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Pathfinder - Bestiary 1.pdf - Dorks and Dragons!

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Aasimar<br />

This supernaturally beautiful woman looks human, yet emanates<br />

a strange sense of calm <strong>and</strong> benevolence.<br />

AASIMAR CR 1/2<br />

XP 200<br />

Aasimar cleric 1<br />

NG Medium outsider (native)<br />

Init +0; Senses darkvision 60 ft.; Perception +5<br />

DEfEnSE<br />

AC 15, touch 10, flat-footed 15 (+5 armor)<br />

hp 11 (1d8+3)<br />

fort +4, Ref +0, Will +5<br />

Resist acid 5, cold 5, electricity 5<br />

OffEnSE<br />

Speed 30 ft. (20 ft. in armor)<br />

Melee heavy mace –1 (1d8–1)<br />

Ranged light crossbow +0 (1d8/19–20)<br />

Special Attacks channel positive energy (5/day, 1d6, DC 12);<br />

rebuke death (1d4+1, 6/day); touch of good (6/day)<br />

Spell-Like Abilities (CL 1st)<br />

1/day—daylight<br />

Spells Prepared (CL 1st)<br />

1st—bless, comm<strong>and</strong> (DC 14), protection from evilD 0 (at will)—detect magic, guidance, stabilize<br />

D domain spell; Domains Good, Healing<br />

STATISTICS<br />

Str 8, Dex 10, Con 14, Int 13, Wis 17, Cha 14<br />

Base Atk +0; CMB –1; CMD 9<br />

feats Turn Undead<br />

Skills Diplomacy +8, Heal +7, Knowledge (religion) +5; Racial<br />

Modifiers +2 Diplomacy, +2 Perception<br />

Languages Celestial, Common, Draconic<br />

ECOLOgy<br />

Environment any l<strong>and</strong><br />

Organization solitary, pair, or team (3–6)<br />

Treasure NPC gear (scale mail, heavy mace, light crossbow<br />

with 10 bolts, other treasure)<br />

Aasimars are humans with a significant amount of<br />

celestial or other good outsider blood in their ancestry.<br />

Aasimars are not always good, but it is a natural tendency<br />

for them, <strong>and</strong> they gravitate to good faiths or organizations<br />

associated with celestials. Aasimar heritage can hide<br />

for generations, only to appear suddenly in the child of<br />

two apparently human parents. Most societies interpret<br />

aasimar births as good omens. Aasimars look mostly<br />

human except for some minor physical trait that reveals<br />

their unusual heritage. Typical aasimar features are hair<br />

that shines like metal, unusual eye or skin color, or even<br />

glowing golden halos.<br />

Aasimar Characters<br />

Aasimars are defined by class levels—they do not possess<br />

racial Hit Dice. Aasimars have the following racial traits.<br />

+2 Charisma, +2 Wisdom: Aasimars are insightful,<br />

confident, <strong>and</strong> personable.<br />

Normal Speed: Aasimars have a base speed of 30 feet.<br />

Darkvision: Aasimars can see in the dark up to 60 feet.<br />

Skilled: Aasimars have a +2 racial bonus on Diplomacy<br />

<strong>and</strong> Perception checks.<br />

Spell-Like Ability: Aasimars can use daylight once per<br />

day as a spell-like ability (caster level equals the aasimar’s<br />

class level).<br />

Celestial Resistance: Aasimars have acid resistance 5,<br />

cold resistance 5, <strong>and</strong> electricity resistance 5.<br />

Languages: Aasimars begin play speaking Common<br />

<strong>and</strong> Celestial. Aasimars with high Intelligence scores can<br />

choose any of the following bonus languages: Draconic,<br />

Dwarven, Elven, Gnome, Half ling, <strong>and</strong> Sylvan.<br />

Aasimar<br />

7<br />

Illustration by Andrew Hou<br />

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