Do Aasimar Register On Divine Sense
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.
| 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.
| 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.) |
| 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.
| 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.
| 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.
|
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.
Do Aasimar Register On Divine Sense,
Source: https://www.d20pfsrd.com/races/other-races/featured-races/arg-aasimar/
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