Aasimar (Ay-sih-mar)
For more information on all races, see: Races
Aasimars are mortals 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 normal 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.
Aasimars are mortals 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 normal 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.
Basic Information
Anatomy
Aasimars look mostly like their parents' races except for some minor physical trait that reveals their unusual heritage. Typical aasimar features include hair that shines like metal, jewel-toned eyes, lustrous skin color, or even glowing, golden halos.
Genetics and Reproduction
Not all aasimars are descended from humans. Aasimars can be born of any intelligent race, though human aasimars are the most common. Aasimars of other races usually exemplify the ideals of beauty and skill as seen by their base race. For example, halfling aasimars are small, beautifully proportioned, and display exceptional grace. Half-orc aasimars are slightly larger and stronger than ordinary orcs, with tough skin and metallic claws and tusks—they are likely to be neutral rather than evil, but still display aggression and incredible combat prowess. Less common humanoids, such as lizardfolk, catfolk, tengus, and others, can also produce aasimars, though given these races’ exotic appearance, members of the more common races may have trouble telling such aasimars apart from their kin.
Non-human aasimars have the same statistics as human aasimars with the exception of size. Thus a halfling aasimar is Small but otherwise possesses the same statistics and abilities as a human aasimar—the difference is purely cosmetic. Non-human aasimars do not possess any of the racial abilities of their base race. However, they are usually raised in the same cultural context as other members of their base race, and thus generally adopt the same fighting style as their peers, use the same types of weapons and armor, and study the same skills.
Additional Information
Social Structure
Aasimars cannot truly be said to have an independent society of their own. As an offshoot of other races, 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.
Civilization and Culture
Naming Traditions
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.
Interspecies Relations and Assumptions
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.
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. Elves, specifically sun elves, 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.
Variant Aasimar Heritages
Agathion-Blooded (Idyllkin)
Idyllkin possess bestial aspects and calm dispositions, and often act as peaceful intermediaries between lawful and chaotic agents of good.Ancestry: Agathion
Typical Alignment: Neutral Good
Ability Modifiers: +2 Constitution, +2 Charisma
Alternate Skill Modifiers: Handle Animal, Survival
Alternate Spell-Like Ability: Idyllkin gain Summon Nature’s Ally II as a spell-like ability.
Angel-Blooded (Angelkin)
Angelkin are mortal paragons of exceptional beauty, and they serve as exemplars of good and light regardless of the myriad forms they may take.Ancestry: Angel
Typical Alignment: Any Good
Ability Modifiers: +2 Strength, +2 Charisma
Alternate Skill Modifiers: Heal, Knowledge (Planes)
Alternate Spell-Like Ability: Angelkin gain Alter Self as a spell-like ability.
Archon-Blooded (Lawbringers)
Lawbringers are champions of justice and of doling out punishment to the wicked, and often believe chaos is the cause of all mortal suffering.Ancestry: Archon
Typical Alignment: Lawful Good
Ability Modifiers: +2 Constitution, +2 Wisdom
Alternate Skill Modifiers: Intimidate, Sense Motive
Alternate Spell-Like Ability: Lawbringers gain Continual Flame as a spell-like ability.
Azata-Blooded (Musetouched)
The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals.Ancestry: Azata
Typical Alignment: Chaotic Good
Ability Modifiers: +2 Dexterity, +2 Charisma
Alternate Skill Modifiers: Diplomacy, Perform
Alternate Spell-Like Ability: Musetouched gain Glitterdust as a spell-like ability.
Garuda-Blooded (Plumekith)
Their shimmering avian features make plumekith instantly recognizable. Though they can act rashly, plumekith never shirk their duty after making a commitment.Ancestry: Garuda
Typical Alignment: Chaotic Good
Ability Modifiers: +2 Dexterity, +2 Wisdom
Alternate Skill Modifiers: Acrobatics, Fly
Alternate Spell-Like Ability: Plumekith gain See Invisibility as a spell-like ability.
Peri-Blooded (Emberkin)
Masters of fire magic, emberkin feel the dual pull of their peri forebear as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do both good and evil.Ancestry: Peri
Typical Alignment: Neutral Good
Ability Modifiers: +2 Intelligence, +2 Charisma
Alternate Skill Modifiers: Knowledge (Planes), Spellcraft
Alternate Spell-Like Ability: Emberkin gain Pyrotechnics as a spell-like ability.
Alternate Racial Traits
Replaces Celestial Resistance
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.Exalted Resistance
An aasimar with this racial trait gains spell resistance equal to 5 + her level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders. This racial trait replaces Celestial Resistance.Replaces Celestial Resistance, Skilled
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.Replaces Darkvision
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 racial trait.Replaces Languages, Native Outsider
Scion of Humanity
Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect 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 Celestial language and alters the Native Outsider subtype.Replaces Skilled
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.Replaces Skilled, Spell-Like Ability
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.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.Replaces Spell-Like Ability
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.Variant Aasimar Abilities
Some aasimars are blessed or cursed with unusual abilities. GMs may customize their aasimar NPCs using the following chart, or allow their players to do so by rolling a d%. Players with a particular character concept in mind may consult their GM if they want to select a specific variant ability. The abilities presented here replace an aasimar's Spell-Like Ability racial trait. Any abilities that grant spells or spell-like abilities are treated as having a caster level equal to the aasimar's character level.Favored Class Options
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, aasimars have the option of choosing from a number of other bonuses, depending upon their favored class. The following options are available to all aasimars who have the listed favored class.- Bard: Choose one bardic performance; treat the bard as +1/6 level higher when determining the effects of that performance.
- Cavalier: Add +1/4 to the cavalier’s bonus on damage against targets of his challenge.
- Cleric: Add +1/2 to damage when using positive energy against undead or using Alignment Channel to damage evil outsiders.
- Inquisitor: Add +1/2 on Intimidate, 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.
- Paladin: Add +1/6 to the morale bonus on saving throws provided by the paladin’s auras.
- Sorcerer: Add +1/4 to the sorcerer’s caster level when casting spells with the good descriptor.
- 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 (maximum DR 10 / Evil).
Random Aasimar Features
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 Traits
+2 Wisdom, +2 Charisma
Aasimars are insightful, confident, and personable. Aasimars of specific bloodlines gain different ability score modifiers as indicated.
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.
Celestial Resistance
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled
Aasimars have a +2 racial bonus on Diplomacy and Perception checks. Aasimars of specific bloodlines gain a +2 bonus on different skill checks as indicated.
Spell-Like Ability
Aasimars can use Daylight once per day as a spell-like ability (with a caster level equal to the aasimar’s character level). Aasimars of specific bloodlines gain other spell-like abilities in place of Daylight.
Languages
Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnomish, Halfling, and Sylvan.
Average Lifespan
250 years
Average Height
5 ft. 4 in. – 6 ft. 6 in.
Average Weight
120 – 190 lbs.
Aasimars are insightful, confident, and personable. Aasimars of specific bloodlines gain different ability score modifiers as indicated.
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.
Celestial Resistance
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled
Aasimars have a +2 racial bonus on Diplomacy and Perception checks. Aasimars of specific bloodlines gain a +2 bonus on different skill checks as indicated.
Spell-Like Ability
Aasimars can use Daylight once per day as a spell-like ability (with a caster level equal to the aasimar’s character level). Aasimars of specific bloodlines gain other spell-like abilities in place of Daylight.
Languages
Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnomish, Halfling, and Sylvan.
Average Lifespan
250 years
Average Height
5 ft. 4 in. – 6 ft. 6 in.
Average Weight
120 – 190 lbs.
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