Aasimar
( Races of Destiny, p. 92)Attributes
Size: | Medium |
---|---|
Base speed: | Land 30 |
Strength: | +0 |
Intelligence: | +0 |
Dexterity: | +0 |
Wisdom: | +2 |
Constitution: | +0 |
Charisma: | +2 |
Level adjustment: | +1 |
Space: | 5 feet |
Reach: | 5 feet |
Automatic languages: | Celestial , Common |
Bonus Languages: | Draconic , Dwarven , Elven , Gnome , Halfling ,Sylvan |
Description
Graceful, regal, and noble, aasimars are the distant descendants of a coupling between a human and a good-aligned outsider. While nowhere near as powerful as their celestial forebears, aasimars still retain a touch of the divine in their blood and wear it with pride. Devoted champions of good, aasimars spend their days fighting evil in whatever form it takes.
In a world of violence, injustice, and evil, aasimars are on the front lines, lending their abilities where needed. Some try to stave off evil by teaching and leading by example in the fight against ignorance, prejudice, and greed. Others present an aloof and lofty demeanor, an intimidating aura that, while noble, keeps people from trying to get too close. Among good people, aasimars are held in high opinion as a standard by which all should live, while those of an evil nature view aasimars as self-righteous and dangerously moralistic.
Combat
Racial Traits
- +2 Wisdom, +2 Charisma: Aasimars inherit a measure of the insight and presence of their celestial forebears.
- Outsider (native): Aasimars are outsiders who are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep.
- Medium: As Medium creatures, aasimars have no special bonuses or penalties due to size.
- Aasimar base land speed is 30 feet.
- Darkvision: Aasimars can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and aasimars can function just fine with no light at all.
- Daylight (Sp): An aasimar can use daylight once per day as a 1st-level caster or a caster of her class level, whichever is higher.
- Resistance to acid 5, cold 5, and electricity 5: Aasimars gain a slight resistance to acid, cold, and electricity from their celestial blood.
- +2 racial bonus on Listen and Spot checks: Aasimars have keen senses.
- Automatic Languages: Common and Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. Aasimars enjoy learning languages that enable them to communicate with good creatures.
- Favored Class: Paladin. The paladin class levels of an aasimar who becomes an ex-paladin class do not count when determining whether she takes an experience point penalty for multiclassing.
Level adjustment +1.( NOTE: No longer applies in this setting)
Native Outsider
Due to the strength of their divine or infernal bloodlines, each of the planetouched races possess the unusual characteristics. This has three principal effects:
- First, spells or effects that affect only humanoids, such as a charm person or a dominate person spell, do not affect planetouched characters.
- Second, spells and effects that target extraplanar creatures may affect planetouched characters. For example, the mace of smiting and the sword of the planes are more effective against outsiders, and are correspondingly more dangerous to a planetouched character. A spell that drives outsiders back to their home planes does not affect planetouched characters, but banishment – a spell that removes an outsider from the caster's plane without specifying a return to the outsider's native plane – would work just find.
- Finally, planetouched characters can be raised or resurrected normally, whereas most outsiders cannot be brought back from the dead without the use of a miracle or wish spell.
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