Saturday, February 25, 2023

Aasimar (new class)

 When The War in Heaven ended it was not just the elven gods that were claimed to be dead but also most of their celestial servants as well. Angels that fell in heavenly battles dispersed their fractions of divinity with the tiniest drops falling on the souls of mortals yet to be born, those angel touched souls are the assimar. 


 It is rare that there are more than a hundred living aasimar in the world at any time. Of all the civilizations in the world, it is the people of Aakaasheey that revere the aasimar the most, seeing them as one step down from the celestials that are the basis of religious worship in Aakaasheey.




Aasimar


Requirements: Minimum STR 9

Prime requisite: WIS and CHA

Hit Dice: 1d6

Maximum level: 10

Armour: Any, including shields

Weapons: Any

Languages: Alignment, Celestial, Common



Prime requisites: An aasimar with at least 13 WIS and CHA gains a 5% bonus to experience. An aasimar with an WIS of at least 16 and a CHA of at least 13 receives a +10% XP bonus.


Divine Magic

Holy symbol: A aasimar must carry a holy symbol.

Deity disfavour: Aasimar must be faithful to the tenets of their alignment, clergy, and religion. Aasimar who fall from favour with their deity may incur penalties.

Spell casting: The power and number of spells available to an aasimar are determined by the character’s experience level. The list of spells available to aasimar is found in the cleric spell list.

Using magic items: As spell casters, aasimar can use magic scrolls of spells on their spell list. They can also use items that may only be used by divine spell casters (e.g. some magic staves).


Infravision

Aasimar have infravision to 60’.


Laying on Hands

Once per day, an aasimar can heal 2 hit points per level by laying their hands on wounded characters.


Turning the Undead

Aasimar can invoke the power of their deity to turn undead as a cleric of the same level.


Wings

 Once per day from third level onwards an aasimar may produce spectral wings allowing them to fly as per the fly spell. The wings last for 1d6 turns plus one turn for every level of the aasimar.


After Reaching 9th Level

 An aasimar in good standing with their deity may build a shrine, temple, church or similar once they reach 9th level and take on the title of living saint. As a living saint the aasimar attracts 5d6x10 followers, these followers are completely devoted, never checking morale. The referee may decide the makeup of the followers based on the teachings of the character and their deity. 



Aasimar Level Progression

                                                                                Saving Throws   Spells

Level XP         HD         THAC0 D  W  P  B   S 1 2 3 4 5

1         0         1d6         19 [0] 12 13 13 15 15 1 – – – –

2         2,000 2d6         19 [0] 12 13 13 15 15 2 – – – –

3         4,000 3d6         19 [0] 12 13 13 15 15 2 1 – – –

4         8,000 4d6         17 [+2] 10 11 11  13 12 2 2 – – –

5         16,000 5d6         17 [+2] 10 11 11  13 12 2 2 1 – –

6         32,000 6d6         17 [+2] 10 11 11  13 12 2 2 2 – –

7         64,000 7d6         14 [+5]   8   9   9  10 10         3 2 2 1 –

8         120,000         8d6         14 [+5]   8   9   9  10 10         3 3 2 2 –

9         250,000         9d6         14 [+5]   8   9   9  10 10         3 3 3 2 1

10         400,000         9d6+2*     12 [+7]   6   7   8    8   8         3 3 3 3 2

* Modifiers from CON no longer apply.             D: Death / poison; W: Wands;

                                                                            P: Paralysis / petrify; B: Breath attacks;

                                                                            S: Spells / rods / staves.

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