Racial Traits | Effect |
---|---|
Heritage: | You can choose a heritage from the Hertiage table below (see below), which grants different traits to your Aasimar. |
Light Halo: | Aasimars possess the ability to manifest halos. They can create a light centered on their head at will. While using a halo, they gain a +2 circumstance bonus on saving throws against becoming blinded or dazzled. |
Celestial Resistance: | Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. |
Heritages | Effect |
---|---|
Uncertain: | +2 Wisdom and Charisma. +2 racial bonus on Diplomacy and Perception checks. Can use the Searing Light spell once per day. |
Angelkin: | +2 Strength and Charisma. +2 racial bonus on Lore (Religion) and Use Magic Device. Can use the Lesser Restoration spell once per day. |
Emberkin: | +2 Intelligence and Charisma. +2 racial bonus on Lore (Religion) and Knowledge (Arcana) checks. Can use the Burning Arc spell once per day. |
Idyllkin: | +2 Constitution and Charisma. +2 racial bonus on Lore (Nature) and Perception checks. Can use the Summon Nature’s Ally III spell once per day. |
Lawbringer: | +2 Constitution and Wisdom. +2 racial bonus on Persuasion and Perception checks. Can use Hold Person spell once per day. |
Musetouched: | +2 Dexterity and Charisma. +2 racial bonus on Persuasion and Mobility checks. Can use the Glitterdust spell once per day. |
Plumekith: | +2 Dexterity and Wisdom. +2 racial bonus on Mobility and Athletics checks. Can use the Invisibilty spell once per day. |
As beings with divine ancestry, aasimar have a variety of interesting racial traits - none more pronounced than those given by their heritage. Universally, all aasimar gain a Light Halo ability, which is… very, very rarely useful. Neat party trick, though. Their Celestial Resistances, however, are quite handy, although something easily replicated (and exceeded) by low-level spells like Resist Energy, Communal.
Of significantly more gameplay importance is the exact traits given to an aasimar by their divine heritage, which you choose during character creation. Each of these heritages give the same sort of bonuses: two attributes bonuses, two skill bonuses and a once-per-day spell-like ability, and these can vary significantly based on the nature of an aasimar’s ancestry. An aasamir of uncertain heritage, for example, would make a great Cleric or Paladin with their innate bonuses to Wisdom and Charisma, as would a Lawbringer due to their bonuses to Constitution and Wisdom. The Musetouched, however, would arguably make better Sorcerers or Bards, the Emberkin wouldn’t be a bad heritage for an Alchemist or Wizard and the idea of a Plumekith Ranger is oddly appealing.
Suffice to say, the varying heritages of an aasamir make for a fairly versatile race, with different heritages being better suited to different professions.
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