AasimarHD:d8Level | Bab | Fort | Ref | Will | Feature |
1 | + 1 | +2 | +0 | +2 | Holy Body, Lightbringer, +1 Wis, +1 Cha OR +2 Wis OR +2 Cha |
Skills: 4+int modifier, quadruple at 1st level. Class skills are Apraise, Balance, Climb, Craft, Concentration, Diplomacy, Disguise, Heal, Intimidate, Jump, Knowledge (Any), Listen, Perform, Profession, Sense Motive, Spellcraft, Spot, Survival..
Proficiencies: Aasimar are proficient with simple and martial weapons and light armor.
FeaturesHoly Body:At 1st level an Aasimar loses all racial bonuses it had and gains outsider traits (basically darkvision 60 foot) plus the Native subtype. It is an outsider(native) with base speed 30 ft.
An Aasimar gains a bonus on Spot and Listen checks equal to his HD and resistance to acid, cold and electrecity equal to half his HD.
Lightbringer: 1/day per HD the Aasimar can use Daylight as a SLA. If he uses his daylight on his weapon, it can add his Cha to to Hit and Damage rolls with that weapon for the duration of the SLA.
As it grows stronger, an Aasimar learns how to use his power in more powerfull ways. All of the following abilities, unless otherwise noticed, are activated as a swift action, cost a certain number of Daylight SLA uses and last 1 round. In adition, whenever one of the abilities below is used the Aasimar's main weapon/holy symbol/eyes glows intensily as if made of pure light, imposing a -40 penalty on hide checks and providing illumination as a daylight spell for the duration.
Light Soul-At 2 HD, by one use, the Aasimar can may boost the Caster level of any spell or SLA with the light, healing or good descriptor by 2, and that spell ignores any limit on Caster level it may have.
Light Ray-At 4 HD, by one use, the Aasimar can project light rays from a melee weapon. Those rays have a range of 20 foot per HD, hit as a ranged touch attack and deal the base damage as the weapon used, whitout counting for any bonus or penalty for Str or Cha bonus. You can perform iterative attacks with this if you have enough Bab or any other ability that grants extra attacks. This ray can also be combined with a touch range spell instead of a weapon.
Illuminate- At 6 HD, by two uses, any creatures hit by the Aasimar's weapons or failing a save against his spells must make a Will Save DC 10+1/2HD+Cha mod or be blinded for 1 round per Aasimar HD.
Rising Star: At 8 HD, by two uses, the Aasimar can fly at a speed of 20 feet per HD with perfect maneuverability. If the Aasimar spends another use at the begginning of his next turn he can remain flying, otherwise he falls.
Brilliance: At 10 HD, by three uses, the Aasimar's attacks count as touch attacks.
Heaven touch: At 12 HD, by four uses and as an immediate action the Aasimar may grant himself a sacred bonus on Saving throws, AC and skill checks equal to his Cha bonus. He can extend the duration of this by spending an extra use at the begginning of his next turn.
Star Blessing: At 14 HD, by four uses and as a free action even if it isn't his turn and/or he can't act normally the Aasimar may grant himself a Freedom of Movement and Death Ward effects like the spells. He can extend the duration of this by spending an extra use at the begginning of his next turn.
Judge: At 16 HD, by five uses, creatures struck by the Aasimar's attacks or failing saves against his spells or SLAs must make a Will Save DC 10+1/2HD+Cha mod or be Dazed for 1 round. Creatures hit by multiple attacks or failing the save against multiple spells stack the duration. (so a creature struck four times by the Aasimar when this ability is used and failing all four saves would be dazed for four rounds).
Star-Reach: At 18 HD, by six uses, the Aasimar can project a light beam from his weapon as far as the eye can see, providing him basically infinite reach. He can attack any oponent in his line of sight he can spot with melee attacks, ranged attacks and/or spells whitout penalty of any kind and using the normal bonus for the attack.
Purify: At 20 HD, by seven uses, the Aasimar can replicate a Mormekdain's Disjuction spell with CL=HD as a standard action, except that he's himself always affected regardless of the chosen area and magic items don't permanently lose their properties if the Will save is failed, they simply stop to fuction for 1 round per HD. Save DC 10+1/2HD+Cha mod.
Ability increase: The Aasimar gains either +1 to Wis and +1 to Cha, or +2 Wis, or +2 Cha.
Comments:
The Aasimar gets some bonus to Wis, Cha, skills, resistances and the ability to produce daylight. Wich could probably qualify for worst spell ever.
So I decided to focus on boosting the daylight. As the Aasimar grows it can use it's daylight in all kinds of powerfull ways, but it burns trough uses pretty fast, since it's still just a 1 level class after all.