Pathfinder 1e Race outsider Medium

Aasimars

Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry.

Browse races
Ability Modifiers
Cha +2 · Wis +2
Size
Medium
Speed
30 ft.
Languages
Common, Celestial, languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan

Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. While not always benevolent, aasimars are more inclined toward acts of kindness rather than evil, and they gravitate toward faiths or organizations associated with celestials. Aasimar heritage can lie dormant for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens, though it must be acknowledged that some aasimars take advantage of the reputation of their kind, brutally subverting the expectations of others with acts of terrifying cruelty or abject venality. “It's always the one you least suspect” is the axiom these evil aasimars live by, and they often lead double lives as upstanding citizens or false heroes, keeping their corruption well hidden. Thankfully, these few are the exception and not the rule.

Standard Racial Traits

Native Outsider

Aasimars are outsiders with the native subtype.

Darkvision

Members of this race can see in the dark up to 60 feet.

Skilled Feat and Skill Racial Traits 4 RP

Prerequisites: None; Benefit: Members of this race gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.

Spell-Like Ability

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

Celestial Resistance Defense Racial Traits 3 RP

Prerequisite: Outsider (native) with ties to Elysium, Heaven, or Nirvana; Benefit: Members of this race gain acid resistance 5, cold resistance 5, and electricity resistance 5.

Spell-Like Ability (Aasimar)

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

Alternate Racial Traits

Celestial Crusader Offense Racial Traits 7 RP

Prerequisite: Outsider (native) with ties to Elysium, Heaven, or Nirvana; Benefit: Members of this race gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus to identify evil outsiders or items or effects evil outsiders create with Knowledge (planes) or Spellcraft; they may use these skills untrained for this purpose.

Deathless Spirit Defense Racial Traits 3 RP

Prerequisites: None; Benefit: Members of this race 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.

Exalted Resistance Defense Racial Traits 3 RP

Prerequisite: Outsider (native) with ties to Elysium, Heaven, or Nirvana; Benefit: Members of this race gain spell resistance equal to 6 + their character level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders.

Halo Defense Racial Traits 2 RP

Prerequisite: Outsider (native) with ties to Elysium, Heaven, or Nirvana; Benefit: Members of this race can create light centered on their head at will as a spell-like ability. When using the halo, a member of this race gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled.

Heavenborn Magical Racial Traits 3 RP

Prerequisite: Outsider (native) with ties to Elysium, Heaven, or Nirvana; Benefit: Members of this race gain a +2 bonus on Knowledge (planes) checks, and they cast spells with the good or light descriptor at +1 caster level.

Immortal Spark Magical Racial Traits 7 RP

Prerequisite: Outsider (native) with ties to Elysium, Heaven, or Nirvana; Benefit: Members of this race 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.

Incorruptible

Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait.

Scion of Humanity

Some aasimars' heavenly ancestry is extremely distant. 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.
Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

This entry is Open Game Content. TheCrazyGM is an open library and a Forge for building — and publishing — your own.

How publishing works Browse worlds
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.