Races/Planesborn

Description
Physical Description: Planesborn have the baseline image and build of a human, but tend to vary greatly based on their heritage. Planesborn are generally the offspring of humans and extraplanar beings, though they sometimes can involve other races. The most common form of these races are the elemental born races (Cragborn, Undine, Ifrit, or Sylph) as the world tends to naturally intersect with these planes are various points. Though races of Nephilim and Cambion (Angels and Demon offspring) do also exist. Each race’s appearance is greatly influenced by their elemental heritage to the point they usually display very little traits of their mortal parents.

Society: Planesborn can be found rarely within society, though may also build societies near leylines, usually due to some innate calling and sense of ease when near them. Otherwise their numbers tend to be too few to truly make a society of their own, instead growing up within human settlements.

Most planesborn come from single parent households as most elementals do not exist within the realm long enough to even witness the birth of the child, usually meaning the human in the relationship is the mother. There do exist exceptions to this as some planesborn are the result of magical rituals, or the extraplanar beings are more permanently bound to the world by a powerful caster.

Relations: The elemental born plansborn are usually tolerated, if seen as somewhat strange, but most societies aren’t immediately hostile to their presence. The Nephilim are usually looked upon with reverence, being the offspring of angelic beings, while the Cambion tend to live much more difficult lives, due to their demonic heritage

Most races outside of casters tend to never have much interest in the small societies the planesborn build near ley lines usually due to the locations never directly being places of great material resources.

Type: Humanoid(Planesborne); Planesborne have an additional subtype listed on their heritage.

Nephilim
Description: Nephilim are the offspring of a mortal and an angel. Nephilim are usually denoted by their fairer, sometimes even golden tinted skin and white or blue glowing eyes. Nephilim are usually wise beyond their years and resistant to the various elements, though physically are less durable than normal humans, due to lacking the divine protections that normal angels usually possess.

Some cultures may despise or distrust Nephilim the same as Cambion, but this is usually for Nephilim born within cultures worshipping evil gods or a highly xenophobic nation.

Ability Score Modifiers: Nephilim gain a +2 racial bonus to Wisdom and Charisma and a -2 to Constitution.

Size: Medium

Base Speed: 30 feet

Starting Languages: Common or Human

Special Vision Types: Darkvision (60 feet)

Subtype: Light

Trait: Nephilim have elemental Resist 1 to Light, Dark, and Cold.

Cambion
Description: Cambion are the offspring of Demons or Devils. Usually characterized by their horns, devil-like tails, and usually red or soot black skin. The birth of a Cambion is usually the result of unholy rituals or unfortunate meetings with demons or devils; though exceptions exist. Cambion tend to have difficult upbringings due to the innate distrust in their appearance, and are usually worsened in cultures who have had dealings or combat with demons in the past. Sometimes Cambion children are raised as part of cults, as figureheads of worship.

Some cultures tolerate Cambion without much issue, but it usually requires a people capable of discerning man from demon.

Ability Score Modifiers: Cambion gain a +2 racial bonus to Strength and Charisma, and a -2 penalty to Wisdom.

Size: Medium

Base Speed: 30 feet

Starting Languages: Common or Human

Special Vision Types: Darkvision (60 feet)

Subtype: Dark

Trait: Cambion have elemental Resist 1 to Dark, Nature, and Fire.

Ifrit
Description: The ifrit are those born from beings usually with ties to the elemental plane of fire. Ifrit tend to be spontaneous and wild people. Their appearance is usually noted by pointy ears, usually a bright red hair that flickers and waves like flame.

Unlike Cambion and Nephilim Ifrit tend to have the potential for more average lives, and often their affinity for flame makes them useful for working forges and other such jobs that others would find greater discomfort in; though while some take this path many have greater wanderlust or at least less desire to stand still than most.

Ability Score Modifiers: Ifrit gain a +2 racial bonus to Dexterity and Charisma, and a -2 penalty to Wisdom.

Size: Medium

Base Speed: 30 feet

Starting Languages: Common or Human

Special Vision Types: Darkvision (60 feet)

Subtype: Fire

Trait: Ifrit have elemental Resist 1 to Fire. In addition, Ifrit gain a +2 racial bonus on Initiative checks.

Undine
Description: Undine are those born from beings usually with ties to the elemental plane of water. Undine usually look like normal humans with usually black colored eyes and a lighter blue tinted skin. Undine tend to be calm and graceful, with the ability to crash against their foes with the force of the ocean waves. Usually born near large bodies of water, and commonly found in port towns, fishing villages. Undine are usually seen as strange, but most villages with their lives based on the ocean find Undine to be a blessing due to their natural affinity for water, be it navigation, fishing, or simply seeking sunken treasures. Outside of these areas Undine may be seen as oddities, but usually don’t meet with too much direct trouble except in the most xenophoic of nations.

Ability Score Modifiers: Undine gain a +2 racial bonus to Dexterity and Wisdom, and a -2 penalty to Constitution.

Size: Medium

Base Speed: 30 feet, with a 30 foot swim speed.

Starting Languages: Common or Human

Special Vision Types: Tremorsense(10 ft)

Subtype: Water

Trait: Undine have elemental Resist 1 to Water and Cold. In addition, Undine are capable of breathing both on land and in water.

Sylph
Description: Sylph are the offspring of entities with connection to the elemental plane of Air. Their appearance is similar to a human though with the skin having a barely green tint to it, with their hair colors generally being green in coloration tending to seemingly wave ever so slightly as if blown by a light breeze, even in the absence of one. They tend to be both fleet of foot and quick of mind, but their bodies don’t lend themselves too much physical might.

Sylph tend to like to travel similar to Ifrit, but also are more inquisitive in nature and curious. Sometimes their nature can make them sometimes mistaken with fey, though they tend to lack the mischievous side of the fey.

Ability Score Modifiers: Sylph gain a +2 racial bonus to Dexterity and Intelligence, and a -2 penalty to Strength.

Size: Medium

Base Speed: 35 feet

Starting Languages: Common or Human

Special Vision Types: Darkvision (60 feet)

Subtype: Wind

Trait: Sylph have elemental Resist 1 to Wind and Electric, in addition sylph may once per day cast Feather Fall as a Spell-Like Ability.

Cragborn
Description: The cragborn stand out of the elemental born; being the offspring of beings of the elemental plane of earth. Their bodies are hard and sturdy, their skin tone could be described as tan, though their actual skin has an appearance closer to living crystal. The cragborn are slow, and not very dexterous, but they make up for this with natural strength and durability.

Cragborn are fairly rare, and usually misunderstood in their homelands, sometimes being treated as golem based on their appearance. Due to their connection to the stone and earth, they tend to gravitate towards the lands of dwarves if they have the opportunity, sharing a similar passion for stonework as the dwarves.

Ability Score Modifiers: Cragborn gain a +2 racial bonus to Strength and Constitution, and a -2 penalty to Dexterity.

Size: Medium

Base Speed: (Slow and Steady) Cragborn have a base speed of 20 feet, but  their speed cannot be reduced by armor or encumbrance.

Starting Languages: Common or Human

Special Vision Types: Tremorsense (10 feet)

Subtype: Earth

Trait: Cragborn have elemental Resist 1 to Earth, DR 1/-, and a +1 racial bonus to natural armor.

Angel Wings (Race)
Prerequisite: Planesborn(Nephilim), character level 7th

Benefit: You gain a pair of feathered wings, granting you a fly speed of 30 feet (average maneuverability. In addition you gain a +2 racial bonus to fly checks.

Lost Promise (Race)
Prerequisite: Planesborn(Nephilim), must be taken at 1st level.

Benefit: You have become a fallen Nephilim. You may take Planesborn(Cambion) feats, but no longer may take feats for Planesborn(Nephilim). Upon taking this feat you gain the Prehensile Tail and Beastial Planesborn feats.

Metallic Wings (Race)
Prerequisite: Planesborn(Nephilim), Angelic Wings, character level 11th

Benefit: You gain two wing attacks that deal 1d4 points of slashing damage.

Halo (Race)
Prerequisite: Planesborn(Nephilim)

Benefit: You may as a standard action create a light centered on your head at-will. The light shines in an area like a torch, and grants you a +2 racial bonus on intimidate checks against evil creatures, and on saving throws against becoming blinded or dazzled.

Armor of the Pit (Race)
Prerequisite: Planesborn(Cambion)

Benefit: You gain a +2 natural armor bonus.

Coordinated Tail (Race)
Prerequisite: Beastkin(Any) or Planesborn(Cambion); Unusual Grip, Prehensile Tail

Benefit: When wielding weapons in your tail using the unusual grip feat you do not take the -2 penalty to attack rolls for doing so. You can also now use your tail to grab unattended items within 5 feet as a swift action.

Imp Heritage (Race)
Prerequisite: Planesborn(Cambion),  Must be taken at 1st level.

Benefit: Your Cambion heritage is tied to that of an imp rather than the more common type of Cambion. Your size is reduced to small, gaining a +2 racial bonus to dexterity, a -2 penalty to strength. In addition for becoming a small sized creature you gain a +1 size bonus to AC, and attack rolls, but a -1 penalty on CMB and CMD, and a +4 size bonus on stealth checks.

Prehensile Tail (Race)
Prerequisite: Beastkin(Any) or Planesborn(Cambion)

Benefit: You have a long, flexible tail that you can use to carry objects. You cannot wield weapons with your tail, but the tail allows you to retrieve a stowed object carried on your person as a swift action.

Trickster (Race)
Prerequisite: Planesborn(Cambion or Sylph)

Benefit: You have given into your trickster tendencies gaining a +2 racial bonus on sleight of hand and stealth checks.

Succubus Heritage (Race)
Prerequisite: Planesborn(Cambion),  Must be taken at 1st level.

Benefit: Your Cambion heritage is born from contact with a Succubus or Incubus, making you generally more charismatic and alluring. You gain a +2 racial bonus on diplomacy and bluff checks, and a +1 bonus on all save attack rolls with mind-affecting spells and abilities.

Blistering Feint (Race)
Prerequisite: Planesborn(Ifrit)

Benefit: When wielding a weapon that deals fire damage (including bonus fire damage), you gain a +2 racial bonus on bluff checks to feint. Anytime you successfully feint a creature you deal fire damage equal to half your charisma modifier to the target.

Fire Fist (Race)
Prerequisite: Planesborn(Ifrit)

Benefit: Attacks with unarmed strikes or natural weapons deal an additional 1 point of fire damage, plus an additional 1 for every 5 hit dice you possess.

Inner Flame (Race)
Prerequisite: Planesborn(Ifrit), Fire Fist, character level 6th

Benefit: When a creature strikes you with a natural weapon or unarmed strike they take damage equal to your fire fist damage. In addition when a creature takes this damage when they succeed on a combat maneuver using a unarmed strike or natural weapon (this includes any maneuvers that are not made using a manufactured weapon).

Scorching Weapons (Race)
Prerequisite: Planesborn(Ifrit), Fire Fist

Benefit: The damage from your feat fire fist deals an additional 1d4 damage. In addition you may spend a swift action to grant your fire fist bonus to a melee weapon you are currently wielding for 1 minute.

Natural Swimmer (Race)
Prerequisite: Planesborn(Undine)

Benefit: Your swim speed improves by an additional 20 feet. In addition you may your strength as 4 higher for the purposes of determining your carrying capacity while in water.

Steam Caster (Race)
Prerequisite: Planesborn(Undine), Fire Affinity, Water Affinity

Benefit: You may increase the casting time of your fire spells by 1 step causing them to manifest as superheated steam. The spell gains both the Fire and Water keywords, may be cast underwater, but allows the spell to bypass fire resistance of a creature if they do not also possess water resistance.

Air Walk (Race)
Prerequisite: Planesborn(Sylph), character level 7th

Benefit: You gain a supernatural form of flight granting you a fly speed equal to your land speed with good maneuverability.

Trickster (Race)
Prerequisite: Planesborn(Cambion or Sylph)

Benefit: You have given into your trickster tendencies gaining a +2 racial bonus on sleight of hand and stealth checks.

Wind-Step (Race)
Prerequisite: Planesborn(Sylph)

Benefit: Your steps are accompanied by the wind itself granting you a +5 bonus to your land speed and a +2 racial bonus on Fly and Acrobatics checks.

Granite Skin (Race)
Prerequisite: Planesborn(Cragborn)

Benefit: Your natural armor bonus from your rance improves by 2. If you do not possess a natural armor bonus from your race you instead gain a +2 natural armor bonus.

Polished Stone (Race)
Prerequisite: Planesborn(Cragborn)

Benefit: You gain a reflective crystalline skin, granting you a +2 racial bonus to AC against touch attacks originating from spells.

Stonecunning (Race)
Prerequisite: Dwarf(Any) or Planesborn(Cragborn)

Benefit: You have a natural affinity towards stonework, able to notice inconsistencies easier than others. You gain a +2 racial bonus on perception checks to notice unusual stonework, such as traps and hidden doors in stone walls or floors. In addition you receive a check to notice such features when passing within 10 feet of them, regardless if they were actively searching or not.

Stone Step (Race)
Prerequisite: Planesborn(Cragborn)

Benefit: Your slow and steady nature make you both difficult to topple and difficult to stop. You gain a +2 racial bonus to CMD against reposition, grapple, and trip combat maneuvers. In addition you ignore difficult terrain caused by stone (rubble, stone stairs, ect..)

Beastial Planesborn (Race)
Prerequisite: Planesborn(Any, except Nephilim)

Benefit: You gain a pair of claw attacks that deal 1d4 damage, as well as a bite attack that deals 1d6 damage.

Elemental Healing (Race)
Prerequisite: Planesborn(Any)

Benefit: When subjected to elemental damage of a type matching your heritage’s base resistances, regardless if the damage penetrated your resistances, you gain fast healing 2 for 4 rounds thereafter. This ability cannot heal more than 4 HP per hit dice per day.

Expanded Resistance (Race)
Prerequisite: Planesborn(Any)

Benefit: Select a single elemental resist you do not already have resistance to. You gain Reist 1 to that elemental damage type. Special: You may take this feat multiple times. Each time you do, pick another elemental damage type you do not have resistance to.

Improved Resistance (Race)
Prerequisite: Planesborn(Any), character level 10th

Benefit: Choose one resistance you possess, it improves to Resist 2.

Special: You may take this feat multiple times. Each time you do, pick another elemental damage type you have resistance to and improve it to Resist 2.

Natural Affinity (Race)
Prerequisite: Planesborn(Any)

Benefit: You are naturally attuned to an element gaining the associated elemental affinity talent if you don’t already possess it, and ignore 1 Resist of creatures with resistance against your associated affinity; below is a list of heritages as their associated affinities:


 * Nephilim: Light Affinity
 * Cambion: Dark Affinity
 * Ifrit: Fire Affinity
 * Undine: Water Affinity
 * Sylph: Wind Affinity
 * Cragborn: Earth Affinity

Planesight (Race)
Prerequisite: Planesborn(Any)

Benefit: You gain low-light vision and darkvision(60) if you did not already possess it. If you already have darkvision, it instead improved to darkvision(120)

Special: You may take this feat a second time. If you gained darkvision(60) the first time you improve it to darkvision(120), if you gained darkvision(120) you instead gain the see in darkness universal monster ability.