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Below are some adjustments for Tieflings and Aasimars that we use in our campaigns, as well as two additional native outsiders based on the law/chaos alignments.

Aasimar (Adjusted):

* +2 to any one stat.
* Normal Speed: Aasimars have a base speed of 30 feet.
* Darkvision: Aasimars can see in the dark up to 60 feet.
* Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
* Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability. The caster level for this ability equals the aasimar's class level.
* Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
* Celestial Sorcery: Aasimar Sorcerers must take Celestial bloodline
* Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Tiefling (Adjusted):

* +2 to any one stat.
* Darkvision: Tieflings see in the dark up to 60 feet.
* Skilled: Tieflings have a +2 racial bonus on Bluff and Stealth checks.
* Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
* Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
* Fiendish Sorcery: Tiefling sorcerers may only take Abyssal or Infernal sorcerous bloodlines.
* Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high Intelligence scores can choose any of the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

And the new ones:

Warpling:

Warpling
Warplings are humans who have either spent ample time in the Maelstrom or can trace their lineage back to its native inhabitants, such as proteans. This connection with the Plane of Chaos can manifest in any number of ways and even shift over time. The colouration of their hair, skin and eyes can be of any hue and can sometimes change during emotional outbursts or through profound experiences. Their forms can also feature scales, feathers, ridges, warped appendages and even vestigial horns, wings, fins, spikes, fangs or tentacles. Some may even excrete a fine mist, glossy ichor or ripples of chaotic energy across their skin.

Racial Traits
* +2 to any one stat.
* Normal Speed: Warplings have a base speed of 30 feet.
* Darkvision: Warplings can see in the dark up to 60 feet.
* Skilled: Warplings receive a +2 racial bonus on Escape Artist and Disguise checks (self only) and Linguistics checks to decipher verbal languages.
* Spell-Like Ability: Warplings can cast Entropic Shield once per day as a spell-like ability (caster level equals class level).
* Entropic Resistance: Acid resistance 5, Fire resistance 5 and Sonic resistance 5.
* Entropic Sorcery: Warpling Sorcerers must take the Protean bloodline.
* Languages: Warplings begin play speaking Common and a redundant dialect of Protean. Warplings with high Intelligence scores can choose any of the following bonus languages: Abyssal, Aquan, Auran, Draconic, Dwarven, Elven, Gnome, Halfing, Ignan, Protean and Terran.

Alternative Favoured Class Bonuses
Alchemist -- 1/4 bonus discovery
Barbarian -- 1/4 rage power
Ranger -- Animal Companion gains +1/2 DR/Lawful
Rogue -- Add 1/2 bonus on Disguise checks (self only) and Escape Artist checks
Sorcerer -- Add 1/2 damage to Acid spells and bloodline abilities
Summoner -- 1/5 evolution point for either yourself or your Eidolon

Fated:

Fated
The Fated are humans with a fabricated existence. Some are the rare descendants of axiomites who study the laws of procreation, but most are conceived specifically to either repay an ancestor's divine debt or fulfil a specific role in a lawful deity's divine plans. While mostly human in appearance, the Fated tend to exhibit a single, obvious trait of axiomic influence. Examples include mechanical-looking joints or appendages, visible veins and blood vessels in straight and right-angled patterns, unusually symmetrical facial features and expressions or the appearance of glowing, crystalline symbols on their skin during moments of intense concentration, physical exertion or the events leading up to their intended destiny.

Racial Traits
* +2 to any one stat.
* Normal Speed: Fated have a base speed of 30 feet.
* Darkvision: Fated can see in the dark up to 60 feet.
* Skilled: Fated receive a +2 racial bonus on Sense Motive checks, Intimidate checks to demoralise and Linguistics checks to decipher written languages.
* Spell-Like Ability: Fated can cast Guidance three times per day as a spell-like ability (caster level equals class level).
* Axiomic Resistance: Electricity resistance 5, Fire resistance 5 and Cold resistance 5.
* Fated Sorcery: Fated Sorcerers must take the Destined bloodline.
* Languages: Fated begin play speaking Common and Celestial. Fated with high Intelligence scores can choose any of the following bonus languages: Aquan, Auran, Draconic, Dwarven, Elven, Gnome, Halfing, Ignan and Terran.

Alternative Favoured Class Bonuses
Alchemist -- 1/4 bonus discovery
Cavalier -- Add +1/4 to the cavalier's banner bonus
Paladin -- +1 to Concentration checks when casting Paladin spells
Monk -- Add +1/4 to the Monk's Ki Pool
Inquisitor -- Add 1/2 to Sense Motive checks and Knowledge checks to identify monsters
Oracle -- Treat the oracle's level as +1/2 higher for the purpose of determining the effects of the oracle's curse ability.

Of course there's room for alternative racial traits, but we usually leave these up to the imagination of the players and their GM. Some examples include replacing the spell-like ability with a 50' Glide speed (move 5' per 1' fall), a secondary natural attack (usually bite, gore or tail slap) or a +2 racial bonus to knowledge, perform or craft checks. In some cases, I've even replaced the Tiefling's bonus to bluff with intimidate for the more 'fiendish' looking characters.
When it comes to outsiders, anything goes. ;)

These are just rough drafts that might change over time, but they are at least playable and (mostly) balanced in their current state. Enjoy!