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Planetouched

There are many different kinds of Planetouched. The playable versions are below.

Aasimar

Graced with a touch of the holy, aasimars are distant descendants of Celestials. They are generally found fighting evil and helping those in need.

Personality: Aasimars are wise and forlorn knowing they do not belong in this world, yet unable to leave the only home they have ever known.

Physical Description: 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.

Relations: Aasimars get along with most all creatures as long as they do not disrupt the good, or act evil in any way. An exception to the rule are Tieflings whom they are most ditrustful of even if they prove that they are “good.”

Alignment: Most aasimars are decidedly good-aligned, but there is a bad apple once in a while. They don’t particularly lean to or away from law or chaos, and they wish for peace for all creatures.

Aasimar Lands: Aasimar can be found wherever there is evil to be fought and good to be upheld. Most come from the land of their parental race.

Religion: the aasimar worship all good deities depending upon their racial orientation and homelands

Language: Aasimar speak common as well as the language of their celestial ancestors.

Names: aasimar follow the naming conventions of their mortal parents. See the elven, Feyûn, and human lists for ideas.

Adventures: aasimar usually undertake quests to vanquish the lands of evil and bring good and harmony to the world.

Basic Information

Additional Information

Average Intelligence

Aasimars are charismatic and naturally prone to leadership, but they can be brash sometimes (META: Int 10-11, Wis 8-9, Cha 12-13)

Civilization and Culture

Deathtouched

The Deathtouched, more commonly known as Vampyres, are an odd bunch. They look like Vampires, but altogether act different... Sort of. Vampyres do suck Blood, and Need to suck blood to stay at full strength, but they don't need to to stay alive, and they aren't necessarily evil. And they aren't dead.

Basic Information

Additional Information

Civilization and Culture

Godkissed

Basic Information

Additional Information

Civilization and Culture

Tiefling

Though they are fellow Planetouched, tieflings are as unlike aasimars as one can get. Tieflings are descended from the outer plane via the abyssal and the infernal.

Personality: Tieflings are often twisted, devious and untrustworthy, but those who shun their ancestry are found to be untrusting, as they have been shunned their entire life.

Physical Description: Many tieflings are indistinguishable from their racial parentage, but some still have a minor demonic trait such as horns or donkey legs. They stand slightly shorter than humans, and they usually have lithe builds.

Relations: Tieflings trust others to not trust them, and it takes a while for a tiefling to trust another with more than that.

Alignment: Most tieflings tend toward evil, but there is the occasional white sheep. They tend toward neither law nor chaos, for they will happily be both.

Tiefling Lands: Tieflings are everywhere. They can usually be found in their ancestral homelands, though.

Religion: Tieflings tend to be non-religious, but if asked they will name a random evil deity.

Language: Tieflings speak common as well as any fiendish language.

Names: Tieflings follow the naming conventions of their mortal parents. See the elven, Feyûn, and human lists for ideas.

Adventures: Tieflings usually go out to prove themselves or steal things, depending on your tiefling

Small Creatures as Ancestors

When the Planetouched's mortal ancestors are a small creature (such as Halfling, Gnome, Goblin, etc.), the Planetouched is also Small, with all bonuses and penalties associated.

Basic Information

Anatomy

Tieflings are humanoid. some have tails, others have horns, still others are anatomically indistinguishable from their mortal parentage.

Additional Information

Average Intelligence

Tieflings are smart and cunning, but they carry an air of fiendishness around with them, making them less trustworthy. (META: Int 12-13, Wis 10-11, Cha 8-9)

Header Image Credit: Planetouched by JJ Mando via Copilot

General Planetouched Racial Traits

These are Racial Traits that all planetouched should have a variation of.

  • Mental traits modified. Physical traits don't always have to be modified, but Planetouched's extra-planar heritage affects Planetouched's mental capacity. Whether or not its positive depends on their ancestry.
  • Size: Planetouched are the same size as their mortal parentage. Generally, ratial traits will be presented as Medium—Sized. If it's presented as otherwise, then the planetouched is shifted as many sizes in the same direction from the parent race.
  • Base Speed: Base speed is based on Mortal Ancestry, not Size.
  • Spell-like ability(s): Planetouched with a 10 or higher in their best base mental score (by racial trait) can cast a spell.
  • Darkvision: All planetouched have Darkvision of at least 60 ft.
  • Energy Resistance: All Planetouched have resistance to some kind of energy.
  • Proficiency: All planetouched have a racial weapon proficiency of some sort.
  • Automatic Languages: In addition to the listed automatic languages, Planetouched are fluent in their mortal parents' automatic languages. Bonus Languages: The Mortal parents' bonus languages are also included in addition to the Planetouched bonus languages.

Scientific Name
As mortal parentage
Origin/Ancestry
The Planetouched are humanoid descendants of Extra-Planar creatures.
Lifespan
Planetouched lifespans are as that of their mortal parentage. (Elven, Human, Feyun, etc)
Average Height
Aasimars are typically tall, ranging from 5' 10" - 6' 6" in height for both males and females.
Average Weight
Males typically weigh in at about 160-200 lbs while females come in at between 150-190
Average Physique

The Physique of a Planetouched typically fits that of humans, even if they have different mortal lineage. (META: Str, Dex, Con 10-11)

Body Tint, Colouring and Marking

Planetouched's skin coloring typically indicates their lineage. They either have typical racial tints or the following:

Aasimar

Aasimar Racial Traits

  • +2 Cha –2 Wis. Aasimar are persuasive, but they lack the wisdom to not go into battle.
  • Medium—Sized: as Medium—sized creatures, Aasimars have no special bonuses or penalties due to their size.
  • Aasimar Base Speed is 30 ft.
  • Aasimars with a charisma of 10 or higher can cast the 3-level spell Daylight at casterlevel of your class level.
  • Darkvision 60 ft. an aasimar can see in the dark better than humans because of his Celestial lineage
  • Acid, cold and electricity resistance 5. Aasimars have hearty resilience to the elements.
  • +2 racial bonus on Spot and Listen checks.
  • Proficient with either Longsword (for lawful), Light Hammer (Neutral), or Greatsword (Chaotic) depending on his ethical orientation.
  • Automatic Languages: Common and Celestial; also, his mortal parentage's. Bonus Languages: Elven, Sylvan, Abyssal, Infernal, Draconic. Aasimars know the languages of their allies and enemies.
  • Favored Class: Paladin. A multiclass aasimar’s paladin class does not count when determining XP penalty for multiclassing.

Genasi Racial Traits

Air

  • +2 Dexlerily, +2 lntelligence, -2 Wisdom, -2 Charisma: Air genasi are quick of hand and sharp of wit, but easily distracted and arrogant.
  • Medium—Sized: as Medium—sized creatures, Genasi have no special bonuses or penalties due to their size.
  • Air Genasi base speed is 30 feet.
  • Air genasi with 10 or higher Intelligence can levitate once per day as the spell cast by a 5th-level sorcerer.
  • Darkvision up to 60 feet.
  • Acid and Electricity resistance 5.
  • Clerical Focus: An air genasi cleric must choose a deity who grants access to the Air domain and select Air as one of his two domains.
  • +1 racial bonus on saving throws against all air spells and effects. This bonus increases by +1 for every five class levels the genasi attains.
  • Breathless: Air genasi do not breathe, so they are immune to drowning, suffocation, and attacks that require inhalation (such as some types of poison).
  • Automatic Languages: Common, home region. Bonus Languages: Any (except secret languages, such as Druidic).
  • Favored Class: Fighter.
  • Level Adjustment: +1

Cold

Earth

  • +2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma: Earth genasi are strong and tough, but somewhat oblivious and stubborn.
  • Medium—Sized: as Medium—sized creatures, Genasi have no special bonuses or penalties due to their size.
  • Earth genasi base speed is 30 feet.
  • Earth genasi with 10 or higher Intelligence can pass without trace once per day as the spell cast by a 5th-level druid.
  • Darkvision up to 60 feet.
  • +1 racial bonus on saving throws against earth spells and effects. This bonus increases by +1 for every five class levels the genasi attains.
  • Clerical Focus: An earth genasi cleric must choose a deity who grants access to the Earth domain and select Earth as one of her two domains.
  • Automatic Languages: Common, Tauran. Bonus Languages: Any.
  • Favored Class: Fighter.
  • Level Adjustment +1: Earth genasi are slightly more powerful and gain levels more slowly than most of the other common races of FaerOn. (See the Powerful Races sidebar for more information.)

Fire

  • +2 Intelligence. -2 Charisma: Fire genasi have bright minds, but are impatient and quick to anger.
  • Medium—Sized: as Medium—sized creatures, Genasi have no special bonuses or penalties due to their size.
  • Fire genasi base speed is 30 feet.
  • Control flame (Sp): Fire genasi with 10 or higher intelligence can cause a nonmagical fire within 10 feet of them to diminish to the level of coals or flare to the brightness of daylight and double the normal radius of its illumination. This ability does not change the heat output or fuel consumption of the fire source, lasts 5 minutes, and may be done once per day. They use this ability as 5th-level wizards.
  • Darkvision up to 60 feet.
  • +1 racial bonus on saving throws against fire spells and effects. This bonus increases by + 1 for every five class levels the genasi attains.
  • Clerical Focus: A fire genasi cleric must choose a deity who grants access to the Fire domain and select Fire as one of her two domains.
  • Automatic Languages: Common, Ignan. Bonus Languages: Any.
  • Favored Class: Fighter.
  • Level Adjustment: +1

Water

Wood

Positive

Negative

Temporal

Selene Duskwood by JJ Mando via Copilot

Deathtouched Racial Traits

Aura Lysandra by JJ Mando via Copilot

Godkissed Racial Traits

  • +2 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha. Godkissed are descended from gods, and as such are very powerful, both physically and mentally.
  • Medium—Sized: as Medium—sized creatures, Godkissed have no special bonuses or penalties due to their size.
  • Godkissed Base Speed is 30 ft.
  • Godkissed with a Wisdom of 10 or higher can cast spells from one of their deitic ancestor's Domains as a cleric of the Godkissed's level; the spells available to the Godkissed is as a cleric of the Godkissed's level. These are divine spells, so arcane spell failure from wearing heavy armor does not apply.
  • Darkvision 120 ft. a Godkissed can see in the dark better than humans because of her godly lineage
  • Elemental Resistance 10. Godkissed have hearty resilience to the elements.
  • Energy Resistance 10. Godkissed with a Good deitic ancestor is resistant to Negative Energy; and Evil ancestor, Positive Energy; and a Neutral ancestor, both, 5. The exceptions are: Luna and other such good gods that channel negative energy grant their descendants positive energy resistance. Any Neutral god that only channels one kind of energy grants resistance to the opposite. Any god that channels Temporal Energy grants resistance 10 to Negative and Positive energy and immunity to Temporal Energy; This immunity is bypassable if the Godkissed wills it to be.
  • Proficient with her deitic ancestor's favored weapon(s).
  • +2 on all Charisma, Wisdom and Constitution based Skill Checks as well as Knowledge (Religion) and Knowledge (the Planes). They can also make Knowledge (Religion) and (The Planes) checks untrained. If they are descended from a nature god (anyone with the plant or animal domain) also gains Knowledge (Nature).
  • Godkissed have access to all of their deitic ancestor's Domain abilities.
  • Automatic Languages: Common. Also, the automatic languages of her mortal parentage, as well as the following laguage depending on her godly ancestor's alignment. Bonus Languages: Any.
  • Favored Class: Cleric. A multiclass Godkissed’s cleric class does not count when determining XP penalty for multiclassing.
  • Level Adjustment: +2 to +5 (tentatively)
Nyx Morrigan by JJ Mando via Copilot

Tiefling Racial Traits

  • +2 Int –2 Cha. Tieflings are smart, but  their general aura of “wrong” makes it hard to be charismatic.
  • Medium—Sized: as Medium—sized creatures, Tieflings have no special bonuses or penalties due to their size.
  • Tiefling Base Speed is 30 ft.
  • Tieflings with an intelligence of 10 or higher can cast the 1-level spell darkness. This is an arcane spell, so arcane spell failure from wearing heavy armor applies.
  • Darkvision 60 ft. a tiefling can see in the dark better than humans because of his fiendish lineage.
  • Fire, cold and electricity resistance 5. Tieflings have hearty resilience to the elements.
  • Proficient with either Short Sword (for lawful), Light Flail (Neutral), or Heavy Flail (Chaotic) depending on his ethical orientation.
  • +2 Bluff and Hide. Tieflings have the cunning of their fiendish fore-parents.
  • Automatic Languages: Common and Abyssal or Infernal. Bonus Languages: Elven, Sylvan, Abyssal or Infernal, Celestial Draconic. Tieflings know the languages of their allies and enemies.
  • Favored Class: Rogue. A multiclass tiefling’s rogue class does not count when determining XP penalty for multiclassing.


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Cover image: Nyx Morrigan by JJ Mando via Copilot

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