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Thread: The Blades of Keran [Setting]

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    Milo v3's Avatar

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    Default Re: The Blades of Keran [Setting]

    Planetouched - Aasimar
    Origin
    Aasimar are created when a Karmainian or Newesti child is either blessed by a Divine while in the womb, or one of the parents was a Divine being. It only happens with Karmainians & Newesti because in their genesis they were given an eternal link to the Gods, while the others were granted freedom.

    Personality
    Aasimar are normally charismatic as they can feel that power is within reach at all times. They are normally very egotisical because of their inborn abilities. They also get traits from their Divine parent. An Aasimar which had Dylian as a parent is more likely to be kind and generous, while on which had Jaccob as a parent would be more likely to become a sarcastic liar who tries to trick people. These traits often come with advantages and disadvantages. It is also worth taking note that an Aasimar doesn't have to take the personality traits of their divine parent, but they are more likely.

    Physical Description
    Aasimar, like all Children of the Gods, appear as members of their previous race, though each is tainted by the blood of his Divine Parent.

    E.g. An Aasimar of Dylian will normally have larger muscles and be bigger in size then an Aasimar of Jaccob, who is more likely to be thin and appear anorexic.

    These unique traits only come into being once they reach the age of twelve. Until then they look like normal members of their race.

    Relations
    Their relations with others depend on their Ancestor's. The Vithui probably would like an Aasimar descended from Electren hundred times more than a Aasimar descended from Rana.

    Other people often judge an Aasimar on their parentage instead of how the Aasimar acts. Most common people tend to think that Aasimar all act exactly like their parent. These can have its upsides and downsides. An Aasimar of Dylian that steals things will probably be dismissed as a rumor. While if Undead is animated in a town basically everyone will think it was the Aasimar of Electren.

    Alignment
    They normally have the same alignment of the Ancestor, but their are exceptions. Other Alignments are more common when an Aasimar wants to be seen in a different light to their Divine Relative. This means that any alignment is possible regardless of the Aasimar's Divine Heritage.

    Lands
    Aasimar live were ever they were born. They have no lands of their own commonly living with Karmainians or Newesti. With most living in Kratoa, North Karma, and Estikar.

    Religion
    They are paradoxically rarely religious as their ego normally stops them from seeing any reason to worship anyone else, let alone a family member.

    Even if they aren't egotistical, they still aren't prone to worshiping a Divine being as they see the gods as equals.

    Language
    All Aasimar are taught "Trade Tongue" and the languages of their native homeland. But they have no language of their own.

    Names
    They are named like their original race.

    Racial Traits
    An Aasimar combines some of the racial traits of his original race and his new form. Only those traits gained from the divine infusion are given here; see also the Children of Gods Sidebar.
    • Nephilim: Aasimar are humanoids with the Nephilim subtype and any other sutypes they gain from their original race. For all effects related to race, an Aasimar is considered an Outsider and a member of his original race.
    • Divine Blood: An Aasimar must choose a Divine. A bit of the Deities power is in the Aasimar's blood from birth. Once chosen this cannot be changed.
    • Low-Light Vision: An Aasimar can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these conditions.
    • Inborn Magic (Sp): An Aasimar must select one domain from the Divine chosen in Divine Blood Domain List. The Aasimar gains the level one spell of that domain as an at-will Spell-Like ability, with a caster level equal to his HD.
    • Inborn Skill: An Aasimar is very talented and gains an extra skill point at first level. They also gain one extra skill point at every level past 1st.
    • Weapon of the Gods: Aasimar are proficient with the Favored Weapon of the divine chosen for Divine Blood.
    • LA: +1


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    Favoured Class Options
    Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, an Aasimar has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all Aasimar who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

    Cleric: ?
    Fighter: ?
    Paladin: ?

    ---

    Racial Archetypes
    Crusader (Paladin)
    {table=head]Level|Special
    1st|?
    [/table]

    Class Features
    All of the following are class features of the Crusader.

    Planetouched - Tiefling
    Origin
    Tieflings are created when a Karmainian or Dunesti child is either damned by a powerful Fiend while in the womb, or one of the parents was a fiendish creature. It only happens with Karmainians & Dunesti because in of the Karmainians link to devils and the Dunesti's creating the first demons.

    Personality
    Tiefling are normally charismatic as they can feel that power is within reach at all times. They are also oftern jokers, trying to make light of situations other may find difficult or emotionally grueling.

    Physical Description
    Tiefling, like all Children of the Gods, appear as members of their previous race, though each is tainted by the blood of fiends.

    E.g. A Tiefling descended from a Glabrezu might have tiny non-mobile arms. While a Tiefling descended from a Cornugon might have tiny horns and a tail.

    These unique traits only come into being once they reach the age of twelve. Until then they look like normal members of their race.

    Relations
    Other races normally hate and fear them because of their fiendish bloodline.

    Alignment
    They normally have an evil alignment. This is because of how society treats them, and not to do with a taint from their bloodline.

    Lands
    They have no lands of their own and live wherever Karmainians dwell.

    Religion
    They are paradoxically religious. Hoping that the Divines will accept them for who they are, instead what their bloodline is.

    Language
    All Tielfings are taught "Trade Tongue" and the languages of their native homeland. But they have no language of their own.

    Names
    They are named like their original race.

    Racial Traits
    A Tiefling combines some of the racial traits of his original race and his new form. Only those traits gained from the divine infusion are given here; see also the Children of Gods Sidebar.
    • Nephilim: Tiefling are humanoids with the Nephilim subtype and any other sutypes they gain from their original race. For all effects related to race, a Tiefling is considered an Outsider and a member of his original race.
    • Darkvision: Tiefling can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Tieflings can function just fine with no light at all.
    • Dark Bloodline: A Tiefling gains a intermediate bloodline. If he selected Abysal Heritor then he gains Demon Bloodline, while if he had chosen Devil's Favour he gains the Devil Bloodline. The DM may also allow more Bloodline options for specific forms of Demons and Devils, such as Succubus.
    • Fiendish Flesh: Tiefling gain cold resistance 5, electricity resistance 5, and fire resistance 5.
    • Grim Heritage: If you are a Dunesti Tiefling gain Abyssal Heritor as a bonus feat, if a Karmainian then instead gain Devil's Favour, Half-Elves may choose between the two feats.


    ---

    Favoured Class Options
    Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a Tiefling has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all Tiefling who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

    Contractor: ?
    Rogue: ?
    Sorcerer: ?

    ---

    Racial Archetypes
    Corrupted Mage (Sorcerer)
    {table=head]Level|Special
    1st|?
    [/table]

    Class Features
    All of the following are class features of the Corrupted Mage.


    Sidebar: Children of Gods
    When an Aasimar or Tiefling is born, they lose many of the racial traits of their parents and gains those of their new race. The following information describes how to mechanically achieve this transformation.

    Type, Subtype, and Race: You retain your original type and subtypes, gaining the Nephilim subtype. You still count as a member of your original race for the purpose of any effects or prerequiste that depends on race.
    Racial Hit Dice: You retain your original racial Hit Dice, as well as all the benefits gained therefrom (base attack and save bonuses, skill points, hit points, and so on).
    Ability Modifiers: You retain your original racial ability modifiers and gain the ability modifiers of the new race.
    Size: You retain your orginal size.
    Speed: You retain your original base land speed, as well as any other modes of movement possessed by your original race.
    Vital Statistics: You retain your orginal races vital statistics.
    Other racial Traits: You lose all other racial traits of your original race, including bonus feats, skill bonuses, attack bonuses, save bonuses, and so forth.

    Children of Gods can only be born to certain races.
    Aasimar - Karmainians & Newesti.
    Tiefling - Dunesti, Half-Elves & Karmainians.
    Last edited by Milo v3; 2013-03-22 at 06:30 AM.