A couple of weeks ago I posted my 4E version of a creature from the very early days of D&D, the Phanaton and I decided that since I posted something contrary about 4E last time I’d build back up a little bit by adding some more of my home-brew content that I’ve created to be used with my World of Irona and Blighted World campaigns. This time I converted something from the 3E days that I always enjoyed, the Aasimar.
I realize that the Aasimar’s “spot” was filled in 4E by the Deva — and while I do like the Deva for what it is, they are super cool looking and have great backstory, I was always disappointed with the official position that the Aasimar was “boring.” I think the Aasimar has several characteristics you can build up to make them exciting for 4E, specifically, the fact that the game lacks many races with the STR/WIS pairing — and of the three races which can currently do it (Goliath, Minotaur, and Shifter) — none are really just, well, kinda human. The Aasimar is a natural for this attribute pairing and is also a race that seems to want to excel at divine roles (and be a strong leader type as well).
With those ideas in mind, here is my take on the Aasimar for 4E
Aasimar (for 4E)
Average Height: 5’6” – 6’6”
Average Weight: 135-250 lbs.
Ability Scores: +2 Strength, +2 Charisma or +2 Wisdom
Speed: 6 squares.
Vision: Low Light
Languages: Common, One Other
Skill Bonuses: +2 to Insight and Perception
Vibrant Life: You gain Necrotic Resistance 5 (increases to 10 at 11th level and 15 at 20th level).
Inspiring Ally: You have the Inspiring Ally power.
Truesight Flash: You have the Truesight Flash power.
Inspiring Ally (Aasimar Racial Power)*
Minor Action Close Burst 2
Effect: All allies within the burst who can see or hear you gain a +1 bonus to their next attack roll.
Truesight Flash (Aasimar Racial Power)
Minor Action Personal
Effect: Until the end of your next turn you may ignore concealment or total concealment (including Invisibility) but not cover or total cover.
*Note about Inspiring Ally — yes the burst size is smallish, considering the intent of the power, but the goal was to encourage an Aasimar to “lead from the front” so to speak (or team up with the other ranged people) but it also causes the PCs to end up a little more grouped together, which could potentially be bad for them. I also originally considered scaling the “to-hit” bonus up as the Aasimar leveled, but realized that it’s so freaking easy to hit monsters in 4E these days that it doesn’t really need any further boost to be a flavorful ability without being disruptively good.
As always, thanks for reading (and feedback is certainly welcome)…
PS — Check out Dragon Age Oracle for more from me — I have a guest post up there on Racial Talents for Dragon Age