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Chapter One: Children of the Planes Chapter One: Children of the Planes New Planetouched Races Outsiders can procreate with almost any species. Throughout the planes, but she uses smaller weapons than humans use, and her lifting examples of their breeding are everywhere: half-fi end scour the and capacity is three-quarters of a human, and she suffers a -4 skies of Lower Planes and half-celestial dwarves toil in the great caverns special size penalty to grapple checks. of Plane of Earth. There are creatures of every size and • Fetch have a +1 natural armor bonus to their AC. shape whose blood carries the purity of the celestial or the wickedness of the fi end. These creatures likely have spawn of their own, and from • Fetch base land speed is 20 feet. their unions, new outsiders are born. This section presents a few new planetouched using the rules introduced in this chapter. For each new • Darkvision: Fetch can see in the dark up to 60 feet. Darkvision race there is a brief description of its function and appearance, a sidebar is black and white only, but it is otherwise like normal sight, and that details the level adjustment costs, and a full breakdown fetch can function just fi ne with no light at all. of their racial features. See Chapter 6: • Fetch have a +2 racial bonus Climb, st Planar Perils for 1 -level warrior Jump, Listen, and Move Silently checks. examples of the new planetouched races that follow. • Fetch get a +1 racial bonus to all saving throws. • Fetch have a +2 morale bonus to Fetch saving throws against fear. Fetch are the twisted descendants • Fetch have a +1 racial bonus on of quasits and halfl ings. Warped attack rolls made with thrown creatures, they thrive on sowing weapons and slings. discord and confusion among • A fetch can use cause fear once mortals. Fetch are notorious thieves, per day as a caster whose level preying upon anyone and stealing is equal to her class level. anything they desire. Most fetch do not survive long in halfl ing • Fast Healing 1: See MM for communities, as they are disruptive details. and destructive. Given a halfl ing’s natural goodness, they may pity • Fetch Resistances: fi re 5. the fetch and cast him out of the • Native Outsider: As native community rather than simply kill outsiders, fetch may be him. Exiled fetch take up with raised, reincarnated, or unsavory races like goblinoids, resurrected as any other , and the like. Sometimes, living creature. exceptional fetch fi nd employment with demonic lords, whom they then • Automatic Languages: serve as spies and assassins. Abyssal and Halfl ing. Bonus Languages: Fetch appear as short halfl ings, with stringy black hair and Common, Dwarven, features twisted with hate. They have dusky, scaly skin that Elven, Gnome, sparkles in the light. Their crimson eyes smolder with evil intent. and . Fetch have all the same physical characteristics and life expectancy as halfl ings. Almost all fetch are chaotic evil. • Favored Class: Assassin. A multiclass fetch’s assassin class does not count when determining whether she suffers an XP penalty for multiclassing (for details, see Racial Traits Multiclassing rules in the PHB). If • -2 Strength and +2 you do not use the assassin class Dexterity: Fetch lack the Fetch Mechanics from The Assassin’s Handbook, the physical strength of larger favored class for the fetch is rogue. Attributes Level Adjustment creatures, but make up • Level Adjustment +3: for this defi ciency with Natural Armor +.5 Fetch are more powerful natural agility and guile. Cause fear +1 and gain levels more slowly Fast Healing 1 +1 • Small: As a Small creature, than the standard races. See Resistance, fi re +.5 a fetch gains a +1 size Chapter 6: Characters bonus to AC, a +1 size Total +3 in the DMG for details bonus on attack rolls, a +4 on playing level-adjusted size bonus to Hide checks, characters.

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• Weapon Familiarity: Jinxes may treat Jinx Jinx Mechanics hooked hammers as martial Jinxes are corrupted descendants weapons rather than exotic. Attributes Level Adjustment of and fi ends. • +2 racial bonus to saving Thoroughly evil, they mix their Desecrate +2 throws against illusions. gnomish penchant for tricks and Resistance acid, electricity +.5 • practical jokes with a sadistic Expert -.5 Jinxes add +1 to the twist. All of their jests are sharp, Diffi culty Class for all saving painful, and severely lethal. Total +2 throws against illusion spells Some jinxes sabotage machinery, they cast. This stacks with equipment, and anything else other similar effects. potentially harmful to others. • Jinxes have a +1 racial bonus to attack rolls against and Mean spirited and nasty, they are pleasure seekers. Jinxes do what halfl ings. they can to blend in with gnome society, at worst, dwelling on the fringes. Unless the gnomes truly force them out, they remain for • Jinxes have a +4 dodge bonus to AC against creatures of the their tormenting their kin type. with horrible tricks that have • Jinxes have a +2 racial far-reaching consequences. bonus to all Craft () Some jinxes leave, or are and Listen checks. forced to leave, their homes to seek out adventure. • A Jinx with a Charisma These characters are score of 10 or higher may normally thugs, thieves, and tomb use dancing lights, ghost sound robbers. and prestidigitation each once per day as a 1st-level caster. Jinxes are small creatures that resemble gnomes. They always • Jinxes may cast smile, regardless of their actual desecrate once per mood. Their grins suggest something day at a caster dangerously comical in level equal to their the works, as if they total class levels. are alone in the know. • Jinxes are Inside their wide mouths resistant to acid 5 are rows of sharply pointed and electricity 5. teeth. Their eyes are black and soulless. Jinxes are the same size • Native Outsider: As native and weight as other gnomes, and outsiders, jinxes may be they live just as long. Jinxes are often raised, reincarnated, or neutral evil. resurrected as any other living creature. Racial Traits • Automatic Languages: • -2 Strength, +2 Constitution, Abyssal and Gnome. Bonus +2 Intelligence and -2 Wisdom. Languages: Common, Jinxes are smart and tough, but they are Draconic, Dwarven Elven, physically weak. They rarely exercise caution in their Giant, Goblin and Orc. ribaldry. • Favored Class: Expert. A multiclass Jinx’s expert class does not • Small: As a Small creature, a Jinx gains a +1 size bonus to count when determining whether she suffers an XP penalty for AC, a +1 size bonus on attack rolls, a +4 size bonus to Hide multiclassing (for details, see Multiclassing rules in the PHB). checks, but she uses smaller weapons than humans use, and • Level Adjustment +2: Jinxes are more powerful and gain levels her lifting and capacity is three-quarters of a human, and she more slowly than the standard races. See Chapter 6: Characters suffers a -4 special size penalty to grapple checks. in the DMG for details on playing level-adjusted characters. • Jinx’s base land speed is 20 feet. • Darkvision: Jinx can see in the dark up to 60 feet. Janjanni Darkvision confers sight in black and white only, functioning otherwise as normal vision. From time to time, humans ally themselves with the janni, genies formed of the basic elements that spend most of their days on the • A jinx can see twice as far as humans in Low-light vision: Material Plane. From these associations, half-breeds often result. dim lighting. And, these genie-spawned children have children of their own,

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