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New Planetouched Races
The core D&D rules describe two
races of planetouched beings--creatures who can trace their bloodlines back to
extraplanar beings. These two races, the aasimar and tiefling, are graced (or
cursed) with a touch of celestial and fiendish blood, respectively. Other tomes
have described creatures touched by elemental or other extraplanar bloodlines.
This column presents two races
touched not by the powers of the outer planes or of the elements, but of the
primal energies that power the multiverse itself: the planes of positive and
negative energy.
Incandent
Joyous and exuberant, the
incandent is touched by the power of positive energy. Incandents tend toward
optimism (some might say too much so). They are typically good-aligned, and more
often chaotic than lawful. They bring good cheer and elation wherever they go.
Except when unconscious or asleep,
incandents stand out in a crowd due to their natural ebullience. At rest--a rare
state for an incandent--they look much like a human of extraordinary health and
beauty. They have wide, inquisitive eyes of sky blue or pale gray, thick,
luxurious blond or light brown hair, and pale, almost luminous skin.
The incandent's natural charisma
makes her a natural leader, though most depend on wise advisors when making
complex plans. Though most commonly fighters, many become bards, paladins, or
sorcerers as well.
Incandent
Racial Traits
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+2 Con, -2 Wis, +2 Cha:
Incandents are naturally robust, but often jump to conclusions and can be prone
to suggestion. However, they have a natural ebullience that often wins
over allies. |
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Medium: As Medium
creatures, incandents have no bonuses or penalties due to their size. |
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+2 racial bonus on Spot
checks: Incandents have keen eyes. |
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+2 racial bonus on saves
against death effects and negative energy effects. Infused with the
positive energy of their heritage, incandents are naturally resistant to
effects that would snuff out that life-force. |
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Positive Aura: All living
creatures within 10 feet of an incandent gain a +1 morale bonus to
saves. This is a mind-affecting effect and does not include the
incandent herself. |
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Enhanced Magic: Three
times per day, an incandent can empower a Conjuration (Healing) spell as she
casts the spell, as if she had applied the Empower Spell feat. This
empowering has no effect on the spell's level or casting time. |
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Darkness Fatigue: If an
incandent
spends at least one full round in an area of total natural darkness (not
just shadows), or is within the area of a spell with the Darkness
descriptor, he becomes fatigued (-2 penalty to Strength and Dexterity,
can't run or charge). This condition lasts until the character leaves
the area of darkness, at which point the character immediately returns
to normal. |
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Automatic Languages:
Common, Celestial. Bonus Languages: Aquan, Auran, Ignan, Terran. |
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Outsider Traits: The
incandent is an Outsider (Native). |
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Favored Class: Fighter. A
multiclass incandent's fighter class does not count when determining whether
she takes an experience point penalty. Physical activity comes naturally
to an incandent, and most revel in combat. |
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Level Adjustment: +0.
Though robust and hearty, the incandent's vulnerability to darkness is a
distinct weakness. |
Voidling
Voidlings seem to observers
to be in a perpetual state of mourning, regretting their very existence.
This is actually a deep-seated envy for all other living creatures--those
lucky beings who have the capability to appreciate their own lives. In
many if not most voidlings, this envy manifests eventually as hatred for
all things living.
The voidling tends to fade
into the background, as he doesn't stand out either physically or
personally. Voidlings have gray skin, sparse black hair, and small,
deep-set eyes of coal-black color. Most tend toward evil.
The voidling's stealthy,
introspective tendencies lend themselves well to the rogue class, though
some take a more active role as hunters and become rangers, or turn to
magic as necromancers or clerics of death gods. Assassins are common among
the race.
Voidling
Racial Traits
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-2 Con, +2 Dex, -2 Cha:
Voidlings are naturally sneaky, but tend to be unhealthy and have bland
personalities that draw little attention to themselves. |
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Medium: As Medium
creatures, voidlings have no bonuses or penalties due to their size. |
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+2 racial bonus on Hide
checks. A voidling blends naturally with shadows and darkness, making it
excellent at concealing itself. |
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Darkvision: Voidlings can
see in the dark up to 60 feet. Darkvision is black and white only, but
is otherwise like normal sight, and voidlings can function just fine
with no light at all. |
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Negative Aura: Any living
creature within 10 feet of a voidling loses 1 hp per round due to the
aura of negative energy surrounding the creature. Other voidlings, and
all characters immune to negative energy effects, are immune to this
aura. The voidling can turn this aura off as a standard action, but
suffers 1 point of Strength damage for each full minute that the aura is
inactive. |
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Enhanced Magic: Three
times per day, a voidling can increase the effective level of a spell
with the Death descriptor as he casts the spell, as if he had applied
the Heighten Spell feat. This heightening raises the spell's effective
level by two (even if that would be higher than his normal maximum spell
level), but has no effect on the spell's actual level or casting time. |
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Light Sensitivity:
Voidlings are
dazzled in bright sunlight or within the radius of a daylight spell (-1
penalty on attack rolls, Spot checks, and Search checks). |
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Automatic Languages:
Common, Infernal. Bonus Languages: Abyssal, Aquan, Auran, Ignan, Terran. |
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Outsider Traits: The
voidling is an Outsider (Native). |
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Favored Class: Rogue. A
multiclass voidling's rogue class does not count when determining whether he
takes an experience point penalty. Voidlings keep naturally to the shadows. |
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Level Adjustment: +0.
Despite some potent abilities, the voidling is no tougher than a typical
character race in the PH. |
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