Propagandalf
2015-01-29, 02:40 AM
Variant Aasimar Heritages
Players may choose one of the following six heritages for their aasimar characters in place of the traditional aasimar racial features.
http://www.d20pfsrd.com/races/other-races/featured-races/arg-aasimar
Variant Tiefling Heritages
The Fiendish Heritage feat allows for some variant options for tieflings.
http://www.d20pfsrd.com/races/other-races/featured-races/arg-tiefling
Am I reading this right? So an Aasimar can just choose one of the Heritages but a Tiefling must take a feat for it?
Granted, they also get to roll 3 times on the Variant Tiefling Abilities and pick one but the usefulness of that can vary all the way from "You can now eat sand" to "+1 Reflex saves" to "DR 2/Cold Iron"
(Aasimars also get a Variant Ability table, but can only access it with GM permission).
So for example a Devil-Spawn Tiefling would have +2 Constitution, +2 Wisdom, –2 Charisma, Pyrotechnics (sp) and Choose one:Claws 1d4/Burrow speed 5/Bite 1d4 (rolled those randomly from the table).
While an Archon-Blooded Aasimar would get +2 Con, +2 Wis and the Continual Flame (sp).
Also, granted, in both cases the text specifies that you can ask you GM if you could choose one of the abilities from the Ability tables. The ability replaces the original ability (In tieflings case) or the Spell-like ability (in aasimars case).
So with a lenient GM one could replace almost all of the tieflings abilities with better ones and only one of the Aasimars (since it always replaces the Sp. ability).
But by default the Aasimar is just... better?
Players may choose one of the following six heritages for their aasimar characters in place of the traditional aasimar racial features.
http://www.d20pfsrd.com/races/other-races/featured-races/arg-aasimar
Variant Tiefling Heritages
The Fiendish Heritage feat allows for some variant options for tieflings.
http://www.d20pfsrd.com/races/other-races/featured-races/arg-tiefling
Am I reading this right? So an Aasimar can just choose one of the Heritages but a Tiefling must take a feat for it?
Granted, they also get to roll 3 times on the Variant Tiefling Abilities and pick one but the usefulness of that can vary all the way from "You can now eat sand" to "+1 Reflex saves" to "DR 2/Cold Iron"
(Aasimars also get a Variant Ability table, but can only access it with GM permission).
So for example a Devil-Spawn Tiefling would have +2 Constitution, +2 Wisdom, –2 Charisma, Pyrotechnics (sp) and Choose one:Claws 1d4/Burrow speed 5/Bite 1d4 (rolled those randomly from the table).
While an Archon-Blooded Aasimar would get +2 Con, +2 Wis and the Continual Flame (sp).
Also, granted, in both cases the text specifies that you can ask you GM if you could choose one of the abilities from the Ability tables. The ability replaces the original ability (In tieflings case) or the Spell-like ability (in aasimars case).
So with a lenient GM one could replace almost all of the tieflings abilities with better ones and only one of the Aasimars (since it always replaces the Sp. ability).
But by default the Aasimar is just... better?