D20r:Aasimar

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Aasimar is an inherited racial class progression that can be applied to a living, corporeal, non-Outsider creature. It represents having a good-aligned Outsider in one's ancestry. Like any class, a racial class progression does not need to be taken all the way through.

Prerequisites:

Type: Any corporeal, non-Outsider, non-Construct, non-Undead
Level BAB Fort Ref Will Special Mantles/Spellcasting
1st +1 +1 +1 +1 Lay on Hands, Outsider -
2nd +2 +1 +1 +1 Natural Magic +1 level of existing class

HD: d8

Skills: 4+Int, 1 set

Prowess: 4 per level.

Proficiencies: Aasimar are proficient with all simple and martial weapons. Aasimar gain no proficiencies with armor or shields.

Lay on Hands (Su): An aasimar with a Charisma score of 12 or higher can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to half his character level (round down, minimum 1) times his Charisma bonus. An aasimar may choose to divide his healing among multiple recipients, and he doesn't have to use it all at once. Using lay on hands is a standard action. The caster level for Lay on Hands (if required) is equal to the aasimar's character level.

Alternatively, a good aasimar can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The aasimar decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.

If an aasimar already has the lay on hands feature (such as from taking a level of the paladin class), the abilities stack. Calculate the total points of healing from each source of lay on hands and then add them together. That total is the complete amount of lay on hands healing that can be used by that character per day.

Outsider: At 1st level, an aasimar creature's type changes to Outsider and they gain the Native and Good subtypes.

Mantles/Spellcasting: At 2nd level, an aasimar gains new mantles and increases the powers of his existing mantles as if he had also gained a level in whatever mantle-progressing class (such as a paladin) he belonged to before he added the racial class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of aasimar to the level of whatever other mantle-progressing class the character has, then determines mantles known and their power accordingly.

If a character had more than one mantle-progressing class before he became an aasimar, he must decide to which class he adds each level of aasimar.

Alternatively, at 2nd level, an aasimar gains new spells known and spells per day as if he had also gained a level in whatever divine spellcasting class (such as a cleric) he belonged to before he added the racial class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of aasimar to the level of whatever other divine spellcasting class the character has, then determines spells known, spells per day, and their power accordingly.

If a character had more than one divine spellcasting class before he became an aasimar, he must decide to which class he adds each level of aasimar for the purpose of determining spells known, spells per day, and their power.

Natural Magic: An aasimar has a small pool of magical charges they may tap into daily. A aasimar has one charge per three class levels, minimum one. A charge may be spent to activate one of the following spell-like abilities (Caster level equals the aasimar's character level):

Character Level Spell-Like Abilities
1-3 bless, shield of faith
4-6 prayer
7-9 resist energy
10-12 magic vestment
13-15 death ward
16-18 lesser restoration
19+ heal

Should the aasimar already have Natural Magic as a racial feature (but not Inborn Psionics, Natural Talent, or a similar racial feature), they instead conjoin the two features, using one pool of charges to power both abilities. In essence, the creature adds the new spell-like abilities gained from this class to the spell-like abilities gained by race.

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