Scion of Humanity / Pass for Human (Aasimar / Tiefling)


Rules Questions


I have been working on a duo character concept with an Aasimar and Tiefling characters, and upon reading these I wanted to clarify something. While Scion of Humanity stats that they count as Human for feat prerequisites and spells, it doesn't say all purposes. Additionally, the Tiefling does say all purposes, but doesn't directly say feat prerequisite.

This might just be me unable to sleep at 4:21am, but I wanted to make sure. Using the Scion of Humanity / Pass for Human Racial Traits, they count for everything? Feats, Prerequisites, PrC, all that stuff? Does that mean I can choose an ethnicity as a Human (that one PrC only available to Ulfen for example)? Is there anything I'm overlooking in my half asleep slumber?

~Edit~
Also, Tiefling and Aasimar Variant Heritages, do they count as replacements towards the base class? For example, "The listed spell replaces the standard spell-like ability and also functions once per day as a spell-like ability." - Does that mean I'm not allowed to take other Racial Traits that replace Spell-Like ability? Or does that mean that it replaces the spell given by the Variant Heritage?


TheMonkeyFish wrote:

~Edit~
Also, Tiefling and Aasimar Variant Heritages, do they count as replacements towards the base class? For example, "The listed spell replaces the standard spell-like ability and also functions once per day as a spell-like ability." - Does that mean I'm not allowed to take other Racial Traits that replace Spell-Like ability? Or does that mean that it replaces the spell given by the Variant Heritage?

To my understanding, the variant are a replacement of the Base racvial "template". You substitute X with Y to make the Aasimar/Theilfling more in line with a Outworldly Specific Heritage.


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you can't replace something you don't have because you traded it away already.


@ Andre: So... do Varients count as Racial Traits substituting the ability, or does it just change the function of the features?

@ GM Lamplighter: Can I trade something that hasn't been traded away already, just mechanically altered? Variants change the mechanics of the spell-like ability racial traits instead of actually replacing them and most available say "replace spell-like ability".

I guess what I'm asking here is:

1) Are Variants a Racial Trait adjustment?
(i.e. Would me being an Angel-Blooded Aasimar count as a Racial Trait that replaces Ability Modifiers and Spell-Like Ability, or just altering already existing templates?).

2) Are Racial Traits and Archetypes handled the same?
(i.e. Can you replace features that are altered but not changed? Is this a "No" like Archetypes, like the Alchemist Crypt Breaker and Vasectomist Bombs?)


You have the core Aasimar that is assumed to be a "mutt" with a mixture of various bloodlines and has the following racial traits:

Spoiler:
+2 Wisdom, +2 Charisma
Native Outsider
Medium
Normal Speed

Darkvision 60'
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 equal to the aasimar’s character level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Let`s say instead you choose to go Angel-blooded Aasiamar (A Heritage) you modify your core racial traits as follow:

Spoiler:
+2 Strength, +2 Charisma
Native Outsider
Medium
Normal Speed
Darkvision
60'
Skilled: Aasimars have a +2 racial bonus on Heal and Knowledge (Plane) checks.
Spell-Like Ability: Aasimars can use Alter Self once per day as a spell-like ability (caster level equal to the aasimar’s character level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

As you can see you have the same traits, simply that some or modified/altered.

So if you were to roll on the Variant Table (Which replace the Spell-like Ability), use an Alternate Racial Trait (said Immortal Spark from ARG which replace Skilled and Spell-Like Ability) or use a Racial Archetype than you are ok as you still have the same initial Racial Trait as a generic Aasimar.

However you could not roll on the Variant Table AND take Immortal Sparks as they both replace Spell-like Ability.

Does this Help?


Regarding Scion of Humanity and Pass for Human, they apply for all things. Whether it's feat prereqs, racial archetypes, what Bane and Favored Enemy types you're vulnerable to, everything. That's what "effects related to race" means in the Pathfinder system; all rules elements that are restricted to a particular race or work differently if you are a particular race. It isn't going to explicitly and exhaustively list every single thing in the game that it applies to.

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