Planetary Romance Character Backgrounds

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Blues

Blues are descended from a goblin-like species who evolved in rainforests and jungles.

Blue characters possess the following racial traits.

— -2 Strength, +2 Dexterity, +2 Charisma.

— Small: As a Small creature, a blue gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than normal, and its lifting and carrying limits are three-quarters of those of a Medium character.

— Blue base land speed is 30 feet.

— Low-Light Vision: A blue can see twice as far as normal in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

— -1 penalty to Diplomacy checks when interacting with non-goblinoids, +1 bonus to Diplomacy checks when interacting with goblins.

— +2 racial bonus on Jump checks.

✗ +2 racial bonus on Stealth and Ride checks.

Dromites

Dromites are humanoids with bug-like features and chitinous exoskeletons. They make their homes under the surface of barren, rocky satellites. They stand about 3 feet tall and usually weigh slightly more than 30 pounds. They have iridescent compound eyes. Dromites wear heavy boots and light clothing, and are sometimes content with just a sturdy harness.

Dromite Traits

— -2 Strength, +2 Dexterity, +2 Charisma.

— Monstrous Humanoid: Dromites are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.

— Small: As a Small creature, a dromite gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than normal, and its lifting and carrying limits are three-quarters of those of a Medium character.

— Dromite base land speed is 20 feet.

— Chitin: A dromite's skin is hardened, almost like an exoskeleton, and grants the character a +1 natural armor bonus to AC.

— Chitin: A dromite’s skin is hardened, almost like an exoskeleton, and grants the character a +1 natural armor bonus to AC and one of the following kinds of resistance to energy: cold 5, electricity 5, fire 5, or sonic 5. The player chooses what type of energy resistance is gained when the character is created. (This choice also dictates which caste the dromite belongs to.) This natural energy resistance stacks with any future energy resistance gained through other effects.

— Channeling: Dromite spellcasters gain bonus spells as if the governing ability score were 1 point higher. This benefit does not grant them the ability to cast spells unless they gain that ability through levels in a spellcaster class. See Basics for Table: Ability Modifiers and Bonus Spells.

— Energy Ray (Sp): Once per day as a standard action, a dromite can create a ray of energy that shoots forth from its fingertip and strikes a target within 25 feet + 5 feet per 4 character levels, dealing 1d6 points of damage if it succeeds on a ranged touch attack with the ray. The ray deals the kind of energy damage that the dromite's chitin has resistance to (for example, an dromite who has resistance to cold 5 deals cold damage with its energy ray).

— Scent: Its antennae give a dromite the scent ability. A dromite can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a dromite detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The dromite can take a move action to note the direction of the scent. Whenever the dromite comes within 5 feet of the source, the dromite pinpoints the source's location.

— Compound Eyes: This feature of its anatomy gives a dromite a +2 racial bonus on Perception checks.

✗ Blind-Fight: Its antennae also give a dromite Blind-Fight as a bonus feat.

Duergar

Most duergar are bald (even the females), and they dress in drab clothing that is designed to blend into stone. In their lairs they may wear jewelry, but it is always kept dull. They war with other dwarves, even allying with other underground creatures from time to time.

Duergar Traits

— +2 Constitution, −2 Dexterity.

— Duergar are humanoids with the dwarf subtype.

— Medium-size: As Medium creatures, duergar have no special bonuses or penalties due to their size.

— Duergar base land speed is 20 feet. However, duergar can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

— Darkvision: Duergar can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and duergar can function just fine with no light at all.

— +2 racial bonus on saves against poison, spells and spell-like effects.

— Stability: Duergar are exceptionally stable on their feet. A duergar receives a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground).

— Light Sensitivity (Ex): Duergar are dazzled in sunlight or within the radius of a daylight spell.

— Psionics (Sp): 1/day—enlarge person and invisibility as a wizard of the duergar's character level (minimum caster level 3rd); these abilities affect only the duergar and whatever it carries.

— Channeling: Duergar spellcasters gain bonus spells as if the governing ability score were 3 points higher. This benefit does not grant them the ability to cast spells unless they gain that ability through levels in a spellcaster class. See Basics for Table: Ability Modifiers and Bonus Spells.

Elans

Elans are formerly human creatures sustained by and infused with supernatural energies. The typical elan stands just under 6 feet tall and weighs in the neighborhood of 180 pounds, with men sometimes taller and heavier than women, but not always.

Elan Traits

— −2 Charisma.

*— Aberration: Elans are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.

— Medium: As Medium creatures, elans have no special bonuses or penalties due to their size.

— Elan base land speed is 30 feet.

— Elans (unlike most aberrations) do not have darkvision.

— Channeling: Elan spellcasters gain bonus spells as if the governing ability score were 2 points higher. This benefit does not grant them the ability to cast spells unless they gain that ability through levels in a spellcaster class. See Basics for Table: Ability Modifiers and Bonus Spells.

— Supernatural Abilities: Elans can channel energy to manifest supernatural powers. They can use these abilities a number of times per day equal to 1⁄2 character level × Charisma modifier (mimimum 2). Furthermore, they can “lose” any prepared arcane spell in order to use one of these abilities instead.

Resistance (Su): Elans can channel energy to increase their resistance to various forms of attack. As an immediate action, an elan can expend one nergy channeling use to gain a +4 racial bonus on saving throws until the beginning of her next action.

Resilience (Su): When an elan takes damage, she can channel energy to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every energy channeling use she expends.

Repletion (Su): An elan can sustain her body without need of food or water. If she expends a single energy channeling use, an elan does not need to eat or drink for 24 hours.

Aptitude

Language

Gnolls

Gnolls are hyena-headed humanoids descended from a loose tribal culture. Most gnolls have dirty yellow or reddish-brown fur. A gnoll is about 7-1/2 feet tall and weighs 300 pounds.

Gnoll Traits

Gnoll characters possess the following racial traits.

• +2 Strength, +2 Constitution, −2 Intelligence.

• Medium: As Medium creatures, gnolls have no special bonuses or penalties due to their size.

• A gnoll’s base land speed is 30 feet.

• Darkvision: Gnolls can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and gnolls can function just fine with no light at all.

• +1 natural armor bonus.

• Favored Class: Ranger.

Half-giants

A. K. A. "Giants"

Half-giants typically stand from 7 feet to nearly 8 feet tall and weigh from 250 to 400 pounds, with men noticeably taller and heavier than women.

Half-giant Traits

— +2 Strength, −2 Dexterity, +2 Wisdom.

— Giant: Half-giants are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.

— Medium: As Medium creatures, half-giants have no special bonuses or penalties due to their size.

— Half-giant base land speed is 30 feet.

— +2 racial bonus on Diplomacy and Sense Motive checks.

— +2 racial bonus on Craft (any) checks.

— The physical stature of half-giants lets them function in many ways as if they were one size category larger.

Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him.

A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Maenads

Maenads are a human offshoot cursed with a raging supernatural energy. They typically stand more than 6 feet tall and weigh about 200 pounds; males are the same height as and only marginally heavier than maenad females. Maenads have no facial or body hair, and they prefer heavier clothing and armor if possible.

Maenad Traits

Rakshasas

Rakshasa Traits

Rakshasa characters possess the following racial traits.

• +2 Constitution, -2 Wisdom, +2 Charisma.

• Medium: As Medium creatures, rakshasas have no special bonuses or penalties due to their size.

• Rakshasa base land speed is 40 feet.

• Darkvision: Rakshasas can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and rakshasas can function just fine with no light at all.

• Favored Class: Sorcerer.

Saurians

Saurian Traits

Saurian characters possess the following racial traits.

• +2 Dexterity, +2 Wisdom, -2 Charisma.

• Medium: As Medium creatures, saurians have no special bonuses or penalties due to their size.

• Saurian base land speed is 40 feet.

Xeph

Xeph description is under construction. See note/link.

Xeph Traits

Appendix: Psionic Abilities

These were created to replace psi-like abilities.

— Stomp (Sp): Once per day as a standard action, an risi can precipitate a shock wave that travels along the ground, toppling creatures and loose objects. The shock wave affects only creatures standing on the ground within a 20-foot cone. Creatures that fail a Reflex save with a DC equal to 11 + the risi's Charisma modifier are thrown to the ground, become prone, and take 1d4 points of nonlethal damage.

— Channeling: Half-giant spellcasters gain bonus spells as if the governing ability score were 2 points higher. This benefit does not grant them the ability to cast spells unless they gain that ability through levels in a spellcaster class. See Basics for Table: Ability Modifiers and Bonus Spells.

Appendix: Notes for background descriptions

Xeph

Appendix: Complete Background Tables

Source Table: Standard Backgrounds Extended
Background Size and Type Level Adjustment Ability Adjustments Favored Class
Dwarf Medium humanoid +0 +2 Constitution, −2 Charisma Fighter
Elf Medium humanoid +0 +2 Dexterity, −2 Constitution Wizard
Gnome Small humanoid +0 +2 Constitution, −2 Strength Bard
Goblin Small humanoid +0 -2 Strength, +2 Dexterity, -2 Charisma Rogue
Half-elf Medium humanoid +0 Any
Half-orc Medium humanoid +0 +2 Strength, −2 Intelligence, −2 Charisma Barbarian
Halfling Small humanoid +0 +2 Dexterity, −2 Strength Rogue
Kobold Small humanoid +0 −4 Strength, +2 Dexterity, −2 Constitution Sorcerer
Orc Medium humanoid +0 +4 Strength, −2 Intelligence, −2 Wisdom, −2 Charisma Barbarian
See the SRD for standard background traits: A B-C D-De Di-Do Dr-Dw E-F G H-I K-L M-N O-R S T-Z Races
Source Table: Exotic Backgrounds Extended
Name Size and Type Level Adjustment Ability Adjustments Favored Class Channeling
Blue Small humanoid +1 −2 Strength, +2 Intelligence, −2 Charisma Wizard 1
Dromite Small monstrous humanoid +1 +2 Charisma, −2 Strength, −2 Wisdom Sorcerer 1
Duergar, psionic Medium humanoid +1 +2 Constitution, −4 Charisma Bard 3
Elan Medium aberration +0 −2 Charisma Wizard 2
Half-giant, psionic Medium giant +1 +2 Strength, +2 Constitution, −2 Dexterity Bard 2
Maenad Medium humanoid +0 Sorcerer 2
Xeph Medium humanoid +0 +2 Dexterity, −2 Strength Monk 1
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