Planar Scion GraftsThe following grafts help represent non-human creatures who were influenced by planar energies. Source Alien Archive 2 pg. 99 Fiendish blood grants a tiefling their supernatural defenses and abilities. Required Creature Type: Outsider (native). Alignment: Any non-good. Traits: Darkvision 60 ft.; resistance 5 to cold, electricity, and fire; fiendish gloom, usable a number of times per day equal to 1 + half the creature’s CR. Suggested Ability Scores: Dexterity, Intelligence. Source Alien Archive 2 pg. 99 More imposing and beautiful than their mundane kin, an aasimar has celestial ancestry. Required Creature Type: Outsider (native). Alignment: Any nonevil. Traits: Darkvision 60 ft.; resistance 5 to acid, cold, and electricity; celestial radiance usable a number of times per day equal to 1 + half the creature’s CR. Suggested Ability Scores: Charisma, Wisdom.Source Starfinder #13: Fire Starters pg. 60 An ifrit has ancestry tracing back to the Plane of Fire. Required Creature Type: Outsider (native). Traits: Darkvision 60 ft.; resistance 5 to fire, fire affinity (see Racial Traits), spell-like abilities (overheat 1/day; CR 8+, 2/day; CR 16+, 3/day). Suggested Ability Scores: Dexterity,
Charisma.Source Starfinder #17: Solar Strike pg. 60 An oread’s ancestors have a connection to the Plane of Earth. Required Creature Type: Outsider (native). Traits: Darkvision 60 ft.; acid resistance 5; earth affinity, spell-like abilities (energy ray [acid only] at will). Abilities: Earth Affinity: Whenever an oread deals acid damage (including with spells such as energy ray), the oread can change it to bludgeoning damage instead. This doesn’t change anything else about the effect dealing the damage. Suggested Ability Scores: Strength, Wisdom.Source Starfinder #14: Soldiers of Brass pg. 58 A suli has ancestry tracing back to the Elemental Planes or a janni parent. Required Creature Type: Outsider (native). Traits: Low-light vision; resistance 5 to acid, cold, electricity, and fire; elemental assault (see below). Abilities: Elemental Assault: As a swift action, a suli can cause half the damage dealt by a weapon she wields to be acid, cold, electricity, or fire damage for 1 round. A suli can use this ability on her unarmed strikes, causing them to be neither archaic nor nonlethal while the damage alteration persists. She can use this ability a number of times per day equal to her level or CR. Suggested Ability Scores: Strength, Charisma.Source Starfinder #14: Soldiers of Brass pg. 58 A sylph has ancestry tracing back to the Plane of Air or its energies, and the wind currents often treat a sylph more kindly than other creatures. Required Creature Type: Outsider (native). Traits: Darkvision 60 ft.; cold resistance 5; spell-like abilities (flight [1st level] 1/day, 2nd level at CR 6+, 3rd level at CR 12+); air affinity (see below). Abilities: Air Affinity: Sylphs have a +2 racial bonus to Acrobatics checks and, if able to fly, maneuverability one step better than normal. Suggested Ability Scores: Dexterity, Intelligence.Source Starfinder #18: Assault on the Crucible pg. 58 An undine’s ancestors have a connection to the Plane of Water. Required Creature Type: Outsider (native). Traits: Darkvision 60 ft.; cold resistance 5; water affinity, spell-like abilities (energy ray [cold only] at will). Abilities: Water Affinity (Ex) Whenever an undine deals cold damage while either the undine or her target is swimming, or in precipitation or storms heavy enough to reduce visibility ranges, they deal an amount of additional damage equal to twice their level. Suggested Ability Scores: Dexterity, Wisdom.
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