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Old 27th March 2003, 04:31 AM   #16 (permalink)
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Aasimar Variants Pt. II

"Healer" Aasimar
Healer Aasimar have a bit of excess positive energy flowing through them. They are often surrounded in a blue aura, have radient blue eyes, and are filled with life and hyperactive energies. Their racial traits are as follows:

* Medium Sized. Base Speed 30 ft.
*+2 Wisdom, +2 Charisma. Healer aasimar are in tune with cosmic forces, and seem naturally resistant to minor flaws in appearance.
* Cold and Fire Resistance 5. The celestial heritage of a healer aasimar protects it from extremes of environment and temperature.
* The ability to cast Cure Light Wounds once per day as a sorcerer of their hit dice. Healer aasimar are so filled with life energy that they can freely distribute it to others
* +4 racial bonus to Heal checks. Healer aasimar are (predictably) good at finding out how to make ills better.
* Level Adjustment +1
* Outsider (Good). Healer aasimar are considered outsiders with the Good subtype. This grants them darkvision with a 60 ft. range.
* Favored Class: Cleric. Channeling positive energy comes naturally to these creatures.


"Protector" Aasimar
Descended from the militaristic ranks of the divine, protector aasimar have blood tainted with protective energies. They may have rough patches of skin where their ancestors had natural armor. They may be hairless, with a metallic sheen. Their eyes may be tiny, or nearly invisible under thick brow ridges that guard them. Their racial traits are as follows:

* Medium Sized. Base Speed 30 ft.
* +2 Constitution, +2 Wisdom Protector aasimar are very physically and mentally stout.
* Acid and Electricity Resistance 5. Protector aasimar are well guarded against the energies their enemies may use.
* The ability to cast Shield Other once per day as a sorcerer of their hit dice. Protector aasmar have a supernatural need to guard those they value, even at the expense of their own lives.
* Outsider (Good). Protector aasmiar are considered outsiders, with the Good subtype. This also grants them Darkvision with a 60 ft. range.
* Level Adjustment +1.
* Favored Class: Fighter. Military training comes easy for these.


"Artist" Aasimar
Infused with more of the natural boyouncy and lightness of art, these aasmiar are creative as well as contemplative. They have a tendancy for bright reds or other fire-like shades in their coloration of skin and eyes, and many speak with an eloquence that is something more than effected. Their racial stats are as follows:

* Medium Sized. Base Speed 30 ft.
* +4 Charisma. Artist aasimar are amazingly compelling.
* Fire Resistance 5. Because of their own firey creative energies, artist aasimar are resistant to external flame, as well.
* The ability to cast Suggestion once per day as a sorcerer of their hit dice. Others around an artist aasimar often have difficulties in controlling the impulse to follow them.
* +2 racial bonus to any one Craft skill and any one Perform skill. Artist aasimar are capable of creating great works of art with materials, or with themselves alone.
* Outsider (Good). Artist aasimar are outsiders, with the Good subtype. This also grants them Darkvision with a 60 ft. range.
* Level Adjustment +1
* Favored Class: Bard. Creative energies aren't hard for an artist aasimar to manifest.


"Prophet" Aasimar
The blood of visionaries runs in the viens of these aasimar, who have become tainted with visions because of their outsider heritage. Often, they have eyes of pure white or blue, wild, airy voices, and a tendancy to gaze skyword, or zone out. Their racial traits are as follows:

* Medium Sized. Base Speed 30 ft.
* +2 Wisdom. Prophet aasimar are truly touched by the insight of the upper planes.
* The ability to cast Clairaudience/Clairvoyance once per day as a sorcerer of their class level. The blood of prophets gives them the ability to see visions as they will.
* +2 racial bonus to Intuit Direction and Scry. Prophet aasimar have minds that naturally find things they're looking for.
* Outsider (Good). Prophet aasimar are outsiders, with the Good subtype. This also grants them darkvision with a 60 ft. range.
* Level Adjustment: +1
* Favored Class: Diviner (Wizard Specialist). Seeing things is part and parcel of the daily experience for the prophet aasimar.


"Scion" Aasimar
Scion aasimar are those who have distilled the divine blood in their veins into arcane energies not unlike those of dragons. They are forceful and eccentric, and many produce long lines of potent sorcerers or socerer/clerics. They have the following racial stats:

* Medium Sized. Base Speed 30 ft.
* +2 Charisma. Scion aasimar have the force and bearing of one decended from celestials.
* The ability to cast Searing Light once per day, as a sorcerer of their hit dice. The raw divine energy simply leaps out of them at times.
* +2 racial bonus to Diplomacy and Intimidate checks. Scion aasimar get the job done one way or the other.
* Outsider (Good). Scion aasimar are considered Outsiders with the Good subtype. This gives them Darkvision with a 60 ft. range.
* Level Adjustment +1
* Favored Class: Sorcerer. The potent blood of outsiders is often used to fuel the arcane energies of sorcery.


"Justice" Aasimar
The distilled blood of the determinors of good and evil still pumps through the heart of justice aasimar, whose stern speach, gray eyes, rigidly straight hair, and perfectly symmetrical features all display their innate urge to see justice done. Their racial stats are as follows:

* Medium Sized. Base Speed 30 ft.
* +2 Intelligence, +2 Wisdom. Justice aasimar have keen observational skills, and an innate sense of logic.
* Sonic Resistance 5. Harsh words have no effect on a justice aasimar's stoic visage.
* The ability to cast Zone of Truth as a sorcerer of their hit dice. Justice aasimar can ensure that reality prevails over deception.
* +4 racial bonus to Sense Motive checks. Justice aasimar are very in tune with the many and varied methods of lying.
* Outsider (Good). Justice aasimar are considered outsiders with the Good subtype. This grants them darkvision with a 60 ft. range.
* Level Adjustment: +1
* Favored Class: Paladin. Justice goes well in the hands of one born to deal it out.


"Fey" Aasimar
Fey aasimar are descended from the spirits of life and energy that infuse a sylvan forest or glade. They often have tiny, vestigial insect wings, have antennae, and are considerably smaller than normal humans (often with a very youthful look about them). Their racial stats are as follows:

* Medium Sized. Base Speed 30 ft.
* -2 Strength, +2 Dexterity, +2 Charisma. Fey aasimar are physically frail, but quite agile, and have a certain otherworldliness about them.
* Electricity and Sonic Resistance 5. Fey aasimar revel in the elements of the storm.
* The ability to cast Tasha's Hideous Laughter once per day as a sorcerer of their hit dice. Fey aasimar can cause the gaity of others to bubble to the surface, no matter the restraints put on them.
* +2 racial bonus to Knowledge (nature) and any one Perform skill. Fey aasimar have an intuitive knowledge of their forest homes, and are well trained in performance for the Seelie folk.
* Outsider (Good). Fey aasimar are outsiders with the Good subtype. This grants them darkvision with a 60 ft. range.
* Level Adjustment +1
* Favored Class: Druid. Fey aasimar have a bond with the wilderness that is easy to tap.


"Wild" Aasimar
With the holy energies of the forest flowing through them, wild aasimar are untamed and primal, but with benevolence. They can have animistic qualities, such as ram's horns, clawed hands, small tails, or a hairy body. Their racial traits are as follows:

* Medium Sized. Base Speed 30 ft.
* +2 Strength, +2 Dexterity, -2 Charisma. Wild aasimar are powerful and agile, but tend to be violent and have a vague 'natural' odor.
* Electric, Fire, and Cold Resistance 5. Wild aasimar are naturally resistant to the weather extremes of their true, untamed environs.
* The ability to cast Animal Friendship as a sorcerer of their hit dice, retaining up to their own hit dice in animal friends. Wild aasimar naturally attract the beasts of the wood.
* Outsider (Good). Wild aasimar are considered outsiders with the Good subtype. This gives them darkvision with a 60 ft. range.
* Level Adjustment +1
* Favored Class: Ranger. The 'paladin of the wood' appeals to the wild aasimar's crusader instincts.


"Liberator" Aasimar
Liberator aasimar have inherited the blood of the chaotic side of the upper planes, those concerned with the benevolence and holiness of the individual, and the overthrow of the impure order destroying the potential goodness of freedom. Liberator aasimar are constantly in motion, and are very fluid and flexible in their movements. Their racial stats are as follows:

* Medium Sized. Base Speed 30 ft.
* +2 Intelligence, +2 Charisma. Liberator aasimar are bright and forceful, capable of leading revolutions.
* Cold and Sonic Resistance 5. Liberator aasimar are most resistant to these most ordered of energies, crystals and spheres of inflexible lines.
* The ability to cast Protection from Law once per day as a sorcerer of their character level. Liberator aasimar can defend others from the imposition of unnesecary and harmful order.
* +2 racial bonus to Escape Artist and Tumble checks. The fluid movements of the liberator aasimar are hard to predict, and they revel in the breaking of bonds.
* Outsider (Good). Liberator aasimar are outsiders of the Good subtype. This grants them darkvision with a 60 ft. radius.
* Level Adjustment +1
* Favored Class: Rogue. Liberator aasimar give the shadows and talents of the rogue a shimmer of holiness.
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Old 27th March 2003, 04:39 AM   #17 (permalink)
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Holy smokes KM! That's a whole lot of aasimar! And they're all really cool and balanced!

I've always loved the idea of planetouched. Whether aasimar, tiefling, or genasi, those guys rock. When Dragon #297 arrived with the eight extra planetouched/para-genasi, I was giddy for a week.
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Old 27th March 2003, 06:59 AM   #18 (permalink)
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Quote:
Originally posted by Merlion


I think thats less a problem with the class and more a problem with the alignment resitrction
Er, what alignment restriction? The Paladin's alignment restriction? That'd make it a problem with the class, na ja? The aasimar posted above don't have an alignment restriction.
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Old 27th March 2003, 12:52 PM   #19 (permalink)
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WhooHoo! I like aasimar so much...They're great

Just one question though...Aren't some of the spell abilities a bit powerful I mean light is 0-level (normal aasimar though I do think the ordinary aasimar is alittle weak )and even drow only get a handful of spells that can't actually do any damage or actually keep back the enemy. All I meant (and its only a tiny criticism cause I really like them) is that searing light or a protection spell might be a bit strong.

Also I feel a little inspired KM , do you mind if I do one or two?
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Old 27th March 2003, 03:39 PM   #20 (permalink)
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Quote:
Originally posted by Mike Sullivan


Er, what alignment restriction? The Paladin's alignment restriction? That'd make it a problem with the class, na ja? The aasimar posted above don't have an alignment restriction.
You said it was odd that paladin should be the favored class of Aasimar when some of them descend from Neutral Good and Chaotic Good outsiders. But I still see Paladin as a great favored class for them since they all tend to be crusaders for Good and Right which is what a Paladin is supposed to represent...which is only hobbled by the alignment restriction put on the class which really has nothing to do with the archtype the class is supposed to represent(especialy with regards to Aasimar) and is merely a "sacred cow" holdover from the early days of the game. See Monte Cook's Paladin(s) in the book of Hallowed Might and Green Ronin's Wrath of the Righteous(it has a Holy Champion class that can be any good alignment). The Book of Hallowed Might has variant rules for NG and CG Paladins. Me I think the alignment restriction should just be removed ~shrug~

Ohh KM I LOVE all those Aasimar. VERY nice
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Old 27th March 2003, 07:13 PM   #21 (permalink)
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Well, even though LIGHT is 0-level, a tiefling (which is about equal) can get a 2nd-level spell just by having a lil' Charisma penalty.

Basically, I balanced it by giving those aasimar who get more powerful spells less resitances, or less ability score bonuses, or fewer skill bonuses. I could drop a resistance or two to give them a level of spells, and a Str, Dex, or Con penalty could be used for upping the level. Or if they got a smaller bonus to ability scores.

Like, Suggestion is pretty potent. But an artist aasimar is much more vulnerable to various types of attack, and their skill bonuses are generally less useful.

Basically, the ones that may be a bit potent I would say would be Suggestion for the artist aasimar, Clairaudience/Clairvoyance for the prophet aasimar, Hideous Laughter for the fey aasimar, and Animal Friendship for the Wild aasimar (which, I think, is probably potentially THE most powerful). These guys have ability score adjustments that are less than the basic Aasimar, and have fewer resistances, and often have less useful skill bonuses.

Searing Light ain't too bad. A wizard or sorc can do more without much of a problem, and generally more often (taking into account scrolls and wands). Plus, their ability score bonus is probably the least useful you could get, and smaller. Add to that the fact that they don't have any energy resistances, and you may come out OK in the end.

Arken (or anyone else), if you want to do some Aasimar, go for it. I'd like to get first crack at the other planetouched, but after that, go ahead.

**Edit: As for the paladin issue, I feel that many Aasimar look for a way to respond to the holy blood in them. An though a cleric is appealing, it doesn't go far enough --it's not extreme enough for many of them. It can espouse *any* belief, so it's tainted, it's not pure. The Paladin, however, only expresses ONE belief, and does it to the exclusion of all and anything. Clerics may preach and convert, but PALADINS CRUSADE! And, tto be blunt, most aasimar are idealists first...even if they've got a bit o'chaos in 'em, it can be subsumed for something so pure. Of course, now that we've got most types of aasimar right here, the problem is certainly mitigated.
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Old 28th March 2003, 04:21 AM   #22 (permalink)
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Coolness dwells on this thread.

Given the nature of the Paladin, I've always thought an good Outsider should be able to take levels in it. Yes, a paladin has a LG ethos, but that ethos is so a Paladin can maintain the purity to get a charge from the heavens. If you already have one in the blood, there can be more leeway. House Rules, you asked...


Given the Wild Aasimar casts Animal Friendship as a Sorcerer of his Hit Dice... he can't have any animal companions... sorcerers don't get any.

How about the Wild Aasimar gets 2 x Charisma bonus in Animal HD. That way a druids and rangers can surpass him. Which is important.

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Old 28th March 2003, 04:20 PM   #23 (permalink)
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Well, there are a few spells up there that sorcerers can't cast either. It's mostly for the determining of level effects -- everything that says 'caster level,' 'DC,' etc. about Animal Friendship or Searing Light is determined as if the aasimar were a sorcerer, even if sorcerer's can't cast the spell. You could rule that it's as a druid of their hit dice, or a cleric of their hit dice, but then it moves the ability score for determining the DC to Wisdom, not Charisma. Which is fine, but it might throw someone off when they're tryin' for a high Cha in an Aasimar.

Up next: The ever-popular TIEFLINGS!
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Old 28th March 2003, 05:09 PM   #24 (permalink)
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"Evil-Touched" Template
For those tieflings who aren't nessecarily descended from human stock, you can give them the following template. Only change the following:

* Type changes to Outsider (Evil). Their old type and subtypes are removed. This grants them Darkvision with a range of 60 ft.
* +2 Dexterity, +2 Intelligence, -2 Charisma
* Acid, Cold, Fire, and Electricity Resistance 5
* The spell-like ability of Darkness once per day, as a sorcerer of their hit dice.
* +2 racial bonus to Bluff and Hide.
* Level Adjustment +2. This is in addition to the level adjustment of the base creature.
* Rogue class favored.

Note that this doesn't reproduce the Tiefling in the MM if applied to a human. Tieflings created with this template thus have a slight edge over those created otherwise, and so have a slightly higher level adjustment.

High Tiefling
Those tieflings descended from more powerful outsiders, or whose bloodlines are closer to the beings they descended from, are High Tieflings (even though many regard the word as an oxymoron). They have the following racial qualities:

* Medium-Sized. Base Speed 30.
* +2 Dexterity, +2 Intelligence. High tieflings are wily and agile.
* Cold, Fire, Acid, and Electricity Resistance 5. High tieflings are resistant to most effects that any hellish terrain could generate.
* The ability to cast Deeper Darkness once per day as a sorcerer of their hit dice. High tieflings have strong bonds with the cover of darkness, and can call upon a potent version.
* +2 racial bonus to Bluff and Hide checks. High tieflings lie easily, and know how to appear innoccuous when they desire.
* Outsider (Evil). High tieflings are considered outsiders with the Evil subtype. This gives them Darkvision with a 60 ft. range.
* Level Adjustment +2
* Favored Class: Rogue. High tieflings take naturally to being sneaky and stealthy.


Low Tiefling
Descended from lowly dretches and manes, or perhaps so far removed from the evil that begat them that few remember it, low tieflings have barely a trace of hellfire in their gut.

* Medium-Sized. Base Speed 30.
* +2 Intelligence, -2 Charisma. Low tieflings have the cunning of fiends, but also suffer from many of their personality traits.
* The ability to cast Protection from Good once per day as a sorcerer of their hit dice. Low tieflings guard themselves first and foremost.
* +2 racial bonus to Bluff and Hide. Low tieflings often must be conniving and stealthy to survive in the world.
* Outsider (Evil). Low tieflings are outsiders with the Evil subtype. This grants them darkvision with a 60 ft. range.
* Level Adjustment +0
* Favored Class: Rogue. Being stealthy comes easily to these people.


"Charming" Tiefling
Charming tieflings are those descended from the less hideous populous of the lower planes, the ones with the blood of succubi or erinyes in them, granting them a very comely appearance, and often vestigial bat or bird wings. Their racial stats are as follows:

* Medium-Sized. Base Speed 30.
* -2 Wisdom +2 Intelligence, +2 Charisma. Charming tieflings are cunning and compelling, but tend to give into their inner urges easily.
* The ability to cast Charm Monster as a sorcerer of their hit dice. Charming tieflings can convince nearly any abbhorrent creature to like them.
* Outsider (Evil). Charming tieflings are outsiders with the Evil subtype. This gives them Darkvision with a 60 ft. range.
* Level Adjustment +1
* Favored Class: Bard. Charming tieflings take easily to the center-stage life of a bard.


"Brute" Tiefling
Descended from the rank-and-file thugs designed to be combatants in some great fiendish war, brute tieflings are physically mighty forms, with bulging muscles, prominent viens, and skin of strange colors. Their racial stats are as follows:

* Medium-Sized. Base Speed 30.
* +2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma. Brute tieflings are powerful and well-built, but aren't intelligent or friendly.
* Cold, Fire, and Electricity Resistance 5. Brute tieflings retain the element-resistant blood of their ancestors.
* The ability to cast Aid once per day as a sorcerer of their hit dice. They can only cast this spell on themselves. They often see it as a sort of lesser rage, fueling their attacks, their minds, and their ability to soak up damage.
* +4 racial bonus to Intimidate. Brute tieflings are certainly imposing.
* Outsider (Evil). Brute tieflings are outsiders with the Evil subtype. This gives them darkvision with a 60 ft. range.
* Level Adjustment +1
* Favored Class: Barbarian. Brute tieflings take naturally to the rage-fueled damage machine.


"Death" Tiefling
Descended from the lower planar powers of death, mortality, and violent, irrevocable end, the death tieflings are pale, skeletally thin, sometimes with green hair, red eyes, or purely black flesh. Their racial stats are as follows:

* Medium-Sized. Base Speed 30.
* +2 Constitution, +2 Wisdom, -2 Charisma. Death tieflings are resilient and intuitive, but have a pallor of fatality following them
* Cold, Acid, and Fire Resistance 5. They are resilient against the elements, ignoring them much as bone would.
* The ability to cast Death Knell once per day as a sorcerer of their hit dice. Death tieflings know how to hasten one's progress to the Other Side.
* +2 racial bonus to Heal and Intimidate checks. Death tieflings know anatomy well, and that fact is slightly unnerving.
* Outsider (Evil). Death tieflings are considered outsiders with the Evil subtype. This grants them Darkvision with a 60 ft. range.
* Level Adjustment +1
* Favored Class: Necromancer. Death tieflings take to the dark arts like a fish to water.


"Wily" Tiefling
Creatures with the cunning and brilliance of the lower planar tacticians and occultists, wily tieflings are some of the most intelligent creatures in the world, owing to their black-tainted blood. Their racial stats are as follows:

* Medium-Sized. Base Speed 30.
* +4 Intelligence, -2 Wisdom. Wily tieflings often give into their base urges, but are, of course, extremely intelligent.
* Cold, Fire, and Electricity Resistance 5. Wily tieflings are still resistant to lower planar energies.
* The ability to cast Detect Thoughts once per day as a sorcerer of their hit dice. There is a reason wily tieflings know as much as they do.
* +2 racial bonus to Bluff and Gather Information checks. Wily tieflings know how to lie logically, and know how to gather their knowledge.
* Outsider (Evil). Wily tieflings are outsiders with the Evil subtype. This gives them darkvision with a 60 ft. range.
* Level Adjustment +1
* Favored Class: Bard. The knowledge and lore of a bard resonates well with these creatures.
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Old 28th March 2003, 09:02 PM   #25 (permalink)
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And now some not quite so balanced aasimar from me any modifications that people think are necessary would be very much welcomed. These could also be used as non-planetouched races I guess though as I said I think some of them have balance issues

Winged

The winged aasimar have inherited one of the most awe inspiring aspects of their celestial ancestors, a pair of glorious wings. This gives them the power of flight. They are thin and slight so as to be able to become airborn. Their wings can be like those of a gigantic butterfly or bird in any shade of beautiful colours.

* Medium size. Base speed 30. Fly 40ft(average)
* -4 con, -2 str, +2 dex, +2 Int. In order to fly winged assaimar are frail and have hollow bones but they are quick in mind and nimble in their movemnets.
* Sonic and Electrical resistance: 5, Winged aasimar are resistant to the wild elements of their native sky.
* +4 racial bonus to spot. Like the eagles and other airborn creatures winged aasimar have exceptional eyesight.
* Outsider (good), aasimar are outsiders with the Good subtype. They have darkvision with a range of 60ft.
* ECL: +1 (might need to be modified as flight is quite powerful)
* Favoured class: Diviner, their disconnection from the earth and their canny sight lead winged aasimar toward the search for knowledge, understanding and insight.

Sanctified

The sanctified aasimar is a blessed being, a figure still bearing the inherent holiness of the celestial nobles that were they are descended from to such an extent that wherever they pass there is the feeling of goodness. Sanctified aasimar look otherworldly and tranquil. Thier skin may shine and they emit an aura of calm.

* Medium size. Base speed 30.
* +2 Cha, +2 wis. Sanctified aasimar have unified and resolute minds and kind, charitable attitude towards others that is endearing.
* Whilst held in the hand of a sanctified aasimar an object gains the properties of a holy symbol. By assisting an ally the sanctified aasimar can share the holy item it holds with an ally. Even the touch of a sanctified aasimar can confer holiness on the most base of items.
* The ability to cast Bless Water twice per day, the aasimar may pay 5 hit points instead of the material component.
* A non-paladin sanctified aasimar may wield a Holy Avenger sword as though they were.
* +2 racial bonus to concentration. The willpower of a calm sanctified aasimar is not easily upset.
* ECL: +1
*Favoured Class: Cleric, the self assured and dignified holiness of a sanctified aasimar lends itself naturally to the role of the priest.

Leonine

A descendant of a powerful Leonal or even the Lord of Cats the leonine aasimar carries the power and dignity of the king of beasts within them. Often tall, powerful and attractive these aasimar may have a natural mane like quality to their hair, sharp canines, catlike eyes or just the suggestion of primal might about them.

*Medium size. Speed 30.
*+2 Str, +2 Cha, -2 Wis. Leonine aasimar are powerful physically and they are compelling individuals though their bestial lineage can make them a bit rash in their judgement.
* Fire, Electric and Cold resistance: 5. Leonine aasimar are steadfast creaures able to face adversity with ease.
*Roar. As a spell like ability the leonine aasimar may, once per day, issue a roar that bears the power of a celestial's wrath. Enemies of the aasimar within 50ft must make a will save against a DC of 10 + half the aasimar's character level + Charisma modifier (i'm not very good at working out appropriate DCs, is this about right?) or be shaken.
* + 2 modifier to the leadership feat. Leonine aasimar are natural and authoritative leaders.
* +2 racial bonus to intimidate and diplomacy. These aasimar are imposing and persuasive.
* ECL: +1
* Favoured class: Fighter, the role of a skilled martial figure comes naturally to Leonine aasimar.

Messenger

Descended from a flighty celestial herald, a travaler and proclaimer of the will of the good powers. The Messenger aasimar is a figure quick of wit and action. They are lithe and athletic and have a sense of energy surrounding them taht can take the form of unkempt or spikey hair, effervescent laughter, shifting eye colour or incessant fidgeting.

*Medium size. Base speed 40.
* +2 Dex, +2 Int, +2 cha, -2 Con. Vividly thoughtful and playful with lightening reflexes but lacking stamina or robustness.
* May run for rounds equal to twice their constitution before checking to determine whether they can continue running. They are able to carry themselves and messages of urgency rapidly without tiring. Their forebearers could run the distance of the infintite planes wihtout tiring.
* Cast Expeditious Retreat once per day as a sorcerer of their character level. They are attuned to the ability to cover ground quickly.
* +2 racial bonus to intuit direction and diplomacy. These aasimar instinctually know where they are and where they are headed and are master communicators.
* For each rank they possess in the skill speak language a messenger aasiamr possesses they may learn 2 languages. The ability to converse with others and learn how to communicate is an innate ability.
* ECL: +1
* Favoured class: Rogue, the flexability and adaptiveness of a debonair and witty rogue are the natural path of the messenger aasimar.

Are any of these actually ok ??
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Old 28th March 2003, 10:05 PM   #26 (permalink)
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I would think that hostile environments would be more likely to involve acid than electricity. The tieflings should have fire resistance 5 to survive fiendishly hot realms, cold resistance 5 to survive arctic conditions, and acid resistance 5 to survive acid rain (or snow), and corrosive puddles and ponds.

Electrical damage from the environment is likely to come in large packages (lightning bolts) not in small doses. Electricity resistance 5 isn't a lot of help. Fire, cold and acid damage are all likely to come in small increments, and it would make sense that a tiefling's heredity would protect them from those elements.
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Old 29th March 2003, 07:30 AM   #27 (permalink)
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Here's my response to Arken's races:

Winged: I, personally, would say this is well balanced (verging on actually being a bit weak). But I don't see flight as being that powerful, either. If I were designing it for anything but house rules, I'd probably up their modifiers a bit, and slap a higher ECL on 'em (something like a +3-4, because of the time other PC's would acquire similar powers). But I'll probably use these myself.

Sanctified: Quite well balanced, again, verging on slightly weak. This is mostly because the abilities they get (such as bless water, the abilities to make things holy, and the holy avenger ability) aren't that great unless you've got a willing DM, and can endure living with a narrow focus. I'd say most excellent. *Yoink*.

Leonine: I like the concept for this a LOT. This is the only one that may be slightly powerful, from what I can tell, but it's not a major thing (most of it having to due with the roar ability and the leadership bonus). I'd probably drop a resistance or two, but I like it enough to *yoink* it.

Messenger: Like the sanctified, a great idea, and well balanced, seeing as many of the abilities they have are of limited use. *Yoink* again! In fact, it might be fun to combine the Messenger with the Winged....mmmmm......now we just need one for a Trumpeter/Herald aasimar, and I'll be one happy angel-boy.

------

As for the tiefling's resistances. The main reason they're like that is for canon, to be honest -- MM says Electric, they get electric. I generally agree that Acid probably fits better, and switching the two shouldn't result in any big balance issues. It's mostly a matter of taste. While Acid is probably bigger in their environment, perhaps they inherited Electricity as a defense against the Good Outsiders?
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Old 29th March 2003, 07:16 PM   #28 (permalink)
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More Tieflings

"Scary" Tiefling
There is something about a living spawn of fiendish nature that is simply unnerving. Scary tieflings have taken this to the next logical conclusion, and have the distilled blood of the most horrific beings in the multiverse pumping through their viens. Their racial stats are as follows:

* Medium Sized. Base speed 30 ft.
* +2 Dexterity, -2 Wisdom, +2 Charisma. Scary tieflings are imposing and agile, but are quite impetuous.
* Cold, Fire, and Electricity Resistance 5. Scary tieflings are eerily resistant to many of the most popular destructive energies.
* The ability to cast Scare once per day as a sorcerer of their hit dice. Scary tieflings can cause their terrifying visage to devestating effect.
* +2 racial bonus on Hide and Intimidate. Scary tieflings can lurk in the shadows, and leap out unexpectedly, and this grants them a very menacing aura.
* Outsider (Evil). Scary tieflings are outsiders with the Evil subtype. This grants them darkvision with a 60 ft. range.
* Level Adjustment +1
* Favored Class: Rogue. Lurking at the perhiphery of vision is part of the fear these creatures engender.


Oozey Tiefling
The putrid cast-offs of primordial lust, the oozey tieflings are engendered under perhaps the least appealing of circumstances. Their blood is filled with the gelatinous evil that created them, and it shows through in their obese forms, their constant mucous production, and their slick, sweaty skin. Their racial traits are as follows:

* Medium Sized. Base speed 30 ft.
* +2 Dexterity, +2 Constitution, -4 Charisma. Oozey tieflings are fluid, and have an almost-liquid resilience, but are truly hideous and odious beings.
* Cold and Fire Resistance 5. Acid Resistance 10. Oozey tieflings easily resist the environmental extremes, and are practically made of acid themselves.
* The ability to cast Grease once per day as a sorcerer of their character level. Oozey tieflings can seem to conjure the waste they're made out of from anyplace.
* +2 racial bonus to Alchemey and Escape Artist. Oozey tieflings have a natural feel for chemicals, and seem to have a more flexible skeleton than would be natural.
* Outsider (Evil). Oozey tieflings are outsiders with the Evil subtype. This grants them darkvision with a 60 ft. range.
* Level Adjustment +1
* Favored Class: Barbarian. Like a flowing tide, oozey tieflings are apt to wash over their enemies.


"Crawly" Tiefling
Descended from the insectile denizens of the lower planes, crawly tieflings are perhaps one of the most looked-down-upon variations upon the evil-touched theme. With distended mouths, miniature manidbles, a chitinous flesh, antennae, large buttocks, and often with vestigial insect wings and multiple small limbs, crawly tieflings are truly among the hideous, the fiendish blood in them bringing echoes of plagues and swarms. Their racial qualities are as follows:

* Medium Sized. Base speed 30 ft.
* +2 Strength, +2 Dexterity, -4 Charisma. Though loathsome, crawly tieflings are powerful and agile.
* Acid Resistance 5. Crawly tieflings are slightly proof against many of the ichoric substances their ancestors swam in.
* +2 racial bonus to natural armor. Crawly tieflings have chitinous skin that is resistant to blows.
* The ability to cast Summon Swarm once per day as a sorcerer of their hit dice. Crawly tieflings have a natural empathy with the vermin of the world.
* +2 racial bonus to Climb and Jump. Crawly tieflings have the climbing ability of ants and spiders, and can use their vestigial wings to give them a boost in a jump.
* Outsider (Evil). Crawly tieflings are outsiders with the Evil subtype. This grants them darkvision with a 60 ft. range.
* Level Adjustment +1
* Favored Class: Monk. Crawly tieflings subsume easily into the ideal of a natural attacker affiliated with the order of the hive.


"Feral" Tiefling
The wild forests of the lower planes hold many wicked beings of bloody slaughter and wicked hunt, which occasionally engender spawn. Through the primordial urge of reproduction, the fiendish blood can descend to the feral tieflings, who feel the call of the wild, and the lust for blood within them. Their racial stats are as follows:

* Medium Sized. Base speed 30 ft.
* +2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma. Feral tieflings are powerful and heavily built, but are uncouth and instinctive, holding know value in logic or a smile.
* Cold, Fire, and Electricity Resistance 5. Feral tieflings have strengths against the wild environments.
* The ability to cast Animal Friendship as a sorcerer of their hit dice, up to their own hit dice in animal friends. Feral tieflings are often the head of their own proverbial packs.
* +2 racial bonus to Hide and Move Silently. Feral tieflings have the natural instincts of a hunter.
* Outsider (Evil). Feral tieflings are outsiders of the Evil subtype. This grants them darkvision with a 60 ft. range.
* Level Adjustment +1
* Favored Class: Ranger. The hunter of the woods is a natural path for the feral tiefling to follow.


"Cultist" Tiefling
Descended from the unholy meldings of humans and fiends in wicked pacts formed with occult means, the cultist tieflings truly love and have a passion for their dark side. They often show many of the qualities of the great fiendish lords, showing that their ancestors shared a bond with these creatures. Their racial traits are as follows:

* Medium Sized. Base Speed 30 ft.
* +2 Wisdom, +2 Charisma. Cultist tieflings are very observant and persuasive.
* Cold, Fire, and Electricity Resistance 5. Cultist tieflings are naturally resilient to many of the methods that may be used to destroy them.
* The ability to cast Enthrall once per day as a sorcerer of their character level. Cultist tieflings are compelling when they speak.
* +2 racial bonus to Heal and Knowledge (religion). Cultist tieflings know how to keep the faithful in fervor, and in good health.
* Outsider (Evil). Cultist tieflings are outsiders with the Evil subtype. This gives them darkvision with a 60 ft. range.
* Favored Class: Cleric. Cultist tieflings take naturally to religious life, often devoting themselves to wicked and diabolical gods.
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Last edited by Kamikaze Midget; 29th March 2003 at 08:09 PM..
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Old 31st March 2003, 07:12 PM   #29 (permalink)
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As a small side note (not a hijacking) could someone please point out where the planetouched are listed as ECL+1? Both the MM & the DMG have them as ECL+0 and Half-Celestials as ECL+1. Thanks.
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Old 31st March 2003, 10:40 PM   #30 (permalink)
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Chaonds!

"Chaos-Touched" Template
For those chaonds who aren't nessecarily descended from human stock, you can give them the following template. Only change the following:

* Type changes to Outsider (Chaos). Their old type and subtypes are removed. This grants them Darkvision with a range of 60 ft.
* +2 Dexterity, +2 Constitution, -2 Charisma
* Acid, Electricity, Fire, and Sonic Resistance 5
* The spell-like ability of Shatter once per day, as a sorcerer of their hit dice.
* +2 racial bonus to Escape Artist and Tumble.
* Level Adjustment +2. This is in addition to the level adjustment of the base creature.
* Initial class favored. The first class the chaos-touched creature takes becomes their favored class.


Note that this doesn't reproduce the Chaond in the MM2 if applied to a human. Chaonds created with this template thus have a slight edge over those created otherwise, and so have a slightly higher level adjustment.

"High" Chaond
A more potent version of the usual planetouched, these creatures may be closer to their anarchic origins than your typical chaond, or may be descended from more powerful versions of chaotic creatures (such as slaadi). Their racial stats are as follows:

* Medium Sized. Base speed 30.
* Outsider (Chaos). High chaonds are outsiders with the chaos subtype. This grants them darkvision with a 60 ft. range.
* +2 Dexterity, +2 Constitution, +2 Wisdom. High chaonds are fluid, resilient, and have an almost supernatural awareness.
* Acid, Cold, Fire, and Sonic Resistance 5. High chaonds are naturally resilient to many elements.
* The ability to cast Gaseous Form once per day as a sorcerer of their hit dice, on themselves only. High chaonds are apt to let the organized confines of their body dissolve every once in a while.
* +2 racial bonus to Escape Artist and Tumble checks. High chaonds are quite agile.
* Level Adjustment +2
* Favored class: Initial. The first class a high chaond takes becomes it's favored class. No two high chaonds are good at the same thing.


"Low" Chaond
Distantly removed from chaotic ancestry, or simply descended from the less powerful creatures of the karach, low chaonds are weaker than their stronger kin, but still potent. Their racial abilities are as follows:

* Medium Sized. Base speed 30.
* Outsider (Chaos). Chaonds are outsiders with the chaos subtype. This grants them darkvision with a 60 ft. range.
* +2 Dexterity, -2 Intelligence, -2 Charisma. Low chaonds appear deformed, and have trouble with logic, but are quite fluid in their movements.
* The ability to cast Protection from Law once per day as a sorcerer of their hit dice. Low chaonds can generate energies unpleasant to those of lawful alignment.
* +2 racial bonus to Escape Artist and Tumble checks. Low chaonds are still quite agile.
* Level Adjustment +0
* Favored Class: Initial. A low chaond's first class is their favored class, since no two chaonds are good at the same thing.


"Thug" Chaond
Descended from those who declare that might makes right (and their might just might make them right) among the chaotic planes, thug chaonds are often hulking creatures, bristling with muscle, bravado, and tavern songs. Their racial stats are as follows:

* Medium Sized. Base speed 30.
* Outsider (Chaos). Chaonds are outsiders with the chaos subtype. This grants them darkvision with a 60 ft. range.
* +2 Strength, +2 Constitution, -2 Intelligence. Thug chaonds are strong and resilient, but none too bright.
* Acid, Cold, and Sonic Resistance 5. Chaonds are resistant to the cacophonus elements of their home.
* The ability to cast Endurance once per day as a sorcerer of their hit dice, on themselves only. Thug chaonds are known to be quite resilient.
* +2 racial bonus to Climb and Jump checks. Thug chaonds have a natural tendancy to be able to bubble to the surface.
* Level Adjustment +1
* Favored class: Barbarian. Thug chaonds take quickly to a violent, uneducated life.


"Tentacled" Chaond
Engendered by beings best left unnamed and undescribed, tentacled chaonds are gibbering beings whose slick, mucous-covered skin and extreme flexibility give keys to their mad parents. Their racial stats are as follows:

* Medium Sized. Base speed 30.
* Outsider (Chaos). Chaonds are outsiders with the chaos subtype. This grants them darkvision with a 60 ft. range.
* +2 Dexterity, +2 Constitution, -2 Intelligence, -2 Charisma. Tentacled chaonds are tough and agile, but their logic is alien and they're about as pretty as a mind flayer's business end.
* Acid and Sonic Resistance 5. Tentacled chaonds are resistant to the bubling, frothing energies of acid and the vibrating, jolting energies of sound.
* The ability to cast Detect Thoughts once per day as a sorcerer of their character level. Tentacled chaonds have a very disturbing tendancy to know things you want to hide.
* +2 racial bonus to Alchemey and Escape Artist checks. Tentacled chaonds know chemicals well, and are slippery.
* Level Adjustment +1
* Favored Class: Cleric. The call of the unknown resonates highly in these degenerate spawn.


"Mad" Chaond
The spawn of the bonkers, the progency of the insane, and the children of the barmy, mad chaonds are the descendants of the very spirits of howling madness and mental illness. As such, they appear skeletal and withered, often with minor and major neurosis that stop them from being functional members of society. But who is to say what is sane for a creature engendered of the insane? Their racial stats are as follows:

* Medium Sized. Base speed 30.
* Outsider (Chaos). Chaonds are outsiders with the chaos subtype. This grants them darkvision with a 60 ft. range.
* +2 Intelligence, -2 Wisdom. Mad chaonds are quite uncannily bright, but are often trapped in their own worlds.
* Acid, Cold, Sonic, and Electricity resistance 5. Protected from the icy howling winds of madness, and the typical environs of a mad scientist's lab means that the mad chaonds fear very little.
* The ability to cast Hideous Laughter as a sorcerer of their hit dice. Laughing is infectious, after all.
* +2 racial bonus to Alchemey and Knowledge (arcana). The practices and trappings of science come easily for these creatures.
* Level Adjustment +1
* Favored class: Wizard. Pseudo-science is the true nature of these beings.
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