Planetouched

Planetouched

“Planetouched” is a term used to describe a creature that can trace its bloodline back to an outsider. The effects of an outsider’s bloodline can manifest in its descendants for many generations. Though not as dramatically altered as half-fiends or half-celestials, the planetouched still have some special qualities because of their unusual ancestors.

The planetouched below are the most common types encountered while travelling the planes. They are aasimars (descended from celestials), the various types of genasi (descended from genies), and tieflings (descended from fiends). Other planetouched are known to exist, such as chaonds (descended from slaadi), fey’ri (descended from fiends and elves), and tanarukk (descended from fiends and orcs), but they are very rare.

Planetouched Subtype

The planetouched are not outsiders, despite their origins. They are humanoids with the planetouched subtype.

Planetouched Subtype: Planetouched are humanoids (not outsiders) with a slight bloodline of celestial, infernal, or elemental origin. All planetouched have the following trait.

  • Susceptible to spells and effects that specifically target both humanoids or outsiders. Charm person works against them, and so does banishment.

Aasimar

Aasimar Racial Traits

AasimarAasimar characters are created as explained in the Pathfinder Roleplaying Game Advanced Race Guide, with the following modification:

Planetouched: Aasimar are humanoids with the planetouched subtype. They are susceptible to spells and effects that specifically target either humanoids or outsiders. Charm person works against them, and so does banishment. Aasimar are native to the plane they were born on, and gain the extraplanar subtype when not on the plane of their birth.

Aasimar characters may use any optional rules presented in the Pathfinder Roleplaying Game Advanced Race Guide and Pathfinder Player Companion: Blood of Angels.

Guile’s Note: Despite what Paizo says in the PRD and other sources, the plural form of aasimar in Planescape is aasimar, not aasimars.

Genasi

Air Genasi

Air Genasi Racial Traits

Air Genasi+2 Dexterity, +2 Intelligence, -2 Constitution: Air genasi are quick and insightful, but slight and delicate.
Planetouched: Air genasi are humanoids with the planetouched subtype. They are susceptible to spells and effects that specifically target either humanoids or outsiders. Charm person works against them, and so does banishment. Air genasi are native to the plane they were born on, and gain the extraplanar subtype when not on the plane of their birth.
Medium: Air genasi are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Air genasi have a base speed of 30 feet.
Darkvision: Air genasi can see in the dark up to 60 feet.
Breathless: Air genasi do not need to breathe. They are immune to effects that require breathing (such as inhaled poison). This does not give them immunity to cloud or gas attacks that do not require breathing, such as cloudkill.
Spell-Like Ability: Feather fall 1/day (caster level equals the air genasi’s Hit Dice).
Energy Resistance: Air genasi have electricity resistance 5.
Air Affinity: Air genasi sorcerers with the djinniUM or elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Air genasi clerics with the Air domain cast their domain powers and spells at +1 caster level.
Languages: Air genasi begin play speaking Common and Auran. Air genasi with high Intelligence scores can choose any of the following bonus languages: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

Air genasi characters may use any optional rules for sylphs presented in the Pathfinder Roleplaying Game Advanced Race Guide and Pathfinder Player Companion: Blood of the Elements.

Earth Genasi

Earth Genasi Racial Traits

Earth Genasi+2 Strength, +2 Wisdom, -2 Charisma: Earth genasi are strong, solid, stable, and stoic.
Planetouched: Earth genasi are humanoids with the planetouched subtype. They are susceptible to spells and effects that specifically target either humanoids or outsiders. Charm person works against them, and so does banishment. Earth genasi are native to the plane they were born on, and gain the extraplanar subtype when not on the plane of their birth.
Medium: Earth genasi are Medium creatures and have no bonuses or penalties due to their size.
Slow Speed: Earth genasi have a base speed of 20 feet.
Darkvision: Earth genasi can see in the dark up to 60 feet.
Spell-Like Ability: Magic stone 1/day (caster level equals the earth genasi’s total Hit Dice).
Energy Resistance: Earth genasi have acid resistance 5.
Earth Affinity: Earth genasi sorcerers with the Elemental (earth) or shaitanUM bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Earth genasi clerics with the Earth domain cast their domain powers and spells at +1 caster level.
Languages: Earth genasi begin play speaking Common and Terran. Earth genasi with high Intelligence scores can choose any of the following bonus languages: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Undercommon.

Earth genasi characters may use any optional rules for oreads presented in the Pathfinder Roleplaying Game Advanced Race Guide and Pathfinder Player Companion: Blood of the Elements.

Fire Genasi

Fire Genasi Racial Traits

Fire Genasi+2 Dexterity, +2 Charisma, -2 Wisdom: Fire genasi are passionate and quick, but also impetuous and destructive.
Planetouched: Fire genasi are humanoids with the planetouched subtype. They are susceptible to spells and effects that specifically target either humanoids or outsiders. Charm person works against them, and so does banishment. Fire genasi are native to the plane they were born on, and gain the extraplanar subtype when not on the plane of their birth.
Medium: Fire genasi are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Fire genasi have a base speed of 30 feet.
Darkvision: Fire genasi can see in the dark up to 60 feet.
Spell-Like Ability: Burning hands 1/day (caster level equals the fire genasi’s total Hit Dice).
Energy Resistance: Fire genasi have fire resistance 5.
Fire Affinity: Fire genasi sorcerers with the efreetiUM or elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Fire genasi spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
Languages: Fire genasi begin play speaking Common and Ignan. Fire genasi with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.

Fire genasi characters may use any optional rules for ifrits presented in the Pathfinder Roleplaying Game Advanced Race Guide and Pathfinder Player Companion: Blood of the Elements.

Water Genasi

Water Genasi Racial Traits

Water Genasi+2 Dexterity, +2 Wisdom, -2 Strength: Water genasi are both perceptive and agile, but tend to adapt rather than match force with force.
Planetouched: Water genasi are humanoids with the planetouched subtype. They are susceptible to spells and effects that specifically target either humanoids or outsiders. Charm person works against them, and so does banishment. Water genasi are native to the plane they were born on, and gain the extraplanar subtype when not on the plane of their birth.
Medium: Water genasi are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Water genasi have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Darkvision: Water genasi can see in the dark up to 60 feet.
Spell-Like Ability: Hydraulic pushAPG 1/day (caster level equals the water genasi’s level).
Energy Resistance: Water genasi have cold resistance 5.
Water Affinity: Water genasi sorcerers with the elemental (water) or maridUM bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Water genasi clerics with the Water domain cast their Water domain powers and spells at +1 caster level.
Languages: Water genasi begin play speaking Common and Aquan. Water genasi with high Intelligence scores can choose any of the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

Water genasi characters may use any optional rules for undines presented in the Pathfinder Roleplaying Game Advanced Race Guide and Pathfinder Player Companion: Blood of the Elements.

Tieflings

Tiefling Racial Traits

TieflingTiefling characters are created as explained in the Pathfinder Roleplaying Game Advanced Race Guide, with the following modifications:

Planetouched: Tieflings are humanoids with the planetouched subtype. They are susceptible to spells and effects that specifically target either humanoids or outsiders. Charm person works against them, and so does banishment. Tieflings are native to the plane they were born on, and gain the extraplanar subtype when not on the plane of their birth.
Fiendish Sorcery: Tiefling sorcerers with the Abyssal, DaemonPathfinder Player Companion: Blood of Fiends, or Infernal bloodline (or a related wildblooded bloodline) treat their Charisma score as 2 points higher for all sorcerer class abilities.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high Intelligence scores can choose from the following: Abyssal, Aklo, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

Tiefling characters can use any optional rules as presented in the Pathfinder Roleplaying Game Advanced Race Guide and Pathfinder Player Companion: Blood of Fiends.

Sample Planetouched

Alluvius Ruskin
Iarmid
Kylie

6 thoughts on “Planetouched”

    1. Hi Lucas. I don’t generally make up new stuff like that – there’s just too much that still needs to be converted! But you can probably do it yourself fairly easily. Just off the top of my head for a “smoke genasi” (fire & air) I’d say +2 Dex, +2 Int, -2 Wis, Planetouched, Medium, Normal Speed, Darkvision, pyrotechnics as their Spell-Like Ability, Energy Resistance 5 to both fire and air, and give them the ability to breathe nonmagical smoke without difficulty or discomfort. There isn’t an appropriate sorcerer bloodline for the “Smoke Affinity” ability, although you could rule that a crossblooded sorcerer who takes elemental (air) and elemental (fire) or djinni and efreeti would get the bonus. Clerics would need to take the smoke subdomain from the APG to get the CL bonus. Have them speak Common, Auran, and Ignan with the rest of the usual languages as bonus languages and it’s done. You should be able to do ice, magma, and ooze fairly easily on your own with this. Good luck, and when you have the finalized versions feel free to share!

Leave a Reply

Your email address will not be published. Required fields are marked *