages such as druidic.
Favored Class: Any
Level Adjustment: +1



Stormborn (Pandemonium-touched)


The stormborn carry the blood of Pandemonium, the windswept caves of madness. They are as varied in their appearances as all the planetouched are, but they all share one common tendency: madness. Most stormborn are prone to fits of manic behaviour and exaggerated emotions, and often they barely contemplate their decisions. Still, they can be oddly compelling when trying to convince others of their ideas.

The stormborn tend to be thin and lightly built, with long and slender limbs, but apart from that, share few common features. Some have hair that seems to move as in an invisible wind, or a shadow that seems darker than it should be, sometimes flickering as if in the light of a torch. Large or glowing eyes are not uncommon among these planetouched, while others have a skin that is so dark it seems almost black. Many have strange voices, like two people speaking simultaneously, or high-pitched and wheezing.

Stats:


+2 Dex, +2 Cha, -2 Wis: Agile bodies and an open, outgoing personality are common in the stormborn, but so is a slight detachment from reality.
Creature Type: Native Outsider
Base Speed: 30 ft.
Superior Darkvision: stormborn can see in the darkness up to 60 feet, even in magical darkness.
Racial Skills: stormborn have an acute sense of hearing, giving them a +2 racial bonus to listen checks. They are also surprisingly good performers, giving them a +2 racial bonus on perform checks while singing or using wind instruments.
Spell-like abilities: A stormborn can use gust of wind once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
Special Qualities: Sonic Resistance 5.
A thousand voices (Su): whenever this is active, the stormborn is surrounded by the effect of a Ghost Sound spell, to a distance up to 30 ft. with a caster level equal to his class level. He can create any sound the spell could normally create, but the sound of a distant, howling wind is always present along it. The effect can be activated or deactivated at will, as a free action.
Automatic Languages: Common, Abyssal. Bonus Languages: Auran, Dwarven, Giant, Gnome, Terran, and Undercommon
Favored Class: Bard
Level Adjustment: +1



Tartarian (Carceri-touched)



The essence of Carceri, the plane of prisons, never leaves those who escape it entirely. To escape, one has to become stronger than the one who inprisoned him, through combat and betrayal, and this struggle leaves it's mark on those few mortals ever leaving it. The tartarians are the distant offspring of such escapees, born with the energies of imprisonment and mistrust in their hearts, and as such often become outsiders in any society.

In appearance, the tartarians are often very close to normal humans, with only small external changes: those with the blood of gehreleths in them are often enormously obese, no matter what or how much they eat, while others take on small features of the wild predators of the wilderness of Carceri, claws or pronounced canines, bristly black hair or patches of scaly skin. A rare few have eyes like the orbs of carceri: perfect spheres without iris or pupils, glowing faintly red.

Stats:


+2 Dex, +2 Con, -2 Cha: Tartarians are tough, fast and agile, but also notoriously distrustful of all others, slow to make friends with anyone.
Creature Type: Native Outsider
Base Speed: 30 ft.
Darkvision: 60 ft.
Racial Skills: +4 Bluff, +2 Survival: many tartarians find it deceptively easy to lie, and prefer self-reliance over teamwork and trade.
Spell-like abilities: Tarterians can use misdirection once per day as a spell-like ability.
Special Qualities: Acid and Cold Resistance 5, +2 racial bonus on saves against poison and disease.
Backstaber (ex): Whenever a tartarian attacks a target in close combat and that target is denied it's dexterity bonus to armor class from a condition other than flanking, the tartarian gains a +2 bonus on his attack roll. When using the aid another action, the tartarian only grants a +1 bonus to allies.
Automatic Languages: Common, Fiendish. Bonus Languages: Abyssal, Aquan, Auran, Terran, and Undercommon
Favored Class: Ranger
Level Adjustment: +1




Twinling (Bytopia-touched)



The twin paradises of Bytopia are a peaceful place. Farmers and Craftsmen work on Dothion, while hunters and rangers brave the wilderness of Shurrock. The essence of this plane influences it's visitors only slowly, changing them in subtle ways, making them more peaceful and industrious. Many of them become great craftsmen or artists. Personalitywise, they tend to be quiet people, not overly flamboyant and friendly, but thrustworthy and good-natured nonetheless.

Most twinlings appear similar to their parents save for a few differenes: they tend to be small, with broad shoulders, a complexion that seems darker than that of their parents and tanned, rough skin and strong hands. Others appear more similar to Bytopia's many gnomes: nimble, with slender limbs. A Twinling's hair tends towards brown or sandy blonde, with eyes of similarly bland colours: monochromatic grey and brown are common. An odd feature of the twinlings, also featured in their name, is that they indeed tend to be born in pairs, as twins, though not identical ones.

Stats:


+2 Con, +2 Wis, -2 Int: A live of hard work and craftsmanship forms mind and body of a twinling, but they rarely care much for book-knowledge.
Creature Type: Native Outsider
Base Speed: 30 ft.
Darkvision: 60 ft.
Special Qualities: Cold Resistance 5, +2 racial bonus on saving throws against weather effects.
Best at what I do (ex): At character creation, a twinling may choose a single skill. This skill is always a class skill for them, and they receive a +4 racial bonus in that skill.
Trader's Eye: Once per day, a twinling may study an item for a minute. If he does so without being interrupted, he identifies it, as the spell and automatically knows it's exact value, whether it is magical or not.
Automatic Languages: Common, Celestial. Bonus Languages: Gnome, Archon, Sylvan, Terran, Undercommon
Favored Class: Ranger
Level Adjustment: +1


Wild Twinling:
For Twinlings more influenced by the wild layer of shurrock than the pastoral layer of dothion, replace "Trader's eye" with the following:
Hardened: Wild twinlings are adapt at working under unfavourable conditions. They do not need to make concentration checks to resist the effects of weather when engaging in difficult tasks, such as spellcasting or crafting, even when the weather is caused by a spell. Their bonus against weather effects increases to +4. Finally, they can cast wood shape once per day as a spell-like ability.


Wildling (Beastland-touched)


The Wilderness of the Beastlands is perhaps the Outer Plane most rapidly changing it's visitors: within hours, animalistic features grow on their bodies, only to vanish soon after leaving this wilderness behind. But some of the changes are more subtle, and long-lasting, influencing even the future children of visitors. And if a pregnant woman were to visit the Beastlands, even for a short time, a Wildling results.

The Wildlings are, in more than one way, simple creatures: they care more about daily survival, or, if they have the bare necessities, the present, than either future or past. Many of them are more familiar and friendly with animals than humanoids, and prefer the wilderness to the city. In their souls, they constantly feel a longing for open skies and deep forests, that never quite subsides.

Wildings always display at least one animalistic feature: ramlike horns, short fur, claws, hooves, tails, fangs, catlike eyes or pointed ears. These characteristics vary between individuals, but appear polished and perfected in every case, more like crafted by a sculptor or painter than by nature.


Stats:


+2 Dex, +2 Wis, -2 Int: fast and with an instinctive understanding of nature, wildlings never feel quite at home with the more intellectual pursuits.
Creature Type: Native Outsider
Base Speed: 30 ft.
Racial Skills: +2 handle animal, +2 survival. Wildlings are at home in the wilderness, and animals are instinctively more friendly towards them.
Darkvision: 60 ft.
Spell-like abilities: Wildlings can use Call of teh Wild (http://www.giantitp.com/forums/showthread.php?t=119596) once per day as a spell-like ability.
Special Qualities: +4 racial bonus on saving throws against weather effects.
Animal Apsect(ex): at character creation, a wildling may choose a single ability from the following list:
Claws: the wildling gains two claw attacks that deal 1d4 damage each.
Bite: the wildling gains a bite attack that deals 1d6 damage.
Minor Scent: the wildling has the scent ability, limited to range of five feet. While not as useful in finding invisible and hidden creatures, it can still be used to identify people by smell and follow tracks.
Runner's legs: The wildings base land speed increases to 40 ft.
Camouflage: the wildling may choose one of the following terrain types: rocky, desert, forest, grasslands and gains a +4 bonus to hide checks in such a terrain. When at least half his body is not covered by clothes, he may hide in such terrain even without cover or concealment.
Automatic Languages: Common, Sylvan. Bonus Languages: Celestial, Eladrin, Guardinal, Elven
Favored Class: Druid
Level Adjustment: +1

DoomedPaladin
2009-04-21, 07:49 AM
I like it. Though your description is missing the standard LA +1. Being a Native Outsider, with Energy Resistance (even if it IS sonic), and a spell-like ability, and the ability to see through Magical Darkness. It probably needs it.

Eldan
2009-04-21, 09:15 AM
Ah, yes. I oriented it on the Tiefling/Aasimar, of course, and the intention was to include an LA+1, msut have forgotten to copy that from my notes.

Also, sonic resistance isn't too bad, I'd say. It probably won't come up much, but it's hard to get.

Lappy9000
2009-04-21, 03:41 PM
Ooh, Lappy likey :smalltongue:

Pandemonium-touched is an awesome idea. I eagerly await Carceri-touched :smallamused:

Although, I think they just need a tad extra "oomph" to justify that +1 LA.

Eldan
2009-04-21, 03:48 PM
Well, suggestions for extra-oomph are welcome. And yes, I was thinking about Carceri-touched, but it's hard to come up with anything...
I need to go and dig out my old boxed sets.

Eldan
2009-04-21, 05:27 PM
Well, there's a carceri-touched. But I don't know, it seems a little boring to me... it needs something that makes it a little special.

SurlySeraph
2009-04-21, 06:23 PM
The Tartarian is a bit bland, yeah. Um... Craft (shiv) is always a class skill for Tartarians? :smalltongue: Maybe give them a penalty on Aid Another checks, but a bonus on something else?

TheArchmage
2009-04-21, 09:19 PM
Niiiiice... I really like that Pandemonium-Touched. I have decided to include these guys in my campaign. You get cookies.
P.S. Are you considering Acheron-Touched? I'd like to see that.

Eldan
2009-04-22, 01:48 AM
I have a few pages lying around with notes on touched for pretty much all the outer planes, yes. Most of them just need a few ideas for special abilities. I?ll probably add another one this evening, either the Glorian (Ysgard-touched) or Spireling (Outland-touched).

I also added backstabber to the tartarian, based on the Seraphs suggestion.

Eldan
2009-04-22, 06:04 PM
Well, I made an Ysgard-touched, though the name is stupid. Suggestions welcome.

Haven
2009-04-22, 06:18 PM
hurrah for planescape :)

Although word of warning: if someone plays an "asling" the game will stop so very often as people finally fail to stifle their giggling. Maybe "Ysling"? I unno.

Eldan
2009-04-22, 06:28 PM
See? That's the reason why I need people who actually have english as a first language to critisize me. Because I don't notice stuff like that.

Lappy9000
2009-04-22, 06:33 PM
See? That's the reason why I need people who actually have english as a first language to critisize me. Because I don't notice stuff like that.I noticed, but ultimely decided to let someone else say it for me :smallredface:

These look good. I'll give you advanced critique tomorrow.

Lappy9000
2009-04-24, 11:44 PM
The Stormborn are really the only bland race that I see. Aslings (you really have to change that name) have accelerated healing, Tartarians have backstaber, Stormborn have...Perform checks and Gust of Wind?

If the Stormborn are focused in Sonic energy, give them Shatter, along with Gust of Wind; neither spell is exactly powerful. Also, Pandemonium is a plane of howling madness, right? Why not make the Stormborn perpetually surrounded by a Ghost Sound spell, altering their voice into a screaming turmoil or a thousand other possibilities?

Not huge power boosts, but it makes them more interesting.

Eldan
2009-04-25, 08:30 AM
Yeah, when I started the Stormborn, I really just took a Tiefling and gave it other abilities. A permanent Ghost Sound is a nice idea, I think I'll give them that.

Edit: "A thousand voices" added, I think it actually fits nicely.

Ashtagon
2009-04-25, 08:40 AM
How about aetheling (http://en.wikipedia.org/wiki/Aetheling) for the Ysgard-planetouched?

Eldan
2009-04-25, 08:55 AM
Sounds good and has the right germanic/nordic flavour. Thank you.

So, any wishes or suggestions on which planes I should try next?

Eldan
2009-04-27, 05:05 AM
I added an Acheron-touched, but I'm really not sure if that one is balanced.

Haven
2009-04-27, 06:29 PM
I'm pretty rubbish with balance, but as for your next plane: how about a Bytopia-touched?

Eldan
2009-04-28, 02:12 AM
Difficult, but interesting. I'll see what I can come up with.

SurlySeraph
2009-04-28, 02:45 PM
Nice. The Acheron-touched is pretty strong - DR 3/Adamantine is nice, especially at low levels - but I don't think it's overpowered, since it only gets one stat bonus.

Morty
2009-04-28, 02:53 PM
Great stuff. Planescape rocks and those are really well-made. I'm not too fond of Cha penalties - there are too many races with a Cha penalty forcibly tacked on - but here they seem well-justified. If you're looking for suggestions, I submit a planetouched with essence of Gray Waste.

Eldan
2009-04-28, 03:05 PM
Well, I'm planning on doing at least all the other planes, perhaps even some of the others. Heck, I've had a Sigil-touched in store.
Now, the Waste-touched would probably be another race with a charisma penalty... isn't that a little boring by now?

Now, thinking about the plane, it's hard to actually think of any stat-plusses they'd have. I think an ability similar to a limited "Crushing Despair" (slightly reflavoured) would be fitting, and probably also a bonus against all spells that try to induce emotion somehow. But that's not yet enough to make a creature...
The only thing I'm certain off is that their name would involve the word "gloom". I just like it.

Morty
2009-04-28, 03:22 PM
Now, the Waste-touched would probably be another race with a charisma penalty... isn't that a little boring by now?

Now, thinking about the plane, it's hard to actually think of any stat-plusses they'd have. I think an ability similar to a limited "Crushing Despair" (slightly reflavoured) would be fitting, and probably also a bonus against all spells that try to induce emotion somehow. But that's not yet enough to make a creature...

The Charisma penalty being boring is a good point... but with only six stats all penalties and bonuses are going to get repetitive sooner or later. As for the goodies, I might give them and Int bonus - their lack of emotion makes them unnervingly focused and calculating. Maybe also a Con bonus, because anything that survives the Gray Waste must be tough. I'm not very well-versed in Planescape, though. I just think that Gray Waste is the best of the Lower Planes. Maybe they could have some sort of ability to drain emotions from others for their benefit.

Eldan
2009-04-28, 04:03 PM
The gloomkin. I think that one should be interesting to play.

Lappy9000
2009-04-28, 05:33 PM
The gloomkin. I think that one should be interesting to play.Howzers, they're gonna need another stat penalty, or at least a daily duration on that touch power. With a couple lucky rolls, you can knock Thourk the Half-Orc Barbarian (Charisma 8) out in a round or two.

Eldan
2009-04-29, 02:23 AM
I was certain that thing had a 1/day on it. Must have gotten lost somewhere.

Edit: back in, but with the ability to maintain the detect thoughts effect.

Eldan
2009-05-03, 04:15 PM
It's been a while, but I made an Elysium-touched after sending some of my players there.

GreatWyrmGold
2009-07-22, 04:39 PM
Neat.
So neat, in fact, that I'm posting this partly to make sure this doesn't fall into the Dustbin of Thread Necromancy.

Eldan
2009-07-23, 04:10 AM
He, thanks. I should make some for the other planes, I guess, but some of those just leave me a little uninspired.

I tried coming up with a bytopia-touched race, but the only thing that really canme to me were boni on craft checks, and that's just boring.

Eldan
2009-07-23, 06:54 AM
What about this for a bytopia-touched (I admit, I just saw that thread in media discussion.)

Best at what I do: At character creation, "race" may choose a single skill. This skill is always a class skill for them, and they receive a +4 racial bonus in that skill.

and maybe:

Haste makes Waste: "Race" may not choose to increase a crafting DC by +10 to reduce crafting time. Instead, if they beat the crafting DC by +10 or more, the item is automatically considered to be a masterwork item, without increasing crafting time or material cost.


Yeah, I'm going with that. Just need a name, the rest is about done.

GreatWyrmGold
2009-07-24, 06:29 AM
What about this for a bytopia-touched (I admit, I just saw that thread in media discussion.)

Best at what I do: At character creation, "race" may choose a single skill. This skill is always a class skill for them, and they receive a +4 racial bonus in that skill.

and maybe:

Haste makes Waste: "Race" may not choose to increase a crafting DC by +10 to reduce crafting time. Instead, if they beat the crafting DC by +10 or more, the item is automatically considered to be a masterwork item, without increasing crafting time or material cost.


Yeah, I'm going with that. Just need a name, the rest is about done.

First of all, why is bytopia so skillful and crafty?
Second of all, how about Duolings?

Eldan
2009-07-24, 07:06 AM
Well, at least one of the two layers of Bytopia is famous for it's superiour craftsmen. Also, many gnomes live there, among them an entire city of gemcutters.
There's also a quote approximately going "the people of Bytopia will not let anyone starve, but they expect people to work for their food." It's basically the plane of peaceful workers.

GreatWyrmGold
2009-07-24, 07:26 PM
Well, at least one of the two layers of Bytopia is famous for it's superiour craftsmen. Also, many gnomes live there, among them an entire city of gemcutters.
There's also a quote approximately going "the people of Bytopia will not let anyone starve, but they expect people to work for their food." It's basically the plane of peaceful workers.

Ahhhhhh...

Eldan
2009-07-25, 03:57 AM
Found the original quote:
"If ya ain't got the jink, well, a sod's likely to find himself on the business end of a broom or shovel before he gets what he wants. The folks here help a basher who needs it, but the word char-i-ty just don't roll off too many tongues. A broke leatherhead is gonna work for his supper. If a basher's lookin' for a re-equip, though, there's no better place to do it than Bytopia. In fact, the hand-crafted products that the petitioners here produce are the best in all the planes."

Or, another version:
"What do you mean, I have to work for my dinner? I'm a prince and I don't "work"." - "Okay, then you ain't "eat" either."

I'm currently thinking about what spell to give the duolings as a spell-like ability. The magic section in the old planescape books is not really helpful: conjuration spells can only bring forth objects that already exist on the plane, healing spells are enhanced and necromancy diminished. But giving them just a cure spell doesn't seem fitting. Perhaps an identify that only needs one round and doesn't cost anything? The book mentions a new 2nd leve lspell, "Value", which helps the caster find the exact monetary value of one item/caster level. Perhaps something like that.

Lord Loss
2009-07-25, 10:01 AM
These are the centerpiece of my new campaign. Eldan, you are officially in my Playgrounderz Hall of Fame!!! These are the coolest things since half-dragons!

Eldan
2009-07-25, 10:21 AM
Thanks :smallbiggrin: Mind if I sig that? It's been a while since I've been praised so enthusiastically.

I'm writing up the Twinlings now. Next will probably be the Beastland-touched.

I'm not sure, but has the name "Wildling" been used? I think I've read it somewhere already.

One other thing: I've been struggling with their ability score adjustments. First, I wanted to use +2 Con, +2 Wis, -2 Cha, but more than half of these races already have a -2 to cha, and it seems to be getting old. Any ideas on how to correct this?
Also, I've changed the name from Duoling to Twinling, I like it slightly better.

Eldan
2009-07-25, 02:11 PM
Well, posted the Twinlings. They still seem a little bland to me, but then, so does Bytopia itself. I never really know what to do with that place except going there to buy equipment.

Lord Loss
2009-07-26, 08:51 AM
Of course you can sig it! Maybe Far-Realm Touched (New name needed, Though) would be cool. (Or is that already pseudonaturals?)

Eldan
2009-07-26, 10:10 AM
I think pseudonatural are rather creatures that actually come from the Far Realms, like Celestial/Fiendish creatures come from the respective halves of the wheel.
However, I don't think going to the Far Realms is actually survivable for the parents... ideas I currently have involve an Arcadia-touched, the Unyielding, a Beastland-touched, the Wildling and a not-yet named race of Astral-touched.

Eldan
2009-08-03, 03:11 AM
Added a new race, the Wildlings of the Beastlands.

GreatWyrmGold
2009-08-03, 07:23 AM
Maybe Twinlings can have two abilities, chosen at creation or switching by the day...since the other layer is sorta wild, maybe the ability to turn into an animal or a bonus on Survival checks?

Edit: For the astral-touched, maybe Starling?

Eldan
2009-08-03, 07:44 AM
Added a shurrock-variant for the twinling, thanks for the idea.

charl
2009-08-03, 07:50 AM
There needs to be an Outlands-ling of some sort, with powers of pure neutralness.

Adumbration
2009-08-03, 07:57 AM
I think pseudonatural are rather creatures that actually come from the Far Realms, like Celestial/Fiendish creatures come from the respective halves of the wheel.
However, I don't think going to the Far Realms is actually survivable for the parents... ideas I currently have involve an Arcadia-touched, the Unyielding, a Beastland-touched, the Wildling and a not-yet named race of Astral-touched.

Hmm. I recall reading something about Daelkyr, but don't remember any specifics, just that they reside in the Far realms. Would a daelkyr-touched fit?

Eldan
2009-08-03, 07:59 AM
I have been working on a Spireling, actually. Those would have antimagical powers and spell resistance.

Daelkyr and other Far Realm creatures are a possibility for creating far-touched, there are at least several half-aberations around.

GreatWyrmGold
2009-08-03, 08:02 AM
Two things:

!.) For the Spirelings or Balencers or whatever you call the Outlands-touched, try one of the following:
Smite the Unbalencer: Once per day, a [race] can choose to use this ability against any CE*, CG*, LG*, or LE* creature. This causes one melee attack to deal extra damage equal to the [race's Charisma bonus.
See the Unbalence: A [race] can use detect chaos, detect evil, detect good, and detect law at will as spell-like abilities.

2.) For the wildlings, maybe there should be a feat that lets them choose multiple animal aspects.

charl
2009-08-03, 09:25 AM
I was thinking they could cancel out one alignment-specific or dependent power they witness once per day as a free action. So when a paladin smites evil, the Spireling can force the attack to become a normal one instead.

Although magic resistance and/or an anti-magic like ability also makes sense.

Eldan
2009-08-03, 10:58 AM
I'm not a fan of ubiquitous alignment detection, really, so all of them at will are perhaps a bit much. I'll think about it, though.

Maybe something like this:
"Whenever the Spireling is subject to a spell or effect that is more effective against one alingment or group of alingments than another, he gains a +4 to all saving throws, and a +4 on his spell resistance."

charl
2009-08-03, 05:22 PM
I'm not a fan of ubiquitous alignment detection, really, so all of them at will are perhaps a bit much. I'll think about it, though.

Maybe something like this:
"Whenever the Spireling is subject to a spell or effect that is more effective against one alingment or group of alingments than another, he gains a +4 to all saving throws, and a +4 on his spell resistance."

Won't that ability be useless if you play neutral, as a lot of Spirelings will probably be?

Eldan
2009-08-03, 05:31 PM
Weren't there quite some spells that dealt some damage to neutral, and more to evil, as an example? I'm not sure.

Thrax
2009-08-03, 05:51 PM
Very, very cool. I'm certainly using those in my house rules.
Any chance for Mechanus-touched (hey, if a human can breed with a Dragon, why not with an Inevitable or Modron?) or Limbo-touched (half-slaad... ugh...).

Eldan
2009-08-03, 05:56 PM
Sure, the intention is to cover all the outer and perhaps a few other planes in time. Note, however, that these are less from interbreeding and more from strange effects of planar essence and magic.

charl
2009-08-03, 06:33 PM
There have been at least three (Axani, Mechanatrix and Zenythri) different law-touched published for 3.5, and there's also at least two different chaos-touched (Cansin, Chaond), so a Limbo and Mechanus touched is a bit redundant. The plane of Shadow also has its own planetouched already (Shadowswyft), and so does the Ethereal (Shyfts). There are also stats around for Genasi that hail from para- and quasi-elemental planes, and the energy planes.

So yeah. Those planes are covered. You can google it up pretty easily.

Eldan
2009-08-04, 02:09 AM
I know most of them from planewalker, yeah. Next up will most likely be the Arcadians anyway.

Harperfan7
2009-08-04, 10:31 PM
Would you care to do an Arvandor-touched race?

Eldan
2009-08-05, 03:18 AM
Working on them. My current goal is to add at least one per weak until I'm through with all the planes.

GreatWyrmGold
2009-08-06, 04:57 PM
The plane of Shadow also has its own planetouched already (Shadowswyft), and so does the Ethereal (Shyfts).
How about half-breeds: Shadowshyfts?
:smalltongue:

Okay, seriously, how about ones touched by a combination of planes? Or entire campaign worlds? Maybe Dragonlancetouced...although I would advize against draconian as a name...

zarakstan
2009-08-06, 05:02 PM
Maybe a Mechenus touched with some construct traits . . .
PS. I really like these and will probably use them in my later games :smallsmile:

Thrax
2009-08-06, 05:35 PM
Would you care to do an Arvandor-touched race?

For an Arvandor-touched, a Lillend descendant would be quite nice. I mean, I'm a big fan of those.

charl
2009-08-06, 07:00 PM
Maybe a Mechenus touched with some construct traits . . .


See the Mechanitrix. I don't remember what book it's from. It is a planetouched with construct-like traits (it has cogs and hydralics visible under i's skin at places).

Eldan
2009-08-07, 02:20 AM
Well, I'm doing these more as those touched by the magical essence of a plane than any specific creature living there. I mean, it's the same with half-fiends or tieflings or aasimar: they don't really correspond to any single creature.
In any case, I still have to do Arborea, Arcadia, the Outlands and the Astral. The Aasimar and Tiefling should work for Celestia and the Abyss, respectively and Limbo and Mechanus have enough touched of their own already.

GallóglachMaxim
2009-09-10, 08:52 AM
See the Mechanitrix. I don't remember what book it's from. It is a planetouched with construct-like traits (it has cogs and hydralics visible under i's skin at places).

3.0 Fiend Folio apparently, there's an index of monsters/races and the books they appear in here http://timjoh.com/dnd/?type=Monster

GreatWyrmGold
2009-09-10, 07:29 PM
Maybe when you're done, you could make more planetouched for various specific ex-races or (more likely) parts of planes.

Ideas:
Spiderling (drow planetouched of Lolths realm)
Bahamutling (planetouched of Bahamut's realm)
tiamatling (as above, but...ugh...tiamat's.)
Tentacltouched (tentacly planetouched of Demogorgon's realm)
(Deity)'s Blessed (members of a race favored by that deity, planetouched by his/her native plane, also a paragon of that race)

Eldan
2009-09-11, 09:51 AM
Seems like I have to start again on these one day. I'm just feeling slightly uninspired currently. I'll see what I can do later.

Debihuman
2009-09-11, 04:22 PM
3.0 Fiend Folio apparently, there's an index of monsters/races and the books they appear in here http://timjoh.com/dnd/?type=Monster

Link doesn't seem to work. Also, it's not in the Fiend Folio. I didn't see listed in the 3.X monster consolidated list on WotC site either. Mechanitrix seems to be from 4e.

Debby

Eldan
2009-09-11, 04:30 PM
It's indeed listed in that link as "Fiend Folio, 3.0". My Fiend Folio has it, listed under "Planetouched", though, not Mechanatrix.

charl
2009-09-11, 05:16 PM
It is on page 137 of the Fiend Folio.

EDIT: And I'm pretty sure the 4E version is a homebrew made by the guys over at planewalker.

GreatWyrmGold
2009-09-11, 07:28 PM
I'll give you ideas.

Arborean
This is an elfey (is that a word?) guy, but more divine

Arcadian
Aura of Peace
Star One (Astral)
Fly speed, can use stars as shuriken, bonus on attack rolls against githyanki

Spireling (Outlands)
Interferes with magic, even his own

~~~~~~~~

Spiderling
Most drow abilities, plus climb speed, extra legs, poison (smear on weapons, maybe use as touch attack)

Bahamutling
Diviner version or Dragonborn of Bahamut (see Races of the Dragon)

tiamatling
as above, but reversed

Tentacltouched
Instead of limbs, six (more?) tentacles. Needs three (more?) to move, but can attack with others. Two-minded.

(Deity)'s Blessed: Varies by deity

~~~~~~~~

OotSling (OOT-sling?)
1d6 slashing damage on unarmed attack, +200,000,000,000 or so bonus to Perform (comedy) checks

Vlaakithtouched
Bonus on saving throws against undead immunities, bonus to CL, bonus on attacks against mind flayers/githzeri

charl
2009-09-11, 07:48 PM
I'm not sure about making a planetouched for each power's domain. I feel that is better handled by taking divine classes. And I don't think a power has that much of an influence to begin with.

Eldan
2009-09-12, 06:54 AM
I mostly agree there, actually. Especially since there are already templates like Lolth-touched and dragonborn, so I wouldn't actually be making anything new.
Also, given the crusader-y nature of Arcadia, giving them a peace aura doesn't sound especially fitting.

charl
2009-09-12, 06:16 PM
Arcadia...

It's a fairly complicated plane. On the one hand it's good and nice and all that. But on the other hand it's the plane of the Harmonium, the fanatic Miko-like faction of Planescape.

To me that doesn't really sound like peace. Especially considering the fact that one of the layers of the plane was allegedly lost to Mechanus because the Harmonium made it too strict and lawful-like.

I'm not really sure what Arcadia-touched should be able to do, but it should certainly not be about peace.

Eldan
2009-09-12, 06:21 PM
I'm thinking about making them about cooperation and honour, actually. Giving them shield other or something as a spell-like ability, favored class: knight, stuff like that.

GreatWyrmGold
2009-09-24, 07:54 PM
I mostly agree there, actually. Especially since there are already templates like Lolth-touched and dragonborn, so I wouldn't actually be making anything new.
Okay, but if properly reflavored and given different abilities...

Bahamutborn (rough draft)
Some choose to path of being dragonborn. These are take the Rite of Rebirth and return changed.
Others have it chosen for them. Bahamutborn are crusaders against evil dragonkind, even more so than dragonborn. They cannot leave this goal any more than an elf can leave his ears; it is part of him.
Racial Traits:
+2 Str, -4 Cha: Bahamutborn are strong, but their single-mindedness gets in the way of most social affairs.
Sorcerous Talent: Despite the path most bahamutborn take, some aid others as spellcasters. A bahamutborn has dragon blood running strong in him, and as such has a +4 bonus to Charisma for spellcasting purposes.
Smite Evil Dragon: Whenever a bahamutborn deals damage to an evil dragon, be it with sword, bow, or spell, the evil dragon takes an extra amount of damage equal to the bahamutborn's Charisma modifier plus four (minimum one). This applies once per attack, spell, etc, but applies to each evil dragon affected. For example, a bahamutborn attacks a red dragon with his greatsword. His Charisma is 4, so he deals extra damage equal to -3+4, 1. Another hits a flight of white dragons with a fireball, and then a quickened magic missile. All evil dragons in the fireball's radius take extra damage once, as do all dragons hit with a missile, but if a dragon was hit with two missiles, it would only take the damage once.
Tiamatborn Hatred: Whenever a bahamutborn sees a creature decended from Tiamat (such as evil dragons or spawn of Tiamat), he must make a DC 15 Will save with a -1 penalty per creature present. If he fails, he attacks the creatures, trying to kill them. He keeps this up until he succeeds on the Will save, which may be attempted once per round and gains a +1 bonus per save. If the initial saving throw suceeds, he need not make another saving throw against those that day.

Like it?



Also, given the crusader-y nature of Arcadia, giving them a peace aura doesn't sound especially fitting.
Then, I guess that "Peaceful Kingdoms of Arcadia" doesn't fit?

Eldan
2009-09-25, 05:26 AM
I guess one could include those.

Now on the peaceful nature of Arcadia: on the one hand, it has that name. On the other, it has a group of outsiders (only iintroduced in 3E I think) with "Knight Templar" written on them in neon letters, it's the planar home base of the Harmonium and it is full of armies ready to wage war against demons.

Ripped Shirt Kirk
2009-11-05, 07:33 PM
Shouldn't the Pandemonium touched favored class be Wild Mage? Just a thought.

Eldan
2009-11-05, 07:43 PM
Bard seemed fitting at the time, and as far as I know, there's no wild mage base class at the moment, only the so-so prestige class.

The Bookworm
2009-11-05, 10:34 PM
I like Stormborn's favored class being bard. I once played a CE Bard named Traja D. , and if I'd found stormborn I would've used it for her. She worshipped Melpomene, and was dedicated to causing tragedy to everyone, including her party. She had an oboe that shot poisoned darts and loved charm person and her (homebrew) powered-up summon instrument that let her summon a grand plan. Also, she forcibly tattooed her fellow partymembers with the symbol of Melpomene.

Anonymouswizard
2009-11-12, 04:33 PM
Can we have the outlands-touched next please: I want to see one of two abilities: abilities that nagate magic, or abilities that hinder magic nagating abilities. The second one might seem strange, but if you don't want to use it I'll make an outlands touched with one of two origins: either they were desended from creatures of the plane, or they grew up on the plane. Either way, they have learnt to get around ways of limiting magic.

Eldan
2009-11-13, 08:26 AM
Ah, thank you. I was looking for a unique ability for outland touched. Giving them a dispelling touch was one thing, but they still needed something more. Giving them a dispel resistance works great.

Now they need a name. The punny part of my brain instantly came up with In-spire-d, but I'm not going to do that.

Also, for backgrounds: basically, all of my planetouched have either grown up on the plane in question, or are the children of parents who were strongly affected by planar magic. Outsider bloodlines are already well-handled in DnD.

GreatWyrmGold
2009-11-13, 03:54 PM
Ah, thank you. I was looking for a unique ability for outland touched. Giving them a dispelling touch was one thing, but they still needed something more. Giving them a dispel resistance works great.

Now they need a name. The punny part of my brain instantly came up with In-spire-d, but I'm not going to do that.

Also, for backgrounds: basically, all of my planetouched have either grown up on the plane in question, or are the children of parents who were strongly affected by planar magic. Outsider bloodlines are already well-handled in DnD.

How about Outlanders?

Eldan
2009-11-13, 04:32 PM
Nice and simple. Thank you. How about some ideas for a mechanus-touched? One idea I had was Mekhane, but that sounds a little too much like they would just be machines.

charl
2009-11-13, 06:18 PM
How about Mechani (both plural, singular and adjective form)?

Anonymouswizard
2009-11-14, 06:03 AM
How about Mechani (both plural, singular and adjective form)?

Sounds cool to me. Also, how about giving them some sort of innate ability with mechines, let them build giant mecha and the like while others are simpily unable to. As a special ability they should get a decent bonus with technology.

And the Mechanatrix from the FF, how the heck does it work? It's descended from mechines, they cannot breed!

charl
2009-11-14, 06:38 AM
I don't think the machine powers really fit the feeling of Mechanus. While the plane is made of cogs and there are machines everywhere that's mostly secondary to the fact that Mechanus is pure law and order (and thus perfect for machinery). The machines are not really part of the planes nature as much as they are a symptom of it.

Eldan
2009-11-14, 02:11 PM
Actually, my idea of the mechani (I think the name isn't too bad) came from reading a thread on the RPG fora: how can you minimize the number of dice rolled. The mechani get a "predictability" ability, which enables them to take ten on a number of rolls per day instead of rolling them. I think it fits with ultimate law.

Anonymouswizard
2009-11-15, 09:15 AM
As inspiration, I'll draft out the statistics of how I believe the outland touched (lets use your old name of spirelings for this variety) should be. Note that I believe that they should be powerful spellcasters due to developing resistance to the planes energies, so the stats are based on that.
Spirelings

+2 intelligence, +2 charisma.
Medium size.
A Spireling's base land speed is 30ft.
Darkvision out to 60ft.
Spell like abilities: dispel magic 1/day as a caster of their character level.
Resistance to acid, cold, fire and electricity 5.
Dispel resistance: Spirelings count as two levels higher for the purposes of dispel effects. They have a 1% chance to cast spells inside an antimagic field.
Automatic languages: common and any one planar langauge. Bonus languages: all.
Favoured class: wizard.
LA: +1

This outland touched was made to be resistant to the features of their home plane, due to the fact they grew up there. However, they have also absorbed a small amount of the essence of the plane, giving them their SLA.
You are under no obligation to use any of it. It is merely here as an example of how dispel resistance could work.

Eldan
2009-11-15, 09:23 AM
It's similar to what I'm writing up, yes. However, instead of giving them four elemental resistances, I'll give them two and SR 12+HD. Also, I'm still thinking about what favoured class and abilities they should have. On the one hand, they are good antimagic-wizards, on the other hand, they have so much anti-magic in their blood, studying it should be difficult for them.
Then, dispel magic is a 3rd level spell, all the others on the list have a second level one. I thought I'd give them a second level one instead.

Anonymouswizard
2009-11-15, 10:59 AM
It was based of the wizard spell list, where daylight is a third level spell. What about, instead of a SLA, they can ignore restrictions on magic or something similar. Although it seems to go against the general consensus, my idea is that as they are used to the differing levels of magic on the plane they have an easy time getting around antimagic measures (instead of having difficulty with magic), although having absorbed some of the essence they have a limited amount of dispelling ability. Restricted magic is not a feature of outlands in the normal sense: the feature is differing levels of restricted magic.

Eldan
2009-11-15, 11:12 AM
Fair enough. So, what about:

+2 on and against dispel checks
+4 on spellcraft checks against impeded magic.

charl
2009-11-15, 12:07 PM
Fair enough. So, what about:

+2 on and against dispel checks
+4 on spellcraft checks against impeded magic.

I think there's a danger of making the race too specialized towards wizard with this. There should be some benefits that all classes can make some use of.

Eldan
2009-11-15, 12:35 PM
Right... well, it helps all casters, of course, but I see the problem. Spell Resistance will be included, what else?

Ashtagon
2009-11-15, 12:54 PM
Dispel magic, even 1/day, is too much. It's a 3rd level spell, and most innate magic races get 3x 0th level spells.

How about a class feature that lets them neutralise alignment-based race/class features?

Aura of Neutrality 15 ft: This aura has a number of effects:

* Within the aura, smite attacks based on alignment are neutralised. The smite attempt is wasted, and it is treated as a regular attack.
* Characters and creatures that do not have a strong alignment (basically, anyone who isn't a channel for aligned divine magic and isn't "always alignment") will read as True Neutral to divination spells.
* Any DR that is based on alignment is weakened by 10 points.
* Spell and abilities that are imbued with holy/infernal/sacred/vile/axiomatic/chaotic energy do normal damage, but the special features and ability to get past DR for that imbued spell are neutralised.
* Dispel alignment spells cannot be used to banish a creature.
* All creatures are considered to have double their normal HD when adjudicating holy word (and related spells).

A spireling can activate the aura 3 times per day, and each use lasts for ten minutes.


Hmm, the above is probably too powerful for a full race feature, but could form the basis for some interesting racial feats.

Alternate:

* Cast dispel magic 1/day, but only effective against spells that have an alignment keyword.

charl
2009-11-15, 01:01 PM
Right... well, it helps all casters, of course, but I see the problem. Spell Resistance will be included, what else?

How about the ability to cast Undetectable Alignment twice per day?

Eldan
2009-11-15, 01:09 PM
Dispel magic, even 1/day, is too much. It's a 3rd level spell, and most innate magic races get 3x 0th level spells.

How about a class feature that lets them neutralise alignment-based race/class features?

Aura of Neutrality 15 ft: This aura has a number of effects:

* Within the aura, smite attacks based on alignment are neutralised. The smite attempt is wasted, and it is treated as a regular attack.
* Characters and creatures that do not have a strong alignment (basically, anyone who isn't a channel for aligned divine magic and isn't "always alignment") will read as True Neutral to divination spells.
* Any DR that is based on alignment is weakened by 10 points.
* Spell and abilities that are imbued with holy/infernal/sacred/vile/axiomatic/chaotic energy do normal damage, but the special features and ability to get past DR for that imbued spell are neutralised.
* Dispel alignment spells cannot be used to banish a creature.
* All creatures are considered to have double their normal HD when adjudicating holy word (and related spells).

A spireling can activate the aura 3 times per day, and each use lasts for ten minutes.

I already adressed the dispel, already: they get a dispelling touch which will be weaker, a minor bonus (+2) against impeded magic, spell resistance and, I think, the ability to ignore some of the effects of aligned planes. I'd say your aura is actually much too strong for LA+1.

urkthegurk
2009-11-16, 12:41 AM
Gehenna!

I need some lava-riders and some people to flesh out the hallways of the crawling city. And even though, as the Gloomkin block says, the yugoloths aren't to keen to breed, they might see the use of some quick-growing mortal stock for their armies. Skilled cannon fodder.

Best of all, I'm sure the violent and insanely reckless Druj can avoid a charisma penalty. Wisdom, not so good.

Any ideas for special abilities though?

Eldan
2009-11-16, 03:27 AM
Fire Resistance is a given. Apart from that, Gehenna is a little hard to classify. There's rampant backstabbery, but I've already used that one for Carceri. Fire-themed powers I think I'd be saving for the Genasi, if I ever do them. Also, on the one hand, the plane is slightly lawful, on the other, there's recklessness and violence. I'm not sure what to do with it.
I had some ideas for an Arcadia-touched, though: Favoured class: Knight. I'm thinking of giving them some kind of "Honour" ability, which let's them give up the advantages of surprise for a morale bonus in combat. Does that sound good?

charl
2009-11-16, 04:39 AM
Fire Resistance is a given. Apart from that, Gehenna is a little hard to classify. There's rampant backstabbery, but I've already used that one for Carceri. Fire-themed powers I think I'd be saving for the Genasi, if I ever do them. Also, on the one hand, the plane is slightly lawful, on the other, there's recklessness and violence. I'm not sure what to do with it.
I had some ideas for an Arcadia-touched, though: Favoured class: Knight. I'm thinking of giving them some kind of "Honour" ability, which let's them give up the advantages of surprise for a morale bonus in combat. Does that sound good?

For Arcadia that sounds about right. It should be more about lawfulness than good really, considering how the Harmonium is running the place. The bonus should be on save bonuses though to make sure all classes can benefit.

As for Gehenna I think they should have cold resistance as well. The bottom layers are frozen after all. A bluff and sense motive bonus is also appropriate. I have no idea about their ability. Perhaps something that lets them climb for a short while to illustrate the fact that Gehenna is essentially just mountains floating in a vacuum and that you'd have to climb or fly to get anywhere?

Eldan
2009-11-26, 08:24 AM
Spirelings are up, but I'll try and give them some more fluff later. Since I couldn't really decide on meaningful stat adjustments or favoured classes, they don't get any. I'm not sure if the abilities make up for it, though. Perhaps they need something else as well.

urkthegurk
2009-11-26, 02:52 PM
I gave a sort of theme-overview for the Druj. I even named them. Crazy thrill seeking lava-riders and mountain climbers. Sure, they've got their own Byzantine betrayals in the crawling city, but that's mostly between Yugoloths, and there are still greater dangers posed by the very environment of the plane.

I don't know about ability scores though. Dex would make lava surfing easier, Str would be generally usefull what with all the climbing and fighting in a Druj's life. Con might be the most logical, given the very inhospitable nature of the plane, but without the Dex or Str bonus, you're still in trouble. If you fail a climb check and fall into lava, the Con bonus doesn't help too much.

They're like barbarians in their savagery, but much more civilized in their manners, since almost their whole race is enslaved by the yugoloths and they spend a lot of time in the crawling city. But their hearts still burn with the unadulterated fury that is Gehenna.

Eldan
2009-11-26, 02:57 PM
+Dex, +Cha, -Wis, maybe? Or Strength instead of charisma?

Geiger Counter
2010-03-02, 07:13 PM
why do the Stormborn have a hearing bonus?
that sounds like the noise of pandaemonium would cause them even more distress.

Devils_Advocate
2010-03-04, 12:54 AM
(hey, if a human can breed with a Dragon, why not with an Inevitable or Modron?)
(Because dragons are capable of breeding with nearly anything, and inevitables and modrons are capable of breeding with nothing?)


I've had a Sigil-touched in store.
But Sigil doesn't have native life, save for the Lady and her weird servant things, the whatchamacallits. Dabus? Anyway, I don't imagine that it's a place where, like, petitioners spawn in and stuff. I mean, it's technically part of the Outlands, but it's functionally its own weird special thing. Hey, what are you doing thinking of making planetouched for one city when there are multiple frickin' planar layers out there? You think Sigil is the center of the multiverse or somethin'? Pah! :smalltongue:


Well, suggestions for extra-oomph are welcome.
Since you asked, I think that planetouchedness works better as templates than races. For example, suppose that Aasimar just gave you


+2 Wisdom, +2 Charisma
60-foot darkvision
+2 to Spot and Listen checks
Daylight once per day (caster level equal to class levels)
Resistance to acid 5, cold 5, and electricity 5
Level adjustment +1

and you got that in addition to a human's bonus feat and bonus skill points, or some other racial traits. Now it's more balanced (in part because I took away the Outsider type). And, as an added bonus, instead of just describing one type of planetouched, it covers one for each race that the template can be applied to. Which, assuming that that's every race that the Half-Celestial template can be applied to, is a lot more.


Well, I'm doing these more as those touched by the magical essence of a plane than any specific creature living there. I mean, it's the same with half-fiends or tieflings or aasimar: they don't really correspond to any single creature.
:smallconfused: Canonically, half-fiends and half-celestials are... well, half-fiend and half-celestial respectively, and tieflings and aasimar have fiendish and celestial ancestors respectively. And none of them corresponds to a single Plane any more than to a single type of outsider.

To my understanding, all types of e.g. archon are really the same race anyway, with individuals being promoted and/or sometimes demoted from one variety to another. I know that one Planescape sourcebook (Faces of Evil: The Fiends) has all of the Evil souls unclaimed by deities appearing as generic larvae no matter which Lower Plane they go to, and only becoming demons or devils through transformation by existing fiends. Night hags sell choice (or so they say) larvae from the Grey Waste to both sides of the Blood War, and they promote into demons and devils just fine. So going by that, you could even say that tanar'ri and baatezu are ultimately the same race (but don't tell them I said that).

We might guess that the same is true of celestials, though it's hard to say for certain. There seems to be a lot less information on them. Everyone wants to understand the fiends, since they're the ones likely to try to kill you or worse. So with the focus on them, celestials are allowed to be mysteriouser.


basically, all of my planetouched have either grown up on the plane in question, or are the children of parents who were strongly affected by planar magic. Outsider bloodlines are already well-handled in DnD.
But... special Planar versions of creatures are also already covered by the Celestial, Fiendish, Axiomatic, Anarchic, Elemental, Shadow, Entropic, and Vivacious Creature templates.

Eldan
2010-03-04, 03:20 AM
Yes, true enough, broad spectra are covered. That still doesn't mean that I can't do more specific planetouched for one plane at a time, though. Basically, I just like the higher resolution. Arborea and Celestia just aren't that similar, and neither are their exemplars.

Now for the Sigil-touched: while the city has no native life, I still think that, basically, it has a magical essence. Since I'm working here with the idea of what is, basically, mutagenic magical planar essence, why couldn't there be changes in sigilians who've lived there for a long time? Planescape already states that planars can sense portals, as an example, why not make a sigilian race which has that ability? They would be nearly indistinguishable from humans from the outside, but have a few inborn differences.

And finally, for the question of making these into templates: basically, it's a thing I've added to my private Planescape and DnD fluff: humans are special in a way. Other races start with innate strengths, humans are adaptable. And if they live anywhere long enough, they start to change and adapt even more.

Eladrinblade
2010-03-05, 01:29 AM
Arborea plz

GideonRiddle
2010-03-07, 12:29 AM
These are awesome, and I now want to look more at my planescape book.

Elan's Modron
2010-03-08, 02:32 PM
These are all great! You could have been quite a good pro designer for Planescape!

Sydonai
2010-03-12, 03:59 PM
(Because dragons are capable of breeding with nearly anything, and inevitables and modrons are capable of breeding with nothing?)


But Sigil doesn't have native life, save for the Lady and her weird servant things, the whatchamacallits. Dabus? Anyway, I don't imagine that it's a place where, like, petitioners spawn in and stuff. I mean, it's technically part of the Outlands, but it's functionally its own weird special thing. Hey, what are you doing thinking of making planetouched for one city when there are multiple frickin' planar layers out there? You think Sigil is the center of the multiverse or somethin'? Pah! :smalltongue:


Since you asked, I think that planetouchedness works better as templates than races. For example, suppose that Aasimar just gave you


+2 Wisdom, +2 Charisma
60-foot darkvision
+2 to Spot and Listen checks
Daylight once per day (caster level equal to class levels)
Resistance to acid 5, cold 5, and electricity 5
Level adjustment +1

and you got that in addition to a human's bonus feat and bonus skill points, or some other racial traits. Now it's more balanced (in part because I took away the Outsider type). And, as an added bonus, instead of just describing one type of planetouched, it covers one for each race that the template can be applied to. Which, assuming that that's every race that the Half-Celestial template can be applied to, is a lot more.


:smallconfused: Canonically, half-fiends and half-celestials are... well, half-fiend and half-celestial respectively, and tieflings and aasimar have fiendish and celestial ancestors respectively. And none of them corresponds to a single Plane any more than to a single type of outsider.

To my understanding, all types of e.g. archon are really the same race anyway, with individuals being promoted and/or sometimes demoted from one variety to another. I know that one Planescape sourcebook (Faces of Evil: The Fiends) has all of the Evil souls unclaimed by deities appearing as generic larvae no matter which Lower Plane they go to, and only becoming demons or devils through transformation by existing fiends. Night hags sell choice (or so they say) larvae from the Grey Waste to both sides of the Blood War, and they promote into demons and devils just fine. So going by that, you could even say that tanar'ri and baatezu are ultimately the same race (but don't tell them I said that).

We might guess that the same is true of celestials, though it's hard to say for certain. There seems to be a lot less information on them. Everyone wants to understand the fiends, since they're the ones likely to try to kill you or worse. So with the focus on them, celestials are allowed to be mysteriouser.


But... special Planar versions of creatures are also already covered by the Celestial, Fiendish, Axiomatic, Anarchic, Elemental, Shadow, Entropic, and Vivacious Creature templates.

The souls in the Nine Hells become Lemures and the souls in the Abyss become Manes.
The Tana'ri are descended from Obyryths(or however you spell it) and Baatezu are descended from Baatorians(Don't have the book, don't know how to spell it).


I have always thought that the Asimaar race and the Teifling race are to.......bland. Baatezu, Tana'ri, and Yugololoths should have their own individual Planetouched race, the same for Archons, Guardinals, and Daeva.

Zexion
2010-03-12, 04:06 PM
Mechanus-touched would be called Mechanites...
Just popping in to say I really like your idea. Pretty cool, and very well-implemented.

Geiger Counter
2010-03-12, 04:54 PM
The souls in the Nine Hells become Lemures and the souls in the Abyss become Manes.
The Tana'ri are descended from Obyryths(or however you spell it) and Baatezu are descended from Baatorians(Don't have the book, don't know how to spell it).

I have always thought that the Asimaar race and the Teifling race are to.......bland. Baatezu, Tana'ri, and Yugololoths should have their own individual Planetouched race, the same for Archons, Guardinals, and Daeva.

From what I hear the baatezu aren't the descendants of the ancient baatorians. and the tana'ri aren't desendents of the Obyryths. They both might have has something to do with the creation of the new races, i just wouldn't use the word descended.

Also I was under the impression (If it's not RAW than it's my house rule) that most outsiders have no interest in sex and/or are outright incapable of it. In the Hexenhammer It describes succubi as taking genetic material from men, transforming it and then implanting it in a female as an incubi to create cambions (half-fiends).