Dungeons and Dragons Planetouched 3.5 PBP RPG

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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.


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The group heads deeper into the mountain, and pass under yet another security measure, a massive stone suspended above the passage that can be dropped to seal it.

You soon find the grand stairway. Four large lifts are here, two on either side of the passage. They seem to be reserved mostly for cargo, but there are a few elderly individuals riding them. Most people use the wide curving stairs going up and down.

Beyond it is the upper market, a wide and brightly colored open space filled to the brim with vendors hawking all manner of goods. A large crystal embedded in the cieling acts like a false sun, radiating light to fill the space.

Nikolaos is told that the Rite of Inebriation is down below, in the city proper.

Those heading below find themselves in a convoluted warren of tunnels. The dwarves all seem to know where they're going, but exactly how they figure it out is a mystery at first glance. A young dwarven boy, on seeing you look around confused, comes running up with a grin, "Greetings visitors, Thumbolt rockseeker at your service. Three silver, and I'll get you wherever you want to go."

Poljen heads up, and finds himself stepping into a distinctly military area. At the top of the stairs, he's challenged as to his business here. Upon explaining that he's here to rent a gryphon, he's told to proceed down the hall and take the small staircase there all the way up, and that he'd know where to go after that.

The barbarian heads up yet again, and emerges at the top of the citadel. He can hear the screeching of gryphons from a stable nearby, and can see one of them being inspected for any physical problems by a half elf who seems to be in charge here.

Out of Character: Insight rolls for people heading into the upper market.

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