Are Aasimars overpowered?


Pathfinder First Edition General Discussion

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Anyway, back on topic.

Short answer: No.

Long answer: Noooooooo.


TriOmegaZero wrote:
Piccolo wrote:
Armor Check Penalty still applies.
Yes, but we were talking about dwarves getting benefits from Slow and Steady when they don't wear armor.

There are few dwarves who refuse to wear armor. Very few.

That said, and this is one nice feature that you won't see noted in the books, that someone not proficient with shields can use a mithral shield for AC (assuming they aren't a arcane spellcaster) and not have any penalties. That means an extra 2 AC, plus another 5 if enchanted.


Rictras Shard wrote:
Piccolo wrote:


Wrong. Bards also have lots of other skills, most of which do not involve Charisma.

Two of the fighters' ten skills involve strength. I guess fighters can get by without a good strength score.

Depends on the Fighter. Melee Fighters need a high Strength, and you know it. A missile Fighter CAN get away with not having a high Strength, assuming he is willing to get into crossbows.


even if you dump cha down to 5, you can still have a viable diplomacy modifier by levels 8-10 through skills, a trait, and a feat.

i admit that channel energy is nice for saving happy stick charges

but some of the arcane classes get a bit of healing too.

witch and bard both get cures and infernal healing

wizard and sorcerer get infernal healing

witch gets heal, a condition removing patron, and some hexes for emergency heals

magus and summoner get infernal healing

alchemist gets a few cures and some condition removal as well.

all the arcane classes can heal too. and devil's blood doesn't even cost a gold piece. just make sure you have an imp familar, a tiefling companion, or a chelexian ally whom has been damned at least once.

or buy a spell component pouch

or take eschew materials

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Piccolo wrote:

There are few dwarves who refuse to wear armor. Very few.

That said, and this is one nice feature that you won't see noted in the books, that someone not proficient with shields can use a mithral shield for AC (assuming they aren't a arcane spellcaster) and not have any penalties. That means an extra 2 AC, plus another 5 if enchanted.

Dwarven monks.

I like to use masterwork bucklers. Very handy for that bonus to AC.


Dwarven Druid

Wears Darkleaf hide

Transforms into a freaking air walking jaguar w/ 50 foot land speed, pounce, claws, bite, 2 rakes, climbing speed, scent, darkvision, and +2 natural weapons all around.

darkleaf hide is technically light armor, i know, but it doesn't really slow dwarves.

Paizo Employee Design Manager

Piccolo wrote:
A dwarf really does best overall as a Fighter,Barbarian, Monk, or Druid methinks. Paladin and Cleric no, because of that pesky penalty to Charisma.

OMG! They have 1 whole less use of the clerics least useful ability!!! Having one fewer use of Channel Energy does not make a dwarf a bad cleric. Having a boost to wisdom, perceptive abilities like Stonecunning that are enhanced by a high Wisdom, boosted weapon proficiencies, and an increased CMD do make him a good cleric though. Having a healer capable of wading into combat with an axe and shield while covering the fighters back is in pretty much every way more useful than being able to patch an extra 3 points of damage after the fact that probably never would have occured in the first place if the cleric had been preventing damage and dropping enemies before they could deal it.


Piccolo wrote:

Melee Fighters need a high Strength, and you know it.

Just as charisma is important for bards, who rely on it for key abilities, including almost every archetype.


Piccolo wrote:

Diplomacy is just plain useful. You can use it to dicker over item prices, bribes, negotiating your way out of a fight you can't win, etc. And only the guy with a decent Cha can pull it off effectively. You already know that, you have played the game, so why are you bothering to argue with me?

Diplomacy is great. However, -2 to charsma doesnt make it any less great.

In my current game the party face has +31 to Diplomacy at level 10 (and it os not even a class skill by default, he took it with Cosmopolitan feat) would him have been dwarf instead of human, he would have +29 instead. More than enough.


Piccolo wrote:
gustavo iglesias wrote:
Muleback cords and handy haversacks are cheap. That doesn't ofsets the fact that dwarves are slower in most cases, and just as slow on the best cases.

The only ways I know of to increase weight capacity are:

Heavyload Belt-3x weight limits

Muleback Cords- +8 Strength for weight limits only

Masterwork Backpack- +1 Strength for weight limits only

any extradimensional holding space item, like a Handy Haversack (limited capacity), Bag of Holding (best version weighs 60lbs however, and is vulnerable to being pierced by sharp objects) and the Portable Hole (costs 30k, but has no weight limit).

And finally, anything that increases your Strength rating, like magic items, racial bonuses (orc and ogrekin get the best bennies).

Heavyload belt: You're not wearing a +stat belt. Anyone but a full arcane caster wearing this item is making a terrible mistake. Actually, the full arcane casters probably are too. Everybody likes Con.

Muleback cords: Congratulations: You're not wearing a cloak of resistance. It is mathematically necessary to wear a cloak of resistance unless you're a monk or paladin. Reflex saves are more than just blasts. Just for example let's throw a wall of stone around your cleric. Every full caster except witch has it, as do the summoner and magus. With both wisdom and charisma pumped you're not going to have the damage to break out of it any time soon. Hope your party doesn't actually need healing.

Masterwork backpack: +1 isn't all that much.

Extradimensional spaces: Not everything can be put in an extradimensional space safely. When you need to carry your dead buddy's stuff you need a dwarf. The alternative is a TPK when you put his extradimensional space in your extradimensional space and it opens a dimensional rift.

For that matter everyone seems to be forgetting that the travel domain comes with longstrider. That's hour/level +10' movement. Hours/day is all dungeon. That puts the dwarf at 40' movement and the aasimar at 35' unless your other domain somehow has a better level 1 spell. Not likely past low levels because of the action economy advantage of hour/level spells.


Atarlost wrote:

Heavyload belt: You're not wearing a +stat belt. Anyone but a full arcane caster wearing this item is making a terrible mistake. Actually, the full arcane casters probably are too. Everybody likes Con.

Muleback cords: Congratulations: You're not wearing a cloak of resistance. It is mathematically necessary to wear a cloak of resistance unless you're a monk or paladin. Reflex saves are more than just blasts. Just for example let's throw a wall of stone around your cleric. Every full caster except witch has it, as do the summoner and magus. With both wisdom and charisma pumped you're not going to have the damage to break out of it any time soon. Hope your party doesn't actually need healing.

Masterwork backpack: +1 isn't all that much.

Extradimensional spaces: Not everything can be put in an extradimensional space safely. When you need to carry your dead buddy's stuff you need a dwarf. The alternative is a TPK when you put his extradimensional space in your extradimensional space and it opens a dimensional rift.

Muleback cords are worth 1000g. That means your +5 cloack of protection cost 25000, or 26500 if it doubles as a muleback cord too. I think I will not go broke for that.

And only portable holes create dimensional rifts when they interact with bag of holdings. You can put a bag of holding inside another bag of holding (or inside a handy haversack). You just can access to it, until you get it out of the other extradimensional space.

Quote:
For that matter everyone seems to be forgetting that the travel domain comes with longstrider. That's hour/level +10' movement. Hours/day is all dungeon.

Unless your dwarven travel cleric has some other domain that gives him heavy armor, or he gets heavy armor proficiency somehow, that's a moot point. He can get breastplate at best, and mithril breastplates are light armor. So the dwarf with the travel domain and longstrider (which is a VERY specific character) will have a 5' bonus over the human cleric with travel and longstrider, while longstrider is active, UNTIL that one gets a mithril breastplate. Then he'll have 10' disadventage from that point forward, to the end of the game.


Atarlost wrote:
Piccolo wrote:
gustavo iglesias wrote:
Muleback cords and handy haversacks are cheap. That doesn't ofsets the fact that dwarves are slower in most cases, and just as slow on the best cases.

The only ways I know of to increase weight capacity are:

Heavyload Belt-3x weight limits

Muleback Cords- +8 Strength for weight limits only

Masterwork Backpack- +1 Strength for weight limits only

any extradimensional holding space item, like a Handy Haversack (limited capacity), Bag of Holding (best version weighs 60lbs however, and is vulnerable to being pierced by sharp objects) and the Portable Hole (costs 30k, but has no weight limit).

And finally, anything that increases your Strength rating, like magic items, racial bonuses (orc and ogrekin get the best bennies).

Heavyload belt: You're not wearing a +stat belt. Anyone but a full arcane caster wearing this item is making a terrible mistake. Actually, the full arcane casters probably are too. Everybody likes Con.

Muleback cords: Congratulations: You're not wearing a cloak of resistance. It is mathematically necessary to wear a cloak of resistance unless you're a monk or paladin. Reflex saves are more than just blasts. Just for example let's throw a wall of stone around your cleric. Every full caster except witch has it, as do the summoner and magus. With both wisdom and charisma pumped you're not going to have the damage to break out of it any time soon. Hope your party doesn't actually need healing.

Masterwork backpack: +1 isn't all that much.

Extradimensional spaces: Not everything can be put in an extradimensional space safely. When you need to carry your dead buddy's stuff you need a dwarf. The alternative is a TPK when you put his extradimensional space in your extradimensional space and it opens a dimensional rift.

For that matter everyone seems to be forgetting that the travel domain comes with longstrider. That's hour/level +10' movement. Hours/day is all dungeon. That puts the...

No offense, Homer, but I simply listed what I knew of that might increase weight capacity. I didn't say anything about putting them on whatever class. I just listed everything I'd found so far.

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