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==Pathfinder== [[File:Aasimar PF.jpg|right|300px]] In Pathfinder, it's noted that a lot of Aasimar actually tend to go evil either because superstitious yokels tend to pile on emotional trauma and guilt until they snap by constantly harassing them for "blessings" that the aasimar can't actually give, or because they realize everyone automatically expects them to be capital-G Good Guys/Girls and so they can easily manipulate people. This is yet another way in which Pathfinder likes to present itself as the [[GrimDark]] D&D equivalent setting. They can have lots of different possible starting types, depending on which kind of celestial they descended from. Interestingly, supplements [[/d/|explicitly encourage white-hot holy-on-unholy action]] by stressing the odd sense of kinship most aasimar feel for their similarly-bullshit-cultural-expectation-wracked fiend-blooded counterparts. Notably, the very first Golarion Adventure Path, ''Rise of the Runelords'', made before ''Pathfinder'' was a game in its own right rather than an extension of the 3.5 system, features an aasimar as the main villain for the first module. Her story is that, after a lifetime of mistreatment and abuse at the hands of her foster father, the town priest, which only got worse after she wound up being knocked up and abandoned by a passing [[rake]] (with the baby being stillborn for good measure), she swore her soul to [[Lamashtu]] and began deliberately mutating herself into a monster. Naturally, the Pathfinder Aasimar sourcebook, "Blood of Angels" follows the same plans as the Tiefling sourcebook "Blood of Fiends", giving a D100 table for alternative traits to replace the vanilla aasimar's spell-like ability, and racial variants for aasimar recognizably tied to one of the existing celestial races - Agathions, Angels, Archons, Azata, Garudas and Peris. It also states that as Tieflings have increased in number as a result of the Worldwound and Cheliax bringing a shit ton of fiends to the material plane, Aasimar have also increased in numbers for some unknown reason. It also states Aasimar are not only those with celestial ancestors, but also children born of miraculous and normally impossible births whose parents prayed for children (old, infertile, incompatible races ect.). There's a sidebar that mentions the old "Aasimar of all races use the same statistics", but adds one wrinkle that small races produce Aasimar that are small size with no other stats changes. Note that the lower strength and speed of most small races isn't actually an inherit part of being small, so small Aasimar are strong and quick for their size. The ''Kingmaker'' video game has a minor NPC mention that just having celestials and consecrated stuff around the parents can result in children being born Aasimar. Statwise, the Pathfinder Aasimar looks like this: ::Stat Bonus: +2 Wisdom, +2 Charisma ::Type: Outsider (Native) ::Size: Medium ::Base speed: 30 feet ::Darkvision 60 feet ::Skilled: +2 racial bonus on Diplomacy & Perception checks. ::Spell-Like Ability: Daylight 1/day with caster level equal to the aasimar's character level. ::Celestial Resistance: Aasimar have Resistance 5 against Acid, Cold and Electricity. ===Pathfinder Aasimar Strains=== [[File:Nualia.jpg|right|200px]] '''Idyllkin''' are descendants of [[Agathion]]s, the Pathfinder equivalent of [[Guardinal]]s, which gives them slight bestial physical traits (think "divine [[catgirl]]" to the Agathion's "divine [[catfolk]]") and a natural prediliction for the Neutral Good alignment. They have a tendency to be nomadic and feel a strong connection with nature, tending to be [[druid]]s or nature [[cleric]]s more than the traditional aasimar affinity for paladins. An Idyllkin changes its ability modifiers to +2 Constitution and +2 Charisma, its Skillful bonuses apply to Handle Animal and Survival, and its Spell-like Ability is Summon Nature's Ally II. They can also take the racial traits Enlightened Warrior (can become a [[Monk]] with a True Neutral or Neutral Good alignment) and Speech of the Wilds (gain one extra language). '''Angelkin''' descend from [[angel]]s, which in Pathfinder are their own kind of "Any Good Celestial". These guys take the Mary Sue aspect of the aasimar and crank it up notch, being described as "mortal paragons of exceptional beauty". Ironically, they're noted for being the one aasimar strain most racist against [[tiefling]]s, despite their personal belief in embracing the idea of harmony. An Angelkin changes its ability modifiers to +2 Strength and +2 Charisma, its Skillful bonuses apply to Heal and Knowledge (Planes), and its Spell-like Ability is Alter Self. They can also take the race traits Celestial Tracker (+1 trait bonus to Survival checks made to track, ignore 24 hours since they were made) and Planetar's Vision (critical melee weapon hits against ignore damage reduction equal to the critical multiplier of your weapon). Their stats adjustments make them ideal for [[Paladin]], battle [[Oracle]], or [[Bloodrager]], especially since most the other races with bonuses to charisma and strength are dumb and make the limited skill points worse. '''Lawbringers''' descend from [[Archon]]s, meaning that at best they're champions of justice, and at worst they struggle with which is stronger; their need for order or their need for good. They tend to be naturally patient, disciplined, and skillful, but they prefer routines and are uncomfortable outside of a clear hierarchy. A Lawbringer changes its ability modifiers to +2 Constitution and +2 Wisdom, its Skillful bonuses apply to Intimidate and Sense Motive, and its Spell-like Ability is Continual Flame. They can also take the race traits Good Influence (+1 trait bonus on Diplomacy checks made to convince non-good creatures to act good and non-lawful creatures to act lawful; this stacks) and Lantern Spirit (Continual Flame can be cast as a Move Action). Decent [[Cleric]]s and [[Warpriest]]s, but the real prize is that as an SLA Continual Flame has no cost. No other race in the game has a built in "make 54.99 GP a day for nothing" from level one. '''Musetouched''' descend from the [[Azata]], Pathfinder's version of [[Eladrin]]s, and this makes them both extremely capricious and, ironically, one of the aasimars best able to blend in. They tend to easily pass as beautiful and graceful [[elf|elves]] or [[half-elf|half-elves]], for obvious reasons. Possessed of wanderlust and natural talents in music, which means many become [[bard]]s, they are particularly opposed to tyranny. They have a rather strong resemblance to the [[Celadrin]], elven/firre [[planetouched]] who first surfaced in the pages of [[Dragon Magazine]]. A Musetouched changes its ability modifiers to +2 Dexterity and +2 Charisma, its Skillful bonuses apply to Diplomacy and Perform, and its Spell-like Ability is Glitterdust. They can also take the racial traits Bralani's Step (once per day, increase distance covered by a move action by +5 feet) and Lillend's Harp (+1 trait bonus on Perform (String) checks, increases to +2 when using string instruments to make a Bardic Performance). Naturally perfect for [[Sorcerer]], [[Bard]] and [[Oracle]]. '''Plumekith''' descend from the [[Garuda]], noble but impetuous celestials who resemble [[Aarakocra|humanoid birds]] with beautifully colored plumage. Like their parents, Plumekith tend to be noble but very impulsive, and grow feathers; sometimes in vestigial wings on their backs or arms, sometimes in place of hair. Like garuda, they tend to have a very intense hatred for snakes and serpentine monsters. A Plumekith changes its ability modifiers to +2 Dexterity and +2 Wisdom, its Skillful bonuses apply to Acrobatics and Fly, and its Spell-like Ability is See Invisibility. They can also take the race traits Snake Hater (+2 trait bonus to Knowledge (Dungeoneering), which is always a class skill for you) and Toxophilite (+2 trait bonus on attack rolls made to confirm critical hits with bows). '''Emberkin''' descend from the [[Peri]], former devils who redeemed themselves and were transformed into angels that resemble white-skinned humanoids with wings of fire. It goes without saying that emberkin tend to have "igneous" features, from bright yellow eyes to flames that flicker amongst their hair. Whilst many feel an insatiable need to perform good, just as many feel the exact opposite; emberkin are noted as ''the'' aasimar strain most likely to revolt against their heavenly ancestry and embrace evil, which presumably makes them the aasimar most sympathetic towards [[tiefling]]s. An Emberkin changes its ability modifiers to +2 Intelligence and +2 Charisma, its Skillful bonuses apply to Knowledge (Planes) and Spellcraft, and its Spell-like Ability is Pyrotechnics. They can also take the race traits Burnished Skin (+2 trait bonus on saving throws to disbelieve illusions) and Pyromancer (+1 trait bonus on damage rolls for fire spells). Nothing uses Charisma and Intelligence except [[Arcanist]]s, and psychics with a discipline dependent on Charisma. ===Pathfinder Aasimar Tables=== There are two tables of note in "Blood of Angels". Firstly, we have the purely cosmetic table, which builds upon the version seen in AD&D, where you roll a D100/D% and compare to the table to see what you get: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the Aasimar cosmetic table. <div class="mw-collapsible-content"> *1 Arms: appear sculpted from marble *2 Arms: extra long *3 Arms: feathered forearms *4 Arms: scaled forearms *5 Arms: seemingly boneless *6 Build: always slender *7 Build: beautifully proportioned *8 Build: graceful *9 Build: unusually light *10 Build: well-muscled *11 Digits: extra long *12 Digits: metallic nails *13 Digits: odd number *14 Digits: shining talons *15 Digits: unusually colored nails *16 Ears: catlike *17 Ears: feathered *18 Ears: long-lobed *19 Ears: pivoting *20 Ears: pointed *21 Eyes: catlike *22 Eyes: glowing *23 Eyes: iridescent *24 Eyes: jewel-like *25 Eyes: multicolored *26 Face: baby-faced *27 Face: metallic lips *28 Face: perfectly symmetrical *29 Face: unearthly beauty *30 Face: white scar *31 Hair: animated *32 Hair: feathers *33 Hair: heatless flames *34 Hair: metallic *35 Hair: turns silver in moonlight *36 Hands: always cool and dry *37 Hands: blackened knuckles *38 Hands: glowing palms *39 Hands: leave contrails *40 Hands: fingerprints look like holy symbols *41 Head: animal features *42 Head: bald *43 Head: draconic features *44 Head: halo *45 Head: unusually shaped *46 Legs: clawed feet *47 Legs: extra long *48 Legs: feathered shins *49 Legs: metallic scaled shins *50 Legs: unnaturally small feet *51 Shadow: animated *52 Shadow: bright *53 Shadow: metallic *54 Shadow: prismatic *55 Shadow: winged *56 Skin: ashen *57 Skin: feathered *58 Skin: furred *59 Skin: glittering *60 Skin: glowing *61 Skin: iridescent *62 Skin: metallic scales *63 Skin: metallic sheen *64 Skin: prismatic scales *65 Skin: unusual hue *66 Voice: echoes dramatically *67 Voice: musical *68 Voice: unusually high *69 Voice: unusually low *70 Voice: words you speak aloud seem to be heard mentally *71 Wings: butterfly *72 Wings: feathered *73 Wings: light *74 Wings: metallic dragon *75 Wings: prismatic *76 Other: always look clean *77 Other: always well lit *78 Other: androgynous *79 Other: breathing sounds like ocean waves *80 Other: clothing billows even without wind *81 Other: covered in freckles *82 Other: don't sweat *83 Other: floral breath *84 Other: fox tail *85 Other: melodic laugh *86 Other: multicolored tears *87 Other: nearby bells ring when you pass by *88 Other: no body hair *89 Other: pearlescent teeth *90 Other: random choral sounds *91 Other: sacred birthmark *92 Other: stigmata *93 Other: sweet scent *94 Other: sweet taste *95 Other: trancelike sleep *96 Other: unicorn horn *97 Other: unusual footprints *98 Other: unusual temperature *99 Roll twice, ignore any result of 99 or higher. *100 Roll three times, ignore any result of 99 or higher. </div></div> The second table covers alternate racial traits, which you take in place of your normal Spell-like ability. That means you sacrifice it for '''one''' of these traits, or at least a roll on the table. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the Aasimar racial traits table. <div class="mw-collapsible-content"> *1 You can channel 1d6 points of positive energy once per day as a supernatural ability. *2 You can use cure minor wounds 3/day as a spell-like ability. *3 As a move action, you can manifest or dismiss a halo around your head that sheds colored light as a torch. *4 Once per day, you can drink a flask of holy water to heal 1d6 hit points. *5 You gain a +4 racial bonus on Knowledge (religion) checks pertaining to a deity of your choice. *6 You possess taloned fingers that act as natural weapons and deal 1d4 points of damage. *7 You gain DR 2/evil. *8 You use your Charisma score instead of your Constitution score to determine how many rounds you can hold your breath. *9 You gain an additional +2 racial bonus to your Strength score. *10 You can subsist entirely on honey and wine. *11 You can breathe both thin and stale air without ill effects, and you never suffer from altitude sickness. *12 You have a natural swim speed of 20 feet. *13 You gain a +2 racial bonus on attack rolls made to confirm critical hits against evil outsiders. *14 You possess the Unnatural Aura universal monster ability, except the DC to make animals come near you is equal to 10 + 1/2 your character level + your Charisma modifier. *15 Once per day, when you are at 0 hit points, you can take a full round of actions without losing a hit point and falling unconscious. *16 You display exceptional grace and easily keep your balance, granting you a +2 racial bonus on Acrobatics checks. *17 You can cast Spear of Purity (Ultimate Magic) once per day as a spell-like ability. *18 You gain a +2 racial bonus on saving throws made against poison. *19 Once you've reached adulthood, you never appear to age, although you still suffer the normal aging penalties and die when it is your time. *20 You gain an additional +2 bonus to your Dexterity score. *21 At will, you can cast an illusion on yourself that causes any metal armor you wear to appear to be made of shining silver or gold. *22 You gain a +1 racial bonus on Will saves. *23 You can cast Create Water three times per day as a spell-like ability. *24 You gain Sonic Resistance 5. *25 Once per day, you can exhibit a burst of speed and move as if your base land speed were 50 feet for the duration of 1 round. *26 You gain a +2 dodge bonus to AC against attacks of opportunity made by creatures of the human subtype. *27 You have a knack for creating high-quality objects, giving you a +2 racial bonus on any one kind of Craft check. *28 Once per day, for 1 minute, you can understand and be understood by any creature as if using the Tongues spell. *29 You gain a +2 racial bonus on initiative checks during the day. *30 Pick one weapon that normally deals lethal damage; you can use that weapon to deal non-lethal damage without the usual -4 attack roll penalty. *31 You gain a +2 racial bonus on saving throws against charm effects. *32 You can cast Shield Other once per day as a spell-like ability. *33 Coins and other small metal objects that pass through your hands become perfectly clean and shiny. *34 You gain a +2 dodge bonus to your AC against attacks of opportunity from evil outsiders or undead. *35 You can case Aid once per day as a spell-like ability. *36 Nonmagical insects will never bite or sting you unless magically compelled to do so. *37 You gain a +2 racial bonus on checks made with any one Perform skill. *38 Once per day, you can generate a glowing aura that emanates in a 20ft radius centered on you and lasts for 1 round. All creatures at negative hit points within the aura are immediately stabilized. *39 You can perfectly mimic the sound of any animal. *40 You gain an additional +2 racial bonus to your Intelligence score. *41 Three times per day, by singing for 10 minutes, you can put a willing creature to sleep, granting them immunity to Nightmare and similar spells for the duration of their rest. *42 You grant a +3 bonus when you Aid Another instead of the normal +2 bonus.s *43 You gain a +2 racial bonus on saving throws against fear effects. *44 By standing atop a grave and meditating for 10 minutes, you immediately learn the name of whoever lies buried in that grave. *45 You have catlike ears that grant you a +2 racial bonus on hearing-based Perception checks. *46 Once per day, you can breathe frosty air in a 10-foot cone. This acts as a breath weapon that deals a number of points of cold damage equal to 1d4 + lj2 your level, to a maximum of 1d4+5. *47 You feel sick to your stomach and take a -1 penalty on ability checks when within 30 feet of an evil outsider. *48 You can cast weapon of awe (Advanced Player's Guide) once per day as a spell-like ability. *49 You gain a +1 racial bonus on Reflex saves. *50 You gain an additional +2 racial bonus to your Wisdom score. *51 You can make fruit ripen with a touch. *52 You can understand any written material as though under the effects of comprehend languages. *53 You gain a +2 racial bonus to your CMD. *54 You gain a +2 racial bonus on saving throws against spells and effects that would cause you to become dazzled. *55 You can cast augury once per day as a spell-like ability. *56 You can cast zone of truth once per day as a spell-like ability. *57 You gain a +2 racial bonus on Heal checks. *58 Any creature that bites you must succeed at a DC 12 Fortitude save or become sickened for 1d4 rounds. *59 Any good creature you call via summon monster remains for 3 rounds longer than usual. *60 You always know the current position of the sun. *61 You gain a +1 racial bonus on attack and damage rolls against evil outsiders. *62 You gain a +4 racial bonus on saving throws to remove any temporary negative levels you possess. *63 You have a strong and stable build. You gain a +2 racial bonus to CMD against bull rush and trip attempts. *64 You gain a +4 racial bonus on Intimidate checks made to demoralize foes. *65 Once per day as a full-round action, you can summon a silver holy symbol out of thin air. The holy symbol remains in existence for 1 hour or until you drop it. *66 You are immune to undead creatures' create spawn special ability. *67 You gain a +2 racial bonus on Sense Motive checks. *68 You can cast whispering wind once per day as a spell-like ability. *69 Your tears cure disease. You can cast remove disease once per day as a spell-like ability. *70 You gain an additional +2 racial bonus to your Constitution score. *71 You gain sustenance from sunlight. Standing in direct sunlight for half an hour nourishes you as though you had just eaten a hearty meal. You still need to drink water. *72 You gain spell resistance equal to 10 + 1/2 your Hit Dice. *73 If your body is placed on consecrated ground and prayers to your deity are recited continuously for 24 hours, you return to life as if by a raise dead spell. This ability works 1d4 times in your lifetime. *74 Your kiss invigorates others. Once per day, you can kiss a creature to change its condition from exhausted to fatigued, or from fatigued to normal. *75 You can sense when a creature is pregnant by standing within 10 feet of the creature. *76 You gain a +2 racial bonus on saving throws made against curses. *77 You gain a +2 racial bonus on Knowledge (planes) checks. *78 You are always comfortably warm. You gain a +4 racial bonus to resist environmental cold effects. *79 You always know the current position of the stars. *80 You gain fire resistance 5· *81 You heal double the normal amount of hit points while resting. *82 You can cast mending three times per day as a spell-like ability. *83 You feel energized and gain a +1 racial bonus on ability checks while you are within 30 feet of a good outsider. *84 You gain a +4 racial bonus to resist environmental heat effects. *85 When targeted by lesser restoration or another spell or effect that cures temporary ability damage, you heal an extra +1 point of temporary ability damage. *86 You can cast blessing of courage and life (Advanced Player's Guide) once per day as a spell-like ability. *87 You gain a +2 racial bonus on Handle Animal and Ride checks. *88 Once per day as a move action, you can make a melee weapon you are wielding holy. The enchantment lasts for 3 rounds or until you drop or give away your weapon. *89 You gain a +2 racial bonus on saving throws made against disease. *90 You gain an additional +2 racial bonus to your Charisma score. *91 If you die, your body can never be reanimated as an undead creature. *92 You gain a +1 racial bonus on Fortitude saves. *93 You can summon a lantern archon once per day as though by summon monster III. *94 You can speak to horses and other equine animals. *95 You gain a +2 racial bonus on Diplomacy checks. *96 You gain a +2 racial bonus on Use Magic Device checks. *97 You gain DR 2/magic. *98 You can cast compassionate ally (Ultimate Magic) once per day as a spell-like ability. *99 You have a natural fly speed of 20 feet (poor). *100 Roll on this table twice, ignoring any further rolls of 100. </div></div> === Second Edition Aasimar === Aasimar did make their inevitable return in [[Pathfinder Second Edition|Second Edition]], though not as their own race. Thanks to the existence of Versatile Heritages like the [[Half-Orc]] and [[Half-Elf]], Aasimar and other planetouched races were able to become more than just a shiny-looking human in mechanics.
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