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chargen:races:planekin [2023/09/13 07:18] elfinlockschargen:races:planekin [2024/05/14 21:47] (current) elfinlocks
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 //The Planekin are both familiar and uniquely alien in their appearance. Whilst they display an appearance of gender dimorphism that one may expect from the other races natural to the Material Plane, it comes across as a foreign creature simply emulating this natural difference, depending upon their self-perception. Whether this shaping of their own physicality is intentional or instinctual in some way, I cannot say for certain. Every Planekin I have dared ask about it seems to pay it no mind at all.// //The Planekin are both familiar and uniquely alien in their appearance. Whilst they display an appearance of gender dimorphism that one may expect from the other races natural to the Material Plane, it comes across as a foreign creature simply emulating this natural difference, depending upon their self-perception. Whether this shaping of their own physicality is intentional or instinctual in some way, I cannot say for certain. Every Planekin I have dared ask about it seems to pay it no mind at all.//
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 -Archwizard Sedridor, Professor of Extraplanar Studies at Eastcliff University -Archwizard Sedridor, Professor of Extraplanar Studies at Eastcliff University
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 ===== Relations ===== ===== Relations =====
  
-On account of their obvious heritage, Planekin stereotypes are common, and ones that you have likely heard before: all Pyrekin are hotheads, all Terrans are slow and boring, all Aerkin are flighty, aloof, and eccentric, and all Undine are isolationists and pacifists, who are pushed aside as easily as one wades through a creek. Although like any stereotype, there may be a grain of truth to it, Planekin are largely products of their circumstances, and thus these stereotypes in some way become a self-fulfilling prophecy, as the Planekin finds themselves to be alone in the world with little to nobody who looks like them, and thus they are shaped into what the local dominant society sees them to be from birth. +On account of their obvious heritage, Planekin stereotypes are common, and ones that you have likely heard before: all Ifrit are hotheads, all Oreads are slow and boring, all Sylphs are flighty, aloof, and eccentric, and all Undine are isolationists and pacifists, who are pushed aside as easily as one wades through a creek. Although like any stereotype, there may be a grain of truth to it, the Planekin are largely products of their circumstances, and thus these stereotypes in some way become a self-fulfilling prophecy, as the Planekin finds themselves to be alone in the world with little to nobody who looks like them, and thus they are shaped into what the local dominant society sees them to be from birth. 
  
 This case, although often true, does not always occur for the Planekin. They get along well with ostracized races in many ways, such as Half-Elves, Tieflings, Warforged, Turtlefolk, and other societal "misfits." This case, although often true, does not always occur for the Planekin. They get along well with ostracized races in many ways, such as Half-Elves, Tieflings, Warforged, Turtlefolk, and other societal "misfits."
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 ===== Standard Racial Traits ===== ===== Standard Racial Traits =====
  
-  * **Ability Score Modifiers:** A Planekin'ability scores are dictated by their **Heritage** - see below for more information on this. +<WRAP column right 30%> 
-  * **Size:** Planekin are Medium creatures, and thus receive no bonuses or penalties due to their size.+{{:chargen:races:pasted:20230913-070304.jpeg|A Child of Fire letting loose their inner inferno. They are as mischievous as ever, and happy to flaunt their heritage towards anyone likely to be terrified of it.}} 
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 +  * **Ability Score Modifiers:** A Planekin'Ability Modifiers are dictated by their **Heritage** - see below for more information on this. 
 +  * **Size:** Planekin are [[game_systems:size|Medium]] creatures, and thus receive no bonuses or penalties due to their size.
   * **Base Speed:** Planekin have a base speed of 30 feet.   * **Base Speed:** Planekin have a base speed of 30 feet.
   * **Languages:** All Planekin speak common, plus additional languages based on their **Heritage**. They do not gain bonus languages from their Intelligence score.   * **Languages:** All Planekin speak common, plus additional languages based on their **Heritage**. They do not gain bonus languages from their Intelligence score.
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 ===== Planekin Heritage ===== ===== Planekin Heritage =====
  
-At character creation, decide the heritage of your Planekin character by selecting **two** elements from the list below. If you select the same element twice, the Planekin is considered a "pure" version of that element, and can often manifest in unusual ways (for example, a pure Airkin typically has a strong connection to lightning as well as wind). Be creative and choose the theme that you're going for! +At character creation, decide the heritage of your Planekin character by selecting **two** elements from the list below. If you select the same element twice, the Planekin is considered a "pure" version of that element, and can often manifest in unusual ways (for example, a pure Child of Air typically has a strong connection to lightning as well as wind). Be creative and choose the theme that you're going for! 
  
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-{{:chargen:races:pasted:20230913-070304.jpeg|A Child of Fire letting loose their inner inferno. They are as mischievous as ever, and happy to flaunt their heritage towards anyone likely to be terrified of it.}} 
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 ==== Table: Common Names for Combined Elements ==== ==== Table: Common Names for Combined Elements ====
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-If you select the same Heritage twice, **double** the bonuses granted. For example, selecting Airkin twice would grant you +4 Dexterity, the ability to walk on air at a speed of 20 feet, and the ability to use Feather Fall twice per day.+If you select the same Heritage twice, **double** the bonuses granted. For example, selecting Airkin twice would grant you the ability to walk on air for up to 30 feet of movement, and the ability to use Feather Fall twice per day.
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 In Common, these Planekin are typically referred to as Sylphs. They tend to have a frail build, looking similar to Elves with slender, tall bodies, pale skin, and an otherworldly elegance. In Common, these Planekin are typically referred to as Sylphs. They tend to have a frail build, looking similar to Elves with slender, tall bodies, pale skin, and an otherworldly elegance.
  
-  * **Ability Score Modifiers:** Sylphs receive +2 Dexterity.+  * **Ability Score Modifiers:** Sylphs receive a [[chargen:common_terms#racial_bonuses_and_penalties|Racial Bonus]] to Dexterity.
   * **Languages:** Sylphs gain Auran as a bonus language.   * **Languages:** Sylphs gain Auran as a bonus language.
-  * **Walking On Sunshine:** Sylphs may tread on thin air - you may move at a speed of 10 feet per turn as if under the effects of [[priority:magic:spells:tier4:air_walk|Air Walk]]. If you end your movement in the air, you slowly fall to the ground at 60 feet per round, as the spell.+  * **Walking On Sunshine:** Sylphs may tread on thin air - you may move up to 15 feet per turn as if under the effects of [[priority:magic:spells:tier4:air_walk|Air Walk]] (this may be combined with any additional movement on the ground). If you end your movement in the air, you slowly fall to the ground at 60 feet per round, as the spell. This effect treats your [[priority:health|Hit Die]] as your [[priority:magic|Caster Level]].
   * **Happy Landings:** Sylphs may cast [[priority:magic:spells:tier1:feather_fall|Feather Fall]] once per day as a spell-like ability, with a [[priority:magic|Caster Level]] equal to their [[priority:health|Hit Dice]].   * **Happy Landings:** Sylphs may cast [[priority:magic:spells:tier1:feather_fall|Feather Fall]] once per day as a spell-like ability, with a [[priority:magic|Caster Level]] equal to their [[priority:health|Hit Dice]].
  
 ==== Child of Earth ==== ==== Child of Earth ====
  
-In Common, a Child of Earth Planekin is known as an Oread. Stoic and contemplative, oreads are a race not easily moved, yet almost unstoppable when spurred to action. They remain a mystery to most of the world thanks to their reclusive nature, but those who seek them out in their secluded mountain hideaways find oreads to be quiet, dependable, and protective of their friends.+In Common, a Child of Earth Planekin is known as an Oread. Stoic and contemplative, Oread are a race not easily moved, yet almost unstoppable when spurred to action. They remain a mystery to most of the world thanks to their reclusive nature, but those who seek them out in their secluded mountain hideaways find Oread to be quiet, dependable, and protective of their friends.
  
-  * **Ability Score Modifiers:** Oread receive +2 Constitution.+  * **Ability Score Modifiers:** Oread receive a [[chargen:common_terms#racial_bonuses_and_penalties|Racial Bonus]] to Constitution.
   * **Languages:** Oread receive Terran as a bonus language.   * **Languages:** Oread receive Terran as a bonus language.
   * **Depths of the Earth:** Oread may burrow through dirt, clay, and other such substances at a rate of 15 feet per turn. They may burrow through tougher substances such as stone as well, as long as their [[priority:health|Hit Dice]] meet or exceed the toughness of the material to be burrowed through. Oread do not leave tunnels from burrowing in this manner.   * **Depths of the Earth:** Oread may burrow through dirt, clay, and other such substances at a rate of 15 feet per turn. They may burrow through tougher substances such as stone as well, as long as their [[priority:health|Hit Dice]] meet or exceed the toughness of the material to be burrowed through. Oread do not leave tunnels from burrowing in this manner.
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 Know as an Ifrit in Common, no Ifrit is satisfied with a sedentary life; like a wildfire, Ifrit must keep moving or burn away into nothingness. Ifrit not only adore flames, but personify multiple aspects of them as well, embodying both fire’s dynamic, ever-changing energy and it's destructive, pitiless nature. Know as an Ifrit in Common, no Ifrit is satisfied with a sedentary life; like a wildfire, Ifrit must keep moving or burn away into nothingness. Ifrit not only adore flames, but personify multiple aspects of them as well, embodying both fire’s dynamic, ever-changing energy and it's destructive, pitiless nature.
  
-  * **Ability Score Modifiers:** Ifrit receive +2 Charisma.+  * **Ability Score Modifiers:** Ifrit receive a [[chargen:common_terms#racial_bonuses_and_penalties|Racial Bonus]] to Charisma.
   * **Languages:** Ifrit receive Ignan as a bonus language.   * **Languages:** Ifrit receive Ignan as a bonus language.
   * **Hot On Your Heels:** Ifrit gain a 10 feet increase to their base land speed.   * **Hot On Your Heels:** Ifrit gain a 10 feet increase to their base land speed.
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 Known as Undine in Common, these Planekin are highly reclusive, and enjoy the company of the creatures of the sea, though small Undine settlements in a deep lake or river are not unheard of. They are seen as mystical and a sign of good fortune by land-dwelling races, though this interest only drives them further away from the settled places of the world. Undine tend to be pacifistic and contemplative.  Known as Undine in Common, these Planekin are highly reclusive, and enjoy the company of the creatures of the sea, though small Undine settlements in a deep lake or river are not unheard of. They are seen as mystical and a sign of good fortune by land-dwelling races, though this interest only drives them further away from the settled places of the world. Undine tend to be pacifistic and contemplative. 
  
-  * **Ability Score Modifiers:** Undine receive +2 Wisdom.+  * **Ability Score Modifiers:** Undine receive a [[chargen:common_terms#racial_bonuses_and_penalties|Racial Bonus]] to Wisdom.
   * **Languages:** Undine receive Aquan as a bonus language.   * **Languages:** Undine receive Aquan as a bonus language.
   * **Swift As The River:** Undine possess a swim speed of 30 feet, and they do not need to make [[priority:skills:athletics|Athletics]] checks to move in water.   * **Swift As The River:** Undine possess a swim speed of 30 feet, and they do not need to make [[priority:skills:athletics|Athletics]] checks to move in water.