Here is a note about the "lesser planetouched" option. I am not changing anything about it in this post, just want to make sure everyone is on the same page, if you choose to play a lesser planetouched race. The following reduces the Level Adjustment to +0.
Lesser Planetouched
Player's Guide to Faerun page 191.
All lesser planetouched have the following racial trait in common, in addition to all the racial traits detailed elsewhere in this book. Note 1
Planetouched: Planetouched are humanoids (not outsiders) with the planetouched subtype. They are susceptible to spells and effects that specifically target both humanoids or outsiders. Charm person works against them, and so does banishment. This trait replaces the outsider entry in each planetouched description. Note 2, Note 3
DM Intepretation: Note 1: This applies to planetouched races no matter what official book or other source it was published in. In other words, it is not restricted to only those planetouched races found in the Player's Guide to Faerun.
DM Intepretation: Note 2: Since the Outsider type is replaced with the Humanoid type, you also lose the Outsider's darkvision (which is tied to creature type) because the Humanoid type does not grant darkvision.
Actual Text: Note 3: I have heard people say, Dude, you should totally go "lesser" planetouched since it changes your type to humanoid instead of outsider, so you won't be banished.This is not true. You are affected by any affect that targets either humanoid or outsider, and as such you can be banished.
Contributors
Thursday, October 27, 2016
Tuesday, October 25, 2016
DM Entry: Changes Effective As Of This Post
As we have been discussing, the following changes are taking place, effective as of the date of this post.
Gestalt In Non-Gestalt Games: This option is no longer available. Players currently using gestalt characters get a free Tweak (according to all of the normal Tweak rules) in order to bring them in line with this new procedure.
Leadership, Cohorts, and Followers: All feats and other game effects that grant or modify cohorts or followers, as well as the Leadership feat and other feats and game effects that modify or behave as Leadership are no longer allowed. Players currently using any of the aforementioned feats or game effects get a free Tweak as well.
Spellfire: This no longer wears off after a time. Neither will you explode if you are killed with more spellfire levels than your Hit Dice.
Inspire Courage (Bardic Music): This now has a range of 30 feet. Any feat that modifies the range of bardic music effects also modifies Inspires Courage just the same. (Inspire Courage + Dragonfire Inspiration feat + Alphorn instrument = +4d6 or more energy damage on all ally weapon attacks in 10 miles......Narp). Not that anyone is trying to do this specific thing, but "Rules as Written", this is actually possible since Inspire Courage requires only that your allies hear your music.
Bonus: Anyone who leaves a comment on this post will get to dice-off at the next session for a magic item of their choice no higher than their Item Level and it must be from the Dungeon Master's Guide or Magic Item Compendium.
Gestalt In Non-Gestalt Games: This option is no longer available. Players currently using gestalt characters get a free Tweak (according to all of the normal Tweak rules) in order to bring them in line with this new procedure.
Leadership, Cohorts, and Followers: All feats and other game effects that grant or modify cohorts or followers, as well as the Leadership feat and other feats and game effects that modify or behave as Leadership are no longer allowed. Players currently using any of the aforementioned feats or game effects get a free Tweak as well.
Spellfire: This no longer wears off after a time. Neither will you explode if you are killed with more spellfire levels than your Hit Dice.
Inspire Courage (Bardic Music): This now has a range of 30 feet. Any feat that modifies the range of bardic music effects also modifies Inspires Courage just the same. (Inspire Courage + Dragonfire Inspiration feat + Alphorn instrument = +4d6 or more energy damage on all ally weapon attacks in 10 miles......Narp). Not that anyone is trying to do this specific thing, but "Rules as Written", this is actually possible since Inspire Courage requires only that your allies hear your music.
Bonus: Anyone who leaves a comment on this post will get to dice-off at the next session for a magic item of their choice no higher than their Item Level and it must be from the Dungeon Master's Guide or Magic Item Compendium.
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