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If it's a standard PC race, I've called it that 1 Player Class level = CR1, regardless of whether it's a dwarf or an elf or a human or whatever.

If you want to give a non standard PC race levels in PC classes, follow the Level Adjustment rule.

I've never used Aasimar before, nor do I see them in the SRD (if I missed them, point 'em out)... but a quick google search shows that they're a planescape thing. Details, please?
 

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Aasimar are human[oid]s who have celestial blood in their distant past, and currently just hold a small trace of it.

It's normally an ECL+1 race, under the Planetouched entry (similar rules-wise to Drow) in the MM. By the UK system though, they are lower CR than the Dwarf War1's in the MM. Their advantages are pretty minor in a game like this (Daylight at will, +2 to two mental stats), all they have worth noting is a minor resistance to Cold, Electricity and Acid. They probably aren't really worth any extra points compared to the other races, IMO.
 

Ah, here we go. "At DMs discretion, ignore the impact of racial traits less than +1" And that's what I'm doing (as long as you're also taking class levels).

You've already said that the racial traits add up to less than 1, in which case you can treat it as a ECL+0 PC race.

However, I still need to see all the details so I can check the math on it myself. I'll need that anyway, of course.

Edit: Ah, I see it now... right. Under Planetouched. I really need to pay more attention. I also see that it has the same CR as Dwarves and Elves, which adds credence to your claim. Just thought I'd mention that. Still need to see stats.

Found it in the SRD too. Okay... one moment while I check the stats...
 
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(from 3.5srd.com)
Aasimar characters possess the following racial traits.

— +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.

—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: Paladin.
 

Code:
[b]Aasimar Traits = CR+0.9[/b]
Ability Score Bonuses (+4)	CR +0.4
Medium Size			CR +/-0
Darkvision			CR +0.2
Spot and Listen Bonus		CR +/-0
Sunlight (1/day)		CR +/-0
Resistance to Acid (5)		CR +0.1
Resistance to Cold (5)		CR +0.1
Resistance to Electricity (5)	CR +0.1

I didn't see any modifiers for Sunlight, or the Spot and Listen bonus, so left those modifiers at 0.

Well, at +0.9, these guys are just barely shy of +1. Just barely. Since the highest PC race is +0.51, and the rest average at +0.3, my ruling for this specific case is that you add CR1/2 on top of class CR.
 
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Section 9.16 covers Spell-like abilities. For the aasimar's daylight, it's +0.003. Section 11 has skill bonuses; for the aasimar it's +0.04. So yeah, they're pretty negligible.
 


I would like to get my infantry to the tactical soldier prestige class, but it may be awhile. (I have 200 of 'em and they have to be 6 lvl to qualify) When I get a hold of the book, I'll post them if you want.
 


Now that I've (mostly) statted up my army, I've got a couple more fine point clarifications:

1. Gear for monsters: It's clear that leveled characters are built with CR that explicitly contains a certain amount of equipment. Do monstrous troops without class levels get any equipment as part of their CR? If so, how much? And if not, what about the listed equipment that all monsters of that type carry (e.g. a Balor's Vorpal Sword, a Solar's Slaying Arrows Bow, or even a Yuan-Ti's masterwork armor and weapons)? I would assume that the listed CRs would factor in carried treasure, which intelligent monsters will use (thus it is modifies the encounter level). Would there be any difference if a monster was given levels in a class on top of its HD?

2. Ability scores for monsters: Characters with PC or NPC classes get either the 25 or 15 point array for their ability scores. What monstrous troops qualify for the 25 point array? And is it permissible to redistribute the default 15 point arrays that are given to the monsters if the 25 point array isn't used?

3. Feat/Skill selection for monsters: Can non-bonus feats be reselected (i.e. swap an Ogre's Toughness and Weapon Focus for Power Attack and Cleave)? Can skill points be reassigned (per the MM rules on class and cross-class skills)?

4. Summoning magic: Sort of related to the Warhorse CR ruling. If a magic item is purchased that can summon monsters (e.g. Bag of Tricks), should just the gold cost be paid, or is a CR judgment in order?

5. Unbalanced magic items: Since class and equipment are factored separately, what's to stop an army from being a bunch of level 1 characters with 11 levels (0.8 + 2.2 = 3 CR) of gear buying terribly unbalanced magic items with their 133,100 gp worth of gear? Especially when they could buy powerful summoning magic, and get things like huge elementals? Given the baseline unit costs, it's possible to have 40 level 1 Wizards with nearly a million gp apiece.
 

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