PZO9424 Blood of Angels
PZO9424 Blood of Angels
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like
ability (caster level equal to the aasimar's character level).
Table of Contents
Blood ofAngels Faith: Gifts of the Exalted
Variant Aasimar Abilities Magic: Forces ofLight
Aasimar Heritages 20 Social: Scions of Good
Combat: Celestial Feats 24
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�· d kill for hair like hers. lt's so thick and shiny, it's almost like silver.
;;J 1 said as much to her once and she stared at me like she didn't
understand. 1 suppose she has no idea what it's like to be less than
perfect. My mother asked her for a lock of hair once, to help my sister
get over the croup, but she wouldn't give it. You' d think someone with a
face like an angel's wouldn't mind losing a few strands of hair. And the
way all the boys follow her around-no good can come of it, 1 tell you.
No good at all."
himself uglier and clumsier if he didn't think all humans like other children. In most cultures it's common to give
are ugly and clumsy? an aasimar child a name that symbolizes beauty, faith,
Other aasimars rebel by exaggerating their difference goodness, or purity. Many parents choose names from
from other humanoids. They may brag incessantly about other cultures, names that sound exotic and unique to
their new abilities and flaunt their exotic appearance, and their ears. Humans sometimes choose elven names
see in their unique heritage an inherent righteousness for their aasimar children. Other parents name their
that others lack. Such aasimars believe that the blood aasimar children after gemstones, flowers, stars, or other
inherently superior, holier, and more qualified to pass In some areas it's considered unlucky to give an
judgment on others. It's no surprise that aasimars with aasimar child a too-beautiful name. In some parts of Galt
this sort of outlook often become inquisitors, paladins, and Ustalav, aasimar children are given common or even
priests, and other functionaries concerned with guiding ugly names, to avoid drawing too much attention to the
the paths of"less blessed" mortals. child. Parents may also use the same naming conventions
Aasimars who live under the constant pressure of trying for their aasimar children as for their ordinary children to
to fit in or who separate themselves from their peers are try to stave off jealousy and sibling rivalry.
most likely to turn toward evil. Contrary to popular belief, Religious communities are often divided on the issue
while aasimars are often called toward good works and of aasimar names. Some people see it as good fortune to
kind dispositions, this tendency is not a guarantee. Most name an aasimar after an admired god, either outright or
have no direct connection to their celestial progenitors, slightly modifying the name (such as lorna for lomedae).
nor any contact with the Outer Planes, and when they find Others-sometimes within the same church-see it as
themselves mistreated or held apart from the rest of their heresy, or setting unreasonable expectations for the child.
parent society, the loneliness often becomes too much, For common aasimar names organized by gender, see
allowing anger and neurosis to creep in. Evil aasimars the inside front cover.
On occasion, an aasimar might encounter a rare organization. Many aasimar Pathfinders enjoy traveling
and beautiful magical creature that would make an in search of lost artifacts, delving into forgotten ruins and
interesting pet, such as a blink dog. Good and neutral uncovering ancient secrets. Some good aasimar Pathfinders
aasimars are conscious of the implications of "owning" are particularly interested in finding hidden artifacts of
intelligent pets and mounts, and generally treat such great evil and delivering the artifacts safely to responsible
creatures as companions (especially if the creature can parties who will keep the artifacts out of villains' hands.
speak). Evil aasimars are less considerate, however, and Other aasimar Pathfinders use their leadership
may imprison or enslave intelligent creatures for their abilities to run lodges or serve as Pathfinder contacts
own amusement. across the Inner Sea region. Their personable natures
An aasimar's home is her refuge from a world that and trustworthy bloodlines make aasimars natural fits
sometimes pays her far too much attention. Most aasimars for positions of responsibility. One such Pathfinder was
guard their privacy, and allow only their closest friends Coriana Heavenscape, a member of the Delvehaven lodge
to visit their homes. These homes almost always reflect in Westcrown. During the Westcrown riots after Aroden's
the aasimars' interests, and most devote the majority of death, Coriana fought against the agents of House Thrune,
Class Roles
Aasimars are as varied as any other humanoid race have at least a passing knowledge of planar lore. Aasimar
and perhaps more so, given their diverse ancestries. bards are distinctive as well as talented, so they quickly
Nevertheless, the following section presents some acquire reputations and rarely want for work. They may
thoughts on how they might fit into the various base also use their mastery of the social arts to become skilled
classes. Note that these are examples only-aasimars enjoy espionage agents or con artists.
a wide range of callings and professions, and might take Cavalier: Aasimars take naturally to the role of cavalier,
a radically different approach than those presented here. leading by example and inspiring from the front. Aasimar
Alchemist: Aasimars with azatas or other chaotic cavaliers can be found commanding cavalry divisions in
celestials in their bloodlines make excellent alchemists. armies or traveling the land in an effort to serve their
Their natural mutability and volatility fuels their cause. Good aasimar cavaliers often serve kingdoms
curiosity about what happens when you mix this potion whose ideals align with their own, such as Andoran or
with that elixir. As excited as aasimar alchemists become Lastwall. Evil aasimars serve a similar role in the armies
about their concoctions, most are usually careful not of evil kingdoms, or may travel the countryside alone,
to put their companions in harm's way with their seeking ways to increase their own power and influence
experiments. Evil aasimars, however, don't care who by any means necessary.
they hurt-in fact, hurting as many people as possible Cleric: Aasimar clerics sometimes serve in temples,
with their brews might be the point. Aasimar alchemists but can just as often be found wandering the world,
focused on mutagens often warp themselves into more spreading the word of their god and working as roving
angelic-seeming forms. healers. They may be gentle comforters, confident
Barbarian: A barbarian might be a chaotic warrior for teachers, or righteous and angelic bastions of their lord's
justice, breaking chains and rolling over evildoers in a fury, judging those they come across in order to purify
wrathful tide. Such berserker champions often serve the world one soul at a time. Evil aasimars who have
deities such as Calistria, Cayden Cailean, or Gorum, suffered at the hands of society sometimes reject all the
and target their abilities against a chosen foe: an enemy trappings of civilization and dedicate themselves to dark
of the faith, a particular ideology or nation, and so on. gods who more fully appreciate their warped talents.
Evil aasimar barbarians are equally frightening forces, Druid: Aasimar druids feel a strong connection with
cutting down their foes in beautiful and senseless swaths the purity and wildness of nature. These aasimars feel
of destruction. more comfortable on their own, far from the bustle of
Bard: Aasimars' strong personalities and attractive big cities, and may wander freely or dedicate themselves
appearances make them natural bards. Some aasimars to protecting a specific region. They're often intentional
begin their bardic careers seeking out information about in their avoidance of other humanoids, as it may be that
their lineage and how their celestial ancestors became other peoples' stereotypes and desires regarding their
part of their family trees, and as such, aasimar bards often race are what drove them to the wilds in the first place.
Such aasimars sometimes feel that animals, with their simply existing or doing what they're told. Aasimar
straightforward desires and inability to feel jealousy, fighters who enter the military often rise in rank quickly,
understand them better than humans do. and even those who refuse command usually find
Fighter: Aasimars take on the role of fighter for many themselves thrust into the role of respected sergeant.
reasons. Some work for money as mercenaries, soldiers, Gunslinger: Many aasimars enjoy weapons that
hired guards, or gladiators. Yet more often, aasimars emphasize their own exoticism and uniqueness, and few
prefer to have a cause to fight for-while this cause weapons are more exotic than guns. Aasimar gunslingers
may be worthy or not depending on the individual often tend toward flashy displays rather than carefully
aasimar's personality, and may even simply be their laid ambushes, and though some adventuring groups
own advancement, most aasimars feel more comfortable appreciate their showboating, such aasimars just as
taking initiative and working toward a goal rather than often make their way alone. At a practical level, an
aasimar's natural wisdom contributes to her skill as a
canny gunfighter.
Inquisitor: Particularly zealous aasimars may find life in
a temple too humdrum and life as a paladin too restrictive.
These aasimars are drawn to the path of the inquisitor,
where they can fulfill their calling to a church through any
means necessary. Others are less religiously zealous, and
instead simply fixated on weeding out corruption for its
own sake-many good-aligned aasimars are particularly
interested in destroying fiendish influence, seeing their
heritage as a mark of destiny and responsibility.
Magus: Aasimar magi play the flashy, exotic combatant
role to the hilt, usually preferring elegant, graceful weapons
such as rapiers or scimitars. Such warriors are especially
likely to play up the "avenging angel" trope, using their
magic to make themselves seem extra intimidating to
superstitious or guilty-conscienced foes.
Monk: Some aasimars, particularly those descended
from archons and other lawful outsiders, take to the
path of the monk. These enlightened warriors direct
their unique energy into disciplined meditation and
the study of unarmed fighting, with their supernatural
wisdom making them quicker to learn than many other
races. Aasimar monks can often be found in remote
regions, listening to the silence atop mountain peaks or
meditating on the nature of life in the midst of a barren
desert-or else in more traveled regions, emphasizing
the art in their martial arts and turning every movement
into a work of inspiring beauty.
Ninja: While most people associate aasimars' force of
personality with diplomacy and the ability to influence
others, it also makes them masters of the fine art of ki
manipulation, which the art of the ninja relies upon.
Good-aligned aasimar ninjas often use their training to
serve kingdoms or causes they support, infiltrating and
sometimes killing in order to bring justice to the mortal
world, while neutral-aligned aasimar ninjas might sell
their skills to the highest bidder. Evil aasimar ninjas are
dangerous foes who often work as assassins.
Oracle: Most aasimars consider themselves blessed,
but a small number see their gifts as double-edged
swords. Aasimar oracles attribute both their powers PLAYER CHARACTER AAslMARS AND
and their curses to the intervention of some celestial AAslMAR HERlTAGES
ancestor, and question why they were so chosen. Aasimars are often presumed to be the offspring of angels,
Some aasimar oracles believe they are being tested to yet in truth any good outsider can introduce its blessing
see whether they are worthy of their divine ancestry, into a humanoid bloodline. This confusion is compounded
while others wonder whether their curse is an echo of by the fact that many families forget or never learn the
punishment for the sins of a fallen angel. true nature of the outsider that touched them, or may have
Paladin: Aasimar paladins are some of the strongest had contact with several different outsiders over the years,
champion the cause of their god-often Erastil, Iomedae, The aasimar presented in the Pathfinder RPG Bestiary
or Torag-on the battlefield and on the road. Traveling represents the most common type of aasimar--one whose
paladins often ally with adventuring parties, as they link to the past is subtle enough that it's difficult for all but
know well that evil often lurks, hidden, in the ancient the most educated to tell the specifics of her bloodline.
places adventurers like to explore. Of course, if aasimar At the same time, however, aasimars are sometimes born
paladins are some of the most legendary and laudable, with a deeper connection to the old blood, displaying
aasimar antipaladins are equally terrible. traits unique to their particular breed of outsider ancestor.
Ranger: Aasimar rangers are often exceptional hunters Some examples of these unique heritages are presented
of demon and devils, tracking their quarry through beginning on page 20, with the rules presented there
the most impassable terrain and learning all the tricks replacing those found in the Bestiary.
they can for felling their prey. Such demon hunters While an aasimar's heritage influences her abilities and
are especially valued near the Worldwound and in the personality, a heritage is not a straightjacket. Variation
forests of Kyonin, near Tanglebriar. Aasimar rangers exists within heritages as much as between them
may also work as bounty hunters on the side of justice, sometimes even more. Many aasimars go through their
capturing criminals for the reward and to serve the law, lives without knowing what their heritage truly is, or even
or may simply make their existence as master hunters or being aware that different heritages exist. If you choose
guardians of outlying communities-in small villages, to use a specific heritage, you should work with your GM
few callings seem more appropriate for an angel-touched to ensure that your character's appearance reflects that
child than a life as sheriff or protector. bloodline. Your aasimar may also be likely to come from
Rogue: Aasimar rogues who seek subtle careers in the a specific area of Golarion-see the specific heritage
shadows often must find a way to hide their distinctive entries for more information on where these bloodlines
7 You gain DR 2jevil. 33 When coins or other small metal objects pass through
8 You use your Charisma score instead of your your hands, they become perfectly clean and shiny again.
Constitution score to determine how many rounds you 34 You gain a +2 dodge bonus to your AC against attacks
can hold your breath. of opportunity from evil outsiders or undead.
9 You gain an additional +2 racial bonus to your 35 You can cast aid once per day as a spell-like ability.
Strength score. Nonmagical insects never bite or sting you unless
10 You can subsist entirely on honey and wine. magically compelled to do so.
ll You can breathe both thin and stale air without ill 37 You gain a +2 racial bonus on checks made with any
effects, and you never suffer from altitude sickness. one Perform skill.
12 You have a natural swim speed of 20 feet. Once per day, you can generate a glowing aura that
You gain a +2 racial bonus on attack rolls made to emanates in a 20-foot radius centered on you. Any
confirm critical hits against evil outsiders. creature within the aura that is at negative hit points
You possess the unnatural aura universal monster ability, stabilizes immediately. The aura lasts for1 round.
except the DC to make animals come near you is equal to 39 You can mimic the sound of any animal perfectly.
10+1j2 your character level+ your Charisma modifier. 40 You gain an additional +2 racial bonus to your
Once per day, when you are at o hit points, you can Intelligence score.
take a full round of actions without losing a hit point 41 Three times per day, you can sing for 10 minutes to
and falling unconscious. put one willing creature to sleep. Any creature that falls
16 You display exceptional grace and easily keep your asleep to the sound of your song is protected from
balance. You gain a+2 racial bonus on Acrobatics checks. nightmare and similar spells for the duration of its rest.
You can cast spear of purity (see Pathfinder RPG 42 Whenever you successfully use the aid another action
Ultimate Magic) once per day as a spell-like ability. to help someone make a skill check, you grant a +3
You gain a +2 racial bonus on saving throws made bonus instead of+2.
against poison. 43 You gain a +2 racial bonus on saving throws made
19 Once you've reached adulthood, you never appear to against fear effects.
age, although you take aging penalties normally and 44 If you stand atop a grave and meditate for10 minutes,
die when it is your time. you learn the name of whoever lies buried below.
20 You gain an additional +2 racial bonus to your 45 You have catlike ears that grant you a +2 racial bonus
Dexterity score. on hearing-based Perception checks.
Once per day, you can breathe frosty air in a 10-foot You gain spell resistance equal to 10 + 1/2 your Hit Dice.
cone. This acts as a breath weapon that deals a number 73 If your body is placed on consecrated ground and
of points of cold damage equal to 1d4 + lj2 your level, prayers to your deity are recited continuously for 24
to a maximum of 1d4+5. hours, you return to life as if by a raise dead spell. This
47 You feel sick to your stomach and take a -1 penalty on ability works 1d4 times in your lifetime.
ability checks when within 30 feet of an evil outsider. 74 Your kiss invigorates others. Once per day, you can
48 You can cast weapon of awe (see the Pathfinder RPG kiss a creature to change its condition from exhausted
Advanced Player's Guide) once per day as a spell-like to fatigued, or from fatigued to normal.
ability. 75 You can sense when a creature is pregnant by standing
49 You gain a +1 racial bonus on Reflex saves. within 10 feet of the creature.
so You gain an additional +2 racial bonus to your Wisdom 76 You gain a +2 racial bonus on saving throws made
score. against curses.
51 You can make fruit ripen with a touch. 77 You gain a +2 racial bonus on l<nowledge (planes) checks.
52 You can understand any written material as though 78 You are always comfortably warm. You gain a +4 racial
under the effects of comprehend languages. bonus to resist environmental cold effects.
53 You gain a +2 racial bonus to your CMD. 79 You always know the current position of the stars.
54 You gain a +2 racial bonus on saving throws against 8o You gain fire resistance 5·
spells and effects that would cause you to become 81 You heal double the normal amount of hit points
dazzled. while resting.
55 You can cast augury once per day as a spell-like ability. 82 You can cast mending three times per day as a spell
56 You can cast zone of truth once per day as a spell-like like ability.
ability. 83 You feel energized and gain a +1 racial bonus on ability
57 You gain a +2 racial bonus on Heal checks. checks while you are within 30 feet of a good outsider.
58 Any creature that bites you must succeed at a DC 12 84 You gain a +4 racial bonus to resist environmental
Fortitude save or become sickened for 1d4 rounds. heat effects.
59 Any good creature you call via summon monster 85 When targeted by lesser restoration or another spell or
remains for 3 rounds longer than usual. effect that cures temporary ability damage, you heal
6o You always know the current position of the sun. an extra +1 point of temporary ability damage.
61 You gain a +1 racial bonus on attack and damage rolls 86 You can cast blessing of courage and life (see the Advanced
against evil outsiders. Player's Guide) once per day as a spell-like ability.
You gain a +4 racial bonus on saving throws to remove 87 You gain a +2 racial bonus on Handle Animal and
any temporary negative levels you possess. Ride checks.
You have a strong and stable build. You gain a +2 racial 88 Once per day as a move action, you can make a melee
bonus to CMD against bull rush and trip attempts. weapon you are wielding holy. The enchantment lasts
You gain a +4 racial bonus on Intimidate checks made for 3 rounds or until you drop or give away your weapon.
to demoralize foes. 89 You gain a +2 racial bonus on saving throws made
6s Once per day as a full-round action, you can summon against disease.
a silver holy symbol out of thin air. The holy symbol 90 You gain an additional +2 racial bonus to your
remains in existence for 1 hour or until you drop it. Charisma score.
66 You are immune to undead creatures' create spawn 91 If you die, your body can never be reanimated as an
special ability. undead creature.
You gain a +2 racial bonus on Sense Motive checks. 92 You gain a +1 racial bonus on Fortitude saves.
68 You can cast whispering wind once per day as a spell 93 You can summon a lantern archon once per day as
like ability. though by summon monster Ill.
Your tears cure disease. You can cast remove disease 94 You can speak to horses and other equine animals.
once per day as a spell-like ability. 95 You gain a +2 racial bonus on Diplomacy checks.
You gain an additional +2 racial bonus to your 96 You gain a +2 racial bonus on Use Magic Device checks.
Constitution score. 97 You gain DR 2jmagic.
71 You gain sustenance from sunlight. Standing in 98 You can cast compassionate ally (see Ultimate Magic)
direct sunlight for half an hour nourishes you as once per day as a spell-like ability.
though you had just eaten a hearty meal. You still 99 You have a natural fly speed of 20 feet (poor).
need to drink water. 100 Roll on this table twice, ignoring any further rolls of 100.
� ost aasimars do not lmow exactly where their celestial powers came
� from, and the similar qualities of many such celestially touched beings
hint at a relatively indistinct or all-encompassing heavenly force in their
lineage. Some, however, possess more unique traits and abilities inherited
from their supernal forebears, attributes that hint at the precise type of
celestial being that affected their ancestors.
Players may choose one of the following six heritages for their aasimar
characters in place of the traditional aasimar racial features. Each heritage
presents new ability modiners, spel1-11l�e abilities, and skill modiners that
replace the default aasimar racial traits, as well as a pair of custom traits. Each
entry also discusses the most common (though by no means ubiquitous)
personality traits, physical features, and places of origin of aasimars with
that particular heritage.
Agathion-Blooded Angel-Blooded
Cldyllkin) (Angelkin)
Idyllkin possess bestial aspects and AniJelkin are mortal paraiJons of
calm dispositions, and often act exceptional beauty, and they serve as
as peaceful intermediaries between exemplars of IJood and li!Jht reiJardless
lawful and chaotic aiJents of iJood. of the myriad forms they may take.
AGATHION-BLOODED ANGEL-BLOODED
Ancestry Agathion Ancestry Angel
Typical Alignment NG Typical Alignment Any good
Ability Modifiers +2 Con, +2 Cha Ability Modifiers +2 Str, +2 Cha
Alternate Skill Modifiers Handle Alternate Skill Modifiers Heal,
Animal, Survival Knowledge (planes)
Alternate Spell-Like Ability ldyllkin Alternate Spell-Like Ability Angelkin
gain summon nature's ally II as a spell-like ability. gain alter selfas a spell-like ability.
Like their agathion ancestors, idyllkin seek to spread Angel-blooded aasimars-called angelkin by many
good in its purest form, unconcerned with the trivialities follow the righteous paths their celestial ancestors
of chaos and law. They often travel from place to place walked, and are as varied as angels in how they go about
to spread their righteous wisdom, and recruit both their virtuous duties, split evenly among those who
intelligent creatures and animals to their cause. embrace law, neutrality, or chaos.
Idyllkin often possess bestial qualities such as dragon Of all the aasimars, angelkin are the type who perhaps
scales, fish scales, fur, manes, or talons. Slit pupils, most often clash with tieflings. Angelkin have difficulty
pronounced canines, and furry ears are all common embracing the idea of harmony when it comes to their
indicators of an aasimar's agathion background. Just as corrupt cousins, and most see tieflings as embodiments
agathions take on different traits depending on their of evil that can never be trusted. It takes extraordinary
animal aspect, so too do idyllkin. Descendants of avorals circumstances for most angelkin to cooperate with tieflings,
often possess feathery hair and enjoy wide-open areas and even then, alliances are rarely more than fleeting.
such as plains, while the progeny of leonals are aggressive Angelkin are commonly found in Varisia-due in large
and often have sharp, clawlike fingernails. Many idyllkin, part to the free-roaming spirit of the native Varisians and
regardless of their animal aspect, feel called to walk the their acceptance of signs of the divine-as well as large
path of the druid, and idyllkin are among the most likely city centers such as Absalom and Oppara. Because many
aasimars to become such protectors of nature. angelkin feel called to the life of a crusader or paladin,
Idyllkin are usually found in the wild reaches ofGolarion, they can often be found in Andoran, fighting against
such as Kyonin, the Lands of the Linnorm Kings, or the oppression and slavery, as well as near the Worldwound,
Mwangi Expanse. They prefer villages to cities, and often where they campaign against demons.
work as hunters, herbalists, or herders if they haven't carved
out their own existence in the wilderness. They often put Traits
the ailments of nature and life before those of society and The following are race traits for angelkin.
wealth, but when working with others idyllkin compromise Celestial Tracker: You share the same talent for
to make sure everyone's goals are met. tracking evildoers that your angelic ancestor possessed.
You gain a +1 trait bonus on Survival checks made to
Traits follow tracks. In addition, you treat trails as being up to
The following are race traits for idyllkin. 24 hours fresher than they actually are when using the
Enlightened Warrior: You have always found it easy to Survival skill to follow tracks.
maintain inner peace and enlightenment that translate Planetar's Visions: Ever since you were a child, you've
well to the battlefield. You may take levels in monk even experienced vivid dreams of cutting down hordes of
while maintaining a neutral or neutral good alignment. shrieking, twisted demons. Whenever you succeed at a
Speech of the Wilds: Like your agathion ancestor, you critical hit with a melee weapon against an evil outsider,
have a knack for communicating with other creatures, you ignore an amount of the outsider's damage reduction
and you are adept at breaking down language barriers. (if any) equal to the critical multiplier of your weapon (this
You can speak one extra language. cannot reduce a creature's damage reduction to below )
o .
Archon-Blooded Azata-Blooded
(Lawbringers) CMusetouched)
Lawbrin.9ers are champions qfjustice The musetouched epitomize
and of dolin.!J out punishment to the freedom and joy, and travel
wicked, and often believe chaos is the cause the world to liberate less
of all mortal sufferin.!J. fortunate individuals.
Lawbringers reflect the patience of their archon ancestors The capricious aasimars known as musetouched are
in their daily lives; they understand the need for rules the most likely of their kind to be found adventuring
and routines, and use their inherent discipline to train in throughout lands both civilized and remote. Imbued with
their chosen field as they seek to do good. They develop an undeniable spirit of wanderlust, musetouched feel the
their talents faster than most of their peers and show constant urge to explore new places, meet new people, and
exceptional skill at whatever they focus their attention on. ferret out evil and corruption wherever they lurk.
Lawbringers feel most comfortable in regions where Of all the aasimars, musetouched tend to be among the
a clear hierarchy and system of justice exists, preferably most beautiful by most humans' standards. They possess
alongside good people and honest rulers. Many archon features with an unearthly charm, such as long, thick
blooded aasimars can be found in Andoran, Lastwall, hair of a seemingly impossible hue and limpid, jewel
Mendev, and Molthune; lawbringers in Mendev are often toned eyes. Musetouched are commonly possessed of
paladins or crusaders who use their homes as a place to innate musical talent and a love for melodies, and many
rest between excursions into the Worldwound. train as bards while they wander.
Evil kingdoms that use tyranny and repression to keep Their distaste for oppression and innate love of good draws
their people in line infuriate lawbringers. Aasimars can many musetouched to Andoran and the River Kingdoms,
thus be found in Cheliax, Geb, and Nidal, conducting and their beauty and free-roaming spirits endear them to
organized resistances that seek to find the most the fortune-tellers and vagabonds ofVarisia. Their drive to
legitimate and least destructive ways to neutralize the visit new lands leads azata-blooded aasimars to explore the
nations' tyrannical governments. farthest shores of Golarion; musetouched from the Inner
Sea can be found in Vudra and Tian Xia, as well as the
Traits crystalline city of Dehrukani in southern Garund, where
The following are race traits for lawbringers. they are seen as holy beings truly worthy of worship.
Good Influence: You possess an innate ability to motivate
and inspire others to do the right thing. You gain a +1 trait Traits
bonus on Diplomacy checks when attempting to persuade The following are race traits for musetouched.
a nongood creature to make a decision that benefits the Bralani's Step: Your ancestor was a bralani, an azata
cause of good, and when persuading a nonlawful creature known for its untamed speed in battle. When in combat,
to make a decision in line with the laws of the region. you feel a fierce surge of energy through your limbs.
These bonuses stack if you attempt to persuade a nongood, Once per day, you may move an additional s feet as part
nonlawful creature to take a lawful good action. of a move action.
Lantern Spirit: Your celestial ancestor was a lantern Lillend's Harp: Your ancestor was a lillend, a being of
archon for centuries before ascending to a higher rank. exceptional grace and singular musical talent. You gain
You feel a strange sense of nostalgia whenever you use a +1 trait bonus on Perform (string) checks. This bonus
your continual .flame spell-like ability, and can use it as a increases to +2 when you make a Perform check as part of
move action instead of a standard action. a bardic performance.
Garuda-Blooded Peri-Blooded (Emberlt1n)
CP1umelt1th) Masters of .fire ma.9ic, emberkin feel the
Their shimmerin.9 avian features make dual pull of their peri forebear as well
plumekith instantly reco.9nizable. Thou.9h as that of a fallen an.9el further down
they can act rashly, plumekith never shirk their ancestry, and wrestle with their
their duty after makin.9 a commitment. ur.9es to do both .flOOd and evil.
GARUDA-BLOODED PERI-BLOODED
Ancestry Garuda Ancestry Peri
Typical Alignment CG Typical Alignment NG
Ability Modifiers +2 Dex, +2 Wis Ability Modifiers +2 lnt, +2 Cha
Garudas are noble but impetuous birdlike celestials, and Emberkin reveal their divine
most garuda-blooded aasimars grow graceful feathers heritage through their skill with fire-based
during puberty. The majority of these aasimars have magic and their desire to repent for others' sins. Many
shimmering wings; the wings can be of virtually any emberkin suffer from frequent nightmares and strange
shade, ranging from metallic colors to muted hues to pure impulses to commit spontaneous acts of evil. They typically
white, or rarely, glossy black. Plumekith are sometimes have igneous features such as wispy auburn hair and bright
born with taloned fingers or toes, and occasionally amber yellow eyes, and a rare few are born with albino skin.
eyes like those of an eagle. Emberkin often feel an insatiable need to continually
Like their celestial ancestors, plumekith tend to take perform acts of good. Some are content to perform small
action at the spur of the moment when their abilities acts of kindness at home, though they may feel driven
seem needed. Plumekith rush into the heat of battle to to travel regularly in order to find pockets of true evil
face off against evildoers, only stopping to ask questions that they can eradicate. Emberkin can often be found
afterward. Plumekith often have an extreme hatred for in tumultuous regions such as Cheliax, Galt, and the
nagas and other snakelike creatures, a racial disdain no Shackles, where they combat injustice in its myriad forms.
doubt stemming back to their garuda forebears. Like all aasimars, emberkin are not necessarily
Plumekith are drawn to high, mountainous regions, compelled to embrace good and justice. Perhaps more
and many travel to the Mindspin Mountains ofBelkzen so than most of their celestial kith, emberkin have a
to make war against the savage orcs there. Others make propensity to revolt against their benevolent predisposition
their homes in the FiveKings Mountains, fight gnolls in and instead follow a darker path. Perhaps these emberkin
theBrazen Peaks ofKatapesh, or dwell in the many hills are evil by nature, or perhaps it is a remnant of their fallen
and mountains ofVarisia. Plumekith often claim to be angel ancestry. Either way, such wicked individuals are
loners, but still crave at least occasional companionship, often dangerous, and are both pitied and hunted down by
and when they aren't traveling they often make their their aasimar brethren.
homes near towns or small cities.
Traits
Traits The following are race traits for emberkin.
The following are race traits for plumekith. Burnished Skin: Sometime during your adolescence,
Snake Hater: You've always loathed serpents and other you suffered severe burns in a devastating fire. Along
slithering monsters, ever since you can remember, and with your scars, you developed the uncanny ability to tell
have studied them extensively. You gain a +2 trait bonus what is and isn't real, gaining a +2 trait bonus on saving
on Knowledge (dungeoneering) checks and Knowledge throws made to disbelieve illusions.
(dungeoneering) is always a class skill for you. Pyromancer: You're especially adept at casting flame
Toxophilite: You've inherited some of your celestial based spells. You gain a +1 trait bonus on damage rolls
ancestor's prowess with the bow, and gain a +2 trait bonus for any spell you cast with the fire descriptor. Spells that
on attack rolls made to confirm critical hits with bows. do not deal damage do not benefit from this trait.
'lombat
Celestial Feats
lnner light
Even when your innate powers over light fail you, you and
your allies prove vigilant against dark forces, fighting
until the end.
Prerequisites: Aasimar, dayl(ght spell-like ability.
Benefit: Whenever you cast your dayli[jht spell-like
ability, you do so as if your caster level were one higher.
Whenever an enemy successfully counters or dispels
your dayli[jht spell-like ability, you and any allies within
a 2o-foot radius gain darkvision 6o feet for a number
of rounds equal to your character level. This is a
supernatural effect.
Revered Guidance
You were selected by your celestial ancestor to be a guide
for a chosen people, and serve as a beacon of hope in
times of despair.
Prerequisites: Aasimar, must be taken at 1st level.
Benefits: Select one of the following creature subtypes:
dwarf, elf, gnome, halfling, human, or ore. You gain a
+4 racial bonus on Diplomacy checks made to influence
creatures of the selected subtype.
Sunlit Strike
Your melee blows deal extra damage to creatures sensitive
to light, making you adept at hunting foul monsters of
the night.
Prerequisites: Arcane Strike, able to prepare or cast
sunli[jht.
Benefit: Whenever you successfully hit an enemy that
is vulnerable to light (such as by the light blindness, light
sensitivity, or sunlight powerlessness universal monster
rules) with a melee weapon you've imbued with your
Arcane Strike feat, you deal an additional 1d6 points of
damage to the target of your attack. The struck creature
must also succeed at a Fortitude saving throw (DC 10 +
your character level+ your Strength modifier) or become
staggered for 1 round.
1aith
Gifts of the Exalted
hen holy beings bless their chosen scions with Use: 3 bardic performance rounds.
W
hether or not they embrace the same benevolent
ideologies of their ancestral forebears, aasimars The following race traits complement aasimar characters.
possess undeniable signs of their celestial Adrift: You never felt like you belonged in your family.
lineage. Such features can manifest as either personality You were different, an outsider, and you grew up unable
traits or physical attributes, but all point to the mysterious to bond with the people around you. Now, as an adult,
and otherworldly powers that begot an aasimar, and all you are still a little odd and others have a hard time
patrons of evil know to fear such marked beings. understanding what makes you tick. You receive a +1
trait bonus on saving throws made to resist charm and
compulsion effects.
Clergy Member: You belong to a particular faith, and
your religious leaders see you as a mortal aspect of their
deity. You are treated with respect and graciousness
whenever you visit a temple of your faith. You receive a +1
trait bonus on Diplomacy checks when interacting with
ordained members of your religion, and once per week
you can request aid from a temple of your faith. The GM
has final say in what sort of aid you can reasonably request,
but in general you may ask for the casting of a 1st-level
spell or for a nonmagical item worth so gp or less.
Ethical Leader: You attract followers who agree with your
philosophical outlook on life. Your followers and cohorts
are more willing to serve you because of their confidence
in your strong moral position. You gain a +1 trait bonus to
your Leadership score if all your cohorts and followers
have an alignment within one step of your alignment.
Faith Healer: You have an unearthly appearance and
soothing aura about you that make people believe you are
gifted with divine powers. You learned at a young age to
make use of your gift in order to make money, and you've
found ways to ethically justify your work. You can make
a Heal check weekly to earn money as though making a
Profession check. In addition, you gain a +1 trait bonus
on Heal checks.
Innocent: No one can believe someone as pure as
you could be deceptive in any way. You have an air of
innocence about you, and people have a hard time
believing you could ever do anyone harm. When you
make a Bluff check to tell a lie, your target always wants
to believe you, granting you the standard +s bonus on
your Bluff check. This bonus only applies if the lie
you tell is either believable or unlikely.
Planar Ne gotiator: You are skilled at convincing
outsiders that you require their aid. Whenever
you cast lesser planar ally, planar ally, or .9reater planar Wary: You grew up around people who were jealous
ally, you receive a 10% discount on the monetary cost of and hostile toward you. Perhaps your parents were
required by the summoned outsiders. This bonus has no not pleased to have a child touched by the divine-they
effect on services the outsiders may demand in order to may have berated or beaten you, or even sold you into
strike a bargain. slavery for an exorbitant price. You grew up mistrustful
Selective Health: You are resistant to most illnesses of others and believing your unique appearance to be a
that strike those around you, but vulnerable to the curse. You gain a +1 trait bonus on Disguise and Sense
contagions of evil. You gain a +2 trait bonus on Fortitude Motive checks.
saves against diseases. However, whenever you must
make a Fortitude saving throw against a disease inflicted Random Aasimar Features
by an undead creature or evil outsider (such as mummy Presented below are dozens of features aasimars might
rot or a vrock's spores), you do not gain this bonus, and possess. None of the following features grant characters
instead take a -2 penalty on your Fortitude save. any special powers in excess of their usual abilities.
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