Question about Asimar variant abilities.


Rules Questions

Scarab Sages

I was looking at the Assimar variant abilities and two specifically to me seem fairly similar with the focus being how they work. The abilities are . . .

66 You are immune to undead creatures' create spawn special ability.

91 If you die, your body can never be reanimated as an undead creature.

So as far as I can tell ability 66 is a lesser version of 91 as most create spawn abilites I know kill you first or require you be killed then reanimate you as the appropriate creature. Am I right that 66 will only protect you against create spawn but not say being killed then raised as a zombie while 91 will prevent you from becoming undead from any source. Vampire uses create spawn on you after killing you with blood drain you don't rise as a vampire spawn, wizard casting animate undead wont raise you.

Is that right?


Senko wrote:
Is that right?

Yes.

Keep in mind though, that there are non-undead creatures with the Create Spawn ability. For example the Fungus Queen and the Globster, that can use Create Spawn to turn you into a plant (fungus infection) or an ooze.


I would say that a shadow or wraith's create spawn is not reanimating your body as an undead, as you become incorporeal.

Scarab Sages

Well that's the catch in 66. The text I posted is straight from the book and it specifies undead create spawn not create spawn in general which is why it seems like a purely inferior version. If it worked on things like oozes then it'd be protection against other things that turn you into their pawns. Basically 99 is blanket you don't become undead while 66 is you don't become undead via create spawn but if the create spawn turns you into say a fungal mushroom then it works because your "plant" not "Undead".

I'm pretty sure wraiths create spawn counts . . .

Wraith CR 5

XP 1,600
LE Medium undead (incorporeal)

and

A humanoid slain by a wraith becomes a wraith in 1d4 rounds.

Sure your weaker than normal but you are killed and resurected as an undead creature as well as an incorporeal one both templates apply. Laying aside the aforementioned restriction if you weren't raised as undead you'd wind up with wierd incoporeal wraiths that aren't undead if that were the case.

Dark Archive

Senko wrote:

Well that's the catch in 66. The text I posted is straight from the book and it specifies undead create spawn not create spawn in general which is why it seems like a purely inferior version. If it worked on things like oozes then it'd be protection against other things that turn you into their pawns. Basically 99 is blanket you don't become undead while 66 is you don't become undead via create spawn but if the create spawn turns you into say a fungal mushroom then it works because your "plant" not "Undead".

I'm pretty sure wraiths create spawn counts . . .

Wraith CR 5

XP 1,600
LE Medium undead (incorporeal)

and

A humanoid slain by a wraith becomes a wraith in 1d4 rounds.

Sure your weaker than normal but you are killed and resurected as an undead creature as well as an incorporeal one both templates apply. Laying aside the aforementioned restriction if you weren't raised as undead you'd wind up with wierd incoporeal wraiths that aren't undead if that were the case.

Aasimar are native outsiders by default, not humanoid. Can't become a wraith anyway.

Scarab Sages

Name Violation wrote:
Senko wrote:

Well that's the catch in 66. The text I posted is straight from the book and it specifies undead create spawn not create spawn in general which is why it seems like a purely inferior version. If it worked on things like oozes then it'd be protection against other things that turn you into their pawns. Basically 99 is blanket you don't become undead while 66 is you don't become undead via create spawn but if the create spawn turns you into say a fungal mushroom then it works because your "plant" not "Undead".

I'm pretty sure wraiths create spawn counts . . .

Wraith CR 5

XP 1,600
LE Medium undead (incorporeal)

and

A humanoid slain by a wraith becomes a wraith in 1d4 rounds.

Sure your weaker than normal but you are killed and resurected as an undead creature as well as an incorporeal one both templates apply. Laying aside the aforementioned restriction if you weren't raised as undead you'd wind up with wierd incoporeal wraiths that aren't undead if that were the case.

Aasimar are native outsiders by default, not humanoid. Can't become a wraith anyway.

Depends on if you take scion of humanity . . .

Scion of Humanity Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Which I always try to.

Dark Archive

Senko wrote:
Name Violation wrote:
Senko wrote:

Well that's the catch in 66. The text I posted is straight from the book and it specifies undead create spawn not create spawn in general which is why it seems like a purely inferior version. If it worked on things like oozes then it'd be protection against other things that turn you into their pawns. Basically 99 is blanket you don't become undead while 66 is you don't become undead via create spawn but if the create spawn turns you into say a fungal mushroom then it works because your "plant" not "Undead".

I'm pretty sure wraiths create spawn counts . . .

Wraith CR 5

XP 1,600
LE Medium undead (incorporeal)

and

A humanoid slain by a wraith becomes a wraith in 1d4 rounds.

Sure your weaker than normal but you are killed and resurected as an undead creature as well as an incorporeal one both templates apply. Laying aside the aforementioned restriction if you weren't raised as undead you'd wind up with wierd incoporeal wraiths that aren't undead if that were the case.

Aasimar are native outsiders by default, not humanoid. Can't become a wraith anyway.

Depends on if you take scion of humanity . . .

Scion of Humanity Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Which I always try to.

I figured that's what was going on, I was just trying to clarify the outsider thing.

Why I used words like default

Scarab Sages

Fair point. I admit I hadn't thought about the outsider and humanoid interaction.


Senko wrote:
I admit I hadn't thought about the outsider and humanoid interaction.

Humanoid <--> Outsider is an important difference a player has to keep in mind when choosing a race during character creation. Many spells and abilities do/don't work on outsiders (e.g. Charm Person, Legendary Proportions).

And as an outsider it's also occasionally important to keep an eye on potential subtype changes (e.g. from Monstrous Physique, Ice Body), as subtypes often influence how spells affect outsiders.

Some spells also allow changes along creature-type line, which has huge implications. For example a default Aasimar character cannot cast Disguise Self to appear as a human or elf, but can easily Disguise Self as any other subtype of outsider his size: devil, demon, psychopomp, ...

Scarab Sages

Interesting.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Question about Asimar variant abilities. All Messageboards

Want to post a reply? Sign in.
Recent threads in Rules Questions