Sunday, July 27, 2014

The City of Alaspar


City of Alaspar

























Total population: 56679
  • Mixed Species: 55%
  • Humans: 15%
  • Elves: 10%
  • Telmarine: 5%
  • Dwarves: 5%
  • Halflings: 5%
  • Changeling: 1%
  • Shifter: 1%
  • Aasimar: 1%
  • Tiefling: 1%
  • Mongoloid: 1%
  • Warforged: >1%
  • Awakened: >1%
Total guard: 1316
In addition, 1395 clergy tend to the spiritual needs of the City, and are overseen by 116 ordained priests.
Additionally there are 1286 administrators of Opus Dai

Services in this City:
  • Inns: 38 
  • Taverns: 142
  • Blacksmiths: 94 
  • Healers: 35
  • Heartsmiths: 18
  • Weaponsmiths: 28
  • Armorers: 28
  • Bowyers: 35
  • Magic Shops: 16 *
  • Booksellers: 9
  • Merchants: 38
  • Leatherworkers: 94
  • Tailors: 162
  • Jewelers: 28
  • Cobblers 174
  • Fishmongers: 47
  • Farriers: 113
  • Carpenters: 113
  • Masons: 81

* - Magic Shops typically sell components, scroll paper, and such minor items - no "off the shelf" wands, staves, etc!

Also, while you may get a high result for a given service, that does not necessarily mean there are that many businesses in a given settlement. For instance, your town may show 15 tailors, but the DM may rule that there are only 6 clothiers in the town... the rest serve as assistants/apprentices.

Alaspar

At first glance, the city is much like a dungeon, made up of walls, doors, rooms, and corridors. Adventures that take place in cities have two salient differences from their dungeon counterparts, however. Characters have greater access to resources, and they must contend with law enforcement and the Church. 

Alaspar is home to the seat of The Accepted Church, Also formally known as “Opidius Dei”, or “The Way”. The Church controls all inhabitable areas on the world. Over time The Church has managed to snuff out all other religions and has officially banned their practice as heretical dark arts. Though some people still revere the old ways, none make that knowledge known as it would mean being burned at the stake for witchcraft. Coincidentally while The Church is the world religion it’s priests and parishioners do not have any clerical abilities and it’s clerics and paladins are only so in name. The Church utterly lacks any divine abilities whatsoever.

that aside, Alaspar is a bustling city that thrives as a trade hub for the minor cities and towns around it. the multitude of markets bring even the most exotic of goods and people to the forefront of the city.

It is also home to a multitude of Guilds, Assortments, and Clubs. All of which are usually looking for people to do work for them.

Access to Resources

Unlike in dungeons and the wilderness, characters can buy and sell gear quickly in a city. A large city or metropolis probably has high-level NPCs and experts in obscure fields of knowledge who can provide assistance and decipher clues. And when the PCs are battered and bruised, they can retreat to the comfort of a room at the inn.

The freedom to retreat and ready access to the marketplace means that the players have a greater degree of control over the pacing of an urban adventure.

Law Enforcement

The other key distinctions between adventuring in a city and delving into a dungeon is that a dungeon is, almost by definition, a lawless place where the only law is that of the jungle: Kill or be killed. A city, on the other hand, is held together by a code of laws, many of which are explicitly designed to prevent the sort of behavior that adventurers engage in all the time: killing and looting. Even so, most cities’ laws recognize monsters as a threat to the stability the city relies on, and prohibitions about murder rarely apply to monsters such as aberrations or evil outsiders. Most evil humanoids, however, are typically protected by the same laws that protect all the citizens of the city. Having an evil alignment is not a crime (except in some severely theocratic cities, perhaps, with the magical power to back up the law); only evil deeds are against the law. Even when adventurers encounter an evildoer in the act of perpetrating some heinous evil upon the populace of the city, the law tends to frown on the sort of vigilante justice that leaves the evildoer dead or otherwise unable to testify at a trial.

Weapon And Spell Restrictions

Different cities have different laws about such issues as carrying weapons in public and restricting spellcasters.

The city’s laws may not affect all characters equally. A monk isn’t hampered at all by a law about peace-bonding weapons, but a cleric is reduced to a fraction of his power if all holy symbols are confiscated at the city’s gates.

Urban Features

Walls, doors, poor lighting, and uneven footing: In many ways a city is much like a dungeon. Some new considerations for an urban setting are covered below.

Walls and Gates

Many cities are surrounded by walls. 

This metropolis' wall is 15 feet thick and 40 feet tall. It has crenellations on both sides and often has a tunnel and small rooms running through its interior. The Metropolis walls have AC 3, hardness 8, and 1,170 hp per 10- foot section.

Unlike smaller cities, metropolises often have interior walls as well as surrounding walls—either old walls that the city has outgrown, or walls dividing individual districts from each other. Sometimes these walls are as large and thick as the outer walls, but more often they have the characteristics of a large city’s or small city’s walls.

Watch Towers

Some city walls are adorned with watch towers set at irregular intervals. Few cities have enough guards to keep someone constantly stationed at every tower, unless the city is expecting attack from outside. The towers provide a superior view of the surrounding countryside as well as a point of defense against invaders.

Watch towers are typically 10 feet higher than the wall they adjoin, and their diameter is 5 times the thickness of the wall. Arrow slits line the outer sides of the upper stories of a tower, and the top is crenellated like the surrounding walls are. In a small tower (25 feet in diameter adjoining a 5-foot-thick wall), a simple ladder typically connect the tower’s stories and the roof. In a larger tower, stairs serve that purpose.

Heavy wooden doors, reinforced with iron and bearing good locks (Open Lock DC 30), block entry to a tower, unless the tower is in regular use. As a rule, the captain of the guard keeps the key to the tower secured on her person, and a second copy is in the city’s inner fortress or barracks.

Gates

A typical city gate is a gatehouse with two portcullises and murder holes above the space between them. In towns and some small cities, the primary entry is through iron double doors set into the city wall.

Gates are usually open during the day and locked or barred at night. Usually, one gate lets in travelers after sunset and is staffed by guards who will open it for someone who seems honest, presents proper papers, or offers a large enough bribe (depending on the city and the guards).
Guards and Soldiers

A city typically has full-time military personnel equal to 1% of its adult population, in addition to militia or conscript soldiers equal to 5% of the population. The full-time soldiers are city guards responsible for maintaining order within the city, similar to the role of modern police, and (to a lesser extent) for defending the city from outside assault. Conscript soldiers are called up to serve in case of an attack on the city.

A typical city guard force works on three eight-hour shifts, with 30% of the force on a day shift (8 to 4), 35% on an evening shift (4 to 12), and 35% on a night shift (12 to 8). At any given time, 80% of the guards on duty are on the streets patrolling, while the remaining 20% are stationed at various posts throughout the city, where they can respond to nearby alarms. At least one such guard post is present within each neighborhood of a city (each neighborhood consisting of several districts).

The majority of a city guard force is made up of warriors, mostly 1st level. Officers include higher-level warriors, fighters, a fair number of clerics, and wizards or sorcerers, as well as multiclass fighter/spellcasters.

City Streets

Typical city streets are narrow and twisting. Most streets average 15 to 20 feet wide [(1d4+1)×5 feet)], while alleys range from 10 feet wide to only 5 feet. Cobblestones in good condition allow normal movement, but ones in poor repair and heavily rutted dirt streets are considered light rubble, increasing the DC of Balance and Tumble checks by 2.

Some cities have no larger thoroughfares, particularly cities that gradually grew from small settlements to larger cities. Cities that are planned, or perhaps have suffered a major fire that allowed authorities to construct new roads through formerly inhabited areas, might have a few larger streets through town. These main roads are 25 feet wide—offering room for wagons to pass each other—with 5-foot-wide sidewalks on either side.

Crowds

Urban streets are often full of people going about their daily lives. In most cases, it isn’t necessary to put every 1st-level commoner on the map when a fight breaks out on the city’s main thoroughfare. Instead just indicate which squares on the map contain crowds. If crowds see something obviously dangerous, they’ll move away at 30 feet per round at initiative count 0. It takes 2 squares of movement to enter a square with crowds. The crowds provide cover for anyone who does so, enabling a Hidecheck and providing a bonus to Armor Class and on Reflex saves.
Directing Crowds

It takes a DC 15 Diplomacy check or DC 20 Intimidate check to convince a crowd to move in a particular direction, and the crowd must be able to hear or see the character making the attempt. It takes a full-round action to make the Diplomacy check, but only a free action to make the Intimidate check.

If two or more characters are trying to direct a crowd in different directions, they make opposed Diplomacy or Intimidate checks to determine whom the crowd listens to. The crowd ignores everyone if none of the characters’ check results beat the DCsgiven above.
Above and beneath the Streets

Rooftops

Getting to a roof usually requires climbing a wall (see the Walls section), unless the character can reach a roof by jumping down from a higher window, balcony, or bridge. Flat roofs, common only in warm climates (accumulated snow can cause a flat roof to collapse), are easy to run across. Moving along the peak of a roof requires a DC 20 Balance check. Moving on an angled roof surface without changing altitude (moving parallel to the peak, in other words) requires a DC 15 Balance check. Moving up and down across the peak of a roof requires a DC 10 Balance check.

Eventually a character runs out of roof, requiring a long jump across to the next roof or down to the ground. The distance to the next closest roof is usually 1d3×5 feet horizontally, but the roof across the gap is equally likely to be 5 feet higher, 5 feet lower, or the same height. Use the guidelines in the Jump skill (a horizontal jump’s peak height is one-fourth of the horizontal distance) to determine whether a character can make a jump.

Sewers

To get into the sewers, most characters open a grate (a full-round action) and jump down 10 feet. Sewers are built exactly like dungeons, except that they’re much more likely to have floors that are slippery or covered with water. Sewers are also similar to dungeons in terms of creatures liable to be encountered therein. Some cities were built atop the ruins of older civilizations, so their sewers sometimes lead to treasures and dangers from a bygone age.

City Buildings

Most city buildings fall into three categories. The majority of buildings in the city are two to five stories high, built side by side to form long rows separated by secondary or main streets. These row houses usually have businesses on the ground floor, with offices or apartments above.

Inns, successful businesses, and large warehouses—as well as millers, tanners, and other businesses that require extra space— are generally large, free-standing buildings with up to five stories.

Finally, small residences, shops, warehouses, or storage sheds are simple, one-story wooden buildings, especially if they’re in poorer neighborhoods.

Most city buildings are made of a combination of stone or clay brick (on the lower one or two stories) and timbers (for the upper stories, interior walls, and floors). Roofs are a mixture of boards, thatch, and slates, sealed with pitch. A typical lower-story wall is 1 foot thick, with AC 3, hardness 8, 90 hp, and a Climb DC of 25. Upper-story walls are 6 inches thick, with AC 3, hardness 5, 60 hp, and a Climb DC of 21. Exterior doors on most buildings are good wooden doors that are usually kept locked, except on public buildings such as shops and taverns.

Buying Buildings

Characters might want to buy their own buildings or even construct

their own castle. Use the prices in Table: Buildings directly, or as a guide when for extrapolating costs for more exotic structures.

Table: Buildings

ItemCost
  • Simple house 1,000 gp
  • Grand house 5,000 gp
  • Mansion 100,000 gp
  • Tower 50,000 gp
  • Keep 150,000 gp
  • Castle 500,000 gp
  • Huge castle 1,000,000 gp
  • Moat with bridge 50,000 gp

Simple House

This one- to three-room house is made of wood and has a thatched roof.

Grand House

This four- to ten-room house is made of wood and has a thatched roof.

Mansion

This ten- to twenty-room residence has two or three stories and is made of wood and brick. It has a slate roof.

Tower

This round or square, three-level tower is made of stone.

Keep

This fortified stone building has fifteen to twenty-five rooms.

Castle

A castle is a keep surrounded by a 15-foot stone wall with four towers. The wall is 10 feet thick.

Huge Castle

A huge castle is a particularly large keep with numerous associated buildings (stables, forge, granaries, and so on) and an elaborate 20-foot-high wall that creates bailey and courtyard areas. The wall has six towers and is 10 feet thick.

Moat with Bridge

The moat is 15 feet deep and 30 feet wide. The bridge may be a wooden drawbridge or a permanent stone structure.

City Lights

If a city has main thoroughfares, they are lined with lanterns hanging at a height of 7 feet from building awnings. These lanterns are spaced 60 feet apart, so their illumination is all but continuous. Secondary streets and alleys are not lit; it is common for citizens to hire lantern-bearers when going out after dark.

Alleys can be dark places even in daylight, thanks to the shadows of the tall buildings that surround them. A dark alley in daylight is rarely dark enough to afford true concealment, but it can lend a +2 circumstance bonus on Hide checks.




















































Saturday, July 26, 2014

Changeling


Changeling



A female changeling

Changeling

  • Humanoid Type (Shapechanger Subtype)
  • Medium Size
  • Base Speed: 30'
  • No Attribute modifications
  • +2 racial bonus vs. sleep & charm effects (changelings have slippery minds)
  • +2 racial bonus on Bluff, Intimidate and Sense Motive
  • Natural Linguist: Speak Language is always a class skill
  • Minor Shape Change (Su): As Disguise Self, at will with no duration (lasts until changed again). +10 circumstance bonus to Disguise. Does not affect clothing or gear. Use as full-round action
  • Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Giant, Gnome, Halfling and Terran
  • Favored Class: Rogue
  • Source: ECB, pg. 12
Changelings are a humanoid race who are distantly descended from doppelgangers and share their shapeshifting qualities. Their shapeshifting has led to them being used as spies and assassins which has in turn led to them being mistrusted amongst the people of the world.

Changelings are commonly harmless, passive people and are uninterested in politics and social affairs. Due to their capricious ways of life many people have come to distrust the changelings which has led to them becoming social recluses or more commonly has pushed them to create fake identities to escape persecution.

Having no culture of their own the changeling slip into other's societies and blend in. Rather than creating their own art and achievements the Changeling are happy with claiming other societies' as their own. This nomadic lifestyle has led the changeling to become exceptionally adaptable people. Changeling will not simply shapeshift into a new person but rather create a new whole one. Most changeling will set up a handful of personas so if one is compromised they can disappear and switch to one of their others. Their personas that they create are incredibly realistic and have their own personality traits, backgrounds and network of friends. The changeling can be evasive and will often try to avoid confrontation or anything that will draw attention to themselves.
Description

a male and female changeling.Changelings can look like anyone at any given time though they do have a true form. Their natural look can be scary to some due to their lack of detail and distinctive features. Their skin tone is always pale, the darkest tone some have is a light grey. They have large white eyes but have no pupils and are circled by thick black rings. Their noses are small and subtle with no detail.

The changeling's body structures are slender, even more so than elves and border on being frail. Their hair colour is most commonly a light shade of silver followed by platinum and blonde. In rarer cases their hair can be pale shades of green, pink and blue. Also similar to elves the changeling lack body and facial hair.

Lifespan

Changelings reach maturity at 15 and live as long as humans do.

Changelings

Changelings have long been persecuted by other races, seen at best as tricksters and con-artists, at worst as thieves and assassins. Many people find it hard to trust changelings, and while their talents make them natural spies and criminals, in reality a changeling is just as likely as any creature to turn to good or evil. Some changelings work hard to remove this stigma, but each time a changeling is caught robbing from a wealthy merchant or sneaking about where they are not welcome, it only perpetuates the stereotype.

Virtually all changelings take up one of three philosophical beliefs when it comes to their mutable forms and these philosophies guide many aspects of a changeling's day to day life. Passers are changelings who wish to fit in with conventional society and live life in only one form or at the least suppress their shape changing abilities to better fit in with those around them. Other changelings will often view passers with contempt and use slang words such as "pretender" or "actor" to mock them. Becomers believe that to be a changeling is to possess many different shapes and often different identities and lives altogether. A becomer takes the concept of a dual life to a whole new degree and some will successfully live as several "different people" for many years. Seekers or "reality seekers" are convinced that a great truth exists which only the changelings can discover; they suppress their shapechanging abilities even more than passers and prefer to live or socialize with other changelings.

Changeling Names

All changeling names are unisex and are very short usually one syllable.

Example Names: Bin, Dox, Fie, Hars, Jin, Lam, Nit, Ot, Paik, Ruz, Sim, Toox, Yog.

Warforged

Warforged

Eberron Campaign Setting, p. 20) 

Attributes

Size:Medium
Base speed:Land 30
Strength:+0
Intelligence:+0
Dexterity:+0
Wisdom:−2
Constitution:+2
Charisma:−2
Level adjustment:+0
Space:5 feet
Reach:5 feet
Automatic languages:Common

Description

Warforged appear as massive humanoids molded from a composite of materials—obsidian, iron, stone, darkwood, silver, and organic material—though they move with a surprising grace and flexibility. Flexible plates connected by fibrous bundles make up the body of a warforged, topped by a mostly featureless head.
Warforged have no physical distinction of gender; all of them have a basically muscular, sexless body shape. In personality, some warforged seem more masculine or feminine, but different people might judge the same warforged in different ways. The warforged themselves seem unconcerned with matters of gender. They do not age naturally, though their bodies do decay slowly even as their minds improve through learning and experience.
Unique among constructs, warforged have learned to modify their bodies through magic and training. Many warforged are adorned with heavier metal plates than those their creator originally endowed them with. This customized armor, built-in weaponry, and other enhancements to their physical form help to differentiate one warforged from another.

Combat

Racial Traits

  • Living Construct Subtype (Ex): Warforged are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Warforged are living constructs that combine aspects of both constructs and living creatures, as detailed below.
    • Features: As a living construct, a warforged has the following features.
      • A warforged derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
    • Traits: A warforged possesses the following traits.
      • Unlike other constructs, a warforged has a Constitution score.
      • Unlike other constructs, a warforged does not have low-light vision or darkvision.
      • Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities.
      • Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
      • A warforged cannot heal lethal damage naturally.
      • Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
      • As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged.
      • The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don't affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repell metal or stone as if he were wearing metal armor. A warforged is repelled byrepell wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifier). A warforged takes the same damage from a rust monster's touch (Reflex DC 17 half). Spells such as stone to fleshstone shapewarp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a warforged.
      • A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than —10, a warforged is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert warforged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
      • As a living construct, a warforged can be raised or resurrected.
      • A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as hero's feast or potions.
      • Although living constructs do not need to sleep, a warforged wizard must rest for 8 hours before preparing spells.
  • +2 Constitution, -2 Wisdom, -2 Charisma: Warforged are resilient and powerful, but their difficulty in relating to other creatures makes them seem aloof or even hostile.
  • Medium: As Medium constructs, warforged have no special bonuses or penalties due to their size.
  • Warforged base land speed is 30 feet.
  • Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
  • Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
  • A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
  • Automatic Languages: Common. Bonus Languages: None.
  • Favored Class: Fighter. A multiclass warforged's fighter class does not count when determining whether he takes an experience point penalty for multiclassing.

Tiefling

Tiefling

Forgotten Realms Campaign Setting, p. 20) 
Tiefling

Attributes

Size:Medium
Base speed:Land 30
Strength:+0
Intelligence:+2
Dexterity:+2
Wisdom:+0
Constitution:+0
Charisma:−2
Level adjustment:+1
Space:5 feet
Reach:5 feet
Automatic languages:Common , Home Region
Bonus Languages:Any

Description

Because they are descended from evil outsiders, those who know of their ancestry immediately consider most tieflings evil and untrustworthy. Not all tieflings are evil or untrustworthy, but enough are that the prejudice tends to cling. Some tieflings have a minor physical trait suggesting their heritage, such as pointed teeth, red eyes, small horns, the odor of brimstone, cloven feet, or just an unnatural aura of wrongness. 

Combat

Racial Traits

Tieflings have the following racial traits:
  • +2 Dexterity, +2 Intelligence, -2 Charisma: Tieflings are gifted with heightened reflexes and cunning, but tend to disturb people with whom they interact.
  • Fire, cold, and electricity resistance 5.
  • Darkness (Sp): Tieflings can use darkness once per day as cast by a sorcerer of their character level.
  • +2 racial bonus on Bluff and Hide checks.
  • Darkvision up to 60 feet.
  • Outsider: Aasimar are native outsiders.
  • Any languages are allowed as bonus languages, exccept secret languages, such as Druidic.

Native Outsider

Due to the strength of their divine or infernal bloodlines, each of the planetouched races possess the unusual characteristics. This has three principal effects:
  • First, spells or effects that affect only humanoids, such as a charm person or a dominate person spell, do not affect planetouched characters.
  • Second, spells and effects that target extraplanar creatures may affect planetouched characters. For example, the mace of smiting and the sword of the planes are more effective against outsiders, and are correspondingly more dangerous to a planetouched character. A spell that drives outsiders back to their home planes does not affect planetouched characters, but banishment – a spell that removes an outsider from the caster's plane without specifying a return to the outsider's native plane – would work just find.
  • Finally, planetouched characters can be raised or resurrected normally, whereas most outsiders cannot be brought back from the dead without the use of a miracle or wish spell.

Aasimar

Aasimar

Races of Destiny, p. 92) 

Aasimar

Attributes

Size:Medium
Base speed:Land 30
Strength:+0
Intelligence:+0
Dexterity:+0
Wisdom:+2
Constitution:+0
Charisma:+2
Level adjustment:+1
Space:5 feet
Reach:5 feet
Automatic languages:Celestial , Common
Bonus Languages:Draconic , Dwarven , Elven , Gnome , Halfling ,Sylvan

Description

Graceful, regal, and noble, aasimars are the distant descendants of a coupling between a human and a good-aligned outsider. While nowhere near as powerful as their celestial forebears, aasimars still retain a touch of the divine in their blood and wear it with pride. Devoted champions of good, aasimars spend their days fighting evil in whatever form it takes.
In a world of violence, injustice, and evil, aasimars are on the front lines, lending their abilities where needed. Some try to stave off evil by teaching and leading by example in the fight against ignorance, prejudice, and greed. Others present an aloof and lofty demeanor, an intimidating aura that, while noble, keeps people from trying to get too close. Among good people, aasimars are held in high opinion as a standard by which all should live, while those of an evil nature view aasimars as self-righteous and dangerously moralistic.

Combat

Racial Traits

  • +2 Wisdom, +2 Charisma: Aasimars inherit a measure of the insight and presence of their celestial forebears.
  • Outsider (native): Aasimars are outsiders who are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep.
  • Medium: As Medium creatures, aasimars have no special bonuses or penalties due to size.
  • Aasimar base land speed is 30 feet.
  • Darkvision: Aasimars can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and aasimars can function just fine with no light at all.
  • Daylight (Sp): An aasimar can use daylight once per day as a 1st-level caster or a caster of her class level, whichever is higher.
  • Resistance to acid 5, cold 5, and electricity 5: Aasimars gain a slight resistance to acid, cold, and electricity from their celestial blood.
  • +2 racial bonus on Listen and Spot checks: Aasimars have keen senses.
  • Automatic Languages: Common and Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. Aasimars enjoy learning languages that enable them to communicate with good creatures.
  • Favored Class: Paladin. The paladin class levels of an aasimar who becomes an ex-paladin class do not count when determining whether she takes an experience point penalty for multiclassing.
  • Level adjustment +1. ( NOTE: No longer applies in this setting)

Native Outsider

Due to the strength of their divine or infernal bloodlines, each of the planetouched races possess the unusual characteristics. This has three principal effects:
  • First, spells or effects that affect only humanoids, such as a charm person or a dominate person spell, do not affect planetouched characters.
  • Second, spells and effects that target extraplanar creatures may affect planetouched characters. For example, the mace of smiting and the sword of the planes are more effective against outsiders, and are correspondingly more dangerous to a planetouched character. A spell that drives outsiders back to their home planes does not affect planetouched characters, but banishment – a spell that removes an outsider from the caster's plane without specifying a return to the outsider's native plane – would work just find.
  • Finally, planetouched characters can be raised or resurrected normally, whereas most outsiders cannot be brought back from the dead without the use of a miracle or wish spell.