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Aasimar

HD:d8 Level Bab Fort Ref Will Feature 1 + 1 +2 +0 +2 Holy Body, Lightbringer, +1 Wis, +1 Cha OR +2 Wis OR +2 Cha Skills: 4+int modifier, quadruple at 1st level. Class skills are Apraise, Balance, Climb, Craft, Concentration, Diplomacy, Disguise, Heal, Intimidate, Jump, Knowledge (Any), Listen, Perform, Profession, Sense Motive, Spellcraft, Spot, Survival.. Proficiencies: Aasimar are proficient with simple and martial weapons and light armor. Features Holy Body: At 1st level an Aasimar loses all racial bonuses it had and gains outsider traits (basically darkvision 60 foot) plus the Native subtype. It is an outsider(native) with base speed 30 ft. An Aasimar gains a bonus on Spot and Listen checks equal to his HD and resistance to acid, cold and electricity equal to half his HD. Lightbringer: 1/day per HD the Aasimar can use Daylight as a SLA. If he uses his daylight on his weapon, it can add his Cha to to Hit and Damage rolls with that weapon for the duration of the SLA. As it grows stronger, an Aasimar learns how to use his power in more powerful ways. All of the following abilities, unless otherwise noticed, are activated as a swift action, cost a certain number of Daylight SLA uses and last 1 round. In addition, whenever one of the abilities below is used the Aasimar's main weapon/holy symbol/eyes glows intensely as if made of pure light, imposing a -40 penalty on hide checks and providing illumination as a daylight spell for the duration. (click to show/hide) Light Soul-At 2 HD, by one use, the Aasimar can may boost the Caster level of any spell or SLA with the light, healing or good descriptor by 2, and that spell ignores any limit on Caster level it may have. Light Ray-At 4 HD, by one use, the Aasimar can project light rays from a melee weapon. Those rays have a range of 20 foot per HD, hit as a ranged touch attack and deal the base damage as the weapon used, without counting for any bonus or penalty for Str or Cha bonus. You can perform iterative attacks with this if you have enough Bab or any other ability that grants extra attacks. This ray can also be combined with a touch range spell instead of a weapon.

Illuminate- At 6 HD, by two uses, any creatures hit by the Aasimar's weapons or failing a save against his spells must make a Will Save DC 10+1/2HD+Cha mod or be blinded for 1 round per Aasimar HD. Rising Star: At 8 HD, by two uses, the Aasimar can fly at a speed of 20 feet per HD with perfect maneuverability. If the Aasimar spends another use at the beginning of his next turn he can remain flying, otherwise he falls. Brilliance: At 10 HD, by three uses, the Aasimar's attacks count as touch attacks. Heaven touch: At 12 HD, by four uses and as an immediate action the Aasimar may grant himself a sacred bonus on Saving throws, AC and skill checks equal to his Cha bonus. He can extend the duration of this by spending an extra use at the beginning of his next turn. Star Blessing: At 14 HD, by four uses and as a free action even if it isn't his turn and/or he can't act normally the Aasimar may grant himself a Freedom of Movement and Death Ward effects like the spells. He can extend the duration of this by spending an extra use at the beginning of his next turn. Judge: At 16 HD, by five uses, creatures struck by the Aasimar's attacks or failing saves against his spells or SLAs must make a Will Save DC 10+1/2HD+Cha mod or be Dazed for 1 round. Creatures hit by multiple attacks or failing the save against multiple spells stack the duration. (so a creature struck four times by the Aasimar when this ability is used and failing all four saves would be dazed for four rounds). Star-Reach: At 18 HD, by six uses, the Aasimar can project a light beam from his weapon as far as the eye can see, providing him basically infinite reach. He can attack any opponent in his line of sight he can spot with melee attacks, ranged attacks and/or spells without penalty of any kind and using the normal bonus for the attack. Purify: At 20 HD, by seven uses, the Aasimar can replicate a Mordenkainens Disjunction spell with CL=HD as a standard action, except that he's himself always affected regardless of the chosen area and magic items don't permanently lose their properties if the Will save is failed, they simply stop to function for 1 round per HD. Save DC 10+1/2HD+Cha mod.

Ability increase: The Aasimar gains either +1 to Wis and +1 to Cha, or +2 Wis, or +2 Cha.

Comments: (click to show/hide) The Aasimar gets some bonus to Wis, Cha, skills, resistances and the ability to produce daylight. Wich could probably qualify for worst spell ever. So I decided to focus on boosting the daylight. As the Aasimar grows it can use it's daylight in all kinds of powerful ways, but it burns trough uses pretty fast, since it's still just a 1 level class after all.

Tiefling

HD:d8 Level Bab Fort Ref Will Feature 1 + 1 +0 +2 +2 Unholy Body, Darknessbringer, +1 Dex, +1 Int OR +2 Dex OR +2 Int Skills: 4+int modifier, quadruple at 1st level. Class skills are Bluff, Concentration, Diplomacy, Disguise, Heal, Hide, Intimidate, Knowledge (Any), Listen, Move Silently, Perform, Sense Motive, Spellcraft, Spot, Survival. Proficiencies: Tieflings are proficient with simple and martial weapons and light armor. Features Unholy Body: At 1st level an Tiefling loses all racial bonuses it had and gains outsider traits (basically darkvision 60 foot) plus the Native subtype. It is an outsider(native) with base speed 30 ft. An Tiefling gains a bonus on Bluff and Hide checks equal to her HD and resistance to fire, cold and electricity equal to half her HD. Darknessbringer: 1/day per HD the Tiefling can use Darkness as a SLA. If she uses her Darkness on her weapon, she can add her Int to to Hit and Damage rolls with that weapon for the duration of the SLA. As she grows stronger, an Tiefling learns how to use her power in more powerful ways. All of the following abilities, unless otherwise noticed, are activated as a swift action, cost a certain number of Darkness SLA uses and last 1 round. In addition, whenever one of the abilities below is used the Tiefling's main weapon/holy symbol/eyes becomes pitch black as if made of pure Darkness, imposing a -40 penalty on all Diplomacy checks for the duration of the effect. Dark Soul-At 2 HD, by one use, the Tiefling can may boost the Caster level of any spell or SLA with the darkness, fire or evil descriptor by 2, and that spell ignores any limit on Caster level it may have. Dark Ray-At 4 HD, by one use, the Tiefling can project darkness rays from a melee weapon. Those rays have a range of 20 foot per HD, hit as a ranged touch attack and deal the base damage as the weapon used, without counting for any bonus or penalty for Str or Int bonus. You can perform iterative attacks with this if you have enough Bab or any other ability that grants extra attacks. The ray can also be combined with a touch range spell instead of a weapon. Dim- At 6 HD, by two uses, the Tiefling can create a Darkness so deep only she can see trough it. Even creatures with abilities like blindsense, tremorsense and blindsight must roll spot checks to

detect anything inside said darkness. Rising Moon: At 8 HD, by two uses, the Tiefling can fly at a speed of 20 feet per HD with perfect maneuverability. If the Tiefling spends another use at the beginning of her next turn she can remain flying, otherwise she falls. Backstab: At 10 HD, by three uses, the Tiefling's attacks count her enemies as flatfooted. Hell touch: At 12 HD, by four uses and as an immediate action the Tiefling may grant herself a sacred bonus on Saving throws, AC and skill checks equal to her Int bonus. She can extend the duration of this by spending an extra use at the beginning of her next turn. Pit Curse: At 14 HD, by four uses, the Tiefling may use Bestow Curse as the spell as a swift action, with save DC being 10+1/2HD + Int mod, except that even if the enemy makes the save, they still suffer the curse effect for 1 round. In this case, the Tiefling may expend another use of Darkness as a free action every turn to further extend the effect of the curse for another round. A failed will save still means a permanent curse. Corrupt: At 16 HD, by five uses, creatures struck by the Tiefling's attacks or failing saves against her spells or SLAs must make a Will Save DC 10+1/2HD+Int mod or lose all their resistances and immunities for 1 round. Creatures hit by multiple attacks or failing the save against multiple spells stack the duration. (so a creature struck four times by the Tiefling when this ability is used and failing all four saves would lose all resistances and immunities for four rounds). Extending Shadow: At 18 HD, by six uses, the Tiefling can dissolve into shadows, and then reform in any place she could spot before initiating this ability. Darkle: At 20 HD, by seven uses, the Tiefling can replicate a Energy Drain spell with CL=HD as a standard action, except that it ignores immunity to negative energy, affecting even undead, and victims can attempt a Will save with DC 10+1/2HD+Int mod at the beginning of their turns to remove one negative level inflicted by this ability, every turn untill all the negative levels caused by this ability are gone. Ability increase: The Tiefling gains +1 to Int and +1 to Dex. Comments: (click to show/hide) The Tiefling gets some bonus to Int, Dex, skills, resistances and the ability to produce Darkness, which isn't very hot. So I decided to focus on boosting the Darkness. As the Tiefling grows it can use it's Darkness in all kinds of powerful ways, but it burns trough uses pretty fast, since it's still just a 1 level class after all.

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