Aasimar: Difference between revisions

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===Pathfinder Aasimar Tables===
===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:
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:
1 Arms: appear sculpted from marble
 
2 Arms: extra long
*1 Arms: appear sculpted from marble
3 Arms: feathered forearms
*2 Arms: extra long
4 Arms: scaled forearms
*3 Arms: feathered forearms
5 Arms: seemingly boneless
*4 Arms: scaled forearms
6 Build: always slender
*5 Arms: seemingly boneless
7 Build: beautifully proportioned
*6 Build: always slender
8 Build: graceful
*7 Build: beautifully proportioned
9 Build: unusually light
*8 Build: graceful
10 Build: well-muscled
*9 Build: unusually light
11 Digits: extra long
*10 Build: well-muscled
12 Digits: metallic nails
*11 Digits: extra long
13 Digits: odd number
*12 Digits: metallic nails
14 Digits: shining talons
*13 Digits: odd number
15 Digits: unusually colored nails
*14 Digits: shining talons
16 Ears: catlike
*15 Digits: unusually colored nails
17 Ears: feathered
*16 Ears: catlike
18 Ears: long-lobed
*17 Ears: feathered
19 Ears: pivoting
*18 Ears: long-lobed
20 Ears: pointed
*19 Ears: pivoting
21 Eyes: catlike
*20 Ears: pointed
22 Eyes: glowing
*21 Eyes: catlike
23 Eyes: iridescent
*22 Eyes: glowing
24 Eyes: jewel-like
*23 Eyes: iridescent
25 Eyes: multicolored
*24 Eyes: jewel-like
26 Face: baby-faced
*25 Eyes: multicolored
27 Face: metallic lips
*26 Face: baby-faced
28 Face: perfectly symmetrical
*27 Face: metallic lips
29 Face: unearthly beauty
*28 Face: perfectly symmetrical
30 Face: white scar
*29 Face: unearthly beauty
31 Hair: animated
*30 Face: white scar
32 Hair: feathers
*31 Hair: animated
33 Hair: heatless flames
*32 Hair: feathers
34 Hair: metallic
*33 Hair: heatless flames
35 Hair: turns silver in moonlight
*34 Hair: metallic
36 Hands: always cool and dry
*35 Hair: turns silver in moonlight
37 Hands: blackened knuckles
*36 Hands: always cool and dry
38 Hands: glowing palms
*37 Hands: blackened knuckles
39 Hands: leave contrails
*38 Hands: glowing palms
40 Hands: fingerprints look like holy symbols
*39 Hands: leave contrails
41 Head: animal features
*40 Hands: fingerprints look like holy symbols
42 Head: bald
*41 Head: animal features
43 Head: draconic features
*42 Head: bald
44 Head: halo
*43 Head: draconic features
45 Head: unusually shaped
*44 Head: halo
46 Legs: clawed feet
*45 Head: unusually shaped
47 Legs: extra long
*46 Legs: clawed feet
48 Legs: feathered shins
*47 Legs: extra long
49 Legs: metallic scaled shins
*48 Legs: feathered shins
50 Legs: unnaturally small feet
*49 Legs: metallic scaled shins
51 Shadow: animated
*50 Legs: unnaturally small feet
52 Shadow: bright
*51 Shadow: animated
53 Shadow: metallic
*52 Shadow: bright
54 Shadow: prismatic
*53 Shadow: metallic
55 Shadow: winged
*54 Shadow: prismatic
56 Skin: ashen
*55 Shadow: winged
57 Skin: feathered
*56 Skin: ashen
58 Skin: furred
*57 Skin: feathered
59 Skin: glittering
*58 Skin: furred
60 Skin: glowing
*59 Skin: glittering
61 Skin: iridescent
*60 Skin: glowing
62 Skin: metallic scales
*61 Skin: iridescent
63 Skin: metallic sheen
*62 Skin: metallic scales
64 Skin: prismatic scales
*63 Skin: metallic sheen
65 Skin: unusual hue
*64 Skin: prismatic scales
66 Voice: echoes dramatically
*65 Skin: unusual hue
67 Voice: musical
*66 Voice: echoes dramatically
68 Voice: unusually high
*67 Voice: musical
69 Voice: unusually low
*68 Voice: unusually high
70 Voice: words you speak aloud seem to be heard mentally
*69 Voice: unusually low
71 Wings: butterfly
*70 Voice: words you speak aloud seem to be heard mentally
72 Wings: feathered
*71 Wings: butterfly
73 Wings: light
*72 Wings: feathered
74 Wings: metallic dragon
*73 Wings: light
75 Wings: prismatic
*74 Wings: metallic dragon
76 Other: always look clean
*75 Wings: prismatic
77 Other: always well lit
*76 Other: always look clean
78 Other: androgynous
*77 Other: always well lit
79 Other: breathing sounds like ocean waves
*78 Other: androgynous
80 Other: clothing billows even without wind
*79 Other: breathing sounds like ocean waves
81 Other: covered in freckles
*80 Other: clothing billows even without wind
82 Other: don't sweat
*81 Other: covered in freckles
83 Other: floral breath
*82 Other: don't sweat
84 Other: fox tail
*83 Other: floral breath
85 Other: melodic laugh
*84 Other: fox tail
86 Other: multicolored tears
*85 Other: melodic laugh
87 Other: nearby bells ring when you pass by
*86 Other: multicolored tears
88 Other: no body hair
*87 Other: nearby bells ring when you pass by
89 Other: pearlescent teeth
*88 Other: no body hair
90 Other: random choral sounds
*89 Other: pearlescent teeth
Skin: glittering surround you
*90 Other: random choral sounds
91 Other: sacred birthmark
*91 Other: sacred birthmark
92 Other: stigmata
*92 Other: stigmata
93 Other: sweet scent
*93 Other: sweet scent
94 Other: sweet taste
*94 Other: sweet taste
95 Other: trancelike sleep
*95 Other: trancelike sleep
96 Other: unicorn horn
*96 Other: unicorn horn
97 Other: unusual footprints
*97 Other: unusual footprints
98 Other: unusual temperature
*98 Other: unusual temperature
99 Roll twice, ignore any result of 99 or higher.
*99 Roll twice, ignore any result of 99 or higher.
100 Roll three times, ignore any result of 99 or higher.
*100 Roll three times, ignore any result of 99 or higher.


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.
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.


1 You can channel 1d6 points of positive energy once per day as a supernatural ability.
*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.
*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.
*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.
*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.
*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.
*6 You possess taloned fingers that act as natural weapons and deal 1d4 points of damage.
7 You gain DR 2/evil.
*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.
*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.
*9 You gain an additional +2 racial bonus to your Strength score.
10 You can subsist entirely on honey and wine.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*23 You can cast Create Water three times per day as a spell-like ability.
24 You gain Sonic Resistance 5.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*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.
*39 You can perfectly mimic the sound of any animal.
40 You gain an additional +2 racial bonus to your Intelligence score.
*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.
*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
*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.
*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.
*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.
*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.
*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
*47 You feel sick to your stomach and take a -1 penalty on ability checks when within 30 feet of an evil outsider.
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.
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.
49 You gain a +1 racial bonus on Reflex saves.
*50 You gain an additional +2 racial bonus to your Wisdom score.
50 You gain an additional +2 racial bonus to your Wisdom score.
*51 You can make fruit ripen with a touch.
51 You can make fruit ripen with a touch.
*52 You can understand any written material as though under the effects of comprehend languages.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
66 You are immune to undead creatures' create spawn special ability.
*67 You gain a +2 racial bonus on Sense Motive checks.
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.
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.
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.
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.
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.
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.
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.
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.
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.
76 You gain a +2 racial bonus on saving throws made against curses.
*77 You gain a +2 racial bonus on Knowledge (planes) checks.
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.
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.
79 You always know the current position of the stars.
*80 You gain fire resistance 5·
80 You gain fire resistance 5·
*81 You heal double the normal amount of hit points while resting.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
91 If you die, your body can never be reanimated as an undead creature.
*92 You gain a +1 racial bonus on Fortitude saves.
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.
93 You can summon a lantern archon once per day as
*94 You can speak to horses and other equine animals.
though by summon monster Ill.
*95 You gain a +2 racial bonus on Diplomacy checks.
94 You can speak to horses and other equine animals.
*96 You gain a +2 racial bonus on Use Magic Device checks.
95 You gain a +2 racial bonus on Diplomacy checks.
*97 You gain DR 2/magic.
96 You gain a +2 racial bonus on Use Magic Device checks.
*98 You can cast compassionate ally (Ultimate Magic) once per day as a spell-like ability.
97 You gain DR 2/magic.
*99 You have a natural fly speed of 20 feet (poor).
98 You can cast compassionate ally (Ultimate Magic) once per day as a spell-like ability.
*100 Roll on this table twice, ignoring any further rolls of 100.
99 You have a natural fly speed of 20 feet (poor).
100 Roll on this table twice, ignoring any further rolls of 100.


==In 4e==
==In 4e==

Revision as of 11:37, 12 February 2018

An Aasimar as according to Tony DiTerlizzi.

Aasimar are one of three core Planetouched player races in Dungeons & Dragons, alongside their counterparts the Tiefling and the Genasi. Descendants of unions between mortals and angels, aasimar are characterized primarily by their tendency towards physical perfection and their natural inclination towards the goodly alignments. Whilst they may bear physical manifestations of their divinely-touched lineage, these are never freakish and usually tend to be quite subtle; hair the color of silver or gold, metallic-colored eyes, ivory-white skin, or a beautifully melodious voice are mentioned, though more drastic features are possible, such as regal tails, birdlike or leonine lower bodies, and vestigial wings. Needless to say, their ancestry gives them a strong inherent affinity for the Paladin and Cleric classes.

Aasimar are uncommon on the Prime Material Plane, but are vastly more common in Sigil and on the Upper Planes.

Like pretty much every planetouched, aasimar tend to be portrayed as human + angel, with the occasional handwave by the designers that "aasimar traits are dominant" and thusly an elven or dwarven aasimar would still have the same statblock. For a rare exception to this, see the Celadrin, an elf/eladrin aasimar variant.

Aasimar Controversies

None of the planetouched have been free of their controversies, but aasimar arguably got hit a little harder than their cousins from the Lower Planes and the Elemental Planes did. The big issues are two-fold:

Firstly, some argue that aasimar actually manage to be even bigger Mary Sues than the tieflings do. After all, their description comes with many standard traits of the dreaded Sue actually written in, such as being incredibly beautiful, instantly likable without even trying, and are almost always good guys/girls. yes, they are the literal children of angels, but even so, there are complaints that they get slathered with a bit too much authorial loving.

Secondly, some argue that the aasimar are... well, to put it bluntly, they're boring. They're not alone in this, genasi get the same accusation thrown their way, but it is noted by some that their fluff does tend towards painting them in a generic "they're good because they're born to it, they're always the goody two-shoes race", and some find this less inspiring than the tieflings and their struggle to define themselves despite the expectations others have about them due to their ancestry and despite the temptations of their dark heritage. In fact, this attitude is common enough that even WoTC gave it a nod, which led to the temporary replacement of aasimars with the deva race in 4th edition.

In AD&D

Unlike tieflings, who lucked into being part of the original Planescape boxed set, aasimar didn't come out until two years later. Whether or not this had any impact on their popularity vs. tieflings is anybody's guess. Aasimar were part of the expanded planar racial PC offerings presented in the Planewalker's Handbook, alongside the Genasi and the Rogue Modron, where they came with the following stats:

Ability Score Minimum/Maximum: Strength 8/18, Dexterity 5/18, Constitution 5/18, Intelligence 11/18, Wisdom 11/18, Charisma 13/18
Ability Score Adjustments: +1 Strength OR +1 Charisma, +1 Wisdom, -2 Constitution
Class & Level Restrictions: Fighter 14, Ranger 14, Paladin 14, Wizard 14, Cleric 12, Druid 15, Thief 15, Bard 9
Multiclass Options: Fighter/Priest, Fighter/Mage, Fighter/Bard, Ranger/Mage, Ranger/Priest, Mage/Priest, Mage/Thief, Mage/Bard, Priest/Bard
Thieving Skill Adjustments: +10% Find/Remove Traps, +5% Move in Shadows, +10 Hide in Shadows, +5% Detect Noise
Infravision 60 feet
+1 to Surprise checks
Halve damage from Heat and Cold attacks
+2 bonus to saves vs. magical Charm, Fear, Emotion and Domination effects.
Non-Wizard aasimar have Magic Resistance 10%
Alignment Restriction: Any Non-Evil

The Not-So-Legendary Aasimar Tables

As mentioned above, aasimar, like tieflings, were given a fluff as being a very mutable "bastard" race, but not the stats to back it up... at least, in their initial publication. In the relatively obscure "Warriors of Heaven" sourcebook, which also detailed the celestial races and even made PC race options out of them, the Aasimar finally received what the tieflings had back in the Planeswalker's Handbook; randomization tables. However, these were actually presented as being for aasimar NPCs and so very little attention was given to using them to customize PCs; a single sentence saying that a player could give up their default 50% resistance to heat & cold for 1 roll on the Aasimar Abilities table was all the info we were given. Of course, nothing stopped/stops a DM from simply stealing the Tiefling randomization rules (make 1d4 rolls on Appearance and give up the heat/cold resistance, saving throw bonus and magic resistance to make 5 rolls on Abilities).

Aasimar Abilities

  • 01-03: Alter Self (1/day)
  • 04-06: Augury (1/week)
  • 07-09: Blur (1/day)
  • 10-12: Comprehend Languages (1/day)
  • 13-15: Detect Evil (1/day)
  • 16-18: Detect Lie (1/day)
  • 19-21: Detect Magic (1/day)
  • 22-24: Enthrall (1/week)
  • 25-27: Feather Fall (1/day)
  • 28-30: Know Alignment (1/day)
  • 31-33: Light (1/day)
  • 34-36: Mirror Image (1/day)
  • 37-39: Protection From Evil 10ft Radius (1/day)
  • 40-42: Protection From Normal Missiles (1/week)
  • 43-45: Read Magic (2/day)
  • 46-48: Shield (1/day)
  • 49-51: Strength (1/day)
  • 52-54: Water Breathing (1/week)
  • 55-57: Half damage from Fire
  • 58-60: Half damage from Cold
  • 61-63: Half damage from Electricity
  • 64-66: Half damage from Acid
  • 67-69: +2 to save vs. Poison
  • 70-72: +2 to save vs. Fire
  • 73-75: +2 to save vs. Cold
  • 76-78: +2 to save vs. Electricity
  • 79-81: +2 to save vs. Petriciation/Polymorph/Paralysis
  • 82-84: +2 to save vs. Rod/Staff/Wand
  • 85-87: +2 to save vs. Spell
  • 88-93: Celestial Aura (-2 penalty to enemy attacks)
  • 94-96: Immune to nonmagical weapons
  • 97: Immune to energy drain attacks
  • 98-99: Roll twice, rerolling results above 97
  • 100: Roll three times, rerolling results above 97

Aasimar Appearance

  • 01-04: Silvery skin
  • 05-07: Green-tinted skin
  • 08-10: Blue-tinted skin
  • 11-14: Golden skin
  • 15-16: Pointed ears
  • 17-18: Ridged ears
  • 19-20: Doglike ears
  • 21-25: Angular face with high cheekbones
  • 26-29: Perfect white teeth
  • 30-31: Long, distinguished nose
  • 32-33: Hooked nose
  • 34-36: Crystal-blue eyes
  • 37-39: Bright green eyes
  • 40-42: Gleaming silver eyes
  • 43-45: Golden eyes
  • 46-48: Six fingers per hand (including thumb)
  • 49-50: Fingers one inch longer than normal
  • 51-52: Animal horns on head
  • 53-54: Silver or gold fingernails
  • 55-57: Long, slender arms
  • 58-60: Long, slender legs
  • 61-65: Featherd Wings (MV Fly 18 [D])
  • 66-72: Vestigial wingbones on shoulders
  • 73-76: Opalescent skin
  • 77-80: Naturally tanned skin
  • 81-83: Body covered with speckled markings
  • 84-85: Bald, hairless
  • 86-89: Small feathers rather than hair on 1d10x10 of body
  • 90-95: Special Side Effect (roll on Side Effects table)
  • 96-98: Roll twice, rerolling results above 89
  • 99-00: Roll three times, rerolling results above 89
Aasimar Special Side Effects
  • 01-10: Sweet, fresh odor surrounds body
  • 11-15: Surrounded by an aura of calm that grants +2 to morale checks for good-aligned creatures within 30 feet
  • 16-25: Heals twice as quickly
  • 26-30: Susceptible to fire (+1 point of damage per die)
  • 31-35: Susceptible to cold (+1 point of damage per die)
  • 36-45: Presence eases animals (+4 to reactions)
  • 46-50: Touch inflicts 1d4 damage to evil creatures
  • 51-55: Odd skin composition gives base AC of 1d6+3
  • 56-60: Takes 1d6 points of damage from a splash/vial of unholy water
  • 61-70: Can be turned by evil priests
  • 71-75: Can speak telepathically (range 1 mile)
  • 76-80: Can leap up to 15 feet vertically or 30 feet horizontally
  • 81-85: Natural (ground) movement rate of 15
  • 86-90: Can't be held or ensnared, as per a free action spell
  • 91-98: Can speak any language
  • 99-100: Eyes have the power of true seeing (as per spell)

In 3e

Aasimar showed up all over the place in 3e, starting as early as the Monster Manual. Like many other "human-descendant" races, they made their ultimate appearance in Races of Destiny, which presented their finalized racial statblock. Fluff-wise, they were basically unchanged from 2e.

+2 Wisdom, +2 Charisma
Outsider (Native)
Medium
Base land speed 30 feet
Darkvision 60 feet
Daylight (Sp): 1/day as either a 1st level caster or a caster of class level, whichever is higher.
Resistance 5 to Acid, Cold and Electricity.
+2 racial bonus on Listen and Spot.
Favored Class: Paladin
Level Adjustment: +1

In Pathfinder

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 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.

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.

Statwise, the Pathfinder Aasimar looks like this:

+2 Wisdom, +2 Charisma
Outsider (Native)
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

Idyllkin are descendants of Agathions, the Pathfinder equivalent of Guardinals, 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 druids or nature clerics 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 angels, 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 tieflings, 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 his against ignore damage reduction equal to the critical multiplier of your weapon).

Lawbringers descend from Archons, 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).

Musetouched descend from the Azata, Pathfinder's version of Eladrins, 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 elves or half-elves, for obvious reasons. Possessed of wanderlust and natural talents in music, which means many become bards, 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).

Plumekith descend from the Garuda, noble but impetuous celestials who resemble 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 tieflings. 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).

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:

  • 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.

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.

  • 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.

In 4e

You saw that bit above about how 4e dumped aasimar for Devas? Yeah, that's not entirely true.

See, whilst not referred to by name, "The Ecology of the Deva" in Dragon Magazine #374 featured the fact that Devas can interbreed with other races, which produces offspring who are of the non-deva's race, but inherently touched by their angelic heritage - which is the very literal definition of what aasimar are. This was supported by the Bloodline feat "Deva Heritage", which lets you play one of these angel-touched mortals.

"Deva Heritage" grants you a new racial daily utility called Astral Splendor (so long as you are not bloodied, you can enter a stance that causes you to shed light in a 6 square radius and inflicts a -2 penalty to attack rolls against you), as well as a +2 to all Perception & Insight checks against angels, devils, devas and rakshasas. It also means you qualify for either of two feats; Heavenly Heritage (gain temp HP equal to your Wis bonus when you take Cold or Fire damage) and Radiant Recovery (gain temp HP equal to your Con bonus if you get hit or hurt by an attack that causes Radiant damage).

In 5e

Aasimar returned to 5e in the DMG as the sample race for showcasing the "build a race" rules. They're basically Tieflings flipped to a more Celestial aspect, complete with sharing the same +1 Mental Stat (Wisdom, for Aasimar) +2 Charisma bonus, Darkvision, Damage Resistance (Necrotic + Radiant) and spell-like abilities at level 1 (Lights), 3 (Lesser Restoration) and 5 (Daylight) format. They were recently voted one of the three most-popular races for a new D&D expansion to create in detail, with Mike Mearls professing they were his favorite race and that he really wanted to do them right because, in his own words, there's a tendency to make the good guys boring.

The first "official" release of the 5e aasimar didn't happen until November 2016, when they were one of the player races added in the Forgotten Realms-based "Volo's Guide to Monsters". This version takes them a good way away from the "radiant tiefling" ruleset, giving them new lore that described each aasimar has a celestial guide or deva who speaks to them through dreams, exhorting them to do good... often in a very harsh and inflexible way. They have three subraces, that gain special abilities at third level: the Protector aasimar, who gets +1 Wisdom and can sprout wings and fly around dealing extra radiant damage on their spell and weapon attacks; the Scourge aasimar, who gets +1 Constitution and can turn into a living divine sunlamp that deals Radiant damage to everyone around them, including themself; and the Fallen Aasimar, who, having turned to evil, gets +1 Strength, causes fear in others, and deals Necrotic damage instead.

Dungeons & Dragons 2nd Edition Races
Core DwarfElfGnomeHalf-ElfHalf-OrcHalflingHuman
Dark Sun AarakocraHalf-GiantMulPterranThri-kreen
Dragonlance DraconianIrdaKenderMinotaur
Mystara AraneaEe'arEndukLizardfolk (CaymaGurrashShazak) • LupinManscorpionPhanatonRakastaTortleWallara
Oriental Adventures KorobokuruHengeyokaiSpirit Folk
Planescape AasimarBariaurGenasiGithyankiGithzeraiModronTiefling
Spelljammer DraconGiffGrommamHadozeeHurwaetiRastipedeScroXixchil
Ravenloft: Broken OneFlesh GolemHalf-VistaniTherianthrope
Complete Book Series AlaghiBeastmanBugbearBullywugCentaurDuergarFremlinFirbolgFlindGnollGoblinHalf-OgreHobgoblinKoboldMongrelfolkOgreOgre MageOrcPixieSatyrSaurialSvirfneblinSwanmayVoadkynWemic
Dragon Magazine Half-DryadHalf-SatyrUldraXvart
Dungeons & Dragons 5th Edition Races
Player's Handbook DragonbornDrowDwarfElfGnomeHalf-ElfHalf-OrcHalflingHumanTiefling
Dungeon Master's Guide AasimarEladrin
Elemental Evil Player's Guide AarakocraGenasiGoliathSvirfneblin
Sword Coast Adventurer's Guide DuergarGhostwise HalflingSvirfneblinTiefling Variants
Mordenkainen's Tome of Foes Baatific TieflingsDuergarEladrinGithyankiGithzeraiSea ElfShadar-kaiSvirfneblin
Volo's Guide to Monsters AasimarBugbearFirbolgGoblinGoliathHobgoblinKenkuKoboldLizardfolkOrcTabaxiTritonYuan-Ti Pureblood
Eberron: Rising from the Last War BugbearChangelingGoblinHobgoblinShifterWarforged
Guildmaster's Guide to Ravnica CentaurElfGoblinHumanLoxodonMinotaurSimic HybridVedalken
Mythic Odysseys of Theros HumanCentaurLeoninMinotaurSatyrTriton
Plane Shift: Amonkhet AvenKhenraMinotaurNaga
Plane Shift: Innistrad Human
Plane Shift: Ixalan GoblinHumanMerfolkOrcSirenVampire
Plane Shift: Kaladesh AetherbornDwarfElfHumanVedalken
Plane Shift: Zendikar ElfGoblinHumanKorMerfolkVampire
One Grung Above Grung
Astral Adventurer's Guide Astral ElfAutognomeGiffHadozeePlasmoidThri-kreen
Dragonlance: Shadow of the Dragon Queen Kender
Unearthed Arcana GlitchlingMinotaurRevenant
The Races of Pathfinder
Player's Handbook: Dwarf - Elf - Gnome - Half-Elf - Half-Orc - Halfling - Human
Advanced
Race Guide:
Aasimar - Catfolk - Changeling - Dhampir - Duergar
Drow - Fetchling - Gillman - Goblin - Grippli - Hobgoblin
Ifrit - Kitsune - Kobold - Merfolk - Nagaji - Orc - Oread
Ratfolk - Samsaran - Strix - Suli - Svirfneblin - Sylph
Tengu - Tiefling - Undine - Vanara - Vishkanya - Wayang
Bestiaries: Android - Astomoi - Caligni - Deep One Hybrid - Gathlain
Gnoll - Kasatha - Munavri - Naiad - Orang-Pendak
Reptoid - Rougarou - Shabti - Trox - Yaddithian
Adventure Paths: Being of Ib - Kuru
Inner Sea Races: Ghoran - Monkey Goblin - Lashunta - Skinwalker
Syrinx - Triaxian - Wyrwood - Wyvaran
Ultimate Wilderness: Vine Leshy
Blood of the Sea: Adaro - Cecaelia - Grindylow - Locathah - Sahuagin - Triton
Planar Adventures: Aphorite - Duskwalker - Ganzi