| disordah |
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.
* +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.
* +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
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
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!
| Abraham spalding |
No -- just plain no on that "must be this bloodline" stuff. That's absolutely ridiculous. What if they are descended from a Bralani -- you are telling me they couldn't possibly be air bloodline? A warpling -- something that is descended from pure chaos is so predictable that it is always one specific bloodline? Not seeing that either.
No Tiefling descended from a Balor will ever have the fire bloodline?
Also: More races that have a free +2 to any stat? Quite the cop out there, no thank you.
Don't mind the favored class abilities though -- those are tasty.
| disordah |
No -- just plain no on that "must be this bloodline" stuff. That's absolutely ridiculous. What if they are descended from a Bralani -- you are telling me they couldn't possibly be air bloodline? A warpling -- something that is descended from pure chaos is so predictable that it is always one specific bloodline? Not seeing that either.
No Tiefling descended from a Balor will ever have the fire bloodline?
Also: More races that have a free +2 to any stat? Quite the cop out there, no thank you.
Don't mind the favored class abilities though -- those are tasty.
Bloodlines are not like domains; they represent the power drawn from a character's own blood. The Air and Fire bloodlines are actually Elemental bloodlines, which would mean the character would have descended from an Elemental, as opposed to a Celestial or Fiend. It also makes more sense that a native outsider would draw power from their more obvious racial heritage, as opposed to some other random bloodline. From a mechanical perspective, the restrictions distract from the (sometimes) seemingly over-rated elemental resistance.
That being said, if you think that one of these outsider races should have access to the elemental bloodline, then by all means allow it (or discuss it with your GM).FYI: A Balor is a fiend, not a Fire elemental.
Yes, more races with the +2 to one stat. It represents the diversity of the race and prevents them from being pidgeon-holed into specific roles/classes. Outsiders come in all shapes and sizes and having a base '+2 to one stat' is much simpler (and tidier) than having a long list of alternatives.
| Matt Stich |
Abraham spalding wrote:Yes, more races with the +2 to one stat. It represents the diversity of the race and prevents them from being pidgeon-holed into specific roles/classes. Outsiders come in all shapes and sizes and having a base '+2 to one stat' is much simpler (and tidier) than having a long list of alternatives.No -- just plain no on that "must be this bloodline" stuff. That's absolutely ridiculous. What if they are descended from a Bralani -- you are telling me they couldn't possibly be air bloodline? A warpling -- something that is descended from pure chaos is so predictable that it is always one specific bloodline? Not seeing that either.
No Tiefling descended from a Balor will ever have the fire bloodline?
Not to nitpick, buy you kind of contradict yourself there. By forcing them into the bloodlines they are descended from, you are pigeon holing them into a specific role/class. And who's to say a Tiefling doesn't have some elemental in there somewhere? Fire elementals have got to be kinky
| Cheapy |
I'd like to point out that Gnomes are descendants of the Fey, and they are under no obligations whatsoever to be of the Fey bloodline. I recommend you give a bonus to sorcerers if they are that bloodline, but not restrict them as such. Who knows, maybe their mother was raped by a Naga, and so are have the Serpentine bloodline. It's kinda hard to argue that the Infernal blood is more powerful than the Serpentine blood in that case. Even a simple +1 use to their 1st level ability will do the job better.
I don't understand why the Fated get Alchemist favored class. I can understand, kind of, the Warpling. But the Fated? I don't see that at all.
The whole Fated getting Oracle thing is a bit weird, solely because of the Curse. A God decided to create you so that you could fulfill a purpose...so he made you deaf. Way to go! However, the spontaneous divine caster is a perfect fit for this.
If you can't tell, I am finding the Fated a bit wonky.
| disordah |
The bloodline restrictions are a houserule my group uses. Feel free to remove or adjust the restrictions as appropriate for your campaign. Alternatively, replace them with the following rule:
"Sorcerers of the appropriate bloodline treat their charisma score as 2 points higher for all sorcerer class abilities."
However we removed this feature from the list of Tiefling racial traits when the expanded tiefling rules were released. We found that a tiefling with +2 to Charisma AND treating their charisma as being +2 for sorcerer abilities was potentially too over-powered.
| disordah |
I don't understand why the Fated get Alchemist favored class. I can understand, kind of, the Warpling. But the Fated? I don't see that at all.The whole Fated getting Oracle thing is a bit weird, solely because of the Curse. A God decided to create you so that you could fulfill a purpose...so he made you deaf. Way to go! However, the spontaneous divine caster is a perfect fit for this.
If you can't tell, I am finding the Fated a bit wonky.
Axiomites embody the laws and equations of existence and are made up of crystalline clouds of logic. A fated alchemist can use the power of their axiomic blood to expose these secrets in the form of additional alchemical discoveries.
Deities work in mysterious ways and nothing represents this better than the oracle's curse ability. Perhaps a deity envisions you fighting an unseen enemy, so they cloud your vision to force you to learn to fight without it; thus taking advantage of blind-fighting and blindsense. On the other hand, just because a deity has big plans for you, doesn't mean they hold you in their favour; they could be hindering you in an attempt to prevent you from accomplishing something they don't approve of. In any case, the fated are affected by this 'divine intervention' more-so than other oracles; therefore I feel this favoured class option is well justified.
| spalding |
Bloodlines are not like domains; they represent the power drawn from a character's own blood. The Air and Fire bloodlines are actually Elemental bloodlines, which would mean the character would have descended from an Elemental, as opposed to a Celestial or Fiend. It also makes more sense that a native outsider would draw power from their more obvious racial heritage, as opposed to some other random bloodline. From a mechanical perspective, the restrictions distract from the (sometimes) seemingly over-rated elemental resistance.
That being said, if you think that one of these outsider races should have access to the elemental bloodline, then by all means allow it (or discuss it with your GM).FYI: A Balor is a fiend, not a Fire elemental.
Yes, more races with the +2 to one stat. It represents the diversity of the race and prevents them from being pidgeon-holed into specific roles/classes. Outsiders come in all shapes and sizes and having a base '+2 to one stat' is much simpler (and tidier) than having a long list of alternatives.
Um... no...
Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine.
This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels.
They can be descended from the sorcerer -- or it can be something else entirely that causes them to manifest their abilities.
Please note that Balors are outsiders with the fire subtype -- as such it is quite believe able to state that the fire part is what draws out in a particular sorcerer instead of abyssal. Much like a gold dragon descended sorcerer might be fire element instead of dragon.
| disordah |
They can be descended from the sorcerer -- or it can be something else entirely that causes them to manifest their abilities.Please note that Balors are outsiders with the fire subtype -- as such it is quite believe able to state that the fire part is what draws out in a particular sorcerer instead of abyssal. Much like a gold dragon descended sorcerer might be fire element instead of dragon.
From my perspective, the taint that manifests in native outsiders is so strong, it dominates their very physical forms regardless of choice. It is their identity. What you speak of sounds more like a human sorcerer with the appropriate 'racial heritage' feat and/or 'genie blood' trait. If you want a race defined by the element of fire, go check out the Ifrit.
Balors are...
CE Large outsider (chaotic, demon, evil, extraplanar)
... they have no ties to the elemental plane of fire. Fiendish resistances granted by the appropriate sorcerer bloodline already factor in any relations to the elements. If such a sorcerer wanted to focus on the elemental side of their bloodline, they could choose feats such as Elemental Focus and Elemental Spell. The same goes for draconic bloodlines; their bloodline powers already factor in any relations to the elements.
A spade is a spade. If you want an elemental sorcerer, then make one.Again, this is my perspective and its a houserule my RP group use to prevent meta-gaming and enforce plausibility. I'll just mention that we see all rules as being more like guidelines; if we can justify our way around certain rules, we usually work out an exception. As an example, we treat the 'Racial Heritage' feat as being open to all races and it bypasses any racial restrictions on sorcerer bloodlines (as appropriate).
| disordah |
That explains them both quite well.
It seems the Fated would have a problem with emotions if they are clouds of logic. Does this interfere with their abilities to be barbarians, since that class's biggest draw is their ability to go into a Rage? Are they Spock-like?
Rage is an interesting thing that comes in many forms. While it is often seen as a manifestation of fury or madness, it is better defined as pure, primal nature. One of the biggest truths about ourselves is that our natural instincts are impeded by reason, logic and restraint drilled into us throughout years of education and social development. Therefore a Fated Barbarian would be one who focusses on the truth of their 'primal nature' and its manifestation; seeing it as the most natural and efficient means of dealing with hostile encounters.
I suggest a Fated Barbarian should take the 'Moment of Clarity' rage power and put ranks in Sense Motive and at least one Knowledge skill to effectively role-play such an interesting paradox.
| Berselius |
Hmmm...instead of adding anything to bolster the Aasimar or Tiefling you basically just limited their options more.
Perhaps giving them a slight power boost to be more in line with the ever mighty and stouthearted Dwarf might be a better idea.
How about this:
+2 Charisma, +2 Wisdom: Aasimars are insightful, confident, and personable.
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 (caster level equals the aasimar's class level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Celestial Fortitude: Aasimar receive a +2 racial bonus on saving throws against petrification and poison.
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.
+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange.
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 Fortitude: Tieflings receive a +2 racial bonus on saving throws against disease and poison.
Fiendish Sorcery: Tiefling sorcerers with the Abyssal, Daemonic, or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
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.
| Abraham spalding |
Hm... I think we have the same answer but approach the problem differently -- If I wanted a sorcerer of say, pit fiend descent but focused more on the 'master of fire' aspect of the pit fiend (which is included in their fluff) I would take the elemental bloodline due to its connection with fire and simply play as devil descended with my spell selections and such -- basically filing off the serial number (elemental) and calling it what most fits the character concept.
I imagine if we sat at the same table it would make more sense if I actually presented such a character than it might on the internet.
| Berselius |
That actually DOES MAKE some sense Abraham. Pit Fiends are fiery monsters of burning brimstone and foul evil! ^_~
Though personally I'd choose the Infernal Bloodline though due to it's hellfire ability.
Sometimes regular fire just doesn't burn the goblin (especially if it's managed to swipe a ring of fire resistance). ^_^