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===Pathfinder Aasimar Strains=== [[File:Nualia.jpg|right|200px]] '''Idyllkin''' are descendants of [[Agathion]]s, the Pathfinder equivalent of [[Guardinal]]s, which gives them slight bestial physical traits (think "divine [[catgirl]]" to the Agathion's "divine [[catfolk]]") and a natural prediliction for the Neutral Good alignment. They have a tendency to be nomadic and feel a strong connection with nature, tending to be [[druid]]s or nature [[cleric]]s more than the traditional aasimar affinity for paladins. An Idyllkin changes its ability modifiers to +2 Constitution and +2 Charisma, its Skillful bonuses apply to Handle Animal and Survival, and its Spell-like Ability is Summon Nature's Ally II. They can also take the racial traits Enlightened Warrior (can become a [[Monk]] with a True Neutral or Neutral Good alignment) and Speech of the Wilds (gain one extra language). '''Angelkin''' descend from [[angel]]s, which in Pathfinder are their own kind of "Any Good Celestial". These guys take the Mary Sue aspect of the aasimar and crank it up notch, being described as "mortal paragons of exceptional beauty". Ironically, they're noted for being the one aasimar strain most racist against [[tiefling]]s, despite their personal belief in embracing the idea of harmony. An Angelkin changes its ability modifiers to +2 Strength and +2 Charisma, its Skillful bonuses apply to Heal and Knowledge (Planes), and its Spell-like Ability is Alter Self. They can also take the race traits Celestial Tracker (+1 trait bonus to Survival checks made to track, ignore 24 hours since they were made) and Planetar's Vision (critical melee weapon hits against ignore damage reduction equal to the critical multiplier of your weapon).γTheir stats adjustments make them ideal for [[Paladin]], battle [[Oracle]], or [[Bloodrager]], especially since most the other races with bonuses to charisma and strength are dumb and make the limited skill points worse. '''Lawbringers''' descend from [[Archon]]s, meaning that at best they're champions of justice, and at worst they struggle with which is stronger; their need for order or their need for good. They tend to be naturally patient, disciplined, and skillful, but they prefer routines and are uncomfortable outside of a clear hierarchy. A Lawbringer changes its ability modifiers to +2 Constitution and +2 Wisdom, its Skillful bonuses apply to Intimidate and Sense Motive, and its Spell-like Ability is Continual Flame. They can also take the race traits Good Influence (+1 trait bonus on Diplomacy checks made to convince non-good creatures to act good and non-lawful creatures to act lawful; this stacks) and Lantern Spirit (Continual Flame can be cast as a Move Action). Decent [[Cleric]]s and [[Warpriest]]s, but the real prize is that as an SLA Continual Flame has no cost. No other race in the game has a built in "make 54.99 GP a day for nothing" from level one. '''Musetouched''' descend from the [[Azata]], Pathfinder's version of [[Eladrin]]s, and this makes them both extremely capricious and, ironically, one of the aasimars best able to blend in. They tend to easily pass as beautiful and graceful [[elf|elves]] or [[half-elf|half-elves]], for obvious reasons. Possessed of wanderlust and natural talents in music, which means many become [[bard]]s, they are particularly opposed to tyranny. They have a rather strong resemblance to the [[Celadrin]], elven/firre [[planetouched]] who first surfaced in the pages of [[Dragon Magazine]]. A Musetouched changes its ability modifiers to +2 Dexterity and +2 Charisma, its Skillful bonuses apply to Diplomacy and Perform, and its Spell-like Ability is Glitterdust. They can also take the racial traits Bralani's Step (once per day, increase distance covered by a move action by +5 feet) and Lillend's Harp (+1 trait bonus on Perform (String) checks, increases to +2 when using string instruments to make a Bardic Performance). Naturally perfect for [[Sorcerer]], [[Bard]] and [[Oracle]]. '''Plumekith''' descend from the [[Garuda]], noble but impetuous celestials who resemble [[Aarakocra|humanoid birds]] with beautifully colored plumage. Like their parents, Plumekith tend to be noble but very impulsive, and grow feathers; sometimes in vestigial wings on their backs or arms, sometimes in place of hair. Like garuda, they tend to have a very intense hatred for snakes and serpentine monsters. A Plumekith changes its ability modifiers to +2 Dexterity and +2 Wisdom, its Skillful bonuses apply to Acrobatics and Fly, and its Spell-like Ability is See Invisibility. They can also take the race traits Snake Hater (+2 trait bonus to Knowledge (Dungeoneering), which is always a class skill for you) and Toxophilite (+2 trait bonus on attack rolls made to confirm critical hits with bows). '''Emberkin''' descend from the [[Peri]], former devils who redeemed themselves and were transformed into angels that resemble white-skinned humanoids with wings of fire. It goes without saying that emberkin tend to have "igneous" features, from bright yellow eyes to flames that flicker amongst their hair. Whilst many feel an insatiable need to perform good, just as many feel the exact opposite; emberkin are noted as ''the'' aasimar strain most likely to revolt against their heavenly ancestry and embrace evil, which presumably makes them the aasimar most sympathetic towards [[tiefling]]s. An Emberkin changes its ability modifiers to +2 Intelligence and +2 Charisma, its Skillful bonuses apply to Knowledge (Planes) and Spellcraft, and its Spell-like Ability is Pyrotechnics. They can also take the race traits Burnished Skin (+2 trait bonus on saving throws to disbelieve illusions) and Pyromancer (+1 trait bonus on damage rolls for fire spells). Nothing uses Charisma and Intelligence except [[Arcanist]]s, and psychics with a discipline dependent on Charisma.
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