4e Aasimar Race, PEACH

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#1

stupnick

Jul 02, 2008 17:02:17
Updated Version below

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AASIMAR. The descendant of angels, an aasimar's racial heritage is written across his features for all to see. Whether by metallic hair or shining emerald skin, a featureless face or glowing eyes, the presence of a halo or great snowy wings, it is clear to all who see them that here is the child of a woman who played away with a servant of the gods. They retain some of their angelic ancestor's control over the searing light of the Astral Sea, though their contamination with base matter has robbed it of much of its power.


Aasimar: +2 Cha, +2 Str (in 4e, angels went more destructive, which is why str over wis)
Move : 6
Vision: Low Light Vision

Skill: +2 Intimidate, +2 Insight (the only skills most angels have is intimidate and insight, therefor making it a choice for the aasimar, following in there path)
Angelic Presence: Attacks against the aasimar take a –2 penalty as long as the aasimar isn’t bloodied
Angelic Radiance: Can use Angelic Radiance as an Encounter Power
Languages: Common, Supernal

Angelic Radiance
Encouter Radiance, Implement
Minor Close Burst 2
Target: All Creatures in Burst
Cha or Str or Wis VS Will
Hit: All Enemies in the burst take 1d6+cha damage
Effect: All Allies in the burst heal cha mod hp (effect might put it over the top, debating changing this part to a feat)


FEATS

Heroic tier:
Suggestion of Wings.
In strong light, or when you really need them, the suggestion of a pair of graceful wings can be seen emerging from your shoulders. They bear you up when you leap.
You are considered trained for Athletics checks for the purposes of jumping only. You ignore all armor check penalties and encumbrance for the purposes of jumping.

Path of Angelic Destiny
You begin to focus yourself down the path of your angelic heritage.
You choice your Path of Angelic Destiny, whether that be the path of Battle, Protection, Valor, or Vengeance.

Battle: Once per day an aasimar down the path of battle can illuminate an enemy it hits with a falchion attack, bathing the enemy in light as bright as a torch and granting the aasimar’s allies combat advantage against that enemy until the start of the aasimar’s next turn. At 11th level with the investing of a 2nd feat this improves to once per encounter, And at 21st level with investing a 3rd feat this improves to once per round as a free action.

Protection: The Aasimar who chooses this path gains an Angelic Shield aura. This aura is present only while the Aasimar’s Angelic Presence is in effect. All squares in the aura are considered difficult terrain for the aasimar’s enemies. When this feat is first taken it is an Aura 1, At 11th with the investing of a 2nd feat this improves to Aura 3, and at 21st with a 3rd feat invested this improves to Aura 5.

Valor: Once per day as a minor action while bloodied the aasimar’s may sheath its weapon in fire. The weapon does fire damage with a bonus equal to the aasimar’s charisma modifier. In addition to that, all the attacks target the enemies reflex save instead of the listed one. At 11th level with the investing of a 2nd feat this improves to once per encounter, And at 21st level with investing a 3rd feat this improves to once per round as a free action.

Vengeance: Upon taking this feat the Aasimar sacrifices his Angelic Presence ability. He instead gains Cloak of Vengeance. This ability works exactly the same, until bloodied any person attacking the aasimar takes a -2 penalty on his attack rolls. In addition to that, any melee attack that hits the assimar while his cloak of vengeance is in effect takes 1d4 cold and 1d4 fire damage. At 11th level with the investing of a 2nd feat this improves to 2d4 cold and fire damage. At 21st level with the investment of a 3rd feat this improves to 3d4 cold and fire damage.

Paragon tier:
Wings of the Firmament. Prereq: Suggestion of Wings.
Your wings are visible all the time now, if only out of the corner of the eye. They are under your conscious control, though they are not yet solid enough to allow true flight.
You divide all distances by four for the purposes of jumping (vertically or horizontally).
You also are able to glide while falling, for ever 10 feet you fall you may move up 15 feet horizontally

Epic tier:
Pinions of the Angel. Prereq: Wings of the Firmament.
When you will them to become solid, you have the wings of an angel.
You may replace one utility power with the Wizard spell, fly.



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Now i am not sure about the flight/wings feats. flying once per day at level 21 doesn't seem all that great for the investment of 3 feats. possibly using it more times per day, but not sure how to get that done w/o breaking it.


please let me know what you think about this, as i have a playing that is intersted in playing an aasimar

some of this borrowed and adjusted from http://forum.rpg.net/showthread.php?t=402651&page=2 by Requiem_17_23
#2

stupnick

Jul 03, 2008 12:14:09
anyone have any thoughts/opinions? 63 views no responses : (

my player would love to get some responses so we can get it flushed out for him
#3

katahn

Jul 03, 2008 12:26:11
More lore/fluff behind them would be nice. Mechanics-wise they seem "decent" but not terribly interesting. A collection of themed powers and abilities by itself isn't very engaging.
#4

stupnick

Jul 03, 2008 12:57:29
this is just a conversion of the 3.5 aasimar to the 4.0. all the fluff lore would be located in the forgotten realms 3.5 books.. but thank you for the response.
#5

hollowessence

Jul 03, 2008 13:02:35
seems a lil to powerful to me but it would have to be playtested
#6

stupnick

Jul 03, 2008 13:22:15
Thank you for the response, is there anyplace particular that you would say that about?

I do understand the healing aspect of the daily power may seem high, but that is offset by the +2 bonus to hit the dragonborns start with, and they go up to +6 to hit. From my view +6 to hit at levels 21+ vs healing 9 points of damage, seems slightly more skewed towards the dragonborn.

The angelic presence, might seem a little powerful as well.. but given the fact that it is the one ability they get vs the dragonborns two.

the dragonborn get +1 damage while they are bloodied, in addition to thier con modifier to healing surge values
vs
-2 to attacks while the aasimar is not bloodied.
#7

stupnick

Jul 03, 2008 16:33:19
Here is an updated version of the Aasimar

The descendant of angels, an aasimar's racial heritage is written across his features for all to see. Whether by metallic hair or shining emerald skin, a featureless face or glowing eyes, the presence of a halo or great snowy wings, it is clear to all who see them that here is the child of a woman who played away with a servant of the gods. They retain some of their angelic ancestor's control over the searing light of the Astral Sea, though their contamination with base matter has robbed it of much of its power. An aasumar picks two distinct features that normally depict angels (metallic hair, shining emerald skin, featureless face, glowing eyes, halo, wings)

Aasimar: +2 Cha, +2 Str
Move : 6
Vision: Low Light Vision

Skill: +2 Intimidate, +2 Insight
Angelic Presence: The aasimar gains a +1 bonus to all defenses as long as they are not bloodied
Angelic Radiance: Can use Angelic Radiance as an Encounter Power
Languages: Common, Supernal

Angelic Radiance
Encouter Radiance, Divine
Minor Close Burst 2
Target: All Creatures in Burst
Cha VS Will
Hit: All Enemies in the burst take 1d6+cha modifier radiant damage
Effect: All Allies in the burst heal cha mod hp
At level 11 the damage increases to 2d6+cha. At 21 the damage increases to 3d6+cha.


FEATS

Heroic Tier:
Suggestion of Wings.
In strong light, or when you really need them, the suggestion of a pair of graceful wings can be seen emerging from your shoulders. They bear you up when you leap.
Once per day for one round you may move as if you had flight. Any move action must end with you on solid ground.

Extend Radiance
Your Angelic Radiance extends itself out to Close Burst 3

Path of Angelic Destiny
You begin to focus yourself down the path of your angelic heritage.
You choose your Path of Angelic Destiny, whether that be the path of Battle, Protection, Valor, or Vengeance. You may only have 1 at any time.

Battle: Once per day an aasimar down the path of battle can illuminate an enemy it hits with a melee attack, bathing the enemy in light as bright as a torch and granting the aasimar’s allies combat advantage against that enemy for the next attack.

Protection: The Aasimar who chooses this path gains an Angelic Shield aura. This aura is present only while the Aasimar’s Angelic Presence is in effect. All squares in the aura are considered difficult terrain for the aasimar’s enemies. When this feat is first taken it is an Aura 1.

Valor: Once per day as a minor action while bloodied the aasimar’s may sheath its weapon in holy fire. The weapon does radiance damage with a bonus equal to the aasimar’s charisma modifier. In addition to that, all the attacks target the enemies reflex defense instead of the listed one.

Vengeance: Upon taking this feat the Aasimar sacrifices his Angelic Presence ability. He instead gains Cloak of Vengeance. This ability works exactly the same, until bloodied any person attacking the aasimar takes a -2 penalty on his attack rolls. In addition to that, any melee attack that reduces the assimar to bloodied deals 1d2 cold and 1d2 fire damage plus the aasimar’s charisma modifier.

Paragon tier:
Wings of the Firmament. Prereq: Suggestion of Wings.
Your wings are visible all the time now, if only out of the corner of the eye.
Once per encounter, you may move as if you had flight. Any move action must end with you on solid ground.

Improved Path of Angelic Destiny. Prereq: Path of Angelic Destiny of the appropriate path.
Battle: Your Path of Angelic Destiny ability improves to once per encounter
Protection: Your Angelic Shield Aura now allows you to share your Angelic Presence with 1 adjacent ally.
Valor: Your Path of Angelic Destiny ability improves to once per encounter
Vengeance: Your Cloak of Vengeance ability improves to 1d4 fire and 1d4 cold plus charisma modifier damage

Epic tier:
Pinions of the Angel. Prereq: Wings of the Firmament.
When you will them to become solid, you have the wings of an angel.
Once per encounter, you may move as if you had flight. Any move action must end with you on solid ground. Sustain: minor

Superior Path of Angelic Destiny. Prereq: Improved Path of Angelic Destiny of the appropriate path.
Battle: Your Path of Angelic Destiny ability improves to once per round as a minor action.
Protection: Your Angelic Shield Aura improves to Aura 2
Valor: Your Path of Angelic Destiny ability improves to once per encounter, sustain: Minor
Vengeance: Your Cloak of Vengeance ability improves to 1d6 fire and 1d6 cold plus charisma modifier damage
#8

stupnick

Jul 07, 2008 12:17:26
any other thoughts or suggestions about this before i playtest it with my player in my group?
#9

leowulf

Jul 07, 2008 12:42:45
Just a minor typo:

Angelic Radiance
Encouter Radiance, Divine
Minor Close Burst 2
Target: All Creatures in Burst
Cha VS Will
Hit: All Enemies in the burst take 1d6+cha radiant damage
Effect: All Allies in the burst heal cha mod hp
At level 11 the damage increases to 2d6+cha. At 21 the damage increases to 3d6+cha.

This probably should read:

Hit: All enemies in the burst take 1d6+cha _mod_ radiant damage.

Otherwise, it's pretty good.
#10

stupnick

Jul 07, 2008 12:53:24
yea it should.. ty : )
#11

tarlison

Mar 28, 2010 5:25:43
Here is my suggestion for the assimar although its not as good as ur s but i hope it it ok its gear toward the Cha type paladin and the Wis Type Cleric

The descendant of angels, an aasimar's racial heritage is written across his features for all to see. Whether by metallic hair or shining emerald skin, a featureless face or glowing eyes, the presence of a halo or great snowy wings, it is clear to all who see them that here is the child of a woman who played away with a servant of the gods. They retain some of their angelic ancestor's control over the searing light of the Astral Sea, though their contamination with base matter has robbed it of much of its power. An aasumar picks two distinct features that normally depict angels (metallic hair, shining emerald skin, featureless face, glowing eyes, halo, wings)

Aasimar: +2 Cha, +2 Wis
Move : 6
Vision: Low Light Vision

Skill: +2 Heal, +2 Diplomacy

Resistant: Radiant 5 + 1/2 level

Angelic Blade: The aasimar may use a one handed heavy blade as a holy symbol. It adds enchantmert bonus to attack rolls and damage rolls and extra damage ganted by its Property (if applicable ) when use in this manner ,you do not gain your weapon profiency bonus when using the one handed heavy blade as an implement. You Dont provoke oppurtunity attack when using/attacking with one handed heavy blade  as an implement casting range divine powers

Angelic Weapon Profiency: Assimar gain profienct with the longsword
Languages: Common, choice of another language

Angelic Sacrifice: Assimar Gain Access to Angelic Sacrifice Power

Angelic Sacrifice
Encouter  Divine,Healing,weapon
Minor Action                        Touch
You must be using a one handed heavy blade
Target: Allies touch
Effect: You will take 1(W)+Charisma modifier damage(this damage cannot bre prevented) your target regain Hit Points equal to you damage  you took
At level 11 the target makes a saving throw. At 21 the damage and the healing increases to 2(W)+charisma modifier

#12

Swordior

Apr 08, 2010 14:23:55
I realize that this is post may have already died, but....

Angelic Presence: I'm assuming your comparing this to the Deva's similar ability that is against bloodied enemies attacks? The wording is bad, as your defenses can't be bloodied. As long as it's comparable to the Deva's I guess it's okay.

Angelic radiance: I think there has been a reason why no race so far has had healing capabilities as an encounter power (not that this heals much). Also, this power will generally never do damage (especially once you get into the higher tiers) as it wouldn't have any enhancement to hit really. The reason behind the + to hit that the dragonborn has is not to give it an extra benefit, but to let it hit as often as a normal power that has a magical implement or weapon backing it.
 If you do go with healing, probably make it a touch. Burst possible with a feat.
Languages: Drop Supernal and add choices. The Deva is an angel, and it doesn't even get Supernal and it seems like wizard's want to avoid characters starting with that language (as well as abyssal) not that I know why.

Recommend adding Immortal ancestry.

Feats:
Suggestion of Wings: Don't really recommend flying abilities as most of the time powers take that job. Also, it give a big boost to maneuverability. Also, as Aasimars only have the smallest spark of divinity possible to still claim it, I doubt they could grow wings. The daily thing isn't that big.

Extend Radiance: Meh, if you keep it as is I guess. Though if it's healing, you wouldn't want it to be a touch, and this feat makes it a small burst.

Path of Angelic Destiny: Long and confusing but...

Battle: Ok I guess, but needs a time limit for the illumination.

Protection: Too OP, difficult terrain is for powers to handle not an aura. Plus, I think wizard's doesn't want PC's to have auras.

Valor: Too good. I realize it's only a daily, but changing the what a power attacks is too powerful (as powers are built realizing this difference as AC is normally the highest, followed by Fort, and so and and so fourth)

Vengence: This is the same thing as your angelic presence used to be (basically a +2 to all defenses). So recommend avoiding this one. Also, 1d2's aren't used in 4 ed, if you keep this just make it 1d4 + CHA modifier fire and cold damage.

Wings of the Firmament: recommend avoiding flying...

Improved Path of Angelic Destiny:
Battle: ok I guess
Protection: See original
Valor: See original
Vengeance: Make 1d8 + CHA mod cold and fire damage if you keep this.

Pinions of the angel: recommend avoiding flying

Superior Path of Angelic Destiny:
Battle: I think this has reached a bit far as whatever you are fighting now continuously grant CA against the next attack.
Protection: See first one
Valor: See first one
Vengeance: 1d12 + CHA mod cold and fire damage.


Ok, possible fixes:

You want the Aasimar to fly? Then give it to them in their PP like the Dragonborn's Scion of Arkhosia PP.

Path of Angelic destiny? Recommend building it as a fighting style feat.

Racial Power feat: Drop healing, add the to hit bonuses as well as have it be a minor action.

Keep Angelic radiance comparable to the Deva's, or have another effect instead.