+2 ECL Aasimar critiques welcome

kirinke

First Post
AASIMAR
Aasimar, 1st-Level Warrior
Medium Outsider (Native)
Hit Dice: 1d8+1 (5 hp)
Initiative: +4
Speed: 20 ft. in scale mail (4 squares); base speed 30 ft.
Armor Class:16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16
Base Attack/Grapple: +1/+2
Attack: Longsword +2 melee (1d8+1/19–20) or light crossbow +1 ranged (1d8/19–20)
Full Attack: Longsword +2 melee (1d8+1/19–20) or light crossbow +1 ranged (1d8/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Daylight
Special Qualities: see below
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 10
Skills: Heal +4, Knowledge (religion) +1, Listen +3, Ride +1, Spot +3
Feats: Improved Initiative
Environment: Temperate plains
Organization: Solitary, pair, or team (3–4)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually good (any)
Advancement: By character class
Level Adjustment: +2


Aasimars are usually tall, good-looking, and generally pleasant. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare.

Most aasimars are decidedly good-aligned. They fight against evil causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare.

Combat
Aasimars usually like a fair, straightforward contest. Against a particularly evil foe, however, they fight with utter conviction and to the death.

Daylight (Sp): An aasimar can use daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.

Skills: An aasimar has a +2 racial bonus on Spot and Listen checks.
The aasimar warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Aasimar as Characters
Aasimar characters possess the following racial traits.

Immortal. Immune to aging spells/abilities
Cannot be turned into undead
Immune to scarring once they reach full adulthood
Regeneration 5: evil weapons/spells negates
—+2 Wisdom, +2 Charisma.
—Medium size.
—An aasimar’s base land speed is 30 feet.
—Darkvision: Aasimars can see in the dark up to 60 feet.
—Lowlight vision: 60ft
—Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.
—Racial Feats: An aasimar gains feats according to its class levels.
—Special Attacks (see above): Daylight.
—Special Qualities (see above): Resistance to acid 5, cold 5, and electricity 5.
—Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling,
Sylvan.
—Favored Class: none.
—Level adjustment +2.
 
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By "Favored class: none", I assume you mean "Favored class: any", right?

If so, BOLD that line, too. It's a nice boost.

-- N
 



What I really wanted to do was make them more highlanderish, without the highlander things :) if that makes sense. And those highlander immortals always struck me as being akin to Aasimars. Basically human, but immortal. This is as close as I could get.
 

Personally, I'd rather see a racial PrC that granted bonus abilities than a higher LA race.

But then, I dislike LA.

-- N
 


Uh.... right. Throw out balance mechanisms. That's clever. :uhoh:

-- N, prefers replacing them with something sensible
 

lol. those fun characters where I ignore ECL are just for fun/practice. They're never meant to see the light of a game. :cool: :lol:

But I can see where you're getting at. If I ever ran a game where I allowed one character an ECL thing greater than +1, I'd give the same option to the other players or give them goodies to make it more equal. It may not be weapons, but more or less useful items like peirapts of health etc.
 
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