Plane Touched Races as Templates [Archive] - Wizards Community

Post/Author/DateTimePost
calronmoonflower

02-27-07, 06:34 PM
A while ago I took the Aasimar, Fey'ri, and Tiefling and rewrote them as templates.

With the Fey'ri I cut the wings from the race and added as Dragom Wings feat from Races of the Dragon and rewrote it to add wings for the Fey'ri.

Other than that I did my best not alter them too much.

Aasimar, Planetouched

The Monster Manual describes an aasimar as a human with a trace of outsider blood. This optional template allows you to create aasimars as other races or other types of humans and still retain the core identity of both.

CREATING AN AASIMAR

“Aasimar” is an inherited template that can be added to any living, corporal creature (referred to hereafter as the base creature) except an outsider.
An aasimar has all the base creature’s statistics and special abilities except as noted here
Size and Type: Neither changes unless the base creature is an animal. In they case it becomes a magical beast.
Special Attacks: Daylight (Sp): An aasimar can use daylight once per day as a 1st-level caster or a caster of their hit die, whichever is higher.
Special Qualities: Resistance: to acid 5, cold 5, and electricity 5. Darkvision: Aasimars can see in the dark up to 60 feet. Outsider Blood: For all effects related to race an aasimar is considered to be the same type and subtype as the base creature as well and an outsider with the native subtype.
Abilities: Increase from the base creature as follows: +2 Wis and +2 Cha. Int changes to a minimum of 3.
Skills: An aasimar has a +2 racial bonus on all spot and listen checks.
Favorer Class: Paladin and same as base creature
Alignment: Usually good (any)
Challenge Rating: Same as base creature +1
Level Adjustment: Same as base creature +1


Fey’ri, Planetouched

The Races of Faerun described a fey’ri as descendents of sun elves and succubi. Thos optional template allows you to combine the fey’ri traits to other creatures while retaining its core identity.

CREATING A FEY’RI
“Fey’ri” is an inherited template that can be added to any living, corporal creature (referred to hereafter as the base creature) except an outsider.
A fey’ri has all the base creature’s statistics and special abilities except as noted here
Size and Type: Neither changes unless the base creature is an animal. In they case it becomes a magical beast.
Special Qualities: Alter self (Sp): a fey’ri can use alter self at will, with the cater level equal to its hit dice, to assume a form that’s type matched the base creature’s type, and can remain in this form indefinitely. Darkvision: Fey’ri can see in the dark up to 60 feet. Outsider Blood: For all effects related to race a tiefling is considered to be the same type and subtype as the base creature as well and an outsider with the native subtype. In addition a fey’ri has four special abilities drawn from the following list: charm person (Sp) 1/day, clairaudience/clairvoyance (SP) 1/day, damage reduction: 10/magic*, darkness (Sp) 1/day, detect thoughts (Sp) 1/day, dimension door* (Sp) 1/day, enervation* (Sp) 1/day, fire resistance 10, suggestion (Sp) 1/day, +2 racial bonuses on saves against electricity, or +2 racial bonuses on saves against poison. Fey’ri spell-like abilities use the fey’ri’s hit dice for their caster level. The DC is charisma based. A fey’ri can only have one ability from the list that is marked with an asterisk (*), and any fey’ri one of these three abilities has a higher level adjustment than a fey’ri without one.
Abilities: Increase from the base creature as follows: +2 Int and +2 cha. Int changes to a minimum of 3.
Skills: A tiefling has a +2 racial bonus on all bluff and hide checks.
Favored Class: Beguiler and same as base creature, if not using the Players Handbook II use sorcerer instead.
Alignment: Usually chaotic evil
Challenge Rating: Same as base creature +1, or +2
Level Adjustment: Same as base creature +1, or +2


FEY’FI WINGS
Unlike some fey’ri you where born with retractable bat-like wings.
Prerequisites: fey’ri, first level only
Benefits: You have wings that aid your jumps, granting a +10 bonus on jump checks.
In addition, you can use your wings to glide, negating damage from a fall from a height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 30 feet with average maneuverability. Even if you maneuverability improves, you can’t hover while gliding. You can’t glide while carrying a medium or heavy load.
If you become unconscious or helpless while in midair, your wings naturally unfurl, and power ligaments stiffen them. You descend in a tight corkscrew and only take 1d6 points of damage, no matter the actual distance you fall.
Special: Unlike most feats you must take this feat at 1st level, during character creation.
Note: If you are under the effect of your alter self spell-like ability, you lose the benefits of this feat unless your chosen form has wings as well.

IMPROVED FEY’RI WINGS
Your fey’ri wings have grown strong enough to fly.
Prerequisites: fey’ri, fey’ri wings, 6 HD
Benefits: You can fly at a speed of 30 feet (average maneuverability). You can’t fly while carrying a medium or heavy load or while fatigued or exhausted.
You can fly for a number of rounds equal to your constitution modifier (minimum 1 round). You can exert yourself to fly up to twice as long, but then you’re fatigued at the end of the flight. You are likewise fatigued after spending more than 10 minutes per day flying. Because you can glide before, after, and between rounds at actual flight, you can remain aloft for extended periods, even if you can only use flight for 1 round at a time without becoming fatigued.
When you reach 12 HD, you have enough stamina and prowess of fly for long periods to fly for longer periods, you can fly at a speed of 30 feet (average maneuverability), and flying requires no more exertion than walking or running.
You can make a dive attack, a dive attack works like a charge, but you must fly a minimum of 30 feet and descend at least 10 feet. You can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage.
You van use the run action while flying, provided you fly in a strait line.


Tiefling, Planetouched

The Monster Manual describes a tiefling as a human with a trace of outsider blood. This optional template allows you to create tieflings as other races or other types of humans and still retain the core identity of both.

CREATING AN TIEFLING

“Tiefling” is an inherited template that can be added to any living, corporal creature (referred to hereafter as the base creature) except an outsider.
A tiefling has all the base creature’s statistics and special abilities except as noted here
Size and Type: Neither changes unless the base creature is an animal. In they case it becomes a magical beast.
Special Attacks: Darkness (Sp): A tiefling can use darkness once per day as a 1st-level caster or a caster of their hit die, whichever is higher.
Special Qualities: Resistance to cold 5, electricity 5, and fire 5. Darkvision: Tieflings can see in the dark up to 60 feet. Outsider Blood: For all effects related to race a tiefling is considered to be the same type and subtype as the base creature as well and an outsider with the native subtype.
Abilities: Increase from the base creature as follows: +2 Dex, +2 Int, and Cha -2. Int changes to a minimum of 3.
Skills: A tiefling has a +2 racial bonus on all bluff and hide checks.
Favored Class: Rogue and same as base creature
Alignment: Usually evil (any)
Challenge Rating: Same as base creature +1
Level Adjustment: Same as base creature +1

Sorry for misnaming this thread. It should have been Plane Touched Races as Templated
Nebo

02-27-07, 08:23 PM
I just skimmed this. A few things:

Fey'ri a specifically a mix of demons and sun elves, it shouldn't be possible to add the template to anything else.
Abilities: Increase from the base creature as follows: +2 Int and +2 cha. Int changes to a minimum of 3.
Does the Int change before or after you add the +2?
calronmoonflower

02-28-07, 12:24 AM
Fey'ri a specifically a mix of demons and sun elves, it shouldn't be possible to add the template to anything else.

Aasimar and tiefling specifiy a mixture of celestals or fiends with humans. So by the logic here they wouldn't apply to any race other than human thus negating the main point of making them templates.

Also fey'ri are a mix with sucubus instead of just any demon, so couldn't they be like tieflings that just turn out different.

Does the Int change before or after you add the +2?

It would be applies after. Mainly it means that a creature that normally has no Int would have a Int of 3.
Naderion

02-28-07, 09:47 AM
Maybe tiefling has been the planescape term for human-fiend descendands, but you need a name for all humanoid-fiend breeds and I thik tiefling works just as well.
RobbyPants

12-19-07, 09:23 AM
I like this idea a lot. I've thought about doing it myself a while back, but never actually put anything on paper. One nice aspect is that the aasimar and tieflings are often thought to be weak for their level adjustment. Making them an LA+1 template allows them to add in the existing power of the base race, helping to raise their power a bit.

I also like the idea behind the Fey’ri feats you made. I might adapt this and create some other planetouched feats to beef up the race a bit.

Nice idea.