Revised Planestouched

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(Created page with '{{User:PId6/Avatar}} Part of Revised Races. ==Aasimar== {|border="3" align="center" style="text-align:left;" |+http://i52.tinypic.com/2w5ukcz.jpg |- |'''Description:'''||…')
 
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|'''Ability Adjustments:'''||The base creature loses its previous ability score adjustments and gains +2 Wisdom, +2 Charisma, -2 Intelligence.
|'''Ability Adjustments:'''||The base creature loses its previous ability score adjustments and gains +2 Wisdom, +2 Charisma, -2 Intelligence.
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|-
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|'''Primary Features:'''||The base creature retains its primary features.
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|'''Primary Features:'''||The base creature loses its primary features, and gains the following:
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|-
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|'''Secondary Features:'''||The base creature loses its secondary features, and gains the following:
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<u>Celestial Resistances:</u> At 1st level, each aasimar gains resistance 5 against acid and cold. This increases to energy resistance 10 at level 6, energy resistance 15 at level 12, and energy resistance 20 at level 18.
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<u>Celestial Resistances:</u> At 1st level, each aasimar gains resistance 5 against acid and cold. This increases to energy resistance 10 at level 6, energy resistance 20 at level 12, and energy resistance 30 at level 18.
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<u>Holy Blessing (Sp):</u> Aasimars gain access to a pool of sanctity points equal to half their character level (min 1), which replenishes at midnight each day. Aasimars may spend a single sanctity point to cast ''protection from evil'' as a spell-like ability, spend two points to cast ''zone of truth'' as a spell-like ability, or spend three points to cast ''daylight'' as a spell-like ability. For all SLAs cast this way, the caster level is equal to a the aasimar's character level, and the save DC is based on Charisma.
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<u>Holy Blessing (Sp):</u> Aasimars gain access to a pool of sanctity points equal to half their character level (min 1), which replenishes at midnight each day. Aasimars may spend a single sanctity point to cast ''protection from evil'' as a spell-like ability, spend two points to cast ''see invisibility'' as a spell-like ability, or spend three points to cast ''searing light'' as a spell-like ability. For all SLAs cast this way, the caster level is equal to a the aasimar's character level, and the save DC is based on Charisma.
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|'''Secondary Features:'''||The base creature retains its secondary features.
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|'''Automatic Languages:'''||The base creature gains Celestial as an additional automatic language.
|'''Automatic Languages:'''||The base creature gains Celestial as an additional automatic language.
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|-
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|'''Favored Classes:'''||The base creature retains its favored classes, and gains crusader as a favored class.
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|'''Favored Classes:'''||The base creature retains its favored classes, and gains favored soul as a favored class.
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|}
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'''Tongues (Su):''' At 2nd level, you gain the ability to speak with any creature that has a language, as though using a ''tongues'' spell (caster level equal to character level). This ability is always active.
'''Tongues (Su):''' At 2nd level, you gain the ability to speak with any creature that has a language, as though using a ''tongues'' spell (caster level equal to character level). This ability is always active.
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'''Spellcasting or Initiating:''' At 2nd and 4th levels, you may select a divine spellcasting class you possess and gain an increase in caster level, new spells per day, and new spells known (if applicable) as if you had gained a level in that class. Alternatively, you may gain an increase in initiator level, maneuvers known, maneuvers readied, and stances known as if you had gained a level in an initiator class you possess. If you don't possess any spellcasting or initiating classes, you may instead gain an effective level of cleric casting, which stacks with any other sources of cleric casting you may have or gain. This feature does not advance or grant you any class features of whatever class it is you advance beyond spellcasting/initiating (such as domains or steely resolve).
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'''Spellcasting or Initiating:''' At 2nd and 4th levels, you may select a divine spellcasting class you possess and gain an increase in caster level, new spells per day, and new spells known (if applicable) as if you had gained a level in that class. Alternatively, you may gain an increase in initiator level, maneuvers known, maneuvers readied, and stances known as if you had gained a level in an initiator class you possess. If you don't possess any spellcasting or initiating classes, you may instead gain an effective level of favored soul casting, which stacks with any other sources of favored soul casting you may have or gain. This feature does not advance or grant you any class features of whatever class it is you advance beyond spellcasting/initiating (such as domains or steely resolve).
'''Holy Skin (Ex):''' At 3rd level, you gain damage reduction 5/evil. This improves to damage reduction 10/magic and evil at character level 14 and damage reduction 15/epic and evil at character level 20.
'''Holy Skin (Ex):''' At 3rd level, you gain damage reduction 5/evil. This improves to damage reduction 10/magic and evil at character level 14 and damage reduction 15/epic and evil at character level 20.
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'''Fast Healing (Ex):''' At 4th level, you gain fast healing 3, allowing you to regain 3 hit points every round.
'''Fast Healing (Ex):''' At 4th level, you gain fast healing 3, allowing you to regain 3 hit points every round.
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==Flamekin==
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{|border="3" align="center" style="text-align:left;"
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|+http://i55.tinypic.com/33vokf5.jpg
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|-
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|'''Description:'''||A flamekin is a creature with an ancestor from the Elemental Plane of Fire.
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|-
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|'''Restrictions:'''||Flamekin is an inherited template that can be applied to any living, corporeal creature.
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|-
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|'''Type:'''||The base creature changes its type to outsider (flamekin, native), though it doesn't automatically gain the vision abilities or the armor/weapon proficiencies associated with that type.
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|-
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|'''Size:'''||The base creature's size remains the same.
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|-
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|'''Speed:'''||The base creature's base land speed increases by 5 ft.
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|-
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|'''Special Senses:'''||The base creature's senses remain the same.
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|-
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|'''Ability Adjustments:'''||The base creature loses its previous ability score adjustments and gains +2 Strength, +2 Charisma, -2 Wisdom.
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|-
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|'''Primary Features:'''||The base creature loses its primary features, and gains the following:
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<u>Affinity for Fire:</u> Whenever a flamekin uses a spell, power, or ability which deals fire damage or has the fire descriptor, he can increase its save DC (if any) by +1. At 13th level, this improves to +2.
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<u>Stand the Heat:</u> A flamekin is better able to stand the heat than other creatures of its type, gaining fire resistance 10 at 1st level. This improves to fire resistance 20 at character level 6, fire resistance 30 at character level 12, and fire immunity at character level 18.
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<u>Flame's Blessing:</u> Flamekin gain access to a pool of element points equal to half their character level (min 1), which replenishes at midnight each day. A flamekin may spend a single element point to cast ''produce flame'' as a spell-like ability, spend two points to cast ''scorching ray'' as a spell-like ability, or spend three points to cast ''fire wings'' as a spell-like ability. For all SLAs cast this way, the caster level is equal to a the flamekin's character level, and the save DC is based on Charisma.
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|-
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|'''Secondary Features:'''||The base creature retains its secondary features.
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|-
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|'''Automatic Languages:'''||The base creature gains Ignan as an additional automatic language.
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|-
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|'''Favored Classes:'''||The base creature retains its favored classes, and gains warmage as a favored class.
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|}
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===The Flamekin Racial Class===
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'''Hit Die:''' d8
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'''Skill Points:''' 4 per level (x4 at 1st level)
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'''Class Skills:''' Bluff, Concentration, Craft, Diplomacy, Disguise, Gather Information, Intimidate, Knowledge (arcana), Knowledge (nature), Knowledge (psionics), Knowledge (the planes), Perform, Psicraft, Sense Motive, Speak Language, Spellcraft, Use Magic Device, and Use Psionic Device.
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{|border="3" align="center" style="text-align:center;"
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|+'''Flamekin Racial Class Progression'''
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|-
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!Class<br>Level||Minimum<br>Character Level||BAB||Fort||Ref||Will||Special||Spellcasting or Manifesting
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|-
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|1st||3rd||+0||+2||+0||+2||Abilities (+2 Dex), Element's Blessing (''fire shuriken''), Wreathe in Flames||None
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|-
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|2nd||6th||+1||+3||+0||+3||Abilities (+2 Str), Element's Blessing (''firestride exhalation''), Body of Fire||+1 level of arcane spellcasting or manifesting class
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|-
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|3rd||9th||+2||+3||+1||+3||Abilities (+2 Cha), Element's Blessing (''elemental body''), Searing Flames||+1 level of arcane spellcasting or manifesting class
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|}
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'''Proficiencies:''' Flamekin gain proficiency with all simple weapons as well as all light armors.
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'''Abilities (Ex):''' Each time you take a level in flamekin, your ability scores increase as indicated on the table.
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'''Element's Blessing (Sp):''' Each time you take a level in flamekin, you gain an extra 2 element points per day for your Flame's Blessing racial feature, which can be used to cast spell-like abilities as usual (so a level 6 flamekin with two levels in its racial class has a total of 7 element points per day). In addition, as you take levels in flamekin, you gain new spell-like abilities to use with Flame's Blessing, as follows: (CL is still equal to character level and saves are still based on Charisma)
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:<u>''Fire Shuriken''</u>: If you have at least one level in flamekin, you may spend two element points to cast ''fire shurkien'' as a spell-like ability.
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:<u>''Firestride Exhalation''</u>: If you have at least two levels in flamekin, you may spend four element points to cast ''firestride exhalation'' as a spell-like ability.
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:<u>''Elemental Body''</u>: If you have at least three levels in flamekin, you may spend seven element points to cast ''elemental body'' as a spell-like ability. You can only choose fire for this ''elemental body'' SLA.
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'''Wreathe in Flames (Su):''' As a swift action, you can spent an element point to wreathe your weapon with supernatural flames. For a number of rounds equal to your Charisma modifier (min 1), your weapon attacks deal an extra +1d6 fire damage per two character levels you possess.
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'''Body of Fire (Sp):''' At 2nd level, as a swift action, you can spend an element point to cover your body in a glowing shield of flame, protecting you from cold. For a number of rounds equal to your Charisma modifier (min 1), you gain the benefits of a warm ''fire shield'', as the spell, with caster level equal to your character level.
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'''Arcane Spellcasting or Manifesting:''' At 2nd and 3rd levels, you may select an arcane spellcasting class you possess and gain an increase in caster level, new spells per day, and new spells known (if applicable) as if you had gained a level in that class. Alternatively, you can select a manifesting class you possess and gain an increase in manifester level, power points, and powers known as if you had gained a level in that class. If you don't have any arcane spellcasting or manifesting classes, you gain an effective level of warmage casting, which stacks with any other sources of warmage casting you gain. This feature does not advance or grant you any class features of whatever class it is you advance beyond spellcasting/invoking (such as warmage's edge or wild surge).
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'''Searing Flames (Su):''' At 3rd level, flames you create are hot enough to burn through resistances and even immunities. Whenever you deal fire damage (whether it's due to a spell, power, or ability), you ignore a number of points of fire resistance equal to your character level. If a creature has fire immunity, treat it instead as fire resistance 30, then apply the reduction to fire resistance.
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==Frostborn==
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{|border="3" align="center" style="text-align:left;"
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|+http://i54.tinypic.com/e704xz.jpg
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|-
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|'''Description:'''||A frostborn is a creature with an ancestor from the Paraelemental Plane of Ice.
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|-
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|'''Restrictions:'''||Frostborn is an inherited template that can be applied to any living, corporeal creature.
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|-
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|'''Type:'''||The base creature changes its type to outsider (frostborn, native), though it doesn't automatically gain the vision abilities or the armor/weapon proficiencies associated with that type.
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|-
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|'''Size:'''||The base creature's size remains the same.
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|-
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|'''Speed:'''||The base creature's base land speed decreases by 5 ft (to a minimum of 5 ft), and he gains a base swim speed of 10 ft.
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|-
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|'''Special Senses:'''||The base creature gains darkvision 60 ft in addition to its other senses.
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|-
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|'''Ability Adjustments:'''||The base creature loses its previous ability score adjustments and gains +2 Strength, +2 Intelligence, -2 Dexterity.
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|-
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|'''Primary Features:'''||The base creature loses its primary features, and gains the following:
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<u>Affinity for Cold:</u> Whenever a frostborn uses a spell, power, or ability which deals cold damage or has the cold descriptor, he can increase its save DC (if any) by +1. This improves to +2 at 13th level.
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<u>Stand the Cold:</u> A frostborn is better able to stand the cold than other creatures of its type, gaining cold resistance 10 at 1st level. This improves to cold resistance 20 at character level 6, cold resistance 30 at character level 12, and cold immunity at character level 18.
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<u>Frost's Blessing:</u> Frostborn gain access to a pool of element points equal to half their character level (min 1), which replenishes at midnight each day. A frostborn may spend a single element point to cast ''ice dagger'' as a spell-like ability, spend two points to cast ''frost breath'' as a spell-like ability, or spend three points to cast ''sleet storm'' as a spell-like ability. For all SLAs cast this way, the caster level is equal to a the frostborn's character level, and the save DC is based on Intelligence.
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|-
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|'''Secondary Features:'''||The base creature retains its secondary features.
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|-
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|'''Automatic Languages:'''||The base creature gains Aquan as an additional automatic language.
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|-
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|'''Favored Classes:'''||The base creature retains its favored classes, and gains archivist as a favored class.
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|}
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===The Frostborn Racial Class===
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'''Hit Die:''' d10
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'''Skill Points:''' 4 per level (x4 at 1st level)
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'''Class Skills:''' Appraise, Concentration, Craft, Decipher Script, Disable Device, Intimidate, Knowledge (all; taken separately), Search, and Spellcraft.
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{|border="3" align="center" style="text-align:center;"
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|+'''Frostborn Racial Class Progression'''
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|-
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!Class<br>Level||Minimum<br>Character Level||BAB||Fort||Ref||Will||Special||Spellcasting
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|-
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|1st||3rd||+0||+0||+0||+2||Abilities (+2 Con), Element's Blessing (''ice knife''), Wreathe in Frost||None
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|-
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|2nd||6th||+1||+0||+0||+3||Abilities (+2 Str), Element's Blessing (''wall of ice''), Body of Cold||+1 level of spellcasting class
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|-
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|3rd||9th||+2||+1||+1||+3||Abilities (+2 Int), Element's Blessing (''as the frost''), Piercing Cold||+1 level of spellcasting class
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|}
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'''Proficiencies:''' Frostborn gain proficiency with all simple weapons as well as all light armors.
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'''Abilities (Ex):''' Each time you take a level in frostborn, your ability scores increase as indicated on the table.
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'''Element's Blessing (Sp):''' Each time you take a level in frostborn, you gain an extra 2 element points per day for your Frost's Blessing racial feature, which can be used to cast spell-like abilities as usual (so a level 6 frostborn with two levels in its racial class has a total of 7 element points per day). In addition, as you take levels in frostborn, you gain new spell-like abilities to use with Frost's Blessing, as follows: (CL is still equal to character level and saves are still based on Intelligence)
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:<u>''Ice Knife''</u>: If you have at least one level in frostborn, you may spend two element points to cast ''ice knife'' as a spell-like ability.
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:<u>''Wall of Ice''</u>: If you have at least two levels in frostborn, you may spend four element points to cast ''wall of ice'' as a spell-like ability.
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:<u>''As the Frost''</u>: If you have at least three levels in frostborn, you may spend seven element points to cast ''as the frost'' as a spell-like ability.
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'''Wreathe in Frost (Su):''' As a swift action, you can spent an element point to wreathe your weapon with supernatural ice. For a number of rounds equal to your Intelligence modifier (min 1), your weapon attacks deal an extra +1d6 cold damage per two character levels you possess.
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'''Body of Cold (Sp):''' At 2nd level, as a swift action, you can spend an element point to cover your body in a glowing shield of frost, protecting you from heat. For a number of rounds equal to your Intelligence modifier (min 1), you gain the benefits of a cool ''fire shield'', as the spell, with caster level equal to your character level.
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'''Arcane Spellcasting or Manifesting:''' At 2nd and 3rd levels, you may select a spellcasting class you possess and gain an increase in caster level, new spells per day, and new spells known (if applicable) as if you had gained a level in that class. If you don't have any arcane spellcasting classes, you gain an effective level of archivist casting, which stacks with any other sources of archivist casting you gain. This feature does not advance or grant you any class features of whatever class it is you advance beyond spellcasting/invoking (such as bonus feats or dark knowledge).
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'''Piercing Frost (Su):''' At 3rd level, ice you create is cold enough to chill through resistances and even immunities. Whenever you deal cold damage (whether it's due to a spell, power, or ability), you ignore a number of points of cold resistance equal to your character level. If a creature has cold immunity, treat it instead as cold resistance 30, then apply the reduction to cold resistance.
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|'''Ability Adjustments:'''||The base creature loses its previous ability score adjustments and gains +2 Dexterity, +2 Intelligence, -2 Wisdom.
|'''Ability Adjustments:'''||The base creature loses its previous ability score adjustments and gains +2 Dexterity, +2 Intelligence, -2 Wisdom.
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|-
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|'''Primary Features:'''||The base creature retains its primary features.
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|'''Primary Features:'''||The base creature loses its primary features, and gains the following:
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|-
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|'''Secondary Features:'''||The base creature loses its secondary features, and gains the following:
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<u>Fiendish Resistances:</u> At 1st level, each tiefling gains resistance 5 against fire and electricity. This increases to energy resistance 10 at level 6, energy resistance 15 at level 12, and energy resistance 20 at level 18.
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<u>Fiendish Resistances:</u> At 1st level, each tiefling gains resistance 5 against fire and electricity. This increases to energy resistance 10 at level 6, energy resistance 20 at level 12, and energy resistance 30 at level 18.
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<u>Dark Blessing (Sp):</u> Tieflings gain access to a pool of corruption points equal to half their character level (min 1), which replenishes at midnight each day. Tieflings may spend a single corruption point to cast ''protection from good'' as a spell-like ability, spend two points to cast ''darkness'' as a spell-like ability, or spend three points to cast ''bestow curse'' as a spell-like ability. For all SLAs cast this way, the caster level is equal to a the tiefling's character level, and the save DC is based on Charisma.
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<u>Dark Blessing (Sp):</u> Tieflings gain access to a pool of corruption points equal to half their character level (min 1), which replenishes at midnight each day. Tieflings may spend a single corruption point to cast ''protection from good'' as a spell-like ability, spend two points to cast ''minor image'' as a spell-like ability, or spend three points to cast ''suggestion'' as a spell-like ability. For all SLAs cast this way, the caster level is equal to a the tiefling's character level, and the save DC is based on Charisma.
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|'''Secondary Features:'''||The base creature retains its secondary features.
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|'''Automatic Languages:'''||The base creature gains either Abyssal or Infernal as an additional automatic language.
|'''Automatic Languages:'''||The base creature gains either Abyssal or Infernal as an additional automatic language.

Current revision as of 04:37, 17 March 2011

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