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18 PRC, 3 Paragon, 2 Races, 20 Feats, 7 Magic Item, 1 material, 1 creature, 1 class +
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<blockquote data-quote="Neo" data-source="post: 1542310" data-attributes="member: 4139"><p><strong>AASIMAR PARAGON:</strong></p><p>Aasimar are humans with celestial ancestry. And although Aasimar are not as powerful as full-fledged half celestials, their touch of celestial blood does grant them some significant benefits to their guile and personality as well as some minor resistances and spell-like abilities. Although some Aasimar turn away from their noble heritage and commit acts of evil, completely rejecting their innate goodness, most remain good and noble beings. Aasimar paragons are both good and evil, trying to successfully come to terms with their family history. The good ones see themselves as blessed by their ancestry and embrace it while the evil ones view it as a taint.</p><p></p><p><strong>Adventures:</strong> Aasimar paragons undertake adventures for noble selfless reasons, championing just causes and worthwhile ideals. Evil Aasimar adventure for themselves and commonly misuse the assumption of their goodness by others to take advantage and manipulate. A Good Aasimar is most commonly viewed as the golden haired hero appearing in the time of greatest need, saving the day and vanishing just as quietly back into the shadows, without need of thanks or reward. Safe in the knowledge they have done a good deed for a good reason.</p><p></p><p><strong>Characteristics:</strong> Aasimar Paragons are brave, noble, and selfless though most commonly aloof and private people. Those they trust they do so utterly and with their lives, but they are not fast to trust. Many Aasimar even those, which are not good have a natural tendency towards good acts forcing some to fight their very urges.</p><p></p><p><strong>Alignment:</strong> Almost all Aasimar are good. Those that are not must constantly struggle with their inner conscience, seldom knowing the inner peace that many others can know.</p><p></p><p><strong>Religion:</strong> Most Aasimar are strongly attracted to religion being seen as a way of more closely associating themselves with their celestial ancestry. Evil Aasimar reject religion for the most part refusing to have any link to their ancestry associated with their beliefs.</p><p></p><p><strong>Background:</strong> Aasimar paragons tend to learn their skills from structured organisations and religions while in the service of their chosen deity. They frequently multiclass as Paladins or Clerics as a result. Aasimar Paragons do not tend to view themselves as champions of a people or their race but more as champions of an ideal or cause.</p><p></p><p><strong>Races:</strong> Aasimar Paragons have widely varying views on the races but mostly it is an aloof curiosity and respect. It is very rare that Aasimar’s hold any racial hatred towards any but those who are dedicated to evil and even then they try to judge individually as opposed to a whole.</p><p></p><p><strong>Classes:</strong> Aasimar Paragons are commonly happy to work with members of any class though prefer to avoid the company of rogues, instead preferring that of Paladins and Clerics. Those Aasimar who are dedicated to evil tend to prefer the company of shady characters with no religious ties.</p><p></p><p><strong>Game Rule Information</strong></p><p>Aasimar Paragons have the following game statistics </p><p>Abilities: Charisma and Wisdom are viewed as the most important attributes for an Aasimar paragon helping them deal with matters of care and diplomacy as well as providing them a great deal of guile and common sense. Strength is also important for those who become paladins in order to aid them in melee, Dexterity is probably the least important statistic as most frequently Aasimar paladins and clerics wears heavy armour, which reduces the benefit of a high dexterity. </p><p></p><p><strong>Alignment:</strong> Any </p><p></p><p><strong>Hit Die:</strong> d8</p><p></p><p><strong>Class Skills</strong></p><p>The Aasimar Paragon class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge – Religion (Int), Knowledge – Planes (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Speak Language, and Spot (Wis). See Chapter 4: Skills for descriptions. </p><p></p><p><strong>Skill Points at Each Level:</strong> 4 + Int modifier.</p><p></p><p><strong>Class Features</strong></p><p>All of the following are class features of the Aasimar Paragon</p><p></p><p><strong>Weapon and Armour Proficiency:</strong> A n Aasimar paragon is proficient with all simple and martial weapons, light armour, medium armour and heavy armours and shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, Also, Swim checks suffer a –1 penalty for every 5 pounds of armour and equipment carried.</p><p>Improved Resistance (Ex): At 1st level, one of the Aasimar Paragons natural resistances to energy (Acid, Cold, or Electricity) improves from 5 to 10. The character can choose which of his three resistances improves, but once he makes this choice it can never be altered/</p><p></p><p><strong>Light (Sp):</strong> At 2nd level, an Aasimar paragon can use his Light spell-like ability three times per day.</p><p></p><p><strong>Skill Bonus (Ex):</strong> A 2nd level Aasimar paragon’s racial bonus on Listen and Spot checks improves to +4.</p><p></p><p><strong>Ability Boost (Ex):</strong> At 3rd level, an Aasimar paragon’s Wisdom score increases by +2 points. </p><p></p><p><strong>Table 2-0: The Aasimar Paragon</strong></p><p><strong>Level Attack Fort Ref Will Special </strong></p><p>1st +0 +2 +2 +2 Improved Resistance</p><p></p><p>2nd +1 +3 +3 +3 Light, Skill bonus</p><p></p><p>3rd +2 +3 +3 +3 Ability boost (Wis +2)</p></blockquote><p></p>
[QUOTE="Neo, post: 1542310, member: 4139"] [b]AASIMAR PARAGON:[/b] Aasimar are humans with celestial ancestry. And although Aasimar are not as powerful as full-fledged half celestials, their touch of celestial blood does grant them some significant benefits to their guile and personality as well as some minor resistances and spell-like abilities. Although some Aasimar turn away from their noble heritage and commit acts of evil, completely rejecting their innate goodness, most remain good and noble beings. Aasimar paragons are both good and evil, trying to successfully come to terms with their family history. The good ones see themselves as blessed by their ancestry and embrace it while the evil ones view it as a taint. [b]Adventures:[/b] Aasimar paragons undertake adventures for noble selfless reasons, championing just causes and worthwhile ideals. Evil Aasimar adventure for themselves and commonly misuse the assumption of their goodness by others to take advantage and manipulate. A Good Aasimar is most commonly viewed as the golden haired hero appearing in the time of greatest need, saving the day and vanishing just as quietly back into the shadows, without need of thanks or reward. Safe in the knowledge they have done a good deed for a good reason. [b]Characteristics:[/b] Aasimar Paragons are brave, noble, and selfless though most commonly aloof and private people. Those they trust they do so utterly and with their lives, but they are not fast to trust. Many Aasimar even those, which are not good have a natural tendency towards good acts forcing some to fight their very urges. [b]Alignment:[/b] Almost all Aasimar are good. Those that are not must constantly struggle with their inner conscience, seldom knowing the inner peace that many others can know. [b]Religion:[/b] Most Aasimar are strongly attracted to religion being seen as a way of more closely associating themselves with their celestial ancestry. Evil Aasimar reject religion for the most part refusing to have any link to their ancestry associated with their beliefs. [b]Background:[/b] Aasimar paragons tend to learn their skills from structured organisations and religions while in the service of their chosen deity. They frequently multiclass as Paladins or Clerics as a result. Aasimar Paragons do not tend to view themselves as champions of a people or their race but more as champions of an ideal or cause. [b]Races:[/b] Aasimar Paragons have widely varying views on the races but mostly it is an aloof curiosity and respect. It is very rare that Aasimar’s hold any racial hatred towards any but those who are dedicated to evil and even then they try to judge individually as opposed to a whole. [b]Classes:[/b] Aasimar Paragons are commonly happy to work with members of any class though prefer to avoid the company of rogues, instead preferring that of Paladins and Clerics. Those Aasimar who are dedicated to evil tend to prefer the company of shady characters with no religious ties. [b]Game Rule Information[/b] Aasimar Paragons have the following game statistics Abilities: Charisma and Wisdom are viewed as the most important attributes for an Aasimar paragon helping them deal with matters of care and diplomacy as well as providing them a great deal of guile and common sense. Strength is also important for those who become paladins in order to aid them in melee, Dexterity is probably the least important statistic as most frequently Aasimar paladins and clerics wears heavy armour, which reduces the benefit of a high dexterity. [b]Alignment:[/b] Any [b]Hit Die:[/b] d8 [b]Class Skills[/b] The Aasimar Paragon class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge – Religion (Int), Knowledge – Planes (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Speak Language, and Spot (Wis). See Chapter 4: Skills for descriptions. [b]Skill Points at Each Level:[/b] 4 + Int modifier. [b]Class Features[/b] All of the following are class features of the Aasimar Paragon [b]Weapon and Armour Proficiency:[/b] A n Aasimar paragon is proficient with all simple and martial weapons, light armour, medium armour and heavy armours and shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, Also, Swim checks suffer a –1 penalty for every 5 pounds of armour and equipment carried. Improved Resistance (Ex): At 1st level, one of the Aasimar Paragons natural resistances to energy (Acid, Cold, or Electricity) improves from 5 to 10. The character can choose which of his three resistances improves, but once he makes this choice it can never be altered/ [b]Light (Sp):[/b] At 2nd level, an Aasimar paragon can use his Light spell-like ability three times per day. [b]Skill Bonus (Ex):[/b] A 2nd level Aasimar paragon’s racial bonus on Listen and Spot checks improves to +4. [b]Ability Boost (Ex):[/b] At 3rd level, an Aasimar paragon’s Wisdom score increases by +2 points. [b]Table 2-0: The Aasimar Paragon[/b] [b]Level Attack Fort Ref Will Special [/b] 1st +0 +2 +2 +2 Improved Resistance 2nd +1 +3 +3 +3 Light, Skill bonus 3rd +2 +3 +3 +3 Ability boost (Wis +2) [/QUOTE]
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