Carrying the blood of a celestial, an aasimar is usually good-aligned and fights against evil in the world. Some aasimars have a minor physical trait suggesting their heritage, such as silver hair, golden eyes or an unnaturally intense stare.
Personality: Most aasimars strive for nobility in their behaviour, but must often fight against tendencies toward vengefulness or quick judgment. Some also experience a great deal of prejudice, particularly from their human neighbours, which can lead to aloofness. Ultimately, most aasimars tend to be loners, unable to fully trust others.
Physical Description: Aasimars look human (and are roughly the same height and weight as members of that race), except for one distinguishing feature related to their unusual ancestry. This feature may take the form of silver hair, golden or even topaz eyes, iridescent skin, an intense stare, or a powerful, ringing voice.
Aasimars reach adulthood at about the same age as humans but are longer-lived, with the eldest members of the race living to be 150 years old.
Relations: Although aasimars are mostly human, they rarely feel like they fit in among human society. Instead, they get along best with other half-breeds — namely, half-elves and half-orcs — because they usually share the same sort of semi-outcast background. Good-aligned aasimars are also generally friendly toward bariaurs and wildren, which share some of their celestial heritage. Of the other races, aasimars save their distrust for tieflings, whose fiendish ancestry strikes a chord of suspicion in the heart of the aasimar
Alignment: Aasimars are usually good, as befits their celestial heritage. However, the extraordinarily rare evil aasimar often makes the vilest villain.
Religion: Aasimars have no chief deity. Popular choices among aasimars include Heironeous, god of valour; Pelor, god of the sun; and Kord, god of strength. Those with a more judgmental outlook may venerate St. Cuthbert of the Cudgel.
Language: Aasimars have no cultural language, although those that realize their heritage usually learn Celestial. An aasimar usually learns the language of her parents.
Names: Aasimars generally take human names, though some change their names upon reaching young adulthood and realizing their heritage.
Adventurers: Aasimars make natural adventurers; their burning desire to battle evil easily draws them into such a life. Many pursue a divine calling, becoming paladins or clerics, but the race also boasts many powerful sorcerers, bards, fighters and rangers.
Note: See also Aasimar [Races of Destiny].
Note: An Outsider is considered to be proficient in simple and martial weapons, as well as shields if already proficient in armour - Monster Manual, Page 313. This has led to the discussion that an Aasimar has the same proficiency regrardless of the Class proficiencies. This was ruled as invalid in a Paizo forum with the following explanation.
“They do not automatically gain proficiency with all martial weapons; as 0 HD outsiders, their weapon proficiencies are determined solely by their class levels. This works the same as 0 HD humanoids or with 0 HD creatures of ANY monster type (so far, there’s only 0 HD humanoids and outsiders, but that could change some day).”
Source: Planar Handbook (Page 6)
Your character can be either male or female.
Every player character starts as an adult. You can choose or randomly generate your character’s age. If you choose it, it must be at least the minimum age for the character’s race and class (see Table: Starting Ages). Your character’s minimum starting age is the adulthood age of his or her race plus the number of dice indicated in the entry corresponding to the character’s race and class on Table: Starting Ages.
Alternatively, refer to Table: Starting Ages and roll dice to determine how old your character is.
| Adulthood | Intuitive1 | Self-Taught2 | Trained3 |
|---|---|---|---|
| 15 years | +1d6 (16—21) years | +1d8 (16—23) years | +2d8 (17—31) years |
1 This category includes barbarians, rogues and sorcerers.
2 This category includes bards, fighters, paladins and rangers.
3 This category includes clerics, druids, monks and wizards.
With age, a character’s physical ability scores decrease and his or her mental ability scores increase (see Table: Aging Effects). The effects of each aging step are cumulative. However, none of a character’s ability scores can be reduced below 1 in this way.
| Middle Age1 | Old Age2 | Venerable3 | Maximum Age |
|---|---|---|---|
| 45 years | 68 years | 90 years | +3d20 years |
1 -1 to Strength, Dexterity and Constitution; +1 to Intelligence, Wisdom and Charisma.
2 -2 to Strength, Dexterity and Constitution; +1 to Intelligence, Wisdom and Charisma.
3 -3 to Strength, Dexterity and Constitution; +1 to Intelligence, Wisdom and Charisma.
When a character reaches venerable age, the DM secretly rolls his or her maximum age, which is the number from the Venerable column on Table: Aging Effects plus the result of the dice roll indicated on the Maximum Age column on that table, and records the result, which the player does not know. A character who reaches his or her maximum age dies of old age at some time during the following year, as determined by the DM.
The maximum ages are for player characters. Most people in the world at large die from pestilence, accidents, infections or violence before getting to venerable age.
Choose your character’s height and weight from the ranges mentioned in the appropriate race description or from the ranges found on Table: Height and Weight. Think about what your character’s abilities might say about his or her height and weight. A weak but agile character may be thin. A strong and tough character may be tall or just heavy.
Alternatively, roll randomly for your character’s height and weight on Table: Height and Weight. The dice roll given in the Height Modifier column determines the character’s extra height beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character’s extra weight beyond the base weight.
| Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
|---|---|---|---|---|
| Male | 4’ 10" | +2d10 (5’ 0"—6’ 6") | 120 lbs. | ×2d4 (124—280 lbs.) |
| Female | 4’ 5" | +2d10 (4’ 7"—6’ 1") | 85 lbs. | ×2d4 (89—245 lbs.) |
Source: Planar Handbook (Page 18)