Pathfinder - Bestiary 1.pdf - Dorks and Dragons!
Pathfinder - Bestiary 1.pdf - Dorks and Dragons!
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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