Aasimar

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.

Physical Description: See individual Aasimar types

Society: 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.

Relations: 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.

Alignment and Religion: 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.

Adventurers: Aasimars frequently become adventurers, as they often do not quite feel at home in human society and feel the pull of some greater destiny. Clerics, oracles, and paladins are most plentiful in their ranks, though bards, sorcerers, and summoners are not uncommon among those with a fondness for arcane magic. Aasimar barbarians are rare, but 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.

Aasimar Heritages

Most Aasimars do not know exactly where their celestial powers came from, and the similar qualities of many such celestially touched beings hint at a relatively indistinct or all-encompassing heavenly force in their lineage. Some, however, possess more unique traits and abilities inherited from their supernal forebears, attributes that hint at the precise type of celestial being that affected their ancestors.

Heritage Ability Modifiers Skill Modifiers Spell-Like Ability Typical Alignment
Agathion-Blooded (Ildyllkin)(Approval needed) +2 Con, +2 Cha Handle Animal, Survival Summon Nature's Ally II Neutral Good
Angel-Blooded (Angelkin) +2 Str, +2 Cha Heal, Knowledge (Planes) Alter Self Any Good
Archon-Blooded (Law bringers) +2 Con, +2 Wis Intimidate, Sense Motive Daylight Lawful Good
Azata-Blooded (Musetouched) +2 Dex, +2 Cha Diplomacy, Perform Glitterdust Chaotic Good
Garuda-Blooded (Plumeltith) +2 Dex, +2 Wis Acrobatics, Stealth See Invisibility Chaotic Good
Peri-Blooded (Emberkin) +2 lnt, +2 Cha Knowledge (Planes), Spellcraft Pyrotechnics Neutral Good

Note: All skill modifiers provide a +2 bonus and spell like abilities can be used once a day,they are charisma based and a spell like ability.

Racial Benefits

Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Type: Aasimars are Humanoids with the Outsider native subtype.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Any Human Language. Aasimars with high Intelligence scores can choose from the following languages: Any Human Language, Celestial, Draconic, Elven, and Sylvan. See the Linguistics skill page for more information about these languages. The bonus languages are not retroactive if you increase your Intelligence score.
Youthful Appearance: Regardless of an Aasimar's heritage their outsider blood makes them age slower, an Aasimar appears 1 age category less than what their actual age is for example, a middle aged Aasimar has the appearance of an adult, an old Aasimar has the appearance of a middle aged Aasimar and a Venerable Aasimar has the appearance of an old Aasimar. This effect does not take effect until they become 18 therefore all Aasimars age like normal humans until the age of 18

Aasimar Race Traits

Adrift (Aasimar): You receive a +1 trait bonus on saving throws made to resist charm and compulsion effects. Once per day, you may move an additional 5 feet as part of a move action.

Faith Healer (Aasimar): You can make a Heal check weekly to earn money as though making a Profession check. In addition, you gain a +1 trait bonus on Heal checks.

Idealized Campaigner (Aasimar): Your celestial bloodline leads others to idealize you from afar. You gain a +1 trait bonus on all Charisma-based skill checks to interact with good-aligned creatures who have never met you before.

Innocent (Aasimar): When you make a Bluff check to tell a lie, your target always wants to believe you, granting you the standard +5 bonus on your Bluff check. This bonus only applies if the lie you tell is either believable or unlikely.

Martyr's Blood (Aasimar): As long as your current hit point total is less than half of your maximum hit points possible, you gain a +1 trait bonus on attack rolls against evil foes.

Raised By: Aasimar may treat Raised by as a race trait (Human races only) or social trait.

Selective Health (Aasimar): You gain a +2 trait bonus on Fortitude saves against diseases. However, whenever you must make a Fortitude saving throw against a disease inflicted by an undead creature or evil outsider (such as mummy rot or a vrock's spores), you do not gain this bonus, and instead take a –2 penalty on your Fortitude save.

Wary (Aasimar): You gain a +1 trait bonus on Disguise and Sense Motive checks.

Alternate Racial Benefits

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 replaces celestial resistance and skilled.

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 the skilled and spell-like ability racial traits.

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 celestial resistance.

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 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-like ability racial traits.

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 the skilled and spell-like ability racial traits.

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 the spell-like ability racial trait.

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 the spell-like ability racial trait.

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 skilled.

Aasimar Lore

Aasimar Lore
Adult Middle Age Old Venerable Maximum Age
18 years 35 years 53 years 70 years 180 years

Need help for weight? use Height and weight chart

Gender Height Weight
Male 5'4 - 6'6 120 - 190 lbs.
Female 5'2 - 6'4 100 - 170 lbs.
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