Space Plane-Touched


Homebrew

RPG Superstar 2009 Top 32

This is actually a “lifeboat” thread from the Tieflings in Starfinder? thread in General Discussion. Conversions started appear in that thread, but they really should be under Homebrew.

I am aware of the write-ups that exist in the Starfarer’s Companion, but IMO those are a little too Strong.

Space Tiefling
Ability Adjustments +2 Dex, +2 Int, -2 Cha Same as Pathfinder
Hit Points 4

Size and Type: Tieflings are Medium Outsiders with the native subtype.
Darkvision: Tieflings gain darkvision out to 60 feet.
Deceptive Once per day*, Tieflings can use the Technomacer spell Disguise Self with a caster level equal to their total character level.
Fiendish Resistance: Tieflings have a +1 Racial Bonus to EAC. They also automatically re-roll any save against Cold, Electricity, or Fire; taking the better result.
Skilled: Tieflings receive a +2 Racial Bonus on Bluff and Stealth checks.

All Tieflings automatically speak Common, their choice of Abyssal or Infernal, and the language of their homeworld.

This puts the Tiefling at about the same power-level as a Lashunta.

Space Aasimar
Ability Adjustments +2 to any 1 ability
Hit Points 4

Size and Type: Aasimars are Medium Outsiders with the native subtype.
Celestial Resistance: Aasimars have a +1 Racial Bonus to EAC. They also automatically re-roll any save against Acid, Cold, or Electricity; taking the better result.
Darkvision: Aasimars gain darkvision out to 60 feet.
Insight Once per day*, Aasimars can use the Technomacer spell Comprehend Languages with a caster level equal to their total character level.
Skilled: Aasimars receive a +2 Racial Bonus on Diplomacy and Perception checks.

All Aasimars automatically speak Celestial, Common, and the language of their homeworld.

This puts the Aasimar at about the same power-level as an Android.

*- What does “day” mean when other worlds will have different rotational speeds?

I changed the way that Celestial and Fiendish resistances work to be more balanced at low levels (i.e., not making certain energy weapons useless), but more valuable at upper levels.
I also changed the Daylight and Darkness spell like abilities, as these spells no longer exist in Starfinder. So rather then light vs. dark, I emphasized truth vs. lies.


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Tieflings aren't the first thing that comes to mind when I think of a space plane.

Sovereign Court

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Once per day would turn into once per long rest cycle i'd think


I am curious. What about the tiefling in the starfarers compagin is too strong? Other than the +5 to energy it's pretty standard.

Putting it against a human that gets 1 feat and an extra skill every level it's pretty balanced in my opinion.


+5 to fire resistance = immune to lasers at low levels.


Then have them choose one immunity instead of three if you have a problem with it? Just wondering why you would give it disguise self once per day instead?


Choosing one immunity would still be broken, because they'd choose Fire, and be immune to lasers for the first couple of levels ( and notably resistant long after ).


We do have a race from piazo that can have 5 fire resistance that stacks with other sources, the ryphorians, so it can't be that broken. I do like the each and boys to saves option better, but a single 5 resistance isn't going to break the game.

Dark Archive

My concern is that I want the full gamit of Tieflings and Aasimar, not to mention the elemental races too. The generic versions don't really do it for me.

I agree that the resistances are very strong. Completely axing them is questionable, but I'm not sure I know what would work better.

One more point to make: if your Aasimar get +2 to any stat, so should your Tieflings. Considering the extra large variety of Tieflings in the setting, I'd say it's not a crazy change to give them +2 to anything and no negative.


baggageboy wrote:
We do have a race from piazo that can have 5 fire resistance that stacks with other sources, the ryphorians, so it can't be that broken. I do like the each and boys to saves option better, but a single 5 resistance isn't going to break the game.

And I'd argue that the Rhyphorians are a bit of a poor choice on that front because starfinder runs on rather different math to Pathfinder. I'd lean towards 1/level for any race with resistance to an element if you need it to still be resistance as that keeps it in line with the existing feat for such effects.

RPG Superstar 2009 Top 32

JetSetRadio wrote:

I am curious. What about the tiefling in the starfarers compagin is too strong? Other than the +5 to energy it's pretty standard.

Putting it against a human that gets 1 feat and an extra skill every level it's pretty balanced in my opinion.

Sorry, was in a wave of Overtime at work.

The Starfinder Companion added two things to be base tiefling (pages 36-37).

  • adds "In addition, tieflings gain spell resistance 6 + their character level against good spells." While this doesn't come up that often (the Aasimar gains the far more powerful counter version), it is still a small increase in power.
  • adds "Sleight Of Hand" to the list of skills receiving a +2 racial bonus.
In addition, we have seen that both the Android and the Kasatha received massive nerfs. So races that were more powerful then Pathfinder's original seven should also be looked at carefully.


I agree that they need a nerf.

Only question for your tiefling is why disguise self?

Lord Fyre wrote:


Deceptive Once per day*, Tieflings can use the Technomacer spell Disguise Self with a caster level equal to their total character level.

Looking at previous Tieflings I can't find them having disguise self.

RPG Superstar 2009 Top 32

Farlanghn wrote:


I agree that they need a nerf.

Only question for your tiefling is why disguise self?

Lord Fyre wrote:


Deceptive Once per day*, Tieflings can use the Technomacer spell Disguise Self with a caster level equal to their total character level.

Looking at previous Tieflings I can't find them having disguise self.

Correct. They did not.

However, I was looking for an appropriate power that be both thematic and not too strong.


Do they still get a physical trait like tail or wings?

RPG Superstar 2009 Top 32

Farlanghn wrote:
Do they still get a physical trait like tail or wings?

Not under my write-up (They do in the Starfarer's Companion).

But ... that still would be a great option for replacing the spell-like ability. Possibly easier to balance.


Lord Fyre wrote:
I also changed the Daylight and Darkness spell like abilities, as these spells no longer exist in Starfinder. So rather then light vs. dark, I emphasized truth vs. lies.

Create Darkness is in the alien archive on page 153. Don't see Daylight though.

RPG Superstar 2009 Top 32

Farlanghn wrote:
Lord Fyre wrote:
I also changed the Daylight and Darkness spell like abilities, as these spells no longer exist in Starfinder. So rather then light vs. dark, I emphasized truth vs. lies.
Create Darkness is in the alien archive on page 153. Don't see Daylight though.

I saw that too, but it is kind of iffy as a player power.

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