stupnick
2008-07-02, 04:49 PM
Here is the new write up
The descendant of angels, an aasimar's racial heritage is written across his features for all to see. Whether by metallic hair or shining emerald skin, a featureless face or glowing eyes, the presence of a halo or great snowy wings, it is clear to all who see them that here is the child of a woman who played away with a servant of the gods. They retain some of their angelic ancestor's control over the searing light of the Astral Sea, though their contamination with base matter has robbed it of much of its power. An aasumar picks two distinct features that normally depict angels, and are listed above. (metallic hair, shining emerald skin, featureless face, glowing eyes, halo, wings)
Aasimar: +2 Cha, +2 Str
Move : 6
Vision: Low Light Vision
Skill: +2 Intimidate, +2 Insight
Angelic Presence: The aasimar gains a +1 bonus to all defenses as long as they are not bloodied
Angelic Radiance: Can use Angelic Radiance as an Encounter Power
Languages: Common, Supernal
Angelic Radiance
Encouter Radiance, Divine
Minor Close Burst 2
Target: All Creatures in Burst
Cha VS Will
Hit: All Enemies in the burst take 1d6+cha radiant damage
Effect: All Allies in the burst heal cha mod hp
At level 11 the damage increases to 2d6+cha. At 21 the damage increases to 3d6+cha.
FEATS
Heroic Tier:
Suggestion of Wings.
In strong light, or when you really need them, the suggestion of a pair of graceful wings can be seen emerging from your shoulders. They bear you up when you leap.
Once per day for one round you may move as if you had flight. Any move action must end with you on solid ground.
Extend Radiance
Your Angelic Radiance extends itself out to Close Burst 3
Path of Angelic Destiny
You begin to focus yourself down the path of your angelic heritage.
You choose your Path of Angelic Destiny, whether that be the path of Battle, Protection, Valor, or Vengeance. You may only have 1 at any time.
Battle: Once per day an aasimar down the path of battle can illuminate an enemy it hits with a melee attack, bathing the enemy in light as bright as a torch and granting the aasimar’s allies combat advantage against that enemy for the next attack.
Protection: The Aasimar who chooses this path gains an Angelic Shield aura. This aura is present only while the Aasimar’s Angelic Presence is in effect. All squares in the aura are considered difficult terrain for the aasimar’s enemies. When this feat is first taken it is an Aura 1.
Valor: Once per day as a minor action while bloodied the aasimar’s may sheath its weapon in holy fire. The weapon does radiance damage with a bonus equal to the aasimar’s charisma modifier. In addition to that, all the attacks target the enemies reflex defense instead of the listed one.
Vengeance: Upon taking this feat the Aasimar sacrifices his Angelic Presence ability. He instead gains Cloak of Vengeance. This ability works exactly the same, until bloodied any person attacking the aasimar takes a -2 penalty on his attack rolls. In addition to that, any melee attack that reduces the assimar to bloodied deals 1d2 cold and 1d2 fire damage plus the aasimar’s charisma modifier.
Paragon tier:
Wings of the Firmament. Prereq: Suggestion of Wings.
Your wings are visible all the time now, if only out of the corner of the eye.
Once per encounter, you may move as if you had flight. Any move action must end with you on solid ground.
Improved Path of Angelic Destiny. Prereq: Path of Angelic Destiny of the appropriate path.
Battle: Your Path of Angelic Destiny ability improves to once per encounter
Protection: Your Angelic Shield Aura now allows you to share your Angelic Presence with 1 adjacent ally.
Valor: Your Path of Angelic Destiny ability improves to once per encounter
Vengeance: Your Cloak of Vengeance ability improves to 1d4 fire and 1d4 cold plus charisma modifier damage
Epic tier:
Pinions of the Angel. Prereq: Wings of the Firmament.
When you will them to become solid, you have the wings of an angel.
Once per encounter, you may move as if you had flight. Any move action must end with you on solid ground. Sustain: minor
Superior Path of Angelic Destiny. Prereq: Improved Path of Angelic Destiny of the appropriate path.
Battle: Your Path of Angelic Destiny ability improves to once per round as a minor action.
Protection: Your Angelic Shield Aura improves to Aura 2
Valor: Your Path of Angelic Destiny ability improves to once per encounter, sustain: Minor
Vengeance: Your Cloak of Vengeance ability improves to 1d6 fire and 1d6 cold plus charisma modifier damage
AASIMAR. The descendant of angels, an aasimar's racial heritage is written across his features for all to see. Whether by metallic hair or shining emerald skin, a featureless face or glowing eyes, the presence of a halo or great snowy wings, it is clear to all who see them that here is the child of a woman who played away with a servant of the gods. They retain some of their angelic ancestor's control over the searing light of the Astral Sea, though their contamination with base matter has robbed it of much of its power.
Aasimar: +2 Cha, +2 Str (in 4e, angels went more midevil, and more destructive)
Move : 6
Vision: Low Light Vision
Skill: +2 Intimidate, +2 Insight (the only skills most angels have is intimidate and insight, therefor making it a choice for the aasimar, following in there path)
Angelic Presence: Attacks against the aasimar take a –2 penalty as long as the aasimar isn’t bloodied (1 ability instead of two)
Angelic Radiance: Can use Angelic Radiance as an Encounter Power
Languages: Common, Supernal
Angelic Radiance
Encouter Radiance, Implement Divine
Minor Close Burst 2
Target: All Creatures in Burst
Cha or Str or Wis VS Will
Hit: All Enemies in the burst take 1d6+cha damage
Effect: All Allies in the burst heal cha mod hp (effect might put it over the top, more than likely change this to a feat)
FEATS
Heroic tier:
Suggestion of Wings.
In strong light, or when you really need them, the suggestion of a pair of graceful wings can be seen emerging from your shoulders. They bear you up when you leap.
You are considered trained for Athletics checks for the purposes of jumping only. You ignore all armor check penalties and encumbrance for the purposes of jumping.
Path of Angelic Destiny
You begin to focus yourself down the path of your angelic heritage.
You choice your Path of Angelic Destiny, whether that be the path of Battle, Protection, Valor, or Vengeance.
Battle: Once per day an aasimar down the path of battle can illuminate an enemy it hits with a falchion attack, bathing the enemy in light as bright as a torch and granting the aasimar’s allies combat advantage against that enemy until the start of the aasimar’s next turn. At 11th level with the investing of a 2nd feat this improves to once per encounter, And at 21st level with investing a 3rd feat this improves to once per round as a free action.
Protection: The Aasimar who chooses this path gains an Angelic Shield aura. This aura is present only while the Aasimar’s Angelic Presence is in effect. All squares in the aura are considered difficult terrain for the aasimar’s enemies. When this feat is first taken it is an Aura 1, At 11th with the investing of a 2nd feat this improves to Aura 3, and at 21st with a 3rd feat invested this improves to Aura 5.
Valor: Once per day as a minor action while bloodied the aasimar’s may sheath its weapon in fire. The weapon does fire damage with a bonus equal to the aasimar’s charisma modifier. In addition to that, all the attacks target the enemies reflex save instead of the listed one. At 11th level with the investing of a 2nd feat this improves to once per encounter, And at 21st level with investing a 3rd feat this improves to once per round as a free action.
Vengeance: Upon taking this feat the Aasimar sacrifices his Angelic Presence ability. He instead gains Cloak of Vengeance. This ability works exactly the same, until bloodied any person attacking the aasimar takes a -2 penalty on his attack rolls. In addition to that, any melee attack that hits the assimar while his cloak of vengeance is in effect takes 1d4 cold and 1d4 fire damage. At 11th level with the investing of a 2nd feat this improves to 2d4 cold and fire damage. At 21st level with the investment of a 3rd feat this improves to 3d4 cold and fire damage.
Paragon tier:
Wings of the Firmament. Prereq: Suggestion of Wings.
Your wings are visible all the time now, if only out of the corner of the eye. They are under your conscious control, though they are not yet solid enough to allow true flight.
You divide all distances by four for the purposes of jumping (vertically or horizontally).
You also are able to glide while falling, for ever 10 feet you fall you may move up 15 feet horizontally
Epic tier:
Pinions of the Angel. Prereq: Wings of the Firmament.
When you will them to become solid, you have the wings of an angel.
You may replace one utility power with the Wizard spell, fly.
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Now i am not sure about the flight/wings feats. flying once per day at level 21 doesn't seem all that great for the investment of 3 feats. possibly using it more times per day, but not sure how to get that done w/o breaking it.
please let me know what you think about this, as i have a playing that is intersted in playing an aasimar
The descendant of angels, an aasimar's racial heritage is written across his features for all to see. Whether by metallic hair or shining emerald skin, a featureless face or glowing eyes, the presence of a halo or great snowy wings, it is clear to all who see them that here is the child of a woman who played away with a servant of the gods. They retain some of their angelic ancestor's control over the searing light of the Astral Sea, though their contamination with base matter has robbed it of much of its power. An aasumar picks two distinct features that normally depict angels, and are listed above. (metallic hair, shining emerald skin, featureless face, glowing eyes, halo, wings)
Aasimar: +2 Cha, +2 Str
Move : 6
Vision: Low Light Vision
Skill: +2 Intimidate, +2 Insight
Angelic Presence: The aasimar gains a +1 bonus to all defenses as long as they are not bloodied
Angelic Radiance: Can use Angelic Radiance as an Encounter Power
Languages: Common, Supernal
Angelic Radiance
Encouter Radiance, Divine
Minor Close Burst 2
Target: All Creatures in Burst
Cha VS Will
Hit: All Enemies in the burst take 1d6+cha radiant damage
Effect: All Allies in the burst heal cha mod hp
At level 11 the damage increases to 2d6+cha. At 21 the damage increases to 3d6+cha.
FEATS
Heroic Tier:
Suggestion of Wings.
In strong light, or when you really need them, the suggestion of a pair of graceful wings can be seen emerging from your shoulders. They bear you up when you leap.
Once per day for one round you may move as if you had flight. Any move action must end with you on solid ground.
Extend Radiance
Your Angelic Radiance extends itself out to Close Burst 3
Path of Angelic Destiny
You begin to focus yourself down the path of your angelic heritage.
You choose your Path of Angelic Destiny, whether that be the path of Battle, Protection, Valor, or Vengeance. You may only have 1 at any time.
Battle: Once per day an aasimar down the path of battle can illuminate an enemy it hits with a melee attack, bathing the enemy in light as bright as a torch and granting the aasimar’s allies combat advantage against that enemy for the next attack.
Protection: The Aasimar who chooses this path gains an Angelic Shield aura. This aura is present only while the Aasimar’s Angelic Presence is in effect. All squares in the aura are considered difficult terrain for the aasimar’s enemies. When this feat is first taken it is an Aura 1.
Valor: Once per day as a minor action while bloodied the aasimar’s may sheath its weapon in holy fire. The weapon does radiance damage with a bonus equal to the aasimar’s charisma modifier. In addition to that, all the attacks target the enemies reflex defense instead of the listed one.
Vengeance: Upon taking this feat the Aasimar sacrifices his Angelic Presence ability. He instead gains Cloak of Vengeance. This ability works exactly the same, until bloodied any person attacking the aasimar takes a -2 penalty on his attack rolls. In addition to that, any melee attack that reduces the assimar to bloodied deals 1d2 cold and 1d2 fire damage plus the aasimar’s charisma modifier.
Paragon tier:
Wings of the Firmament. Prereq: Suggestion of Wings.
Your wings are visible all the time now, if only out of the corner of the eye.
Once per encounter, you may move as if you had flight. Any move action must end with you on solid ground.
Improved Path of Angelic Destiny. Prereq: Path of Angelic Destiny of the appropriate path.
Battle: Your Path of Angelic Destiny ability improves to once per encounter
Protection: Your Angelic Shield Aura now allows you to share your Angelic Presence with 1 adjacent ally.
Valor: Your Path of Angelic Destiny ability improves to once per encounter
Vengeance: Your Cloak of Vengeance ability improves to 1d4 fire and 1d4 cold plus charisma modifier damage
Epic tier:
Pinions of the Angel. Prereq: Wings of the Firmament.
When you will them to become solid, you have the wings of an angel.
Once per encounter, you may move as if you had flight. Any move action must end with you on solid ground. Sustain: minor
Superior Path of Angelic Destiny. Prereq: Improved Path of Angelic Destiny of the appropriate path.
Battle: Your Path of Angelic Destiny ability improves to once per round as a minor action.
Protection: Your Angelic Shield Aura improves to Aura 2
Valor: Your Path of Angelic Destiny ability improves to once per encounter, sustain: Minor
Vengeance: Your Cloak of Vengeance ability improves to 1d6 fire and 1d6 cold plus charisma modifier damage
AASIMAR. The descendant of angels, an aasimar's racial heritage is written across his features for all to see. Whether by metallic hair or shining emerald skin, a featureless face or glowing eyes, the presence of a halo or great snowy wings, it is clear to all who see them that here is the child of a woman who played away with a servant of the gods. They retain some of their angelic ancestor's control over the searing light of the Astral Sea, though their contamination with base matter has robbed it of much of its power.
Aasimar: +2 Cha, +2 Str (in 4e, angels went more midevil, and more destructive)
Move : 6
Vision: Low Light Vision
Skill: +2 Intimidate, +2 Insight (the only skills most angels have is intimidate and insight, therefor making it a choice for the aasimar, following in there path)
Angelic Presence: Attacks against the aasimar take a –2 penalty as long as the aasimar isn’t bloodied (1 ability instead of two)
Angelic Radiance: Can use Angelic Radiance as an Encounter Power
Languages: Common, Supernal
Angelic Radiance
Encouter Radiance, Implement Divine
Minor Close Burst 2
Target: All Creatures in Burst
Cha or Str or Wis VS Will
Hit: All Enemies in the burst take 1d6+cha damage
Effect: All Allies in the burst heal cha mod hp (effect might put it over the top, more than likely change this to a feat)
FEATS
Heroic tier:
Suggestion of Wings.
In strong light, or when you really need them, the suggestion of a pair of graceful wings can be seen emerging from your shoulders. They bear you up when you leap.
You are considered trained for Athletics checks for the purposes of jumping only. You ignore all armor check penalties and encumbrance for the purposes of jumping.
Path of Angelic Destiny
You begin to focus yourself down the path of your angelic heritage.
You choice your Path of Angelic Destiny, whether that be the path of Battle, Protection, Valor, or Vengeance.
Battle: Once per day an aasimar down the path of battle can illuminate an enemy it hits with a falchion attack, bathing the enemy in light as bright as a torch and granting the aasimar’s allies combat advantage against that enemy until the start of the aasimar’s next turn. At 11th level with the investing of a 2nd feat this improves to once per encounter, And at 21st level with investing a 3rd feat this improves to once per round as a free action.
Protection: The Aasimar who chooses this path gains an Angelic Shield aura. This aura is present only while the Aasimar’s Angelic Presence is in effect. All squares in the aura are considered difficult terrain for the aasimar’s enemies. When this feat is first taken it is an Aura 1, At 11th with the investing of a 2nd feat this improves to Aura 3, and at 21st with a 3rd feat invested this improves to Aura 5.
Valor: Once per day as a minor action while bloodied the aasimar’s may sheath its weapon in fire. The weapon does fire damage with a bonus equal to the aasimar’s charisma modifier. In addition to that, all the attacks target the enemies reflex save instead of the listed one. At 11th level with the investing of a 2nd feat this improves to once per encounter, And at 21st level with investing a 3rd feat this improves to once per round as a free action.
Vengeance: Upon taking this feat the Aasimar sacrifices his Angelic Presence ability. He instead gains Cloak of Vengeance. This ability works exactly the same, until bloodied any person attacking the aasimar takes a -2 penalty on his attack rolls. In addition to that, any melee attack that hits the assimar while his cloak of vengeance is in effect takes 1d4 cold and 1d4 fire damage. At 11th level with the investing of a 2nd feat this improves to 2d4 cold and fire damage. At 21st level with the investment of a 3rd feat this improves to 3d4 cold and fire damage.
Paragon tier:
Wings of the Firmament. Prereq: Suggestion of Wings.
Your wings are visible all the time now, if only out of the corner of the eye. They are under your conscious control, though they are not yet solid enough to allow true flight.
You divide all distances by four for the purposes of jumping (vertically or horizontally).
You also are able to glide while falling, for ever 10 feet you fall you may move up 15 feet horizontally
Epic tier:
Pinions of the Angel. Prereq: Wings of the Firmament.
When you will them to become solid, you have the wings of an angel.
You may replace one utility power with the Wizard spell, fly.
-----------------------------------------------------------
Now i am not sure about the flight/wings feats. flying once per day at level 21 doesn't seem all that great for the investment of 3 feats. possibly using it more times per day, but not sure how to get that done w/o breaking it.
please let me know what you think about this, as i have a playing that is intersted in playing an aasimar