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AASIMAR

RACIAL FEATURES

+2 Charisma, +2 to One Other Ability Score, -2 Intelligence: Aasimars are of varied heritage and personable but are not scholarly.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Influence and Perception checks.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Dwarven, Elven, Gnome, Halfling, and Sylvan.

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ALTERNATE RACIAL FEATURES

Celestial Body: Some aasimar have a stronger connection to their celestial forebears than others. They gain Basic Magic Training in the Alteration sphere as a bonus feat at 1st level with the Lycanthropic drawback, gaining Outsider Body as the bonus talent for that drawback. This replaces skilled and the 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.

False Hero: Some aasimar use their pious reputation to mask their true motives. You are aware when you are targeted by attempts to determine your alignment and can always choose to detect as good-aligned instead of your true alignment. This racial trait replaces the spell-like ability racial trait.

 

Goodly Aura: An aasimar with this racial trait gains the good subtype and has an aura of good equivalent to that of a cleric of his level. Any weapon he wields counts as being good-aligned for the purpose of overcoming damage reduction. The aasimar must maintain a good alignment in order to retain these benefits; a non-good aasimar loses the benefits of this ability for as long as his alignment is non-good. This racial trait replaces the spell-like ability trait.

Light-Attuned: Occasionally an aasimar is more attuned to the magic and power of light. They gain Basic Magic Training in the Light sphere as a bonus feat. This racial trait replaces the spell-like ability racial trait.

Luminous Being: As a move action, an aasimar with this racial trait may shine light from his body as a torch. He may maintain this effect for any duration and may suppress it as a move action or swift action. While this light is active, the aasimar gains a +2 circumstance bonus on demoralize checks against evil creatures and on saving throws against becoming blinded or dazzled. This light does not function in areas of magical darkness. This racial trait replaces the darkvision racial trait.

RACIAL FEATS
 

Angel Wings

Feathered wings sprout from your back.

Prerequisites: Angelic Blood, aasimar, character level 10th.

Benefit: You gain a pair of gleaming feathered wings that grant a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor maneuverability) with a medium or heavy load or medium or heavy armor. Fly is a class skill for you.

Angelic Blood

Your blood is infused with holy power.

Prerequisites: Con 13, aasimar.

Benefit: You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.

Disrupt Undead

Your touch is a bane to the undead.
Prerequisite: aasimar
Benefit: Undead creatures that you touch or successfully hit with an unarmed strike are subject to a disrupt undead effect with a caster level equal to your Hit Dice. You cannot suppress this ability.


Heavenly Radiance

Your heavenly light can be used in a variety of ways.

Prerequisites: aasimar, daylight spell-like ability, sufficiently high level (see below).

Benefit: You gain one additional use per day of daylight. Choose one spell from the list below; by expending a use of daylight, you may use this spell as a spell-like ability. The save DC for this spell is Charisma-based.

  • flare burst (requires 1st level)

  • wake of light (requires 3rd level)

  • searing light (requires 5th level)

  • wandering star motes (requires 7th level)

  • sunbeam (one beam only) (requires 9th level)

Special: You may take this feat multiple times. Each time you select it, you gain an additional use of daylight and may select another spell.

 

Sanguine Sacrament
Your celestial blood has been anointed as a weapon against evil and as a component for the most sacred of holy rites.
Prerequisites: Con 15, Angelic Blood, good alignment, character level 6th, aasimar
Benefit: Whenever you suffer from a bleed effect, your space and each square within 5 ft. of you are consecrated, as if by a consecrate spell with a caster level equal to your Hit Dice. You may cut yourself with a held slashing weapon as a standard action to inflict a bleeding wound upon yourself. Such a wound deals 1 point of damage to you at the start of each turn until stopped by magical healing or a DC 15 Heal skill check.

 

Sanguine Strike [Combat]
Your weapons are anointed with your blood.
Prerequisites: Con 15, Angelic Blood, Sanguine Sacrament, good alignment, character level 6th, aasimar
Benefit: While you suffer from a bleed effect, manufactured weapons that you wield deal 1d4 additional points of damage to undead creatures and to creatures with the evil subtype.

Sunlit Strike

Your melee blows deal extra damage to creatures sensitive to light, making you adept at hunting foul monsters of the night.

Prerequisites: Arcane Strike, daylight spell-like ability.

Benefit: Whenever you successfully hit an enemy that is vulnerable to light (such as by the light blindness, light sensitivity, or sunlight powerlessness universal monster rules) with a melee weapon you’ve imbued with your Arcane Strike feat, you deal an additional 1d6 points of damage to the target of your attack. The struck creature must also succeed at a Fortitude saving throw (DC 10 + 1/2 your character level + your Strength modifier) or become staggered for 1 round.

FAVORED CLASS BONUSES

Alchemist: Deal +1/2 damage to evil outsiders and undead with your cherry bombs.

Armorist: Deal +1/2 bonus damage to evil outsiders when using a bonded weapon.

Barbarian: Add +1 to rolls made to stabilize when dying.

Bard: If a score grants fast healing, add +1/3 to that fast healing in the first round of conducting.

Cleric: Add +1/2 to damage when using positive energy against undead or using Alignment Channel to damage evil outsiders.

Druid: Gain a +1/2 bonus to all Handle Animal checks.

Elementalist: Deal +1/2 damage to evil outsiders and undead with your elemental pulses.

Eliciter: Gain a +1/4 bonus to your effective class level when determining the effects of all abilities associated with one emotion.

Fey Adept: Gain +1/6 of an additional use of truesight per day.

Fighter: Add +1 to rolls made to stabilize when dying.

Investigator: Add +1/2 on Influence, Knowledge, and Sense Motive checks made against outsiders.

Magus: Gain a +1/6 bonus to all saving throws made against effects originating from outsiders.

Malefactor: Add +1/4 to penetrate and save against curses with the malefactor's cursebreaker ability.

Monk: Add +1/4 cold damage to your unarmed strikes.

Occultist: Add +1/2 on Influence, Knowledge, and Sense Motive checks made against outsiders.

Oracle: Add +1/6 to the oracle’s level for the purpose of determining the effects of one revelation.

Ranger: Gain a 1/2 bonus to all Handle Animal checks.

Rogue: Increase the benefit of your danger sense class feature by +1/3.

Sentinel: Increase one energy resistance granted by your race by +1/3.

Shifter: Gain a +1/2 bonus to all Handle Animal checks.

Sorcerer: Gain a +1/2 bonus to all Use Magic Device checks.

Soul Weaver: Add +1/3 to the amount of damage dealt or damage healed when using the channel energy class feature.

Summoner: Add DR 1/evil to the summoner’s eidolon. Each additional time the summoner selects this benefit, the DR/evil increases by +1/2.

Witch: Gain a +1/2 bonus to all Use Magic Device checks.

Wizard: Gain a +1/2 bonus to all Spellcraft checks.

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