Aasimar
Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. Aasimars are not always good, but it is a natural tendency for them, and they gravitate to good faiths or organizations associated with celestials. Aasimar heritage can hide for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens. Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features are hair that shines like metal, unusual eye or skin color, or even glowing golden halos.
Aasimars are defined by class levels—they do not possess racial Hit Dice. Aasimars have the following racial traits.
- HP
- 11 (1d8+3)
- AC
- 15, touch 10, flat-footed 15 (+5 armor)
- Speed
- 30 ft. (20 ft. in armor)
- Init
- +0
- Melee
- heavy mace -1 (1d8-1)
- Ranged
- light crossbow +0 (1d8/19-20)
- BAB
- +0
- CMB
- -1
- CMD
- 9
- Fort
- +4
- Ref
- +0
- Will
- +5
- Racial Modifiers
- +2 Diplomacy, +2 Perception
Weapons: Martial, Simple
channel positive energy (5/day, 1d6, DC 12)
rebuke death (1d4+1, 6/day)
touch of good (6/day)
<p class="stat-block-1"> You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).</p>
Diplomacy +8, Heal +7, Knowledge (religion) +5
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Uses feat: Turn Undead (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Daylight (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Bless (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Command (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Protection From Evil (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Guidance (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Stabilize (Spell)House/Core — covered by the site's Section 15.
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