question on assimars what is best choice class to run with in PFS


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Hello Gamers,

I have a question about choosing the right class build for PFS.

I'm already running a tiefling ranger, and a Half elf cleric. I am trying to get one built before the assimars are locked out.

Any help Please

Thank you


Aasimar are pretty strong at anything, especially if you take the alternate heritages into account. Is there a certain playstyle you're interested in?

Grand Lodge

I made a muse-touched (dex/cha) paladin archer and it seems like it's going to be a pretty solid choice.

That said, there's a str/cha (angel-blooded) variant that would work well for a melee paladin.


Since all the Aasimar heritages have a good physical stat and a good mental stat the make excellent gish (melee and caster) characters. But really they can excel at most anything.

A friend of mine is wanting to start one as a celestial bloodrager.

Life oracle (or cleric) focused on channeling and the force channel feats (possibly with variant channeling) looks fun. I've been thinking about that.

Someone else is talking about a paladin with the angel blood, wings, and body. So he can call himself and archon in training.

I guess we need to know what you are looking to do?

Dark Archive

Tieflings can be good at many things as well. Honestly, these races allow you to pick most any class and play it well. So find something that you think sounds really cool and then pick whichever race you think seems most interesting with it. I have been developing a Tiefling cleric whose focus is on channeling negative energy. That's far from common but it looked fun and it is still strong. So have at it and enjoy.


As a rule the problem with assimars is that unlike their celestial cousins they are jerks and nobody likes them. lolspelling

With PFS I recommend angel-blooded paladin. Safe, simple, straightforward.

Scarab Sages

I'm making a Angel-Blooded melee focused wood oracle. It's a very strong choice for oracles thanks to the alternate FCB and +Str/+Cha.

Muse-touched is also great for bards if that is something that interests you.


Just put something down and get at least one chronicle of XP on it before the 14th.

After that, you can change anything you like at anytime until your 4th game.

I plan on having 2 of them get credit next week, and after the ACG comes out I will decide which particular heritage they are when I re-build the full characters.


My recent Aasimar characters:

Musetouched Rogue (yes, Rogue) focused on sap sneak attacks until level 6, when she (hopefully) breaks out a +1 Merciful Earthbreaker, keeping her old mw sap around for the odd antimagic field. Early on (level 2) works okay, fighting super tactically. I might charge, I might throw an alchemical item, I might shoot them in the face with an arrow, all depends on what I'm staring at and who I'm hanging with. Last game I was the party healer by dint of having UMD.

Musetouched (sensing a theme?) Dawnflower Dervish Bard I haven't gotten a chance to play yet. Seems plenty potent. Lots of neat stuff to do, bit low on damage, but I can (eventually) start inflicting Shaken with the Enforcer feat with my non lethal scimitar strikes.

Musetouched (I'm addicted...) Dual Cursed Lunar Oracle I'm still finishing the touches on. Super casty instead of fighty like my last... three-ish builds (the two aasimar above and a human Zen Archer.) Still figuring out whether I want to take Gifted Adept and, if so, whether I want to take it for Burning Disarm or Burning Hands.

In general, if a class you're looking at has a use for Cha, Aasimar is a strong choice. That's a gross simplification, but it should generate some stuff to look into.

Scarab Sages

Kydeem de'Morcaine wrote:

Since all the Aasimar heritages have a good physical stat and a good mental stat the make excellent gish (melee and caster) characters. But really they can excel at most anything.

A friend of mine is wanting to start one as a celestial bloodrager.

Life oracle (or cleric) focused on channeling and the force channel feats (possibly with variant channeling) looks fun. I've been thinking about that.

Someone else is talking about a paladin with the angel blood, wings, and body. So he can call himself and archon in training.

I guess we need to know what you are looking to do?

Not all have a physical stat. Some have two mental stats.

I am waiting for the ACG to finalize my aasimar arcanist.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I recommend an elf paladin.

Sovereign Court

Maybe it's trite, but pick something you think looks fun and run with it.

I built my Zen Archer as a dwarf but when I heard you could use planetouched I switched races to Aasimar...the whole winged shooter thing appealed to me. Unfortunately, in PFS, by the time your wings come online you have to retire the character soon unless you find one of the "seeker" campaigns...depending on your time / resources you may or may not be able to (also high-level mods are rare enough around here I've been stuck at 9 for a bit).

My next build was a Sylvan Wildblood Razmiran Priest Sorcerer with Celestial Servant. I built the character to buff / support but of course the problem with that in PFS is you never know who you're running with at each table so I always have my own tank (pet) to monsterize -- if there's another tank he / she gets buffs too.
_____

I've got a few other ideas in mind as well. If you want to do a summon-focused summoner (as opposed to running with the eidolon 24/7) you might want to pick up Agathion-blooded Aasimar as I think that's the only way to get summon nature's ally as a summoner and thus qualify for Starlight Summoning down the road.

+2 to performance and the Bard's Versatile Performance makes you the best social skill monkey around, while saving you points so you can put them in whatever you want. I'm still not sure it's necessary or that the human's extra skill point isn't a better deal if you want a character like that. Skills aren't generally the strongest part of the game anyway especially since they got rid of the "diplomancer" abuse you used to be able to do by RAW.

I played 3.x for a while and so some of the new stuff I'm not so familiar with -- I always liked casters and minion masters so I'll probably do a cleric and a druid using the race. I'm less sure about Oracle or Summoner.


Salarain wrote:

Hello Gamers,

I have a question about choosing the right class build for PFS.

I'm already running a tiefling ranger, and a Half elf cleric. I am trying to get one built before the assimars are locked out.

Any help Please

Thank you

Dawnflower Dervish. I played one through Wrath of the Righteous and I'm starting my first PFS one thing weekend. Highly versatile and devastatingly effective from level 1. Let me know if you're interested in a build.


Mercurial wrote:
Dawnflower Dervish. Let me know if you're interested in a build.

I am interested in your build.

Grand Lodge

Muse-touched Summoner with Alternative Favored Class of DR/evil increase.

Quote:
I am waiting for the ACG to finalize my aasimar arcanist.

Have yours ready for the level 2 rebuild and grandfathered in. Since the new season and the new book will drop around the same time.


So can someone explain what is happening happening with aasimars in pfs?


Hawktitan wrote:
So can someone explain what is happening happening with aasimars in pfs?

Short version is that with the Worldwound-themed scenarios rotating out of the cycle, Aasimars and tie flings are going back to being 'boon-only' and will no longer be commonly available character races. The new season, for lack of a better term, begins August 14th, so a grandfather clause has been put in for any Tiefling or Aasimar that's earned at least 1 xp before that deadline.


Ryzoken wrote:
Mercurial wrote:
Dawnflower Dervish. Let me know if you're interested in a build.
I am interested in your build.

Short version:

Aasimar Musetouched Dawnflower Dervish
Extra skill rank at 1st & 2nd level, FCB at levels 3-12 to improve Inspire Courage

Attributes:
STR - 13 (+1 @ 12th level)
DEX - 16 (+2 racial bonus, +1 @ 4th & 8th level)
CON - 14
INT - 10
WIS - 10
CHA - 12 (+2 racial bonus)

Feats:
1st - Dervish Dance
1st - Arcane Strike
3rd - Weapon Focus
5th - Power Attack
7th - Improved Initiative
9th - Lunge
11th - Discordant Voice

The accelerated Battle Dance and various combine to make you devastating in melee and strong at range. You'll take spells that buff, cure and have utility (rather than spells that require saves), and with Versatile Performance you'll have the best social skills in the game. Its not a complicated character and its not a hard character to play but the versatility it offers should give you plenty of opportunities to grow.

At 1st level, with nothing more than a Masterwork Scimitar, you'll be +7 attack & deal 1d6+7 damage with a high crit chance. At 4th level, with just Allegro and a +1 Scimitar, you'll get two attacks per round at +13 (hitting the average CR 4 with a 4 or better) and dealing 1d6+10 each. Just to put things in perspective.

Sovereign Court

Depends what class you want to make.

Optimization-wise... Aasimar make excellent Paladins (Angel-blooded) or clerics (vanilla Aasimar). Plumekith make pretty convincing druids. Agathion make excellent Oracles or Clerics. Azata get glitterdust at first level and DEX/CHA, making them damn fine sorcerers.

It's a very flexible race in general, due to the lack of negative stat modifies. The typical example given in these threads is a power-gamed Angel-blooded Paladin.

Gives you a strong host of buff spells and abilities, plus status removal. Forty move-speed out of the gate and a decent way to avoid death (Sanctuary). Many min-maxers will argue that support builds are sub-optimal due to lack of DPR. Let's hear them say that when their min-maxed alchemist or (not pointing fingers) gets crit'd by some bad guy like Dalsine and is bleeding out on the ground...

My current character:

Aasimar Cleric:

1st Aasimar Cleric (no variant bloodline)

Racial Variants:

Truespeaker

Ability Scores

7 STR
8 DEX (many will disagree w/ dumping DEX and STR...)
14 CON
11 INT
18 CHA
18 WIS

Feats

Selective Channeling (or, Extra Channel)

Archetype: Devout Pilgrim / Varisian Pilgrim

Deity: Desna (could be anything good, really)

Domains: Luck, Travel

0th: Detect Magic, Read Magic, Light, Guidance
1st (prepared): Bless, Longstrider (D), Protection from Evil (maybe a Sanctuary or Shield of Faith on some days)

Variant Channeling: None. Considered taking disease.

Traits:

Sacred Conduit
Exalted of the Society
(alternatively, Eyes and Ears of the City

Items:

Kikko Armor
Shield (not used)
Wand, CLW (bought with PA)
Scroll, Comprehend Languages
Scroll, Bless

Languages: Celestial, Common, Draconic

Skills: Knowledge religion, Perception, Spellcraft, Knowledge arcana, Diplomacy, Linguistics (for 2 languages per rank... some mods)

Skills which mostly are worthless in PFS: Heal, Profession (arguably trivial), Craft (usually)

Notable Abilities:

+10ft to movement from Travel Domain (yay)

Bit of Luck 7/day (give people the ability to roll twice and take the better result of their choice for ALL d20 rolls for 1 round... which stacks damn well with a character that gets many attacks. New and improved, as you now use it from a safe distance)

Agile Feet (ignore difficult terrain)

Caravan Bond (lets you target others with your domain powers, from 30 ft. away)

Channel Positive Energy 1d6 8 to 10 day, excluding four baddies. Take Disease variant to get a way to heal ability damage early on. Good way to say **** you to the modules that are poison happy.

Weaknesses: Light Armor. No shield proficiency. Easily solved with a later level in Holy Vindicator. Basically gotta suck it up until then, or eat the attack penalty.

My 2 copper: Support characters have better things to do with their Standard action than to deal sub-par melee damage. Not every PC can be the guy wearing sun-glasses.

At later levels you're using your Dimensional Hop ability as a move action to teleport the melee around the battlefield, with no AoO and hit them with Bit of Luck as your standard. On their turn, they're in position to do a Full-Attack while rolling twice. Say goodbye to the epic bad. Stack that with Blessing of Fervor, Prayer, Communal Prot Evil, Communal animal buffs, Air Walk and status removal and you're absolutely trashing some 5-8 tier mods.

Watch with muted glee when the DM says "what?" when you explain that the group Barbarian now has a +6-7 to hit, rolls twice for each attack, automatically confirms most of his critical hits, can't be touched by summons and gets an extra attack most rounds. Oh yeah, and you just spent a move action to teleport him exactly where he needs to be to utterly trash the big bad.

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