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    Feb 2013

    Default [Race] Concordant (66 Aasimar/Tiefling Hybrids) [PEACH]


    Concordants are the children of tieflings and aasimars. While such unions are rare, often by presumption both sides embrace their ancestry, many find comfort and camaraderie in members of the other when their similarities are found.
    Physical Description: Concordants look mostly like their mortal ancestor, typically human, with a blend of minor physical traits that reveal their heritage. A concordant typically have traits associated with aasimar and tiefling, though some have strong leanings one way or another enough to be easily mistaken as either.
    Society: Concordants lack an independent society of their own, being hybrids of hybrids. They often adopt the social norms of the culture in which they were raised and are drawn to the extremes within society, for better or for worse.
    Relations: Concordants typically find the most comfort in human societies, more for the variety that human society can bring as opposed to that of other races. Their dealings with races not their own, however, depend more upon their own appearance and the perceptions of other races. Individuals who find less favorable traits in the concordant, usually their fiendish traits, are more prone to reject them. Conversely, individuals who find more favorable traits in the concordant, their celestial traits, are more likely to be on friendly terms. Still, regardless of which traits other perceive most concordants tend to feel as if they are outcasts, never fully belonging to any society.
    Alignment and Religion: Concordants most often fall on a neutral alignment between good and evil, not for lack of stance but because the pull between good and evil tugs at them near constantly. This internal tug of war lands them usually between good and evil, preforming benevolent and equally malign acts. When it comes to faith, unless good or evil speaks to them far more strongly, tend to worship multiple deities, seek out religions that encourage balance between two extremes, or deities that represent some form of duality.
    Adventures: Regardless of how well these individuals are accepted into society, they seldom feel at home. Drawn to find their place in the world, and often to explore both sides of their heritage, concordants frequently leave their lives at home in favor for an adventuring life. In time, they hope, to find themselves through a life of adventure.


    +2 to One Ability Score: Concordant characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
    Native Outsider: Concordants are outsiders with the native subtype.
    Medium: As Medium creatures, concordians have no special bonuses or penalties due to size.
    Normal Speed: Concordant base land speed is 30 feet
    Darkvision: Concordants can see in the dark up to 60 feet.
    Skilled: Concordants have a +2 bonus on Bluff and Diplomacy.
    Spell-LIke Ability: Concordants can use darkness and daylight once per day as a spell-like ability (caster level equal to the concordant's class level). These spell-like abilities share a single use.
    Concordant Resistance: Concordants have acid resistance 5, cold resistance 5, electricity resistance 5 and fire resistance 5.
    Languages: Concordants begin play speaking Common and either Abyssal, Celestial, or Infernal. Aasimars with high intelligence scores can choose from the following languages: Abyssal, Celestial, Draconic, Dwarven, Elven, Gnome, Halfling, and Infernal.
    A concordant may select from any of the following aasimar and tiefling alternate racial traits: Fiendish Sprinter, Halo, Immortal Spark, Maw or Claw, Truespeaker, or Vestigial Wings.

    Unlike most races, concordants lack unique favored class options of their own. Instead, a concordant may select from the aasimar or tiefling list for their favored class rewards. If both lists possess an option for the same class, the concordant must pick one to be their favored class reward and can never select the other.

    Most concordants don't know where their celestial and fiendish powers hail from, but in some cases a distinct form of aasimar or tiefling will be parent to a concordant, passing on different traits. The table below lists all possible combinations, along with their respective ability score bonuses and skill bonuses. If two are listed, it is +2 each. If one is listed, then that skill has a +4 bonus to it instead.

    - Aasimar Angelkin Emberkin Idyllkin Lawbringer Musetouched Plumekith
    Tiefling +2 to One Ability Score, Bluff and Diplomacy +2 Dex, +2 Cha, Bluff and Knowledge (planes) +2 Dex, +2 Int, Stealth and Spellcraft +2 Con, +2 Int, Stealth and Survival +2 Dex, +2 Wis Bluff and Sense Motive +2 Dex, +2 Int, Bluff and Perform +2 Dex, +2 Wis, Acrobatics and Stealth
    Beastbrood +2 Dex, +2 Cha, Disguise and Sense Motive +2 Str, +2 Cha Disguise and Heal +2 Int, +2 Cha, Disguise and Spellcraft +2 Con, +2 Cha, Disguise and Handle Animal +2 Con, +2 Cha, +4 Intimidate +2 Dex, +2 Cha, Disguise and Perform +2 Dex, +2 Wis, Acrobatics and Disguise
    Faultspawn +2 Dex, +2 Wis, Appraise and Perception +2 Str, +2 Wis, Appraise and Heal +2 Dex, +2 Cha, Knowledge (local) and Knowledge (planes) +2 Dex, +2 Cha, Appraise and Handle Animal +2 Dex, +2 Wis, Appraise and Sense Motive +2 Dex, +2 Wis, Appraise and Perform +2 Dex, +2 Wis, Acrobatics and Appraise
    Foulspawn +2 Con, +2 Wis, Intimidate and Perception +2 Str, +2 Wis, Heal and Intimidate +2 Con, +2 Cha, Knowledge (planes) and Knowledge (religion) +2 Con, +2 Wis, Handle Animal and Intimidate +2 Con, +2 Wis, Intimidate +2 Dex, +2 Wis, Intimidate and Perform +2 Con, +2 Wis, Intimidate and Fly
    Grimspawn +2 Dex, +2 Cha, Disable Device and Perception +2 Str, +2 Int, Disable Device and Heal +2 Dex, +2 Int, Slight of Hand and Spellcraft +2 Con, +2 Int, Slight of Hand and Survival +2 Con, +2 Int, Disable Device and Intimidate +2 Dex, +2 Int, Perform and Slight of Hand +2 Dex, +2 Cha, Acrobatics and Slight of Hand
    Hellspawn +2 Con, +2 Wis, Diplomacy +2 Str, +2 Wis, Heal and Sense Motive +2 Con, +2 Int, Knowledge (planes) and Sense Motive +2 Con, +2 Wis, Diplomacy and Handle Animal +2 Con, +2 Wis, Sense Motive +2 Dex, +2 Wis, Diplomacy +2 Con, +2 Wis, Diplomacy and Fly
    Hungerseed +2 Str, +2 Wis, Intimidate and Perception +2 Str, +2 Wis, Disguise and Heal +2 Str, +2 Int, Intimidate and Spellcraft +2 Con, +2 Wis, Disguise and Survival +2 Str, +2 Wis, Intimidate +2 Dex, +2 Wis, Disguise and Perform +2 Str, +2 Wis, Intimidate and Fly
    Motherless +2 Str, +2 Wis, Perception and Suvival +2 Str, +2 Wis, Heal and Survival +2 Str, +2 Cha, Spellcraft and Survival +2 Con, +2 Cha, Survival +2 Str, +2 Wis, Sense Motive and Survival +2 Dex, +2 Wis, Escape Artist and Perform +2 Dex, +2 Wis, Acrobatics and Escape Artist
    Pitborn +2 Str, +2 Cha, Perception +2 Str, +2 Cha, Heal and Perception +2 Str, +2 Cha, Disable Device and Spellcraft +2 Str, +2 Cha, Perception and Survival +2 Con, +2 Cha, Disable Device and Intimidate +2 Dex, +2 Cha, Perception and Perform +2 Str, +2 Wis, Acrobatics and Disable Device
    Shackleborn +2 Con, +2 Cha, Intimidate and Perception +2 Str, +2 Cha, Heal and Intimidate +2 Int, +2 Cha, Intimidate and Spellcraft +2 Con, +2 Cha, Intimidate and Survival +2 Con, +2 Cha, Intimidate +2 Dex, +2 Cha, Intimidate and Perform +2 Dex, +2 Cha, Acrobatics and Escape Artist
    Spitespawn +2 Dex, +2 Cha, Diplomacy +2 Str, +2 Cha, Diplomacy and Heal +2 Dex, +2 Cha, Linguistics and Spellcraft +2 Dex, +2 Cha, Diplomacy and Handle Animal +2 Dex, +2 Wis, Linguistics and Sense Motive +2 Dex, +2 Cha, Diplomacy +2 Dex, +2 Wis, Acrobatics and Linguistics

    Spell-Like Ability: The spell-like ability possessed by the concordant is selected from sides, sharing a single use between them.

    Some concordants are blessed or cursed with unusual abilities. Roll a d4. On a result of 1-2, roll on the tiefling's variant ability table. On a result of 2-4, roll on the aasimar's variant ability table. If you roll a 100 on either table, roll two d4 to determine which table each ability will be drawn from.

    Simular to above, there is no unique table for concordant features. Roll once on each table if desired.


    Concordant Adulthood: 60 Years
    Intuitive Classes: +5d6 Years
    Self-Taught Classes: +6d6 Years
    Trained Classes: +8d6 Years

    Middle Age: 150 Years
    Old: 200 Years
    Vulnerable: 250 Years
    Maximum Age: 250 + 6d% Years

    Starting Heights and Weights
    Base Height: 5'
    Base Weight: 115 lbs.
    Modifier: 2d8
    Weight Modifier: x5 lbs.

    Base Height: 4' 9"
    Base Weight: 85 lbs.
    Modifier: 2d8
    Weight Modifier: x5 lbs.
    Last edited by Xuldarinar; 2014-09-08 at 11:51 AM.
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