Aasimar anyone?


Homebrew and House Rules


Bah to 4th's Deva! Bah and NYAH! Here's the Aasimar (least how I'd do it0:

Aasimar
+2 Wisdom, +2 Charisma, –2 Constitution: Aasimar are wise and beautiful but are also frail.

Low-Light Vision: Aasimar can see twice as far as humans in conditions of dim light.

Keen Senses: Aasimar receive a +2 racial bonus on Perception skill checks.

Spell-Like Ability: Aasimar can use daylight once per day as a spell-like ability. The caster level for this ability equals the aasimar’s class level.

Celestial Resistance: Aasimar have acid resistance 5, cold resistance 5, and electricity resistance 5.

Celestial Sorcery: Aasimar sorcerers with the Celestial bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.

Strong Will: Aasimar receive a +2 racial saving throw bonus against charm and compulsion effects.

Languages: Aasimar begin play speaking Common and Celestial. Aasimar with high Intelligence scores can choose any of the following: Abyssal, Auran, Dwarven, Elven, Gnome, Halfling, or Infernal.

Grand Lodge

works for me!


Thanks. I tried to give them some features like they had via the old TSR Planescape D&D. Anyone else like it?


Pathfinder Rulebook Subscriber

You should submit this to the Pathfinder database.

Sovereign Court

Celestial sorcery is too powerful IMO: the tiefling has this thing to make up for the -2 Cha... with aasimars having a +2 Cha already, the ability you suggest is overpowered IMO.

I suggest you just take off the -2 to CON as a fix, and perhaps add that they always have paladin as a favored class, above and beyond the favored class they select at 1st level.

The Exchange

I agree with purple dragon

Shadow Lodge

I agree. Assimar has, in my opinion, always been the best choice for Clerics and Paladins (I mean for players of those classes to pick a race). Nock off that -2 Con and Sorcerer stuff, maybe give them a choice between 2 of the 3 resistances, and they are a perfect 0 LA bace race. Also, if they stay the same Type-wise, that give a way for fullplate Clerics that some people love.

RPG Superstar 2010 Top 32

I'm rubbing my chin over whether "+2 CHA, +2 WIS" is balanced on its own. It's a border case, to be sure. It's no better than "+2 Str, +2 Wis, -2 Int", but then, that option is no longer on the table (which according to some is because it was too powerful).

I do know that you can't give +2 virtual charisma AND +2 actual charisma and have a balanced +0 race. I'm sure you could throw the aasimar sorcerer some other bone, however (especially considering that some of the celestial bloodline powers overlap with your racial traits).

Grand Lodge

Berselius wrote:

Aasimar
Celestial Sorcery: Aasimar sorcerers with the Celestial bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.

Since there is complaint that this is too powerful lets look at this and see exactly what it does.

• The DC for spells will be increased by 1
• The character will gain one extra spell for a high ability score
• 1 extra use of Heavenly Fire

Those three things are all it does. I don't know, doesn't seem a major issue to me. Can take it or leave it. To get these benefits you MUST be a Celestial Bloodline Sorcerer. It doesn't affect any other ability or class.

Again, take it or leave it. Doesn't seem overly powerful at all, but at very low levels can be a LITTLE BIT more than fair to the other players. By mid-levels it has minimal impact at all.

However, to maintain a purely neutral race I would eliminate the Celestial Sorcery, and also not add anything about Paladin being a favored class. This keeps the race in line with the other races and makes it appealing to all of the classes.

Also for the ability score modifiers, I would go with a simple +2 to ability score of your choice. Celestials are a varied bunch and depending upon the ancestor could result in all kinds of combinations.

RPG Superstar 2010 Top 32

It's not that +1 save DC (and +5% to the effectiveness of some spells) is broken by its self, it's just that it can easily become broken if the DM allows too many such abilities into his game.

This was a big problem in 3.0 with Spell Focus, Greater Spell Focus, Spellcasting Protige, subraces with INT boosts, and PrCs that granted "Spell power" (or whatever the scaling class feature was which increased save DCs and spell penetration checks). At higher levels, it all adds up to "you can't save".

On the other hand, most of that doesn't exist in Pathfinder, and gnomes do get both +2 CHA and +1 to illusion save DCs.

Grand Lodge

Personally I can take it or leave it (Celestial Sorcery). I'd like to see it go only because it then makes the race more class neutral. Otherwise it just screams "YOU MUST TAKE CELESTIAL SORCERER!" If someone wanted it to stay I'd have no problem with it.

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