Racial Templates: Planetouched
D&D has a whole bunch of planetouched races - races with extraplanar ancestry or influence. D&D 3.5 assumes that all planetouched independent of their "normal" race have the same stats, but Pathfinder elaborates more on this issue and presents some more variants. In GURPS, however, we can treat some of the planetouched templates as a lenses that are applied to the character's racial template.
AASIMAR [28] (Monster Manual, page 209)
Secondary
Characteristics:
Per +1 [5]; Will +1 [5].
Advantages: Infravision [10].
Elemental Resistance (A,C,E,F): DR 3 (Includes
Eyes, +10%; Limited, Acid, Cold, Electricity, Fire, -25%; Tough Skin, -40%) [7].
Light:
Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%; Magical, -10%)
[1].
Aasimars are people with celestial heritage (angels were called "aasimon" in older editions). They can vary in appearance, but share some common characteristics.
TIEFLING [20] (Monster Manual, page 209)
Advantages: Infravision [10].
Elemental Resistance (C,E,F): DR 3 (Includes Eyes, +10%; Limited, Cold,
Electricity, Fire, -30%; Tough Skin, -40%) [6].
Darkness: Obscure 3 (Vision) (Costs Fatigue, 2 FP, -10%; Magical, -10%) [5].
Disadvantages: Unnatural Features 1 [-1].
Tieflings are people with fiendish ancestry. Again, they always exhibit some unnatural characteristics that depend on the fiend whose blood flows in their veins. Elemental resistances are neat, and so it the darkness ability.
GLOAMING [49] (Underdark, page 12)
Attributes: ST-2 [-20]; DX+1 [20].
Secondary
Characteristics:
SM-1; Basic Move -1 [-5].
Advantages: Detect (Portals; Magical, -10%)
[5]; Flight (Winged, -25%) [30]; Resistant to Light and Darkness Spells (+3)
[3]; Resistant to Psionics (+3) [10]; Silence 1 [5].
Light [1]:
Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%; Magical, -10%)
[1].
Features: Night Vision 5 [0].
Gloamings are planetouched beings descended from natives of Toril and the Plane of Shadow. It's nice to see another SM-1 race, as they are underrepresented.
AXANI [56] (Dragon
Magazine 297, page 63)
Attributes: IQ+1 [20].
Secondary
Characteristics:
Per +1 [5].
Advantages: Empathy [15]; Infravision [10].
Elemental Resistance (C,S): DR 3 (Includes Eyes, +10%; Limited, Cold, Sound, -35%; Tough Skin,
-40%) [6].
Axani have the blood of lawful outsiders coursing through their veins, most often a lawful neutral outsider like a mercane or an axiomatic humanoid.
CANSIN [41] (Dragon Magazine 297, page 63)
Attributes: IQ+1 [20].
Secondary
Characteristics:
Per +1 [5].
Advantages: Infravision [10].
Elemental Resistance (A,F): DR 3 (Includes Eyes, +10%; Limited, Acid, Fire, -35%; Tough Skin,
-40%) [6].
Cansin are descended from chaotic outsiders, like slaadi or chaos beasts. How can chaos beasts have descendants with humanoids? Don't ask me.
DUST QUASIGENASI [87] (Dragon Magazine 297, page 64)
Attributes: DX+1 [20]; IQ+1 [20]; HT-1 [-10].
Advantages: Doesn’t Breathe [20]; Infravision
[10].
Dust Cloud [27]: Obscure 4 (Link, +10%; Limited
Use, 1/day, -40%; Magical, -10%) [14] + Affliction 1 (Area Effect, 2 yards,
+50%; Coughing, +20%; Link, +10%; Limited Use, 1/day, -40%; Magical, -10%) [13].
ICE PARAGENASI [29] (Dragon Magazine 297, page 64)
Attributes: DX-1 [-20]; HT+2 [20].
Advantages: Infravision [10]; Resistant to Cold
Effects (+3) [3].
Cold: Temperature
Control 1 (Area Effect, 64 yards, +250%; Costs Fatigue, 1 FP, -5%; Cold, -50%;
Increased Range, 10x, +30%; Magical, -10%; Variable, Area, +5%) [16].
MAGMA PARAGENASI [29] (Dragon Magazine 297, page 65)
Attributes: ST+1 [10]; IQ-1 [-20]; HT+1 [10].
Advantages: Infravision [10]; Resistant to Fire
Effects (+3) [3].
Heat: Temperature
Control 1 (Area Effect, 64 yards, +250%; Costs Fatigue, 1 FP, -5%; Heat, -50%;
Increased Range, 10x, +30%; Magical, -10%; Variable, Area, +5%) [16].
OOZE PARAGENASI [52] (Dragon Magazine 297, page 65)
Attributes: HT+2 [20].
Advantages: Infravision [10]; Resistant to Acid
Effects (+3) [3].
Grease [19]:
Affliction 1 (Bad Footing, +60%; Area Effect, 2 yards, +50%; Costs 1 FP, -5%;
Limited Use, 1/day, -40%; Magical, -10%) [16] + Affliction 1 (Based on Will,
+20%; Costs 1 FP, -5%; Advantage, Slippery 2, +40%; Disadvantage, Bad Grip 1,
+5%; Limited Use, 1/day, -40%; Magical, -10%) [11/5=3]. Notes: This spell
causes the terrain to become slick, as per Bad Footing and No Room For Error,
under Tricky Environments in DF 16, Page 38 - 39. It costs +1 movement point
per yard (hex) to cross; gives -2 to attack rolls, DX rolls to remain standing,
and Acrobatics and Jumping rolls; and inflicts -1 on active defense rolls.
Additionally, Make a DX roll after each attack or defense. You get the -2 to
this roll for bad footing, and may also claim +4 for perfect balance, if
applicable. Failure causes the victim to fall. Clambering back up calls for two
successful rolls in a row, each counting as a Change Posture maneuver. This
spell may also be cast on an item or person, it gives them Slippery 2 and Bad
Grip 1.
SMOKE PARAGENASI [52] (Dragon Magazine 297, page 65)
Attributes: DX+1 [20].
Advantages: Infravision [10]; Resistant to
Smoke Effects (+3) [3].
Smoke: Obscure
Vision 5 (Area Effect, 4 yards, +50%; Costs Fatigue, 1 FP, -5%; Magical, -10%;
Ranged, +50%; Variable, Area, +5%) [19].
STEAM QUASIGENASI [47] (Dragon Magazine 297, page 66)
Attributes: DX+1 [20].
Advantages: Infravision [10]; Temperature
Tolerance 3 (Hot) [3].
Fog : Obscure
5 (Vision; Extended Duration, 30x, +60%; Ranged, +50%; Takes Extra Time 2, -20%;
Costs 1 FP, -5%; Limited Use, 1/day, -40%; Magical, -10%) [14].
POSITAI [37] (Web)
Attributes: HT+1 [10].
Advantages: Infravision [10]; Regeneration
(Slow) [10]; Resistant to Necromancy (+3) [3].
Disadvantages: Vulnerability (Undead, x2) [-20].
Turn Undead:
Affliction 1 (HT; Undead only, -50%; Area Effect, 2 yards, +50%; Disadvantage,
Dread, +30%; Extended Duration, 300x, +100%; Fixed Duration, +0%; No Signature,
+20%; Variable, Area, +5%; Costs 1 FP, -5%; Magical, -10%) [24].
RADIANCE QUASIGENASI [11] (Web)
Attributes: ST-1 [-10]; HT-1 [-10].
Advantages: DR 10 (Limited, Non-magical Fire,
-60%; Tough Skin, -40%) [10]; Infravision [10]; Protected Vision [5]; Resistant
to Light and Colors Effects (+3) [3]; Temperature Tolerance 2 (Hot) [2].
Perks: Illumination (Can’t be switched
off) [1].
LIGHTNING QUASIGENASI [44] (Web)
Attributes: ST-1 [-10]; DX+1 [20].
Advantages: DR 10 (Limited, Non-magical
Electricity, -60%; Tough Skin, -40%) [10]; Infravision [10]; Protected Hearing
[5]; Resistant to Air Effects (+3) [3]; Resistant to Electricity Effects (+3)
[3].
Shocking Touch:
Burning Attack 1d (Surge, +20%; Melee Attack, Reach C, Cannot Parry, -35%;
Limited Use, 1/day, -40%; Costs 1 FP, -5%; Magical, -10%) [3].
MINERAL QUASIGENASI [28] (Web)
Attributes: ST+1 [10]; DX-1 [-20].
Advantages: DR 1 (Tough Skin, -40%) [3];
Immunity to Petrification [5]; Infravision [10]; Resistant to Earth Effects (+3)
[3].
Shape Earth
[17]: Control 1 (Earth; Costs 1 FP, -5%; Magical, -10%) [17].
ASH QUASIGENASI [66] (Web)
Advantages: Infravision [10]; Resistant to Fire
Effects (+3) [3]; Resistant to Cold Effects (+3) [3]; Temperature Tolerance 5
(Cold) [5].
Extinguish Fire: Create Fire 1 (Destruction Only, +0%; Magical, -10%; Ranged, +40%; Reduced
Fatigue Cost 1, +20%) [15].
SALT QUASIGENASI [14] (Web)
Attributes: DX-1 [-20].
Advantages: Immunity to Dehydration [5];
Infravision [10]; Resistant to Water Effects (+3) [3].
Perks: Sea Legs [1].
Destroy Water:
Create Water 1 (Destruction Only, +0%; Magical, -10%; Ranged, +40%; Reduced
Fatigue Cost 1, +20%) [15].
VACUUM QUASIGENASI [43] (Web)
Attributes: ST-1 [-10]; HT+1 [10].
Advantages: Doesn’t Breathe [20]; Infravision
[10]; Resistant to Air Effects (+3) [3].
Silence:
Obscure 10 (Hearing; Limited Use, 1/day, -40%; Magical, -10%) [10].
NEGATAI [28] (Web)
Attributes: ST+1 [10]; HT-1 [-10].
Advantages: Infravision [10]; Resistant to
Necromancy (+3) [3].
Disadvantages: Easy to Kill 2 [-4]; Slow Healing 1
[-5].
Features: Non-sentient undead thinks that
negatai are undead.
Turn Undead:
Affliction 1 (HT; Undead only, -50%; Area Effect, 2 yards, +50%; Disadvantage,
Dread, +30%; Extended Duration, 300x, +100%; Fixed Duration, +0%; No Signature,
+20%; Variable, Area, +5%; Costs 1 FP, -5%; Magical, -10%) [24].
Quasigenasi and paragenasi are less common than air/earth/fire/water genasi. Dust quasigenasi were called dust paragenasi in the source material, but it seemed wrong, so I changed the name. Not all quasi- and paragenasi were represented in D&D, but I've found some unofficial fanmade material on the Internet with the "missing" races, including the positai and negatai - genasi descended from the Positive Energy Plane and Negative Energy Plane.
AZERBLOOD [72] (Dragon Magazine 350, page 51)
Attributes: ST+1 [10]; HT+1 [10].
Secondary
Characteristics: SM
-1; Will +1 [5].
Advantages: Extended Lifespan 2 [4];
Infravision [10]; Resistant to Fire Effects (+3) [3]; Resistant to Poison (+3)
[5].
Fire Resistance: DR 3 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire,
-40%; Tough Skin, -40%) [8].
Heat [16]: Temperature
Control 1 (Area Effect, 64 yards, +250%; Costs Fatigue, 1 FP, -5%; Heat, -50%;
Increased Range, 10x, +30%; Magical, -10%; Variable, Area, +5%) [16].
Perks: Sure-Footed (Uneven) [1].
Azerbloods are descendants of shield dwarves and azers, specific to the Forgotten Realms setting.
CELADRIN [59] (Dragon Magazine 350, page 52)
Attributes: DX+1 [20]; HT-1 [-10].
Secondary
Characteristics:
Per +1 [5].
Advantages: Extended Lifespan 3 [6]; Immunity
to Magic Sleep Effects [5]; Infravision [10]; Voice [10].
Fire Resistance: DR 3 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire,
-40%; Tough Skin, -40%) [8].
Flame Jet
[5]: Burning Attack 1d (Costs Fatigue, 1 FP, -5%; Destructive Parry, +10%;
Increased 1/2D, 2x, +5%; Jet, +0%; Magical, -10%) [5].
Celadrins are a race of planetouched descended from the unions of elven worshippers of Hanali Celanil and eladrins (usually firre) consummated during summer solstice events.
D’HIN’NI [5] (Dragon Magazine 350, page 54)
Attributes: ST-4 [-40]; DX+1 [20].
Secondary
Characteristics: SM
-2; Basic Move -1 [-5], Per +1 [5].
Advantages: DR 1 (Airborne Creatures, -60%; Magical,
-10%; Tough Skin, -40%) [1]; Extended Lifespan 1 [2]; Infravision [10].
Gust Breath:
Crushing Attack 2d (Cone, 5 yards, +100%; Double Knockback, +20%; No Wounding,
-50%; Reduced Range, x1/5, -20%; Takes Recharge, 15 seconds, -20%; Costs 1 FP,
-5%; Magical, -10%) [12].
D'hin (singular d'hin'ni) are a race of planetouched descended from lightfoot halflings and djinn.
WORGHEST [58] (Dragon Magazine #350, page
56)
Attributes: ST+1 [10]; DX+1 [20].
Advantages: Acute Taste and Smell 1 [2]; Alternate Form (Wolf; Magical, -10%) [14]; Infravision [10]; Sharp Teeth [1].
Perks: Rest in Pieces (Only eaten enemies) [1].
Wolf shape [41]
Attribute Modifiers: ST-1 [-10]; DX+2 (No Fine Manipulators, -40%) [24]; HT+1 [10].
Secondary Characteristic Modifiers: Basic Move +4 [20].
Advantages: Acute Taste and Smell 3 [6]; DR 1 (Tough Skin, -40%) [3]; Discriminatory Smell [15]; Extra Legs (Four Legs) [5]; Night Vision 4 [4]; Parabolic Hearing 2 [8]; Reduced Consumption 2 (Cast Iron Stomach, -50%) [2]; Sharp Teeth [1]; Temperature Tolerance 1 (Cold) [1]; Ultrahearing [5].
Disadvantages: Cannot Speak [-15]; Horizontal [-10]; No Fine Manipulators [-30].
Perks: Fur [1]; Penetrating Voice [1].
Features: Born Biter 2.
Worghests are a race of planetouched descended from barghests and goblins.
SHADOWSWYFT [30] (Planar Handbook, page 13)
Attributes: DX+1 [20]; HT-1 [-10].
Secondary
Characteristics:
Basic Move +1 [5].
Advantages: Infravision [10]; Silence 1 [5].
Features: Night Vision 5 [0].
Shadowswyfts are planetouched beings with ancestry from the Plane of Shadow.
AIR MEPHLING [-11] (Planar Handbook, page 10)
Attributes: ST-4 [-40]; DX+1 [20]; IQ-1 [-20].
Secondary
Characteristics: SM-2;
Basic Move -1 [-5].
Advantages: Doesn’t Breathe [20]; Extended
Lifespan 1 [2].
Gust Breath
: Crushing Attack 2d (Cone, 5 yards, +100%; Double Knockback, +20%; No
Wounding, -50%; Reduced Range, x1/5, -20%; Takes Recharge, 15 seconds, -20%;
Costs 1 FP, -5%; Magical, -10%) [12].
EARTH MEPHLING [-27] (Planar Handbook, page 10)
Attributes: ST-4 [-40]; DX-1 [-20]; HT+2 [20].
Secondary
Characteristics: SM-2;
Basic Move -1 [-5].
Advantages: DR 2 (Tough Skin, -40%) [6]; Extended
Lifespan 1 [2].
Stone Breath: Crushing Attack 1d+2
(Cone, 5 yards, +100%; Blockable, -5%; Reduced Range, x1/5, -20%; Limited Use,
1/day, -40%; Costs 1 FP, -5%; Magical, -10%) [10].
FIRE MEPHLING [-23] (Planar Handbook, page 10)
Attributes: ST-5 [-50]; DX+1 [20].
Secondary
Characteristics: SM-2;
Basic Move -1 [-5].
Advantages: Extended Lifespan 1 [2].
Fire Breath: Burning Attack 1d+2 (Cone,
5 yards, +100%; Reduced Range, x1/5, -20%; Limited Use, 1/day, -40%; Costs 1
FP, -5%; Magical, -10%) [10].
WATER MEPHLING [-20] (Planar Handbook, page 10)
Attributes: ST-5 [-50]; HT+1 [10].
Secondary
Characteristics: SM-2;
Basic Move -1 [-5].
Advantages: Amphibious [10]; Extended Lifespan
1 [2].
Acid Breath: Corrosion Attack 1d (Cone,
5 yards, +100%; Reduced Range, x1/5, -20%; Limited Use, 1/day, -40%; Costs 1
FP, -5%; Magical, -10%) [13].
Mephlings are a planetouched race descended from mephits.
CHAOND [37] (Monster Manual II, page 170)
Attributes: HT+1 [10].
Advantages: Flexibility [5]; Infravision [10].
Elemental Resistance (A,C,S): DR 3 (Includes Eyes, +10%; Limited, Acid, Cold,
Sound, -30%; Tough Skin, -40%) [6].
Shatter: Crushing
Attack 2d (Only against crystalline creatures and objects, -30%; Costs 1 FP,
-5%; Magical, -10%) [6].
Chaonds are humans with slaadi blood.
ZENYTHRI [31] (Monster Manual II, page 171)
Attributes: ST+1 [10].
Advantages: Absolute Direction [5]; Infravision
[10].
Elemental Resistance (E,F,S): DR 3 (Includes Eyes, +10%; Limited, Electricity,
Fire, Sound, -30%; Tough Skin, -40%) [6].
Zenythris are descended from mysterious beings of law whose identity is only guessed at (aphanacts?).
GLIMMERFOLK [38] (Dragon
Magazine 321, page 71)
Attributes: ST-1 [-10]; DX+1 [20].
Advantages: Infravision [10]; Resistant to
Illusions Effects (+3) [3].
Colors: Control Light 1 (Cosmetic, only
to change colors, -80%; Costs 1 FP, -5%; Magical, -10%) [4].
Perks: Illumination (Can’t be switched
off) [1].
The glimmerfolk are a planetouched race native to the Material Plane where they live in eerie forests infused with radiant energies.
MAELUTH [26] (Fiend Folio, page 136)
Attributes: DX-1 [-20]; HT+1 [10].
Secondary
Characteristics: SM-1; Will +1 [5]; Basic Move -1 [-5].
Advantages: Dark Vision [25]; Extended Lifespan 2 [4]; Resistant to Poison (+3) [5].
Perks: Sure-Footed (Uneven) [1]; Unholy Touch [1].
Maeluths are planetouched descended from dwarves and devils.
MECHANATRIX [125] (Fiend Folio, page 137)
Attributes: DX-1 [-20]; IQ+1 [20]; HT+1 [10].
Advantages: Acute Vision 1 [2]; DR 20 (Absorption,
Only to heal, +80%; Limited, Electricity, -40%; Tough Skin, -40%) [100]; Infravision
[10].
Shocking Touch:
Burning Attack 1d (Surge, +20%; Melee Attack, Reach C, Cannot Parry, -35%;
Limited Use, 1/day, -40%; Costs 1 FP, -5%; Magical, -10%) [3].
Mechanatrixes are planetouched who can trace their ancestry to one of the bizarre clockwork beings that reside on the plane of Mechanus.
SHYFT [97] (Fiend
Folio, page 138)
Attributes: ST-1 [-10]; DX+1 [20].
Advantages: Infravision [10]; Night Vision 5
[5]; Silence 2 [10].
Elemental Resistance (C,F,S): DR 3 (Includes Eyes, +10%; Limited, Cold, Fire,
Sound, -30%; Tough Skin, -40%) [6].
Ethereal Body:
Insubstantiality (Can Carry Objects, Light, +20%; Limited Use, 1/day, -40%;
Magical, -10%) [56].
Shyfts are planetouched beings descended from one of the native races of the Ethereal Plane. Belonging fully to neither the Ethereal Plane nor the Material Plane, they have the ability to move back and forth between both planes.
WISPLING [7] (Fiend Folio, page 139)
Attributes: ST-5 [-50]; DX+1 [20].
Secondary
Characteristics: SM-2; Per +1 [5]; Basic Move -1 [-5].
Advantages: Elastic Skin (Costs Fatigue, 2 FP, -10%; Magical, -10%) [16]; Extended Lifespan 1 [2]; Fearlessness 2 [4]; Flexibility [5]; Infravision [10].
Wisplings are planetouched descended from halflings and demons.
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