Monday, May 30, 2016


In a new party that we started playing my one son is playing an aasimar sorcerer. The version of the aasimar that we are using is a mixture of write ups from two sources, which I took bits and pieces of each and put them together in a way I liked.

None of the content below is my original work, but taken from

and used by me in my game. I'm just posting this version since I will be referencing it in future play reports.

Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. While not always benevolent, aasimars are more inclined toward acts of kindness rather than evil, and they gravitate toward faiths or organizations associated with celestials. Aasimar heritage can lie dormant for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens, though it must be acknowledged that some aasimars take advantage of the reputation of their kind, brutally subverting the expectations of others with acts of terrifying cruelty or abject venality. “It's always the one you least suspect” is the axiom these evil aasimars live by, and they often lead double lives as upstanding citizens or false heroes, keeping their corruption well hidden. Thankfully, these few are the exception and not the rule.

Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features include hair that shines like metal, jewel-toned eyes, lustrous skin color, or even glowing, golden halos.

Aasimars cannot truly be said to have an independent society of their own. As an offshoot of humanity, they adopt the societal norms around them, though most find themselves drawn to those elements of society that work for the redress of injustice and the assuagement of suffering. This sometimes puts them on the wrong side of the law in more tyrannical societies, but aasimars can be careful and cunning when necessary, able to put on a dissembling guise to divert the attention of oppressors elsewhere. While corrupt aasimars may be loners or may establish secret societies to conceal their involvement in crime, righteous aasimars are often found congregating in numbers as part of good-aligned organizations, especially (though not always) churches and religious orders.

Aasimars are most common and most comfortable in human communities. This is especially true of those whose lineage is more distant and who bear only faint marks of their heavenly ancestry. It is unclear why the touch of the celestial is felt so much more strongly in humanity than other races, though it may be that humanity's inherent adaptability and affinity for change is responsible for the evolution of aasimars as a distinct race. Perhaps the endemic racial traits of other races are too deeply bred, too strongly present, and too resistant to change. Whatever dalliances other races may have had with the denizens of the upper planes, the progeny of such couplings are vanishingly rare and have never bred true. However, even if they generally tend toward human societies, aasimars can become comfortable in virtually any environment. They have an easy social grace and are disarmingly personable. They get on well with half-elves, who share a similar not-quite-human marginal status, though their relations are often less cordial with half-orcs, who have no patience for aasimars' overly pretty words and faces. Elven courtiers sometimes dismiss aasimars as unsophisticated, and criticize them for relying on natural charm to overcome faux pas. Perhaps of all the known races, gnomes find aasimars most fascinating, and have an intense appreciation for their varied appearances as well as the mystique surrounding their celestial heritage.

Aasimars are most often of good alignment, though this isn't necessarily universal, and aasimars that have turned their back on righteousness may fall into an unfathomable abyss of depravity. For the most part, however, aasimars favor deities of honor, valor, protection, healing, and refuge, or simple and prosaic faiths of home, community, and family. Some also follow the paths of art, music, and lore, finding truth and wisdom in beauty and learning.

Aasimar names

Female Names: Adonia, Amethyst, Arabella, Arken, Arsinoe, Ayako, Bretheda, Calanthe, Castrovei, Davina, Delphinia, Drinma, Dulcida, Feyla, Imesah, Iomedae, Isabis, Liavara, Li Mei, Masozi, Maysamma, Mirei, Moonstone, Nijena, Niramour, Ondrea, Rhialla, Sabiha, Sunetra, Valtyra, Zinnia.

Male Names: Aballon, Akemi, Aritian, Aurelio, Bellarmine, Beltin, Carnelian, Cayden, Cernan, Clarion, Cronwier, Desiderio, Eanril, Eran, Eremurus, Gwyn, Ilamin, Kinjiro, Kyan, Malachite, Maudril, Okrin, Parant, Shenir, Sterling, Talyessin, Triaxus,Tural, Wyran, Zaigan.

Aasimar Traits

Ability Score increase : Wis+2, Cha+1 or Wis+1, Cha+2, Player choice.

Age. Aasimar age similarly to humans, though many stay looking young for much longer than other humans.

Alignment: Tending to Lawful Good but not restricted to.

Size. Medium. Their size and build is roughly the same as a human's.

Speed. Base walking speed is 30 ft.

Darkvision. Your planar heritage manifests itself as the ability to see in dim like for 60 feet as if it were bright light, and to see in darkness like it was dim light. In darkness, you do lose the ability to distinguish color, seeing the world only in shades of gray.

Celestial Resistance: Aasimar are resistant to cold and electricity damage.

Skilled: Aasimar PCs gain proficiency in persuasion or perception.

Celestial Legacy: Aasimar know the light cantrip. At level 5 you can cast the aid spell once per day. Wisdom is your spellcasting ability for these spells.

Languages: You can speak, read and write common and Celestial.

Random Aasimar Traits

Roll 1d10, twice, to determine your random traits.
d10 Roll
When light shines on you at a certain angle, you produce a small, rainbow corona.
Your skin is pearlescent
You have small, vestigial wings with white feathers.
You smell of incense.
Your eyes flash gold when you concentrate intensely.
Your voice contains a slight reverberation.
People listen when you talk, though they don't know why.
Your feet are covered in downy, soft feathers.
A candle-like radiance is shed by your skin in darkness.
Your hair is like soft, short fur.


Saturday, May 21, 2016

Quick Rest

Just a quick post about a mechanic that I've been playing with for awhile. I really like the effect it gives upon the game, and have been using in game with for over a year. It all started with the Hourglass of Respite, a fan created magic item I found on EnWorld back in November of 2014.
Hourglass of Respite
Wondrous Item, Rare
Once per day this hourglass can be activated by saying a command word and starting the sand flowing and anyone who rests for two minutes while within thirty feet of it, recovers as if they had spent an hour resting thus getting all the benefits of a short rest.
I gave it my Age of Worms group fairly early, but have since changed it from being the effect of a magic item, to being a resource that the party to use, once per long rest, that I call a "Quick Rest".

Quick Rest

A quick rest is a period of downtime, at least 2 minutes long, during which a character catches their breath. The character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend up to half their level (rounded down) in Hit Dice at the end of a quick rest. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.

A character can’t benefit from more than one quick rest until they have taken a long rest.

A character regains some spent Hit Dice upon finishing a long rest, as explained below.

So far it has been a carefully used resource. Usually saved until right before they suspect a "big fight", or after a particularly tough fight but they want to move on quickly from, like when they are racing against the clock. There have been several times when it hasn't been used at all.

Getting to use it only once between long rests makes it valuable, and has made them carefully decide when to use it. Only getting to spend up to half of their Hit Dice during a quick rest I feel balances it against it only taking up two minutes.

Most of the text is copy and pasted straight from the rules for a short rest, with only a few changes. I keep it listed in with all the rules for rests, hence the reference to the "long rest, as explained below".