The material below is Open Game Content from a 3PP Source
Aasimars
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.
Physical Description: Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features include hair that shines like metal, jewel-toned eyes, lustrous skin color, or even glowing, golden halos.
Society: Aasimars cannot truly be said to have an independent society of their own. As an offshoot of humanity, they adopt the societal norms around them, though most find themselves drawn to those elements of society that work for the redress of injustice and the assuagement of suffering. This sometimes puts them on the wrong side of the law in more tyrannical societies, but aasimars can be careful and cunning when necessary, able to put on a dissembling guise to divert the attention of oppressors elsewhere. While corrupt aasimars may be loners or may establish secret societies to conceal their involvement in crime, righteous aasimars are often found congregating in numbers as part of good-aligned organizations, especially (though not always) churches and religious orders.
Relations: Aasimars are most common and most comfortable in human communities. This is especially true of those whose lineage is more distant and who bear only faint marks of their heavenly ancestry. It is unclear why the touch of the celestial is felt so much more strongly in humanity than other races, though it may be that humanity’s inherent adaptability and affinity for change is responsible for the evolution of aasimars as a distinct race. Perhaps the endemic racial traits of other races are too deeply bred, too strongly present, and too resistant to change. Whatever dalliances other races may have had with the denizens of the upper planes, the progeny of such couplings are vanishingly rare and have never bred true.
However, even if they generally tend toward human societies, aasimars can become comfortable in virtually any environment. They have an easy social grace and are disarmingly personable. They get on well with half-elves, who share a similar not-quite-human marginal status, though their relations are often less cordial with halforcs, who have no patience for aasimars’ overly pretty words and faces. Elven courtiers sometimes dismiss aasimars as unsophisticated, and criticize them for relying on natural charm to overcome faux pas. Perhaps of all the known races, gnomes find aasimars most fascinating, and have an intense appreciation for their varied appearances as well as the mystique surrounding their celestial heritage.
Alignment and Religion: Aasimars are most often of good alignment, though this isn’t necessarily universal, and aasimars that have turned their back on righteousness may fall into an unfathomable abyss of depravity. For the most part, however, aasimars favor deities of honor, valor, protection, healing, and refuge, or simple and prosaic faiths of home, community, and family. Some also follow the paths of art, music, and lore, finding truth and wisdom in beauty and learning.
Adventurers: Aasimars frequently become adventurers, as they often do not quite feel at home in human society and feel the pull of some greater destiny. Clerics, oracles, and paladins are most plentiful in their ranks, though bards, sorcerers, and summoners are not uncommon among those with a fondness for arcane magic. Aasimar barbarians are rare, but when born into such tribes they often rise to leadership and encourage their clans to embrace celestial totems.
Male Names: Aritian, Beltin, Cernan, Cronwier, Eran, Ilamin, Maudril, Okrin, Parant, Tural, Wyran, Zaigan.
Female Names: Arken, Arsinoe, Davina, Drinma, Imesah, Masozi, Nijena, Niramour, Ondrea, Rhialla, Valtyra.
Aasimar Racial Traits
+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Aasimar 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: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
ALTERNATE RACIAL TRAITS
The following racial traits may be selected instead of existing aasimar racial traits. Consult your GM before selecting any of these new options.
FAVORED CLASS OPTIONS
The following options are available to all aasimars who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Bard: Choose one bardic performance; treat the bard as +1/2 level higher when determining the effects of that performance.
Cavalier: Add +1/4 to the cavalier’s bonus on damage against targets of his challenge.
Cleric: Add +1/2 to damage when using positive energy against undead or using Alignment Channel to damage evil outsiders.
Inquisitor: Add +1/2 on Intimidate, Knowledge, and Sense Motive checks made against outsiders.
Oracle: Add +1/2 to the oracle’s level for the purpose of determining the effects of one revelation.
Paladin: Add +1/6 to the morale bonus on saving throws provided by the paladin’s auras.
Sorcerer: Add +1/4 to the sorcerer’s caster level when casting spells with the good descriptor.
Summoner: Add DR 1/evil to the summoner’s eidolon. Each additional time the summoner selects this benefit, the DR/evil increases by +1/2 (maximum DR 10/evil).
RACIAL ARCHETYPES
The following racial archetypes are available to aasimars.
The material below is Open Game Content from a 3PP Source
Sample Character
Aasimar
This supernaturally beautiful woman looks human, yet emanates a strange sense of calm and benevolence.
Aasimar CR 1/2 (XP 200)
Aasimar cleric 1
NG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +5
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 11 (1d8+3)
Fort +4, Ref +0, Will +5
Resist acid 5, cold 5, electricity 5
Speed 30 ft. (20 ft. in armor)
Melee heavy mace –1 (1d8–1)
Ranged light crossbow +0 (1d8/19–20)
Special Attacks channel positive energy (5/day, 1d6, DC 12); rebuke death (1d4+1, 6/day); touch of good (6/day)
Spell-Like Abilities (CL 1st)
1/day—daylight
Spells Prepared (CL 1st)
1st—bless, command (DC 14), protection from evilD
0 (at will)—detect magic, guidance, stabilize
D domain spell; Domains Good, Healing
Str 8, Dex 10, Con 14, Int 13, Wis 17, Cha 14
Base Atk +0; CMB –1; CMD 9
Feats Turn Undead
Skills Diplomacy +8, Heal +7, Knowledge (religion) +5; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic
Environment any land
Organization solitary, pair, or team (3–6)
Treasure NPC gear (scale mail, heavy mace, light crossbow with 10 bolts, other treasure)
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.