Pathfinder Planetouched!


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Liberty's Edge

I've decided to rework the Planetouched races to bring them to the Pathfinder standards (and also LA0)

This is going to be fluff-less for now if the guys up-top like 'em and want to use them I'll gladly create the fluff filling.

All are Native Outsiders
Aasimar:
+2 CON, +2 CHA, -2 INT
Medium Size
Base Speed: 30
Acid, Cold, Electricity Resistance 5
+2 Racial Bonus on Listen and Spot
Light (Sp) at will.
Favored Class: Paladin

(I ditched Darkvision, if you can cast light at will, why would you develop darkvision? I made Light at will because, it's freaking light, it's not going to break the game.)

Tiefling:
+2 DEX, +2 INT, -2 WIS (All tieflings are drawn sexy, no more CHA penalty)
Medium Size
Base Speed: 30
Cold, Fire, Electricity Resistance 5
+2 Racial Bonus on Bluff and Hide
Darkvision: 60
Favored Class: Rogue

Air Genasi:
+2 DEX, +2 INT, -2 WIS
Base Speed: 30
Darkvision 60
Levitate (sp) 1/day as a 5th level Sorcerer (Requires CHA score of at least 12)
+1 racial bonus on saving throws against all air spells and effects. +1/5 levels
Breathless: Immune to drowning, suffocatio and attacks that require inhalation.
Favored Class: Fighter

Earth Genasi:
+2 CON, +2 WIS, -2 CHA
Base Speed: 30
Darkvision: 60
Stability: +4 bonus to their combat
maneuver bonus when resisting a bull rush or trip attempt
while standing on the ground.
+1 racial bonus on saving throws against all earth spells and effects. +1/5 levels
Favored Class: Druid

Fire Genasi:
+2 DEX, +2 CHA, -2 WIS
Medium Size
Base Speed: 30
+1 racial bonus on saving throws against all fire spells and effects. +1/5 levels
Darkvision 60ft
Lighter (Sp) at will: Fire Genasi can create flames by snapping their fingertips, the flame is hot enough to set fire to kindling (like a tinderbox)
Favored Class: Sorceror

Water Geasi
+2 STR +2 CON -2 INT (Water + Books = bad)
Medium Size
Base Speed 30 Land, 30 Swim
Darkvision 60 feet
Breathe Water (ex)
+1 racial bonus on saving throws against all water spells and effects. +1/5 levels
Favored Class: Fighter

The water genasi abilities are somewhat powerful, but really only in certain (and generally somewhat rare) circumstances. I mixed up the stat bonuses and penalties as well. The Genasi and Tieflings all originally had -2 CHA which I didn't see as making sense since they had Spell-like abilities.

Sovereign Court

You forgot the chaos and law planetouched, what were they called?

Sovereign Court

Coridan wrote:


Tiefling:
+2 DEX, +2 INT, -2 WIS (All tieflings are drawn sexy, no more CHA penalty)

I always liked them in the 2ndEd. Planescape MM. Drawn sexy, but wait 'til you have dinner with her... [blech]

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber

My attempt at it and the discussion that followed are located here: A (VERY) Rough idea for Pathfinder Planetouched

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber
lastknightleft wrote:
You forgot the chaos and law planetouched, what were they called?

The only planetouched that are OGC are Aasimar and Tieflings. Genasi aren't even open content, so they won't be showing up in Pathfinder, let alone the various other ones that have appeared in Dragon or MM II (both sources for lawful and chaotic planetouched)


Kvantum wrote:
lastknightleft wrote:
You forgot the chaos and law planetouched, what were they called?
The only planetouched that are OGC are Aasimar and Tieflings. Genasi aren't even open content, so they won't be showing up in Pathfinder, let alone the various other ones that have appeared in Dragon or MM II (both sources for lawful and chaotic planetouched)

This is exactly why I don't look at the other Monster Manuals. They might have cool monsters in them but it's always an invitation to be disappointed (when they can't be utilized by my 3rd party product line of choice). :(

I'd love to see a Paizo original to replace them in a future Paizo book.


Coridan wrote:

Aasimar:

+2 CON, +2 CHA, -2 INT

I'm curious to know how you arrived at this stat line. I looked in the MM and the stats of all the angels and archons. The highest physical stat is consistantly strength, the highest mental stat us usually wisdom or charisma, and the lowest stat overall is usually dexterity. I would suggest, based on the typical LG outsider stats, to make the Aasimar +2 Str, +2 Wis, -2 Dex.

I like the tiefling stat line. Makes way more sense. The Water Genasi, however, doesn't make sense to have two physical bonuses and one mental penalty. I'm not sure what I'd change it to, but as you have it he seems too powerful.

Each race also needs a second favored class. I suggest:
Tiefling: Rogue or Sorcerer
Aasimar: Paladin or Cleric
Air Genasi: Fighter or Wizard
Earth Genasi: Druid or Fighter
Fire Genasi: Sorcerer or Barbarian
Water Genasi: Fighter or Bard

Scarab Sages RPG Superstar 2009 Top 32

Watcher wrote:

This is exactly why I don't look at the other Monster Manuals. They might have cool monsters in them but it's always an invitation to be disappointed (when they can't be utilized by my 3rd party product line of choice). :(

I'd love to see a Paizo original to replace them in a future Paizo book.

I whole heartedly agree. I love the Genasi (I have played 2 Air Genasi before and have toyed with a Fire Genasi).

They could do either a Pathfinder Companion, or a Classic Monsters/Dragons Revisited kind of Chronicles Guide. I would soooooo pay money for that.


I'll add my vote to more planetouched. If it can be done, I'd love to see the Genasi and the rest of the axial crew....hm...I knew I had them listed somewhere! Aasimar [good], Axani [law], Cansin [chaos], Tiefling [evil]. Hey, no fair, where's the neutral? ;-)

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
lastknightleft wrote:
You forgot the chaos and law planetouched, what were they called?

Zenithri and Chaond.

Liberty's Edge

JBSchroeds wrote:
Coridan wrote:

Aasimar:

+2 CON, +2 CHA, -2 INT

I'm curious to know how you arrived at this stat line. I looked in the MM and the stats of all the angels and archons. The highest physical stat is consistantly strength, the highest mental stat us usually wisdom or charisma, and the lowest stat overall is usually dexterity. I would suggest, based on the typical LG outsider stats, to make the Aasimar +2 Str, +2 Wis, -2 Dex.

I just did it off of the fact that they were favored Paladins and I don't generally like to give out STR boosts. I could easily see it being STR instead. This is a PEACH thread.

I definitely prefer +2 CHA over WIS though, the idea of Aasimars to me has always been gifted more with angelic beauty than insight.

Water Genasi have +2 STR/CON due to me seeing them as constant swimmers, less likely to be interested in knowledged pursuits. Remember, Genasi grow up generally in human lands, I see Water Genasi generally growing up in port towns and probably making their lives off the water.

Scarab Sages

delabarre wrote:
lastknightleft wrote:
You forgot the chaos and law planetouched, what were they called?
Zenithri and Chaond.

Or Awesome and Not-Awesome respectively. I love Zenithri.

To get to Coriban's ideas, since aasimar are similar to humans in many ways, why not forgo the +2 Con and just grant them a floating bonus to any one stat other than Cha or Int?


Coridan wrote:

I just did it off of the fact that they were favored Paladins and I don't generally like to give out STR boosts. I could easily see it being STR instead. This is a PEACH thread.

I definitely prefer +2 CHA over WIS though, the idea of Aasimars to me has always been gifted more with angelic beauty than insight.

Water Genasi have +2 STR/CON due to me seeing them as constant swimmers, less likely to be interested in knowledged pursuits. Remember, Genasi grow up generally in human lands, I see Water Genasi generally growing up in port towns and probably making their lives off the water.

I'm not up on all the internet lingo. What does "a PEACH thread" mean? Just curious

Now that I see where you got the stats for the Aasimar I agree that it works. I guess for me Aasimar are the least flavorful of the planetouched and the easiest to interpret in different ways.

The Water Genasi, rules wise, still don't feel right. Every other planetouched you statted has +2 Physical, +2 Mental, -2 Mental. Giving the Water Genasi two physical bonuses breaks this sort of symetry. Conceptually, if you say they are constant swimmers then yeah, I might be able to swallow it. Personally, I think I'd like them more if you exchanged +2 Str with +2 Wis. A wisdom bonus feels like a watery kinda thing to me. And if they are spending lots of time swimming then endurance would be more important than strength.

Liberty's Edge

JBSchroeds wrote:


I'm not up on all the internet lingo. What does "a PEACH thread" mean? Just curious

Now that I see where you got the stats for the Aasimar I agree that it works. I guess for me Aasimar are the least flavorful of the planetouched and the easiest to interpret in different ways.

The Water Genasi, rules wise, still don't feel right. Every other planetouched you statted has +2 Physical, +2 Mental, -2 Mental. Giving the Water Genasi two physical bonuses breaks this sort of symetry. Conceptually, if you say they are constant swimmers then yeah, I might be able to swallow it. Personally, I think I'd like them more if you exchanged +2 Str with +2 Wis. A wisdom bonus feels like a watery kinda thing to me. And if they are spending lots of time swimming then endurance would be more important than strength.

PEACH is from the wizards boards, it means Please Examine And Critique Honestly

As per the Water Genasi, STR is still the essential Swim stat to me over DEX (I think it changed in PF Alpha). It may break up the pattern, but I don't want to be ruled by the pattern either.


I never really liked how the planetouched always had their own stats, despite the fact that they were born from outsider bloodlines or magical effects that could, theoretically, work on any race. The idea that they'd then have nothing to do with their parent race bugged me. And the fact that they were never quite worth the LA +1 but still a little too good for an LA0 caused me to turn all the planetouched into templates (and make up a few others, too).

Spoiler:
All flavor text is from my CS.

Magic Born
Those who are exposed to great amounts of magical energy, whether through proximity to planar manifest zones or lost ateliers or artifacts or by magical ancestry (including sorcerers who have transformed themselves into beings magical origin) often take on traits beyond those of a normal member of their race. Known as "Magic Born," they are capable of minor acts of magic and have cosmetic as well as physiological differences that mark them as something more than their normal race. Many are actually so changed as to be something other than a normal humanoid.
"Magic Born" is an inherited template that may be applied to any living race capable of breeding. See the accompanying descriptions for any particular changes. In general, abilities are modified, as are favoured classes, and spell-like abilities and racial special qualities are gained in exchange for a +1 Level Adjustment.
Air Born (Aurenthir): Heirs to the open sky and the wandering winds, Aurenthir are those touched with the energy of the elemental plane of Air. They are often born in places of highly concentrated air energy, and are considered blessed by Salaiia. They are more prone to wanderlust than their parents, having a difficult time staying in one location and with a tendency towards claustrophobia. They are also somewhat carefree and arrogant, traits they are said to inherit from their divine patron.
Aurenthir often have a light bluish tint to their skin or hair, and are often cool to the touch. Their voices are sultry and breathy, and they have no need to breathe. Their hair often moves of its own accord, as if it is always in a breeze that intensifies with the Aurenthir's emotions.
• Type: Type changes to Outsider (Native). The affected creature retains its race's subtypes (if any).
• Abilities: DEX +2, INT +2, WIS -2, CHA -2
• Special Attacks: Levitate 1/day as a caster equal to hit-dice
• Special Qualities: Darkvision 60', Breathless, +1/5 hit-dice racial bonus on saving throws against all air spells and effects, Resistance to Electricity 10
• Skills: +2 Racial bonus on Balance and Jump checks
• Favored Class: Favored Class becomes Scout
• Level Adjustment: +1
Chaos Born (Chaond): Infused with the energy of pure Chaos, Chaonds are commonly flighty individualists in the extreme. Chafing at conventions, rules, and impositions to their freedom, they are dynamic individuals with quick reflexes, resiliant bodies, and impetuous natures. They often dabble in different techniques, and most become true jack-of-all-trades, always moving from one profession and interest to another. For those who can keep up, Chaonds make excellent and spontaneous friends, but they can be a bit trying.
Chaonds appear much as members of the race that birthed them, save for some irregular features, such as mismatched eyes, or hair streaked through with various colours. Their skin is occasionally wreathed in a scintillating nimbus of colour, and they are prone to flamboyant expressions of individuality in their manners and dress.
• Type: Change to Outsider (Native). The affected creature retains its race's subtypes (if any).
• Abilities: DEX +2, CON +2, WIS -2
• Special Attacks: Shatter 1/day as a caster equal to hit-dice
• Special Qualities: Darkvision 60', Resistance to Acid 5, Cold 5, Sonic 5
• Skills: +2 Racial Bonus on Escape Artist and Tumble checks
• Favored Class: Favored Class becomes the first class the character takes.
• Level Adjustment: +1
Dragon Born (Dragon-kin): Dragons are incredibly rare on Agris. Aside from a few lesser species incapable of breeding with other races, most dragons left the continent centuries ago. Therefore, the few Dragon-kin who remain are the result of the constant cycling of draconic heritage from Blooded sorcerers. They are as prone to being regal as to being savage, as prone to good as to evil. The only true traits amongst them are a general covetousness and a self-important bearing.
Dragon-kin have scaly skin, with small areas of concentrated scales on the shoulders and back where a metallic or chromatic sheen is visible. Their fingers end in claws capable of dealing lethal damage, and they often have reptilian eyes or tongues. An unfortunate few have small, vestigial wings that provide discomfort in clothing that is not tailor made.
• Type: no change
• Abilities: STR +2, CON +2, CHA +2
• Special Attacks: 2 Claws (Small - 1d2, Medium - 1d3)
• Special Qualities: +1 Natural Armor, Low-Light Vision, Darkvision 60', +4 bonus to saves vs. sleep and paralysis
• Skills: +2 Racial bonus on Intimidate and Spot checks
• Favored Class: Favored Class becomes Sorcerer
• Level Adjustment: +1
Earth Born (Genathri): As sturdy and unyielding as the earth, Genathri are slow to act but loyal companions. They are quiet, stoic individuals, possessing a great love of community and working with their hands. Steadfast companions and prone to be overprotective of friends and family, Genathri use their strength and endurance to be staunch protectors. They have long memories, and seldom forget injuries or slights. To make an enemy of a Genathri is to make an enemy for life.
A genathri is solidly built – even dwarven genathri are stockier than their cousins. Their skin is cool to the touch, and often has a grey cast to it or marble-like streaks and veins running through it. Their voices are gravely and deep, and their hair is coarse and dry. A genathri's eyes often have the luster of turquoise or other precious stones.
• Type: Type changes to Outsider (Native). The affected creature retains its race's subtypes (if any).
• Abilities: +2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma
• Special Attacks: Pass Without Trace 1/day as a caster equal to hit-dice
• Special Qualities: Darkvision 60', +1/5 hit-dice racial bonus on saving throws against all earth spells and effects. Resistance to Acid 10
• Skills: +2 Racial bonus on Concentration and Survival checks
• Favored Class: Favored Class becomes Knight
• Level Adjustment: +1
Ether Born (Dreamling): Inherently tied to the realms of dreams and nightmares, Dreamlings are imaginative and creative in the extreme. Prone to daydreaming and distraction, they are also highly perceptive, able to discern patterns and notice small details that elude others who are less in touch with their surroundings. Dreamlings can be calm and jovial, but can also be terribly cruel and haunting when angered.
A Dreamling appears almost to be veiled by a haze, as if they were not entirely in the material realm. Their breath may constantly exude a light fog, and their flesh appears to be semi-solid, barely containing a roiling cloud of silver and violet mist. Their eyes are either a brilliant silver or as dark as the night sky, and their voices are hauntingly hollow.
• Type: no change
• Abilities: INT +2, WIS +2
• Special Attacks: Mindlink 1/day as a manifestor equal to hit-dice
• Special Qualities: Low-Light Vision, Darkvision 60', Resistance to Cold 5, Sonic 5, +2 bonus versus Mind- Affecting effects, 2 extra power points
• Skills: +2 Racial bonus to Decipher Script and Search checks
• Favored Class: Favored Class becomes first Psionic class taken
• Level Adjustment: +1
Evil Born (Tiefling): Born with a soul tainted by wickedness and corruption, the Tiefling is the sorry inheritor of evil made manifest. Some Tieflings rebel against their natures, striving to combat their darker inclinations, but many fall prey to temptation and revel in their malefic origins. Many are ostracized from their homes when their nature becomes apparent, but they are intelligent, adaptable, and often more than willing to compromise whatever morals they may have if it suits their needs.
Tieflings are always marked by their evil inheritance. The unfortunate ones bear noticeably aberrant features such as horns, cloven hooves, or some other daemonic marking. Others bear little more than a disquieting aura or exude the smell of fire and brimstone wherever they travel. No matter how friendly a Tiefling might wish to be, something about her nature causes others to feel uneasy about her.
• Type: Change to Outsider (Native). The affected creature retains its race's subtypes (if any).
• Abilities: DEX +2, INT +2, CHA -2
• Special Attacks: Darkness 1/day as a caster equal to hit-dice
• Special Qualities: Darkvision 60', Resistance to Cold 5, Electricity 5, Fire 5
• Skills: +2 Racial bonus on Bluff and Hide
• Favored Class: Favored Class becomes Rogue
• Level Adjustment: +1
Fey Born (Changeling): Those touched with the essence of the spirits of nature are capricious and gregarious individuals, possessed of a love for life and a boundless curiosity. Changelings are concerned, first and foremost, with themselves and with how others perceive them, and are always striving for acceptance and praise. They are, however, also keenly dispassionate about rules and laws, and are not above manipulations and scheming and subtlety to get their way. Particularly evil Changelings take on the predatory aspects of nature, using their disarming personalities to put prey at ease before striking.
Attractive specimens of their race, Changelings possess an ephemeral quality that makes them appealing to the eye. Most share traits with the fey of nature, bearing green or brown skin, amber eyes, or plant-like hair. Their bodies are lithe and light, moving with grace and fluidity, and their voices have a musical quality to them.
• Type: Change to Fey. The affected creature retains its race's subtypes (if any).
• Abilities: DEX +2, CON -2, CHA +2
• Special Attacks: Charm Person 1/day (DC 11+CHA mod), Goodberry 1/day as a caster equal to hit-dice
• Special Qualities: Low-Light Vision, Immunity to mind-affecting effects
• Skills: +2 Racial bonus on Hide and Move Silently checks
• Favored Class: Favored Class becomes Bard
• Level Adjustment: +1
Fire Born (Embranth): Hot headed, showy, and dynamic, those born with fire in their blood are energetic and quick to act. They enjoy being the center of attention, and are very concerned with their own appearance and making the best show of themselves. They are keenly intelligent and often prone to smugness at those not blessed with a tie to the elemental plane of fire. Embranth enthusiastically begin projects and tasks, but quite commonly grow bored and leave work unfinished as something new catches their eye or if they perceive a greater amount of glory in a different job.
The appearance of an Embranth is as distinctive as his personality. Some have skin hued a brilliant red or the colour of charcoal and ash, while others radiate heat that intensifies with their excitement or anger. It is not unknown for a Fire Born's hair to be a shocking scarlet and gold or even appearing to be literally on fire, while their eyes may glow like pools of magma.
• Type: Type changes to Outsider (Native). The affected creature retains its race's subtypes (if any).
• Abilities: +2 Intelligence, -2 Charisma
• Special Attacks: Control Flame 1/day as a caster equal to hit-dice
• Special Qualities: Darkvision 60', +1/5 hit-dice Racial bonus on saving throws against all fire spells and effects, Resistance to Fire 10
• Skills: +2 Racial bonus on Perform and Slight of Hand checks
• Favored Class: Favored Class becomes Swashbuckler
• Level Adjustment: +1
Good Born (Aasimar): Tinged with the the pure energy of Good, the Aasimar is the exemplar of mercy, compassion, and altruism. Most are known for their fairness, confidence, and charisma. They are natural leaders, and people are drawn to them for their bravery and generosity. They are, however, prone to being honest to a fault, and many of them have highly exacting standards which they expect those in their company to live up to. They have an aura of goodness about them that is disarming to all but the most corrupt, but an evil Aasimar can be dangerous, for they are highly skilled at manipulating the reactions of others to their perceived natures.
Aasimar are exceptionally attractive members of their race. They commonly have fair features, with soft skin occasionally tinged with gold or green. Their hair is luxuriously rich and frequently silver or platinum to the point of bearing a metallic sheen, and their eyes have either a gentle warmth or a righteous glow. Their voices are beautiful and calming, lending themselves well to song.
• Type: Change to Outsider (Native). The affected creature retains its race's subtypes (if any).
• Abilities: WIS +2, CHA +2
• Special Attacks: Daylight 1/day as a caster equal to his hit-dice.
• Special Qualities: Darkvision 60', Resistance to Acid 5, Cold 5, Electricity 5
• Skills: +2 Racial bonus on Spot and Listen
• Favored Class: Favored Class becomes Paladin
• Level Adjustment: +1
Law Born (Zenythri): Zenythri are infused with the energy of order and reason, and are known for their stoic and reserved countenances. Always seeking the most favorable and balanced goal for the majority, Zenythri are discerning individuals with a strong dedication to personal honor and discipline. Reliable to a fault, they are still more than capable of exploiting loopholes in agreements signed and pacts made. The are strong proponents of laws and order, but can sometimes be far too overbearing in their fervent belief in structure for its own sake.
Zenythri have perfectly regular features, with few distinguishing or unusual characteristics. Blemishes are either nonexistent or appear to be mirrored, such as a mole in exactly the same location on each shoulder. The skin of a Zenythri is sometimes tinged with a silver or violet sheen, and their eyes have a gem-like quality to them. Their hair is commonly straight and fine, and often is less saturated than the hair of their parent race.
• Type: Change to Outsider (Native). The affected creature retains its race's subtypes (if any).
• Abilities: STR +2, WIS +2, CHA -2
• Special Attacks: True Strike 1/day as a caster equal to hit-dice
• Special Qualities: Darkvision 60', Resistance to Electricity 5, Fire 5, Sonic 5
• Skills: +2 Racial bonus on Balance and Craft checks
• Favored Class: Favored Class becomes Monk
• Level Adjustment: +1
Undeath Born (Mortif): The unfortunate souls born as Mortif already have one foot in the grave. Their sickly and pallid demeanors are matched by their frail constitutions, but they have a burning will that can both frighten and inspire. They are alert, charismatic individuals, born into a life of constant half-death, a constant reminder of unwholesome undeath. Most have a strong predilection towards forbidden knowledge and intimidation, and some are quite skilled at thievery.
Mortif wear their necrotic link in their flesh, which is typically gaunt and cool to the touch. Their blood is thick and flows slowly, and their skin appears grayed and dying. Their eyes are often sunken into their heads, occasionally with burning red irises, and some smell of fresh soil or sport fangs. Their hair is thin and scraggly, and they are commonly sickly.
• Type: no change
• Abilities: CON -2, WIS +2, CHA +2
• Special Attacks: Chill Touch 1/day as a caster equal to hit-dice
• Special Qualities: Darkvision 60', Resistance to Cold 5, Electricity 5, +4 Bonus to AC vs. Critical Hits
• Skills: +2 Racial bonus on Intimidate and Move Silently checks
• Favored Class: Favored Class becomes Dread Necromancer
• Level Adjustment: +1
Water Born (Aquenti): Born from life-giving water, Aquenti are, interestingly, far less like the patron of air and water than their Aurenthir brethren. Calm by nature, they are hardy individuals with reserved demeanors and astute minds. Their calm is misleading, however, as Aquenti have intense emotions hidden beneath their placid exterior. In rare instances, they are known to explode with energy and emotion, hurriedly and rapidly dealing with the task at hand with fervor. In these instances, they are prone to taking whatever emotion they feel to its most extreme.
The ties to the element of water are readily apparent in the Aquenti. Blue-green or deep indigo skin, webbed feet and hands, or oily, flowing hair are all hallmarks of a Water Born. Occasionally, one may have faint scales, gills, or bulbous, watery eyes with no eyelids.
• Type: Type changes to Outsider (Native). The affected creature retains its race's subtypes (if any).
• Abilities: +2 CON, -2 CHA
• Special Attacks: Create Water 1/day as a caster equal to hit-dice
• Special Qualities: Darkvision 60', Water Breathing, +1/5 hit-dice racial bonus on saving throws against all water spells and effects, Resistance to Cold 10
• Skills: +2 Racial bonus on Diplomacy and Swim checks
• Favored Class: Favored Class becomes Sohei
• Level Adjustment: +1

Obviously certain aspects would need to be modified to make the templates work better with a Pathfinder campaign (the use of non-core classes, obviously, would need to be shifted), but I'd much rather see something similar to this, because the original parent race should have some impact on the planetouched.

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Even though the Genasi Planetouched per se are not OGL, WOTC did release some of the variant rules in Unearthed Arcana under the OGL, including the elemental race variant rules here.

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