ValhallaGH said:
I have to completely disagree. If the goal were to turn the Aasimar into a LA -1 race then I would completely agree with arscott, but the goal is to turn it into a LA +0, which means it ends up as powerful as every other race, not weaker.
Four points for the ability scores. Lots of LA +0 races have stat bumps as well as stat penalties that never mean anything in that character's career. Also, of the two boosts the get, neither one is very useful unless he becomes an accolyte.
But it's my contention that you have to write your rules with the assumption that the Aasimar becomes an accolyte. The dwarf wasn't balanced with the assumption that he'd become a sorcerer. The elf wasn't balanced with the assumption that he'd become a barbarian. When making rules/balance decisions, it's always wise to assume that the players will be making good use of what you give them.
I also disagree that the stat penalties never mean anything in the course of a character's career. In fact, the penalties usually hit the characters where they're already at their weakest--the halfling, whose small size and generally poor weapon selectin makes him a poor melee damage dealer, is made even worse by a STR penalty. The elf, whose best class choices have bad HD and poor Fort saves, is penalized in both of those areas. Under point buy, this means that in order to significantly shore up those weak points will cost a lot.
Three energy resistances, which are about equal to three Tough Hero talents. Tough Plus shows us that two talents are worth a feat, so I'll call this one point.
First, the tough talents give energy resistance equal to your CON modifier. The aasimar gets about twice that. Second, even if Tough Plus is balanced, taking two energy resistances at the same time breaks the rules of the feat--you cannot select more than one talent from a single talent tree. I'd say this more like 3 or 4 feats. Two minimum.
Skill bonus that equate to a +4, so I'll call this equal to the human's bonus starting skills, or equal to the Dwarf and Elf skill bonuses even though both of those races get better bonuses.
I agree with you here. +2 spot and listen is cool, but not especially valuable.
Darkvision and Archaic Weapons. This pair is trickier, since those are both worth (at least) one feat, giving the Aasimar a total of three unpenalized feats. On the other hand Elves get the same benefit and Dwarves get even more; so I'll ignore the vision and chalk the Archaic Weapons up to making up for all those free ranks that humans get at levels after first.
Outsider seems a wash. Immunity to a short list of spells and powers but cannot be revived from death, ever. The Field Medic will be disappointed that he doesn't get to raise the dead.
Spell-like ability. Light isn't very useful for an aasimar. It works great as a distraction for guards and it can be used to help his allies, but built in NVGs mean that he doesn't get any direct benefit. Probably worth another point since his caster level equals his character level.
I'll admit to some sloppiness here. I've been thinking about D&D, not d20 Modern. The Aasimar's free martial weapon proficiency is a lot more useful in D&D, where it's not an automatic benefit of being a shadowkind, and where there aren't any firearms. Likewise, the list of spells and powers that won't have an effect is bigger, as native oustiders they can be raised, and their spell like ability is a 3rd level light spell, not a 0 level one. And for that matter, the energy resistances are slightly less useful.
I'll revise my estimate to 8 points, and include that caveat that I think a few of the +0 LA shadowkind are worth about 1-3 points.
Still, since I'd guess a level is worth about 10-12 points, I'd still choose the pointbuy cost over the actual LA if I was ever playing an Aasimar.