An Aasimar like race I've been working on

Post/Author/DateTimePost
#1

lolwatzors

Jul 07, 2008 14:16:21
http://pallysam.proboards83.com/index.cgi?board=aerorac&action=display&thread=21

Here's a link to it (where I will add fluff and stuff for it),

and here is its statistics:

Proud and loyal, descended from humans kissed by the gods themself.
  • Racial Traits
    • Average Height: 5'6 - 6'2"
    • Average Weight: 120-210 lb.

    • Ability Scores: +2 Wisdom, +2 Charisma
    • Size: Medium
    • Speed: 30 feet(6 squares)
    • Vision: Normal

    • Languages:Supernal, and one other. As native supernal speakers, they can pick up on, and convey with other races without knowing their native tongue derived from Suprenal.
    • Skill Bonus:+2 Insight and +2 Perception.
    • Compassion: +1 on racial attack bonus to enemies adjacent to a bloodied ally
    • Divine Health: Gain a +1 racial bonus to their Fortitude defense, in addition, they recieve a +5 racial bonus on saves against poison.
    • Devan Education: All Devans get heal as a free class skill.
    • Group Insight: Grants a +1 raical bonus to non-devan allies with 5 squares.
    • Human Heritage: Devans are humans for all purposes, from items to feats.


Beings of grace and light, the devans live almost apart from the world, taking in everything like observers. They seek to protect others, seeing the world from above, inside their flying cities, constructed long ago, when the gods still protected life.

Play a Devan if you want...
  • to protect and heal others.
  • to be be have an unusual reslience.
  • to be charming and insightful.
  • to be oh so pretty =P


Editted with some of the feedback I was given.

I'd really like some feed back on the racials, sense they do seem a bit powerful to me, but then again, it boils down to how often that will come up in a gaming session.
#2

dirtyfrank

Jul 08, 2008 21:00:59
yes, the race does seem to strong but the strength seems to be backed up by the story be hind it. maybe you should make the race more of an opposite of a 4E tiefling in both story and game design. maybe a group of adventurers were blessed by divine beens when entering a pact and these adventurers were forever changed. like with a tiefling any breading with a human always results in a Devan. The starting language shouldn't be supernal. the devils that made the pact with humans to create tieflings speak supernal and didn't pass on supernal to make it a common language. if the Devan origins are with humans then it makes sense that all the offspring would speak the natural language of the parents.

you could give them radiant resistance 5 + half their level and drop the compassion divine health and divine grace. I like the name compassion for an ability but the bonus to attack doesn't seem to match the name. instead you should have compassion do something like let the Devan or an adjacent ally make a saving throw with a bonus equal to the Devan's Cha modifier. maybe if the save is successful the target gets a + 1 bonus to all defenses until the end of the Devan's next turn. and make this power an encounter power. this plays into there resilience and to their helping of others.
#3

lolwatzors

Jul 09, 2008 14:18:07
~does the feed back dance~

Well, alittle info on divine health, they have that kinda for the same reasons Eladrin got Eladrin Will, defense bonus purposes. And I wanted to experiment making a race without a encounter power (kinda like the dwarf).

And I agree with you on the name compassion....could do something with that whole thing in general.
#4

dirtyfrank

Jul 11, 2008 0:21:57
compassion could give your race a plus one on attacks against foes that are not bloodied or to enemies adjacent to an ally.

If you don't want the Devan to have an encounter power then maybe give them an ability that gives all allies within 10 0r 5 squares a + 1 to insight and call it Group Insight. this is similar to the half-elf group diplomacy or the elf group awareness. this goes along with their perceptive nature.

Another alternative is that they are suppose to to observers and perceptive to the world around them so give them a + racial bonus to perception and insight and have them trained in the skill Heal. Clerics that are automatically trained to heal get to choose an additional skill for training. this would work really well if you added in the passive group bonus to insight and/or perception to allies within 5 squares. you can always play around with different combinations.
#5

gufnork

Jul 11, 2008 2:52:57
The +1 fortitude save on Divine Health is just confusing and would never matter so there's no reason for it to be there. Making them healthier doesn't seem too thematic anyway. And what's not compassionate about hitting people trying to flee? The +2 Wis +2 Cha makes them a bit too good clerics, but the base races have similar problems. I don't really like the +2 Heal, that's not how I see the gods, other than Pelor, I'd rather give them Intimidate or Diplomacy from their impressive visage. If you want to make them opposites to Tieflings give them radiant resistance and an encounter power that makes them retaliate when someone hits an allie within x squares instead, but that's pretty boring. Sorry I can't give you more constructive critique, but I need to head to work.
#6

lolwatzors

Jul 12, 2008 16:18:57
Divine health is there to ensure that it doesn't lack the defense rating of other races. As for an opposite to the tiefling, it is not, at least, not like the Aasimar was. They're healthier, because the gods wanted them to be (this is not for the standard world).