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Paladin Variant Traits And Variant Aasimar Race Questions
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<blockquote data-quote="Nazhkandrias" data-source="post: 3400750" data-attributes="member: 50521"><p>It's not that unusual for a half-race or a diluted race to gain some sort of unusual skill not present in either parent. Consider the half-elves, offspring of elves and humans, then consider their racial trait - "+2 racial bonus on Diplomacy and Gather Information checks. Half-elves get along naturally with all people."</p><p></p><p>The unexpected blending of two races doesn't necessarily mix their powers equally; it often has unusual side effects, often resulting from some unexpected synergy of the traits of the two races. Neither elves nor humans have these bonuses, but the combination of the two creates an unexpected reaction, in the form of this personality trait.</p><p></p><p>Aasimar would be excellent diplomats and negotiators if they weren't so darn stubborn and fanatic in their pursuit of good and righteousness - they're charismatic and wise, but they have difficulty getting along with other races who don't share their ascetic approach to life. Humans are a lot more morally flexible and sociable, since they can fit in and get along almost anywhere.</p><p></p><p>So, the Aasimar's natural charismatic nature (a good trait for negotiators) combines with the Human's acceptance of others and willingness to compromise (also a good trait for negotiators) to create the Faded Aasimar's diplomatic and motive-sensing abilities (an Aasimar's charisma without the zealotry of Aasimar that most find difficult to deal with, and a human's flexibility with the charisma of an Aasimar).</p><p></p><p></p><p>Not necessarily. There are many exceptions to this "unwritten rule". To name a the ones provided by <a href="http://www.crystalkeep.com/d20/rules/DnD3.5Index-Races.pdf" target="_blank">http://www.crystalkeep.com/d20/rules/DnD3.5Index-Races.pdf</a> - </p><p>CONSTRUCTS - Warforged, Warforged Scout.</p><p>MONSTROUS HUMANOIDS - Lupin, T'kel.</p><p>NATIVE OUTSIDERS - Glimmerfolk.</p><p>OUTSIDERS - Diabolus.</p><p>FEY - Gruwaar, Killoren.</p><p></p><p>Granted, most of these are provided from Dragon Magazine, but the Killoren and Warforged are both non-humanoids, and both are published in official sourcebooks. I generally don't see something that hasn't occurred yet and then assume there is a rule against it - indeed, D&D would never have made it past 1st Edition if that had been the practice.</p><p></p><p>As for exceptions - this is exactly what this race is. An exception. Outsider is such a dominant trait that no matter how "humanoid" something may seem to be, it will usually retain the Outsider or Native Outsider traits, if it had an Extraplanar relative within many generations of their family tree.</p></blockquote><p></p>
[QUOTE="Nazhkandrias, post: 3400750, member: 50521"] It's not that unusual for a half-race or a diluted race to gain some sort of unusual skill not present in either parent. Consider the half-elves, offspring of elves and humans, then consider their racial trait - "+2 racial bonus on Diplomacy and Gather Information checks. Half-elves get along naturally with all people." The unexpected blending of two races doesn't necessarily mix their powers equally; it often has unusual side effects, often resulting from some unexpected synergy of the traits of the two races. Neither elves nor humans have these bonuses, but the combination of the two creates an unexpected reaction, in the form of this personality trait. Aasimar would be excellent diplomats and negotiators if they weren't so darn stubborn and fanatic in their pursuit of good and righteousness - they're charismatic and wise, but they have difficulty getting along with other races who don't share their ascetic approach to life. Humans are a lot more morally flexible and sociable, since they can fit in and get along almost anywhere. So, the Aasimar's natural charismatic nature (a good trait for negotiators) combines with the Human's acceptance of others and willingness to compromise (also a good trait for negotiators) to create the Faded Aasimar's diplomatic and motive-sensing abilities (an Aasimar's charisma without the zealotry of Aasimar that most find difficult to deal with, and a human's flexibility with the charisma of an Aasimar). Not necessarily. There are many exceptions to this "unwritten rule". To name a the ones provided by [url]http://www.crystalkeep.com/d20/rules/DnD3.5Index-Races.pdf[/url] - CONSTRUCTS - Warforged, Warforged Scout. MONSTROUS HUMANOIDS - Lupin, T'kel. NATIVE OUTSIDERS - Glimmerfolk. OUTSIDERS - Diabolus. FEY - Gruwaar, Killoren. Granted, most of these are provided from Dragon Magazine, but the Killoren and Warforged are both non-humanoids, and both are published in official sourcebooks. I generally don't see something that hasn't occurred yet and then assume there is a rule against it - indeed, D&D would never have made it past 1st Edition if that had been the practice. As for exceptions - this is exactly what this race is. An exception. Outsider is such a dominant trait that no matter how "humanoid" something may seem to be, it will usually retain the Outsider or Native Outsider traits, if it had an Extraplanar relative within many generations of their family tree. [/QUOTE]
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