Revised Races

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==Aasimar==
==Aasimar==
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+Str, +Wis or Cha, -Int
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FC: +Crusader
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{|border="3" align="center" style="text-align:left;"
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L: +Celestial
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|+http://i52.tinypic.com/2w5ukcz.jpg
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http://www.wizards.com/dnd/images/rof_gallery/49753.jpg
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|-
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|'''Description:'''||An aasimar is a creature with celestial blood somewhere in its bloodline.
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|-
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|'''Restrictions:'''||Aasimar is an inherited template that can be applied to any living, corporeal creature.
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|-
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|'''Type:'''||The base creature changes its type to outsider (native), though it doesn't automatically gain the vision abilities or the armor/weapon proficiencies associated with that type.
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|-
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|'''Size:'''||The base creature's size remains the same.
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|-
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|'''Speed:'''||The base creature's speeds remain the same.
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|-
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|'''Special Senses:'''||The base creature gains low light vision in addition to its previous senses.
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|-
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|'''Ability Adjustments:'''||The base creature loses its previous ability score adjustments and gains +2 Wisdom, +2 Charisma, -2 Intelligence.
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|-
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|'''Primary Features:'''||The base creature retains its primary features.
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|-
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|'''Secondary Features:'''||The base creature loses its secondary features, and gains the following:
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<u>Celestial Resistances:</u> At 1st level, each aasimar gains resistance 5 against acid and cold. This increases to energy resistance 10 at level 6, energy resistance 15 at level 12, and energy resistance 20 at level 18.
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<u>Holy Blessing (Sp):</u> Aasimars gain access to a pool of sanctity points equal to half their character level (min 1), which replenishes at midnight each day. Aasimars may spend a single sanctity point to cast ''protection from evil'' as a spell-like ability, spend two points to cast ''zone of truth'' as a spell-like ability, or spend three points to cast ''daylight'' as a spell-like ability. For all SLAs cast this way, the caster level is equal to a the aasimar's character level, and the save DC is based on Charisma.
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|-
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|'''Automatic Languages:'''||The base creature gains Celestial as an additional automatic language.
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|-
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|'''Favored Classes:'''||The base creature retains its favored classes, and gains crusader as a favored class.
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|}
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===The Aasimar Racial Class===
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'''Hit Die:''' d10
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'''Skill Points:''' 4 per level (x4 at 1st level)
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'''Class Skills:''' Climb, Concentration, Craft, Diplomacy, Gather Information, Heal, Jump, Knowledge (Nature), Knowledge (Nobility and Royalty), Knowledge (Religion), Knowledge (the Planes), Listen, Perform, Profession, Ride, Sense Motive, Speak Language, Spellcraft, Spot, and Swim.
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{|border="3" align="center" style="text-align:center;"
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|+'''Aasimar Racial Class Progression'''
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|-
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!Class<br>Level||Minimum<br>Character Level||BAB||Fort||Ref||Will||Special||Spellcasting or Initiating
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|-
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|1st||2nd||+1||+0||+2||+2||Abilities (+2 Str, +2 Int), Greater Blessing (''consecrate''), Healing Touch, Sacred Smite||None
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|-
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|2nd||4th||+2||+0||+3||+3||Abilities (+2 Con, +2 Wis), Greater Blessing (''summon monster''), Celestial Immunities, Tongues||+1 level of divine spellcasting or initiating class
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|-
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|3rd||7th||+3||+1||+3||+3||Abilities (+2 Dex, +2 Cha), Greater Blessing (''flame strike''), Holy Skin, Wings||None
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|-
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|4th||11th||+4||+1||+4||+4||Abilities (+2 Str, +2 Con), Greater Blessing (''holy aura''), Spell Resistance, Fast Healing||+1 level of divine spellcasting or initiating class
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|}
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'''Proficiencies:''' Aasimars gain proficiency with all simple and martial weapons as well as all armors and shields (besides tower shields).
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'''Abilities (Ex):''' Each time you take a level in aasimar, your ability scores increase as indicated on the table.
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'''Greater Blessing (Sp):''' Each time you take a level in aasimar, you gain an extra 2 sanctity points per day for your Greater Blessing racial feature, which can be used to cast spell-like abilities as usual (so a level 6 aasimar with two levels in its racial class has a total of 7 sanctity points per day). In addition, as you take levels in aasimar, you gain new spell-like abilities to use with Holy Blessing, as follows: (CL is still equal to character level and saves are still based on Charisma)
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:<u>''Consecrate''</u>: If you have at least one level in aasimar, you may spend two sanctity points to cast ''consecrate'' as a spell-like ability. You do not need to spend material components to cast ''consecrate'' this way.
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:<u>''Summon Monster''</u>: If you have at least two levels in aasimar, you may spend sanctity points to cast a ''summon monster'' spell as a spell-like ability. You must summon a good creature with the ''summon monster'' SLA. The number of sanctity points required to use a particular ''summon monster'' is equal to its spell level and you may only use a ''summon monster'' SLA if your character level is greater than or equal to twice that ''summon monster'''s spell level (so ''summon monster ix'' requires expending 9 sanctity points to use and can only be cast by a aasimar of level 18 or higher).
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:<u>''Flame Strike''</u>: If you have at least three levels in aasimar, you may spend five sanctity points to cast ''flame strike'' as a spell-like ability.
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:<u>''Holy Aura''</u>: If you have at least four levels in aasimar, you may spend eight sanctity points to cast ''holy aura'' as a spell-like ability.
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'''Healing Touch (Su):''' At 1st level, you gain the ability to heal yourself or others with a touch. As a move action, you may touch a willing creature to heal it for 2d8 hit points. This healing increases by an additional 1d8 per three character levels (3d8 at level 3, 4d8 at level 6, etc). You may use this ability a total number of times per day equal to 3 + your Charisma modifier (min 1).
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'''Sacred Smite (Su):''' At 1st level, whenever you make an attack, you may spend a sanctity point to declare that attack a smite attack, gaining you a sacred bonus to attack equal to your Charisma modifier and a sacred bonus to damage equal to your character level. A nongood creature struck this way must make a Will save (DC = damage dealt) or become frightened for 1d4 rounds. The use of this ability must be declared before making an attack, and a failed attack means that the smite attempt is wasted. This ability may not be used twice on the same round.
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'''Celestial Immunities (Ex):''' At 2nd level, you become more and more like a true celestial. Choose acid or cold. You gain immunity to the chosen energy type. In addition, you become immune to petrification.
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'''Tongues (Su):''' At 2nd level, you gain the ability to speak with any creature that has a language, as though using a ''tongues'' spell (caster level equal to character level). This ability is always active.
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'''Spellcasting or Initiating:''' At 2nd and 4th levels, you may select a divine spellcasting class you possess and gain an increase in caster level, new spells per day, and new spells known (if applicable) as if you had gained a level in that class. Alternatively, you may gain an increase in initiator level, maneuvers known, maneuvers readied, and stances known as if you had gained a level in an initiator class you possess. If you don't possess any spellcasting or initiating classes, you may instead gain an effective level of cleric casting, which stacks with any other sources of cleric casting you may have or gain. This feature does not advance or grant you any class features of whatever class it is you advance beyond spellcasting/initiating (such as domains or steely resolve).
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'''Holy Skin (Ex):''' At 3rd level, you gain damage reduction 5/evil. This improves to damage reduction 10/magic and evil at character level 14 and damage reduction 15/epic and evil at character level 20.
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'''Wings (Ex):''' At 3rd level, you grow a pair of feathered wings, gaining a fly speed of 60 ft with average maneuverability. You can still fly at 40 ft (average) while wearing medium/heavy armor or carrying a medium/heavy load.
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'''Spell Resistance (Ex):''' At 4th level, you gain spell resistance equal to 10 + character level.
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'''Fast Healing (Ex):''' At 4th level, you gain fast healing 3, allowing you to regain 3 hit points every round.
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==Aquatic==
==Aquatic==
+Wis, -Cha
+Wis, -Cha
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|'''Secondary Features:'''||The base creature loses its secondary features, and gains the following:
|'''Secondary Features:'''||The base creature loses its secondary features, and gains the following:
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<u>Fiendish Resistances:</u> At 1st level, each tiefling chooses two energy types (among fire, cold, electricity, and acid) and gains resistance 5 against energy damage of those two types. This increases to energy resistance 10 at level 6, energy resistance 15 at level 12, and energy resistance 20 at level 18.
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<u>Fiendish Resistances:</u> At 1st level, each tiefling gains resistance 5 against fire and electricity. This increases to energy resistance 10 at level 6, energy resistance 15 at level 12, and energy resistance 20 at level 18.
<u>Dark Blessing (Sp):</u> Tieflings gain access to a pool of corruption points equal to half their character level (min 1), which replenishes at midnight each day. Tieflings may spend a single corruption point to cast ''protection from good'' as a spell-like ability, spend two points to cast ''darkness'' as a spell-like ability, or spend three points to cast ''bestow curse'' as a spell-like ability. For all SLAs cast this way, the caster level is equal to a the tiefling's character level, and the save DC is based on Charisma.
<u>Dark Blessing (Sp):</u> Tieflings gain access to a pool of corruption points equal to half their character level (min 1), which replenishes at midnight each day. Tieflings may spend a single corruption point to cast ''protection from good'' as a spell-like ability, spend two points to cast ''darkness'' as a spell-like ability, or spend three points to cast ''bestow curse'' as a spell-like ability. For all SLAs cast this way, the caster level is equal to a the tiefling's character level, and the save DC is based on Charisma.
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'''Blacksight (Su):''' Just like a devil, a tiefling who embraces his fiendish origins gains power over darkness. At 2nd level, you are able to see through magical darkness just as well as you can see in regular darkness, and your darkvision extends to 120 ft.
'''Blacksight (Su):''' Just like a devil, a tiefling who embraces his fiendish origins gains power over darkness. At 2nd level, you are able to see through magical darkness just as well as you can see in regular darkness, and your darkvision extends to 120 ft.
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'''Fiendish Immunities (Ex):''' At 2nd level, you become more and more like a true fiend. Choose one of your energy resistances gained from your Fiendish Resistances racial feature. You gain immunity to that type of energy. In addition, you become immune to poison.
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'''Fiendish Immunities (Ex):''' At 2nd level, you become more and more like a true fiend. Choose fire or electricity. You gain immunity to the chosen energy type. In addition, you become immune to poison.
'''Spellcasting or Invoking:''' At 2nd and 4th levels, you may select a spellcasting class you possess and gain an increase in caster level, new spells per day, and new spells known (if applicable) as if you had gained a level in that class. Alternatively, if you already have a level in warlock or if you don't possess any spellcasting classes, you may gain an increase in caster level, new invocations, and eldritch blast damage as if you had gained a level in warlock. This feature does not advance or grant you any class features of whatever class it is you advance beyond spellcasting/invoking (such as familiar progression or fiendish resilience).
'''Spellcasting or Invoking:''' At 2nd and 4th levels, you may select a spellcasting class you possess and gain an increase in caster level, new spells per day, and new spells known (if applicable) as if you had gained a level in that class. Alternatively, if you already have a level in warlock or if you don't possess any spellcasting classes, you may gain an increase in caster level, new invocations, and eldritch blast damage as if you had gained a level in warlock. This feature does not advance or grant you any class features of whatever class it is you advance beyond spellcasting/invoking (such as familiar progression or fiendish resilience).

Revision as of 11:44, 28 February 2011

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