Aasimar

The Aasimar are seen as beacons of hope and light, having descended from angelic beings, creatures who are a living part of the good-aligned Outer Planes. While they are certainly inclined towards that behavior, courtesy of their bloodline, they are not all good, nor are they all benevolent. Just like other creatures they learn from their experiences, good and bad, and shape their behavior accordingly. They do tend to become something of social chameleons as they have no people to call their own, and often find their homes among other races.
  Most aasimar see themselves as a hybrid between their humanoid (usually human) heritage and that of their angelic ancestors. They task themselves with the betterment of those around them, often rising to positions of importance in the culture where they grew up, drawing upon their inherited personal magnetism to impress those around them. Some become fascinated with learning about other people and will often be the voice of reason when dealing with outsiders, especially those with some form of mixed heritage (like half-elves and half-orcs).
  PHYSICAL DESCRIPTION Aasimar stand around 6 feet tall, and a powerful 150 pounds, lighter than a human of the same build due to hollow, but strong bones, though this can vary as aasimar descended from gnomes or halflings stand much shorter than those descended from elves or humans.
  Generally, the aasimar have clear skin and regular, almost perfect features. They are in good shape and resemble near perfect specimens of their parent’s race. While they resemble their parents, hidden in the bloodline of the aasimar are traces of their outsider progenitor.
  The legacy of this angelic blood can manifest in many ways. Some aasimar have a unique eye or skin color, vestigial wings, or even a visible halo. Only rarely do these reminders of their celestial ancestors detract from the beauty of the aasimar, instead lending them an air of the divine.
  Aasimar dress in bright colors, though they take their cues from the culture of their birth and the culture where they currently live. Aasimar do not dress in bland clothes unless trying to hide or fit in, but even then they’ll find a bright color to accent their outfit. Most aasimar wear their hair long unless inconvenient, luxuriating in the feel and loving the wind blowing through their hair, sending it flying in a glorious, dazzling display.
  Aasimar age at the same pace as their parent’s race, so an aasimar born to human parents reaches the age of physical maturity around the age of 15, though sometimes they mature slightly slower. They live to around the same time as their parents, so an aasimar born to humans could expect to live to be around 90, while one born to elven parents would likely live to be around 600.
  SOCIETY Aasimar are raised within their parents culture, and absorb the customs, preferences, and prejudices of the society they’re raised within. This means that any two aasimar could have wildly divergent worldviews. Due to their personal magnetism, and their general ability to plan ahead, many aasimar become leaders within their societies, working as civic leaders, sheriffs, and champions of a cause. They’ll put the community first, a leftover from their celestial origins, though whether that means working within the accepted structure of any given community or working to tear it down depends on the aasimar in question. Even in those communities that shun the aasimar, they’ll become leaders, just of a very different sort, being drawn to places where outcasts gather and instead become a leader of them, such as the master of a thieves’ guild.
  ALIGNMENT & RELIGION Aasimar are idealistic creatures, believing in the good in all beings. They’ll go out of their way to help the needy, but have no preference as to whether they should do so according to the law or by breaking the system. As such, they tend to range from lawful good to chaotic good. When it comes to deities, aasimar worship the deities of good, tending towards those that encourage putting community and family above the needs of the individual. Some engage in ancestor worship, praying to their celestial forebear, though these aasimar are rare.
  Aasimar Heritages With their varied ancestors and the history of celestial interference in the lives of mortals, it is no surprise that there are many types of aasimar. Choose one of the following aasimar heritages at 1st level.
  ANGELKIN (ANGEL HERITAGE) Angels were among the first creations introduced to the multiverse, beautiful in aspect, and tied by a strong moral code to one deity or another. You carry these traits deep within you. When you make a Diplomacy check to make an impression, you improve the degree of success by one step when dealing with good-aligned creatures.
  IDYLKIN (AGATHION HERITAGE) Agathions are animal-like celestials, and you carry the physical marks of that heritage in the form of markings, light fur, or feathered ears. This gives you a supernatural ability to communicate with and calm animals. You gain a +1 circumstance bonus to Nature checks when using the Command An Animal action. Furthermore, you can use it on unfriendly (though not hostile) animals.
  LAWBRINGER (ARCHON HERITAGE) Archons are paragons of law and good, they are the enemies of all evil, fighting on the front lines against the forces of evil outsiders in particular. You’ve inherited some of the abilities of your forebears, and whenever you score a critical hit with a Melee Strike against creatures with the evil and outsider traits, they are stunned for one round.
  MUSE-TOUCHED (AZATA HERITAGE) Azatas are the free spirits of the good-aligned outsiders, roaming at will, and doing good wherever the winds take them. Like your ancestors, you’re difficult to tie down, and you get a +1 circumstance bonus when using the Escape action. Furthermore, all effects that give you the paralyzed, petrified, or stunned conditions are reduced by 1, down to a minimum of 1. For example, if you’d get stunned 2 from a spell, you only get stunned 1, or if suffer an effect with a duration of 1d6 rounds, it would now be 1d6–1.

Comments

Please Login in order to comment!