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Paladin Variant Traits And Variant Aasimar Race Questions
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<blockquote data-quote="Nazhkandrias" data-source="post: 3396848" data-attributes="member: 50521"><p>No, my mind still isn't made up. Truth be told, I'm not just trying to create a race that works well for me and one particular game, I want a balanced race that everyone can enjoy (in the right scenarios) that is perfect for those who want a touch of the divine in their characters, without an LA. As such, I would love it if this race sat well with almost everyone (you can't please EVERYone, but you can still make it a popular choice). In truth, I want this race to almost play like one of the Core Races - cool quirks, but not overpowered or overspecialized, like many monster races are.</p><p></p><p>OK, I think I have the major balance here - bring in the Human Blood, and add in a -2 penalty to Constitution (for reasons given before - weakening of body due to divine power slowly leaving). That penalty to Con makes it so this race is NOT a natural choice for spellcasters, as that penalty to Con effectively hurts EVERY class, especially ones with low Hit Die. I think that this is a good, balanced build, using suggestions from everyone. But PLEASE REMEMBER! I am always open to suggestions. I'm sure there will still be a few bugs to work out, but this revision should be a step in the right direction. - </p><p>__________________________________________</p><p></p><p>- Ability Score Adjustments: +2 Cha, -2 Con.</p><p>- Size and Type: Medium Outsider (Native).</p><p>- Human Blood: For all effects related to race, a Faded Aasimar is considered a Human.</p><p>- Speed: 30 feet.</p><p>- Darkvision 60 ft.</p><p>- Spell-like Ability: Light (1/Day) as a 1st-level caster or a caster of his class levels, whichever is higher.</p><p>- +1 to Listen and Spot checks. A Faded Aasimar's senses are keen, but not as keen as those of an Aasimar.</p><p>- +1 to Diplomacy and Sense Motive checks. A Faded Aasimar's charismatic nature and time spent with humans has allowed them to develop social graces and instincts not present in most Aasimar.</p><p>- Celestial Resistance (Ex): Choose one of the following energy types: cold, acid, electricity. You gain racial energy resistance 5 against the chosen type.</p><p>- Automatic Languages: Common and Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.</p><p>- Favored Class: Paladin.</p><p>__________________________________________</p><p></p><p>OK, the stats are now pretty fairly balanced, making this race a good (but not no-brainer) choice for paladin, cleric, and sorcerer, along with other Cha-based classes (assuming you're willing to take the hit to HP). The almost overpowering goodness of the Native Outsider type is leveled out by Human Blood (can still be a bit of a blessing, due to qualifying for feats and some items), and I think we've come to a consensus about resistances.</p><p></p><p>Darkvision is something I have to stay with, as it's a default trait for pretty much all outsiders - it will never degenerate into Low-Light Vision - it either stays, or it goes, and this race's power has not faded enough for that QUITE yet. And no, not all Outsiders get weapon proficiencies - Aasimars have no proficiencies to speak of.</p><p></p><p>The skill bonuses are based around the keener-than-a-human-but-not-as-keen-as-an-Aasimar senses of the Faded Aasimar, combined with their social grace and "people sense" that has developed from their human heritage. Naturally, favored class remains. As for languages, I don't really understand the suggestion of all the planar languages. Faded Aasimar are graceful creatures spend their time with civilized humanoids, so they learn civilized and graceful languages.</p><p></p><p>This means that a human is still a viable choice (stats are more balanced, and they get many more skill points, and an extra feat, plus better languages and favored class), but the Faded Aasimar is still a strong choice for Paladins or Sorcerers that don't mind a hit to Con and fewer skills and feats.</p><p></p><p>Now, what about Faded Aasimar that are more closely related to elves (and, in turn, Eladrin)? Would an acceptable substituion simply be giving them Elven Blood instead of Human Blood (and, if they derive their ancestry from Eladrin, subbing out their choice of resistance to acid with resistance to fire)? I know that in the MM, Aasimar are defined as humans with celestial ancestry, but it seems just as likely to happen with many of the common races (especially with elves and Eladrin).</p><p></p><p>Once again, please give suggestions! This is a race that I think we are capable of perfecting. Let's shoot for that goal!</p></blockquote><p></p>
[QUOTE="Nazhkandrias, post: 3396848, member: 50521"] No, my mind still isn't made up. Truth be told, I'm not just trying to create a race that works well for me and one particular game, I want a balanced race that everyone can enjoy (in the right scenarios) that is perfect for those who want a touch of the divine in their characters, without an LA. As such, I would love it if this race sat well with almost everyone (you can't please EVERYone, but you can still make it a popular choice). In truth, I want this race to almost play like one of the Core Races - cool quirks, but not overpowered or overspecialized, like many monster races are. OK, I think I have the major balance here - bring in the Human Blood, and add in a -2 penalty to Constitution (for reasons given before - weakening of body due to divine power slowly leaving). That penalty to Con makes it so this race is NOT a natural choice for spellcasters, as that penalty to Con effectively hurts EVERY class, especially ones with low Hit Die. I think that this is a good, balanced build, using suggestions from everyone. But PLEASE REMEMBER! I am always open to suggestions. I'm sure there will still be a few bugs to work out, but this revision should be a step in the right direction. - __________________________________________ - Ability Score Adjustments: +2 Cha, -2 Con. - Size and Type: Medium Outsider (Native). - Human Blood: For all effects related to race, a Faded Aasimar is considered a Human. - Speed: 30 feet. - Darkvision 60 ft. - Spell-like Ability: Light (1/Day) as a 1st-level caster or a caster of his class levels, whichever is higher. - +1 to Listen and Spot checks. A Faded Aasimar's senses are keen, but not as keen as those of an Aasimar. - +1 to Diplomacy and Sense Motive checks. A Faded Aasimar's charismatic nature and time spent with humans has allowed them to develop social graces and instincts not present in most Aasimar. - Celestial Resistance (Ex): Choose one of the following energy types: cold, acid, electricity. You gain racial energy resistance 5 against the chosen type. - Automatic Languages: Common and Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan. - Favored Class: Paladin. __________________________________________ OK, the stats are now pretty fairly balanced, making this race a good (but not no-brainer) choice for paladin, cleric, and sorcerer, along with other Cha-based classes (assuming you're willing to take the hit to HP). The almost overpowering goodness of the Native Outsider type is leveled out by Human Blood (can still be a bit of a blessing, due to qualifying for feats and some items), and I think we've come to a consensus about resistances. Darkvision is something I have to stay with, as it's a default trait for pretty much all outsiders - it will never degenerate into Low-Light Vision - it either stays, or it goes, and this race's power has not faded enough for that QUITE yet. And no, not all Outsiders get weapon proficiencies - Aasimars have no proficiencies to speak of. The skill bonuses are based around the keener-than-a-human-but-not-as-keen-as-an-Aasimar senses of the Faded Aasimar, combined with their social grace and "people sense" that has developed from their human heritage. Naturally, favored class remains. As for languages, I don't really understand the suggestion of all the planar languages. Faded Aasimar are graceful creatures spend their time with civilized humanoids, so they learn civilized and graceful languages. This means that a human is still a viable choice (stats are more balanced, and they get many more skill points, and an extra feat, plus better languages and favored class), but the Faded Aasimar is still a strong choice for Paladins or Sorcerers that don't mind a hit to Con and fewer skills and feats. Now, what about Faded Aasimar that are more closely related to elves (and, in turn, Eladrin)? Would an acceptable substituion simply be giving them Elven Blood instead of Human Blood (and, if they derive their ancestry from Eladrin, subbing out their choice of resistance to acid with resistance to fire)? I know that in the MM, Aasimar are defined as humans with celestial ancestry, but it seems just as likely to happen with many of the common races (especially with elves and Eladrin). Once again, please give suggestions! This is a race that I think we are capable of perfecting. Let's shoot for that goal! [/QUOTE]
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