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==AD&D== [[File:iarmid Uncaged.jpg|right|200px]] Unlike [[tiefling]]s, who lucked into being part of the original [[Planescape]] boxed set, aasimar didn't come out until two years later. Whether or not this had any impact on their popularity vs. tieflings is anybody's guess. Aasimar were part of the expanded planar racial PC offerings presented in the Planewalker's Handbook, alongside the [[Genasi]] and the Rogue [[Modron]], where they came with the following stats: ::Ability Score Minimum/Maximum: Strength 8/18, Dexterity 5/18, Constitution 5/18, Intelligence 11/18, Wisdom 11/18, Charisma 13/18 ::Ability Score Adjustments: +1 Strength OR +1 Charisma, +1 Wisdom, -2 Constitution ::Class & Level Restrictions: [[Fighter]] 14, [[Ranger]] 14, [[Paladin]] 14, [[Wizard]] 14, [[Cleric]] 12, [[Druid]] 15, [[Thief]] 15, [[Bard]] 9 ::Multiclass Options: Fighter/Priest, Fighter/Mage, Fighter/Bard, Ranger/Mage, Ranger/Priest, Mage/Priest, Mage/Thief, Mage/Bard, Priest/Bard ::Thieving Skill Adjustments: +10% Find/Remove Traps, +5% Move in Shadows, +10 Hide in Shadows, +5% Detect Noise ::Infravision 60 feet ::+1 to Surprise checks ::Halve damage from Heat and Cold attacks ::+2 bonus to saves vs. magical Charm, Fear, Emotion and Domination effects. ::Non-[[Wizard]] aasimar have Magic Resistance 10% ::Alignment Restriction: Any Non-Evil ===The Not-So-Legendary Aasimar Tables=== As mentioned above, aasimar, like [[tiefling]]s, were given a fluff as being a very mutable "bastard" race, but not the stats to back it up... at least, in their initial publication. In the relatively obscure "Warriors of Heaven" sourcebook, which also detailed the celestial races and even made PC race options out of them, the Aasimar finally received what the tieflings had back in the Planeswalker's Handbook; randomization tables. However, these were actually presented as being for ''aasimar NPCs'' and so very little attention was given to using them to customize PCs; a single sentence saying that a player could give up their default 50% resistance to heat & cold for 1 roll on the Aasimar Abilities table was all the info we were given. Of course, nothing stopped/stops a DM from simply stealing the Tiefling randomization rules (make 1d4 rolls on Appearance and give up the heat/cold resistance, saving throw bonus and magic resistance to make 5 rolls on Abilities). It hasn't gone unnoticed, or uncomplained about, that the Aasimar appearance table is far blander than the Tiefling one. Whereas your tiefling could look incredibly chaotic or monstrous, the aasimar's table mostly revolves around funny colors for skin and eyes, with a couple of relatively minor mutations. Again, this is less than exciting. ====Aasimar Abilities==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the Aasimar abilities table. <div class="mw-collapsible-content"> * 01-03: Alter Self (1/day) * 04-06: Augury (1/week) * 07-09: Blur (1/day) * 10-12: Comprehend Languages (1/day) * 13-15: Detect Evil (1/day) * 16-18: Detect Lie (1/day) * 19-21: Detect Magic (1/day) * 22-24: Enthrall (1/week) * 25-27: Feather Fall (1/day) * 28-30: Know Alignment (1/day) * 31-33: Light (1/day) * 34-36: Mirror Image (1/day) * 37-39: Protection From Evil 10ft Radius (1/day) * 40-42: Protection From Normal Missiles (1/week) * 43-45: Read Magic (2/day) * 46-48: Shield (1/day) * 49-51: Strength (1/day) * 52-54: Water Breathing (1/week) * 55-57: Half damage from Fire * 58-60: Half damage from Cold * 61-63: Half damage from Electricity * 64-66: Half damage from Acid * 67-69: +2 to save vs. Poison * 70-72: +2 to save vs. Fire * 73-75: +2 to save vs. Cold * 76-78: +2 to save vs. Electricity * 79-81: +2 to save vs. Petriciation/Polymorph/Paralysis * 82-84: +2 to save vs. Rod/Staff/Wand * 85-87: +2 to save vs. Spell * 88-93: Celestial Aura (-2 penalty to enemy attacks) * 94-96: Immune to nonmagical weapons * 97: Immune to energy drain attacks * 98-99: Roll twice, rerolling results above 97 * 100: Roll three times, rerolling results above 97 </div></div> ====Aasimar Appearance==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the Aasimar appearance table. <div class="mw-collapsible-content"> * 01-04: Silvery skin * 05-07: Green-tinted skin * 08-10: Blue-tinted skin * 11-14: Golden skin * 15-16: Pointed ears * 17-18: Ridged ears * 19-20: Doglike ears * 21-25: Angular face with high cheekbones * 26-29: Perfect white teeth * 30-31: Long, distinguished nose * 32-33: Hooked nose * 34-36: Crystal-blue eyes * 37-39: Bright green eyes * 40-42: Gleaming silver eyes * 43-45: Golden eyes * 46-48: Six fingers per hand (including thumb) * 49-50: Fingers one inch longer than normal * 51-52: Animal horns on head * 53-54: Silver or gold fingernails * 55-57: Long, slender arms * 58-60: Long, slender legs * 61-65: Featherd Wings (MV Fly 18 [D]) * 66-72: Vestigial wingbones on shoulders * 73-76: Opalescent skin * 77-80: Naturally tanned skin * 81-83: Body covered with speckled markings * 84-85: Bald, hairless * 86-89: Small feathers rather than hair on 1d10x10 of body * 90-95: Special Side Effect (roll on Side Effects table) * 96-98: Roll twice, rerolling results above 89 * 99-00: Roll three times, rerolling results above 89 </div></div> =====Aasimar Special Side Effects===== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the Aasimar side effects table. <div class="mw-collapsible-content"> * 01-10: Sweet, fresh odor surrounds body * 11-15: Surrounded by an aura of calm that grants +2 to morale checks for good-aligned creatures within 30 feet * 16-25: Heals twice as quickly * 26-30: Susceptible to fire (+1 point of damage per die) * 31-35: Susceptible to cold (+1 point of damage per die) * 36-45: Presence eases animals (+4 to reactions) * 46-50: Touch inflicts 1d4 damage to evil creatures * 51-55: Odd skin composition gives base AC of 1d6+3 * 56-60: Takes 1d6 points of damage from a splash/vial of unholy water * 61-70: Can be turned by evil priests * 71-75: Can speak telepathically (range 1 mile) * 76-80: Can leap up to 15 feet vertically or 30 feet horizontally * 81-85: Natural (ground) movement rate of 15 * 86-90: Can't be held or ensnared, as per a free action spell * 91-98: Can speak any language * 99-100: Eyes have the power of true seeing (as per spell) </div></div>
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