Post by David on Oct 5, 2005 17:48:22 GMT -5
Also known as Soren...
AASIMAR
Basically, an aasimar is someone with a deva or other Upper Planar being for an ancestor. Such beings are rare, for it is not in keeping with the Divine Plan for such entities as deva to have relationships with mere mortals. Nonetheless, perhaps because of their good nature, some humans manage to endear themselves to members of the angelic host, usual the mortal's guardian during a time of danger. Unlike other plane-touched individuals, aasimar usually know the company of both parents as well as a happy childhood; the aasimar stepping down from its divine role in order to attend to its responsibilities as a parent.
NO attribute modifiers -- they're just as healthy and strong as other beings and no more wise or beautiful. Attribute min/maxes still apply.
+2 on all saving throws (like a paladin) -- the same blessing that a paladin has is also enjoined by an aasimar (and doesn't stack for a paladin aasimar!)
Immune to disease -- an aasimar enjoys a lesser version of its angelic parent's "incorruptible flesh" and unlike a paladin, this ALSO covers lycanthropy.
Long-life as a hobbit -- the aasimar grows to adulthood as normal, but ages beyond that point as a hobbit. Thus, aasimar physically remain "in their early twenties" for more than two decades.
Resistance to energy drain -- born of life-energy-made-flesh, aasimar enjoy a save vs death against any form of life-energy drain (due to the touch of a wraith, spectre, shadow, etc or even a spell such as vampiric touch or energy drain. If a save is already allowed, the aasimar gains an extra +4 bonus.
MILD unusual looks -- this should reflect the kind of deva the aasimar is descended from, so options include a distinct-but-melodius voice, unmistakeably piercing gaze, dimly glowing eyes, golden or pearly skintone, gold mist instead of salty sweat, etc. Since devas have beautiful, humanlike forms, their deviations should be subtle.
Radiate and classified as Good regardless of alignment (with regard to detect, protection, holy, etc spells)
May be turned by an evil cleric as a paladin and trapped using a thaumaturgic circle
Takes pain/subdual damage from unholy water/items (the damage will NEVER cause lethal harm, but can knock the tiefling out due to pain)
If an aasimar ever manifests another ability, it is that to create light (as in "let there be..."). Thus, ALL aasimar sorcerers take light in lieu of rolling their first random spell.
Please note, there are MANY abilities which didn't seem to make the list. Feel free to use any common abilities of devas or other Upper Planar beings, with costs similar to these. Using the planar version of Skills and Powers, with MAJOR modifications to make them logical...:
Aasimon bloodline -- immune to all forms of gas attacks (+3)
Aasimon bloodline -- immune to poison (+3)
Aasimon powers, minor: Once a day, the PC can cast cure light wounds, dispel magic, or protection from normal missiles. (+2)
Aasimon powers, major: Once a week, the PC can cast heal, holy word, or spell turning. Must already have minor version (+3)
Cold resistance: the PC suffers -1/die (+1), half damage (+2), or is immune to all cold attacks (+3)
Confer: With this option, an Aasimar may temporarily confer one of his racial abilities on a worthy being of good for the next 24 hours. The act takes one round and requires the Aasimar to touch the recipient. The PC loses that ability until the 24 hours have elapsed, at which time he regains the ability. The PC cannot cancel this conferral once it has taken place. This sacrifice is not taken lightly. (+2)
Detect Evil: at will like a paladin (+1)
Detect lie: The PC may cast detect lie with a successful wisdom check (+1)
Eladrin bloodline: PC is immune to magic missiles. (+2)
Eladrin powers, minor: Once a day, the PC may cast alter self, comprehend languages, or slow poison. (+1)
Eladrin powers, major: Once a week, the Aasimar may cast minor globe of invulnerability, polymorph self, or wall of force. Must already have minor version (+2)
Electrical resistance: the PC suffers -1/die (+1), half damage (+2), or is immune to all electrical attacks (+3)
Fire resistance: the PC suffers -1/die (+2), half damage (+4), or is immune to all fire attacks (+6)
Guardinal powers, minor: Once a day, the PC can cast light, magic missile, or protection from evil (+1)
Guardinal powers, major: Once a week, the PC can cast hold monster, lightning bolt, or wall of ice. Must already have minor version (+2)
Know alignment: The PC may cast know alignment once a day (+1)
Lightform: Once a day, the PC may assume a lightform similar in function to the wizard spell wraithform (except this ability accesses an extra-dimensional space, not the ethereal plane). Once activated, the PC is identical in appearance to a light Aasimon (PMC1). At 5th level, the PC can assume a lightform twice a day. (+2)
Mental fortitude: +2 to saving throws against charm, fear, emotion, and domination type spells. (+1)
Quick healing wounds: regenerate 1hp per hour (+2) or per turn (+4)
Rilmani bloodline, minor: PC suffers half damage from acid attacks. (+3)
Rilmani powers, minor: Once a day, the PC can cast blur, fly, or mirror image. (+1)
Rilmani powers, major: Once a week, the PC can cast advanced illusion, improved visibility, or solid fog. Must already have minor version (+2)
Surprise bonus: The PC’s unnatural hearing and other-planar alertness grant a +3 to all surprise checks. (+1)
Sword bonus: The PC gains +1 to hit with any sword. (+1)
Telepathy: At will, the PC can communicate telepathically with any Aasimon, Eladrin, Guardinal, Rilmani, or other intelligent, being from the Upper Planes within a 20’ radius. (+1)
Naturally, if a PC chooses a given bloodline, then the others are NOT available (unless the mortal parent comes from a long line of angel-boffing whores...!)
Finally, WITH DM PERMISSION ONLY, an aasimar may take an additional defect or two and use that to gain more potent abilities. This is NOT a right, but rather a privilege and as such will be rescinded instantly and immediately if the player is just trying to create an über-PC. The idea is to make INTERESTING tieflings that have a clear, solid concept, NOT to play munchkin Dnd.
Respectful of Life -- must avoid taking a life without cause. Either avoids lethal force and/or hesistates to use it (-1) or bound like a shukenja (-2)
Oath Bound -- must ALWAYS keep her word (-1)
Unholy vulnerability -- PC takes lethal damage from unholy water/items (-1)
Unusual looks (moderate) -- more obvious and annoying sign of deva parentage, such as non-functional feathered wings or glows brightly (-1)
AASIMAR
Basically, an aasimar is someone with a deva or other Upper Planar being for an ancestor. Such beings are rare, for it is not in keeping with the Divine Plan for such entities as deva to have relationships with mere mortals. Nonetheless, perhaps because of their good nature, some humans manage to endear themselves to members of the angelic host, usual the mortal's guardian during a time of danger. Unlike other plane-touched individuals, aasimar usually know the company of both parents as well as a happy childhood; the aasimar stepping down from its divine role in order to attend to its responsibilities as a parent.
NO attribute modifiers -- they're just as healthy and strong as other beings and no more wise or beautiful. Attribute min/maxes still apply.
+2 on all saving throws (like a paladin) -- the same blessing that a paladin has is also enjoined by an aasimar (and doesn't stack for a paladin aasimar!)
Immune to disease -- an aasimar enjoys a lesser version of its angelic parent's "incorruptible flesh" and unlike a paladin, this ALSO covers lycanthropy.
Long-life as a hobbit -- the aasimar grows to adulthood as normal, but ages beyond that point as a hobbit. Thus, aasimar physically remain "in their early twenties" for more than two decades.
Resistance to energy drain -- born of life-energy-made-flesh, aasimar enjoy a save vs death against any form of life-energy drain (due to the touch of a wraith, spectre, shadow, etc or even a spell such as vampiric touch or energy drain. If a save is already allowed, the aasimar gains an extra +4 bonus.
MILD unusual looks -- this should reflect the kind of deva the aasimar is descended from, so options include a distinct-but-melodius voice, unmistakeably piercing gaze, dimly glowing eyes, golden or pearly skintone, gold mist instead of salty sweat, etc. Since devas have beautiful, humanlike forms, their deviations should be subtle.
Radiate and classified as Good regardless of alignment (with regard to detect, protection, holy, etc spells)
May be turned by an evil cleric as a paladin and trapped using a thaumaturgic circle
Takes pain/subdual damage from unholy water/items (the damage will NEVER cause lethal harm, but can knock the tiefling out due to pain)
If an aasimar ever manifests another ability, it is that to create light (as in "let there be..."). Thus, ALL aasimar sorcerers take light in lieu of rolling their first random spell.
Please note, there are MANY abilities which didn't seem to make the list. Feel free to use any common abilities of devas or other Upper Planar beings, with costs similar to these. Using the planar version of Skills and Powers, with MAJOR modifications to make them logical...:
Aasimon bloodline -- immune to all forms of gas attacks (+3)
Aasimon bloodline -- immune to poison (+3)
Aasimon powers, minor: Once a day, the PC can cast cure light wounds, dispel magic, or protection from normal missiles. (+2)
Aasimon powers, major: Once a week, the PC can cast heal, holy word, or spell turning. Must already have minor version (+3)
Cold resistance: the PC suffers -1/die (+1), half damage (+2), or is immune to all cold attacks (+3)
Confer: With this option, an Aasimar may temporarily confer one of his racial abilities on a worthy being of good for the next 24 hours. The act takes one round and requires the Aasimar to touch the recipient. The PC loses that ability until the 24 hours have elapsed, at which time he regains the ability. The PC cannot cancel this conferral once it has taken place. This sacrifice is not taken lightly. (+2)
Detect Evil: at will like a paladin (+1)
Detect lie: The PC may cast detect lie with a successful wisdom check (+1)
Eladrin bloodline: PC is immune to magic missiles. (+2)
Eladrin powers, minor: Once a day, the PC may cast alter self, comprehend languages, or slow poison. (+1)
Eladrin powers, major: Once a week, the Aasimar may cast minor globe of invulnerability, polymorph self, or wall of force. Must already have minor version (+2)
Electrical resistance: the PC suffers -1/die (+1), half damage (+2), or is immune to all electrical attacks (+3)
Fire resistance: the PC suffers -1/die (+2), half damage (+4), or is immune to all fire attacks (+6)
Guardinal powers, minor: Once a day, the PC can cast light, magic missile, or protection from evil (+1)
Guardinal powers, major: Once a week, the PC can cast hold monster, lightning bolt, or wall of ice. Must already have minor version (+2)
Know alignment: The PC may cast know alignment once a day (+1)
Lightform: Once a day, the PC may assume a lightform similar in function to the wizard spell wraithform (except this ability accesses an extra-dimensional space, not the ethereal plane). Once activated, the PC is identical in appearance to a light Aasimon (PMC1). At 5th level, the PC can assume a lightform twice a day. (+2)
Mental fortitude: +2 to saving throws against charm, fear, emotion, and domination type spells. (+1)
Quick healing wounds: regenerate 1hp per hour (+2) or per turn (+4)
Rilmani bloodline, minor: PC suffers half damage from acid attacks. (+3)
Rilmani powers, minor: Once a day, the PC can cast blur, fly, or mirror image. (+1)
Rilmani powers, major: Once a week, the PC can cast advanced illusion, improved visibility, or solid fog. Must already have minor version (+2)
Surprise bonus: The PC’s unnatural hearing and other-planar alertness grant a +3 to all surprise checks. (+1)
Sword bonus: The PC gains +1 to hit with any sword. (+1)
Telepathy: At will, the PC can communicate telepathically with any Aasimon, Eladrin, Guardinal, Rilmani, or other intelligent, being from the Upper Planes within a 20’ radius. (+1)
Naturally, if a PC chooses a given bloodline, then the others are NOT available (unless the mortal parent comes from a long line of angel-boffing whores...!)
Finally, WITH DM PERMISSION ONLY, an aasimar may take an additional defect or two and use that to gain more potent abilities. This is NOT a right, but rather a privilege and as such will be rescinded instantly and immediately if the player is just trying to create an über-PC. The idea is to make INTERESTING tieflings that have a clear, solid concept, NOT to play munchkin Dnd.
Respectful of Life -- must avoid taking a life without cause. Either avoids lethal force and/or hesistates to use it (-1) or bound like a shukenja (-2)
Oath Bound -- must ALWAYS keep her word (-1)
Unholy vulnerability -- PC takes lethal damage from unholy water/items (-1)
Unusual looks (moderate) -- more obvious and annoying sign of deva parentage, such as non-functional feathered wings or glows brightly (-1)