Aasimar Variants Pt. II
"Healer" Aasimar
Healer Aasimar have a bit of excess positive energy flowing through them. They are often surrounded in a blue aura, have radient blue eyes, and are filled with life and hyperactive energies. Their racial traits are as follows:
* Medium Sized. Base Speed 30 ft.
*+2 Wisdom, +2 Charisma. Healer aasimar are in tune with cosmic forces, and seem naturally resistant to minor flaws in appearance.
* Cold and Fire Resistance 5. The celestial heritage of a healer aasimar protects it from extremes of environment and temperature.
* The ability to cast Cure Light Wounds once per day as a sorcerer of their hit dice. Healer aasimar are so filled with life energy that they can freely distribute it to others
* +4 racial bonus to Heal checks. Healer aasimar are (predictably) good at finding out how to make ills better.
* Level Adjustment +1
* Outsider (Good). Healer aasimar are considered outsiders with the Good subtype. This grants them darkvision with a 60 ft. range.
* Favored Class: Cleric. Channeling positive energy comes naturally to these creatures.
"Protector" Aasimar
Descended from the militaristic ranks of the divine, protector aasimar have blood tainted with protective energies. They may have rough patches of skin where their ancestors had natural armor. They may be hairless, with a metallic sheen. Their eyes may be tiny, or nearly invisible under thick brow ridges that guard them. Their racial traits are as follows:
* Medium Sized. Base Speed 30 ft.
* +2 Constitution, +2 Wisdom Protector aasimar are very physically and mentally stout.
* Acid and Electricity Resistance 5. Protector aasimar are well guarded against the energies their enemies may use.
* The ability to cast Shield Other once per day as a sorcerer of their hit dice. Protector aasmar have a supernatural need to guard those they value, even at the expense of their own lives.
* Outsider (Good). Protector aasmiar are considered outsiders, with the Good subtype. This also grants them Darkvision with a 60 ft. range.
* Level Adjustment +1.
* Favored Class: Fighter. Military training comes easy for these.
"Artist" Aasimar
Infused with more of the natural boyouncy and lightness of art, these aasmiar are creative as well as contemplative. They have a tendancy for bright reds or other fire-like shades in their coloration of skin and eyes, and many speak with an eloquence that is something more than effected. Their racial stats are as follows:
* Medium Sized. Base Speed 30 ft.
* +4 Charisma. Artist aasimar are amazingly compelling.
* Fire Resistance 5. Because of their own firey creative energies, artist aasimar are resistant to external flame, as well.
* The ability to cast Suggestion once per day as a sorcerer of their hit dice. Others around an artist aasimar often have difficulties in controlling the impulse to follow them.
* +2 racial bonus to any one Craft skill and any one Perform skill. Artist aasimar are capable of creating great works of art with materials, or with themselves alone.
* Outsider (Good). Artist aasimar are outsiders, with the Good subtype. This also grants them Darkvision with a 60 ft. range.
* Level Adjustment +1
* Favored Class: Bard. Creative energies aren't hard for an artist aasimar to manifest.
"Prophet" Aasimar
The blood of visionaries runs in the viens of these aasimar, who have become tainted with visions because of their outsider heritage. Often, they have eyes of pure white or blue, wild, airy voices, and a tendancy to gaze skyword, or zone out. Their racial traits are as follows:
* Medium Sized. Base Speed 30 ft.
* +2 Wisdom. Prophet aasimar are truly touched by the insight of the upper planes.
* The ability to cast Clairaudience/Clairvoyance once per day as a sorcerer of their class level. The blood of prophets gives them the ability to see visions as they will.
* +2 racial bonus to Intuit Direction and Scry. Prophet aasimar have minds that naturally find things they're looking for.
* Outsider (Good). Prophet aasimar are outsiders, with the Good subtype. This also grants them darkvision with a 60 ft. range.
* Level Adjustment: +1
* Favored Class: Diviner (Wizard Specialist). Seeing things is part and parcel of the daily experience for the prophet aasimar.
"Scion" Aasimar
Scion aasimar are those who have distilled the divine blood in their veins into arcane energies not unlike those of dragons. They are forceful and eccentric, and many produce long lines of potent sorcerers or socerer/clerics. They have the following racial stats:
* Medium Sized. Base Speed 30 ft.
* +2 Charisma. Scion aasimar have the force and bearing of one decended from celestials.
* The ability to cast Searing Light once per day, as a sorcerer of their hit dice. The raw divine energy simply leaps out of them at times.
* +2 racial bonus to Diplomacy and Intimidate checks. Scion aasimar get the job done one way or the other.
* Outsider (Good). Scion aasimar are considered Outsiders with the Good subtype. This gives them Darkvision with a 60 ft. range.
* Level Adjustment +1
* Favored Class: Sorcerer. The potent blood of outsiders is often used to fuel the arcane energies of sorcery.
"Justice" Aasimar
The distilled blood of the determinors of good and evil still pumps through the heart of justice aasimar, whose stern speach, gray eyes, rigidly straight hair, and perfectly symmetrical features all display their innate urge to see justice done. Their racial stats are as follows:
* Medium Sized. Base Speed 30 ft.
* +2 Intelligence, +2 Wisdom. Justice aasimar have keen observational skills, and an innate sense of logic.
* Sonic Resistance 5. Harsh words have no effect on a justice aasimar's stoic visage.
* The ability to cast Zone of Truth as a sorcerer of their hit dice. Justice aasimar can ensure that reality prevails over deception.
* +4 racial bonus to Sense Motive checks. Justice aasimar are very in tune with the many and varied methods of lying.
* Outsider (Good). Justice aasimar are considered outsiders with the Good subtype. This grants them darkvision with a 60 ft. range.
* Level Adjustment: +1
* Favored Class: Paladin. Justice goes well in the hands of one born to deal it out.
"Fey" Aasimar
Fey aasimar are descended from the spirits of life and energy that infuse a sylvan forest or glade. They often have tiny, vestigial insect wings, have antennae, and are considerably smaller than normal humans (often with a very youthful look about them). Their racial stats are as follows:
* Medium Sized. Base Speed 30 ft.
* -2 Strength, +2 Dexterity, +2 Charisma. Fey aasimar are physically frail, but quite agile, and have a certain otherworldliness about them.
* Electricity and Sonic Resistance 5. Fey aasimar revel in the elements of the storm.
* The ability to cast Tasha's Hideous Laughter once per day as a sorcerer of their hit dice. Fey aasimar can cause the gaity of others to bubble to the surface, no matter the restraints put on them.
* +2 racial bonus to Knowledge (nature) and any one Perform skill. Fey aasimar have an intuitive knowledge of their forest homes, and are well trained in performance for the Seelie folk.
* Outsider (Good). Fey aasimar are outsiders with the Good subtype. This grants them darkvision with a 60 ft. range.
* Level Adjustment +1
* Favored Class: Druid. Fey aasimar have a bond with the wilderness that is easy to tap.
"Wild" Aasimar
With the holy energies of the forest flowing through them, wild aasimar are untamed and primal, but with benevolence. They can have animistic qualities, such as ram's horns, clawed hands, small tails, or a hairy body. Their racial traits are as follows:
* Medium Sized. Base Speed 30 ft.
* +2 Strength, +2 Dexterity, -2 Charisma. Wild aasimar are powerful and agile, but tend to be violent and have a vague 'natural' odor.
* Electric, Fire, and Cold Resistance 5. Wild aasimar are naturally resistant to the weather extremes of their true, untamed environs.
* The ability to cast Animal Friendship as a sorcerer of their hit dice, retaining up to their own hit dice in animal friends. Wild aasimar naturally attract the beasts of the wood.
* Outsider (Good). Wild aasimar are considered outsiders with the Good subtype. This gives them darkvision with a 60 ft. range.
* Level Adjustment +1
* Favored Class: Ranger. The 'paladin of the wood' appeals to the wild aasimar's crusader instincts.
"Liberator" Aasimar
Liberator aasimar have inherited the blood of the chaotic side of the upper planes, those concerned with the benevolence and holiness of the individual, and the overthrow of the impure order destroying the potential goodness of freedom. Liberator aasimar are constantly in motion, and are very fluid and flexible in their movements. Their racial stats are as follows:
* Medium Sized. Base Speed 30 ft.
* +2 Intelligence, +2 Charisma. Liberator aasimar are bright and forceful, capable of leading revolutions.
* Cold and Sonic Resistance 5. Liberator aasimar are most resistant to these most ordered of energies, crystals and spheres of inflexible lines.
* The ability to cast Protection from Law once per day as a sorcerer of their character level. Liberator aasimar can defend others from the imposition of unnesecary and harmful order.
* +2 racial bonus to Escape Artist and Tumble checks. The fluid movements of the liberator aasimar are hard to predict, and they revel in the breaking of bonds.
* Outsider (Good). Liberator aasimar are outsiders of the Good subtype. This grants them darkvision with a 60 ft. radius.
* Level Adjustment +1
* Favored Class: Rogue. Liberator aasimar give the shadows and talents of the rogue a shimmer of holiness.