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Aasimar

Aasimar are half celestial being, half something else (generally human). They have 40 CPs to create, and gain a +1 to STR, +1 to WIS, and –2 to CON. A +1 to CHA may be substituted for the +1 to STR. Most Aasimar take Infravision, Keen Senses, Heat Resistance, Cold Resistance, Mental Resistance, and 10% Magic Resistance, saving the leftover 5 CPs.

Acid Resistance(5): Half damage from acid based attacks, including magical.
Beauty(5): +1 to CHA/APP.
Cold Resistance(5): Half damage from cold and ice based attacks, including magical.
Comprehend Languages(5): As spell, 3/day.
Detect Evil(10): Any time the PC is within 100 feet of evil the DM should secretly roll 10% per level of the PC. If successful, the PC automatically gains knowledge of the evil’s presence, it’s direction, intensity, and general nature. An aasimar looking directly in the eyes of an evil creature forces that creature to save vs spell or the PC automatically learns the creature’s name and general nature.
Detect Lie(5): As spell, 3/day.
Electric Resistance(5): Half damage from electrical and lightning based attacks, including magical.
Heat Resistance(5): Half damage from fire and heat based attacks, including magical.
Infravision(5): 60 feet.
Intuitive(5): +1 to WIS/INU.
Keen Senses(5): +1 to surprise rolls due to catlike senses.
Light(5): Innate ability to use light, as per spell, 2/day.
Magic Resistance(5/10/15): (Nonwizards only) 5% Magic Resistance, or 10% for 10 points, or 20% for 15 points.
Mental Resistance(5): +2 save versus any charm, fear, emotion, or domination effect.
Poison Immunity(10): Immunity to all nonmagical poisions.
Trumpet(10): At 7th level, the PC may make a large trumpet sound heard by all creatures, even if deaf. Evil aligned opponents of the PC must save versus paralyzation or be forced to look in the direction of the trumpeteer. The evil creature need not be intelligent (undead are affected, for instance). At 10th level, any magical good creature within 10 miles (dragons, unicorns) will come to the trumpeteer’s aid immediately. This works only if the trumpeteer is in dire need and creatures are within range. In either level’s use, this trumpet can be used only once per week.