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Pathfinder

Compendium

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Aasimar

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This supernaturally beautiful woman looks human, yet emanates a strange sense of calm and benevolence.

Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. Aasimars are not always good, but it is a natural tendency for them, and they gravitate to good faiths or organizations associated with celestials. Aasimar heritage can hide for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens. Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features are hair that shines like metal, unusual eye or skin color, or even glowing golden halos.

Aasimar Characters

Aasimars are defined by class levels—they do not possess racial Hit Dice. Aasimars have the following racial traits.

+2 Charisma, +2 Wisdom: Aasimars are insightful, confident, and personable.

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 Diplomacy and Perception checks.

Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (Caster Level equals 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 any of the following bonus languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Attributes

AC
15, Touch 10, Flat-footed 15 (+5 Armor)
Alignment
Ng
Base Atk
+0
CMB
1
CMD
9
CR
CR 1/2
Cha
14
Con
14
Creature Type
Outsider (Native)
D
Domain Spell
Dex
10
Domains
Good, Healing
Environment
Any Land
Feats
Turn Undead
Fort
+4
HP
11 (1d8+3)
Init
Aasimar Cleric 1 Ng Medium Outsider ( Native ) +0
Int
13
Languages
Celestial, Common, Draconic
Melee
Heavy Mace 1 (1d81)
Monster Class
Aasimar cleric 1
Organization
Solitary, Pair, Or Team (36)
Racial Modifiers
+2 Diplomacy , +2 Perception
Ranged
Light Crossbow +0 (1d8/19-20)
Ref
+0
Resist
Acid 5, Cold 5, Electricity 5
Senses
Darkvision 60 Ft.; Perception +5
Size
Medium
Skills
Diplomacy +8, Heal +7, Knowledge (Religion) +5
Special Attacks
Channel Positive Energy (5/day, 1d6, Dc 12); Rebuke Death (1d4+1, 6/day); Touch Of Good (6/day)
Speed
30 Ft. (20 Ft. In Armor)
Spell-Like Abilities
(Cl 1st) 1/day— Daylight
Spells Prepared
(Cl 1st) 1st— Bless , Command (Dc 14), Protection From Evil D 0 (At Will)— Detect Magic, Guidance, Stabilize
Str
8
Treasure
Npc Gear (Scale Mail, Heavy Mace, Light Crossbow With 10 Bolts, Other Treasure)
Will
+5
Wis
17
XP
200
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