My GM nerfed the Aasimar! - Please help with my Cleric build!


Advice

101 to 150 of 235 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Hartbaine wrote:
divby0 wrote:
The DM thinks the +2 to two abilities, darkvision, daylight, resistances and two languages are to much.

What?!

Aasimar get two languages?! A bit OP if you ask me... good thing he nerfed them or everyone woulda been speaking gibberish.

On a less sarcastic note, I might have actually nerfed them or even asked you to play a different race, perhaps one of the core, and my reason is this:

You're entire build is min/maxed for one specific purpose. Everything is set up and designed to offer you every possible advantage in your chosen field. Don't get me wrong, I know everyone plays the game their on way but as a GM, when my players create something that encompasses every possible means by which they can be 'perfect' at what they do, I hand it back and tell them to rewrite it.

Everything about the character from the attributes, to the age, to the feats and the traits and especially the race, do nothing but provide the message of "I'm trying to milk every 'plus' I can."

I don't think your GM is trying to 'limit the party's fun'. I think he's actually trying to prevent you from running roughshod over the entire game he plans on running. He's taken the time to set the game up for your group and your designing PCs that'll walk through it like it's a waste of your time. If that's the case, why did he even bother setting up the game for you guys to begin with. Just sit around the table and play "1-2-3 I win!" with yourselves all night.

I would have handed the PC back to you and said to make something else. Just my two cents.

it's actually a one trick pony. it can't do anything effectively besides channel bombing undead. but pit it against even a single non undead foe, it's screwed. to fit the carrion crown mentioned in the OP i offer these questions to the OP.

even though you can tear undead apart with positive energy, what do you do with the following?

how do you deal with abberrations? from what i heard, these are far more prevelant than any undead.

though you cranked your channel out the wazoo, how do you feel knowing you will deal half damage or less the majority of the time, due to the factors of high will saves, incorporeality, and things like haunts?

with your low constitution, and otherwise underwhelming defenses, how do you, a character whom has to be on the front lines to do their job, survive the close range combat you will frequently be facing? especially when your foes can reliably drop you in one full attack?

what are your contingencies to deal with damage, let alone drain to your physical attributes? considering that most undead and abberrations deal attribute drain, and i didn't see you prepare a lump sum of diamond dust. restoration line is not an option, and it can only be cast after the attribute is damaged. for example, how do you survive shadows, vampires, and various other foes? all of which are the undead you built yourself around slaying.

edit; it's screwed against the undead it's built around slaying as well.


I would like to state that my Aasimar Gunslinger has actually been pretty fun to play and fairly balanced overall, but I am also the DM/player that allows/wants dang well near anything into the game so I suppose that isn't that surprising.

Paizo Employee Design Manager

2 people marked this as a favorite.
wraithstrike wrote:
I think half-orcs are better than halfings, gnomes, and elves(except for when magic classes are involved then it evens out), so I would not put much stock in the point system they have. Humans only have a 9, but many players swears by them. I think the ability to get that extra feat and skill point make them very good. Yeah early access to darkvision(other races) is nice, but it is circumstantial also.

This, so much. Anyone who has seen an intelligent player run a half-orc knows that the Orc Ferocity and automatic proficiency with Falchions and Greataxes can lead to some extremely potent combos, especially for 3/4 BAB divine classes like the Inquisitor and Bard, who can use Orc Ferocity to keep themselves in the fight beyond what any other race can do and use powerful melee weapons normally restricted from their class without any expenditure of resources. Half-Orc Battle Oracles are another nasty race/class combo that tromp all over an Aasimar equivalent. Even Half-Orc wizards can have a nice edge at low levels combo'ing Hand of the Apprentice with a greataxe or Falchion


battle oracle has 2 revelations that eat the benefit of being a half orc. Resiliency gives diehard, and skill at arms gives all martial weapons. i can understand half orc for other martially inclined oracles, but not quite for the battle mystery.


Ssalarn wrote:
Please correct your quote. You are attributing a statement Shadowdweller made to me, when I was actually the first to refute it.

Woops! Don't edit in a hurry eh!?

Hour has passed, but you are correct, you were certainly in the camp of sensibility :)

Paizo Employee Design Manager

Shuriken Nekogami wrote:
battle oracle has 2 revelations that eat the benefit of being a half orc. Resiliency gives diehard, and skill at arms gives all martial weapons. i can understand half orc for other martially inclined oracles, but not quite for the battle mystery.

Resiliency enhances the effectiveness of Orc Ferocity, it doesn't replace it. They have similar capabilities that are actually quite complimentary, since none of the abilities from Resiliency allow you to act unimpeded like Half-Orc Ferocity does. The half-orc also doesn't need to take Skill at Arms, ever, giving him a leg up in abilities over other characters.


4 people marked this as a favorite.

the Aasimaar doesn't need to be nerfed. it might come out as 15 points, but those 15 clearly don't show any real signs of synergy, and are mostly spent on situational perks.

for 11 points, i can build a Far more powerful cleric race. and the 11th point is even spent on the linguist array.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Ssalarn wrote:
Anyone who has seen an intelligent player run a half-orc knows that the Orc Ferocity and automatic proficiency with Falchions and Greataxes can lead to some extremely potent combos, especially for 3/4 BAB divine classes like the Inquisitor and Bard, who can use Orc Ferocity to keep themselves in the fight beyond what any other race can do and use powerful melee weapons normally restricted from their class without any expenditure of resources. Half-Orc Battle Oracles are another nasty race/class combo that tromp all over an Aasimar equivalent. Even Half-Orc wizards can have a nice edge at low levels combo'ing Hand of the Apprentice with a greataxe or Falchion

From my experience, a half-orc benefits from orc ferocity only once. Then they get attacked while at negative hit points and die. Think I'll pass.

Paizo Employee Design Manager

1 person marked this as a favorite.
Ravingdork wrote:
Ssalarn wrote:
Anyone who has seen an intelligent player run a half-orc knows that the Orc Ferocity and automatic proficiency with Falchions and Greataxes can lead to some extremely potent combos, especially for 3/4 BAB divine classes like the Inquisitor and Bard, who can use Orc Ferocity to keep themselves in the fight beyond what any other race can do and use powerful melee weapons normally restricted from their class without any expenditure of resources. Half-Orc Battle Oracles are another nasty race/class combo that tromp all over an Aasimar equivalent. Even Half-Orc wizards can have a nice edge at low levels combo'ing Hand of the Apprentice with a greataxe or Falchion
From my experience, a half-orc benefits from orc ferocity only once. Then they get attacked while at negative hit points and die. Think I'll pass.

That's why they use the action granted by Ferocity to heal themselves :P

Especially nice for Half-Orc Paladins, who can Lay on Hands and Keep Smiting without missing a beat.
It's actually probably more useful for casters than most melee types, despite the thematic properties leading you to believe otherwise.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Ravingdork wrote:
From my experience, a half-orc benefits from orc ferocity only once. Then they get attacked while at negative hit points and die. Think I'll pass.

Were they stupid enough to use the round to attack instead of heal themselves?


TriOmegaZero wrote:
Were they stupid enough to use the round to attack instead of heal themselves?

THIS!


TriOmegaZero wrote:
Were they stupid enough to use the round to attack instead of heal themselves?

Clearly not everyone is making the tacticool decisions :)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

And clearly not everyone is capable of healing, or close to a cleric.

Point being, an enemy that is still up and about is still dangerous. Even if such a character withdrew, he could still be easily targeted and finished off by a ranged attack.

What's more, unless you are benefiting from a Heal spell, or similar powerful magic, odds are, whatever healing you get won't be enough to keep the next attack from killing you.

Has everyone forgotten that attack damage generally outpaces healing by a large margin?


here is my proof i could design a cleric race that it better than the Aasimaar for only 11 points. it uses the more martially inclined cleric as a baseline and i wouldn't recommend it unless you like tailored races.

Nephilim:

The Nephilim; a Minmaxed Cleric Race Built on 11 Points.
Warning, this race is clearly not intended for player use, it is merely intended to show that I can build a better Cleric Race For Cheaper than the Aasimaar.
+2 Strength +2 Wisdom Nephilin are strong and intuitive
Humanoid (Human, Planetouched)
Medium Size; Nephilim Are Medium Size
Normal Speed; a Nephilim has a base land speed of 30 feet
Darkvision 60 feet
Nephilim Defenses; a Nephilim receives a +1 natural armor bonus Ac and a +1 racial bonus to all saving throws; in addition, they receive toughness as a bonus feat
Languages; Common, Celestial; Bonus Languages; Any (excluding secret languages such as druidic)

Purchase
Flexible Modifiers 2 Darkvision 2 Language 1 Static Feat 2 Natural Armor 2 Save bonus 2 total 11.

insert Aasimaarey fluff here if you wish.

Paizo Employee Design Manager

Ravingdork wrote:

And clearly not everyone is capable of healing, or close to a cleric.

Point being, an enemy that is still up and about is still dangerous. Even if such a character withdrew, he could still be easily targeted and finished off by a ranged attack.

What's more, unless you are benefiting from a Heal spell, or similar powerful magic, odds are, whatever healing you get won't be enough to keep the next attack from killing you.

Has everyone forgotten that attack damage generally outpaces healing by a large margin?

No, but there really aren't any situations where it's better to have an unconcious ally than a wounded one.

Not sure I'd be giving tactical advice if I were you RD, I saw your post in another thread about how many characters you've lost in Pathfinder APs :D
I say that with the best of humor, not as an insult.


Chengar Qordath wrote:


Bit of an odd choice by your group, since the Aasimar doesn't really have anything that makes them particularly good archers. Fighter(Archer)s, on the other hand, are very scary so long as the wind spells aren't used to shut them down completely.

Quite honestly it was just that the player wanted to play a pretty female, and wanted to be an archer and flat REFUSED to consider any variety of elf. As for the ban it has to do with how the group originally dealt with damage and attack bonuses (not the way RAW actually does it, as they now know.)

As the groups current GM I just don't bring up the race as an option, although I wouldn't shoot it down just based on past experience.


Ssalarn wrote:
Yep, and as long as you fight exactly one drow a day, you'll be glad that Aasimar is there.

And maybe you'd do better to take a cursory look at the rules. Daylight - which lasts a decent 10 mins per level - flat out beats Darkness. As well as causing minor penalties to creatures with light sensitivity/blindness.


I don't understand why people are completely disregarding the resistances. As a GM I think that is some of the best stuff the Aasimar and Tiefling have. They are good for a very long time, even when you have 100 hp, if you can take 5 off the total damage just dealt to you that is great.

When I was having my player put his character together that was the thing I was more concerned with. Its not that it is AMAZING, but no one else would have it.

It allows too much room to minmax as the Aasimar. I don't hate it, I was really close to allowing it in, but I think taking those resistances makes it just about right- in regards to party balance.

ultimately its the GM's Decision. I was very close to not letting another player play a Tiefling once- not because of balance but because it did not make a lot of sense. Once I explained the role playing disadvantage being a demon spawn would entail I allowed her to make the choice. She wanted to go through with it, no problem.

I think laying out these broad statements that everything is fine and nothing is OP in regards to these characters is a little silly. If the GM thinks they are too good, then deal with it. Adjust your character and move on. Are you playing the race for the mechanical benefit or the role playing aspect? I will tell you the role playing aspect is much more interesting that the mechanical. Stick with something that makes a good character rather than a good mathematical equation.

Grand Lodge

1 person marked this as a favorite.
Pathfinder Adventure, Rulebook Subscriber
Shadowdweller wrote:
Ssalarn wrote:
Yep, and as long as you fight exactly one drow a day, you'll be glad that Aasimar is there.
And maybe you'd do better to take a cursory look at the rules. Daylight - which lasts a decent 10 mins per level - flat out beats Darkness. As well as causing minor penalties to creatures with light sensitivity/blindness.

Daylight counters or dispels darkness. Once. Not so helpful when the enemy can cast it again.


TriOmegaZero wrote:
Daylight counters or dispels darkness. Once. Not so helpful when the enemy can cast it again.

Darkness only counters or dispels a light spell of equal or lower spell level. Guess what? Daylight is of higher level.

Grand Lodge

1 person marked this as a favorite.
Pathfinder Adventure, Rulebook Subscriber

Daylight does not remain after it is used to dispel. Also, note that a daylight spell brought into an area of magical darkness is suppressed, so that the unmodified light conditions return.

Quote:
To complete the action, you must then cast an appropriate spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared (or have a slot of the appropriate level available), you cast it, creating a counterspell effect. If the target is within range, both spells automatically negate each other with no other results.
Specific Exceptions wrote:
Some spells can counter other specific spells, often those with diametrically opposed effects

As you can see, simply casting daylight does not dispel darkness. The aasimar must counterspell it.


Snorter wrote:
Is there any reason the Planetouched don't count as both humans and native outsiders?

They do count as both humanoids and native outsiders and they are affected by charm/hold/dominate person and banishment/dismissal.

Are is misremembering the Player's Guide to Faerûn's alternative rules. They weren't a fix, they were +0 LA versions of the standard planar races (tiefings, aasimar, and genasi).

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Aioran wrote:
They do count as both humanoids and native outsiders and they are affected by charm/hold/dominate person and banishment/dismissal.

Source?


1 person marked this as a favorite.

It all makes sense now.

The reason people think the Daylight spell is awesome is because they don't understand howit actually works and think that it is a bane against Darkness for levelx10mins, instead of the crudtacular spell it is.


Aioran wrote:
Are is misremembering the Player's Guide to Faerûn's alternative rules. They weren't a fix, they were +0 LA versions of the standard planar races (tiefings, aasimar, and genasi).

Yes, that's what I meant. A "fix" to keep them in line with core races without the need for a level adjustment (which was a far too harsh penalty in the first place).


TriOmegaZero wrote:
Aioran wrote:
They do count as both humanoids and native outsiders and they are affected by charm/hold/dominate person and banishment/dismissal.
Source?

Player's Guide to Faerûn, P191. (Appendix: Expanded Play, Variants: Races with Level Adjustments, Lesser Versions, Lesser Planetouched)

Oops, I am slightly (but rather importantly wrong). They're not native outsiders but humanoids with the planetouched subtype. Sorry Are. That does remove the darkvision... but the significance was more in 3.5 where it lost them proficiencies.

^ wrote:

Planetouched: Planetouched are humanoids (not outsiders) with the planetouched subtype. They are succeptible to spells and effects that specifically target both humanoids or outsiders. Charm Person works against them, and so does banishment. This trait replaces the outsider entry in each planetouched description.


Ubercroz wrote:
I don't understand why people are completely disregarding the resistances. As a GM I think that is some of the best stuff the Aasimar and Tiefling have. They are good for a very long time, even when you have 100 hp, if you can take 5 off the total damage just dealt to you that is great.

The problem is that resistances do not stack, and resistances are fairly easily available from other sources. After the lowest levels (when enemies are less likely to have elemental attacks), spells, abilities, and items will have easily surpassed the Aasimar resistances. To make it worse, they don't even get the most common element (fire). I'd take Hardy or Halfling Luck any day over the resistances.

Ubercroz wrote:
It allows too much room to minmax as the Aasimar. I don't hate it, I was really close to allowing it in, but I think taking those resistances makes it just about right- in regards to party balance.

Elemental Resistances and MinMax don't really belong in the same sentence. You can't stack anything on top of the Resistances, as Resistances don't stack. Even if you could, "slightly higher elemental resistance" is rarely a game changer. While one can argue how often elemental damage comes up, it certainly is not as common as the Dwarf's +2 save vs. Spells and Poison, or a Halfling's +1 on all saves.

Ubercroz wrote:
ultimately its the GM's Decision. I was very close to not letting another player play a Tiefling once- not because of balance but because it did not make a lot of sense. Once I explained the role playing disadvantage being a demon spawn would entail I allowed her to make the choice. She wanted to go through with it, no problem.

Neat, but irrelevant. While your setting might entail social troubles for a Tiefling, another might not. In neither case does this really matter to the question of whether or not the race is balanced.

Ubercroz wrote:
I think laying out these broad statements that everything is fine and nothing is OP in regards to these characters is a little silly. If the GM thinks they are too good, then deal with it. Adjust your character and move on.

People are saying they think it is fine because they think it is fine. That one random GM thinks it is too good doesn't magically change everyone else's opinion. Heck, I've seen people call dual-wielded Bastard Swords, Powerful Sneak, and Vow of freakin' Poverty overpowered. Quite a few GM's don't have a great grasp of the mechanics underlying the game, and arbitrarily change things for the worse based on knee-jerk reactions.

Ubercroz wrote:
Are you playing the race for the mechanical benefit or the role playing aspect? I will tell you the role playing aspect is much more interesting that the mechanical. Stick with something that makes a good character rather than a good mathematical equation.

Stormwind calling. Regardless, the OP asked for opinions on mechanics. We are giving opinions on mechanics. That you find that aspect of the game less interesting doesn't mean everyone else has to brush such things off.


Ravingdork wrote:

And clearly not everyone is capable of healing, or close to a cleric.

Point being, an enemy that is still up and about is still dangerous. Even if such a character withdrew, he could still be easily targeted and finished off by a ranged attack.

What's more, unless you are benefiting from a Heal spell, or similar powerful magic, odds are, whatever healing you get won't be enough to keep the next attack from killing you.

Has everyone forgotten that attack damage generally outpaces healing by a large margin?

The character in question is an oracle. The other example was a paladin. They can heal themselves. :)


Aioran wrote:
Snorter wrote:
Is there any reason the Planetouched don't count as both humans and native outsiders?

They do count as both humanoids and native outsiders and they are affected by charm/hold/dominate person and banishment/dismissal.

Are is misremembering the Player's Guide to Faerûn's alternative rules. They weren't a fix, they were +0 LA versions of the standard planar races (tiefings, aasimar, and genasi).

That is not correct. They are immune to spells that target humanoids. In PF they are only native outsiders, not humanoids which is a specific creature type.

Scarab Sages

wraithstrike wrote:
Aioran wrote:
Snorter wrote:
Is there any reason the Planetouched don't count as both humans and native outsiders?

They do count as both humanoids and native outsiders and they are affected by charm/hold/dominate person and banishment/dismissal.

Are is misremembering the Player's Guide to Faerûn's alternative rules. They weren't a fix, they were +0 LA versions of the standard planar races (tiefings, aasimar, and genasi).

That is not correct. They are immune to spells that target humanoids. In PF they are only native outsiders, not humanoids which is a specific creature type.

Yep, like Hold Person, Charm Person, etc. That is IMO one of the main strengths of an aasimar, they have limited spell immunity, mostly against save or suck spells.


redcelt32 wrote:
wraithstrike wrote:
Aioran wrote:
Snorter wrote:
Is there any reason the Planetouched don't count as both humans and native outsiders?

They do count as both humanoids and native outsiders and they are affected by charm/hold/dominate person and banishment/dismissal.

Are is misremembering the Player's Guide to Faerûn's alternative rules. They weren't a fix, they were +0 LA versions of the standard planar races (tiefings, aasimar, and genasi).

That is not correct. They are immune to spells that target humanoids. In PF they are only native outsiders, not humanoids which is a specific creature type.
Yep, like Hold Person, Charm Person, etc. That is IMO one of the main strengths of an aasimar, they have limited spell immunity, mostly against save or suck spells.

OH. Oh g*# d%&nit. I really am making a mess of things today. I thought he was referring to the lesser planetouched and was using a shorthand.

*head desk*

EDIT: The censoring makes that look so much worse.


Right, a lot of that was to be taken separately.

My statements about the tiefling were really just my own experience and thoughts on the tiefling, not to be taken for everyone- just an example.

The Aasimar and the min max should have been separated from the resistances discussion- my bad.

Also, I never said that the GM's opinion should change everyone elses. I have said that Paizo has made it clear they consider the Aasimar to be better than the Core Races.... so I guess thats not a random GM is it? That being said; anyone can do anything they want. But if this GM says he wants to change the Aasimar (which he has every right to do) then deal with it.

Aasimar are objectively better than other races. If you do not see that then you are ignoring obvious information and twisting the facts to make your opinion more correct. Paizo put out a book that tallies the power of races. Whether you want to use it or not it is a pretty good gauge of how good something is- that gauge says aasimar are better.

And while Mort may have tried to discount everything I said, its not entirely invalid and a number of important thoughts are raised there


Take away the Daylight ability, and Aasi fall right back into line with the normal races. If you want to go one step further, give them the Xeno language penalty, and bingo. Benefit gone.

They then point ONE skill point into Languages, problem solved.

The Build cost is high for the Aasi, but its a very poor return on investment - compare it to the half orc and you start to see why the points are only a guide, because they can get WAY out of whack.


1 person marked this as a favorite.
redcelt32 wrote:
Yep, like Hold Person, Charm Person, etc.

...and Enlarge Person.


If one is to use the ARG to gauge the aasimar's power, then I would point out that removing the 1/day daylight (which is the least useful trait of the race), then the race drops all the way to 12 RP, which is only 1 point above dwarf.

Take away one of the two skill bonuses in addition, and it's suddenly only a 10-point race.

And it would still have the ability score bonuses, the resistances, the darkvision, and the pseudo-spell-immunity.


And the Dwarf would be superior :p


3 people marked this as a favorite.
Ubercroz wrote:
Also, I never said that the GM's opinion should change everyone elses. I have said that Paizo has made it clear they consider the Aasimar to be better than the Core Races.... so I guess thats not a random GM is it?

They released a book each on Tieflings and Aasimar, aimed at players. They dumped the "Fiendish Heritage" feat from CoT when they did it, because they realized it was unnecessary. Possibly more importantly, they are allowed alongside the Core races in Pathfinder Society play. If Paizo can be called a GM, PFS is his game, and he doesn't consider them overpowered.

Ubercroz wrote:
Aasimar are objectively better than other races. If you do not see that then you are ignoring obvious information and twisting the facts to make your opinion more correct. Paizo put out a book that tallies the power of races. Whether you want to use it or not it is a pretty good gauge of how good something is- that gauge says aasimar are better.

Oh lord, no. The ARG race builder is seriously, painfully awful. It prices purely worse abilities as more than better ones (4RP Water Child vs 2RP Swim speed), overvalues skills wildly (+2 to a skill costs the same as the +3/+6, pre-req covering Skill Focus), and doesn't even touch on other balancing aspects (Oreads and Ifrits both pay 1RP for Elemental Affinity, yet Ifrits get far more use from it). Heck, it says your precious elemental resistances are worth less than +2 Diplomacy and Perception (3RP vs 4RP).

The ARG race builder is designed for building new races, and frankly isn't even great at that. Trying to compare previously created races using it is doomed to failure. Any system that says Tengus are more powerful than Dwarves really isn't worthy of consideration.

Ubercroz wrote:
And while Mort may have tried to discount everything I said, its not entirely invalid and a number of important thoughts are raised there

If your post contains as many important thoughts as you seem to think, you can let it stand on your own. I think my post right here is awesome, deserving of "favorites" and candy canes. But I'm not just going to come right out and say it.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Aren't tengus superior to dwarves?


Ravingdork wrote:
Aren't tengus superior to dwarves?

No.


Dwarves are pretty awesome. I wish I had realized it earlier.


wraithstrike wrote:
Dwarves are pretty awesome. I wish I had realized it earlier.

*Holds up a sign* NERF DWARVES!

So, as to the actual topic of Aasimar being OP, I really agree they're not THAT bad unless you min-max them, then you become a one-trick pony and I will smite you in my games.

Grand Lodge

1 person marked this as a favorite.

No, true minmaxers do not find the Aasimar or Tiefling as top picks.

Go ahead, check out the Guide to Guides thread, open up any guide, and see how many place Aasimar or Tiefling as top race pick.

You may surprise yourself.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
TarkXT wrote:
Ravingdork wrote:
Aren't tengus superior to dwarves?
No.

Prove it.

Tengus are proficient with every sword in the game and have natural attacks, thus making great fighter types. Their ability scores and skill bonuses make them terrific rogues and divine spellcasters.

What do dwarves get that's better? They're tough and have darkvision. That's about it. The rest of their abilities are either highly situational, or the tengu has it better (such as weapon familiarity versus swordtrained). Dwarves are also painfully slow when compared to tengus.


1 person marked this as a favorite.

Aasimar is never my first choice when looking at a min/max build. Out of habit, I still look at it, because it was awesome in 3.5, but then I find myself slightly disappointed. Then I go back to looking at dwarves, humans and half-orcs.

Most min/max builds take huge advantage of feats later on. Because of that, humans almost always win because I can get to that feat 2 levels sooner, or combo it with another feat that would be hard to afford.

Almost every other race gets a bonus to a physical stat (Str, Dex or Con)... except Aasimars. This is why they aren't that awesome. Back in 3.5, when most races had a net +0 to stats, the Aasimar was great, because it was cheap (+1 level) and had no penalty. Now, the standard races have a net +2, greatly reducing the value of the Aasimar.

The resistances are nice, but they aren't that huge. Successfully making the save is more important, which a dwarf is more likely to do against spells and spell like abilities. Plus, he has more HP and can survive things the resistance doesn't work on, like swords and claws.


2 people marked this as a favorite.
No 'Optimisation Guide', ever... wrote:
"The Aasimar or the Tiefling are the number one optimal choice"


Ravingdork wrote:
TarkXT wrote:
Ravingdork wrote:
Aren't tengus superior to dwarves?
No.

Prove it.

Tengus are proficient with every sword in the game and have natural attacks, thus making great fighter types. Their ability scores and skill bonuses make them terrific rogues and divine spellcasters.

What do dwarves get that's better? They're tough and have darkvision. That's about it. The rest of their abilities are either highly situational, or the tengu has it better (such as weapon familiarity versus swordtrained). Dwarves are also painfully slow when compared to tengus.

Not sure if 'being the best rogue' is something you can hang your hat on.

edit: That said, if it were a campaign with a buffed rogue class, I would totally play a Tengu rogue. But I'm just a fan of raven related PC's in general.


1 person marked this as a favorite.
Irontruth wrote:


Not sure if 'being the best rogue' is something you can hang your hat on.

Depends if you are a Monk or not.


Mort the Cleverly Named wrote:


They released a book each on Tieflings and Aasimar, aimed at players. They dumped the "Fiendish Heritage" feat from CoT when they did it, because they realized it was unnecessary. Possibly more importantly, they are allowed alongside the Core races in Pathfinder Society play. If Paizo can be called a GM, PFS is his game, and he doesn't consider them overpowered.

Oh lord, no. The ARG race builder is seriously, painfully awful. It prices purely worse abilities as more than better ones (4RP Water Child vs 2RP Swim speed), overvalues skills wildly (+2 to a skill costs the same as the +3/+6, pre-req covering Skill Focus), and doesn't even touch on other balancing aspects (Oreads and Ifrits both pay 1RP for Elemental Affinity, yet Ifrits get far more use from it). Heck, it says your precious elemental resistances are worth less than +2 Diplomacy and Perception (3RP vs 4RP).

The ARG race builder is designed for building new races, and frankly isn't even great at that. Trying to compare previously created races using it is doomed to failure. Any system that says Tengus are more powerful than Dwarves really isn't worthy of consideration.

If your post contains as many important thoughts as you seem to think, you can let it stand on your...

So on 1 hand you say paizo says everything is fine, but otherwise paizo has no idea what its talking about. Also my post either does or does not deserve candies or something along those lines.

you basically cherry picked somethings I said and decided to run with it, which is fine- I understand thats how a lot of people on this forum operate, no big deal.

So Paizo says that the Aasimar is okay to play because you can play it in PFS? Well thats not entirely true, you need a chronicle sheet to allow you access to the Aasimar race, so you cannot play it by default. That clearly infers that Paizo believes that the race needs some special consideration.

2 Paizo has no idea what they are talking about- this is your second point- If they have no idea what they are talking about then don't worry about anything I say, no big deal. I think that they may have some idea. I also understand that they have created a book (you may believe it is flawed but it is a Paizo book, I give Paizo more credit than a board troll) in which they state the Aasimar is a more powerful race. If that is not sufficient, then you will never be convinced and I concede that you have a more mighty intellect than I do and I am way more dumb and have never had a good idea and all kinds of other stuff to the point that I am not longer using punctuation in this sentence so that you can see how devoid of brain power I am and I hope you know how cool you are.

To the 3rd point: My post is not good enough to stand on its own, if it was it would get candy. Well I have no argument for that.

I guess that saying a GM gets to decide how to run his game is not really a topic worth being discussed, so accept my apologies. I will be delivering whatever pastries or baked good you would like to receive for your board posting prowess tout de suite. I apologize for monopolizing your time, and beg forgiveness that I may have thought for a moment that allowing a GM to have final say in his game would be permissible. Now, please, just let me live in peace ♥


1 person marked this as a favorite.
Ubercroz wrote:

So Paizo says that the Aasimar is okay to play because you can play it in PFS? Well thats not entirely true, you need a chronicle sheet to allow you access to the Aasimar race, so you cannot play it by default. That clearly infers that Paizo believes that the race needs some special consideration.

Wrong.


Shifty wrote:
Ubercroz wrote:

So Paizo says that the Aasimar is okay to play because you can play it in PFS? Well thats not entirely true, you need a chronicle sheet to allow you access to the Aasimar race, so you cannot play it by default. That clearly infers that Paizo believes that the race needs some special consideration.

Wrong.

you don't need that chronicle sheet anymore to play a standard Aasimar? I thought you could play a defunct version, but not the normal one.

1 to 50 of 235 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / My GM nerfed the Aasimar! - Please help with my Cleric build! All Messageboards

Want to post a reply? Sign in.