Dungeons and Dragons Planetouched 3.5 PBP RPG

Sunday, 22nd December, 2024 - 10:02 am GMT
Home WoM D&D Pathfinder Gwynedd RoK +

Check Out: Ruler of Kings II Text RPG Solo Play by Post
D&D Basics Races Classes Skills Feats Combat Equipment Adventuring Spells Psionics Monsters Divine Sitemap Create Character Other RPGs

Planetouched

Planetouched is a general word to describe someone who can trace his or her bloodline back to an outsider, usually a fiend or celestial.

The effects of having a supernatural being in one's heritage last for many generations. Although not as dramatically altered as a half-celestial or a half-fiend, planetouched still retain some special qualities.

The two planetouched varieties described here are the most common. Aasimars are humans with some trace of celestial blood in their veins, and tieflings have some fiendishness in their family tree.

Aasimar

Aasimar, 1st-Level Warrior

Medium Outsider (Native)

Hit Dice:

1d8+1 (5 hp)

Initiative:

+4

Speed:

20 ft. in scale mail (4 squares); base speed 30 ft.

Armor Class:

16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16

Base Attack/Grapple:

+1/+2

Attack:

Longsword +2 melee (1d8+1/19-20) or light crossbow +1 ranged (1d8/19-20)

Full Attack:

Longsword +2 melee (1d8+1/19-20) or light crossbow +1 ranged (1d8/19-20)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Daylight

Special Qualities:

Darkvision 60 ft., acid resistance 5, cold resistance 5, electricity resistance 5

Saves:

Fort +3, Ref +0, Will +0

Abilities:

Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 10

Skills:

Heal +4, Knowledge (religion) +1, Listen +3, Ride +1, Spot +3

Feats:

Improved Initiative

Environment:

Temperate plains

Organization:

Solitary, pair, or team (3-4)

Challenge Rating:

1/2

Treasure:

Standard

Alignment:

Usually good (any)

Advancement:

By character class

Level Adjustment:

+1

Aasimars are usually tall, good-looking, and generally pleasant. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare.

Most aasimars are decidedly good-aligned. They fight against evil causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare.

Combat

Aasimars usually like a fair, straightforward contest. Against a particularly evil foe, however, they fight with utter conviction and to the death.

daylight (Sp): An aasimar can use daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.

Skills: An aasimar has a +2 racial bonus on Spot and Listen checks.

The aasimar warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Aasimar as Characters

Aasimar characters possess the following racial traits.

Sylvan.

  • Favored Class: Paladin.

  • Level adjustment +1.

Tiefling

Tiefling, 1st-Level Warrior

Medium Outsider (Native)

Hit Dice:

1d8+1 (5 hp)

Initiative:

+1

Speed:

30 ft. (6 squares)

Armor Class:

15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14

Base Attack/Grapple:

+1/+2

Attack:

Rapier +3 melee (1d6+1/18-20) or light crossbow +2 ranged (1d8/19-20)

Full Attack:

Rapier +3 melee (1d6+1/18-20) or light crossbow +2 ranged (1d8/19-20)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Darkness

Special Qualities:

Darkvision 60 ft., cold resistance 5, electricity resistance 5, fire resistance 5

Saves:

Fort +3, Ref +1, Will -1

Abilities:

Str 13, Dex 13, Con 12, Int 12, Wis 9, Cha 6

Skills:

Bluff +4, Hide +5, Move Silently +1, Sleight of Hand +1

Feats:

Weapon Focus (rapier)

Environment:

Temperate plains

Organization:

Solitary, pair, or gang (3-4)

Challenge Rating:

1/2

Treasure:

Standard

Alignment:

Usually evil (any)

Advancement:

By character class

Level Adjustment:

+1

Many tieflings are indistinguishable from humans. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same.

Combat

Tieflings are sneaky, subtle, and generally conniving. They prefer to strike from ambush and usually avoid a fair fight if they can.

darkness (Sp): A tiefling can use darkness once per day (caster level equal to class levels).

Skills: A tiefling has a +2 racial bonus on Bluff and Hide checks.

The tiefling warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Tieflings as Characters

Tiefling characters possess the following racial traits.

  • +2 Dexterity, +2 Intelligence, -2 Charisma.

  • Medium size.

-A tiefling's base land speed is 30 feet.

  • Darkvision out to 60 feet.

  • Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.

  • Racial Feats: A tiefling gains feats according to its class levels.

  • Special Attacks (see above): Darkness.

  • Special Qualities (see above): Resistance to cold 5, electricity 5, and fire 5.

  • Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.

  • Favored Class: Rogue.

  • Level adjustment +1.


Sponsor Ads:

Latest RPG Post

How about abrowser based text adventure? Start here: Text RPG

Top

NOTE: In the case of D&D, Wizards holds the copyright for its material. The versions most Players in our Community tend to use Dungeons & Dragons 2-3.5 although others may use higher versions.


Start an Adventure!


Search via our Community for:

Dungeons and Dragons Planetouched - D&D 3.5 PBP RPG Coded by: BGID®  |  ALL RIGHTS RESERVED Copyright © 2004-2024
Disclaimer  |  Privacy  |  Report Errors