Homebred Aasimar

KKDragonLord

First Post
I am converting my campaign to the 4e and i was very upset that Aasimars are not in the MM. Since one of my key NPCs is an Aasimar i decided to make my own. Mixing the stats from 4e angels and 3e Aasimar and making up some new stuff to make it shine i got this:

Aasimar (Fallentouched)

Descended from fallen angels who became tainted from interacting with mortals and became mortals themselves.

Racial Traits

Average Height: 5´ 7˝– 6´ 3˝
Average Weight: 135–220 lb.
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Ability Scores: +2 Con, +2 to either Wisdom or Charisma
Size: medium
Speed: 6 squares
Vision: Low-light
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Languages: Common, choice of one other
Skill Bonuses:+2 Perception, +2 Insight

Angelic Aura: Attacks against the Aasimar take a –1 penalty unless the Aasimar is bloodied.

Bold: You gain a +5 racial bonus to saving throws against fear.

Astral Balance: You can use Astral Balance as an encounter power

Descended from angels the Fallentouched can appear anywhere usually coming from a line of powerful clerics or paladins who frequently interacted with those bastions of astral power until the time of their fall. Aasimar can be very proud and arrogant, believing themselves superior to others, or humble and charitable giving their lives for the cause of good. Some even become obsessed about performing a role related to his forefather like protection, justice or vengeance.

Play an Aasimar if you want...

* To be wise and charismatic
* To Battle against evil in style, or attempt to rule by swaying the masses.
* To Become a valorous paladin, a protective cleric or a vengeful warlock.

Astral Balance - Aasimar Racial Power
You draw out power from your angelic heritage to even out the scales of fate by harming your enemies and healing your allies.
Encounter ✦ Minor Action
Personal

Effect:You get a +1 power bonus on the next attack roll against an enemy that has hit an ally since your last turn, if the attack deals damage the ally regains an amount of hit points equal to your charisma modifier

Racial Feats:

ZEALOUS RETRIBUTION - Aasimar Racial Feat (by Khaalis)
Tier: Heroic
Prerequisite: Aasimar
While using your Astral Balance power you may deal instant retribution to a foe.
Encounter
Immediate Reaction --- Personal

Trigger: An ally within 3 squares of you is hit by an attack
Effect: You teleport adjacent to the ally and gain an immediate basic melee attack against the foe that struck the ally (if the foe is in range)

(Edited for improvements)
 
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Angelic Aura: All attacks rolls against the Aasimar take a -1 penalty until they become bloodied.
Until who becomes bloodied? The Aasimar or the foe?

On another note, I think this needs to be more internally focused. I don't remember seeing any passive racial trait that affects enemies rather than the PC themselves. This should be something more along the line of ... "You gain a +X bonus vs. Y effect."

For instance: You gain a +1 bonus to Fortitude defense.
Or: You gain a +1 bonus to your Fortitude defense and a +2 bonus to saving throws against Necrotic effects.


+5 save versus Fear
Don't see anything wrong with this one.

Racial power, Encounter
Zealous Retribution: You can channel your zeal and get a +1 power bonus to attack rolls against an enemy that hit an ally since his last turn. If your attack hits and deals damage, you inspire your ally who gets a number of temporary hit points equal to your charisma modifier.

This seems like it needs a bit of cleaning up. Possibly...


ZEALOUS RETRIBUTION - Aasimar Racial Power
You channel your astral energy to smite foes and bolster allies.
Encounter
Immediate Reaction --- Personal
Trigger: An ally within 3 squares of you is hit by an attack
Effect: You teleport adjacent to the ally and gain an immediate basic melee against the foe that struck the ally (if the foe is in range) and gain a +1 bonus to the attack roll.
Hit: You grant the trigger ally temporary hit points equal to your Charisma modifier.
 

Thanks for the feedback =)

Im taking the Angelic aura from the special ablity of angels in the monster manual. Its a bit better than blood hunt but i figured it would be okay, maybe if it activated after bloodied it would be less powerfull.
Ill edit these in and also make it clearer.

WOWZER! your Zealous Retribution is a lot better than mine and its VERY KEWL! Ill edit it in (w credits) if you dont mind =p

Im just a bit concerned with balance compared to the Tiefling

Any ideas for Racial feats anyone?
 
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I only have the Angels excerpt to base this on, but doesn't their special ability give attacks against them a penalty on the condition that the Angel is not bloodied?

I like this more, based on aasimar flavor. It encourages aasimar to stay as pristine as possible and keep their health up. It frontloads their advantage to the beginning of a fight, encouraging them to be bold in combat. When they're winning, they win extra, which only makes them prouder and more frustrating to their jealous buddies, and sets them up for a prideful fall.

If anything, I'd say condition more of their abilities on being "not bloodied."
 

Good point, i guess you are right, it does feel odd that way, ill just switch it back then.

What has been worrying me greatly is the balance of the Zealous Retribution and the Tieflings Infernal Wrath. A short range teleport an immediate reaction and an extra attack seems way too much, plus theres the extra hp which by itself would be enough considering powers like cure light wounds.

Another thing is that this wouldn't be so good for my devoted cleric NPC, her melee attacks are not so good. Other classes and builds would have the same problem as well... So im thinking on keeping the Zealous Retribution as a feat improvement and changing the racial power back the way it was but with a different title.
 

The one I wrote is more based on the Paladin's abilities than the monster trait. In most cases I find that the monster powers tend to be a bit powerful for PC races. I don't have it handy, but I'll have to check the Angel entry and see what I think.
 



Its true, i haven't thought about it but they do add to the same defense, i guess i can stop worrying about the balance of the angelic aura =)
the reason i chose those stats was simply to keep the same ones from 3E, that and because i feel that they are the stats that make most sense for a race touched by the heavens and also the ones that help the player who chooses to make a paladin or a cleric.

I didn't like the empyreal much because i had made my own version before and i had considered carefully that the radiant resistance would really suck for a good player, since most monsters and enemies that use it are all good aligned, it would take the will of the DM to trick these creatures into fighting the group. Thats why i added the Bold feature, i looked up and realized that all angels are immune to fear and none of the demons are, so this is a much more universal racial feature to get from them, plus its a lot cooler when it gets in play.

The reason i thought that the Angelic Aura is imbalanced is that the way tiefling racial trait works, its not as relevant as the aura is. That +1 to ac and all defenses will help any character every time a monster or minion tries to attack him, and all it takes for the player to activate it and keep it is to make sure to stay above bloodied.

It states in the phb that the Supernal and Abyssal languages aren't supposed to be available to first level characters, thats why the tiefling gets "choice of one other" as well.

the racial powers of the empyreal are either too much or too little, a bonus of +1 for perception in combat is sort of a joke, area damage works like a class power so its kinda too much and the bonus radiant damage to a melee attack is really uncool for classes that don't like to do melee. (im just reviewing here, not trying to offend anyone)
 
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