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A persistent world set in the Frozen North of The Forgotten Realms

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Planetouched

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1 Planetouched on Mon Oct 25, 2010 8:29 am

Fey'ri

Fey'ri are not a true elven subrace. They are to elves as tieflings are to humans and tanarukks are to orcs. The fey'ri are the result of interbreeding between sun elves and tanar'ri in an attempt to strengthen the sun elf bloodline. Fey'ri seek to reestablishing the old elven realms of Cormanthor with themselves at their head. During the Hundred Years of Chaos the Fey'ri were nearly hunted down to the last of their number, with House Dlardrageth wiped out completely. However, a few from lesser houses and communities remain, though well-hidden and nearly unheard of. Many of the survivors returned to their former strongholds around the southern High Forest, including a base built by Sarya beneath Lothen of the Silver Spires.

The fey'ri look like elves with demonic features, or particularly fey fiends. They are capable of magically altering their features somewhat, but in their natural form they have skin with fine scales, fiery red eyes, demonic pointed tails, and a pair of bat-like wings, in addition to their sun elven beauty.


Racial Traits:

- Ability Adjustments: +2 Dexterity, +2 Intelligence, -2 Constitution.

- Darkvision: Fey'ri can see in the dark up to 60 feet.

- Low-Light Vision: A fey'ri can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

- Fiendish Heritage: Fey'ri are descendents from creatures native to the Lower Planes. These planetouched share some of their ancestors' natural resistance to poison, and are resistant to the magic of good foes.

- Fire Resistance: Fire resistance 15.

- Weapon Proficiency: Fey'ri are naturally proficient will all simple and martial weapons.

- Hardiness vs. Poison: +2 racial bonus to saving throws against poisons.

- Wings: Due to their wings, fey'ri move 20% faster than other races.

- Hardiness vs. Enchantments: Immunity to magic sleep effects, +2 racial bonus to saving throws against enchantment spells or effects.

- Spell-like abilities:
1/day - Darkness as a sorcerer of equal level.
1/day - Charm Person as a sorcerer of equal level.

- Skills: +2 racial bonus to Bluff, Hide, Listen, Search and Spot checks.

- Favored Class: Sorcerer. A multiclass fey'ri's sorcerer class does not count when determining whether she takes an experience point penalty for multiclassing.

- Level Adjustment +2: Fey'ri are more powerful and gain levels more slowly than other races. It will take more experience for a fey'ri to reach level 2 than it would for normal races, for example.

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2 Re: Planetouched on Mon Oct 25, 2010 8:29 am

Tanarukk

Bred from orc slaves and tanar'ri (vrocks, in particular), tanarukks are a powerful and evil strain of planetouched. While Hellgate Keep was ruled by tanar'ri (between 882 DR and 1369 DR), a breeding between demons and orcs guaranteed a steady supply of soldiers for the keep's garrison. After centuries of breeding, tanarukks breed true among themselves or with orc mates, and these creatures are a new race native to the Realms.

Although an offspring may have only one tanarukk grandparent all the abilities of a tanarukk are preserved. Unlike most planetouched, tanarukks have fairly uniform appearance, resembling short, stocky orcs with stooped postures. Their eyes are red and their skin varies from gray-green to dark brown. They have a distinctive smell of brimstone about them along with a
limited ability to manipulate fire.


Racial Traits:

- Ability Adjustments: +4 Strength, +2 Dexterity, -2 Wisdom, -4 Charisma.

- Darkvision: Tanarukks can see in the dark up to 60 feet.

- Fiendish Heritage: Tanarukks are descendents from creatures native to the Lower Planes. These planetouched share some of their ancestors' natural resistance to poison, and are resistant to the magic of good foes.

- Spell Resistance: Spell resistance of 11+1 per character level.

- Fire Resistance: Fire resistance 15.

- Natural Armor: Natural armor +3.

- Weapon Proficiency: Tanarukks are naturally proficient will all simple and martial weapons.

- Reach to the Blaze: Once per day, a tanarukk can call upon his demonic nature and radiate flames which damage all those within 5 feet, doing 2d4 points of fire damage per round (Reflex save for half damage). This effect lasts for 5 rounds.

- Favored Class: Barbarian. A multiclass tanarukk's barbarian class does not count when determining whether he takes an experience point penalty for multiclassing.

- Level Adjustment +3: Tanarukks are more powerful and gain levels more slowly than other races. It will take more experience for a tanarukk to reach level 2 than it would for normal races, for example.

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3 Re: Planetouched on Mon Oct 25, 2010 8:33 am

Tanarukk

Bred from orc slaves and tanar'ri (vrocks, in particular), tanarukks are a powerful and evil strain of planetouched. While Hellgate Keep was ruled by tanar'ri (between 882 DR and 1369 DR), a breeding between demons and orcs guaranteed a steady supply of soldiers for the keep's garrison. After centuries of breeding, tanarukks breed true among themselves or with orc mates, and these creatures are a new race native to the Realms.

Although an offspring may have only one tanarukk grandparent all the abilities of a tanarukk are preserved. Unlike most planetouched, tanarukks have fairly uniform appearance, resembling short, stocky orcs with stooped postures. Their eyes are red and their skin varies from gray-green to dark brown. They have a distinctive smell of brimstone about them along with a
limited ability to manipulate fire.


Racial Traits:

- Ability Adjustments: +4 Strength, +2 Dexterity, -2 Wisdom, -4 Charisma.

- Darkvision: Tanarukks can see in the dark up to 60 feet.

- Fiendish Heritage: Tanarukks are descendents from creatures native to the Lower Planes. These planetouched share some of their ancestors' natural resistance to poison, and are resistant to the magic of good foes.

- Spell Resistance: Spell resistance of 11+1 per character level.

- Fire Resistance: Fire resistance 15.

- Natural Armor: Natural armor +3.

- Weapon Proficiency: Tanarukks are naturally proficient will all simple and martial weapons.

- Reach to the Blaze: Once per day, a tanarukk can call upon his demonic nature and radiate flames which damage all those within 5 feet, doing 2d4 points of fire damage per round (Reflex save for half damage). This effect lasts for 5 rounds.

- Favored Class: Barbarian. A multiclass tanarukk's barbarian class does not count when determining whether he takes an experience point penalty for multiclassing.

- Level Adjustment +3: Tanarukks are more powerful and gain levels more slowly than other races. It will take more experience for a tanarukk to reach level 2 than it would for normal races, for example.

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4 Re: Planetouched on Mon Oct 25, 2010 8:35 am


Air Genasi see themselves as the inheritors of the sky, the wind and the very air of the world. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as a light blue color to their skin or hair, a slight breeze in their presence at all times, or flesh that is cool to the touch.

Ability adjustments Edit
+2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma
Racial features Edit
Level adjustment: +1. Genasi are slightly more powerful and gain levels more slowly than other races. It will take more experience for a genasi to reach level 2 than it would for normal races, for example.
Size: Medium

Favored class: Fighter. A multiclass genasi's fighter class does not count when determining whether she takes an XP penalty for multiclassing.



Darkvision (60ft.)
Resistance to electricity 5
Summon Gale: Once per day, an air genasi can call upon his elemental nature and summon a powerful blast of wind which can knock over foes who fail a Fortitude save as well as disperse any harmful cloud effects in its path. This effect is similar to the Gust of Wind spell.

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5 Re: Planetouched on Mon Oct 25, 2010 8:36 am

The Air Genasi subrace was not included in the original NWN2, but has been added in the Mask of the Betrayer expansion.
Air Genasi see themselves as the inheritors of the sky, the wind and the very air of the world. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as a light blue color to their skin or hair, a slight breeze in their presence at all times, or flesh that is cool to the touch.

Ability adjustments Edit
+2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma
Racial features Edit
Level adjustment: +1. Genasi are slightly more powerful and gain levels more slowly than other races. It will take more experience for a genasi to reach level 2 than it would for normal races, for example.
Size: Medium

Favored class: Fighter. A multiclass genasi's fighter class does not count when determining whether she takes an XP penalty for multiclassing.



Darkvision (60ft.)
Resistance to electricity 5
Summon Gale: Once per day, an air genasi can call upon his elemental nature and summon a powerful blast of wind which can knock over foes who fail a Fortitude save as well as disperse any harmful cloud effects in its path. This effect is similar to the Gust of Wind spell.

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6 Re: Planetouched on Mon Oct 25, 2010 8:36 am

Fire genasi are hot-blooded and quick to anger, proud and unafraid to take action. They appear mostly human, with one or two traits reflecting their quasi-elemental nature, such as skin the color of burnt coal, red hair that waves like flames or eyes that glow when the Genasi is angry.
Ability adjustments Edit
+2 Intelligence, -2 Charisma
Racial features Edit

Level adjustment: +1. Genasi are slightly more powerful and gain levels more slowly than other races. It will take more experience for a genasi to reach level 2 than it would for normal races, for example.
Size: Medium

Favored class: Fighter. A multiclass genasi's fighter class does not count when determining whether she takes an XP penalty for multiclassing.

Darkvision (60ft.)
Resistance to fire 5
Reach to the Blaze: Once per day, a fire genasi can call upon his elemental nature and radiate flames which damage all those within 5 feet, doing 2d4 points of fire damage per round (Reflex save for half damage). This effect lasts for 5 rounds.

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7 Re: Planetouched on Mon Oct 25, 2010 8:37 am

Water genasi are patient and slow to change, preferring to wear away opposition slowly, but are capable of great violence in extreme situations. They appear mostly human, with one or two traits reflecting their quasi-elemental nature, such as lightly-scaled skin, clammy flesh, blue-green skin or hair that waves as if underwater.

Ability adjustments Edit
+2 Constitution, -2 Charisma
Racial features Edit

Level adjustment: +1. Genasi are slightly more powerful and gain levels more slowly than other races. It will take more experience for a genasi to reach level 2 than it would for normal races, for example.
Size: Medium

Favored class: Fighter. A multiclass genasi's fighter class does not count when determining whether she takes an XP penalty for multiclassing.

Darkvision (60ft.)
Resistance to cold 5
Shrouding Fog: Once per day, a water genasi can call upon his elemental nature to summon a dense fog that provides concealment. This effect lasts 5 rounds.

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8 Re: Planetouched on Mon Oct 25, 2010 8:38 am

Wood Genasi (Tree Rajah)

The last, and most rare, of genasi are the wood genasi. Spawned by unions with creatures native to the Great Tree that is the Elemental Plane of Wood, the tree rajahs (as they prefer to be addressed) are full of life vibrant and outgoing. Although active and boisterous, wood genasi do believe in a balance of all things (if not necessarily moderation) and most tend to be neutral in alignment. As with other planetouched, they resemble a normal member of their mortal parent's race, but with one or two unusual features that show their quasi-elemental nature.

Wood genasi often have plant-like hair, a wood-like grain to the skin, or a small cloud of (harmless) insects following them. They prefer flashy, yet practical clothing.


Racial Traits:

- Ability Adjustments: +2 Dexterity, +2 Constitution, -2 Intelligence.

- Darkvision: Wood genasi can see in the dark up to 60 feet.

- Weapon Proficiency: Wood genasi are naturally proficient will all simple and martial weapons.

- Clerical Focus: Wood genasi who are clerics must select a Deity of Plants and must select the Plant Domain.

- Spell-Like Abilities (1/day):
Animal Trance
Entangle

- Elemental Affinity: Nature's Sense feat.

- Elemental Similarity: Woodland Stride feat.

- Favored Class: Druid. A wood genasi's druid class does not count when determining whether he takes an experience point penalty for multiclassing.

- Level Adjustment +1: Wood genasi are slightly more powerful and gain levels more slowly than other races. It will take more experience for a wood genasi to reach level 2 than it would for normal races, for example.

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9 Re: Planetouched on Mon Oct 25, 2010 8:38 am

Azerblood

Descended from shield dwarves and azers, azerbloods are generally unfriendly and taciturn, proud and unafraid to take action. Azerbloods are most common in the Small Teeth mountains of western Amn, as most are members of the remnants of Clan Azerkyn, which once ruled the southern caverns of the Adamant Kingdom of Xothaerin. This planetouched crossbreed strongly resemble their shield dwarven parents, but they cannot grow beards nor body hair. Their skin looks like brass or heated metal and even has a metallic sheen on it.

Their unkempt flame-red hair dances like fire, and the red irises of azerbloods flicker like candles.


Racial Traits:

- Ability Adjustments: +2 Strength, -+2 Consitution, -2 Charisma.

- Darkvision: Azerbloods can see in the dark up to 60 feet.

- Weapon Proficiency: Ayerbloods are naturally proficient will all simple and martial weapons.

- Weapon Familiarity: Dwarven waraxes are treated as martial weapons rather than exotic weapons.

- Fires Resistance: Azerbloods heritage grants them fire resistance 15/-.

- Hardiness vs. Spells: +2 racial bonus to saving throws against spells and spell-like effects.

- Hardiness vs. Poison: +2 racial bonus to saving throws against poisons.

- Natural Blacksmith: +3 racial bonus on Craft (Armor), Craft (Weapon) and Appraise checks.

- Battle Training vs. Giants: +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants).

- Battle Training vs. Orcs and Goblinoids: +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).

- Favored Class: Fighter. A multiclass azerblood's fighter class does not count when determining whether he takes an experience point penalty for multiclassing. Azerblood culture extols the virtues of battle, and the vocation comes easily to them.

- Level Adjustment +1: Azerbloods are slightly more powerful and gain levels more slowly than other races. It will take more experience for a azerblood to reach level 2 than it would for normal races, for example.

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10 Re: Planetouched on Mon Oct 25, 2010 8:39 am

Jannling

Jannlings are the offspring of a union between a janni and a human. Such unions are mostly common in Zakhara (also called the Land of Fate) which is a giant penisula located east of Faerun. They possess some of their genie parent's larger-than-life personality as well as some magical abilities. At first glance, a jannling may appear to be fully human, albeit a particularly impressive specimen, tall and attractive. However, the little details - perhaps too arched of an eyebrow, an odd color of eye, or an odd birthmark on the cheek - tell even the most oblivious observer that they're dealing with someone more than human here. And once they open their mouths to speak…

Jannlings are part genie. Therefore they're simply better than other races. That isn't a statement of pride or arrogance for a jannling; it's simple fact. Genies are higher in the pecking order than mere mortals, and half-genies are a step up above the normal people. Of course, most non-jannlings see this as boasting, and react negatively toward any jannling who voices this plain fact of the cosmos. It's not that the jannling dislikes people of other races. In fact, he likely cherishes his human relations and looks favorably upon all the other mortals. Is it not the way of geniekind to grant boons to mortals they favor, after all? Indeed, if not for genie kindness, the jannling would not even exist. Therefore, jannlings have an obligation to be kind, even tolerant, to the lower races.


Racial Traits:

- Ability Adjustments: +2 Strength, +2 Charisma.

- Darkvision: Jannlings can see in the dark up to 60 feet.

- Spell-Like Abilities (1/day):
Enlarge

- Elemental Endurance: Jannlings have a spark of the four elements within their bodies. This grants them acid, cold, electricy, and fire resistance 5.

- Weapon Proficiency: Jannlings are naturally proficient will all simple and martial weapons.

- Favored Class: Sorcerer. A jannling's sorcerer class does not count when determining whether he takes an experience point penalty for multiclassing.

- Level Adjustment +1: Jannlings are slightly more powerful and gain levels more slowly than other races. It will take more experience for a jannling to reach level 2 than it would for normal races, for example.

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11 Re: Planetouched on Mon Oct 25, 2010 8:39 am

Chaond

The implantation method used by the slaadi to reproduce is well known and feared, but what few planewalkers realize is that even when a victim is cleansed of the infection the remnants of chaos often persist. These lingering elements are overlooked as the unsuspecting soul continues about their life, but can become painfully obvious when their descendants appear more slaad than human. These hybrids are usually killed, but some are simply abandoned in remote places of the wild. Few survive on their own for long, but a small number manage to thrive and even procreate. As the generations pass, the slaad taint weakens and the human side grows stronger, allowing them to live lives that are more normal. The mark of chaos always remains with these planetouched, known as chaonds, forever separating them from humans and even other planar creatures.

Chaonds are outgoing, flamboyant creatures. Whimsical and emotional, they are prone to sudden shifts in mood as well as flights of fancy, and feel no need to excuse their actions to others. Few look past the present moment or their own desires, and they are generally amused by the tendency of other races to trouble themselves with thoughts of the past and future. Though they are naturally very social, many people find their insensitivity to social custom and fits of emotion unsettling. This does not bother the chaonds, however, as they expect nothing from those around them and couldn't care less about the opinions of others. Their own interests and tastes change rapidly, causing them to live by a variety of different lifestyles and morals. They are not without reason for their actions, only quick to change their mind and even faster to act off it.

Chaonds normally appear as rudimentary humans with thick chests and limbs, blocky facial features, and slowly shifting skin and hair color. They range in height from 5'1 to 5'10, and are normally twice as wide as a typical human is. Many are repulsed and a little intimidated by the chaonds' savage body shape and posture, which disguises an agility surpassing most. Most have a gravelly voice that sometimes resembles a croak when they are excited. These are just a few physical abnormalities; over the generations nearly any sort of alteration may develop among.


Racial Traits:

- Ability Adjustments: +4 Dexterity, +2 Constitution, -2 Charisma.

- Darkvision: Chaonds can see in the dark up to 60 feet.

- Anarchic Resistances: Chaonds possess resistance to acid, cold and sonic 5.

- Weapon Proficiency: Chaonds are naturally proficient will all simple and martial weapons.

- Skills: +3 racial bonus on Tumble and Bluff checks.

- Favored Class: Any. When determining whether a multiclass chaond suffers an XP penalty, his highest-level class does not count.

- Level Adjustment +1: Chaonds are slightly more powerful and gain levels more slowly than other races. It will take more experience for a chaond to reach level 2 than it would for normal races, for example.

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12 Re: Planetouched on Mon Oct 25, 2010 8:39 am

Zenythri

One of the rarest of the many planetouched that walk the planes are the zenythris - the descendent of humans mysteriously infused with the energies of law. No one is quite sure where zenythri offspring come from, the rumors range from unnatural rituals used to mix lawful exemplars with humans to zenythri being the distant descendents of certain gods. Currently the most popular explanation is that certain regions of Mechanus alter travelers in strange ways, causing them to give birth to zenythri offspring. Still, a few whisper that the real secret of it is zenythri are the result of machines built to defy the natural order and artificially create life. No matter how the zenythri came to be, they do exist in small numbers on the planes, sticking mostly to Sigil and the Planes of Law. More often than not, they do not seem to know any more about their origins than anyone else, and surprisingly show little interest in the matter. Instead, zenythri devote their entire life to self-perfection in some manner or another, viewing anything else as a distraction from that goal.

Zenythri are introverted, serious creatures that view everything with high scrutiny. They rarely express any emotion; rather they choose to analyze every facet of a situation before deciding how to react. While others may view them as slow to act, few match their drive and determination once their course is set. Zenythri tend to be absolute perfectionists, refusing to let the smallest flaw or shortcoming pass in a task when it is possible to do better. As a result they often look down on less-structured creatures with either pity or disdain.

Zenythris most resemble perfectly formed humans. They range in height from 5'7 to 6'3 with perfectly smooth skin, evenly shaped bodies, and well-defined muscles. Even their hair naturally forms into the zenythri's personal style. They are often attractive by human standards, and could easily pass as one if not for the bluish-purple tint to their skin. Some have more unusual features such as metallic colored hair and eyes, or even areas of skin that have hardened into metal. They prefer elegant, but simple clothing that provides as much comfort as image for those around them. Their clothing is often tight-fitting, so as not to impede their naturally strong and agile bodies. They cannot stand waste or clutter, even in their dress, and normally avoid wearing large amounts of jewelry or other accessories. Often they change their style to match whatever the current trend is in their area, if they do not set the new trend beforehand.


Racial Traits:

- Ability Adjustments: +2 Strength, +2 Dexterity, +2 Wisdom, -2 Charisma.

- Darkvision: Zenythi can see in the dark up to 60 feet.

- Axiomatic Resistances: Zenythri possess resistance to acid, fire and sonic 5.

- Skills: +3 racial bonus on Diplomacy and Tumble checks.

- Weapon Proficiency: Zenythri are naturally proficient will all simple and martial weapons.

- Favored Class: Monk. A multiclass zenythri's monk class does not count when determining whether she takes an experience point penalty for multiclassing.

- Level Adjustment +1: Zenythri are slightly more powerful and gain levels more slowly than other races. It will take more experience for a zenythri to reach level 2 than it would for normal races, for example.

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13 Re: Planetouched on Mon Oct 25, 2010 8:40 am

Krinth

The Netherese arcanists of Thultanthar, the City of Shade, regularly traf�cked with the shadow demons of the Plane of Shadows. From time to time, such shadow demons forced themselves upon individual slaves. Krinth are a race of humanoids descended from such couplings, although their own oral histories suggest otherwise. Dour and humorless, krinth are accustomed to working hard and playing hard. They are known for their physical endurance, their single-mindedness, and their quick tempers. The krinth race became fertile some 1,000 or so years ago, due to the hidden hand of Shar. Krinth now divide themselves into the demonspawn (the direct product of a demon/slave coupling)
and true-born (descended from a pair of krinth), with the latter heavily discriminating against the former. Despite their single-mindedness in duty, krinth are naturally chaotic. They also tend to favor the evilness of their sires, although this tendency is less pronounced among escaped krinth than those who reside in the City of Shade. Krinth do not have a well-developed racial culture.

Although the krinth of Thultanthar are slaves, they occupy a higher social stratum than other humanoid slaves in the City of Shade. The krinth are favored by the Shadovars and treat their inferiors with contempt. Krinth slaves are just now slowly awakening to the reality of their enslavement, thanks to the whispers of Shar. Although they do not resent their Shadovar masters, a growing number of krinth have escaped to see more of Faerun. Most escaped krinth slaves become mercenaries and seek employ in a larger organization, recreating their social niche in the middle of the pack. Krinth who escape the city often retreat to the Underdark if they can find entry; otherwise, they simply travel as far from Anauroch as possible. They consider open terrain to be indefensible and uncomfortable, and the entire race suffers from agoraphobia.

In cases where they cannot find their way into the Realms Below, krinth often take up residence in heavy forests, jungles, or in mountain valleys hidden away from the sun and other humanoids. There are also said to be colonies of escaped krinth left behind on the Plane of Shadow. Krinth stands about six feet tall and weighs about 200 pounds. They have black hair, black eyes, and dusky gray skin.


Racial Traits:

- Ability Adjustments: +2 Constitution, -2 Charisma.

- Darkvision: Krinth can see in the dark up to 60 feet.

- Fiendish Heritage: Krinths are descendents from demons native to the Plane of Shadow. These planetouched share some of their ancestors' natural resistance to poison, and are resistant to the magic of good foes.

- Skills: Krinth have a +2 racial bonus on Hide checks.

- Fearless: +2 morale bonus to saving throws against fear.

- Weapon Proficiency: Krinth are naturally proficient will all simple and martial weapons.

- Hardiness vs. Spells: +2 racial bonus to saving throws against spells and spell-like effects.

- Lucky: +1 racial bonus on all saves. Krinth are resilient in mind as well as body.

- Favored Class: Fighter. A multiclass krinth's fighter class does not count when determining whether he takes an experience point penalty.

- Deities: Krinth clerics typically worship powerful demon lords, Bane, Lolth, Laduguer, or Shar, depending on their outlook and where they reside.

- Level Adjustment +0:

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14 Re: Planetouched on Mon Oct 25, 2010 8:40 am

Celadrin

Celadrins are a race of planetouched descended from the unions of elves worshippers of Hanali Celanil and eladrins (usually firre) consummated during summer solstice revels. Celadrins typically live among sun elves, although some wander the world a few decades before settling down other types of elves. Celadrins usually resemble sun elves with flame-red hair, bronze skin, and Blueen eyes.

Not uncommon in the forests of Cormanthor, most celadrins trace their ancestry back to the height of Myth Drannor. Since the Weeping War, many celadrins have settled in Deepingdale and the forests surrounding Lake Sember. Celadrins are found in other elven communities where the church of Hanali Celanil plays a prominent role, including Evereska and Evermeet. They are usually strongly associated with the arts, either as craftsmen, performers, or guardians therefor.


Racial Traits:

- Ability Adjustments: +2 Dextrerity, -2 Constitution, +2 Charisma.

- Darkvision: Celadrin can see in the dark up to 60 feet.

- Fire Resistance 15

- Immunity to Sleep: Immunity to magic sleep effects.

- Weapon Proficiency: Celadrins are naturally proficient will all simple and martial weapons.

- Skills: +2 racial bonus on Listen, Search, and Spot checks. Celadrins also have a +3 racial bonus on Perform and Diplomatic checks.

- Reach to the Blaze: Once per day, a celadrin can call upon her celestial nature and radiate flames which damage all those within 5 feet, doing 2d4 points of fire damage per round (Reflex save for half damage). This effect lasts for 5 rounds.

- Favored Class: Bard. A multiclass celadrin's bard class does not count when determining whether she takes an experience point penalty for multiclassing.

- Level Adjustment +1: Celadrins are slightly more powerful and gain levels more slowly than other races. It will take more experience for an celadrin to reach level 2 than it would for normal races, for example

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15 Re: Planetouched on Mon Oct 25, 2010 8:40 am

Gloaming

Gloamings are planetouched beings descendet from natives of Toril and the Plane of Shadow. These unusual creatures are quite uncommon the the Underdark and extremely race in the surface world. Most observers can easily recognize that a gloaming is planetouched in some fashion, but few know exactly how. Members of other races often mistake a gloaming for some sort of tiefling. Gloamings are compultive travelers, so they usually remain strangers among other races. Their curiousity often manifests as wanderlust, and indeed most gloamings pursue different interests and goals, so finding more than four or five of them together for a long time is atypical.

A gloaming is a pale-skinned humanoid with cat-like eyes and dark, furry wings. Her skin is naturally luminescent and she can control its glow, choosing a degree of illumination from none to as bright as a torch. A typical gloaming has one or more tattoos that create interesting shading effects when her skin glows. This makes them seem almost metallic in dim light, though ordinary light they appear gray, green-gray, blue-gray, or violet-gray. A gloaming's wings may be black or any deep shade of brown or gray.


Racial Traits:

- Ability Adjustments: -2 Strength, +2 Dexterity, -2 Wisdom, +2 Charisma.

- Low-Light Vision: A gloaming can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

- Light Blindness: Gloamings suffer a -2 circumstance penalty to attack rolls, saves, and checks in bright sunlight.

- Small: As a Small creature, a gloaming gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.

- Illusions (Shadow) Affinity: +1 to the Difficulty Class for all saving throws against illusion spells cast by gloamings. This adjustment stacks with those from similar effects, such as the Spell Focus feat.

- Wings: Due to their wings, gloamings move 20% faster than other races.

- Racial Bonuses: A gloaming has a +2 racial bonus on saves against illusions (shadow) spells or effects. She also gains a +4 racial bonus on Move Silently checks.

- Luminescence: Five times per day, a gloaming can make her skin provide illumination equal to that produced by a Light spell. She can also absorb light from her surroundings through her skin, akin to a Darkness spell once per day.

- Weapon Proficiency: Gloamings are naturally proficient will all simple and martial weapons.

- Favored Class: Sorcerer. A multiclass gloaming's sorcerer class does not count when determining whether she takes an experience point penalty for multiclassing.

- Level Adjustment +2: Gloamings are more powerful and gain levels more slowly than other races. It will take more experience for a gloaming to reach level 2 than it would for normal races, for example.

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16 Re: Planetouched on Mon Oct 25, 2010 8:41 am

Tiefling

Carrying the very taint of evil in their forms, and perhaps their very souls, tieflings are often persecuted and feared throughout the planes. Because they are descended from evil outsiders, those who know their ancestry immediately consider most tieflings evil and untrustworthy. Not all tieflings are evil or untrustworthy, but enough are that the prejudice tends to cling.
Some tieflings have a minor physical trait suggesting their heritage, such as pointed teeth, red eyes, small horns, the odor of brimstone, cloven feet, or just an unnatural aura of wrongness. Those descended from an infernal minion often carry a birthmark of the deity's holy symbol or another trait related to that evil faith.

Contents [hide]
1 Ability adjustments
2 Racial features
3 DnD 3.5 comparison
4 Notable Tieflings
Ability adjustments Edit
+2 Dexterity, +2 Intelligence, -2 Charisma
Racial features Edit

Level adjustment: +1. Tieflings are slightly more powerful and gain levels more slowly than other races. It will take more experience for a tiefling to reach level 2 than it would for normal races, for example.
Size: Medium

Favored class: Rogue. A multiclass tiefling's rogue class does not count when determining whether he takes an experience point penalty for multiclassing.

Darkvision: Tieflings can see in the dark up to 60 feet.
Infernal Resistance: Damage resistance to Cold, Electricity & Fire 5.
Skill Affinity (Bluff): +2 racial bonus to bluff
Skill Affinity (Hide): +2 racial bonus to hide
Spell-like abilities:
Darkness spell 1/day as a sorcerer of equal level.



Last edited by jeffinak on Mon Oct 25, 2010 8:45 am; edited 1 time in total

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17 Re: Planetouched on Mon Oct 25, 2010 8:43 am

Aasimar

The noble scions of the Upper Planes, aasimar are mortals that bear remnants of celestial blood in their veins: planetouched. Much like their celestial ancestors, aasimar tend to be kind, honorable, and proud. They normally live among humans, often becoming heroes and leaders of their communities as they continuously strive to bring justice and prosperity to their mortal kin. Carrying the blood of a celestial, an aasimar typically fights against evil in the world. Some have a minor physical trait suggesting their heritage such as silver hair, golden eyes, or an "unnaturally" intense stare. Those descended from a celestial minion often carry a birthmark in the shape of the deity's holy symbol or some other mark significant to that faith.
Ability adjustment Edit
+2 Wisdom, +2 Charisma
Aasimar

Racial features Edit

Level adjustment: +1
Size: Medium

Favored class: Paladin. A multiclass aasimar's paladin class does not count when determining whether he takes an experience point penalty for multiclassing.

Darkvision: Aasimar can see in the dark up to 60 feet.
Celestial Resistance: damage resistance to Acid, Cold and Electricity all of which are 5.
Skill Affinity (Listen): +2 racial bonus to Listen
Skill Affinity (Spot): +2 racial to Spot
Spell-like abilities: 1/day - Light as sorcerer of equal level.

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