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


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Aasimar, Tiefling, and Tengu are now all legal for play.

No sheet required. Straight out of the book; you can even use the Blood of Fiends and Blood of Angels.

They are now just like Elves Dwarves etc.

So no, Paizo doesn't consider them OP, I reckon that's about as professional and considered an argument as you are ever going to find.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Irontruth wrote:

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.

Skill and Stealth-based classes then. Tengu are an excellent fit for bards, monks, rangers, rogues, etc.


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.

Being proficient with every weapon is nice, but not much better than just being able to pick up good weapons like falchions or great axes since those are very likely what would be chosen anyway. Rogue's have been replaced by several other classes. The dwarf's bonus to saves helps make up for the rogue's poor will and fort saves however. Being tough helps you stay alive.

Breakdown:
Dwarves get dark vision. Tengus get low light. Advantage Dwarf

Speed Tengu

Tengus are better scouts due to their attribute modifiers, but they have a penalty to their con score. Dwarves have a bonus to two stats that boost saves, and most optimizers don't dump. Their penalty is in the stat that is most likely to be dumped anyway. Dwarf wins

Tengu are better at langauges:That is like a monk having slow fall though. It is not much to write home about.

Weapon proficiency:Tengu. This is pretty nice but I don't think it puts them ahead.

They get a free attack in with the natural bite: That is not bad, but it is also a minor feature, and the player more than the race is still more likely to determine who does better in combat.

Toughness:Dwarves basically get a +2 to saves unless it is a supernatural affect. That is really good for class that sport weak fort or will saves. I guess reflex matters to, but failing a fort of will save really jacks you up.

Dodge bonus against giants. Well of course it is the dwarf, but you may never see a giant so this is not that great either except in certain campaigns, not that avoiding giants power attacking is not nice.

So lets break it down. If you play a martial class the tengu and the dwarf both have access to the same weapons except of a few exotic weapons the tengu would get for free. The dwarf can show up a weak save better, and while the tengu has lower con, and lower HP. Advantage dwarf

Scout build-Well the tengu is better at scouting, but less likely to survive being seen, while the dwarf is less likely to be able to run away, but may survive any saves, and should have higher hp. Unless you go out of your way to really push stealth and perception you don't have good chance at doing this well against CR=APL opponents. If you do go out of your way then both races can excel. Advantage=draw

poor BAB Caster=Having a penalty to your fort save and good weapons is not all that important to a caster. The -2 to con is actually a bad thing.
Having a +2 to con on top of a boost to saves is good for casters, and even if you use charisma to cast you can get by with that -2 to charisma. The fact that you get better defensively makes it about even. Advantage dwarf

medium BAB caster:You will most likely have to cast and fight. Having a low con and higher dex is not helping you much. I do admit the weapon selection for a tengu is nice, but not as much as more hp, and good saves. There is also darkvision which I should have mentioned before. I am taking the dwarf.

I am not saying the tengu is a bad choice but if your GM is not in the habit of being merciful then the dwarf is your guy. The dwarf is more than capable of a good offense, and it helps you survive. The tengu hit a littler harder. I think the falcata gets you about 3 more DPR on average, but other than that I am not impressed.


Shifty wrote:

Aasimar, Tiefling, and Tengu are now all legal for play.

No sheet required. Straight out of the book; you can even use the Blood of Fiends and Blood of Angels.

They are now just like Elves Dwarves etc.

So no, Paizo doesn't consider them OP, I reckon that's about as professional and considered an argument as you are ever going to find.

well, deal then.

My mistake I was under the impression they needed a chronicle sheet to make them legal.

I withdraw my protest, but maintain a GM is within his bounds to do what he wants.


TriOmegaZero wrote:
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.

Nope, you're still not getting it, guy: (ETA: Actually, I apologize for the snark. This is tricky enough material that the 'correct' answer is not completely obvious. Nevertheless, you did not seem to be following my line of reasoning.)

CRB p.264, 'Darkness' wrote:
This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.
CRB p.264, 'Daylight' wrote:
Daylight brought into an area of magical darkness (or vise versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Meaning that the area can be illuminated by nonmagical light sources again such as, for instance, normal sunlight. So the Aasimar uses Daylight - and for the 10 min/level duration, the drow cannot do anything in the area to suppress light. (By SLA anyway, unless one or more are Drow nobles).


the ARG race builder is flawed.

it charges the same price for +2 to one skill that it does for +1 to natural armor or +1 to all saving throws.

it charges more for skilled than it does for +2 to intelligence

a predetermined bonus feat is cheaper than a floating one, despite the fact that the predetermined one would be the same one the player wants to use to minmax thier build anyway.

a price is charged for languages, which is completely irrelevant and easily circumvented.

a price above and beyond the package of the involved traits is charged for fey and outsiders, which is because of their immunity to spells which target humanoids. which while making hold person useless, removes their ability to be enlarged. immunity to being enlarged is more of a disadvantage than being immune to being held is an advantage.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Bah. Totally forgot about a dwarf's save bonuses against magic. That is a potent ability at all levels.

Call it a tie then.


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Oh well Uber, on a bright note, younow know you can play a few extra races in PFS, so that just increased your options for game enjoyment ahead of what it was ten minutes ago :)

GM is free to do what he likes, absolutely, however I do instsi that it is the responsibility of a GM to be proficient with the rules, have a objective view, and not 'nerf' players and their ideas through simple whimsy and personal dislike of race/class etc.

If the idea doesn't fit the campaign then fair enough, if it just doesn't fit the GM's subjective 'taste' values then thats quite another thing.


Ravingdork wrote:
Irontruth wrote:

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.

Skill and Stealth-based classes then. Tengu are an excellent fit for bards, monks, rangers, rogues, etc.

Dwarves to these well also. The bard I might have to hand to the tengu, and maybe a charisma based rogue, but the other two are not bad at all for a dwarf. Steel Soul allowing you to add another +2 to saves does not detract from your offence, and adds to your defense.

PS:I do realize GM playstyle will have a lot to do with this. The other GM in my group has no problem killing people. Now if I had a different GM....


a 5 charisma isn't a problem, unless your DM makes you roll diplomacy checks for every purchase you make.

Liberty's Edge

LazarX wrote:
Realmwalker wrote:
I've had Tieflings and Aasimars in my Campaigns as is and they do not cause any problems, they are far from being over powered.

Add the +4 stat bonus, darkvision, 3rd level spell from a variety of choices, elemental resists, and the real biggy Outsider immunities to a lot of the classic humanoid targeting spells and you might reconsider that assessment.

Are they overpowered? that's up to your campaign. But it's hard to deny that they are more powerful than the standard races when you factor in the stat bonuses, the resists, the darkvision, and the immunities.

You can add this often forgotten thing:

PRD wrote:
“Lycanthrope” is an inherited (for natural lycanthropes) or acquired (for afflicted lycanthropes) template that can be added to any humanoid.

As a native outsider he should be immune to lycanthropy. Ustalav being Ustalav I think they will have several encounters with lychantropes in Carrion Crown, so being immune to lycantropy is relevant.


Diego Rossi wrote:


As a native outsider he should be immune to lycanthropy. Ustalav being Ustalav I think they will have several encounters with lychantropes in Carrion Crown, so being immune to lycantropy is relevant.

Yep, MAJOR nerf against the outsider :(


Every time I have seen lycantrophy come up in a game there is always one player that wants to be bitten so he can be a werewolf.

Liberty's Edge

Chengar Qordath wrote:
blackbloodtroll wrote:
Next, someone will come in with complaints on how overpowered the Kobold is.

+2 to dex, small size, and Racial natural armor? Why not just give them a racial feature called "Impossible to hit" and have done with it? Let's not even mention that they're a small race with a 30 foot move speed.

They get even crazier with the Advanced Race Guide. Now they can take wings and elemental resistances. Most of their favored class bonuses pump up their already insane AC, and don't even get me started on their racial feats. Breath weapons? Tail attacks?

People whine about Aasimar, but it's the Kobolds that are insanely OP.

I don't know if you are joking, but the goblins are way better.

GOBLINS:

+4 Dexterity, –2 Strength, –2 Charisma: Goblins are fast, but weak and unpleasant to be around.

Goblinoid: Goblins are humanoids with the goblinoid subtype.

Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Fast: Goblins are fast for their size, and have a base speed of 30 feet.

Darkvision: Goblins can see in the dark up to 60 feet.

Skilled: +4 racial bonus on Ride and Stealth checks.

Vs

KOBOLDS

+2 Dexterity, –4 Strength, –2 Constitution: Kobolds are fast but weak.

Reptilian: Kobolds are humanoids with the reptilian subtype.

Small: Kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Normal Speed: Kobolds have a base speed of 30 feet.

Darkvision: Kobolds can see in the dark up to 60 feet.

Armor: Kobolds have a +1 natural armor bonus.

Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.

Weakness: Light sensitivity.

Create a goblin rogue and make your GM cry.

Liberty's Edge

wraithstrike wrote:
Every time I have seen lycantrophy come up in a game there is always one player that wants to be bitten so he can be a werewolf.

And be evil, GM controlled for several nights every month, prone to wandering around during those nights and waking in some remote area and so on. If their GM make being a lycantrope all nice and fluff, with full control of their action when transformed in the player hands I see why they want to be bitten, all advantages and no drawbacks.

Lycanthropy wrote:

A creature that catches lycanthropy becomes an afflicted lycanthrope, but shows no symptoms (and does not gain any of the template's adjustments or abilities) until the night of the next full moon, when the victim involuntarily assumes animal form and forgets his or her own identity.

So a nice, CE predator that don't recognize between his companions and prey. Sure, very positive to be bitten.


I think the players were willing to risk the party's lives for those few moments of extra power. I was the GM for one of those occasions. Had he failed his save the party would have killed him though.

Liberty's Edge

TriOmegaZero wrote:

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.

You are speaking of counterpelling (something that a spell like ability can't do), he is speaking of suppressing a countering a darkness spell with a same or higher level light spell, something completely different.


Fine, werebear, wereboar etc. Not all Lycanthropes are evil.

There's always goingto be players right up for it, just like Vampirism... hence the demand for the Dhampyr.

Besides, taking control is the GM's choice or not, it isn't arbitrary.

Liberty's Edge

Shifty wrote:

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.

Darkness wrote:
. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.

Daylight increase the illumination level is brought in the area of effect of darkness.


daylight is very nice in PFS forumalae mods. if nothing else fighting in the dark is a pain and daylight speeds things up. this is good. Pace is good


D20pfsrd - Daylight wrote:
Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Explain away.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Shifty wrote:
Man he can HAVE Daylight, I can't remember the last time I thought 'gee wow, wish we had THAT one ready to go!". Similarly, the resistances don't come up that often anyway, so no great loss.

My guess is you never fought a Shadow Demon at level five in an already dimly lit cave.

Man, I can tell you, that fight sucked hard for our party. We got our asses handed to us two times and had to flee both times. Then one player, whose character had died in the second encounter, came in with an Aasimar Inquisitor. That saved the day, hard-core.

Long-term D20 players in that combat, too, so it was not inexperience on our part, just an excellent combination of good GM, and excellent location for an already powerful-for-its-CR monster.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Shifty wrote:

Aasimar, Tiefling, and Tengu are now all legal for play.

No sheet required. Straight out of the book; you can even use the Blood of Fiends and Blood of Angels.

They are now just like Elves Dwarves etc.

So no, Paizo doesn't consider them OP, I reckon that's about as professional and considered an argument as you are ever going to find.

You can seriously just use the racial variants from Blood of Angels? That book alone changes the Aasimar from a "slightly better than other races in special cirumstances" race to a "best race for a lot of classes" race.

Some of those racial variants are really, really good.


magnuskn wrote:


Long-term D20 players in that combat, too, so it was not inexperience on our part, just an excellent combination of good GM, and excellent location for an already powerful-for-its-CR monster.

I know PRECISELY which fight you are talking about.

The encounter is a terrible terrible thoughtless placement, and frankly your Aasimar with Daylight is still no better off because that Shadow Demon can cast Deeper Darkness as an At Will ability. So it just dispells your Daylight, then hits you with DD again.

So no, the Aasimar and his/her ability is of no bearing or consequence to that encounter.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

It gave us one round where we could hit the damned thing much better than during the prior two fights, which caused it to flee.

We still about peed our pants when it re-appeared later ( only to just walk away after taunting us. Turns out it only had about 5 HP left ^^ ).


That was rather nice of the GM really :)


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

About one of the few fights of the last years where I felt, as a player, totally overwhelmed by the opposition. ^^


My biggest issue with Aasimar/Tiefling is that they are Outsiders and therefore immune to several effects (most relevant in lower levels, but still).

I would change them into humanoids of Human (or whatever) subtype and drop the energy resistence (never made sense to me).

Since darkvision would now cost 2 points, it would make them a 11 point race and I would call it a day.

--------------

On a related topic:

I would make Tieflings into humanoids (Tiefling), drop the energy resistence and the fiendish sorcery,
but turn the ability modifiers into "+2 to any two abilities" like the aasimar.

This would give 7 points but cost 4 points.
So these changes result in a 10 point race.
Perfect.


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So can I follow your logic and give my half orc some awesome new abilities, call it an 11 point build and we'll call it a day too?

You realise that 'immunity' also nixes some of the most awesome buff too right? (cough... ENLARGE PERSON).


Well there certainly is a reason why Outsider (Native) costs more than Humanoid (though only 1 point if you don't count darkvision).

But, yeah.
That's the whole point of the Race Building rules, isn't it?
Assuming that races of about equal points are also equally powerful.
Since all core races have 9-11 pts, any race within this range should be okay.
So, I actually believe the Half-orc should get something to up him to 10 pts.

BUT, as a non-stupid GM, I wouldn't allow my players to come up with custom races. If anything, they would tell me what the race should be about and I would do it.
No cherry-picking powergaming with me.

BTW: I strongly believe the human bonus feat is 6 or maybe even 8 pts. worth not just 4.


Shifty wrote:

It sucks.

The core race is 'ok' and is allowed at a full unmodified level in PFS games. By NO means is it OP.

Thats just typical "Good guys can't have nice things" GM'ing.

Personally my reponse would be to roll up a completely beligerent and annoying half-orc with zero social graces and 100% motivated by money and grief the GM until he actually let me run with something that would contribute to the game.

Just say NO to nerfbat GM's.

Isn't this a bit harsh. I realize the GM's primary role is to adjudicate the game per rules and die rolls. However, the GM also has the right to set limits as to what will be permitted at the table - be it restricting things to particular sourcebooks or modifying races. I don't see it as "Good guys can't have nice things" GMing, so much as the GM exercising the right to just say no to something. In a recent one shot I ran, the players were restricted to just the Core book, nothing else. I've even gone so far as to limit race choices to Full Blooded races only - no half-breeds or plane-touched permitted.


Aioran wrote:
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.

You're also quoting from a 3.5 source and a Faerun one at that, rather than a PF/Golarion one. So rather irrelevant =)

Sczarni

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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.

Thank goodness I get sword proficiency...don't have enough choices of better weapons with my Martial Proficiency as a fighter...and before you say "but but Bastard Sword" I want to remind you of the Dwarven Waraxe you get as a Martial for being a Dwarf.

And what would I ever do without a bite attack? Oh take the Trait Adopted and pick up the Orc Race Trait Tusked.

Tengu for flavor. Dwarf for skull bashing.


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DracoDruid wrote:

That's the whole point of the Race Building rules, isn't it?

Assuming that races of about equal points are also equally powerful.
Since all core races have 9-11 pts, any race within this range should be okay.

Personally, I think the whole race builder is flawed to start with. Any system that thinks daylight 1/day is worth more than a permanent +1 bonus to all saves has credibility issues.

Paizo Employee Design Manager

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ossian666 wrote:
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.

Thank goodness I get sword proficiency...don't have enough choices of better weapons with my Martial Proficiency as a fighter...and before you say "but but Bastard Sword" I want to remind you of the Dwarven Waraxe you get as a Martial for being a Dwarf.

And what would I ever do without a bite attack? Oh take the Trait Adopted and pick up the Orc Race Trait Tusked.

Tengu for flavor. Dwarf for skull bashing.

I was thinking almost the exact same thing :)


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Ravingdork wrote:
Irontruth wrote:

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.

Skill and Stealth-based classes then. Tengu are an excellent fit for bards, monks, rangers, rogues, etc.

Except a dwarf doesn't need to spend a feat to be able to sneak attack in the dark.


Shifty wrote:
D20pfsrd - Daylight wrote:
Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Explain away.

The magical darkness ceases to exist because

CRB wrote:
Daylight counters or dispels any darkness spell of lower level, such as darkness

Diego Rossi's interpretation of the spell is correct - my previous post was in error. This isn't Counterspelling, so the Daylight spell doesn't mysteriously disappear. Similarly, Daylight is not an instantaneous effect, like Dispel Magic; nor is it specifically called out as "discharging" like Dispel Evilchaoslawgood.

Shifty wrote:

The encounter is a terrible terrible thoughtless placement, and frankly your Aasimar with Daylight is still no better off because that Shadow Demon can cast Deeper Darkness as an At Will ability. So it just dispells your Daylight, then hits you with DD again.

So no, the Aasimar and his/her ability is of no bearing or consequence to that encounter.

And this is just sheer tactical idiocy on your part. Keeping the enemy tied up for a round restoring the darkness is significantly better than useless.

Sczarni

Irontruth wrote:
Ravingdork wrote:
Irontruth wrote:

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.

Skill and Stealth-based classes then. Tengu are an excellent fit for bards, monks, rangers, rogues, etc.
Except a dwarf doesn't need to spend a feat to be able to sneak attack in the dark.

Best rogue trinket on the market here.


One thing noone apparently considers: Most creatures that can cast darkness or deeper darkness would normally keep to areas that are also naturally dark or dimly lit.

Which means that as written, the daylight will be nearly useless, since it's temporarily negated by the darkness/deeper darkness in the overlapping area. The prevailing light conditions (dark or dim light) take over.


But the dwarf doesn't have to buy that. Neither would a half-orc, who can put his +2 on whichever ability score he wants.

Having to buy that item is not min-maxing your gold.

Just pointing out, humans, half-orcs and dwarves are really good min-max races. They are better than aasimars and tengus. The latter two races can make good PC's, but we shouldn't be accusing people who pick them of min-maxing.

Sczarni

Oh I am not arguing with you. If you look above I prefer the Dwarf over the Tengu. I was just pointing out a nice Rogue trinket. =b

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Are wrote:

One thing noone apparently considers: Most creatures that can cast darkness or deeper darkness would normally keep to areas that are also naturally dark or dimly lit.

Which means that as written, the daylight will be nearly useless, since it's temporarily negated by the darkness/deeper darkness in the overlapping area. The prevailing light conditions (dark or dim light) take over.

I think their point is that using daylight to cancel out darkness allows the party to employ torches and other light sources to adjust the natural conditions. I can maybe see that as being a useful tactic for the aasimar.

Silver Crusade

I'll just trump it all by reaching 8th level with the Sun domain. ;)


and the creature just uses deeper darkness again.

the true best solution to this is an Ioun stone with a continual flame spell cast upon it heightened to 4th level.

a dull grey ioun stone costs 25 gold, 50 for the material components, and 280 for a 4th level version of heightened continual flame.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
ossian666 wrote:

Thank goodness I get sword proficiency...don't have enough choices of better weapons with my Martial Proficiency as a fighter...and before you say "but but Bastard Sword" I want to remind you of the Dwarven Waraxe you get as a Martial for being a Dwarf.

And what would I ever do without a bite attack? Oh take the Trait Adopted and pick up the Orc Race Trait Tusked.

Tengu for flavor. Dwarf for skull bashing.

Bastard sword? If you were trying to make a point of some kind, you could do better than picking one of the worst swords in the game. I was thinking more like the nodachi, katana,urumi, Elven curve blade, falcata (especially the falcata), or the temple sword (if you're a monk).

A bite attack is probably the most valuable natural attack in the game as it is considered a primary attack alone, and can be used in conjunction with hand-held weapons, essentially giving you a free attack to your attack routine. And a tengu doesn't have to expend resources get it.

Sczarni

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Shuriken Nekogami wrote:

and the creature just uses deeper darkness again.

the true best solution to this is an Ioun stone with a continual flame spell cast upon it heightened to 4th level.

a dull grey ioun stone costs 25 gold, 50 for the material components, and 280 for a 4th level version of heightened continual flame.

Or just buy an ioun torch for 75g...

Ravingdork wrote:

Bastard sword? If you were trying to make a point of some kind, you could do better than picking one of the worst swords in the game. I was thinking more like the nodachi, katana,urumi, Elven curve blade, falcata (especially the falcata), or the temple sword (if you're a monk).

A bite attack is probably the most valuable natural attack in the game as it is considered a primary attack alone, and can be used in conjunction with hand-held weapons, essentially giving you a free attack to your attack routine. And a tengu doesn't have to expend resources get it.

I wouldn't put the Falcata at being more powerful than the Dwarven Waraxe. Axe is 1 more average damage all the time for a small loss in threat range. And you wouldn't have to play a crumby fighte race.

Getting a bite for a trait is hardly an expenditure of resources...especially when using in part of an attack action is a -5 to hit.

Those choices are DEFINITELY not swaying me to play a Tengu. If anything its made me realize how terrible the race is at martial classes.


ossian666 wrote:
Shuriken Nekogami wrote:

and the creature just uses deeper darkness again.

the true best solution to this is an Ioun stone with a continual flame spell cast upon it heightened to 4th level.

a dull grey ioun stone costs 25 gold, 50 for the material components, and 280 for a 4th level version of heightened continual flame.

Or just buy an ioun torch for 75g...

the 4th level heightened version allows you to bypass deeper darkness, unlike a traditional Ioun Torch. for a total of 355 gold.

Grand Lodge

You guys do understand that Blood of Angels and Blood of Fiends are both PFS legal right? Kind of removes the whole "these races are bad because their attribute bonuses are static" argument.

"Blood of Angels"

1)Agathion Blooded: +2 CON +2 CHA, Summon Nature's Ally II

2)Angel Blooded: +2 STR +2 WIS, Alter Self(Paladins and War-Priests apply here)

3)Archon Blooded: +2 CON +2 WIS, Continual Flame(buy torches, sell ever-burning torches LOL!)

4)Azata Blooded: +2 DEX +2 CHA, Glitterdust(Bow Bards/Inquisitors apply here)

5)Garuda Blooded: +2 Dex +2 WIS, See Invisibility(Rangers and Bow Clerics apply here)

6)Peri Blooded: +2 INT +2CHA, Pyrotechnics(Arcane Casters apply here)

Also since this is a Cleric thread and I see people arguing for Dwarves. I just wanted to throw my hat in to say that dwarves kind of suck(for point buy games). At least in so far that if you want your build to involve channel energy in anyway. As a Dwarf needs to spend "7" points to get "13 CHA" 7 god dang points!

Personally I think the lack of a negative ability score makes Aasimar the most powerful legal race as they are better than humans for a fair number of classes, but I don't think it's really a big deal. It makes a lot of sense really for example for an Angel Blooded Aasimar to be statistically the strongest paladin race.

At the end of the day the 15 race points aren't being spent all that well so it's not a huge power difference. Though your gm is perfectly within his rights to tone them down slightly. I would urge said gms to have a gentle hand. As an example giving Aasimars one variable negative score makes them the same power level as tieflings, though you could also strip out the spell like ability.

Paizo Employee Design Manager

MassivePauldrons wrote:
"stuff"

Once more, people highly underestimate the benefits of the simple things, like extra feats and skill points. A human has an entire extra feat to spend over the Aasimar (allowing him to do cool things, like fight efficiently with his sword and shield bash by a step ahead on the necessary feats in the chain, potentially having more attacks/damage/healing/accuracy/what-have you at any given level) as well as being naturally superior in non-combat situations because of his enhanced ability to put points into class skills. A human will at least have half again as many, to as much as twice as many skill points over the aasimar. A human paladin could have a point in all but one of the paladins class skills by level 2, with only a 10 INT. That is huge.


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MassivePauldrons wrote:

You guys do understand that Blood of Angels and Blood of Fiends are both PFS legal right? Kind of removes the whole "these races are bad because their attribute bonuses are static" argument.

"Blood of Angels"

1)Agathion Blooded: +2 CON +2 CHA, Summon Nature's Ally II

2)Angel Blooded: +2 STR +2 WIS, Alter Self(Paladins and War-Priests apply here)

3)Archon Blooded: +2 CON +2 WIS, Continual Flame(buy torches, sell ever-burning torches LOL!)

4)Azata Blooded: +2 DEX +2 CHA, Glitterdust(Bow Bards/Inquisitors apply here)

5)Garuda Blooded: +2 Dex +2 WIS, See Invisibility(Rangers and Bow Clerics apply here)

6)Peri Blooded: +2 INT +2CHA, Pyrotechnics(Arcane Casters apply here)

Also since this is a Cleric thread and I see people arguing for Dwarves. I just wanted to throw my hat in to say that dwarves kind of suck(for point buy games). At least in so far that if you want your build to involve channel energy in anyway. As a Dwarf needs to spend "7" points to get "13 CHA" 7 god dang points!

Personally I think the lack of a negative ability score makes Aasimar the most powerful legal race as they are better than humans for a fair number of classes, but I don't think it's really a big deal. It makes a lot of sense really for example for an Angel Blooded Aasimar to be statistically the strongest paladin race.

At the end of the day the 15 race points aren't being spent all that well so it's not a huge power difference. Though your gm is perfectly within his rights to tone them down slightly. I would urge said gms to have a gentle hand. As an example giving Aasimars one variable negative score makes them the same power level as tieflings, though you could also strip out the spell like ability.

They are good clerics, but they won't come to the table and vastly outperform every other race so I don't see them as having any real advantage.

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