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Most aasimars are decidedly good-aligned. They fight against evil causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare.
Most aasimars are decidedly good-aligned. They fight against evil causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare.
Combat


Aasimars usually like a fair, straightforward contest. Against a particularly evil foe, however, they fight with utter conviction and to the death.
'''Combat:''' Aasimars usually like a fair, straightforward contest. Against a particularly evil foe, however, they fight with utter conviction and to the death.


Daylight (Sp): An aasimar can use daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
'''Daylight (Sp):''' An aasimar can use daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.


Skills: An aasimar has a +2 racial bonus on Spot and Listen checks.
'''Skills:''' An aasimar has a +2 racial bonus on Spot and Listen checks.


The aasimar warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
The aasimar warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Aasimar as Characters
 
 
===Aasimar as Characters===


Aasimar characters possess the following racial traits.
Aasimar characters possess the following racial traits.
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===Tiefling===
===Tiefling===
Tiefling, 1st-Level Warrior
Tiefling, 1st-Level Warrior
Medium Outsider (Native) Hit Dice: 1d8+1 (5 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14 Base Attack/Grapple: +1/+2 Attack: Rapier +3 melee (1d6+1/18–20) or light crossbow +2 ranged (1d8/19–20) Full Attack: Rapier +3 melee (1d6+1/18–20) or light crossbow +2 ranged (1d8/19–20) Space/Reach: 5 ft./5 ft. Special Attacks: Darkness Special Qualities: Darkvision 60 ft., resistance to cold 5, electricity 5, and fire 5 Saves: Fort +3, Ref +1, Will –1 Abilities: Str 13, Dex 13, Con 12, Int 12, Wis 9, Cha 6 Skills: Bluff +4, Hide +5, Move Silently +1, Sleight of Hand +1 Feats: Weapon Focus (rapier) Environment: Temperate plains Organization: Solitary, pair, or gang (3–4) Challenge Rating: 1/2 Treasure: Standard Alignment: Usually evil (any) Advancement: By character class Level Adjustment: +1
 
*Medium Outsider (Native)
*Hit Dice: 1d8+1 (5 hp)
*Initiative: +1
*Speed: 30 ft. (6 squares)
*Armor Class: 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, *flat-footed 14 Base Attack/Grapple: +1/+2  
*Attack: Rapier +3 melee (1d6+1/18–20) or light crossbow +2 ranged (1d8/19–20)
*Full Attack: Rapier +3 melee (1d6+1/18–20) or light crossbow +2 ranged (1d8/19–20) Space/Reach: 5 ft./5 ft.
*Special Attacks: Darkness
*Special Qualities: Darkvision 60 ft., resistance to cold 5, electricity 5, and fire 5
*Saves: Fort +3, Ref +1, Will –1
*Abilities: Str 13, Dex 13, Con 12, Int 12, Wis 9, Cha 6
*Skills: Bluff +4, Hide +5, Move Silently +1, Sleight of Hand +1 Feats: *Weapon Focus (rapier)
*Environment: Temperate plains
*Organization: Solitary, pair, or gang (3–4)
*Challenge Rating: 1/2
*Treasure: Standard
*Alignment: Usually evil (any)
*Advancement: By character class
*Level Adjustment: +1


Many tieflings are indistinguishable from humans. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same.
Many tieflings are indistinguishable from humans. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same.
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Tieflings are sneaky, subtle, and generally conniving. They prefer to strike from ambush and usually avoid a fair fight if they can.
Tieflings are sneaky, subtle, and generally conniving. They prefer to strike from ambush and usually avoid a fair fight if they can.


Darkness (Sp): A tiefling can use darkness once per day (caster level equal to class levels).
'''Darkness (Sp):''' A tiefling can use darkness once per day (caster level equal to class levels).


Skills: A tiefling has a +2 racial bonus on Bluff and Hide checks.
'''Skills:''' A tiefling has a +2 racial bonus on Bluff and Hide checks.


The tiefling warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
The tiefling warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
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