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| angledragonofearth03-21-07, 01:44 AM | Not sure if this is the right place, I was thinking about dropping the spell-like abilities Light and Darkness, and giving the the aasimar and tiefling the ability to make contracts with mortals to gain more power for a small time. The mortal gains the service of a demonic or angelic being, and the planetouched can use its true powers. But, I wanted to give more of a reason for the mortal to take the contracts. So to my point, I quickly looked at the rules in the Fiendish Codex II and wonder how they worked. How it works: By draining 1 or more points from str, dex, and con as Ability Burn damage from a contracted mortal (nothing can stop this once a contract has been made) the aasimar or tiefling gains bonuses to abilities and other traits common to outsiders. 24 hours after taken Ability Burn damage the contracted mortal must make a fort save for each stat damaged vs. DC 15 + 2 for each point of ability burn damage taken by that ability stat not yet healed, or takes 1 point Ability Drain to that ability. Make only one check for each ability per 24 hours. 1st - 4th (-1 to Str, Dex, and Con) 1 minute per use Spell Resistance 10+HD Damage Reducation 5/magic Resistance to Acid 10, Cold 10, Electricity 10, Fire 10 Abilities +2 Str, +2 Dex, +2 Con, +2 Int, +2 Wis, +2 Cha Natural Armor Improves by +1 Claws Spell-Like Ability: Divine Favor/will 5th -9th (-1 to Str, Dex, and Con) 2 minute per use As above except as noted below, Natural Armor Improves by +2 Claws count as 1 size larger then normal. 10th - 14th (-2 to Str, Dex, and Con) 3 minute per use As above except as noted below, Damage Reducation 10/magic Resistance to Acid 15, Cold 15, Electricity 15, Fire 15 Abilities +4 Str, +4 Dex, +4 Con, +4 Int, +4 Wis, +4 Cha Natural Armor Improves by +3 Wings: fly speed 30ft Size change to Large Spell-Like Ability: Divine Power/will 15th -19th (-2 to Str, Dex, and Con) 4 minute per use As above except as noted below, Natural Armor Improves by +4 Claws count as 2 size larger then normal. Wings: fly speed 60ft 20th (-3 to Str, Dex, and Con) 5 minute per use As above except as noted below, Damage Reducation 20/magic Resistance to Acid 20, Cold 20, Fire 20 Immuity to Electricity Abilities +6 Str, +6 Dex, +6 Con, +6 Int, +6 Wis, +6 Cha Natural Armor Improves by +5 Wings: fly speed 120ft Size change to Huge (Aasimar and Tiefling can choose to not grow to huge size, and only become large instead) Thanks |
| Thomar_of_Uointer03-21-07, 02:03 AM | Why wouldn't full-fledged fiends be able to do this? Why would aasimars and tieflings, the descendants of fiends and angels, be able to do this better than them? What "traits common to outsiders" are you referring to? The archon, eladrin, ta'arni, and baatezu subtypes? Anyways, it looks like you have a workable mechanic. Check out ability burn (Expanded Psionics Handbook, also in the psionics SRD) for a more standardized definition. I would make it just deal 1 point of damage to each ability score and last 24 hours (requiring you to renew the contract), then at higher levels allow them to take more ability burn to get better abilities. |
| angledragonofearth03-21-07, 07:02 PM | Thinks, I forgot about Ability Burn. So I've changed some things and add the base abilities for the aasimar and tiefling while using the contract's Ability Burn power. |
| Thomar_of_Uointer03-21-07, 07:20 PM | How it works: By draining 1 str, 1 dex, and 1 con point as Ability Burn damage (nothing can stop this once a contract has been made) the aasimar or tiefling can gain a bonus to abilities and other trait common to outsiders based on there level. The change lasts for one minute per 1 str, dex ,& con point drained, at higher levels the change lasts longer as they learn to control the souls energy better. 24 hours after taken the damage the contracted must make a fort save for each stat damaged vs. DC 15 + 2 for each point of ability burn damage taken by that ability, or 1 point becomes Ability Drain. Only one check per 24 hours allowed. 1st - 4th 1 minute per use Spell Resistance 10+HD Damage Reducation 5/magic Resistance to Acid 10, Cold 10, Electricity 10, Fire 10 Abilities +2 Str, +2 Dex, +2 Con, +2 Int, +2 Wis, +2 Cha Natural Armor Improves by +1 Claws 5th -9th 2 minute per use As above except as noted below, Abilities +4 Str, +4 Dex, +4 Con, +4 Int, +4 Wis, +4 Cha Natural Armor Improves by +2 Claws count as 1 size larger then normal. 10th - 14th 3 minute per use As above except as noted below, Damage Reducation 10/magic Resistance to Acid 15, Cold 15, Electricity 15, Fire 15 Abilities +6 Str, +6 Dex, +6 Con, +6 Int, +6 Wis, +6 Cha Natural Armor Improves by +3 Wings: fly speed 30ft Size change to Large 15th -19th 4 minute per use As above except as noted below, Abilities +8 Str, +8 Dex, +8 Con, +8 Int, +8 Wis, +8 Cha Natural Armor Improves by +4 Claws count as 2 size larger then normal. Wings: fly speed 60ft 20th 5 minute per use As above except as noted below, Damage Reducation 20/magic Resistance to Acid 20, Cold 20, Fire 20 Immuity to Electricity Abilities +10 Str, +10 Dex, +10 Con, +10 Int, +10 Wis, +10 Cha Natural Armor Improves by +5 Wings: fly speed 120ft Size change to Huge (Aasimar and Tiefling can choose to not grow to huge size) This increases their LA by +2. I'm assuming they activate it as a free action on their action. Otherwise, it looks very cool. I've done something similar for a native outsider race, but they get it in uses per day. |