DnD:BAAngelic Parents

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Native Outsiders

Since there has been interest in playing characters with otherworldly parentage I will be listing here the different types of Native Outsiders that are playable within my realm. If it isn't listed here consider it off the table for now and ask me directly and I will consider adding it.

Each of the following is a template that is applied to a race. These characters have the template bonus rather that the racial class bonuses and utilize the base bonuses provided in the Pathfinder book. They do not gain the racial level at first level that other characters are allowed.

The Children of the Winds

These are the children of the elemental forces themselves. While they are most often elves, other races can be touched by these powerful forces. Elves can be a child of any wind, however some of the other races are limited to a select few. Additional race availability will be listed in the description of the Wind Itself.

North Wind

Outsider (Native) - Darkvision 60ft

Abilities - +2 Con, +2 Str

Energy Resistance - Acid = to Character level

Damage Resistance - Character level / lethal

Sandstorm - As a standard action the child of earth can unleash a small sandstorm. The sandstorm creates a 15ft cone of propelled sand that does 1d4 damage per 2 character levels and has the following other effects. A successful Ref save halves the damage and moves the target up one category on the following chart. Save DC is 11+Con modifier.

Target is more than 3 HD above the Child = no effect

Target is 1 to 3 HD above the child = stunned for 1 rnd

Target is equal HD to the Child = Stunned and Blind for 1d4 rounds

Target is lower HD than the Child = unconscious for 2d4 rounds

The child is able to use this ability once per day plus one additional time per con modifier.

Vulnerability - Electricity

East Wind

Outsider (Native) - Darkvision 60ft

Abilities - +2 Str, +2 Cha

Energy Resistance - Fire = to Character level

Return to the Flames - If a Child of Fire is slain and her Body burned to ash, the Child will rise from the flames like a phoenix. This ability acts as a Reincarnate spell and is usable once per year and a day.

Fire in the Blood - A Child of Fire gain the ability to Rage. She can Rage for a number of rounds equal to 4+ her Con modifier. Unlike a barbarian she is not exhausted at the end of her Rage.

Vulnerability - Cold

South Wind

Outsider (Native) - Darkvision 60ft

Abilities - +2 Dex, +2 Int

Energy Resistance - Electricity = to Character level

Cushion of Air - A Child of Air is able to summon a cushion of air to protect them from falling. As a swift action the Child is able to summon winds to slow his decent to a mere 60ft per round, similar to Feather Fall. This ability only effects the Child of Air and is usable a number of times per day equal to 3 + Int Modifier.

Stormlord - Whenever a Child of Air casts a spell, uses an ability, or uses a magical item that inflicts electrical damage, the die code is increased by one. For example a shocking grasp does 1d8 per level rather than 1d6. A shocking weapon does and additional 1d8 rather than 1d6.

Vulnerability - Acid

West Wind

Outsider (Native) - Darkvision 60ft

Abilities - +2 Con, +2 Wis

Energy Resistance - Cold = to Character level

Swim - Swim speed of 30ft, +8 racial bonus to swim

Rime - For a number of rounds per day equal to the Child of waters character level he may (As a swift Action) call forth the cold that permeates his blood. The area surrounding the child becomes frigid, (5ft radius Burst) dealing 1d6 points of cold damage, His weapons take on the frost property, and he gains a natural armor bonus equal to his level / 5 (Minimum 1) He need not use this ability all at once but it must be used in 1 round increments.

Vulnerability - Fire

True Blood of the Dwarven Lords


Outsider (Native) - Darkvision 60ft

Abilities -


Outsider (Native) - Darkvision 60ft

Abilities -


Outsider (Native) - Darkvision 60ft

Abilities -


Outsider (Native) - Darkvision 60ft

Abilities -


Outsider (Native) - Darkvision 60ft

Abilities -


Outsider (Native) - Darkvision 60ft

Abilities -


Outsider (Native) - Darkvision 60ft

Abilities -


Outsider (Native) - Darkvision 60ft

Abilities -


Outsider (Native) - Darkvision 60ft

Abilities -

Eos Touched

Eos Touched are considered Aasimar for the acquisition of heritage feats.

Scion of The Long Night

Outsider (Native) - Darkvision 60ft

Abilities +2 Dex, +2 Con

Energy Resistance Fire = Character Level

Scion of the Midday Sun

Outsider (Native) - Darkvision 60ft

Abilities +2 Str, +2 Int

Scion of Twilight

Outsider (Native) - Darkvision 60ft

Abilities- +2 Cha, +2 Wis

Energy Resistance - Cold (5), Electricity (5)

Illusion Resistance- +2 racial onus on saving throws against illusion spells or effects.

Shadow Blending - Attacks against a Scion of Twilight while in dim light have a 50% miss chance instead of the normal 20%. This does not grant total concealment; it just increases the miss chance.

Blazing Critical - Any time a Scion of Twilight confirms a critical strike with a weapon or spell the attack is accompanied with a bright flash of scintillating colors, simular to the setting of the sun. The target is allowed a will save DC= 10+ 1/2 Scions total level + Charisma Modifier. A failed save means the target is blinded for a number of rounds equal the the critical multiplier of the weapon. A successful save means the target is dazzled for 1 round.

Born of the Old Gods

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