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==3e== [[File:Aasimar (PlaHB).jpg|right|300px]] [[File:Aasimar 3e.jpg|right|300px]] Aasimar showed up in the 3.0e [[Monster Manual]] I as a strictly NPC monster race; however, the DMG suggested a level adjustment of +1 for any dungeon masters who wanted to convert them into a homebrew playable race. A year later, they appeared in the [[Forgotten Realms Campaign Setting]] as a fully official playable race: ::+2 Wisdom, +2 Charisma ::Outsider (Native) ::Medium ::Base land speed 30 feet ::Darkvision 60 feet ::Light (Sp): 1/day as cast by a sorcerer of their character level. ::Resistance 5 to Acid, Cold and Electricity. ::+2 racial bonus on Listen and Spot. ::Automatic languages: Common, home region. Bonus languages: Any ::[[Favored Class]]: [[Paladin]] ::[[Level Adjustment]]: +1 Two years after that, when the 3.5e rules came out, they got reprinted in the new 3.5e MMI with slightly altered stats. Their Light ability was upgraded to Daylight, Celestial replaced their regional language on their list of automatic languages, and their list of bonus languages got restricted to Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. This version was reprinted without further changes in the Planar Handbook and Races of Destiny. ''Player's Guide to Faerûn'' introduced the "Lesser Planetouched" variant rule, wherein ALL planetouched, be they Aasimars, Tieflings, Genasi, or whatever, and regardless of whether they were players or NPCs, counted as "Humanoid (Planetouched)" rather than as "Outsider (Native)", thus cutting them off from Darkvision, martial weapon proficiencies, the ability to take outsider forms with polymorph spells, immunity to "person" spells, and nothing else of importance, in exchange for dropping the level adjustment. This was widely misinterpreted as a subrace that individual players could take during character-creation, leading to a lot of [[skub]].
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