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Graced with a touch of the holy, Aasimars are usually tall, good-looking and generally pleasant.  Some have a minor physical trait suggesting their heritage, such as sliver hair, golden eyes, or an unnaturally intense stare.

Most Aasimars are decidedly good-aligned.  They fought against evil causes and attempt to sway others to do the right thing.  Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare.  They're rarely found in leadership positions, and often live as loners due to their absolute dedication to goodness.  Others are less fanatical and fit seamlessly into normal human society.


Aasimar Base Racial Features

All of the following are base racial abilities for the aasimar.

Ability Score Adjustments: +2 Charisma.

Outsider Type: Aasimar are native outsiders. Thus, they are vulnerable to spells and effects that work on creatures of the outsider type but immune to effects that target other types. For example, an aasimar would be subject to the extra damage from an outsider bane sword but immune to hold person, since that spell affects only humanoids.

Size: Aasimar are Medium size.

Speed: Aasimar base land speed is 30 feet.

Darkvision (Ex): An aasimar has darkvision to a 60-foot range.

Light (Sp): The aasimar may use light (caster level equals aasimar's character level) once per day.

Skill Bonuses: An aasimar has a +2 racial bonus on Listen and Spot checks.

Resistances (Ex): An aasimar starts play with resistance 2 to acid, cold, and electricity.

Automatic Languages: Celestial, Common. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.

Favored Class: Paladin. A multiclass aasimar's paladin class does not count when determining whether an experience point penalty applies.

Table SP-19: The Aasimar Racial Class

Level CR Special
1st +0 Wis +2, daylight, resistances (acid 5, cold 5, electricity 5)

Aasimar Racial Class Features

All of the following are class features of the aasimar racial class.

Ability Score Changes: An aasimar's Wisdom increases by +2 at 1st level.

Daylight (Sp): At 1st level, the aasimar may use daylight (caster level equals aasimar's character level) once per day. This ability replaces the base racial feature light.

Resistances (Ex): A 1st-level aasimar's acid, cold, and electricity resistances increase to 5 each.

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