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AASIMAR[]

Aasimar, 1st-Level Warrior
Size/Type: Medium Outsider (Native)
Hit Dice: 1d8+1 (5 hp)
Initiative: +4
Speed: 20 ft. in scale mail (4 squares); base speed 30 ft.
Armor Class: 16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16
Base Attack/Grapple: +1/+2
Attack: Longsword +2 melee (1d8+1/19–20) or light crossbow +1 ranged (1d8/19–20)
Full Attack: Longsword +2 melee (1d8+1/19–20) or light crossbow +1 ranged (1d8/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Daylight
Special Qualities: Darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 10
Skills: Heal +4, Knowledge (religion) +1, Listen +3, Ride +1, Spot +3
Feats: Improved Initiative
Environment: Temperate plains
Organization: Solitary, pair, or team (3–4)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually good (any)
Advancement: By character class
Level Adjustment: +1

Aasimars are usually tall, good-looking, and generally pleasant. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare.

Most aasimars are decidedly good-aligned. They fight against evil causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare.

Combat[]

Aasimars usually like a fair, straightforward contest. Against a particularly evil foe, however, they fight with utter conviction and to the death.

Daylight (Sp): An aasimar can use daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.

Skills: An aasimar has a +2 racial bonus on Spot and Listen checks.

The aasimar warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Aasimar as Characters[]

See: Planetouched—Aasimars



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