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Aasimar

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Aasimar[T]
Type Outsider (native)
Ability Scores +2 Wis, +2 Cha
External Aasimar

About

Rather than largely a generic angelic theme, the aasimars og Vanathul are also flavored upon the Shining Children. Meaning a greater emphasis on light and enigmatic otherness, rather than feathers and halos. Most racial feats should work just fine, but some refluffing may be desired. The list of alternate racial traits below reflect these. They should be preferred before the standard ones from other sources.

Origin

Aasimars were a product of humans infused with extraplanar magics. This caused them to become native outsiders with a various sets of physical and magical traits, and a bias towards a good alignment

The purpose of the first aasimars were to embody the essence of a type of enigmatic outsider - a shining light summoned from the very edges of reality. The thought was to create a bridge to facilitate better communication, but the Triumph, and the escalating tension with K'Shaal is thought to have delayed the project to an unfortunate degree. The original aasimars remain a sidenote in esoteric historybooks. While they are remarkable by many standards, they never realized their ultimate purpose.

Unlike the light they were developed to channel, the aasimars were made to lean towards a good alignment, and as the many dangers of the outer planes were charted, the subsequent variations were given abilities to withstand the dark and fiendish forces they would encounter. The result was a variety of alternative traits designed to resist or combat evil outsiders

Most aasimars are assumed to have been killed by during the Destruction of Orn, as they were an Ornian invention.

Statistics

Random Starting Ages
Adulthood Intuitive[1] Self-Taught[2] Trained[3] Maximum Age[4]
20 years +4d6
(24-44 years)
+6d6
(26-56 years)
+8d6
(28-68 years)
70+2d10
  1. This category includes barbarians, oracles, rogues, and sorcerers.
  2. This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
  3. This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
  4. GM secretly determines Maximum
Random Height and Weight
Sex Base Height Base Weight Modifier Weight Modifier
Male 5 ft. 2 in.
(5 ft. 4 in. – 6 ft. 6 in.)
110 lbs.
(120 lbs. – 190 lbs.)
+2d8 ×5 lbs.
Female 5 ft. 0 in.
(5 ft. 2 in. – 6 ft. 4 in.)
90 lbs.
(100 lbs. – 170 lbs.)
+2d8 ×5 lbs.
Age categories
Adult Middle Age[1] Old[2] Venerable[3] Maximum Age[4]
20 62 93 125 125+3d20 (128-185)
  1. –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha
  2. –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha
  3. –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha
  4. GM secretly determines maximum

Standard Racial Traits

Ability Score Modifiers

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

Type

Aasimars are outsiders with the native subtype.

Size

Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.Base Speed: Aasimars have a base speed of 30 feet.

Languages

Aasimars begin play speaking the common language of their country or region, and have an innate understanding of "Celestial" that emerges as they grow up. Aasimars with high Intelligence scores can choose additional languages. See the Linguistics skill page for more information, and the Languages for available choices.

Defense Racial Traits

Celestial Resistance

Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Feat and Skill Racial Traits

Skilled

Aasimar have a +2 racial bonus on Diplomacy and Perception checks.

Magical Racial Traits

Spell-Like Ability (Sp)

Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar’s class level).

Senses Racial Traits

Darkvision

Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above.

Celestial Enforcer

When the nature of the light the aasimar were made to channel was revealed, some of them were specialized to oppose the threat.

These individuals gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus on Knowledge (planes) and Spellcraft checks to identify evil outsiders or items or effects created by evil outsiders; they may use these skills untrained for this purpose.

This racial trait replaces celestial resistance and skilled.

Celestial Theurgist

Many aasimars feel obligated to train to defend the world against malign magic.

These aasimars gain a +2 racial bonus on caster level checks to overcome spell resistance and on Knowledge (planes) checks.

This racial trait replaces the skilled and spell-like ability racial traits.

Deathless Spirit

Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death.

They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.

This racial trait replaces celestial resistance.

Exalted Resistance

An aasimar with this racial trait gains spell resistance (SR) equal to 5 + her level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders.

This racial trait replaces celestial resistance.

Halo

Some aasimars possess the ability to manifest nimbus of near-blinding light, as if emminating from an unseen source of light behind their head.

An aasimar with this racial trait can create a light nimbus at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled.

This racial trait replaces the darkvision standard racial trait.

Closer To the Light

Born with a stronger connection to the light.

Aasimars with this racial trait gain a +2 bonus on Knowledge (planes) checks and they cast spells with the good or light descriptor at +1 caster level.

This racial trait replaces the skilled and spell-like ability racial traits.

Immortal Spark

Aasimars with this racial trait defy the powers of entropy and death.

They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability.

This racial trait replaces the skilled and spell-like ability racial traits.

Dark Blood Corrupted

The contemporaneous Dark Blood Initiative opposed the Aasimar program, and undermined its progress in many ways.

As long as the aasimar retains an evil alignment, she gains the maw or claw tiefling alternate racial trait.

This racial trait replaces the spell-like ability racial trait. 

Distant Light

Some aasimars’ deviate less from their baseline form than others.

An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill.

This racial trait replaces the Celestial language and alters the native subtype.

Truespeaker

There are some aasimars whose language transcends all boundaries.

They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics.

This racial trait replaces skilled.

Variant Aasimar Heritage

As normally, there are variant heritages, which are descendants of some of the original aasimar lineages. The following heritages have an altered fluff, but are mechanically unaltered.

d6 Heritage Originator Typical Alignment Ability Modifiers Alternate Skill Modifiers Alternate Spell-Like Ability Original Signature Spell-Like Ability [1] Description
1 Xaphai NG +2 Con, +2 Cha Handle Animal, Survival summon nature’s ally II Gate Takes a non-trivial portion of their genetic mix from the Khimer program, expressing an increased affinity towards animals.
2 Quabriel LG, NG, CG +2 Str, +2 Cha Heal, Knowledge (planes) alter self Shapechange Possess a highly maliable morphology, allowing for greater physical and social effectiveness.
3 Hamael LG +2 Con, +2 Wis Intimidate, Sense Motive continual flame Firebrand Carries a strong inner light, and a hightened insight.
4 Zuriel CG +2 Dex, +2 Cha Diplomacy, Perform glitterdust Sunburst Among the original batch of aasimars, designed for an ambassadorial role.
5 Tartys CG +2 Dex, +2 Wis Acrobatics, Fly see invisibility True seeing Naturally nimble and intuitive. Prone to wanderlust.
6 Asaph NG +2 Int, +2 Cha Knowledge (planes), Spellcraft pyrotechnics Prismatic spray Fully committed to being perfect magicians Asaphian aasimars were made to accomodate and enhance prodigy arcanists.
  1. For flavor. It is the pinnacle of the heritage, lost to time after breeding with other races for generations.

Racial Feats

Where applicable, the spell expendature or alterations will apply also to any spell-like ability granted by variant heritages.

The following feats are available to an aasimar character who meets the prerequisites.

See also

Gallery