drowdude
First Post
Figured I would repost these...
Comments are welcome as always.
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Aasimar Template
The base creature’s type becomes “native” Outsider.
Hit Dice: Same as the base creature.
Speed: Same as the base creature.
AC: Same as the base creature.
Attacks/Damage: Same as the base creature.
Special Attacks / Qualities: Same as the base creature, + they gain the following abilities:
·+2 racial bonus to all Will saves versus mind-affecting spells and effects.
·+2 racial bonus to Fort saves versus Poisons.
·Immunity to all forms of disease.
·Spell Resistance of 5 + character level (max of 25).
·Keen Senses - Darkvision out to a range of 60’, Low-Light Vision (x2), & a +2 racial bonus to all Listen & Spot skill checks.
·Elemental Resistance: 15 points divided up among Acid / Cold / Electricity as desired. The default is each at 5.
·Spell-Like Abilities: Cast as a sorcerer of the aasimar's character level. Choose one from the following options...
* Daylight 1/day
* Light 3/day
* Protection from Evil 2/day
* Detect Evil 2/day
* others may be allowed at the DM's discretion.
Upon reaching 7th level, the aasimar gains one of the following special abilities (this choice once made is permanent):
Wings of the Deva – The aasimar grows large feathered wings the enable her to fly at twice her base speed (good).
Aura of Menace – The aasimar gains the ability to generate an intangible, invisible aura of menace that weakens hostile creatures within a 20-foot radius. Anyone about to attack the aasimar must attempt a Will save (DC = to 10 + charisma modifier + ½ character level). Those who fail the saving throw suffer a –2 morale penalty on attacks, checks, and saves for one full day, or until they successfully damage the aasimar generating the aura. A creature that makes its initial save or damaged the aasimar is immune to that aasimar’s aura of menace for one day.
Immunity – The aasimar becomes immune to one of the following attacks/effects: Acid, Cold, Electricity, or Petrifaction.
Magic Circle Against Evil – The aasimar may invoke this spell upon herself up to 3/day as a free action, cast as a sorcerer of her character level.
Saves: Same as the base creature, except as noted above.
Abilities: Increase from the base creature as follows: Str +2, Wis +2, & Cha +2.
Skills: Same as the base creature; intuitively speaks Celestial.
Feats: Same as the base creature.
Climate/Terrain: Same as the base creature.
Organization: Same as the base creature.
Challenge Rating: Same as the base creature +1.
Treasure: Same as the base creature.
Advancement: Same as the base creature, except that they may choose to replace the base creature's favored class with Paladin. ECL +2.
Comments are welcome as always.
_______________________________________
Aasimar Template
The base creature’s type becomes “native” Outsider.
Hit Dice: Same as the base creature.
Speed: Same as the base creature.
AC: Same as the base creature.
Attacks/Damage: Same as the base creature.
Special Attacks / Qualities: Same as the base creature, + they gain the following abilities:
·+2 racial bonus to all Will saves versus mind-affecting spells and effects.
·+2 racial bonus to Fort saves versus Poisons.
·Immunity to all forms of disease.
·Spell Resistance of 5 + character level (max of 25).
·Keen Senses - Darkvision out to a range of 60’, Low-Light Vision (x2), & a +2 racial bonus to all Listen & Spot skill checks.
·Elemental Resistance: 15 points divided up among Acid / Cold / Electricity as desired. The default is each at 5.
·Spell-Like Abilities: Cast as a sorcerer of the aasimar's character level. Choose one from the following options...
* Daylight 1/day
* Light 3/day
* Protection from Evil 2/day
* Detect Evil 2/day
* others may be allowed at the DM's discretion.
Upon reaching 7th level, the aasimar gains one of the following special abilities (this choice once made is permanent):
Wings of the Deva – The aasimar grows large feathered wings the enable her to fly at twice her base speed (good).
Aura of Menace – The aasimar gains the ability to generate an intangible, invisible aura of menace that weakens hostile creatures within a 20-foot radius. Anyone about to attack the aasimar must attempt a Will save (DC = to 10 + charisma modifier + ½ character level). Those who fail the saving throw suffer a –2 morale penalty on attacks, checks, and saves for one full day, or until they successfully damage the aasimar generating the aura. A creature that makes its initial save or damaged the aasimar is immune to that aasimar’s aura of menace for one day.
Immunity – The aasimar becomes immune to one of the following attacks/effects: Acid, Cold, Electricity, or Petrifaction.
Magic Circle Against Evil – The aasimar may invoke this spell upon herself up to 3/day as a free action, cast as a sorcerer of her character level.
Saves: Same as the base creature, except as noted above.
Abilities: Increase from the base creature as follows: Str +2, Wis +2, & Cha +2.
Skills: Same as the base creature; intuitively speaks Celestial.
Feats: Same as the base creature.
Climate/Terrain: Same as the base creature.
Organization: Same as the base creature.
Challenge Rating: Same as the base creature +1.
Treasure: Same as the base creature.
Advancement: Same as the base creature, except that they may choose to replace the base creature's favored class with Paladin. ECL +2.
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