| ohako |
Okay, so, semi-inspired by the fact that your farmer in Story of Seasons: Trio of Towns can marry a guardian deity...
Anyway, here's one take. Has this been before?
Kaamisar
+2 Wisdom, +2 Charisma: Kaamisars are insightful, confident, and personable.
Native Outsider: Kaamisars are outsiders with the native subtype.
Medium: Kaamisars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Kaamisars have a base speed of 30 feet.
Darkvision: Kaamisars can see in the dark up to 60 feet.
Hex-Like Ability: Kaamisars gain the ward hex as a witch of their character level, except that she can also ward plants (typically large trees), objects (such as portable shrines or altars), or locations up to the size of a small building or cave. In addition, a kaamisar within 120 feet of her ward can use her senses through any part of the warded object; she can use this ability up to 1 minute per character level per day. The duration does not need to be consecutive, but it must be spent in 1 minute increments.
Otherworldly Resistance: Kaamisars have acid resistance 5, electricity resistance 5, and fire resistance 5.
Languages: Kaamisars begin play speaking Common. Kaamisars with high Intelligence scores can choose from the following languages: Auran, Aquan, Ignan, Sylvan, and Terran. In addition, a kaamisar may spend two points of high Intelligence bonus (or two ranks of Linguistics) to gain speak with plants as an unlimited spell-like ability.
So, what do you think? Aside from the name, which I know is awful. ;)
| quibblemuch |
The added ability to the ward isn't really necessary and up the power of an already powerful chassis.
Maybe instead of the hex, they could get sanctuary as an SLA?
Also, there's no precedent I can think of for spending points of Int bonus to get an unlimited SLA. That seems a mite out-sized as well.
If you want them to be able to speak with plants, why not give them that SLA to replace daylight instead of an unlimited SLA? And make the skill bonus +2 to Knowledge (nature) and Survival. And drop the modifed ward. Then you've got a roughly commensurate character race to the existing aasimar.
Otherwise, you've given them an unlimited SLA and a juiced up class ability, above and beyond the existing aasimar chassis.
| ohako |
Hi there! Thanks for the advice! Okay, I'm going to try this again
Kaamisar v2.0
+2 Wisdom, +2 Charisma: Kaamisars are insightful, confident, and personable.
Native Outsider: Kaamisars are outsiders with the native subtype.
Medium: Kaamisars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Kaamisars have a base speed of 30 feet.
Darkvision: Kaamisars can see in the dark up to 60 feet.
Hex-Like Ability: Kaamisars gain the ward hex as a witch of their character level, except that she can also ward plants (typically large trees), objects (such as portable shrines or altars), or locations up to the size of a small building or cave. Unlike a witch's hex, the kaamisar can only do this 3 times per day.
Otherworldly Resistance: Kaamisars have acid resistance 5, electricity resistance 5, and fire resistance 5.
Communion with the Green: A Kaamisar can use speak with plants as a spell-like ability once per day with plant life from one terrain type (typically forest), chosen at character creation.
Languages: Kaamisars begin play speaking Common. Kaamisars with high Intelligence scores can choose from the following languages: Aklo, Auran, Aquan, Ignan, Sylvan, and Terran.
So, cutting the ward down to 3 times per day, and making speak with plants conditional on a terrain type. You know, how 3.5 gnomes could talk to burrowing animals?
Hmm, it seems like there's room for messing with the ability scores. I'm not married to the aasimar bonuses. Any suggestions there?