ASHURAN CREATURE

Ashuran creatures dwell on the outer planes, the realms of willful, although they resemble beings found on the Material Plane. They are more fearsome in appearance than their earthly counterparts.

 

CREATING A ASHURAN CREATURE

“Ashuran” is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin of nondharmic alignment (referred to

hereafter as the base creature).

An ashuran creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.

Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Ashuran creatures encountered on the Material Plane have the extraplanar subtype.

Special Attacks: An ashuran creature retains all the special attacks of the base creature and also gains the following special attack.

Smite Dharmic (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a dharmic foe.

Special Qualities: An ashuran creature retains all the special qualities of the base creature and also gains the following.

—Darkvision out to 60 feet.

—Damage reduction (see the table below).

—Resistance to cold and fire (see the table below).

—Spell resistance equal to the creature’s HD + 5 (maximum 25).

 

If the base creature already has one or more of these special qualities, use the better value.

If an ashuran creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Abilities: Same as the base creature, but Intelligence is at least 3.

Environment: Any willful-aligned plane.

Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as

base creature +1; HD 8 or more, as base creature +2.

Alignment: Always willful (any).

Level Adjustment: Same as the base creature +2.

Hit Dice

Resistance to Acid, Electricity, Fire, Sonic

Damage Reduction

1–3

5

4–7

5

5/magic

8–11

10

5/magic

12 or more

10

10/magic

 

CELESTIAL CREATURE

Celestial creatures dwell on the upper planes, the realms of good, although they resemble beings found on the Material Plane. They are more regal and more beautiful than their earthly counterparts.

Celestial creatures often come in metallic colors (usually silver, gold, or platinum). They can be mistaken for half-celestials, more powerful creatures that are created when a celestial mates with a non-celestial creature.

CREATING A CELESTIAL CREATURE

“Celestial” is an inherited template that can be added to any corporeal animal, aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of good or neutral alignment (referred to hereafter as the base creature).

A celestial creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.

Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Celestial creatures encountered on the Material Plane have the extraplanar subtype.

Special Attacks: A celestial creature retains all the special attacks of the base creature and also gains the following attack.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

Special Qualities: A celestial creature retains all the special qualities of the base creature and also gains the following qualities.

—Darkvision out to 60 feet.

—Damage reduction (see the table below).

—Resistance to acid, cold, and electricity (see the table below).

—Spell resistance equal to HD + 5 (maximum 25).

 

Hit Dice

Resistance to Cold, Electricity, Fire, Sonic

Damage Reduction

1–3

5

4–7

5

5/magic

8–11

10

5/magic

12 or more

10

10/magic

If the base creature already has one or more of these special qualities, use the better value.

If a celestial creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Abilities: Same as the base creature, but Intelligence is at least 3.

Environment: Any good-aligned plane.

Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2.

Alignment: Always good (any).

Level Adjustment: Same as the base creature +2.

 

DEVAL CREATURE

Deval creatures dwell on the upper planes, the realms of dharmic, although they resemble beings found on the Material Plane. They are more regal and more beautiful than their earthly counterparts.

Deval creatures often come in metallic colors (usually silver, gold, or platinum). They can be mistaken for half-Devals, more powerful creatures that are created when a Deval mates with a non-Deval creature.

CREATING A DEVAL CREATURE

“Deval” is an inherited template that can be added to any corporeal animal, aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of dharmic or neutral alignment (referred to hereafter as the base creature).

A Deval creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.

Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Deval creatures encountered on the Material Plane have the extraplanar subtype.

Special Attacks: A Deval creature retains all the special attacks of the base creature and also gains the following attack.

Smite Willful (Su): Once per day a Deval creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an willful foe.

Special Qualities: A Deval creature retains all the special qualities of the base creature and also gains the following qualities.

—Darkvision out to 60 feet.

—Damage reduction (see the table below).

—Resistance to acid, cold, and electricity (see the table below).

—Spell resistance equal to HD + 5 (maximum 25).

 

Hit Dice

Resistance to Acid, Cold, Electricity, Sonic

Damage Reduction

1–3

5

4–7

5

5/magic

8–11

10

5/magic

12 or more

10

10/magic

If the base creature already has one or more of these special qualities, use the better value.

If a Deval creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Abilities: Same as the base creature, but Intelligence is at least 3.

Environment: Any dharmic-aligned plane.

Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2.

Alignment: Always dharmic (any).

Level Adjustment: Same as the base creature +2.

 

INFERNAL CREATURE

Infernal creatures dwell on the lower planes, the realms of evil, although they resemble beings found on the Material Plane. They are more fearsome in appearance than their earthly counterparts.

 

CREATING A INFERNAL CREATURE

“Infernal” is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin of nongood alignment (referred to

hereafter as the base creature).

An infernal creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.

Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Infernal creatures encountered on the Material Plane have the extraplanar subtype.

Special Attacks: A infernal creature retains all the special attacks of the base creature and also gains the following special attack.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Special Qualities: A infernal creature retains all the special qualities of the base creature and also gains the following.

—Darkvision out to 60 feet.

—Damage reduction (see the table below).

—Resistance to cold, electric, and fire (see the table below).

—Spell resistance equal to the creature’s HD + 5 (maximum 25).

 

If the base creature already has one or more of these special qualities, use the better value.

If an infernal creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Abilities: Same as the base creature, but Intelligence is at least 3.

Environment: Any evil-aligned plane.

Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as

base creature +1; HD 8 or more, as base creature +2.

Alignment: Always evil (any).

Level Adjustment: Same as the base creature +2.

Hit Dice

Resistance to Acid, Cold, Fire, Sonic

Damage Reduction

1–3

5

4–7

5

5/magic

8–11

10

5/magic

12 or more

10

10/magic

 

PLANETOUCHED

Planetouched is a general word to describe someone who can trace his or her bloodline back to an outsider, usually a fiend or celestial.

The effects of having a supernatural being in one’s heritage last for many generations. Although not as dramatically altered as a half-celestial or a half-fiend, planetouched still retain some special qualities.

The two planetouched varieties described here are the most common. Aasimars are humans with some trace of celestial blood in their veins, and tieflings have some fiendishness in their family tree.

AASIMAR

 

Aasimar, 1st-Level Warrior

 

Medium Outsider (Native)

Hit Dice:

1d8+1 (5 hp)

Initiative:

+4

Speed:

20 ft. in scale mail (4 squares); base speed 30 ft.

Armor Class:

16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16

Base Attack/Grapple:

+1/+2

Attack:

Longsword +2 melee (1d8+1/19–20) or light crossbow +1 ranged (1d8/19–20)

Full Attack:

Longsword +2 melee (1d8+1/19–20) or light crossbow +1 ranged (1d8/19–20)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Daylight

Special Qualities:

Darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5

Saves:

Fort +3, Ref +0, Will +0

Abilities:

Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 10

Skills:

Heal +4, Knowledge (religion) +1, Listen +3, Ride +1, Spot +3

Feats:

Improved Initiative

Environment:

Temperate plains

Organization:

Solitary, pair, or team (3–4)

Challenge Rating:

1/2

Treasure:

Standard

Alignment:

Usually good (any)

Advancement:

By character class

Level Adjustment:

+1

 

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.

Most aasimars are decidedly good-aligned. They fight against evil causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare. Combat

Aasimars usually like a fair, straightforward contest. Against a particularly evil foe, however, they fight with utter conviction and to the death.

Daylight (Sp): An aasimar can use daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.

Skills: An aasimar has a +2 racial bonus on Spot and Listen checks.

The aasimar warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Aasimar as Characters

Aasimar characters possess the following racial traits.

— +2 Wisdom, +2 Charisma.

—Medium size.

—An aasimar’s base land speed is 30 feet.

—Darkvision: Aasimars can see in the dark up to 60 feet.

—Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.

—Racial Feats: An aasimar gains feats according to its class levels.

—Special Attacks (see above): Daylight.

—Special Qualities (see above): Resistance to acid 5, cold 5, and electricity 5.

—Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling,

Sylvan.

—Favored Class: Paladin.

—Level adjustment +1.

 

TIEFLING

 

Tiefling, 1st-Level Warrior

 

Medium Outsider (Native)

Hit Dice:

1d8+1 (5 hp)

Initiative:

+1

Speed:

30 ft. (6 squares)

Armor Class:

15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14

Base Attack/Grapple:

+1/+2

Attack:

Rapier +3 melee (1d6+1/18–20) or light crossbow +2 ranged (1d8/19–20)

Full Attack:

Rapier +3 melee (1d6+1/18–20) or light crossbow +2 ranged (1d8/19–20)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Darkness

Special Qualities:

Darkvision 60 ft., resistance to cold 5, electricity 5, and fire 5

Saves:

Fort +3, Ref +1, Will –1

Abilities:

Str 13, Dex 13, Con 12, Int 12, Wis 9, Cha 6

Skills:

Bluff +4, Hide +5, Move Silently +1, Sleight of Hand +1

Feats:

Weapon Focus (rapier)

Environment:

Temperate plains

Organization:

Solitary, pair, or gang (3–4)

Challenge Rating:

1/2

Treasure:

Standard

Alignment:

Usually evil (any)

Advancement:

By character class

Level Adjustment:

+1

Many tieflings are indistinguishable from humans. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same.

Combat

Tieflings are sneaky, subtle, and generally conniving. They prefer to strike from ambush and usually avoid a fair fight if they can.

Darkness (Sp): A tiefling can use darkness once per day (caster level equal to class levels).

Skills: A tiefling has a +2 racial bonus on Bluff and Hide checks.

The tiefling warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Tieflings as Characters

Tiefling characters possess the following racial traits.

— +2 Dexterity, +2 Intelligence, –2 Charisma.

—Medium size.

—A tiefling’s base land speed is 30 feet.

—Darkvision out to 60 feet.

—Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.

—Racial Feats: A tiefling gains feats according to its class levels.

—Special Attacks (see above): Darkness.

—Special Qualities (see above): Resistance to cold 5, electricity 5, and fire 5.

—Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.

—Favored Class: Rogue.

—Level adjustment +1.

 

 

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