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Page history last edited by ShadowLord 15 years, 4 months ago

D&D 3.5 Planetouched, Race - New


The planetouched or sometimes called the arcanetouched are humanoids that have a celestial or fiendish parent in their past. This is believed to be the most common reason, but there is talk of humans that were born on a day when one of the Planes was in contact with Eberron. The stars were in just an alignment to cause the baby to be infused with the power of the planes. The abilities that are displayed are as unique and varied as the planes themselves, but the effect that the individual is touched by something greater is never in doubt.


Racial Abilities all Planetouched Get:

  • Spell-like Abilities: Uses per day equal to 1/2 your character level(Minimum 1/day) - Detect Evil, Light, Detect Magic, Cure Minor Wounds.
    • Caster level equals 1/2 your character level(Minimum CL of 1).
  • Medium Humanoid(Native): Planetouched are native to Eberron and are therefore affected by spells like Hold Person or Charm Person.
  • Character Description: As displayed by the above pictures Planetouched come in a wide variety of appearances. You are allowed to describe your character pretty much as you see fit except that you can not easily pass as human. Everyone knows there is something just not right about your character.
  • Alignment: Evil versions of Planetouched are for DM's use only. While a planetouched does not have to be of good alignment; neutral and evil planetouched do NOT gain access to the Aura of Good ability listed below.
  • Aura of Good: This power is only active for characters with good alignments either Lawful Good; Neutral Good; or Chaotic Good. The power of a planetouched's aura of good (see the detect good spell) is equal to her character level. Your aura of good precedes you and others are affected by it.
    • Neutral NPCs always treat you with a starting value of Indifferent.
    • Good NPCs always treat you with a starting value of Friendly.
    • Evil NPCs always treat you with a starting value of Unfriendly.
  • Favored Class: Choose one Class. Choose one class to be your favored class and this class does not count when determining whether you suffer an XP penalty for multiclassing. You must choose your favored class at level one. Once chosen this can NOT be changed.


Racial abilities you get to chose:

Note: Chose two different abilities from the list below. You can not pick the same ability more than once.

  • Ability Adjustments: +2 to either Int, Wis, or Cha and take a -2 to either Str, Dex, or Con.
  • Natural Attack: One Bite or Slam Attack for 1d4 Damage. All normal rules for Natural Attacks work per core rules.
  • Spell-Like Ability: One Additional Spell-Like Ability chosen from the list below. Once chosen this can not be changed.
    • It functions once per day plus one additional time per 5 character levels(ie twice at level 5, three times at level 10).
    • Caster Level equals character level.
    • Daylight, Darkness, Protection from Evil, Protection from Chaos, Aid, Resurgence(SC pg174), Sense Heretic(SC pg182), Warning Shout(SC pg236), or Lesser Vigor.
  • Damage Reduction: DR 1/Evil
    • Increases to DR 2/Evil at level ten and DR 3/Evil at level 20.
  • Energy Resistance: Resistance 3 against one specific elemental type chosen at level 1. Once chosen this can not be changed.
    • This increases to Resistance 6 at level ten and Resistance 12 at level twenty.
  • Celestial Vision: Darkvision 60ft and Low-Light Vision.
  • Smite Evil: Once per day, a planetouched may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per character level. If the planetouched accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
    • If a planetouched has paladin levels or the destruction domain this ability instead gives one more use of the classes smite ability.
  • Divine Health: Immune to disease, but not including supernatural and magical diseases.
  • Spell Resistance: Spell resistance equals 4 plus Character Level.
    • If planetouched has monk levels, paladin levels or another class that gives a higher spell resistance this instead adds +2 to the class ability.
  • +1 Caster Level: Spells cast by you are considered to be one level higher and this increases all numerical affects of the spell.
    • This only applies to one of the planetouched classes and once decided it can not be changed. So if the planetouched was a wizard/cleric either her wizard class or her cleric class would be affected by this, but not both.




  • List of Racial Feats - Planetouched racial feats that can be taken.
  • At the DM's option special Heritage feats, from books like Complete Mage, can have their prerequisites changed to Planetouched instead of alignment or race.



Q: So is the planetouched's favored class just like a humans or half-elves?

A: Humans and Half-elves have Favored Class(Any) which means their highest class is considered their Favored Class, but that means their Favored Class can change as the character advances. While still giving some flexibility the planetouched must choose their favored class and once chosen it does not change. It allows different types of builds, but does not step on the very flexible toes of the human or half-elf.


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