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HD:d8
Leve Ba For Re Wil Feature
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1
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
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.