Extraplanar creatures rarely interact with mortals willingly or peacefully in Rhunaria, but sometimes they do have half-mortal offspring from the rare interactions that don't involve summoning spells. The mortal descendants of these half-mortals are generally referred to as planetouched. The power of an extraplanar bloodline lends itself to a few generations of mortals, but diminishes with each generation until it becomes unnoticeable after four to eight generations, depending on the might of the bloodline's extraplanar predecessor. The talent for sorcery or the like remains in a family for much longer, however. Planetouched are descended from Outsiders of some sort, generally celestials, fiends, axions, or anarchials, but planetouched only bear a relatively minor infusion of their extraplanar heritage. The only well-known instances of planetouched creatures are amongst the Rizan ruling family and their descendants, and amongst a few families and cults in other lands, such as the Sons of Ishala amongst dark elves, or Galshak's Attendants amongst lizardfolk, or a few unusually vile orcish tribes, and certain prominent families in the halfling homeland. The distant descendant of an intelligent celestial and a mortal, after generations of mixing with mortal bloodlines. The aasimar is mostly mortal, but has some discernable qualities leading back to his or her celestial forebearer. This may be a slightly golden or silvery sheen to his or her skin, eyes of pure gold or silver, small pearlescent horns like a goat's, unearthly hair or eye colors, a melodious ring to their voice, animal-like ears, light fur in some places, a peculiar but not ugly skin tone, golden blood (lending a golden hue to their veins and arteries), or a perpetual scent of roses or any other pleasant aroma, for instance. In Rhunaria, the term 'celestial' refers to any kind of extraplanar being of the Outsider type who also bears the Good subtype, meaning that they are native to the higher planes of virtue. This template may be applied to any corporeal living creature with Intelligence 3 or higher, who does not otherwise possess the Outsider type, and who does not have the anarchic, axiomatic, celestial, chaond, half-anarchial, half-axion, half-celestial, half-fiend, fiendish, tiefling, or zenythri templates. Type: The base creature's type changes to Outsider, though it retains any subtypes except the Evil subtype. Hit Dice: The base creature's racial hit dice become d8s since they gain the Outsider type. Class hit dice do not change. Armor Class: Same as the base creature. Speed: Same as the base creature. Attacks: Same as the base creature, except that as an Outsider, the aasimar has a base attack bonus equal to its number of racial hit dice, rather than a base attack bonus typical of the base creature's former type. Class BAB does not change. Damage: Same as the base creature. Special Attacks: An aasimar has all the special attacks of the base creature, plus gaining the supernatural ability of Daylight useable once per day, functioning as per the sorcerer spell, at a caster level equal to their total number of hit dice. Special Qualities: An aasimar has all the special qualities of the base creature, plus Darkvision 60 feet (seeing perfectly in natural darkness out to this range, but Darkvision sees only in shades of gray) if they do not have equal or superior Darkvision already. Aasimar, as Outsiders, cannot be raised or resurrected, though a Wish or Miracle can bring them back to life. Additionally, an aasimar has Acid Resistance 5, Cold Resistance 5, and Electricity Resistance 5, or increases any such resistances of the base creature by 5 points. Aasimar gain a +2 racial bonus on Listen and Spot checks, and on saving throws against petrification or poison. Saving Throws: With the Outsider type, the base creature gains strong base Fortitude, Reflex, and Will saving throw bonuses, instead of the norm for the base creature's previous type. This only applies to racial hit dice. Abilities: The aasimar has the following ability score adjustments, in addition to those of the base creature: +2 Constitution, +2 Wisdom, +2 Charisma. Skills: As a creature of the Outsider type, an aasimar's skill points from each racial hit die is equal to 8 + their Intelligence modifier, instead of the standard skill points from the base creature's former type. Feats: As a creature of the Outsider type, an aasimar has one feat from their first racial hit die, and gains an additional feat for every 4 extra hit dice they have, based on size. A creature's extra hit dice is equal to their total number of racial HD, -1 if Medium-sized or smaller, -2 if Large, -4 if Huge, -8 if Gargantuan, or -16 if Colossal. This replaces the standard feat progression of the base creature's former type. The aasimar template does not change the number of feats gained from character level progression, only racial hit dice. Climate/Terrain: Same as the base creature. Organization: Same as the base creature. Challenge Rating: Same as the base creature, but add +1 to the CR if the base creature has 5 or more racial hit dice and was not already a Dragon or Outsider in type. If the base creature has a CR lower than 1, instead increase its CR one degree; CR 1/2 would become CR 1, CR 1/3 would become CR 1/2, CR 1/4 would become CR 1/3, and CR 1/6 would become CR 1/4. Treasure: Same as the base creature, adjusted for the increased Challenge Rating. Alignment: Same as the base creature, but usually more likely to be good-aligned. Advancement: Same as the base creature. Effective Character Level: An aasimar has an Effective Character Level (ECL) adjustment of +1, in addition to any that the base creature already has. This means that an aasimar is equivalent in power to a character 1 level higher than their actual character level or hit dice. The ECL adjustment is added to the actual character level for the sole purposes of determining the aasimar's starting wealth, experience points at character creation, experience points needed to progress in level, and experience points earned henceforth. For instance, an aasimar human who is a 1st-level fighter would count as a 2nd-level character for these purposes. An ECL adjustment does not change their actual character level, so for instance, it does not affect how many feats or ability score increases they have, nor does it affect whether or not they are considered epic-level, nor does it count towards their character level or hit dice for purposes of feats or special abilities. If the base creature was not a Dragon or Outsider in type, before this template but after considering other templates, increase its Effective Character Level adjustment from this template by +1 per 9 racial hit dice of the base creature, rounded down. The distant descendant of an intelligent anarchial and a mortal, after generations of mixing with mortal bloodlines. The chaond is mostly mortal, but has some discernable qualities leading back to his or her anarchial forebearer. This may be a blotchy or warty quality to his or her skin, eyes of mismatched and mottled colors, small asymmetrical horns, thick and writhing hair, a discordant tone to their voice, misshapen ears, random patches of discolored fur or scales, a partially-formed third eye, or a perpetual scent of something peculiar and cloying, for instance. In Rhunaria, the term 'anarchial' refers to any kind of extraplanar being of the Outsider type who also bears the Chaotic subtype, meaning that they are native to the outer planes of chaos. This template may be applied to any corporeal living creature who does not otherwise possess the Outsider type, and who does not have the aasimar anarchic, axiomatic, celestial, half-anarchial, half-axion, half-celestial, half-fiend, fiendish, tiefling, or zenythri templates. Type: The base creature's type changes to Outsider, though it retains any subtypes except the Lawful subtype. Hit Dice: The base creature's racial hit dice become d8s since they gain the Outsider type. Class hit dice do not change. Armor Class: Same as the base creature. Speed: Same as the base creature. Attacks: Same as the base creature, except that as an Outsider, the chaond has a base attack bonus equal to its number of racial hit dice, rather than a base attack bonus typical of the base creature's former type. Class BAB does not change. Damage: Same as the base creature. Special Attacks: A chaond has all the special attacks of the base creature, plus gaining the supernatural ability of Shatter useable once per day, functioning as per the sorcerer spell, at a caster level equal to their total number of hit dice. Special Qualities: A chaond has all the special qualities of the base creature, plus Darkvision 60 feet (seeing perfectly in natural darkness out to this range, but Darkvision sees only in shades of gray) if they do not have equal or superior Darkvision already. Chaonds, as Outsiders, cannot be raised or resurrected, though a Wish or Miracle can bring them back to life. Additionally, a chaond has Acid Resistance 4, Cold Resistance 4, Electricity Resistance 4, Fire Resistance 4, and Sonic Resistance 4, or increases any such resistances of the base creature by 4 points. Chaonds gain a +2 racial bonus on Escape Artist and Tumble checks, and on saving throws against disease or stunning. Lastly, a chaond possesses Fast Healing 1 as an extraordinary ability, but this Fast Healing is limited to only healing a maximum of 2 damage per hit die each day. This means the chaond heals 1 hit point per round (if not at full HP and not dead either), automatically, but once it heals the aforementioned maximum amount of damage in a day, the Fast Healing becomes inactive until the next day. Fast Healing is like natural healing otherwise, and does not restore hit points lost from starvation, thirst, or suffocation. Saving Throws: With the Outsider type, the base creature gains strong base Fortitude, Reflex, and Will saving throw bonuses, instead of the norm for the base creature's previous type. This only applies to racial hit dice. Abilities: The chaond has the following ability score adjustments, in addition to those of the base creature: +2 Dexterity, +2 Constitution, -2 Charisma. Skills: As a creature of the Outsider type, a chaond's skill points from each racial hit die is equal to 8 + their Intelligence modifier, instead of the standard skill points from the base creature's former type. Feats: As a creature of the Outsider type, a chaond has one feat from their first racial hit die, and gains an additional feat for every 4 extra hit dice they have, based on size. A creature's extra hit dice is equal to their total number of racial HD, -1 if Medium-sized or smaller, -2 if Large, -4 if Huge, -8 if Gargantuan, or -16 if Colossal. This replaces the standard feat progression of the base creature's former type. The chaond template does not change the number of feats gained from character level progression, only racial hit dice. Climate/Terrain: Same as the base creature. Organization: Same as the base creature. Challenge Rating: Same as the base creature, but add +1 to the CR if the base creature has 5 or more racial hit dice and was not already a Dragon or Outsider in type. If the base creature has a CR lower than 1, instead increase its CR one degree; CR 1/2 would become CR 1, CR 1/3 would become CR 1/2, CR 1/4 would become CR 1/3, and CR 1/6 would become CR 1/4. Treasure: Same as the base creature, adjusted for the increased Challenge Rating. Alignment: Same as the base creature, but usually more likely to be chaotic-aligned. Advancement: Same as the base creature. Effective Character Level: A chaond has an Effective Character Level (ECL) adjustment of +1, in addition to any that the base creature already has. This means that a chaond is equivalent in power to a character 1 level higher than their actual character level or hit dice. The ECL adjustment is added to the actual character level for the sole purposes of determining the chaond's starting wealth, experience points at character creation, experience points needed to progress in level, and experience points earned henceforth. For instance, a chaond human who is a 1st-level fighter would count as a 2nd-level character for these purposes. An ECL adjustment does not change their actual character level, so for instance, it does not affect how many feats or ability score increases they have, nor does it affect whether or not they are considered epic-level, nor does it count towards their character level or hit dice for purposes of feats or special abilities. If the base creature was not a Dragon or Outsider in type, before this template but after considering other templates, increase its Effective Character Level adjustment from this template by +1 per 9 racial hit dice of the base creature, rounded down. The distant descendant of an intelligent fiend and a mortal, after generations of mixing with mortal bloodlines. The tiefling is mostly mortal, but has some discernable qualities leading back to his or her fiendish forebearer. This may be a vaguely leathery or scaly quality to his or her skin, eyes of pure red or black, small ridged horns, unsettling hair or eye colors, a sinister echo to their voice, animal-like ears, dark fur in some places, a vile skin tone, a vestigial tail and vestigial bat wings, slimy perpetual sweat, black blood (lending a dark grayish hue to their veins and arteries), or a perpetual odor of sulfur or other such stench, for instance. In Rhunaria, the term 'fiend' refers to any kind of extraplanar being of the Outsider type who also bears the Evil subtype, meaning that they are native to the lower planes of vice. This template may be applied to any corporeal living creature who does not otherwise possess the Outsider type, and who does not have the aasimar, anarchic, axiomatic, celestial, chaond, half-anarchial, half-axion, half-celestial, half-fiend, fiendish, or zenythri templates. Type: The base creature's type changes to Outsider, though it retains any subtypes except the Good subtype. Hit Dice: The base creature's racial hit dice become d8s since they gain the Outsider type. Class hit dice do not change. Armor Class: Same as the base creature. Speed: Same as the base creature. Attacks: Same as the base creature, except that as an Outsider, the tiefling has a base attack bonus equal to its number of racial hit dice, rather than a base attack bonus typical of the base creature's former type. Class BAB does not change. Damage: Same as the base creature. Special Attacks: A tiefling has all the special attacks of the base creature, plus gaining the supernatural ability of Darkness useable once per day, functioning as per the sorcerer spell, at a caster level equal to their total number of hit dice. Special Qualities: A tiefling has all the special qualities of the base creature, plus Darkvision 60 feet (seeing perfectly in natural darkness out to this range, but Darkvision sees only in shades of gray) if they do not have equal or superior Darkvision already. Tieflings, as Outsiders, cannot be raised or resurrected, though a Wish or Miracle can bring them back to life. Additionally, a tiefling has Cold Resistance 5, Electricity Resistance 5, and Fire Resistance 5, or increases any such resistances of the base creature by 5 points. Tieflings gain a +2 racial bonus on Bluff and Hide checks, and on saving throws against charms or poison. Also, tieflings can see through unnatural darkness (such as from a Darkness or Deeper Darkness spell or ability) with their darkvision, as a supernatural benefit. Saving Throws: With the Outsider type, the base creature gains strong base Fortitude, Reflex, and Will saving throw bonuses, instead of the norm for the base creature's previous type. This only applies to racial hit dice. Abilities: The tiefling has the following ability score adjustments, in addition to those of the base creature: +2 Dexterity, +2 Intelligence. Skills: As a creature of the Outsider type, a tiefling's skill points from each racial hit die is equal to 8 + their Intelligence modifier, instead of the standard skill points from the base creature's former type. Feats: As a creature of the Outsider type, a tiefling has one feat from their first racial hit die, and gains an additional feat for every 4 extra hit dice they have, based on size. A creature's extra hit dice is equal to their total number of racial HD, -1 if Medium-sized or smaller, -2 if Large, -4 if Huge, -8 if Gargantuan, or -16 if Colossal. This replaces the standard feat progression of the base creature's former type. The tiefling template does not change the number of feats gained from character level progression, only racial hit dice. Climate/Terrain: Same as the base creature. Organization: Same as the base creature. Challenge Rating: Same as the base creature, but add +1 to the CR if the base creature has 5 or more racial hit dice and was not already a Dragon or Outsider in type. If the base creature has a CR lower than 1, instead increase its CR one degree; CR 1/2 would become CR 1, CR 1/3 would become CR 1/2, CR 1/4 would become CR 1/3, and CR 1/6 would become CR 1/4. Treasure: Same as the base creature, adjusted for the increased Challenge Rating. Alignment: Same as the base creature, but usually more likely to be evil-aligned. Advancement: Same as the base creature. Effective Character Level: A tiefling has an Effective Character Level (ECL) adjustment of +1, in addition to any that the base creature already has. This means that a tiefling is equivalent in power to a character 1 level higher than their actual character level or hit dice. The ECL adjustment is added to the actual character level for the sole purposes of determining the tiefling's starting wealth, experience points at character creation, experience points needed to progress in level, and experience points earned henceforth. For instance, a tiefling human who is a 1st-level fighter would count as a 2nd-level character for these purposes. An ECL adjustment does not change their actual character level, so for instance, it does not affect how many feats or ability score increases they have, nor does it affect whether or not they are considered epic-level, nor does it count towards their character level or hit dice for purposes of feats or special abilities. If the base creature was not a Dragon or Outsider in type, before this template but after considering other templates, increase its Effective Character Level adjustment from this template by +1 per 9 racial hit dice of the base creature, rounded down. The distant descendant of an intelligent axion and a mortal, after generations of mixing with mortal bloodlines. The zenythri is mostly mortal, but has some discernable qualities leading back to his or her axion forebearer. This may be a slight and dull metallic sheen to his or her skin, eyes of pure gray or white, small gray horns like an antler, unearthly hair or eye colors, a stark and piercing sharpness to their voice, blocky ears and facial features, small bone ridges in some places, an unblemished and dull skin tone, milky white blood (lending a light grayish hue to their veins and arteries), or a perpetual scent of grease or chlorine, for instance. In Rhunaria, the term 'axion' refers to any kind of extraplanar being of the Outsider type who also bears the Lawful subtype, meaning that they are native to the outer planes of order. This template may be applied to any corporeal living creature with Intelligence 3 or higher, who does not otherwise possess the Outsider type, and who does not have the aasimar, anarchic, axiomatic, celestial, chaond, half-anarchial, half-axion, half-celestial, half-fiend, fiendish, or tiefling templates. Type: The base creature's type changes to Outsider, though it retains any subtypes except the Chaotic subtype. Hit Dice: The base creature's racial hit dice become d8s since they gain the Outsider type. Class hit dice do not change. Armor Class: Same as the base creature. Speed: Same as the base creature. Attacks: Same as the base creature, except that as an Outsider, the zenythri has a base attack bonus equal to its number of racial hit dice, rather than a base attack bonus typical of the base creature's former type. Class BAB does not change. Damage: Same as the base creature. Special Attacks: A zenythri has all the special attacks of the base creature, plus gaining the supernatural ability of True Strike useable once per day, functioning as per the sorcerer spell, at a caster level equal to their total number of hit dice. Special Qualities: A zenythri has all the special qualities of the base creature, plus Darkvision 60 feet (seeing perfectly in natural darkness out to this range, but Darkvision sees only in shades of gray) if they do not have equal or superior Darkvision already. Zenythri, as Outsiders, cannot be raised or resurrected, though a Wish or Miracle can bring them back to life. Additionally, a zenythri has Acid Resistance 4, Cold Resistance 4, Electricity Resistance 4, Fire Resistance 4, and Sonic Resistance 4, or increases any such resistances of the base creature by 4 points. Zenythri gain a +2 racial bonus on Balance and Intuit Direction checks. Saving Throws: With the Outsider type, the base creature gains strong base Fortitude, Reflex, and Will saving throw bonuses, instead of the norm for the base creature's previous type. This only applies to racial hit dice. Abilities: The zenythri has the following ability score adjustments, in addition to those of the base creature: +2 Strength, +2 Dexterity, +2 Wisdom, -2 Charisma. Skills: As a creature of the Outsider type, a zenythri's skill points from each racial hit die is equal to 8 + their Intelligence modifier, instead of the standard skill points from the base creature's former type. Feats: As a creature of the Outsider type, a zenythri has one feat from their first racial hit die, and gains an additional feat for every 4 extra hit dice they have, based on size. A creature's extra hit dice is equal to their total number of racial HD, -1 if Medium-sized or smaller, -2 if Large, -4 if Huge, -8 if Gargantuan, or -16 if Colossal. This replaces the standard feat progression of the base creature's former type. The zenythri template does not change the number of feats gained from character level progression, only racial hit dice. Climate/Terrain: Same as the base creature. Organization: Same as the base creature. Challenge Rating: Same as the base creature, but add +1 to the CR if the base creature has 5 or more racial hit dice and was not already a Dragon or Outsider in type. If the base creature has a CR lower than 1, instead increase its CR one degree; CR 1/2 would become CR 1, CR 1/3 would become CR 1/2, CR 1/4 would become CR 1/3, and CR 1/6 would become CR 1/4. Treasure: Same as the base creature, adjusted for the increased Challenge Rating. Alignment: Same as the base creature, but usually more likely to be lawfully-aligned. Advancement: Same as the base creature. Effective Character Level: A zenythri has an Effective Character Level (ECL) adjustment of +1, in addition to any that the base creature already has. This means that a zenythri is equivalent in power to a character 1 level higher than their actual character level or hit dice. The ECL adjustment is added to the actual character level for the sole purposes of determining the zenythri's starting wealth, experience points at character creation, experience points needed to progress in level, and experience points earned henceforth. For instance, a zenythri human who is a 1st-level fighter would count as a 2nd-level character for these purposes. An ECL adjustment does not change their actual character level, so for instance, it does not affect how many feats or ability score increases they have, nor does it affect whether or not they are considered epic-level, nor does it count towards their character level or hit dice for purposes of feats or special abilities. If the base creature was not a Dragon or Outsider in type, before this template but after considering other templates, increase its Effective Character Level adjustment from this template by +1 per 9 racial hit dice of the base creature, rounded down. Disclaimer: 3rd Edition Dungeons & Dragons, 3E D&D, Manual Of The Planes, Fiend Folio, the planetouched term, the aasimar term, the tiefling term, the chaond term, the zenythri term, the base creature term, creature types, creature subtypes, creature templates, axiomatic template, anarchic template, celestial template, fiendish template, half-celestial template, half-fiend template, half-dragon template, half-fey template, feytouched template, Challenge Rating, CR, Level Adjustment, LA, Effective Character Level, ECL, character level, hit dice, hit die, HD, die type abbreviations, template format, Armor Class, AC, creature speeds, speed types, flight maneuverability types, base attack bonus, BAB, spell names, sorcerer class, fighter class, caster level, supernatural ability type, spell-like ability type, extraordinary ability type, darkvision, low-light vision, energy resistances, racial bonuses, skills, skill names, skill points, saving throws, saving throw types, saving throw abbreviations, saves, base saves, base saving throw bonuses, ability scores, ability score names, ability score abbreviations, ability score modifiers, feats, size categories, size modifiers, alignments, ability increases, epic-level, fast healing, natural healing, hit points, hit point, and HP are, so far as I know, property of Wizards of the Coast, Inc., which is a division of Hasbro Corporation. All other content on this webpage is copyright (c) 2005, property of John J. Korsog, Jr., internet aliases Arkhandus and Mist Phantom. This material free for personal use but not for commercial distribution. |
Rhunarian Planetouched Templates |
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Aasimar Template |
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Chaond Template |
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Tiefling Template |
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Zenythri Template |
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