Post by Stix on Jul 6, 2008 4:20:10 GMT -5
Aasimar are the other side of the tiefling coin. Like tieflings, aasimar are plane-touched. But while tieflings have the blood of some sort of lower-planar creature in their veins, aasimar are the scions, or descendants of scions, of celestial beings from the Upper Planes.
These folk generally appear as gloriously beautiful humans with golden hair, fair skin, and piercing eyes. They might be mistaken for half-elves, or even true aasimon, for their innate purity and inhuman glory. Most aasimar are true to their sires and the blood that courses through their veins, being true of heart, courageous, and honest to a fault. Their nobility and goodness are legendary. Nevertheless, a few turn stag and become as untrustworthy a bunch of spivs as ever plied the cross-trade.
Unlike other plane-touched, aasimar are rarely orphaned or abandoned by their nonhuman parent. Though usually raised by the human parent in human communities, the celestial -- if possible -- tries to maintain at least some contact or provide some influence in the child's life, guiding him along on the "right path."
Aasimar often attempt to pass as normal humans in order to right wrongs and defend goodness in a mortal community. They strive to fit into society, although they usually rise to the top as cream rises above milk, becoming revered leaders and honorable heroes.
Strength: 9 to 19
Dexterity: 7 to 18
Constitution: 5 to 16
Intelligence: 11 to 18
Wisdom: 12 to 19
Charisma: 13 to 18
or
Strength: 8 to 18(/00)
Charisma: 14 to 19
Size: Medium
Alignment: Any non-evil
Movement Rate: 12
lnfravision, 60’
Half damage from fire
Half damage from cold
+2 to saving throws against charm, fear, emotion, and domination spells
+1 to surprise checks
10% magic resistance
Classes and level limits:
Fighter | Ranger | Paladin | Mage | Specialist | Elementalist | Thaumaturge | Cleric | Druid | Shaman | Monk | Crusader | Thief | Bard | Ninja | Psionicist |
14 | 14 | 14 | 14 | 14 | 12 | 14 | 12 | 15 | 12 | 12 | 14 | 15 | 9 | 9 | 8 |
Multiclass options:
Fighter/Mage
Fighter/Cleric
Fighter/Bard
Mage/Cleric
Mage/Thief
Mage/Bard
Cleric/Bard
(Any "Fighter" entry can be replaced with "Ranger". Any "Cleric" entry can be replaced with "Druid" or "Crusader".)
Male height range: 5'2" - 6'8"
Female height range: 4'11" - 6'5"
Male weight range: 110 - 230 lbs
Female weight range: 90 - 210 lbs
Starting age range: 16 - 31
Lifespan: 125 years
Aasimar begin play with 5 Character Points. They may purchase the following racial abilities:
Animal calming (5): The aura of good causes ease in all normal animals. Reaction checks with normal animals are made at a +4 bonus.
Armor bonus (5): The PC gains an additional +1 AC bonus when wearing any metal armor.
Aura of calm (5): The PC’s heritage of a celestial brings ease to those of good nature. All good-aligned creatures within 30’ receive a +2 bonus to morale checks.
Celestial aura (10): The PC has emits a powerful aura of purity. All enemies of the Aasimar attack at a –2 penalty.
Celestial immunity (10): The PC is immune to one of the following attack forms: Acid, Cold, Electricity, Gas, Magic Missile, Poison.
Celestial resistance (5): The aasimar receives half damage from one of the following attack forms: Acid, Electricity, Gas, Magic Missile, Poison
Celestial skin (35): The PC can be hit only by magical weapons. Can only be taken at character creation.
Charisma bonus (20): The PC gains +1 to Charisma.
Confer (10): With this option, an aasimar may temporarily confer one of his racial abilities on a worthy being of good for the next 24 hours. The act takes one round and requires the aasimar to touch the recipient. The PC loses that ability until 24 hours have elapsed, at which time he regains the ability. The PC cannot cancel this conferral once it has taken place. This sacrifice is not taken lightly.
Detect evil (5): The PC can cast Detect Evil once per day.
Detect lie (5): The PC may cast detect lie once a day.
Detect magic (5): The PC can cast Detect Magic once per day.
Free spirit (15): The celestial blood that runs through the PC prevent anything from stopping their movement. The PC acts and moves as if under a permanent Free Action.
Holy regeneration (10): While on any of the Upper Planes of Good, the PC regenerates hit points at the rate of 1 hp/round.
Know alignment (5): The PC may cast know alignment once a day.
Light (5): The PC can cast Light once per day.
Lightform (10): Once a day, the PC may assume a lightform similar in function to the wizard spell wraithform (except this ability accesses an extradimensional space, not the ethereal plane). Once activated, the PC is identical in appearance to a light aasimon (PMC1). At 5th level, the PC can assume a lightform twice a day.
Major Celestial powers I (15): Once a week, the PC can cast heal, holy word, or spell turning. At 9th level, the PC can cast all these abilities once a week.
Major Celestial powers II (15): Once a week, the PC can cast hold monster, lightning bolt, or wall of ice. At 9th level, the PC can cast all of these abilities once a week.
Major Celestial powers III (15): Once a week, the aasimar may cast minor globe of invulnerability, polymorph self or wall of force. At 9th level, the PC can cast all these spells once a week.
Major Celestial powers IV (15): Once a week, the PC can cast advanced illusion, improved invisibility or solid fog. At 9th level, the PC can cast all of these abilities once a week.
Minor Celestial powers I (10): Once a day, the PC can cast cure light wounds, dispel magic, or protection from normal missiles. At 7th level, the PC can cast all these abilities once a day.
Minor Celestial powers II (10): Once a day, the PC may cast alter self, comprehend languages, or slow poison. At 7th level, the PC can cast all of these abilities once a day.
Minor Celestial powers III (10): Once a day, the PC can cast light, magic missile, or protection from evil 15’ radius. At 7th level, the PC can cast all these abilities once a day.
Minor Celestial powers IV (10): Once a day, the PC can cast blur, fly or mirror image. At 7th level, the PC can cast all these spells once a day.
Power of life (20): As a direct descendent of the forces of life and goodness, the aasimar is immune to death magic and level draining spells and attacks such as those from undead. The PC is not immune, however, to aging effects such as an attack from a ghost or a haste spell.
Strength bonus (20): The PC gains +1 to Strength.
Sword bonus (5): The PC gains +1 to hit with any sword.
Telepathy (15): At will, the PC can communicate telepathically with any celestial, or other intelligent being of the same alignment within a 20’ radius.
Tongues (15): The PC can communicate with anyone at any time. The celestial bloodline provides the PC with permanent Tongues.
Tough Flesh (10): Due to the PC’s heritage, the PC's base AC is 7.
True sight (20): The heritage from the PC’s celestial background allows them to see everything as is, for good or evil. The PC has the power of True Seeing all of the time.
Wisdom bonus (20): The PC gains +1 to Wisdom.
Aasimar may also select any of the following racial disadvantages:
Iron weakness (5): PC suffers double damage from any iron weapons.
Lower planar disorientation (5): The good nature of PC comes into severe conflict with the overwhelming evil of the lower planes. On any lower plane, the aasimar becomes extremely uncomfortable and nauseous suffering a -4 to THAC0 and AC as well as a -4 to all surprise checks.
Susceptibility to fiendish magic (5): The PC is more susceptible to the foul, unwholesome magics cast by fiends. PC receives a -1 to all saves vs. magic used by fiends and also suffers an extra point of damage per die rolled from offensive spells employed by fiends.
Susceptible to turning (5): Due to the strength of the celestial heritage in the PC’s blood, evil priests may attempt to turn the PC.
Unholy water vulnerability (5): The PC suffers 2d4 hp damage from a direct hit of unholy water. A splash of unholy water inflicts 1d4 hp damage.