Races of the Tale [Updated 4/28: Added the Aasimar]

Angel Tarragon

Dawn Dragon
With this thread I will delve deeply in all 13 races and their subraces that make up the Tale of the Twin Suns.

In this post you note the Experience and Level Dependant Benfits. Included on that chart is Bloodline Strength. Bloodline Strength is a new mechanic that is similar to paragon levels, but instead of taking a level in a paragon racial class, your racial abilities improve and gain new abilities thematically tied to your base raceand or your racial favored class[es].

In my Feats of the Tale thread (upcoming) I will be including feats that let you over-ride, change or add to your bloodline. More on this later.
 
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Aasimar

Graceful, regal and noble, aasimars are the distant descendants of the coupling of humans and good aligned outsiders. While nowhere near as powerful as their celestial forebears, aasimar still retain a touch of the divine in their blood and wear it with pride. Devoted champions of good, aasimar spend their days fighting evil in whatever form it takes.

In a world of violence, injustice and evil, aasimar are on the front lines, lending their abilities where needed. Some try to stave off evil by teaching and leading by example in the fight against ignorance, prejudice and greed. Others present an aloof and lofty demeanor, an intimidating aura that, while noble, keeps people from trying to get too close. Among good people, aasimar are held with high opinion as a standard by which all should live, while those with an evil nature view aasimar as self-righteous and dangerously moralistic.

Personality: Aasimar practically radiate good will and a positive attitude. Most aasimar are kind, pleasant and approachable. However, some project a crusading zeal and a sense of purpose that can be daunting and unapproachable – hearkening to the vengeful, judgmental aspect of their celestial ancestor. Few aasimar crave the limelight and they shun positions of authority, except in instances where they can lead by example.

Physical Description: From a distance aasimar appear as standard humans. Up closer, their celestial bloodline shines through in their tall stature and attractive features. Some bear a minor physical trait that highlights their celestial nature such as silver or golden hair, metallic eyes or a rich, melodic voice. Humanoids find aasimar aesthetically pleasing and watch them with admiration.

Relations: Aasimar maintain excellent relations with beings of good alignment. They are found primarily among humans, but they also associate with elves, dwarves and other good aligned humanoids. They are extremely stern and disapproving toward evil beings of all kinds and will not willingly associate with them. Aasimar are extremely suspicious of anyone that shows signs of having a fiendish or infernal heritage, but they can overlook blood or upbringing if an individual proves that they lead a life of good and honor.

Aasimar treat one another with respect and friendship, seeing other aasimar as cousins united in the cause of good. However if they encounter an aasimar that has fallen to evil they become frightful to behold in their anger and righteous indignation.

Alignment: Blood infused with the power of celestial realms virtually guarantees that aasimar are good in alignment, although individuals vary wildly in their interpretation and may favor lawful or chaotic behavior. In extremely rare instances an aasimar turns from good, becoming neutral or even evil. Fallen aasimar live as hunted beings, reviled by their own kind for betraying the blood that flows in their veins.

Aasimar Lands: Aasimar numbers are great, but they are not inclined to form their own communities. Aasimar are either loners that prefer to travel with a group that has no otherworldly heritage or revel in traveling with a group that has and shows outward signs of their otherworldly nature.

Most aasimar prefer to integrate thoroughly into the prevalent society that dominates a specific region. Due to their predilection for action and good deeds, this usually means that they don’t take up a vocation that requires a sedentary lifestyle.

Religion: The indisputable fact of their celestial ancestry lead aasimar to become deeply devoted beings that feel a personal connection with a particular deity. Even those that do not become Divine Champions are profoundly religious and forthright in their faith. While they are not prone to proselytizing, by words and action aasimar show the power and righteousness of their deity to those that have not yet seen the light and truth that they experience themselves.

Language: Aasimar speak Common and have an intuitive understanding of Celestial from birth. Aasimar learn a variety of languages to assist them as they wander the world in their quest for good.

Names: Aasimar are given names appropriate for the area and society in which they are raised. The majority, raised by human parents of otherworldly heritage, bear human names. Some adopt a more celestial sounding name on reaching adulthood to demonstrate their devotion to their deity and to the cause of good.

Male Names: Aaron, Alexander, Dimitri, Korven, Morgan, Robert, Trevor, Xavier.
Female Names: Abigail, Briana, Francesca, Kathleen, Philomena, Thalia, Whitney, Zara.

Adventurers: Aasimar readily take to the adventuring lifestyle. Many become Divine Champions, acting as righteous tools of their deity. Clerics as nearly as common, followed by dawnblades and nobles. Lawful aasimar find the battledancer’s discipline appealing. Blessed with a naturally high Charisma, some aasimar become sorcerers and spellsingers. While there are many rogues that take advantage of the weak and willing, aasimar obviously don’t take to the class for that reason, but instead advance in it to use the networking skills to help those that usually won’t find help elsewhere.

Aasimar Racial Traits
  • +2 Wisdom, +2 Charisma, +2 Perception: Aasimar inherit a measure of the insight and presence of their celestial forebears.
  • Outsider (Native): Aasimar are outsiders that are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep.
  • Medium: As Medium creatures aasimar have no special bonuses or penalties due to size.
  • Aasimar base land speed is 30 feet.
  • Darkvision: Aasimar can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and aasimar can function just fine with no light at all.
  • Daylight (Sp): Aasimar can use daylight once per day as a spell caster equal to her class level.
  • Resistance to Acid 5, Cold 5 and Electricity 5: Aasimar gain slight resistances from their celestial blood.
  • Automatic Languages: Common and Celestial.
  • Bonus Languages: Draconic, Dwarven, Elven, Felistae, Meusmin, Merskapeant, Orcish, Radorgan, Saelvhik, Tybari and Sylvan.
  • Favored Classes: Cleric and Holy Warrior. An aasimar may freely multiclass between Cleric and Holy Warrior. The aasimar only loses her experience point bonus when multiclasiing outside these two classes.
  • Level Adjustment: +0

Bloodline Abilities
  1. Aura of Courage (Su): The aasimar is immune to fear. Any ally within ten feet of her gains a +4 morale bonus on saving throws against fear affects. If the aasimar already has this ability or later gains it from another source as a class feature, than her aura swells out to twenty feet and allies within it gain a +6 bonus instead of a +4 bonus to fear affects.
    Aura of Good (Ex): The aasimar gains this ability just like the aura of a cleric of a good deity. The power of her aura is equal to her bloodline strength. If the aasimar already has this ability, she adds her bloodline strength to her level in the class which it is gained from to determine the total power of her aura.
  2. Hands of a Healer (Su): The aasimar has the ability to lay on hands as a Holy Warrior. Her effective Holy Warrior level equals her bloodline strength. If the aasimar already has this ability, she adds her bloodline strength to her Holy Warrior level to determine how many hit points she can heal.
  3. Heightened Resistances (Ex): The aasimars’ resistances to acid, cold and electricity increase to 10.
  4. Angel’s Wings (Ex): The aasimar grows feathery wings and has fly speed of 60 feet with good maneuverability.
  5. Restorative Touch (Su): The aasimar may expend hit points from her Hands of a Healer ability to restore a creature that has been afflicted with paralysis, blindness, deafness, madness, petrification, a fear, poison or a disease. By expending 10 curative hit points, the aasimar may remove one affliction.
  6. Empyreal Champion (Ex): Any allies of the aasimar that are within half of the radius of her aura of courage enjoy the blessing of being immune to fear. Additionally, if the aasimar has the divine health class ability of the Divine Champion, than any allies within her aura of courage gains this ability too.
  7. Perfect Health (Ex): The aasimar gains damage reduction 10/magic and forevermore is immune to both non-magical and magical diseases (such as lycanthropy) and can no longer be afflicted by poisons of any kind.
  8. Swift As The Wind (Su): The aasimars’ land and fly speed doubles. When the aasimar is flying, her legs disappear and are replaced by cloudstuff; the affect is temporary and only lasts while her wings are in use.
  9. Immunities (Ex): The aasimar gains immunity to acid and cold.
  10. Empyreal Light (Ex): The aasimars’ body is flooded with positive energy. From this point onward the aasimar has a natural glow about her that is equal to a candle’s luminescence. The aasimar can brighten her glow to match the effects of torchlight or moonlight. In addition, she is able to use her daylight ability at will.
 
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