Monday, 16 July 2012

A is for Aasimar

Aasimar are a relatively new race to the Patchwork Lands of Porphyra. They are a byproduct of the NewGod War and the Calling. Until these events there simply no gods on Porphyra and the celestial powers that mingle their essence with the mortal races took little interest in the land and its people.

Purple Duck Note: As designed in the Advanced Race Guide, Aasimar are designated as 15 RP race meaning that they would fall within the advanced power level. In an effort to keep all playable races standard I've made the following changes.

Porphyran Aasimar Racial Characteristics (Draft)
+2 Wisdom, +2 Charisma, -2 Intelligence: Aasimars are insightful, confident, and personable. They see less value in book learning than other races.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
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.
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.

Sample Aasimar NPC
Female Aasimar Paladin by Matt Morrow
This character is built using the standard NPC array and utilizes material from the Advanced Race Guide and Gods of Porphyra and Monstrous Races (by Purple Duck Games)

Davina Quietheart (CR 7; XP 
Female aasimar paladin (tranquil guardian) 8
LG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +1
Aura aura of calm (10 ft.), good
AC 13, touch 13, flat-footed 10
(+3 Dex)
hp 54 (8d10+8)
Fort +7, Ref +5, Will +7; +4 vs. petrification
Immune disease, emotion descriptor spells, fear; Resist acid 5, cold 5
Speed 30 ft.
Melee mwk shortsword +9/+4 (1d6+2/19-20), +1 dagger +10 (1d4+3/19-20)
Ranged mwk composite longbow (+2 Str) +12 (1d8+3 nl; 10 padded arrows)
Special Attacks channel positive energy (4d6; Will DC 15), touch of serenity (3/day; Will DC 15), serene strike
Spell-Like Abilites (CL 8th; concentration +9)
   At-will - detect evil (3 rounds)
Paladin Spells Prepared (CL 5; concentration +9)
   2nd - aleria's blessing
   1st - aleria's flower, awe
Str 14, Dex 17, Con 12, Int 11, Wis 12, Cha 12
Base Atk +8; CMB +10; CMD 23
Feats Channel Force, Elemental Channel (earth, fire), Extra Lay On Hands, Touch of Serenity(b)
Skills Intimidate +5, Knowledge (religion) +9, Perform (sing) +10, Sense Motive +8; Racial Modifiers +2 Perform (sing), +2 Knowledge (religion)
SQ divine bond (shortsword), divine chorus, divine grace, divine health (8 minutes; commonly +1 merciful), lay on hands (6/day; 4d6 hp), mercy (shaken. diseased)
Combat Gear elixir of love, elixir of truthGear headband of alluring charisma +2, holy symbol of aleria (two meadowlarks), belt pouch (125 gp in assorted coin and gems), 10 whistling arrows
Deity: Aleria
Homeland: Empire of the Dead

Davina was one of the Celestial Bastion that poured into the Empire of the Dead in an effort to purge it of the living ghouls and other monstrosities that lived their. Her shieldbrothers and shieldsisters fell at her side as the daemonsmiths of the Dhampir unleashed new terrors on the heavenly host. Davina was captured and expected to die within the prisons of the Nightlands. 
  When open warfare became outlawed with the creation of the Scroll of Jus, all captured aasimar were freed. Some tried to take up arms again and were obliterated, utterly and eternally. Davina had reflected upon her violence and has now chosen to bring the peace and prosperity that has emerged in the Empire of the Dead to the other parts of Porphyra. She resorts to clash of arms only when other avenues have failed or if she encounters elementals and their corrupting influence.

Additional material not on the Grand OGL Wiki.

From Monstrous Races 
Angelic Resistance (3 RP)*: Aasimars with angelic blood have acid resistance 5, cold resistance 5 and a +4 save versus petrification. This racial trait replaces the celestial resistance racial trait.

Divine Chorus (4 RP)*:Aasimars are amazing performers and their songs are said to bring tears to the eyes of the heavens. Aasimars with this racial trait gain a +2 racial bonus on all Perform (sing) and Knowledge (religion) checks. This racial trait replaces the skilled racial trait.

Purple Duck Note: Alternate Racial Characteristics in the Monstrous Races series do not have RP values because that system was not finalized yet.

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