Random Starting Age
Random Starting Height & Weight
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||5 ft. 2 in.||+2d8 in.
(5 ft. 4 in. - 6 ft. 6 in.)
|110 lbs.||+(2d8x5 lbs.)
(120 - 190 lbs.)
|Female||5 ft. 0 in.||+2d8 in.
(5 ft. 2 in. - 6 ft. 4 in.)
|90 lbs.||+(2d8x5 lbs.)
(100 - 170 lbs.)
Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. While not always benevolent, aasimars are more inclined toward acts of kindness rather than evil, and they gravitate toward faiths or organizations associated with celestials. Aasimar heritage can lie dormant for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens, though it must be acknowledged that some aasimars take advantage of the reputation of their kind, brutally subverting the expectations of others with acts of terrifying cruelty or abject venality. 'It's always the one you least suspect' is the axiom these evil aasimars live by, and they often lead double lives as upstanding citizens or false heroes, keeping their corruption well hidden. Thankfully, these few are the exception and not the rule.
Physical Description: Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features include hair that shines like metal, jewel-toned eyes, lustrous skin color, or even glowing, golden halos.
Society: Aasimars cannot truly be said to have an independent society of their own. As an offshoot of humanity, they adopt the societal norms around them, though most find themselves drawn to those elements of society that work for the redress of injustice and the assuagement of suffering. This sometimes puts them on the wrong side of the law in more tyrannical societies, but aasimars can be careful and cunning when necessary, able to put on a dissembling guise to divert the attention of oppressors elsewhere. While corrupt aasimars may be loners or may establish secret societies to conceal their involvement in crime, righteous aasimars are often found congregating in numbers as part of good-aligned organizations, especially (though not always) churches and religious orders.
Relations: Aasimars are most common and most comfortable in human communities. This is especially true of those whose lineage is more distant and who bear only faint marks of their heavenly ancestry. It is unclear why the touch of the celestial is felt so much more strongly in humanity than other races, though it may be that humanity's inherent adaptability and affinity for change is responsible for the evolution of aasimars as a distinct race. Perhaps the endemic racial traits of other races are too deeply bred, too strongly present, and too resistant to change. Whatever dalliances other races may have had with the denizens of the upper planes, the progeny of such couplings are vanishingly rare and have never bred true.
However, even if they generally tend toward human societies, aasimars can become comfortable in virtually any environment. They have an easy social grace and are disarmingly personable. They get on well with half-elves, who share a similar not-quite-human marginal status, though their relations are often less cordial with half-orcs, who have no patience for aasimars' overly pretty words and faces. Elven courtiers sometimes dismiss aasimars as unsophisticated, and criticize them for relying on natural charm to overcome faux pas. Perhaps of all the known races, gnomes find aasimars most fascinating, and have an intense appreciation for their varied appearances as well as the mystique surrounding their celestial heritage.
Alignment and Religion: Aasimars are most often of good alignment, though this isn't necessarily universal, and aasimars that have turned their back on righteousness may fall into an unfathomable abyss of depravity. For the most part, however, aasimars favor deities of honor, valor, protection, healing, and refuge, or simple and prosaic faiths of home, community, and family. Some also follow the paths of art, music, and lore, finding truth and wisdom in beauty and learning.
Adventurers: Aasimars frequently become adventurers, as they often do not quite feel at home in human society and feel the pull of some greater destiny. Clerics, oracles, and paladins are most plentiful in their ranks, though bards, sorcerers, and summoners are not uncommon among those with a fondness for arcane magic. Aasimar barbarians are rare, but when born into such tribes they often rise to leadership and encourage their clans to embrace celestial totems.
Male Names: Aritian, Beltin, Cernan, Cronwier, Eran, Ilamin, Maudril, Okrin, Parant, Tural, Wyran, Zaigan.
Female Names: Arken, Arsinoe, Davina, Drinma, Imesah, Masozi, Nijena, Niramour, Ondrea, Rhialla, Valtyra.
The following racial traits may be selected instead of existing aasimar racial traits. Consult your GM before selecting any of these new options.
The following options are available to all aasimars who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Idyllkin possess bestial aspects and calm dispositions, and often act as peaceful intermediaries between lawful and chaotic agents of good.
Typical Alignment NG
Ability Modifiers +2 Con, +2 Cha
Alternate Skill Modifiers Handle Animal, Survival
Alternate Spell-Like Ability Idyllkin gain summon nature's ally II as a spell-like ability.
Like their agathion ancestors, idyllkin seek to spread good in its purest form, unconcerned with the trivialities of chaos and law. They often travel from place to place to spread their righteous wisdom, and recruit both intelligent creatures and animals to their cause.
Idyllkin often possess bestial qualities such as dragon scales, fish scales, fur, manes, or talons. Slit pupils, pronounced canines, and furry ears are all common indicators of an aasimar's agathion background. Just as agathions take on different traits depending on their animal aspect, so too do idyllkin. Descendants of avorals often possess feathery hair and enjoy wide-open areas such as plains, while the progeny of leonals are aggressive and often have sharp, clawlike fingernails. Many idyllkin, regardless of their animal aspect, feel called to walk the path of the druid, and idyllkin are among the most likely aasimars to become such protectors of nature.
Idyllkin are usually found in the wild reaches of Golarion, such as Kyonin, the Lands of the Linnorm Kings, or the Mwangi Expanse. They prefer villages to cities, and often work as hunters, herbalists, or herders if they haven't carved out their own existence in the wilderness. They often put the ailments of nature and life before those of society and wealth, but when working with others idyllkin compromise to make sure everyone's goals are met.
Angelkin are mortal paragons of exceptional beauty, and they serve as exemplars of good and light regardless of the myriad forms they may take.
Typical Alignment Any good
Ability Modifiers +2 Str, +2 Cha
Alternate Skill Modifiers Heal, Knowledge (planes)
Alternate Spell-Like Ability Angelkin gain alter self as a spell-like ability.
Angel-blooded aasimars—called angelkin by many— follow the righteous paths their celestial ancestors walked, and are as varied as angels in how they go about their virtuous duties, split evenly among those who embrace law, neutrality, or chaos.
Of all the aasimars, angelkin are the type who perhaps most often clash with tieflings. Angelkin have difficulty embracing the idea of harmony when it comes to their corrupt cousins, and most see tieflings as embodiments of evil that can never be trusted. It takes extraordinary circumstances for most angelkin to cooperate with tieflings, and even then, alliances are rarely more than fleeting.
Angelkin are commonly found in Varisia—due in large part to the free-roaming spirit of the native Varisians and their acceptance of signs of the divine—as well as large city centers such as Absalom and Oppara. Because many angelkin feel called to the life of a crusader or paladin, they can often be found in Andoran, fighting against oppression and slavery, as well as near the Worldwound, where they campaign against demons.
Lawbringers are champions of justice and of doling out punishment to the wicked, and often believe chaos is the cause of all mortal suffering.
Typical Alignment LG
Ability Modifiers +2 Con, +2 Wis
Alternate Skill Modifiers Intimidate, Sense Motive
Alternate Spell-Like Ability Lawbringers gain continual flame as a spell-like ability.
Lawbringers reflect the patience of their archon ancestors in their daily lives; they understand the need for rules and routines, and use their inherent discipline to train in their chosen field as they seek to do good. They develop their talents faster than most of their peers and show exceptional skill at whatever they focus their attention on.
Lawbringers feel most comfortable in regions where a clear hierarchy and system of justice exists, preferably alongside good people and honest rulers. Many archon-blooded aasimars can be found in Andoran, Lastwall, Mendev, and Molthune; lawbringers in Mendev are often paladins or crusaders who use their homes as a place to rest between excursions into the Worldwound.
Evil kingdoms that use tyranny and repression to keep their people in line infuriate lawbringers. Aasimars can thus be found in Cheliax, Geb, and Nidal, conducting organized resistances that seek to find the most legitimate and least destructive ways to neutralize the nations' tyrannical governments.
The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals.
Typical Alignment CG
Ability Modifiers +2 Dex, +2 Cha
Alternate Skill Modifiers Diplomacy, Perform
Alternate Spell-Like Ability Musetouched gain glitterdust as a spell-like ability.
The capricious aasimars known as musetouched are the most likely of their kind to be found adventuring throughout lands both civilized and remote. Imbued with an undeniable spirit of wanderlust, musetouched feel the constant urge to explore new places, meet new people, and ferret out evil and corruption wherever they lurk.
Of all the aasimars, musetouched tend to be among the most beautiful by most humans' standards. They possess features with an unearthly charm, such as long, thick hair of a seemingly impossible hue and limpid, jewel-toned eyes. Musetouched are commonly possessed of innate musical talent and a love for melodies, and many train as bards while they wander.
Their distaste for oppression and innate love of good draws many musetouched to Andoran and the River Kingdoms, and their beauty and free-roaming spirits endear them to the fortune-tellers and vagabonds of Varisia. Their drive to visit new lands leads azata-blooded aasimars to explore the farthest shores of Golarion; musetouched from the Inner Sea can be found in Vudra and Tian Xia, as well as the crystalline city of Dehrukani in southern Garund, where they are seen as holy beings truly worthy of worship.
Their shimmering avian features make plumekith instantly recognizable. Though they can act rashly, plumekith never shirk their duty after making a commitment.
Typical Alignment CG
Ability Modifiers +2 Dex, +2 Wis
Alternate Skill Modifiers Acrobatics, Fly
Alternate Spell-Like Ability Plumekith gain see invisibility as a spell-like ability.
Garudas are noble but impetuous birdlike celestials, and most garuda-blooded aasimars grow graceful feathers during puberty. The majority of these aasimars have shimmering wings; the wings can be of virtually any shade, ranging from metallic colors to muted hues to pure white, or rarely, glossy black. Plumekith are sometimes born with taloned fingers or toes, and occasionally amber eyes like those of an eagle.
Like their celestial ancestors, plumekith tend to take action at the spur of the moment when their abilities seem needed. Plumekith rush into the heat of battle to face off against evildoers, only stopping to ask questions afterward. Plumekith often have an extreme hatred for nagas and other snakelike creatures, a racial disdain no doubt stemming back to their garuda forebears.
Plumekith are drawn to high, mountainous regions, and many travel to the Mindspin Mountains of Belkzen to make war against the savage orcs there. Others make their homes in the Five Kings Mountains, fight gnolls in the Brazen Peaks of Katapesh, or dwell in the many hills and mountains of Varisia. Plumekith often claim to be loners, but still crave at least occasional companionship, and when they aren't traveling they often make their homes near towns or small cities.
Masters of fire magic, emberkin feel the dual pull of their peri forebear as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do both good and evil.
Typical Alignment NG
Ability Modifiers +2 Int, +2 Cha
Alternate Skill Modifiers Knowledge (planes), Spellcraft
Alternate Spell-Like Ability Emberkin gain pyrotechnics as a spell-like ability.
Emberkin reveal their divine heritage through their skill with fire-based magic and their desire to repent for others' sins. Many emberkin suffer from frequent nightmares and strange impulses to commit spontaneous acts of evil. They typically have igneous features such as wispy auburn hair and bright yellow eyes, and a rare few are born with albino skin.
Emberkin often feel an insatiable need to continually perform acts of good. Some are content to perform small acts of kindness at home, though they may feel driven to travel regularly in order to find pockets of true evil that they can eradicate. Emberkin can often be found in tumultuous regions such as Cheliax, Galt, and the Shackles, where they combat injustice in its myriad forms.
Like all aasimars, emberkin are not necessarily compelled to embrace good and justice. Perhaps more so than most of their celestial kith, emberkin have a propensity to revolt against their benevolent predisposition and instead follow a darker path. Perhaps these emberkin are evil by nature, or perhaps it is a remnant of their fallen angel ancestry. Either way, such wicked individuals are often dangerous, and are both pitied and hunted down by their aasimar brethren.
1 You can channel 1d6 points of positive energy once per day as a supernatural ability.
2 You can use stabilize 3/day as a spell-like ability.
3 As a move action, you can manifest or dismiss a halo around your head that sheds colored light as a torch.
4 Once per day, you can drink a flask of holy water to heal 1d6 hit points.
5 You gain a +4 racial bonus on Knowledge (religion) checks pertaining to a deity of your choice.
6 You possess taloned fingers that act as natural weapons and deal 1d4 points of damage.
7 You gain DR 2/evil.
8 You use your Charisma score instead of your Constitution score to determine how many rounds you can hold your breath.
9 You gain an additional +2 racial bonus to your Strength score.
10 You can subsist entirely on honey and wine.
11 You can breathe both thin and stale air without ill effects, and you never suffer from altitude sickness.
12 You have a natural swim speed of 20 feet.
13 You gain a +2 racial bonus on attack rolls made to confirm critical hits against evil outsiders.
14 You possess the unnatural aura universal monster ability, except the DC to make animals come near you is equal to 10 + 1/2 your character level + your Charisma modifier.
15 Once per day, when you are at 0 hit points, you can take a full round of actions without losing a hit point and falling unconscious.
16 You display exceptional grace and easily keep your balance. You gain a +2 racial bonus on Acrobatics checks.
17 You can cast spear of purity once per day as a spell-like ability.
18 You gain a +2 racial bonus on saving throws made against poison.
19 Once you've reached adulthood, you never appear to age, although you take aging penalties normally and die when it is your time.
20 You gain an additional +2 racial bonus to your Dexterity score.
21 You can manipulate any metal armor you wear, causing it to appear to be made of shining silver or gold. This illusion lasts only as long as you wear your armor.
22 You gain a +1 racial bonus on Will saves.
23 You can cast create water three times per day as a spell-like ability.
24 You gain sonic resistance 5.
25 Once per day, you can exhibit a burst of speed, moving as if your base land speed were 50 feet for 1 round.
26 You gain a +2 dodge bonus to AC against attacks of opportunity made by creatures of the human subtype.
27 You have a knack for creating high-quality objects. You gain a +2 racial bonus on any one kind of Craft check.
28 Once per day, for 1 minute, you can understand and be understood by any creature as though using tongues.
29 You gain a +2 racial bonus on initiative checks during the day.
30 Pick one weapon that normally deals lethal damage. You can deal nonlethal damage with that weapon without the usual -4 penalty on your attack rolls.
31 You gain a +2 racial bonus on saving throws against charm effects.
32 You can cast shield other once per day as a spell-like ability.
33 When coins or other small metal objects pass through your hands, they become perfectly clean and shiny again.
34 You gain a +2 dodge bonus to your AC against attacks of opportunity from evil outsiders or undead.
35 You can cast aid once per day as a spell-like ability.
36 Nonmagical insects never bite or sting you unless magically compelled to do so.
37 You gain a +2 racial bonus on checks made with any one Perform skill.
38 Once per day, you can generate a glowing aura that emanates in a 20-foot radius centered on you. Any creature within the aura
that is at negative hit points stabilizes immediately. The aura lasts for 1 round.
39 You can mimic the sound of any animal perfectly.
40 You gain an additional +2 racial bonus to your Intelligence score.
41 Three times per day, you can sing for 10 minutes to put one willing creature to sleep. Any creature that falls asleep to the sound of your song is protected from nightmare and similar spells for the duration of its rest.
42 Whenever you successfully use the aid another action to help someone make a skill check, you grant a +3 bonus instead of +2.
43 You gain a +2 racial bonus on saving throws made against fear effects.
44 If you stand atop a grave and meditate for 10 minutes, you learn the name of whoever lies buried below.
45 You have catlike ears that grant you a +2 racial bonus on hearing-based Perception checks.
46 Once per day, you can breathe frosty air in a 10-foot cone. This acts as a breath weapon that deals a number of points of cold damage equal to 1d4 + 1/2 your level, to a maximum of 1d4+5.
47 You feel sick to your stomach and take a -1 penalty on ability checks when within 30 feet of an evil outsider.
48 You can cast weapon of awe once per day as a spell-like ability.
49 You gain a +1 racial bonus on Reflex saves.
50 You gain an additional +2 racial bonus to your Wisdom score.
51 You can make fruit ripen with a touch.
52 You can understand any written material as though under the effects of comprehend languages.
53 You gain a +2 racial bonus to your CMD.
54 You gain a +2 racial bonus on saving throws against spells and effects that would cause you to become dazzled.
55 You can cast augury once per day as a spell-like ability.
56 You can cast zone of truth once per day as a spell-like ability.
57 You gain a +2 racial bonus on Heal checks.
58 Any creature that bites you must succeed at a DC 12 Fortitude save or become sickened for 1d4 rounds.
59 Any good creature you call via summon monster remains for 3 rounds longer than usual.
60 You always know the current position of the sun.
61 You gain a +1 racial bonus on attack and damage rolls against evil outsiders.
62 You gain a +4 racial bonus on saving throws to remove any temporary negative levels you possess.
63 You have a strong and stable build. You gain a +2 racial bonus to CMD against bull rush and trip attempts.
64 You gain a +4 racial bonus on Intimidate checks made to demoralize foes.
65 Once per day as a full-round action, you can summon a silver holy symbol out of thin air. The holy symbol remains in existence for 1 hour or until you drop it.
66 You are immune to undead creatures' create spawn special ability.
67 You gain a +2 racial bonus on Sense Motive checks.
68 You can cast whispering wind once per day as a spell-like ability.
69 Your tears cure disease. You can cast remove disease once per day as a spell-like ability.
70 You gain an additional +2 racial bonus to your Constitution score.
71 You gain sustenance from sunlight. Standing in direct sunlight for half an hour nourishes you as though you had just eaten a hearty meal. You still need to drink water.
72 You gain spell resistance equal to 10 + 1/2 your Hit Dice.
73 If your body is placed on consecrated ground and prayers to your deity are recited continuously for 24 hours, you return to life as if by a raise dead spell. This ability works 1d4 times in your lifetime.
74 Your kiss invigorates others. Once per day, you can kiss a creature to change its condition from exhausted to fatigued, or from fatigued to normal.
75 You can sense when a creature is pregnant by standing within 10 feet of the creature.
76 You gain a +2 racial bonus on saving throws made against curses.
77 You gain a +2 racial bonus on Knowledge (planes) checks.
78 You are always comfortably warm. You gain a +4 racial bonus to resist environmental cold effects.
79 You always know the current position of the stars.
80 You gain fire resistance 5.
81 You heal double the normal amount of hit points while resting.
82 You can cast mending three times per day as a spell-like ability.
83 You feel energized and gain a +1 racial bonus on ability checks while you are within 30 feet of a good outsider.
84 You gain a +4 racial bonus to resist environmental heat effects.
85 When targeted by lesser restoration or another spell or effect that cures temporary ability damage, you heal an extra +1 point of temporary ability damage.
86 You can cast blessing of courage and life once per day as a spell-like ability.
87 You gain a +2 racial bonus on Handle Animal and Ride checks.
88 Once per day as a move action, you can make a melee weapon you are wielding holy. The enchantment lasts for 3 rounds or until you drop or give away your weapon.
89 You gain a +2 racial bonus on saving throws made against disease.
90 You gain an additional +2 racial bonus to your Charisma score.
91 If you die, your body can never be reanimated as an undead creature.
92 You gain a +1 racial bonus on Fortitude saves.
93 You can summon a lantern archon once per day as though by summon monster III.
94 You can speak to horses and other equine animals.
95 You gain a +2 racial bonus on Diplomacy checks.
96 You gain a +2 racial bonus on Use Magic Device checks.
97 You gain DR 2/magic.
98 You can cast compassionate ally once per day as a spell-like ability.
99 You have a natural fly speed of 20 feet (poor).
100 Roll on this table twice, ignoring any further rolls of 100.
1 Arms: appear sculpted from marble
2 Arms: extra long
3 Arms: feathered forearms
4 Arms: scaled forearms
5 Arms: seemingly boneless
6 Build: always slender
7 Build: beautifully proportioned
8 Build: graceful
9 Build: unusually light
10 Build: well-muscled
11 Digits: extra long
12 Digits: metallic nails
13 Digits: odd number
14 Digits: shining talons
15 Digits: unusually colored nails
16 Ears: catlike
17 Ears: feathered
18 Ears: long-lobed
19 Ears: pivoting
20 Ears: pointed
21 Eyes: catlike
22 Eyes: glowing
23 Eyes: iridescent
24 Eyes: jewel-like
25 Eyes: multicolored
26 Face: baby-faced
27 Face: metallic lips
28 Face: perfectly symmetrical
29 Face: unearthly beauty
30 Face: white scar
31 Hair: animated
32 Hair: feathers
33 Hair: heatless flames
34 Hair: metallic
35 Hair: turns silver in moonlight
36 Hands: always cool and dry d% Feature
37 Hands: blackened knuckles
38 Hands: glowing palms
39 Hands: leave contrails
40 Hands: fingerprints look like holy symbols
41 Head: animal features
42 Head: bald
43 Head: draconic features
44 Head: halo
45 Head: unusually shaped
46 Legs: clawed feet
47 Legs: extra long
48 Legs: feathered shins
49 Legs: metallic scaled shins
50 Legs: unnaturally small feet
51 Shadow: animated
52 Shadow: bright
53 Shadow: metallic
54 Shadow: prismatic
55 Shadow: winged
56 Skin: ashen
57 Skin: feathered
58 Skin: furred
59 Skin: glittering
60 Skin: glowing
61 Skin: iridescent
62 Skin: metallic scales
63 Skin: metallic sheen
64 Skin: prismatic scales
65 Skin: unusual hue
66 Voice: echoes dramatically
67 Voice: musical
68 Voice: unusually high
69 Voice: unusually low
70 Voice: words you speak aloud seem to be heard mentally d% Feature
71 Wings: butterfly
72 Wings: feathered
73 Wings: light
74 Wings: metallic dragon
75 Wings: prismatic
76 Other: always look clean
77 Other: always well lit
78 Other: androgynous
79 Other: breathing sounds like ocean waves
80 Other: clothing billows even without wind
81 Other: covered in freckles
82 Other: don't sweat
83 Other: floral breath
84 Other: fox tail
85 Other: melodic laugh
86 Other: multicolored tears
87 Other: nearby bells ring when you pass by
88 Other: no body hair
89 Other: pearlescent teeth
90 Other: random choral sounds surround you
91 Other: sacred birthmark
92 Other: stigmata
93 Other: sweet scent
94 Other: sweet taste
95 Other: trancelike sleep
96 Other: unicorn horn
97 Other: unusual footprints
98 Other: unusual temperature
99 Roll twice, ignore any result of 99 or higher.
100 Roll three times, ignore any result of 99 or higher.
The following racial archetypes are available to aasimars.
Aasimars make particular use of following equipment.
Aasimars have access to the following feats.
Aasimars have access to the following spells.