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 evils presence, its 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 creatures 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 trumpeteers aid immediately. This works only if the
trumpeteer is in dire need and creatures are within range. In
either levels use, this trumpet can be used only once per
week.