Graceful, regal and noble, aasimars are the distant descendants of a coupling between a human and a good-aligned outsider. While nowhere near as powerful as their celestial forebears, aasimars still retain a touch of the divine in their blood and wear it with pride. Devoted champions of good, aasimars spend their days fighting evil in whatever form it takes.
In a world of violence, injustice and evil, aasimars are on the front lines, lending their abilities where needed. Some try to stave off evil by teaching and leading by example in the fight against ignorance, prejudice and greed. Others present an aloof and lofty demeanor, an intimidating aura that, while noble, keeps people from trying to get too close. Among good people, aasimars are held in high opinion as a standard by which all should live, while those of an evil nature view aasimars as self-righteous and dangerously moralistic.
Personality: Aasimars practically radiate good will and a positive attitude. Most aasimars are kind, pleasant and approachable. However, some project a crusading zeal and sense of purpose that can be daunting and unapproachable — hearkening to the vengeful, judgmental aspect of their celestial ancestor. Few aasimars crave the limelight, and they shun positions of authority, except in instances where they can lead by example.
Physical Description: From a distance, aasimars appear as standard humans. Up close, their celestial bloodline shines through in their tall stature and attractive features. Some bear a minor physical trait that highlights their celestial nature, such as silver or golden hair, metallic eyes or a rich, melodic voice. Humanoids find aasimars aesthetically pleasing and watch them with admiration.
Relations: Aasimars maintain excellent relations with beings of good alignment. They are found primarily among humans, but they also associate with elves, dwarves and good-aligned humanoids. They are extremely stern and disapproving toward evil beings of all kind and do not willingly deal with orcs, goblins, and other races noted for their evil alignment. Aasimars are extremely suspicious of half-orcs, but they can overlook blood or upbringing if an individual proves that he leads a life of good and honour.
Aasimars treat one another with respect and friendship, seeing other aasimars as cousins united in the cause of good. However, if they encounter an aasimar who has fallen to evil, they become frightful to behold in their anger and righteous indignation.
Alignment: Blood infused with the power of the celestial realms virtually guarantees that aasimars are good in alignment, although individuals vary wildly in their interpretation and may favour lawful or chaotic behaviour. In extremely rare instances, an aasimar turns from good, becoming neutral or even evil. Fallen aasimars live as hunted beings, reviled by their own kind for betraying the blood the flows in their veins.
Aasimar Lands: Aasimars are relatively few in number and do not hold any lands of their own. Most are loners, wandering from place to place and providing aid and good deeds when needed. Others integrate themselves more thoroughly into human society, although their predilection for action and good deeds means that they rarely take up a sedentary vocation.
Religion: The indisputable fact of their celestial ancestry leads aasimars to become deeply devoted beings who feel a personal connection with a particular deity. Even those who do not become paladins (their favoured class) are profoundly religious and forthright in their faith. While they are not prone to proselytizing, by words and action aasimars show the power and righteousness of their deity to those who have not yet seen the light and truth that they experience themselves.
Language: Aasimars speak Common and have an intuitive understanding of Celestial from birth. Aasimars learn a variety of languages to assist them as they wander the world in their quest for good.
Names: Aasimars are given names appropriate for the area and society in which they were raised. The majority, raised by human parents, bear human names. Some adopt a more celestial-sounding name on reaching adulthood to demonstrate their devotion to their deity and to the cause of good.
Male Names: Exelar, Henzio, Mortibal, Overmar, Sentalial, Vitarri.
Female Names: Alleraia, Eretri, Irethia, Marethial, Savial, Terim.
Adventurers: Aasimars readily take to the adventuring lifestyle. Many become paladins, acting as righteous tools of their deity. Clerics are nearly as common, followed by fighters. Lawful aasimars find a monk’s discipline very appealing. Blessed with a naturally high Charisma, some aasimars become sorcerers and bards. Aasimars dislike the pragmatic deceitfulness of rogues, and barbarian aasimars are almost unheard of.
Note: See also Aasimar [Planar Handbook].
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: Races of Destiny (Page 92)
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: Races of Destiny (Page 110)