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Aasimar

HD:d8
Leve Ba For Re Wil Feature
l
b t
f l
1

+ 1 +2 +0 +2 Holy Body, Lightbringer, +1 Wis, +1 Cha OR +2 Wis


OR +2 Cha
Skills: 4+int modifier, quadruple at 1st level. Class skills are Apraise, Balance, Climb, Craft,
Concentration, Diplomacy, Disguise, Heal, Intimidate, Jump, Knowledge (Any), Listen,
Perform, Profession, Sense Motive, Spellcraft, Spot, Survival..
Proficiencies: Aasimar are proficient with simple and martial weapons and light armor.
Features
Holy Body: At 1st level an Aasimar loses all racial bonuses it had and gains outsider traits
(basically darkvision 60 foot) plus the Native subtype. It is an outsider(native) with base
speed 30 ft.
An Aasimar gains a bonus on Spot and Listen checks equal to his HD and resistance to acid,
cold and electricity equal to half his HD.
Lightbringer: 1/day per HD the Aasimar can use Daylight as a SLA. If he uses his daylight on
his weapon, it can add his Cha to to Hit and Damage rolls with that weapon for the duration of
the SLA.
As it grows stronger, an Aasimar learns how to use his power in more powerful ways. All of the
following abilities, unless otherwise noticed, are activated as a swift action, cost a certain
number of Daylight SLA uses and last 1 round. In addition, whenever one of the abilities below
is used the Aasimar's main weapon/holy symbol/eyes glows intensely as if made of pure light,
imposing a -40 penalty on hide checks and providing illumination as a daylight spell for the
duration.
(click to show/hide)
Light Soul-At 2 HD, by one use, the Aasimar can may boost the Caster level of any spell or
SLA with the light, healing or good descriptor by 2, and that spell ignores any limit on Caster
level it may have.
Light Ray-At 4 HD, by one use, the Aasimar can project light rays from a melee weapon. Those
rays have a range of 20 foot per HD, hit as a ranged touch attack and deal the base damage
as the weapon used, without counting for any bonus or penalty for Str or Cha bonus. You can
perform iterative attacks with this if you have enough Bab or any other ability that grants
extra attacks. This ray can also be combined with a touch range spell instead of a weapon.
Illuminate- At 6 HD, by two uses, any creatures hit by the Aasimar's weapons or failing a save
against his spells must make a Will Save DC 10+1/2HD+Cha mod or be blinded for 1 round
per Aasimar HD.
Rising Star: At 8 HD, by two uses, the Aasimar can fly at a speed of 20 feet per HD with
perfect maneuverability. If the Aasimar spends another use at the beginning of his next turn
he can remain flying, otherwise he falls.

Brilliance: At 10 HD, by three uses, the Aasimar's attacks count as touch attacks.
Heaven touch: At 12 HD, by four uses and as an immediate action the Aasimar may grant
himself a sacred bonus on Saving throws, AC and skill checks equal to his Cha bonus. He can
extend the duration of this by spending an extra use at the beginning of his next turn.
Star Blessing: At 14 HD, by four uses and as a free action even if it isn't his turn and/or he
can't act normally the Aasimar may grant himself a Freedom of Movement and Death Ward
effects like the spells. He can extend the duration of this by spending an extra use at the
beginning of his next turn.
Judge: At 16 HD, by five uses, creatures struck by the Aasimar's attacks or failing saves
against his spells or SLAs must make a Will Save DC 10+1/2HD+Cha mod or be Dazed for 1
round. Creatures hit by multiple attacks or failing the save against multiple spells stack the
duration. (so a creature struck four times by the Aasimar when this ability is used and failing
all four saves would be dazed for four rounds).
Star-Reach: At 18 HD, by six uses, the Aasimar can project a light beam from his weapon as
far as the eye can see, providing him basically infinite reach. He can attack any opponent in
his line of sight he can spot with melee attacks, ranged attacks and/or spells without penalty
of any kind and using the normal bonus for the attack.
Purify: At 20 HD, by seven uses, the Aasimar can replicate a Mordenkainens Disjunction spell
with CL=HD as a standard action, except that he's himself always affected regardless of the
chosen area and magic items don't permanently lose their properties if the Will save is failed,
they simply stop to function for 1 round per HD. Save DC 10+1/2HD+Cha mod.

Ability increase: The Aasimar gains either +1 to Wis and +1 to Cha, or +2 Wis, or +2 Cha.

Comments:
(click to show/hide)
The Aasimar gets some bonus to Wis, Cha, skills, resistances and the ability to produce
daylight. Wich could probably qualify for worst spell ever.
So I decided to focus on boosting the daylight. As the Aasimar grows it can use it's daylight in
all kinds of powerful ways, but it burns trough uses pretty fast, since it's still just a 1 level
class after all.

Tiefling
HD:d8
Level Bab Fort Ref Will Feature
1
+ 1 +0 +2
+2 Unholy Body, Darknessbringer, +1 Dex, +1 Int OR +2 Dex OR
+2 Int
Skills: 4+int modifier, quadruple at 1st level. Class skills are Bluff, Concentration, Diplomacy,
Disguise, Heal, Hide, Intimidate, Knowledge (Any), Listen, Move Silently, Perform, Sense

Motive, Spellcraft, Spot, Survival.


Proficiencies: Tieflings are proficient with simple and martial weapons and light armor.
Features
Unholy Body: At 1st level an Tiefling loses all racial bonuses it had and gains outsider traits
(basically darkvision 60 foot) plus the Native subtype. It is an outsider(native) with base
speed 30 ft.
An Tiefling gains a bonus on Bluff and Hide checks equal to her HD and resistance to fire, cold
and electricity equal to half her HD.
Darknessbringer: 1/day per HD the Tiefling can use Darkness as a SLA. If she uses her
Darkness on her weapon, she can add her Int to to Hit and Damage rolls with that weapon for
the duration of the SLA.
As she grows stronger, an Tiefling learns how to use her power in more powerful ways. All of
the following abilities, unless otherwise noticed, are activated as a swift action, cost a certain
number of Darkness SLA uses and last 1 round. In addition, whenever one of the abilities
below is used the Tiefling's main weapon/holy symbol/eyes becomes pitch black as if made of
pure Darkness, imposing a -40 penalty on all Diplomacy checks for the duration of the effect.
Dark Soul-At 2 HD, by one use, the Tiefling can may boost the Caster level of any spell or SLA
with the darkness, fire or evil descriptor by 2, and that spell ignores any limit on Caster level it
may have.
Dark Ray-At 4 HD, by one use, the Tiefling can project darkness rays from a melee weapon.
Those rays have a range of 20 foot per HD, hit as a ranged touch attack and deal the base
damage as the weapon used, without counting for any bonus or penalty for Str or Int bonus.
You can perform iterative attacks with this if you have enough Bab or any other ability that
grants extra attacks. The ray can also be combined with a touch range spell instead of a
weapon.
Dim- At 6 HD, by two uses, the Tiefling can create a Darkness so deep only she can see trough
it. Even creatures with abilities like blindsense, tremorsense and blindsight must roll spot
checks to detect anything inside said darkness.
Rising Moon: At 8 HD, by two uses, the Tiefling can fly at a speed of 20 feet per HD with
perfect maneuverability. If the Tiefling spends another use at the beginning of her next turn
she can remain flying, otherwise she falls.
Backstab: At 10 HD, by three uses, the Tiefling's attacks count her enemies as flatfooted.
Hell touch: At 12 HD, by four uses and as an immediate action the Tiefling may grant herself
a sacred bonus on Saving throws, AC and skill checks equal to her Int bonus. She can extend
the duration of this by spending an extra use at the beginning of her next turn.
Pit Curse: At 14 HD, by four uses, the Tiefling may use Bestow Curse as the spell as a swift
action, with save DC being 10+1/2HD + Int mod, except that even if the enemy makes the
save, they still suffer the curse effect for 1 round. In this case, the Tiefling may expend
another use of Darkness as a free action every turn to further extend the effect of the curse
for another round. A failed will save still means a permanent curse.
Corrupt: At 16 HD, by five uses, creatures struck by the Tiefling's attacks or failing saves

against her spells or SLAs must make a Will Save DC 10+1/2HD+Int mod or lose all their
resistances and immunities for 1 round. Creatures hit by multiple attacks or failing the save
against multiple spells stack the duration. (so a creature struck four times by the Tiefling when
this ability is used and failing all four saves would lose all resistances and immunities for four
rounds).
Extending Shadow: At 18 HD, by six uses, the Tiefling can dissolve into shadows, and then
reform in any place she could spot before initiating this ability.
Darkle: At 20 HD, by seven uses, the Tiefling can replicate a Energy Drain spell with CL=HD as
a standard action, except that it ignores immunity to negative energy, affecting even undead,
and victims can attempt a Will save with DC 10+1/2HD+Int mod at the beginning of their
turns to remove one negative level inflicted by this ability, every turn untill all the negative
levels caused by this ability are gone.
Ability increase: The Tiefling gains +1 to Int and +1 to Dex.
Comments:
The Tiefling gets some bonus to Int, Dex, skills, resistances and the ability to produce
Darkness, which isn't very hot.
So I decided to focus on boosting the Darkness. As the Tiefling grows it can use it's Darkness
in all kinds of powerful ways, but it burns trough uses pretty fast, since it's still just a 1 level
class after all.

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