Aasimar (A-Sim-R)
Appearance
Demeanor
Backgrounds
Adventures
Racial Traits
Ability Score Adjustments
asimar are a diverse group of beings from many divine lineages; for this reason, they have a wide variance of ability score modifiers. Aasimar gain a +2 to two ability scores of their choice.
Size
Medium: Aasimar are Medium creatures and thus have no bonuses or penalties due to their size. Type
Humanoid (Celestial) Other Racial Traits
Speed: Aasimar have a base speed of 30 feet.
Heaven's Defiance: Aasimar gain spell resistance equal to 6 + their character level against spells and spell-like abilities with the [evil] descriptor, as well as any spells and spell-like abilities cast by evil outsiders.
Natural diplomat: Once per day, Aasimar can roll twice when making a Diplomacy or Handle Animal check and take the better roll.
Low light Vision: Aasimar can see in very well in low lighting conditions, gaining Low-light vision
Heaven's Grace: Once per combat encounter, an Aasimar may release a burst of positive energy, girding allies and fouling enemies. This has an area 20ft +5ft/2lvls and grants allies and good aligned creatures in the area +2 on saving throws for 3 rounds, and cures 1d6 hit points. Evil creatures in the area take a -2 on saving throws and armor class for 3 rounds. Undead receive the -2 penalty, but also receive 1d6 damage. A Fort save reduces the effects of Heaven's Grace to a 1 round penalty, and half damage (for undead Fort DC 10 + 1/2lvl + Cha Modifier. At 10th and again at 20th level, the bonus/penalty increases by 1, and the healing/damage increases by 1d6.
Lineage Abilities: Pick or roll twice on the variant Aasimar abilities table (note: only a single ability which increases an ability score may be picked).
Lineage: With a wide variance of celestial origins, each aasimar is slightly different, or completly different than the next. Pick or roll three options from the 100 Aasimar traits or Alternative Physical features tables; mixing options from each table to create a distinct Aasimar.
Languages: Aasimar speak both their regional language as well as Celestial
Alternate Racial Abilities:
Celestial Crusader: Some aasimars follow their destiny to war against the powers of ultimate evil. These individuals gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus on Knowledge (planes) and Spellcraft checks to identify evil outsiders or items or effects created by evil outsiders; they may use these skills untrained for this purpose. This racial trait Natural Diplomat and one Heritage ability pick.
Crusading Magic: Many aasimars feel obligated to train to defend the world against fiends. These aasimars gain a +2 racial bonus on caster level checks to overcome spell resistance and on Knowledge (planes) checks. This racial trait replaces Natural Diplomat and one heritage ability pick. Source PZO9280
Deathless Spirit: Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces Heaven's defiance.
Halo: Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the Low light vision standard racial trait.
Immortal Spark: Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces one heritage ability pick.
Incorruptible: Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against 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 one heritage ability pick.
Lost Promise: While many view aasimars’ beauty and celestial powers as a gift, in some communities an aasimar might be persecuted for being different and fall into darkness. The forces of evil delight in such a perversion of their celestial counterparts’ gifts. As long as the aasimar retains an evil alignment, she gains the maw or claw tiefling alternate racial trait. This racial trait replaces one heritage ability pick. Source PZO9280
Truespeaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces natural diplomat.
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