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==[[Aasimar]] & [[Tiefling]] Strains== Naturally, this [[netbook]] couldn't resist the urge to offer [[aasimar]]s and [[tiefling]]s based on the cooler [[celestial]]s and [[fiend]]s introduced here. Essentially, each lineage provides optional racial abilities that a [[planetouched]] PC can swap their standard abilities for, as per the rules from the Planeswalker's Handbook and Warriors ofe Heaven. '''Aefanryll''' aasimar tend to have "rosy, dawn-tinted" skin and/or hair, which can vary from deep rose to shell-pink tinged with gold. They often have graceful, white-feathered wings (usually vestigial, unless they take the flight racial ability), and eyes that gleam with a predatory shine. They are well-known for their physical prowess, usually getting +1 Strength instead of +1 Charisma. They are distrusted amongst [[celestial]]s due to their lineage, however, receiving a -2 reaction penalty. Their optional racial powers are: * Infuse a target with 1d4+1 points of positive energy (harms fiends and undead, heals others) 2/day. * Assume a dusky-pink or pale gold gaseous form (functions as Wraithform) 3/week * +1 hit dice at character creation. '''Crusaders''', despite being redeemed Tanar'ri, father aasimar children rather than tieflings. Crusader aasimars typically have an extremely pale complexion, from ivory through bone to stark white marble. Ruddy eye colors all the way up to bright ruby are also common. They are typically devoid of body hair, but sport two slender tentacles from the poll of their skull. They are usually surprisingly striking in appearance (+1 Charisma option), but fiends loathe them just as much as their parents, causing all reactions to start at Hostile. Their optional racial powers are: * Cast a double-strength Protection From Evil 1/day. * Emit Holy Light (1d6 damage to fiends ins a 5' sphere) 3/day. * +1 to attack and damage rolls with swords. '''Faastha''' aasimar tend to be tall, stocky of build, with a slightly ruddy tint to their complexion, and they usually possess a pair of heavy, corrugated, ram-like horns. Their optional racial powers are: * Charm Person via a glance 3/week. * Protection from Evil 10' Radius 2/day. * Charge Attack (needs 15' of running space, does 2d4 damage). * +2 to initiative rolls. '''Rammas''' aasimars can be mistaken for [[guardinal]]-blooded aasimars at a glance, since both descend from [[beastfolk]] angels. They always possess a pair of smooth, graceful, coiled horns, and almost always are husky and well-built (+1 Strength option). They typically possess thick, soft, storm-grey hair or even velvet-short pelt of silvery gray fur, and may have a slightly ovine cast to the face. Their optional racial powers are: * Detect Lie 3/day. * Strength (self only) 2/week. * Head Butt attack (requires 10' to charge, 1d10 damage). * Holy Fury (+1 to attack and damage when outraged by injustice). '''Ba-Rykue''' tieflings most commonly possess grey (nearly-white to greyish black) skin, slightly glowing eyes, a stocky physicuqe, and a rather short stature. Other common traits include lightly-scale-dusted batlike wings (vestigial or functional), jagged fangs, and a higher-than-normal body temperature. Their optional racial powers are: * Heat/Chill Metal 2/day. * +1 to hit and damage with spears. * Immunity to nonmagical acid. '''Barzu''' tieflings always have horns, even in the rare case of one being born to a non-[[bariaur]]. They have rough, dusky hides, snaggletoothed fangs, coarse, patchy hair (and coats, if appropriate), and malignant red eyes. They almost never possess horns, and when they do, the end result are never anything better than nubbins on the forehead. Their optional racial powers are: * Triple damage of an attack 1/day. '''Echideneco''' tieflings tend to exhibit snakelike traits, such as a serpentine tail or two, a serpentine lower body, a weirdly boneless flexibility, multiple arms, or multiple tentacles sprouting from their back or shoulders. Their optional racial powers are: * Poison Touch (1d3 damage, save vs. poison for 1/2 damage) 3/day. * Acid Touch (1d3 damage, save vs. acid for 1/2 damage) 3/day. * Hooked tentacles that can be used as natural weapons (requires proficiency to attack with more than one at a time, 1d2+1 damage per hook). * Constriction attack that does 2d3 damage/round. '''Jehorra''' tieflings are uniformly dead black in color, and may inherit deep purple eyes, chitinous skin, compound eyes, extra limbs (usually thin and insectile), an insectile face, or heavy arms which fold into wide, mantis-like blades. Their optional racial powers are: * +2 bonus to surprise checks. * Mantis arms (cause 1d4+1 damage per strike). * Secrete acid (1d3 damage on contact) for 1d6 rounds 1/day. * Hide in Shadows with a 40% chance of success. '''Tanarriaur''' tieflings most commonly resemble a hooved individual with ruddy flesh, patchy hair (and pelt), and no horns (or branching antlelrs instead of horns), as you'd expect of the tanar'ri counterpart to the barzu tiefling. However, they often possess heavy, sloth-like claws in place of or supplementing hooves, and some even have similar claws on their hands. Their optional racial powers are: * Generate Fear 1/day. [[Category: Netbooks]] [[Category: Planescape]]
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