Planetouched is a general word to describe someone who can trace his or her bloodline back to an outsider, usually a fiend or celestial.
The effects of having a supernatural being in one’s heritage last for many generations. Although not as dramatically altered as a half-celestial or a half-fiend, planetouched still retain some special qualities.
The two planetouched varieties described here are the most common. Aasimars are humans with some trace of celestial blood in their veins, and tieflings have some fiendishness in their family tree.
There is no “typical” aasimar or tiefling. They do not have their own societies or cultures, instead blending into existing ones. Many have character classes.
| Hit Dice: | 1d8+1 (5 hp) |
| Initiative: | +4 |
| Speed: | 20 ft. in scale mail (4 squares); base speed 30 ft. |
| Armor Class: | 16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16 |
| Base Attack/Grapple: | +1/+2 |
| Attack: | Longsword +2 melee (1d8+1/19–20) or light crossbow +1 ranged (1d8/19–20) |
| Full Attack: | Longsword +2 melee (1d8+1/19–20) or light crossbow +1 ranged (1d8/19–20) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Daylight |
| Special Qualities: | Darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5 |
| Saves: | Fort +3, Ref +0, Will +0 |
| Abilities: | Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 10 |
| Skills: | Heal +4, Knowledge (religion) +1, Listen +3, Ride +1, Spot +3; racial bonuses |
| Feats: | Improved Initiative |
| Environment: | Temperate plains |
| Organization: | Solitary, pair, or team (3–4) |
| Challenge Rating: | ½ |
| Treasure: | Standard |
| Alignment: | Usually good (any) |
| Advancement: | By character class |
| Level Adjustment: | +1 |
This being looks like a beautiful human, with calm, serene features and an inner radiance that shines from its face.
Graced with a touch of the holy, aasimars are usually tall, good-looking, and generally pleasant. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare.
Most aasimars are decidedly good-aligned. They fight against evil causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare. They are rarely found in leadership positions and often live as loners due to their absolute dedication to goodness. Others are less fanatical and fit seamlessly into normal human society.
Aasimars usually like a fair, straightforward contest. Against a particularly evil foe, however, they fight with utter conviction and to the death.
Daylight (Sp): An aasimar can use daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
Skills: An aasimar has a +2 racial bonus on Spot and Listen checks.
The aasimar warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Aasimar characters possess the following racial traits.
Source: Monster Manual (version 3.5), page 209.
| Hit Dice: | 1d8+1 (5 hp) |
| Initiative: | +1 |
| Speed: | 30 ft. (6 squares) |
| Armor Class: | 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14 |
| Base Attack/Grapple: | +1/+2 |
| Attack: | Rapier +3 melee (1d6+1/18–20) or light crossbow +2 ranged (1d8/19–20) |
| Full Attack: | Rapier +3 melee (1d6+1/18–20) or light crossbow +2 ranged (1d8/19–20) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Darkness |
| Special Qualities: | Darkvision 60 ft., resistance to cold 5, electricity 5, and fire 5 |
| Saves: | Fort +3, Ref +1, Will –1 |
| Abilities: | Str 13, Dex 13, Con 12, Int 12, Wis 9, Cha 6 |
| Skills: | Bluff +4, Hide +5, Move Silently +1, Sleight of Hand +1; racial bonuses |
| Feats: | Weapon Focus (rapier) |
| Environment: | Temperate plains |
| Organization: | Solitary, pair, or gang (3–4) |
| Challenge Rating: | ½ |
| Treasure: | Standard |
| Alignment: | Usually evil (any) |
| Advancement: | By character class |
| Level Adjustment: | +1 |
This being looks like a human, but it has a faintly disturbing demeanor about it and a wicked gleam in its eyes. Short horns sprout from its forehead.
Twisted, devious, and untrustworthy, tieflings more often than not follow their inherent tendencies and heed the call to evil. A few defy their nature, but still must fight against popular opinion (if their nature is known) or the feeling of otherworldly “wrongness” that seems to follow them wherever they go.
Aside from a demeanor that many find disturbing, many tieflings are indistinguishable from humans. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same.
In most human societies, tieflings maintain a low profile, operating as thieves, assassins, or spies. Occasionally one rises to a position of power, but when its nature is revealed it quickly becomes an outcast.
Tieflings are sneaky, subtle, and generally conniving. They prefer to strike from ambush and usually avoid a fair fight if they can.
Darkness (Sp): A tiefling can use darkness once per day (caster level equal to class levels).
Skills: A tiefling has a +2 racial bonus on Bluff and Hide checks.
The tiefling warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Tiefling characters possess the following racial traits.
Source: Monster Manual (version 3.5), page 209.