Aasimars

Aasimars

The Enlighten Ones, Rulers of the city of enlightenment

When the tainted prince of talis laid siege on the city of enlightenment, near the end

of the second age. The temple in the city’s center was filled with citizens who wish not to

fight prayed day and night to the god tai. Touched by they’re devotion blessed all those

inside the temple and turn them into the Aasimars. With this blessing the Aasimars went out and

defeated the prince and his army, and this was how Aasimars came to be.
In this age the Aasimars serve tai without question, but on an occasion some fall from his

grace and when they die. They become race distorted by the evil god kai, called Devils

Homeland:

Physical Description:

Society:

Relations:

Alignment and Religion:

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.
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.

For more information please see the Pathfinder Advanced Race Guide pg. 84 & 85.

Aasimars

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