Aasimar (xv RP)

Contents

  • Sidebar: Not-Human being Aasimar
  • Standard Racial Traits
  • Alternating Racial Traits
  • Favored Course Options
    • Variant Aasimar Heritages
  • Variant Aasimar Heritage Details
    • Agathion-Blooded (Idyllkin)
    • Angel-Blooded (Angelkin)
    • Archon-Blooded (Lawbringers)
    • Azata-Blooded (Musetouched)
    • Garuda-Blooded (Plumekith)
    • Peri-Blooded (Emberkin)
    • Variant Abilities and Physical Features
  • Racial Archetype
  • Racial Feats

Aasimars are humans with a significant amount of angelic or other good outsider blood in their beginnings. While not e'er chivalrous, 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, merely to announced all of a sudden in the child of two apparently man parents. Most societies translate aasimar births as expert omens, though it must exist best-selling 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. "Information technology's always the i you least suspect" is the precept these evil aasimars live by, and they often atomic number 82 double lives as upstanding citizens or fake heroes, keeping their abuse well hidden. Thankfully, these few are the exception and not the rule.

Concrete Description: Aasimars wait mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features include pilus that shines like metal, jewel-toned optics, lustrous skin color, or even glowing, gold halos.

Society: Aasimars cannot truly be said to have an independent society of their own. Equally an offshoot of humanity, they adopt the societal norms around them, though most find themselves drawn to those elements of order 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 tin can be conscientious 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 found secret societies to conceal their involvement in crime, righteous aasimars are ofttimes found congregating in numbers as part of good-aligned organizations, specially (though not e'er) churches and religious orders.

Relations: Aasimars are nigh mutual and almost comfortable in human communities. This is especially truthful of those whose lineage is more distant and who acquit just 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'south inherent adaptability and analogousness for change is responsible for the evolution of aasimars as a distinct race. Perhaps the endemic racial traits of other races are as well deeply bred, besides strongly present, and too resistant to change. Whatever dalliances other races may accept had with the denizens of the upper planes, the progeny of such couplings are vanishingly rare and have never bred truthful. Still, fifty-fifty if they generally tend toward human being societies, aasimars can become comfy in virtually any environment. They have an easy social grace and are disarmingly personable. They become on well with half-elves, who share a similar non-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 also equally the mystique surrounding their celestial heritage.

Alignment and Faith: Aasimars are almost oft of good alignment, though this isn't necessarily universal, and aasimars that have turned their back on righteousness may fall into an unfathomable completeness of depravity. For the most part, notwithstanding, 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.

Adventurers: Aasimars frequently become adventurers, as they often do not quite feel at home in human gild and experience the pull of some greater destiny. Clerics, oracles, and paladins are nearly plentiful in their ranks, though bards, sorcerers, and summoners are not uncommon amid those with a fondness for arcane magic. Aasimar barbarians are rare, just when born into such tribes they often rise to leadership and encourage their clans to embrace celestial totems.

Male Names: Aritian, Beltin, Cernan, Cronwier, Eran, Ilamin, Maudril, Okrin, Parant, Tural, Wyran, Zaigan.

Female Names: Arken, Arsinoe, Davina, Drinma, Imesah, Masozi, Nijena, Niramour, Ondrea, Rhialla, Valtyra.

Not all aasimar are descended from humans. Aasimars tin exist built-in of whatsoever intelligent race, though human being aasimars are the most mutual. Aasimars of other races usually exemplify the ideals of dazzler and skill as seen by their base race. For example, halfling aasimars are small, beautifully proportioned, and display infrequent grace. Half-orc aasimars are slightly larger and stronger than ordinary orcs, with tough peel and metal claws and tusks—they are probable to be neutral rather than evil, but still display aggression and incredible combat prowess. Less common humanoids, such every bit lizardfolk, catfolk, tengus, and others, tin can besides produce aasimars, though given these races' exotic appearance, members of the more than common races may take trouble telling such aasimars apart from their kin.

It should be noted that while whatever creature that breeds with a celestial may give birth to one-half-celestial offspring, only humanoids can requite birth to aasimars. Thus, while it'southward possible to encounter a half-celestial dragon, unicorn, or griffon, any children of such creatures would exist either one-half-celestials or normal members of their race. (And just every bit often, these less conventional one-half-celestials are sterile.) When discussing half-celestials and aasimars, it's important to distinguish them from both true celestials (angels, azatas, agathions, etc.) and simple angelic creatures (creatures with the celestial template, which are themselves denizens of the practiced-aligned Outer Planes merely like in many ways to their Material Airplane counterparts). Most aasimars as well have a difficult fourth dimension getting people to grasp distinctions between celestial types, with mutual folk erroneously group all such beings together equally "angels."

Non-homo aasimars take the aforementioned statistics as human aasimars with the exception of size. Thus a halfling aasimar is Pocket-size only otherwise possesses the same statistics and abilities as a man aasimar—the departure is purely corrective. Non-human aasimars exercise non possess whatever of the racial abilities of their base race. However, they are usually raised in the aforementioned cultural context equally other members of their base race, and thus generally prefer the aforementioned fighting mode equally their peers, utilise the aforementioned types of weapons and armor, and written report the aforementioned skills.

Random Starting Ages
Adulthood Intuitivei Self-Taught2 Trained3
20 years +4d6 years (24 – 44 years) +6d6 years (26 – 56 years) +8d6 years (28 – 68 years)

ane This category includes barbarians, oracles, rogues, and sorcerers.
two This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
three This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Random Aasimar Acme and Weight
Gender Base Meridian Height Modifier Base Weight Weight Modifier
Male person five ft. 2 in. +2d8 in. (v ft. iv in. – 6 ft. 6 in.) 110 lbs. +(2d8×5 lbs.) (120 – 190 lbs.)
Female 5 ft. 0 in. +2d8 in. (v ft. 2 in. – vi ft. iv in.) 90 lbs. +(2d8×5 lbs.) (100 – 170 lbs.)
Table: Race Point Costs
Racial Traits Race Betoken Cost
Type Outsider (native) 3
Size Medium 0
Base Speed Normal 0
Ability Score Modifiers Flexible (+two Wis, +2 Cha) 2
Languages Standard 0
Resistance Angelic resistance 3
Skill Bonus Diplomacy ii
Skill Bonus Perception ii
Spell-Like Ability Greater iii
Sense Darkvision 60 ft.
Full 15

Standard Racial Traits

  • Ability Score Modifiers: Aasimars are insightful, confident, and personable. They gain +ii Wisdom and +two Charisma.
  • Type: Aasimars are outsiders with the native subtype.
  • Size: Aasimars are Medium creatures and thus accept no bonuses or penalties due to their size.
  • Base Speed: Aasimars take a base speed of 30 feet.
  • Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores tin can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. Encounter the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Celestial Resistance: Aasimars take acrid resistance 5, common cold resistance 5, and electricity resistance five.

Feat and Skill Racial Traits

  • Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.

Magical Racial Traits

  • Spell-Similar Ability (Sp): Aasimars can use daylight once per twenty-four hour period as a spell-like power (pulley level equal to the aasimar's class level).

Senses Racial Traits

  • Darkvision: Aasimar have darkvision sixty ft. (they tin see perfectly in the dark up to 60 feet.)

Alternate Racial Traits

The following alternate racial traits may exist selected in identify of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • Celestial Crusader Some aasimars follow their destiny to war confronting the powers of ultimate evil. These individuals gain a +1 insight bonus on attack rolls and to Ac confronting evil outsiders and a +two racial bonus on Knowledge (planes) and Spellcraft checks to place evil outsiders or items or effects created past evil outsiders; they may use these skills untrained for this purpose. This racial trait replaces celestial resistance and skilled.
  • Crusading Magic: Many aasimars experience obligated to train to defend the world against fiends. These aasimars proceeds a +2 racial bonus on pulley level checks to overcome spell resistance and on Knowledge (planes) checks. This racial trait replaces the skilled and spell-like ability racial traits. Source PZO9280
  • Deathless Spirit Specially strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy harm. They do not lose hit points when they gain a negative level, and they gain a +two racial bonus on saving throws against expiry effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy schoolhouse. This racial trait replaces celestial resistance.
  • Exalted Resistance An aasimar with this racial trait gains spell resistance (SR) equal to 5 + her level against spells and spell-like abilities with the evil descriptor, likewise every bit any spells and spell-like abilities cast past evil outsiders. This racial trait replaces celestial resistance.
  • Halo Some aasimars possess the ability to manifest halos. An aasimar with this racial trait tin can create calorie-free centered on her caput at will every bit a spell-like ability. When using her halo, she gains a +ii circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.
  • Heavenborn Born in the celestial realms, aasimars with this racial trait gain a +2 bonus on Knowledge (planes) checks and they cast spells with the good or light descriptor at +1 caster level. This racial trait replaces the skilled and spell-similar ability racial traits.
  • Immortal Spark Aasimars with this racial trait defy the powers of decease. They gain a +two bonus on Cognition (history) checks and saving throws against expiry effects and can use lesser historic period resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.
  • Incorruptible Occasionally, aasimars ascend with the ability to farther ward away evil. Aasimars with this racial trait tin cast abuse resistance confronting evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like power racial trait.
  • Lost Hope: While many view aasimars' beauty and celestial powers as a gift, in some communities an aasimar might be persecuted for beingness dissimilar and fall into darkness. The forces of evil please in such a perversion of their celestial counterparts' gifts. As long every bit the aasimar retains an evil alignment, she gains the maw or claw tiefling alternate racial trait. This racial trait replaces the spell-like ability racial trait. Source PZO9280
  • Scion of Humanity Some aasimars' heavenly ancestry is extremely afar. An aasimar with this racial trait counts equally an outsider (native) and a humanoid (man) for any issue related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Angelic linguistic communication and alters the native subtype.
  • Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn 2 languages each time they proceeds a rank in Linguistics. This racial trait replaces skilled.

Favored Course Options

The following favored class options are bachelor to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each fourth dimension y'all select the favored class reward.

  • Bard Choose one bardic performance; treat the bard as +1/vi level higher when determining the effects of that operation.
  • Condescending Add +1/iv to the cavalier's bonus on harm against targets of his challenge.
  • Cleric Add +ane/two to damage when using positive free energy confronting undead or using Alignment Channel to impairment evil outsiders.
  • Inquisitor Add +1/2 on Intimidate, Knowledge, and Sense Motive checks made against outsiders.
  • Oracle Add +one/6 to the oracle's level for the purpose of determining the effects of ane revelation.
  • Paladin Add together +i/6 to the morale bonus on saving throws provided by the paladin'south auras.
  • Magician Add +ane/4 to the wizard's caster level when casting spells with the expert descriptor.
  • Summoner Add DR 1/evil to the summoner's eidolon. Each boosted time the summoner selects this benefit, the DR/evil increases by +1/two (maximum DR ten/evil).

Other Aasimar Options

Variant Aasimar Heritages

Virtually aasimars do non know exactly where their celestial powers came from, and the like qualities of many such celestially touched beings hint at a relatively indistinct or all-encompassing heavenly force in their lineage. Some, still, possess more than unique traits and abilities inherited from their supernal forebears, attributes that hint at the precise type of celestial being that affected their ancestors.

Players may choose 1 of the following six heritages for their aasimar characters in place of the traditional aasimar racial features. Each heritage presents new power modifiers, spell-like abilities, and skill modifiers that supersede the default aasimar racial traits, as well equally a pair of custom traits. Each entry also discusses the most common (though by no ways ubiquitous) personality traits, physical features, and places of origin of aasimars with that particular heritage.

  • Alternating Skill Modifiers: While most aasimars gain a +2 racial bonus on Diplomacy and Perception checks, those of the variant heritages listed beneath gain a modifier to different skills.
  • Alternating Spell-Similar Power: The listed spell replaces the standard aasimar's daylight 1/twenty-four hour period spell-like ability and as well functions one time per day as a spell-like ability.
Table: Variant Aasimar Heritages
d6 Heritage Typical Alignment Power Modifiers Alternate Skill Modifiers Alternating Spell-Like Ability Description
1 Agathion-Blooded (Idyllkin) NG +2 Con, +ii Cha Handle Beast, Survival summon nature's ally 2 Idyllkin possess unmerciful aspects and calm dispositions, and oftentimes act as peaceful intermediaries between lawful and chaotic agents of good.
two Angel-Blooded (Angelkin) CG, NG, or LG +2 Str, +2 Cha Heal, Knowledge (planes) change self Angelkin are mortal paragons of exceptional dazzler, and they serve equally exemplars of adept and low-cal regardless of the myriad forms they may take.
three Archon-Blooded (Lawbringers) LG +2 Con, +2 Wis Intimidate, Sense Motive continual flame Lawbringers are champions of justice and of doling out penalty to the wicked, and oftentimes believe anarchy is the cause of all mortal suffering.
4 Azata-Blooded (Musetouched) CG +2 Dex, +two Cha Diplomacy, Perform glitterdust The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals.
5 Garuda-Blooded (Plumekith) CG +2 Dex, +2 Wis Acrobatics, Fly see invisibility Their shimmering avian features make plumekith instantly recognizable. Though they can deed rashly, plumekith never shirk their duty after making a commitment.
half dozen Peri-Blooded (Emberkin) NG +2 Int, +2 Cha Noesis (planes), Spellcraft pyrotechnics Masters of fire magic, emberkin feel the dual pull of their peri forebear equally well every bit that of a fallen angel farther down their ancestry, and wrestle with their urges to practice both good and evil.

Variant Aasimar Heritage Details

Agathion-Blooded (Idyllkin)

Idyllkin possess bestial aspects and calm dispositions, and often human action equally peaceful intermediaries between lawful and chaotic agents of good.

Ancestry Agathion

  • Typical Alignment NG
  • Ability Modifiers +2 Con, +2 Cha
  • Alternate Skill Modifiers Handle Animal, Survival
  • Alternate Spell-Similar Power Idyllkin gain summon nature's ally II as a spell-similar ability.
  • Idyllkin Race Traits: Enlightened Warrior, Speech Of The Wilds

Like their agathion ancestors, idyllkin seek to spread good in its purest form, unconcerned with the trivialities of chaos and law. They often travel from place to place to spread their righteous wisdom, and recruit both intelligent creatures and animals to their cause.

Idyllkin often possess unmerciful qualities such as dragon scales, fish scales, fur, manes, or talons. Slit pupils, pronounced canines, and hirsuite ears are all common indicators of an aasimar'south agathion background. Simply as agathions take on different traits depending on their brute aspect, so also practice idyllkin. Descendants of avorals oftentimes possess feathery hair and enjoy wide-open areas such as plains, while the progeny of leonals are aggressive and often accept precipitous, clawlike fingernails. Many idyllkin, regardless of their animal aspect, feel called to walk the path of the druid, and idyllkin are among the near likely aasimars to go such protectors of nature.

Angel-Blooded (Angelkin)

Angelkin are mortal paragons of exceptional beauty, and they serve equally exemplars of good and light regardless of the myriad forms they may take.

Ancestry Angel

  • Typical Alignment Any adept
  • Ability Modifiers +2 Str, +2 Cha
  • Alternate Skill Modifiers Heal, Noesis (planes)
  • Alternate Spell-Like Power Angelkin proceeds modify self as a spell-similar ability.
  • Angelkin Race Traits: Celestial Tracker, Planetar's Visions

Angel-blooded aasimars—called angelkin past many—follow the righteous paths their celestial ancestors walked, and are as varied as angels in how they go about their virtuous duties, split evenly amid those who embrace law, neutrality, or chaos.

Of all the aasimars, angelkin are the type who perhaps well-nigh often clash with tieflings. Angelkin take difficulty embracing the idea of harmony when it comes to their corrupt cousins, and almost run across tieflings as embodiments of evil that tin can never be trusted. It takes boggling circumstances for most angelkin to cooperate with tieflings, and fifty-fifty then, alliances are rarely more than than fleeting.

Archon-Blooded (Lawbringers)

Lawbringers are champions of justice and of doling out punishment to the wicked, and often believe chaos is the crusade of all mortal suffering.

Ancestry Archon

  • Typical Alignment LG
  • Ability Modifiers +two Con, +2 Wis
  • Alternating Skill Modifiers Intimidate, Sense Motive
  • Alternate Spell-Like Power Lawbringers gain continual flame equally a spell-like ability.
  • Lawbringer Race Traits: Good Influence, Lantern Spirit

Lawbringers reverberate the patience of their archon ancestors in their daily lives; they understand the need for rules and routines, and employ their inherent discipline to railroad train in their called field equally they seek to exercise good. They develop their talents faster than well-nigh of their peers and show infrequent skill at whatever they focus their attending on.

Lawbringers feel most comfy in regions where a articulate hierarchy and arrangement of justice exists, preferably alongside good people and honest rulers.

Azata-Blooded (Musetouched)

The musetouched epitomize freedom and joy, and travel the globe to liberate less fortunate individuals.

Beginnings Azata

  • Typical Alignment CG
  • Power Modifiers +2 Dex, +2 Cha
  • Alternate Skill Modifiers Diplomacy, Perform
  • Alternating Spell-Like Ability Musetouched gain glitterdust as a spell-like ability.
  • Musetouched Race Traits: Bralani's Step, Lillend'due south Harp

The capricious aasimars known as musetouched are the most probable of their kind to be found adventuring throughout lands both civilized and remote. Imbued with an undeniable spirit of wanderlust, musetouched feel the constant urge to explore new places, meet new people, and ferret out evil and corruption wherever they lurk.

Of all the aasimars, musetouched tend to be among the most beautiful by most humans' standards. They possess features with an unearthly charm, such equally long, thick hair of a seemingly impossible hue and limpid, jeweltoned eyes. Musetouched are commonly possessed of innate musical talent and a love for melodies, and many train equally bards while they wander.

Garuda-Blooded (Plumekith)

Their shimmering avian features brand plumekith instantly recognizable. Though they tin deed rashly, plumekith never shirk their duty later making a delivery.

Ancestry Garuda

  • Typical Alignment CG
  • Ability Modifiers +ii Dex, +2 Wis
  • Alternate Skill Modifiers Acrobatics, Fly
  • Alternating Spell-Like Ability Plumekith gain see invisibility equally a spell-like ability.
  • Plumekith Race Traits: Snake Hater, Toxophilite

Garudas are noble only impetuous birdlike celestials, and most garuda-blooded aasimars abound graceful feathers during puberty. The majority of these aasimars take shimmering wings; the wings tin can be of almost whatever shade, ranging from metal colors to muted hues to pure white, or rarely, glossy black. Plumekith are sometimes born with taloned fingers or toes, and occasionally bister eyes like those of an eagle.

Like their celestial ancestors, plumekith tend to take action at the spur of the moment when their abilities seem needed. Plumekith rush into the heat of battle to confront off confronting evildoers, only stopping to enquire questions afterwards. Plumekith frequently have an extreme hatred for nagas and other snakelike creatures, a racial disdain no doubt stemming back to their garuda forebears.

Peri-Blooded (Emberkin)

Masters of burn down magic, emberkin feel the dual pull of their peri forebear every bit well as that of a fallen angel farther downwards their ancestry, and wrestle with their urges to practise both expert and evil.

Beginnings Peri

  • Typical Alignment NG
  • Ability Modifiers +two Int, +ii Cha
  • Alternate Skill Modifiers Knowledge (planes), Spellcraft
  • Alternate Spell-Like Ability Emberkin gain pyrotechnics as a spell-similar ability.
  • Emberkin Race Traits: Burnished Skin, Pyromancer

Emberkin reveal their divine heritage through their skill with burn down-based magic and their desire to apologize for others' sins. Many emberkin suffer from frequent nightmares and foreign impulses to commit spontaneous acts of evil. They typically have igneous features such as wispy auburn hair and bright yellow eyes, and a rare few are built-in with albino skin. emberkin oft feel an insatiable demand to continually perform acts of good. Some are content to perform small acts of kindness at home, though they may experience driven to travel regularly in order to find pockets of true evil that they tin can eradicate.

Like all aasimars, emberkin are not necessarily compelled to embrace skillful and justice. Perhaps more than so than nigh of their angelic kith, emberkin have a propensity to revolt against their chivalrous predisposition and instead follow a darker path. Perhaps these emberkin are evil by nature, or perhaps it is a remnant of their fallen affections ancestry. Either way, such wicked individuals are often dangerous, and are both pitied and hunted down by their aasimar brethren.

Variant Abilities and Concrete Features

GMs may customize their aasimar NPCs using the following chart, or allow their players to practice then by rolling a d%. Players with a particular character concept in listen may consult their GM if they want to select a specific variant ability.

The abilities presented here supplant an aasimar's spell-like ability racial trait. Whatever abilities that grant spells or spell-like abilities are treated as having a caster level equal to the aasimar's character level.

Table: Variant Aasimar Abilities
d% Ability
1 You tin channel 1d6 points of positive free energy once per day as a supernatural ability.
2 You can use stabilize iii/24-hour interval every bit a spell-like power.
3 As a motility action, you lot tin manifest or dismiss a halo around your caput that sheds colored light equally a torch.
4 Once per day, yous can drink a flask of holy water to heal 1d6 striking points.
5 You lot gain a +4 racial bonus on Cognition (religion) checks pertaining to a deity of your choice.
half dozen Y'all possess taloned fingers that act as natural weapons and deal 1d4 points of damage.
7 You gain DR two/evil.
8 You utilise your Charisma score instead of your Constitution score to determine how many rounds you can agree your breath.
nine You gain an additional +two racial bonus to your Strength score.
10 Yous can subsist entirely on dearest and wine.
11 Yous can breathe both thin and stale air without ill effects, and you never suffer from altitude sickness.
12 You have a natural swim speed of 20 feet.
13 You lot gain a +2 racial bonus on assail rolls made to confirm disquisitional hits confronting evil outsiders.
14 You possess the unnatural aureola universal monster ability, except the DC to make animals come nigh you lot is equal to 10 + 1/2 your grapheme level + your Charisma modifier.
15 In one case per day, when you lot are at 0 hitting points, you can take a total round of actions without losing a hit signal and falling unconscious.
16 You brandish exceptional grace and easily keep your balance. You proceeds a +two racial bonus on Acrobatics checks.
17 Y'all can cast spear of purity once per day as a spell-like ability.
18 You gain a +2 racial bonus on saving throws fabricated confronting poison.
19 One time yous've reached adulthood, you never announced to age, although you take aging penalties normally and dice when information technology is your time.
20 You gain an boosted +2 racial bonus to your Dexterity score.
21 You lot can manipulate any metallic armor y'all article of clothing, causing information technology to appear to be made of shining silver or aureate. This illusion lasts only as long as yous habiliment your armor.
22 You gain a +1 racial bonus on Will saves.
23 You can cast create water three times per solar day equally a spell-like ability.
24 You gain sonic resistance five.
25 Once per twenty-four hours, you can showroom a burst of speed, moving as if your base country speed were l anxiety for 1 circular.
26 You gain a +2 contrivance bonus to AC against attacks of opportunity made by creatures of the human subtype.
27 You lot have a knack for creating high-quality objects. You gain a +2 racial bonus on any one kind of Craft check.
28 Once per day, for i infinitesimal, you can understand and be understood by any animal equally though using tongues.
29 You gain a +ii racial bonus on initiative checks during the solar day.
30 Option i weapon that commonly deals lethal damage. You can deal nonlethal damage with that weapon without the usual –4 penalisation on your attack rolls.
31 You gain a +2 racial bonus on saving throws against charm effects.
32 You can cast shield other one time per day equally a spell-similar ability.
33 When coins or other pocket-size metallic objects pass through your easily, they get perfectly clean and shiny once more.
34 You gain a +2 dodge bonus to your AC against attacks of opportunity from evil outsiders or undead.
35 You can cast aid once per mean solar day as a spell-like ability.
36 Not-magical insects never bite or sting you unless magically compelled to exercise so.
37 You gain a +two racial bonus on checks fabricated with any ane Perform skill.
38 In one case per day, you tin generate a glowing aura that emanates in a 20-foot radius centered on you. Any creature within the aura that is at negative hit points stabilizes immediately. The aura lasts for 1 round.
39 Yous tin mimic the sound of any animal perfectly.
40 Y'all proceeds an additional +2 racial bonus to your Intelligence score.
41 3 times per solar day, you can sing for 10 minutes to put ane willing creature to slumber. Any fauna that falls comatose to the sound of your vocal is protected from nightmare and similar spells for the elapsing of its rest.
42 Whenever you successfully apply the aid another action to help someone make a skill check, y'all grant a +3 bonus instead of +2.
43 Yous proceeds a +2 racial bonus on saving throws fabricated against fear effects.
44 If you lot stand atop a grave and meditate for 10 minutes, you larn the proper noun of whoever lies buried below.
45 You accept cat-like ears that grant you a +2 racial bonus on hearing-based Perception checks.
46 Once per twenty-four hours, you can exhale frosty air in a ten-pes cone. This acts equally a breath weapon that deals a number of points of common cold damage equal to 1d4 + one/2 your level, to a maximum of 1d4+v.
47 You feel sick to your stomach and take a –1 penalty on ability checks when within 30 feet of an evil outsider.
48 Yous can cast weapon of awe once per twenty-four hours equally a spell-like ability.
49 You gain a +one racial bonus on Reflex saves.
50 You lot proceeds an additional +2 racial bonus to your Wisdom score.
51 Yous can make fruit ripen with a touch.
52 You lot can empathize any written cloth equally though under the effects of comprehend languages.
53 You gain a +2 racial bonus to your CMD.
54 You gain a +two racial bonus on saving throws against spells and effects that would cause you to become dazzled.
55 You can cast augury once per solar day every bit a spell-similar power.
56 You can bandage zone of truth once per mean solar day as a spell-similar power.
57 You lot proceeds a +ii racial bonus on Heal checks.
58 Whatsoever fauna that bites you lot must succeed at a DC 12 Fortitude relieve or get sickened for 1d4 rounds.
59 Whatsoever good creature you telephone call via summon monster remains for 3 rounds longer than usual.
60 You always know the current position of the sunday.
61 You proceeds a +1 racial bonus on attack and damage rolls against evil outsiders.
62 Yous gain a +4 racial bonus on saving throws to remove any temporary negative levels you possess.
63 You have a strong and stable build. You gain a +two racial bonus to CMD confronting balderdash rush and trip attempts.
64 You gain a +4 racial bonus on Intimidate checks made to demoralize foes.
65 Once per day equally a total-round activity, you can summon a silver holy symbol out of thin air. The holy symbol remains in existence for 1 hour or until you driblet it.
66 You lot are immune to undead creatures' create spawn special ability.
67 You gain a +2 racial bonus on Sense Motive checks.
68 You tin can bandage whispering air current once per twenty-four hour period as a spell-like ability.
69 Your tears cure disease. You can cast remove disease once per day as a spell-similar ability.
70 You proceeds an additional +2 racial bonus to your Constitution score.
71 You proceeds sustenance from sunlight. Standing in directly sunlight for half an hr nourishes y'all as though you lot had just eaten a hearty meal. You still need to drink water.
72 You proceeds spell resistance equal to ten + 1/ii your Hit Dice.
73 If your body is placed on consecrated ground and prayers to your deity are recited continuously for 24 hours, you return to life as if past a raise expressionless spell. This ability works 1d4 times in your lifetime.
74 Your kiss invigorates others. Once per day, you can kiss a beast to change its condition from exhausted to fatigued, or from fatigued to normal.
75 You can sense when a creature is pregnant by standing within 10 feet of the fauna.
76 You gain a +2 racial bonus on saving throws made against curses.
77 Y'all proceeds a +2 racial bonus on Knowledge (planes) checks.
78 You are always comfortably warm. You gain a +iv racial bonus to resist environmental cold furnishings.
79 Y'all always know the electric current position of the stars.
80 You proceeds fire resistance 5.
81 You lot heal double the normal amount of hit points while resting.
82 You lot can bandage mending three times per 24-hour interval equally a spell-like ability.
83 You lot feel energized and gain a +i racial bonus on power checks while you lot are within 30 feet of a expert outsider.
84 You lot proceeds a +4 racial bonus to resist environmental heat effects.
85 When targeted by lesser restoration or another spell or effect that cures temporary ability damage, you heal an actress +i point of temporary ability damage.
86 You can cast blessing of courage and life once per twenty-four hours equally a spell-similar power.
87 You gain a +2 racial bonus on Handle Animal and Ride checks.
88 Once per day every bit a move action, y'all tin can make a melee weapon you are wielding holy. The enchantment lasts for iii rounds or until you lot drop or give away your weapon.
89 You gain a +2 racial bonus on saving throws made against illness.
90 You proceeds an boosted +2 racial bonus to your Charisma score.
91 If you die, your body can never be reanimated as an undead creature.
92 You gain a +1 racial bonus on Fortitude saves.
93 Y'all can summon a lantern archon once per solar day as though by summon monster III.
94 You can speak to horses and other equine animals.
95 Yous gain a +two racial bonus on Diplomacy checks.
96 You proceeds a +2 racial bonus on Use Magic Device checks.
97 You proceeds DR ii/magic.
98 You can cast compassionate ally in one case per solar day as a spell-like power.
99 You accept a natural fly speed of xx feet (poor).
100 Roll on this tabular array twice, ignoring whatsoever further rolls of 100.

Presented below are dozens of features aasimars might possess. None of the following features grant characters any special powers in excess of their usual abilities.

Table: Alternative Concrete Features
d% Characteristic
1 Arms: appear sculpted from marble
2 Artillery: actress long
3 Arms: feathered forearms
4 Arms: scaled forearms
5 Arms: seemingly boneless
6 Build: always slender
seven Build: beautifully proportioned
8 Build: graceful
ix Build: unusually light
x Build: well-muscled
eleven Digits: extra long
12 Digits: metallic nails
13 Digits: odd number
14 Digits: shining talons
15 Digits: unusually colored nails
16 Ears: catlike
17 Ears: feathered
18 Ears: long-lobed
xix Ears: pivoting
20 Ears: pointed
21 Eyes: catlike
22 Eyes: glowing
23 Optics: iridescent
24 Eyes: precious stone-like
25 Eyes: multicolored
26 Face: babe-faced
27 Face: metallic lips
28 Face: perfectly symmetrical
29 Face up: unearthly dazzler
30 Face: white scar
31 Hair: animated
32 Hair: feathers
33 Hair: heatless flames
34 Hair: metallic
35 Hair: turns silver in moonlight
36 Hands: always cool and dry out
37 Easily: blackened knuckles
38 Easily: glowing palms
39 Hands: leave contrails
40 Hands: fingerprints look similar holy symbols
41 Head: animal features
42 Head: bald
43 Head: draconic features
44 Head: halo
45 Head: unusually shaped
46 Legs: clawed feet
47 Legs: actress long
48 Legs: feathered shins
49 Legs: metallic scaled shins
fifty Legs: unnaturally pocket-size feet
51 Shadow: blithe
52 Shadow: bright
53 Shadow: metallic
54 Shadow: prismatic
55 Shadow: winged
56 Peel: cadaverous
57 Skin: feathered
58 Skin: furred
59 Skin: glittering
60 Skin: glowing
61 Skin: iridescent
62 Skin: metallic scales
63 Skin: metal sheen
64 Skin: prismatic scales
65 Pare: unusual hue
66 Vocalism: echoes dramatically
67 Voice: musical
68 Vox: unusually high
69 Vox: unusually low
70 Voice: words you speak aloud seem to be heard mentally
71 Wings: butterfly
72 Wings: feathered
73 Wings: light
74 Wings: metallic dragon
75 Wings: prismatic
76 Other: always look clean
77 Other: always well lit
78 Other: androgynous
79 Other: breathing sounds like ocean waves
80 Other: clothing billows fifty-fifty without wind
81 Other: covered in freckles
82 Other: don't sweat
83 Other: floral breath
84 Other: fox tail
85 Other: melodic laugh
86 Other: multicolored tears
87 Other: nearby bells ring when you lot pass by
88 Other: no body pilus
89 Other: pearlescent teeth
xc Other: random choral sounds surround you
91 Other: sacred birthmark
92 Other: stigmata
93 Other: sweet scent
94 Other: sweet taste
95 Other: trance-similar slumber
96 Other: unicorn horn
97 Other: unusual footprints
98 Other: unusual temperature
99 Roll twice, ignore any effect of 99 or higher.
100 Gyre three times, ignore any result of 99 or higher.

Racial Archetype

The post-obit racial archetypes are available to aasimars:

Racial Feats

The following feats are bachelor to an aasimar character who meets the prerequisites.

  • Affections Wings
  • Angelic Blood
  • Angelic Flesh
  • Blinding Light
  • Angelic Servant
  • Channel Strength
  • Aqueduct Force, Greater
  • Aqueduct Forcefulness, Improved
  • Consecrate Spell (Metamagic)
  • Heavenly Radiance
  • Inner Light
  • Metal Wings
  • Revered Guidance
  • Supernal Feast
  • Sunlit Strike

Section 15: Copyright Notice

Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen Yard.C. Stephens, Todd Stewart, and Russ Taylor.
Pathfinder Player Companion: Blood of Angels © 2012, Paizo Publishing, LLC; Author: Amber E. Scott.
Pathfinder Campaign Setting: Inner Sea Races © 2015, Paizo Inc.; Authors: Ross Byers, John Compton, Adam Daigle, Crystal Frasier, Matthew Goodall, Alex Greenshields, James Jacobs, Amanda Hamon Kunz, Ron Lundeen, Rob McCreary, Jessica Price, David Northward. Ross, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Jerome Virnich.

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