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Planetouched Madness!

I'd rather play a human with the Good Touched template than a High Aasimar. You're losing two Str and five points of fire resistance, and casting casting Light as opposed to Daylight, for a bonus feat and 23 skill points over the course of your progression.

By the by, how do human favored classes interact with templates? Which has a higher priority, FC: Any or a specific class? Or does it end up being FC: Any + Paladin, meaning that both your highest level class and any paladin levels you have don't count toward multiclassing?

As a general rule, I'd rather have a number of +1 ECL templates you can apply to any race than the current aasimar/tiefling/genasi rules.

I don't like the idea of losing existing racial abilities when you apply a template. That gets problematic fast - what do you give up to make things balanced? It also sort of goes against the way templates are supposed to work, by my understanding. They don't typically change what's already there.
 

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Mike Sullivan said:
It seems odd that Paladin is the favoured class for the normal and high Aasimar. What if their planar ancestors are chaotic or neutral?

I think thats less a problem with the class and more a problem with the alignment resitrction
 



My next entry has the answer to the 'what about neutral and chaotic planetouched aasimar,' actually. :)

Right, the template is a +2 because it's more powerful than a regular Aasimar...if it's +1, you could just play that and retain human bonus feats and the like.

It's a bit weak for +2, admittedly, but it's too potent for +1. I think Steel Draco got the comparison most right...

* Good-Touched Elf gets: +2 Dex, -2 Con, Weapon Profs., Sleep immunity, enchantment resistance, +2 to Listen, Search, and Spot (which comes out to a bit of a waste of a racial ability for the Aasimar...).
* High Aasmiar gets: +2 Str, Daylight, and Fire R. 5

It seems that the good-touched needs a wee bit of a boost. That seems to make it better, overall, than trying to balance it for a +1 (which, I think, would get a bit wonky).

**Edit: I've changed the good-touched...it now gets Fire R. 5, too, which makes it worth a +2. Still a bit weak, but about right.
 
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Aasimar Variants Pt. II

"Healer" Aasimar
Healer Aasimar have a bit of excess positive energy flowing through them. They are often surrounded in a blue aura, have radient blue eyes, and are filled with life and hyperactive energies. Their racial traits are as follows:

* Medium Sized. Base Speed 30 ft.
*+2 Wisdom, +2 Charisma. Healer aasimar are in tune with cosmic forces, and seem naturally resistant to minor flaws in appearance.
* Cold and Fire Resistance 5. The celestial heritage of a healer aasimar protects it from extremes of environment and temperature.
* The ability to cast Cure Light Wounds once per day as a sorcerer of their hit dice. Healer aasimar are so filled with life energy that they can freely distribute it to others
* +4 racial bonus to Heal checks. Healer aasimar are (predictably) good at finding out how to make ills better.
* Level Adjustment +1
* Outsider (Good). Healer aasimar are considered outsiders with the Good subtype. This grants them darkvision with a 60 ft. range.
* Favored Class: Cleric. Channeling positive energy comes naturally to these creatures.


"Protector" Aasimar
Descended from the militaristic ranks of the divine, protector aasimar have blood tainted with protective energies. They may have rough patches of skin where their ancestors had natural armor. They may be hairless, with a metallic sheen. Their eyes may be tiny, or nearly invisible under thick brow ridges that guard them. Their racial traits are as follows:

* Medium Sized. Base Speed 30 ft.
* +2 Constitution, +2 Wisdom Protector aasimar are very physically and mentally stout.
* Acid and Electricity Resistance 5. Protector aasimar are well guarded against the energies their enemies may use.
* The ability to cast Shield Other once per day as a sorcerer of their hit dice. Protector aasmar have a supernatural need to guard those they value, even at the expense of their own lives.
* Outsider (Good). Protector aasmiar are considered outsiders, with the Good subtype. This also grants them Darkvision with a 60 ft. range.
* Level Adjustment +1.
* Favored Class: Fighter. Military training comes easy for these.


"Artist" Aasimar
Infused with more of the natural boyouncy and lightness of art, these aasmiar are creative as well as contemplative. They have a tendancy for bright reds or other fire-like shades in their coloration of skin and eyes, and many speak with an eloquence that is something more than effected. Their racial stats are as follows:

* Medium Sized. Base Speed 30 ft.
* +4 Charisma. Artist aasimar are amazingly compelling.
* Fire Resistance 5. Because of their own firey creative energies, artist aasimar are resistant to external flame, as well.
* The ability to cast Suggestion once per day as a sorcerer of their hit dice. Others around an artist aasimar often have difficulties in controlling the impulse to follow them.
* +2 racial bonus to any one Craft skill and any one Perform skill. Artist aasimar are capable of creating great works of art with materials, or with themselves alone.
* Outsider (Good). Artist aasimar are outsiders, with the Good subtype. This also grants them Darkvision with a 60 ft. range.
* Level Adjustment +1
* Favored Class: Bard. Creative energies aren't hard for an artist aasimar to manifest.


"Prophet" Aasimar
The blood of visionaries runs in the viens of these aasimar, who have become tainted with visions because of their outsider heritage. Often, they have eyes of pure white or blue, wild, airy voices, and a tendancy to gaze skyword, or zone out. Their racial traits are as follows:

* Medium Sized. Base Speed 30 ft.
* +2 Wisdom. Prophet aasimar are truly touched by the insight of the upper planes.
* The ability to cast Clairaudience/Clairvoyance once per day as a sorcerer of their class level. The blood of prophets gives them the ability to see visions as they will.
* +2 racial bonus to Intuit Direction and Scry. Prophet aasimar have minds that naturally find things they're looking for.
* Outsider (Good). Prophet aasimar are outsiders, with the Good subtype. This also grants them darkvision with a 60 ft. range.
* Level Adjustment: +1
* Favored Class: Diviner (Wizard Specialist). Seeing things is part and parcel of the daily experience for the prophet aasimar.


"Scion" Aasimar
Scion aasimar are those who have distilled the divine blood in their veins into arcane energies not unlike those of dragons. They are forceful and eccentric, and many produce long lines of potent sorcerers or socerer/clerics. They have the following racial stats:

* Medium Sized. Base Speed 30 ft.
* +2 Charisma. Scion aasimar have the force and bearing of one decended from celestials.
* The ability to cast Searing Light once per day, as a sorcerer of their hit dice. The raw divine energy simply leaps out of them at times.
* +2 racial bonus to Diplomacy and Intimidate checks. Scion aasimar get the job done one way or the other.
* Outsider (Good). Scion aasimar are considered Outsiders with the Good subtype. This gives them Darkvision with a 60 ft. range.
* Level Adjustment +1
* Favored Class: Sorcerer. The potent blood of outsiders is often used to fuel the arcane energies of sorcery.


"Justice" Aasimar
The distilled blood of the determinors of good and evil still pumps through the heart of justice aasimar, whose stern speach, gray eyes, rigidly straight hair, and perfectly symmetrical features all display their innate urge to see justice done. Their racial stats are as follows:

* Medium Sized. Base Speed 30 ft.
* +2 Intelligence, +2 Wisdom. Justice aasimar have keen observational skills, and an innate sense of logic.
* Sonic Resistance 5. Harsh words have no effect on a justice aasimar's stoic visage.
* The ability to cast Zone of Truth as a sorcerer of their hit dice. Justice aasimar can ensure that reality prevails over deception.
* +4 racial bonus to Sense Motive checks. Justice aasimar are very in tune with the many and varied methods of lying.
* Outsider (Good). Justice aasimar are considered outsiders with the Good subtype. This grants them darkvision with a 60 ft. range.
* Level Adjustment: +1
* Favored Class: Paladin. Justice goes well in the hands of one born to deal it out.


"Fey" Aasimar
Fey aasimar are descended from the spirits of life and energy that infuse a sylvan forest or glade. They often have tiny, vestigial insect wings, have antennae, and are considerably smaller than normal humans (often with a very youthful look about them). Their racial stats are as follows:

* Medium Sized. Base Speed 30 ft.
* -2 Strength, +2 Dexterity, +2 Charisma. Fey aasimar are physically frail, but quite agile, and have a certain otherworldliness about them.
* Electricity and Sonic Resistance 5. Fey aasimar revel in the elements of the storm.
* The ability to cast Tasha's Hideous Laughter once per day as a sorcerer of their hit dice. Fey aasimar can cause the gaity of others to bubble to the surface, no matter the restraints put on them.
* +2 racial bonus to Knowledge (nature) and any one Perform skill. Fey aasimar have an intuitive knowledge of their forest homes, and are well trained in performance for the Seelie folk.
* Outsider (Good). Fey aasimar are outsiders with the Good subtype. This grants them darkvision with a 60 ft. range.
* Level Adjustment +1
* Favored Class: Druid. Fey aasimar have a bond with the wilderness that is easy to tap.


"Wild" Aasimar
With the holy energies of the forest flowing through them, wild aasimar are untamed and primal, but with benevolence. They can have animistic qualities, such as ram's horns, clawed hands, small tails, or a hairy body. Their racial traits are as follows:

* Medium Sized. Base Speed 30 ft.
* +2 Strength, +2 Dexterity, -2 Charisma. Wild aasimar are powerful and agile, but tend to be violent and have a vague 'natural' odor.
* Electric, Fire, and Cold Resistance 5. Wild aasimar are naturally resistant to the weather extremes of their true, untamed environs.
* The ability to cast Animal Friendship as a sorcerer of their hit dice, retaining up to their own hit dice in animal friends. Wild aasimar naturally attract the beasts of the wood.
* Outsider (Good). Wild aasimar are considered outsiders with the Good subtype. This gives them darkvision with a 60 ft. range.
* Level Adjustment +1
* Favored Class: Ranger. The 'paladin of the wood' appeals to the wild aasimar's crusader instincts.


"Liberator" Aasimar
Liberator aasimar have inherited the blood of the chaotic side of the upper planes, those concerned with the benevolence and holiness of the individual, and the overthrow of the impure order destroying the potential goodness of freedom. Liberator aasimar are constantly in motion, and are very fluid and flexible in their movements. Their racial stats are as follows:

* Medium Sized. Base Speed 30 ft.
* +2 Intelligence, +2 Charisma. Liberator aasimar are bright and forceful, capable of leading revolutions.
* Cold and Sonic Resistance 5. Liberator aasimar are most resistant to these most ordered of energies, crystals and spheres of inflexible lines.
* The ability to cast Protection from Law once per day as a sorcerer of their character level. Liberator aasimar can defend others from the imposition of unnesecary and harmful order.
* +2 racial bonus to Escape Artist and Tumble checks. The fluid movements of the liberator aasimar are hard to predict, and they revel in the breaking of bonds.
* Outsider (Good). Liberator aasimar are outsiders of the Good subtype. This grants them darkvision with a 60 ft. radius.
* Level Adjustment +1
* Favored Class: Rogue. Liberator aasimar give the shadows and talents of the rogue a shimmer of holiness.
 
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Holy smokes KM! That's a whole lot of aasimar! And they're all really cool and balanced! :D

I've always loved the idea of planetouched. Whether aasimar, tiefling, or genasi, those guys rock. When Dragon #297 arrived with the eight extra planetouched/para-genasi, I was giddy for a week.
 

Merlion said:


I think thats less a problem with the class and more a problem with the alignment resitrction

Er, what alignment restriction? The Paladin's alignment restriction? That'd make it a problem with the class, na ja? The aasimar posted above don't have an alignment restriction.
 

WhooHoo! I like aasimar so much...They're great :)

Just one question though...Aren't some of the spell abilities a bit powerful I mean light is 0-level (normal aasimar though I do think the ordinary aasimar is alittle weak :p)and even drow only get a handful of spells that can't actually do any damage or actually keep back the enemy. All I meant (and its only a tiny criticism cause I really like them) is that searing light or a protection spell might be a bit strong.

Also I feel a little inspired KM :D, do you mind if I do one or two?
 

Mike Sullivan said:


Er, what alignment restriction? The Paladin's alignment restriction? That'd make it a problem with the class, na ja? The aasimar posted above don't have an alignment restriction.

You said it was odd that paladin should be the favored class of Aasimar when some of them descend from Neutral Good and Chaotic Good outsiders. But I still see Paladin as a great favored class for them since they all tend to be crusaders for Good and Right which is what a Paladin is supposed to represent...which is only hobbled by the alignment restriction put on the class which really has nothing to do with the archtype the class is supposed to represent(especialy with regards to Aasimar) and is merely a "sacred cow" holdover from the early days of the game. See Monte Cook's Paladin(s) in the book of Hallowed Might and Green Ronin's Wrath of the Righteous(it has a Holy Champion class that can be any good alignment). The Book of Hallowed Might has variant rules for NG and CG Paladins. Me I think the alignment restriction should just be removed ~shrug~

Ohh KM I LOVE all those Aasimar. VERY nice
 

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