100% found this document useful (10 votes)
3K views36 pages

PZO9424 Blood of Angels

Uploaded by

Yuri Ciabatti
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (10 votes)
3K views36 pages

PZO9424 Blood of Angels

Uploaded by

Yuri Ciabatti
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 36

�a�imar �acial �rait�

+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.

Native Outsider: Aasimars are outsiders with the native subtype.

Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Aasimars have a base speed of 30 feet.

Darkvision: Aasimars can see in the dark up to 6o feet.

Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.

Spell-Like Ability: Aasimars can use daylight once per day as a spell-like
ability (caster level equal to the aasimar's character level).

Celestial Resistance: Aasimars have acid resistances, cold resistances,


and electricity resistance 5·

Languages: Aasimars begin play speaking Common and

Celestial. Aasimars with high Intelligence scores can choose


from the following languages: Draconic, Dwarven, Elven,
Gnome, Halfling, and Sylvan.

Favored Deities: Abadar, Cayden Cailean, Desna, lomedae,


Shelyn, and Torag, as well as the empyreal lords.

Favored Regions: Andoran, l<yonin, Lastwall, Mendev,

Nirmathas, T ian Xia, and Varisia.

Female Names: Adonia, Amethyst, Arabella, Arken,

Arsinoe, Ayako, Bretheda, Calanthe, Castrovei,


Davina, Delphinia, Drinma, Dulcida, Feyla, lmesah,
lomedae, lsabis, Liavara, Li Mei, Masozi, Maysamma, Mirei,
Moonstone, Nijena, Niramour, Ondrea, Rhialla, Sabiha,
Sunetra, Valtyra, Zinnia.

Male Names: Aballon, Akemi, Aritian, Aurelio, Bellarmine,

Beltin, Carnelian, Cayden, Cernan, Clarion, Cronwier,


Desiderio, Eanril, Eran, Eremurus, Gwyn, llamin,
l<injiro, Kyan, Malachite, Maudril, Okrin,
Parant, Shenir, Sterling, Talyessin, Triaxus,
Tural, Wyran, Zaigan.
This Pathfinder Player Companion book works best with the Pathfinder Roleplaying Game Core Rulebook.
Although suitable for play in any fantasy world, it is optimized for the Pathfinder campaign setting.

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

Author • Amber E. Scott Publisher • Erik Mona


Cover Artist • Michal Ivan Paizo CEO • Lisa Stevens
Interior Artists • Miguel Regod6n Harkness, Vice President of Operations • Jeffrey Alvarez
Dmitry Prosvirnin, and J. P. Targete Director of Sales • Pierce Watters
Finance Manager • Christopher Self
Creative Director • James Jacobs Staff Accountant • Kunji Sedo
Managing Editor • F. Wesley Schneider Technical Director • Vic Wertz
Development Leads • Patrick Renie and James L. Sutter Senior Software Developer • Gary Teter
Editing • Judy Bauer and Christopher Carey Campaign Coordinator • Mike Brock
Editorial Assistance • Jason Bulmahn, Adam Daigle,
Rob McCreary, Mark Moreland, Stephen Radney-MacFarland, Website Team • Ross Byers, Liz Courts,
and Sean K Reynolds Lissa Guillet, and Chris Lambertz
Editorial Intern • Jerome Virnich Warehouse Team • Will Chase, Michael Kenway,
Jeff Strand, and Kevin Underwood
Senior Art Director • Sarah E. Robinson Customer Service Team • Cosmo Eisele,
Graphic Designer • Andrew Vallas Erik Keith, and Sara Marie Teter
Production Specialist • Crystal Frasier

This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPGAduanced Player's Guide, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2,
Pathfinder RPG Bestiary 3, Pathfinder RPG Ultimate Combat, and Pathfinder RPG Ultimate Magic. These rules can be found online for free as part of the
Pathfinder Roleplaying Game Reference Document at paizo.comjpathfinderRPGjprd.

This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3·5 edition of the
• world's oldest fantasy roleplaying game.

J!�Js!�" Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.oa, Section 1(e),
Paizo Publishing, LLC and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations,
ch;H;:acters, ;:artwork, and trade dress. (Elements th;:at have previously been designated as Open Game Content or ;:are in the public domain ;:are not
7120 185th Ave N E, Ste 120 included in this declaration.)
Redmond, WA 98052-0577
Open Content: Except for material designated asProduct Identity (see above), the game mechanics of thisPaizoPublishing game product are Open
Game Content, as defined in the Open Gaming License version 1.oa Section 1(d). No portion of this work other than the material designated as Open
paizo.com Game Content may be reproduced in any form without written permission.

Pathfinder Player Companion: Blood ofAn!Jels© 2012,PaizoPublishing, LLC. All Rights Reserved.PaizoPublishing, LLC, thePaizo golem logo,Pathfinder,
and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Module,
PathfinderPlayer Companion, Pathfinder Roleplaying Game, Pathfinder Society, andPathfinder Tales are trademarks ofPaizoPublishing, LLC.

Printed in China.
�· 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."

-Arika Avertin, Sandpoint baker


asimars are the beautiful and the blessed, the out of duty to a larger mission, or may even find it necessary
descendents of those who have consorted with to trick a mortal into a liaison in order to further the
the angels and other great beings of the good­ greater good. An outsider might even come to a mortal
aligned planes. They bear the blood of the celestials in and impregnate her without her knowledge, perhaps
their veins, biological proof of their forbears' worth and disguised as a beam of sunlight or a perfumed wind.
righteousness, and the glow of that association is too Though these tales sound strange-more appropriate to
bright to be contained despite generations of dilution, the fiends who create tieflings-such actions are never
often expressing itself in undeniable ways. Most people without some crucial and perhaps divine purpose, and
see aasimars as wise, pure, talented, and beautiful­ theologians have argued the ethical implications of such
much more so than the average person. tales for generations without reaching a consensus.
At the same time, aasimars carry the unique burden of At other times, women who pray for a child and are
the privileged. With aasimars' unasked-for gifts comes deemed worthy by whatever inscrutable criteria the
the natural jealousy of the ordinary people surrounding gods use find themselves inexplicably pregnant. (It's
them; even their closest friends might harbor secret envy. also possible for men with the same prayers to find
Some aasimars take their gifts for granted, perhaps even themselves a vessel for this essence as well, transferring
seeing themselves as inherently better than their mundane it to the next child they conceive.) This sort of divinely
associates, while others must constantly prove themselves assisted conception is most often found (and sought after)
worthy of the admiration (and responsibilities) they're by individuals in a loving relationship where standard
saddled with. Aasimars may question why they were given conception is impossible, such as certain interracial
their gifts, as well as what responsibility they have to those relationships, same-sex relationships, or relationships
who may not be so blessed. Regardless of an aasimar's where one party is sterile.
worldview, her life is never as easy as others might think. Lastly, a woman already carrying a child who visits an
area full of strong positive energy, such as consecrated
Origins and Birth ground or the realm of a god, or who is the focus of
Despite the common misconception, not all aasimars are powerful divine magic, may have her unborn child infused
descended from angels-any good-aligned outsider may with celestial energy that transforms it into an aasimar.
pass along its essence, with different aasimars tracing Aasimar parents are not guaranteed to sire or bear
their heritage to everything from true celestials like azatas aasimar children. In fact, most children born of aasimars
to native outsiders like garudas. Similarly, the direct result possess no extraordinary abilities save perhaps for
of a union between a good outsider and a humanoid is unusually good looks. Women who carry an aasimar child
not an aasimar, but rather a more exotic creature called report easy pregnancies and deliveries. These women
a half-celestial-aasimars are those whose bodies are sometimes experience vivid, wonderful dreams full of
significantly more mundane than outsider. Celestial blood light and music, the dreams becoming more frequent
can pass through several generations before manifesting as their delivery date draws near. Aasimar births rarely
itself in an aasimar child, and while half-celestials often experience complications, and aasimar infants are rarely
give birth to aasimars, it's not uncommon for the celestial sick. They cry less than other babies, and thrive even in
blood to go dormant, skipping many generations before less than ideal conditions.
surprising parents who may have no idea that a good Most societies interpret aasimar births as good omens.
outsider touched their family tree at some point. While Family and friends may gather to celebrate normal births,
such children's natural beauty and abilities usually protect but if a child appears to have celestial heritage, often the
them from prejudice within their immediate family, the whole village turns out to commemorate the occasion.
sad truth of the matter is that jealousy and fear of the The head of the local temple might arrive to bless the
unknown can strain the relationships between aasimars child-a heartfelt but potentially redundant gesture.
and their mundane parents and siblings. Since the death of Aroden, the number of tiefling and
Stories about aasimar origins are often similar and aasimar births has increased, and it continues to increase
romanticized: An angel falls in love with a mortal of every year. Researchers initially attributed the rise in
exceptional beauty and goodness, and while the two tiefling births to the growing power of House Thrune
cannot share a life together, they share a single night. and other fiendish factions in the wake of Aroden's
The truth, however, is that there are numerous other death, but this does not explain the corresponding rise
ways for celestial energy to enter a mortal bloodstream. in aasimar births. It appears the two must be somehow
Sometimes it's a direct and intentional action on the linked, but so far the nature of such a link-and what it
part of the outsider. Such a creature may lie with a mortal might portend-remains unknown.
NoN-HUMAN AAslMARS aasimars recall happy childhoods until around age five or
Not all aasimars are descended from humans. Aasimars six, at which point jealousy begins to rear its ugly head.
can be born of any intelligent race, though human aasimars Not all families welcome their aasimar children
are the most common. Aasimars of other races usually wholeheartedly, however. If a woman conceives after a
exemplify the ideals of beauty and skill as seen by their base tryst with a disguised celestial, she may be devastated
race. For example, halfling aasimars are small, beautifully when her lover disappears, and may face stigma from
proportioned, and display exceptional grace. Half-ore those who see her stories of a celestial lover as a feeble
aasimars are slightly larger and stronger than ordinary attempt to gloss over mundane abandonment or
orcs, with tough skin and metallic claws and tusks-they imprudent behavior. As with any child, conception out
are likely to be neutral rather than evil, but still display of wedlock can add stress for the mother and make a
aggression and incredible combat prowess. Less common rocky start for the child, and indeed many legendary
humanoids, such as lizardfolk, catfolk, tengus, and others, aasimars endured difficult childhoods with only a single
can also produce aasimars, though given these races' exotic parent to provide for them-such a beginning is a staple
appearance, members of the more common races may have in bards' tales. Some families worry about the destinies
trouble telling such aasimars apart from their kin. associated with aasimar children, and may fear the child
It should be noted that while any creature that breeds will bring hardships on their family. Even loving parents
with a celestial may give birth to half-celestial offspring, worry about the difficulties their child will face for
only humanoids can give birth to aasimars. Thus, while being different. As a result, many families cover up such
it's possible to encounter a half-celestial dragon, unicorn, liaisons, and subsequent generations may never realize
or griffon, any children of such creatures would be either that their family harbors a celestial secret.
half-celestials or normal members of their race. (And This stigma can be particularly dangerous in morally
just as often, these less conventional half-celestials are corrupt nations, such as Cheliax and Nidal. Such
sterile.) When discussing half-celestials and aasimars, it's governments may see aasimars as natural rallying points
important to distinguish them from both true celestials for high-minded rebels, and thus seek to nip such problems
(angels, azatas, agathions, etc.) and simple celestial in the bud, forcing families to hide aasimar births and raise
creatures (creatures with the celestial template, which their offspring in secret. An aasimar child's differences
are themselves denizens of the good-aligned Outer may be hidden with hair dye, illusion magic, or deliberate
Planes but similar in many ways to their Material Plane disfigurement. Given their natural beauty and other useful
counterparts). Most aasimars also have a difficult time attributes, aasimars make extremely valuable slaves, and
getting people to grasp distinctions between celestial aasimar children are especially prone to being kidnapped­
types, with common folk erroneously grouping all such as well as to being sold into slavery by parents desperate
beings together as "angels." for cash. In those much-talked-about instances where
Non-human aasimars have the same statistics as human an aasimar turns actively evil, it often starts with such
aasimars with the exception of size. Thus a halfling aasimar unfortunate beginnings, with circumstances weighing
is Small but otherwise possesses the same statistics and down the aasimar until she cracks under the strain.
abilities as a human aasimar-the difference is purely Most aasimar children, however, deal with more
cosmetic. Non-human aasimars do not possess any of the commonplace troubles. Some parents and teachers show
racial abilities of their base race. However, they are usually an aasimar child obvious favoritism, causing unrest in
raised in the same cultural context as other members of the ranks of the "normal" children. Others expect an
their base race, and thus generally adopt the same fighting aasimar to be naturally talented at everything and bring
style as their peers, use the same types of weapons and wealth and fame to the family name, and grow frustrated
armor, and study the same skills. when the aasimar doesn't perform to their wishes. Some
adults are themselves jealous of aasimar children's
natural beauty and way with people, and thus force them
Childhood to work far harder to win recognition and love because of
Aasimar children tend to have sunny dispositions and grow their "unfair advantage."
up strong and healthy. Even aasimars with unfortunate While all of this can make childhood uncomfortable
family situations, or growing up in regions plagued by for an aasimar, it's admittedly rare for aasimars to find
poverty and strife, tend to thrive more than might be themselves truly outcasts. Aasimars are inherently
expected. They get along well with other children, and appealing and valuable for a variety of reasons, and thus
while they may be as willful and stubborn as any child even when cast out by one social group, they tend to
from time to time, overall they are pleasant and kind. Most quickly fall in with another. If other children are jealous
and refuse to play with them, there are likely adults who An aasimar child in a larger city might have better luck
value their company. If their family casts them out on finding an older aasimar to guide her, but not always.
the street due to fear and prejudice, their natural charm Some aasimars see it as their duty to help those similarly
may make them invaluable to a local gang of urchins. blessed, while others would do anything to forget about
Though the community aasimars find may not always be their own adolescence.
something their celestial progenitors would approve of, Adolescents use this time in their lives to sort themselves
aasimars are nevertheless rarely alone for long. into the roles they expect to carry on in adult society. Anyone
who seems different or strange can be seen as a threat,
Adolescence and otherwise good-hearted children turn nasty and
Puberty is a time of great change in an aasimar's life. cruel when they feel threatened. Aasimars often find their
While some aasimars evidence all their abilities from the beauty to be a curse as their peers simultaneously ostracize
beginning, many develop their heightened charisma and them and lust over them. It's common for aasimars in this
innate wisdom at this point, along with the host of other stage to be withdrawn and lonely, and to find themselves
changes such a time brings. As their adult bodies develop, angry with all the "ordinary" children who don't have to
their uncanny good looks develop as well, often bringing deal with the complex issues an aasimar faces. An aasimar
the aasimar significantly more attention-both for good teenager might rebel against expectations, deliberately
and ill. This may be when an aasimar gains control acting out, fighting with other children, or running away
over her spell-like ability, that magic having previously from home. Another common response is for an
manifested itself as uncontrollable surges of light during aasimar to develop an obsession with uncovering
times of great emotion, or she may accidentally discover her heritage, and she may feel that her
her resistance to acid, cold, and electricity. She may have
vivid dreams full of a musical language, then wake to
discover she now understands Celestial. If they haven't
already, some more permanent physical changes can
appear-hair taking on a metallic sheen, eyes becoming
faceted like jewels, downy feathers sprouting in places,
and more. As most aasimars grow up the only ones of
their kind in their experience, they often have no idea
how to handle these changes, and family members may
be helpless and unable to provide advice.
Other children, undergoing their own struggles with
puberty, often react to these further manifestations with
jealousy and fear. Parents may keep their own children away
out of a similar fear and jealousy, or even from religious
awe and respect for someone so obviously "touched by the
angels." Some parents become overly permissive, seeing
it as a sin to discipline a child of divine heritage, while
others may crack down out of a desire to protect. Some
may step up efforts to hide the child's differences to try to
give her an easier life. Whatever the case, the message most
adolescent aasimars receive is that, whether good or bad,
they are certainly different and strange.
At a time when most youngsters struggle with questions
of self-identity and try to find their place in the world, an
aasimar must ask more difficult questions: "Why was I
blessed?" "Am I special, or just an accident of fate?" "Do I
have a destiny?" "Can I be content with a normal life, or is
it selfish to want something safe and easy?"
These questions become no easier to answer when the
aasimar realizes she has no one she can go to for guidance.
Most aasimars have no aasimar siblings, and it's rare for
a town or village to have more than one aasimar in it.
"real" home and family are elsewhere, even if she still has subtle variations in tone better than those with duller
biological parents in her life. senses, and use the information accordingly.
Aasimars who have had particularly difficult childhoods This enhanced perception comes with a price, however.
often have an even worse time in their adolescent years, Aasimars tend to be much more sensitive to foul,
and may undergo dramatic mental and physical changes unpleasant surroundings than their companions. The
that make them even more vulnerable to corruption and scent of rot, the sight of gruesome undead, or the feel of
exploitation. Aasimars who develop evil personalities a spider scurrying across his skin can cause an aasimar a
usually pledge themselves to their twisted path during great deal of discomfort. Some aasimars develop phobias
adolescence. Not all aasimars who undergo a troublesome of areas or items likely to create unpleasant associations,
childhood and adolescence become evil, though-many such as graveyards, insect burrows, or sewers. And of
use their unfortunate pasts as impetus to create positive course, the ability to read others well often creates stress
change in the world. They promise themselves they will in social situations where polite fictions and white lies
rise above their difficulties and become an inspirational would avoid conflict and hurt feelings.
force-and often succeed. Aasimars invariably project a sense of health and
presence, in addition to more obvious signs like uncommon
Aasimar Physiology eye color or glowing halos and auras, but are not necessarily
Aasimars are physically elevated creatures. While they stronger or faster than their mundane compatriots. They
evidence all the normal variation of any race, as a group are, however, significantly more resilient in a number of
they are significantly more attractive than their mundane capacities. Acid, cold, and electricity have far less effect
parentage might suggest. It's not simply a matter of on them, though why is something of a mystery. Perhaps
being leaner or more delicately featured, like elves. their celestial blood seeks to guard them against fiends who
Rather, aasimar beauty is often as much in the eye of the employ such things in their attacks, but as many an aasimar
beholder as any objective standard, and changes from has wryly pointed out, a resistance to acid does little to
society to society. While some aspects-the obvious glow protect one from a much more common knife in the back.
of health, the metallic sheen of hair-are easy to pick out,
aasimars' beauty is often more than a simple sum of its Aasimars in Society
parts. Instead, onlookers seem more inclined to interpret As aasimars are generally respected and appreciated by
their appearance favorably, and to fixate on features the societies they're born into, they rarely need to form
that appeal to them. A nose that might seem overlarge race-based enclaves of their own. Instead, they tend to
anywhere else is majestic and hawkish on an aasimar, find positions of power and influence within the greater
and a build that might be stumpy on others instead populations they're born into, often as politicians,
suggests strength. In many ways, an aasimar's beauty is religious leaders, entertainers, valorous warriors-and
inexplicable, which helps to explain how an aasimar child the occasional gang bosses or courtly manipulators.
from an unattractive mortal parent might resemble that Regardless of what ends she applies her skills to, an
parent while somehow looking significantly better-and aasimar naturally stands out, and is rarely ignored.
also adds to the jealousy of siblings.
Yet while bards often focus on aasimars' beauty in their Relationships with Other Races
stories, such surface differences are only a tiny part of Most aasimars are born to human parents and live in
aasimar physiology. Far more useful are their enhanced mainly human settlements. An aasimar might spend
senses: In addition to being able to see in perfect darkness, a good portion of her childhood thinking of herself as
all their senses are keener than those of their parent race. human, until someone explains the situation to her or
Their eye for harmony allows them to quickly notice flaws her differences become too pronounced to gloss over.
or inconsistencies in their surroundings, and they're Adjusting one's mental image to include an angelic
often the first to spot cracks in a wall that might hint at a ancestor can be difficult for some, and when humans
secret door, or to glimpse the crushed leaves that suggest a react to aasimars with jealousy and suspicion, it can often
creature's trail. Many aasimars can pick out one birdsong feel like a rejection of an aasimar's entire being.
from a chorus, tell quality Qadiran silk from cheaper bolts Some aasimars respond by trying to act as "human" as
with a touch, or smell the difference between clover honey possible. They dye their hair to hide its metallic sheen,
and orange blossom honey. This knack for perception cultivate clumsiness to conceal unnatural grace, or wear a
also plays into their much-vaunted interpersonal skills­ heavy cloak to disguise budding wings. This can backfire,
rather than any magic aiding them in their diplomatic as the aasimar's peers not only sense his awkward attempts
negotiations, aasimars simply read body language and to blend in, but realize that all his modifications are based
on the assumption that humans are generally inferior. AAslMAR NAMES
After all, his human peers might say, why would he make Most parents realize early that their aasimar child is not

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

of angels running through their veins makes them beautiful objects.

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.

commonly display exaggerated loner tendencies, refusing


to trust even their most loyal assistants and imparting
their secrets to no one, not even to paper. Others display Combat
over-the-top megalomania, believing themselves to be Though most people think of aasimars as peaceful, this is
the pinnacle of mortality and all others to be blundering, something of a misnomer. Much like the celestials they're
small-minded fools. descended from, aasimars do not shrink from violence­
Eventually, most aasimars find a way to adjust to life rather, they're simply less likely to use it capriciously.
among mortals. They become used to conversational When roused to righteous fury, even pure-hearted
barbs and jealous looks and move on, cultivating an aasimars can become a terrifying sight, and aasimar
attitude that allows them to recognize unprejudiced, generals and warriors often lead their companions from
true friends when they present themselves, while the front, inspiring their allies with the dashing figures
simultaneously honing their natural advantages into they cut and the implied divine mandate of their victory.
useful tools. They frequently find themselves most at In organized military forces, aasimars often rise to
home among minority communities-a group of elves positions of authority, as troops appreciate a commander
among humans, or humans among elves, and so on. who seems naturally elevated above the common soldier.
While most of the information presented in this Aasimars can be of any class and fighting style, yet often
book applies to aasimars of every race, the other prefer showy weapons that play to their best assets-either
civilized humanoid races often have their own unique intimidating weapons that show off their bulk, exotic
variations and prejudices. Elves, for instance, display weapons to enhance their own exoticism, or light and quick
far less prejudice against aasimars than humans­ weapons that allow them to execute intricate displays and
they appreciate the aasimars' skills and aesthetics, and flourishes. If they can afford it, they often enchant their
admire them for it. (In fact, aasimars of non-elven races weapons to make them even more impressive-flaming
often receive much better treatment among haughty elves swords and other magical blades that remind enemies of
than mundane members of their parent races.) Among the aasimars' celestial ancestry are particular favorites.
dwarves, aasimars are admired less for their physical In general, though, aasimars of all alignments prefer
beauty than for their wisdom and resilience, and often their weapons to be beautiful as well as functional. Aasimar
become great battle leaders and war-skalds. weaponsmiths spend a great deal of time personalizing
each crafted item, decorating it with filigrees of precious and grace which makes one a natural dancer can just as
metals and studding the hilt with semiprecious stones. easily make him a sought-after prostitute. Regardless,
Many aasimars like to name their weapons. Arianna the qualities that cause other races to see aasimars as
Ellard, a well-known aasimar captain in Andoran's Eagle trustworthy and somewhat elevated apply across all
Knight, is often recognized by Sunstrike, her elegant, boundaries of race, nation, and morality. While they can
glowing longsword with its gold hilt. breed jealousy and resentment, they also mean that many
aasimars are tempted or encouraged to take leadership
Work positions within their communities. An aasimar may
Being wise and charismatic, aasimars are often drawn to serve on the village council, as the mayor of a small town,
professions that require those traits. or as a councilor in a city. He might also rise to power
Life as an entertainer is often an easy one for aasimars within an organization, becoming the head of the guard,
to fall into; common pursuits include acting, dancing, the master of a trade guild, the captain of a ship, or the
singing, comedy, and any other arts that involve direct criminal mastermind behind a thieves' guild.
interaction with an audience. Some see their celestial
heritage as evidence that their performances are not just Rituals
entertainment, but rather gifts from the celestial realm, Since aasimars are relatively rare and don't always meet
with almost holy significance. They may follow this others of their race, they are most likely to marry a
"divine calling" to big-city stages as opera singers, divas, human or a member of another race. Aasimar marriage
leading men, or prima donnas. Yet just as many choose a rituals depend on the couple's religion and location,
life on the road, bringing what they have to offer to the and most follow the marriage rituals their parents,
common people of the world. peers, and religious elders use. A church may pay special
Aasimars' unusual beauty and natural charisma attention to an aasimar's wedding, believing that it is a
also make them excellent diplomats and politicians. blessed event that will bring good fortune to the church.
Some begin their work young, settling playground The congregation may covet invitations to an aasimar
disputes and acting as a go-between for quarreling wedding, and hard feelings can develop among those
sweethearts. Others may have been raised in political excluded from the ceremony. Religious leaders often keep
environments-a noble family or a border outpost­ watch over aasimars wed in their temple, waiting to see
that required finesse and tact. Aasimars who hone whether aasimar children come of the union-children
their natural diplomatic inclinations also find work as who could also grow up to serve the church. Even when
merchants, emissaries to foreign countries, negotiators, no church is involved, aasimar weddings often include a
or matchmakers. Aasimars' heritage also gives them an prayer or supplication to the aasimar's celestial progenitor,
additional advantage in such roles, as they seem more asking for the celestial to bless and watch over the young
trustworthy and righteous than the average member of couple. Depending on the aasimar's relationship with her
their profession, and even though they may not claim the progenitor, sometimes a celestial even shows up, an event
mandate of Heaven, their words often carry more weight which is considered extremely lucky.
in the minds of those they attempt to influence. Funeral rites for aasimars also depend on the
An aasimar filled with religious fervor is a powerful force individuals' religion. Most good religions treat aasimar
for the advancement of her church, regardless of which members with particular reverence, especially if the
creed she chooses. Though most pick deities associated aasimar was a force for good during her lifetime. A temple
with the celestial planes and thus fortify themselves with may pay for an elaborate funeral with extended rites, an
even more righteous goodness, those who choose neutral overnight wake, and other such rituals. Clergy members
or evil faiths are equally useful to their causes. An aasimar may travel from nearby temples to attend the funeral and
can allay suspicion and make a neutral church look more show their respect to the deceased. In small towns, the
appealing to good-natured folk, and an evil church with entire population might turn out to mourn the passing
an aasimar has a perfect covert operative, a persuasive such a being. The deceased may be interred under special
recruiter, and a great prize to display as its champion. flagstones in the temple, becoming a relic.
Of course, not every aasimar is so fortunate and Aasimars who belong to evil religions may also receive
successful as to become a great entertainer, politician, more elaborate funeral rites, as a church or cult often
priest, or other respected profession. Many are forced by sees its aasimar members as proof of its religion's power.
circumstance into less prestigious ways to make a living. Sometimes the organization's top members take parts of
The same skills that help an aasimar become a diplomat the aasimar's body, such as a lock of hair, a bone, or an
can also make him a con artist, and the physical beauty organ, and preserve them to sell or create magic items
in the future. One such relic, a talisman of ultimate evil long generations-and unlike demons, most celestials
crafted from an aasimar's skull and subsequently lost in see little reason to mingle (and some might say pollute)
the Darklands, has long had its song sung by bards in their blood with that of mortals.
Taldor, but as of yet no one has ever produced conclusive Nations that run on the principles of good, freedom,
evidence of the story's provenance. and order are most likely to attract aasimars, as well as
to produce them through celestial liaisons. Andoran,
Geography Lastwall, Mendev, Nirmathas, and Varisia have the
Aasimars can be found scattered across the face of the highest numbers of aasimar citizens. Corrupt nations
world, arising in or traveling to every nation. Not even and ones overrun by evil, on the other hand, attract aasimar
the most depraved countries are so vile that angels can't adventurers looking to crusade against evil-Cheliax,
find someone of pure heart to honor with their gift­ Geb, Molthune, Nidal, and the Worldwound are popular
and indeed, some might say that it's these regions where destinations for aasimar champions, as well as for evil
the literal touch of the heavens is needed most. While aasimars seeking to seize power and fame. Listed below
the nation of Tianj ing in far-off Tian Xia is populated are a smattering of different places where aasimars might
primarily by aasimars, around the Inner Sea it's rare to be encountered, and the treatment they receive in each.
see even a town where aasimars are in the maj ority. Theirs Absalom: As a city that trades hard on its cosmopolitan,
is a rare race, and one whose blood may lie dormant for melting-pot nature, Absalom welcomes aasimars with
open arms. The highest concentrations can often be found occur in Andoran just as easily as anywhere else, on the
in the Ascendant Court, the hub of the city's religious whole aasimars are well respected there for both their
activity, and many would-be ascended deities either are abilities and their ties to goodness. Perhaps the best­
aasimars or make a point of having them in their retinue­ known aasimar is Captain Alzar Kenton of the Golden
after all, who better to become a god or start a religion Legion, a cavalier famed for his metallic golden hair and
than someone who already has a bit of angel in him? his white celestial warhorse.
Andoran: Many aasimars serve as Eagle Knights in Hold of Belkzen: Truly virtuous orcs are hard to find,
Andoran, seeing in that nation's ideals the closest any and thus those few aasimars with ore blood are usually the
secular organization can come to the purity and love of result of a union between a half-ore and an aasimar, or else
the celestial planes. While petty jealousies and rivalries a much less consensual mating between orcs and captured
aasimar prisoners. More common in Belkzen are aasimars
from elsewhere who travel to the barbaric region in order
to harry hunting and slaving parties from Belkzen. One
such vigilante, an aasimar ranger who goes by the name
Swiftarrow, rains death from her enchanted longbow onto
orcs unfortunate enough to pass by her mountain lair near
Deepgate, though the origins of her vendetta are unknown.
Cheliax: Cheliax is home to both aasimars warring
against the tyranny of the Thrice-Damned House of
Thrune and evil aasimars seeking positions of power and
authority in the government and church of Asmodeus.
Ironically, however, aasimars in Cheliax often find
themselves ostracized almost as much as tieflings by the
often racist Chelish population. What's more, unless an
aasimar's physical traits are clearly angelic in nature,
any oddities about their appearance often cause others to
presume they're tieflings and mistreat them accordingly.
Geb: Few aasimars are born in Geb, and most of those
who are come from the living underclass, with the blood
of freedom-loving azatas occasionally showing itself in
the form of celestially inspired leaders of rebellions and
slave revolts. As such, aasimars are often looked upon
with suspicion by the government. The fact that many
aasimar paladins and clerics from around the world see
fit to wage personal war against the undead nation does
little to improve their standing.
Katapesh: While Katapesh is generally friendly toward
aasimars-beauty and diplomacy being highly valued in
such a mercantile nation-the sad fact is that aasimars are
worth far more than normal humans as slaves, and thus
many unwary aasimars end up kidnapped and shoved into
a ship's hold, bound for the slave pits ofOkeno.
Lastwall: With its righteous fervor and its devotion to
Iomedae above most other gods, it's hardly surprising
that Lastwall is comparatively rife with aasimars. Aasimar
crusaders from other lands often end up here, adding their
blood to the mix and increasing the density, with a "touch
of the celestial" being a mark of distinction claimed by
many (whether provable or not). Those aasimars born here
are highly respected, yet also generally expected to grow
into great defenders of the cause, and while they may enjoy
a pride of place within Lastwall's society, it comes with a
great burden of responsibility for those young aasimars regulations, and musetouched aasimars with lillend blood
who might wish to pursue other ways of living. are particularly sought after in art-crazed Pitax.
Mendev: Mendev is a popular location for aasimars The Shackles:Though tiefling pirates are more common,
who yearn for battle against fiends, and Crusader aasimar pirates aren't unheard o£ With their natural
Queen Galfrey even counts one aasimar, an intelligent attributes, aasimars in the Shackles tend to cut dashing
and tactics-minded rogue named Opaline, among her figures, leading crews that follow them as much out of love
councilors. Unlike in Lastwall, however, crusaders in and admiration as fear or greed. More than one aasimar sick
Mendev often look askance at aasimars unless their of life in another nation has dreamed of running away to
celestial provenance is exceptionally obvious or easily become a pirate, and aasimars here range from abolitionist
provable, as this close to the Worldwound most folks view privateers to greedy-if charming-scoundrels out to take
anyone with unusual or otherworldly traits as potential by force what they believe to be their "divine right."
demon-spawn. For this reason, many aasimars form a Taldor: The haughty nobles ofTaldor rarely show favor to
bond with one church or another, allowing the religion those with muddied bloodlines-even those whose blood
to vouch for them through association. Such trusted is mingled with that of celestials-but in truth even they
aasimars are often viewed as figureheads and good luck find aasimars fascinating and desirable, with the common
charms by the superstitious locals. folk being far more forthright in their appreciation (if not
Mwangi Expanse: Given the diverse peoples and isolated always true acceptance) of the "angel-touched."
communities of the Mwangi Expanse, it's difficult to make Thuvia: Emberkin-those aasimars with the blood of
blanket claims about the region. Nevertheless, aasimars fiery peris in their veins-are by far the most common of
tend to be respected among the various tribes and cities, the recognizable aasimar types in Thuvia. Because of the
and often rise to positions of prominence. Aasimars seem large div presence in the desert nation, peris are perhaps
somewhat more common in the jungles around Usaro, more common here than anywhere else on Golarion, and
perhaps representing celestials' battle against the forces these beautiful celestials are more likely than most good
of Angazhan, the Ravener King. There are also rumors of outsiders to recruit and support mortals in their endless
a hidden tribe consisting solely of aasimars living in the fight against the divs. That these alliances often turn
deepest parts of the Expanse, but what they may guard or into romantic relationships is a fact well known to the
seek is anyone's guess. In Nantambu, an aasimar merchant nation's storytellers and balladeers.
named Aya Allahe, Dealer in Dreams Both Tangible and T ianjing: In the distant land ofTian Xia, the nation of
Ephemeral, serves as a Pathfinder contact. Tianjing is peopled almost entirely by aasimars, spawned
Nirmathas: Several aasimar druids and rangers make long ago by an army of celestials and pious humans and
their homes in the wilderness of Nirmathas-this is trusted to guard a dangerous rift to the Abyss and keep
especially true since the start of its hostilities with qlippoth from surging forth into the world. One of the
Molthune, as freedom-loving aasimar warriors see the few places on Golarion where aasimars are the majority,
nation's resistance as a perfect chance to ply their trade, and Tianjing is outwardly an idyllic, utopian land-yet one
often find a rough but ready welcome among the woodsfolk. secretly hard pressed to contain the horrors that seek to
Osirion: Much like Thuvia, Osirion is home to many slip past their guard.
emberkin aasimars, and its deep deserts are filled with Varisia: The wild beauty of Varisia draws many
government-sponsored div-hunters who seek to keep the aasimars to its green frontiers. Aasimars are significantly
fiends from crossing the Junira River and entering Osirion. more common in Magnimar than in Korvosa, a fact likely
Qadira: Reclusive and rarely seen by outsiders, the due to the latter's association with devils, and a source of
nomadic tribes of the Zho Mountains play host to a irritation to Korvosans. However, many of the aasimars
surprising number of aasimars, almost all of them who flee persecution in Cheliax make their way north
tracing their heritage back to the majestic garudas, who through Korvosa, on their way to a new life in the region's
stories say once watched over their wandering bands­ small towns and wilderness.
and may still do so in secret. The Worldwound: Aasimar crusaders and paladins
Rahadoum: Despite the fact that individual aasimars flock to the Worldwound to test their mettle against the
may not have anything to do with established religion, their Abyssal monstrosities there, and the River Road runs thick
hereditary link to the Outer Planes-and the gods that rule with the blood of celestials and their kin. A monument in
them-means that aasimars and tieflings are both viewed Gundrun-a stack of white marble blocks-is said to be a
with roughly equal suspicion in the atheist nation. memorial to the aasimar warriors who have died fighting
River Kingdoms: Freedom-loving aasimars often travel fiends in the Worldwound, but no one seems to know
to the River Kingdoms to lives unfettered by rules and when the monument was erected, or by whom.
living and Dying fulfilling to slaughter aasimars. Even neutral and evil­
While it's hard to make generalizations about an entire aligned aasimars seem drawn to dangerous situations,
race, about half of all aasimars choose to leave their homes albeit for different reasons.
upon reaching adulthood. Some feel called to seek out
a destiny, others hope to help as many as possible with Faith
their gifts, while still others seek to put painful memories When aasimars search for meaning in faith, they often
behind them. Many simply feel an indefinable wanderlust. look for a literal link to their past. Aasimars who feel
Those who choose to remain in their hometowns often drawn to a particular deity sometimes read deeper
serve as the town's religious leader or in a governing meaning into that connection, naturally presuming that
position, such as on a town council. These aasimars try to they must be descended from agents of their chosen god.
live ordinary lives, yet many are unsurprised to find that On rare occasions, an aasimar champion may even find
adventure and danger have a way of seeking them out. evidence of this belief-that his god's chosen agents are
Aasimars who travel also seem to experience more indeed responsible for the celestial blood in his veins­
than their fair share of unusual events and come into yet the simple truth is that the celestial planes and
contact with many extraordinary people as they scatter their denizens are infinite, and thus the odds of a deity
to distant lands. Whether this is because of some divine taking particular notice of a given celestial or mortal are
destiny or simply because their unusual appearance infinitesimally small.
attracts attention, no one knows for sure. Most aasimars gravitate toward powerful gods of good:
Cayden Cailean, Desna, Erastil, Iomedae, Sarenrae, and
Old Age Shelyn are common choices. The traditional image of an
Aasimars often live slightly longer than other members aasimar held by most common people-that of a paragon
of their base race, yet this difference seems much greater of goodness and virtue-is often inextricably bound up
because their beauty tends to last as they age, giving them with the worship of such positive deities.
the outward appearance of aging more slowly. Once an Not all aasimars are drawn to traditional faiths, though.
aasimar reaches adulthood, she retains her youthful glow An aasimar with a non-human base race often feels drawn
for decades, and even very old aasimars appear graceful to gods from his race's traditions. Dwarven aasimars may
and vital, with a few fine lines instead of deep wrinkles and prefer Angradd, Bollza, or Torag. Elven aasimars may look
elegant silver or white hair that rarely thins or goes bald. to Findeladlara or Ketephys. Halfling and gnome aasimars
As death approaches, many aasimars return to the usually worship traditionally human gods, reenvisioned
questions that first arose in adolescence. They wonder as gnomes or halflings accordingly, though halfling
whether they have accomplished what they were meant aasimars sometimes worship Chaldira Zuzaristan.
to with their lives, and whether they have conducted Aasimars, particularly those who were raised in
themselves in a manner worthy of their gift. They examine Varisian households, are also likely to look to powerful
their past deeds and decide whether they are leaving a angels as role models or objects of worship. An aasimar
proper legacy. The strange dreams an aasimar experiences might also worship any of the empyreal lords, but the most
during puberty often return in her twilight years. It's not common choices are Arshea, Ragathiel, and Sinashakti.
uncommon for older aasimars-even those who chose more Aasimars can also be drawn to philosophies rather than
mundane lives as shopkeepers or artisans-to sometimes specific gods, and druid aasimars often follow the tenets
embark on risky adventures or try to eliminate great evils of the Green Faith, as do many aasimars descended from
to ensure they have given their life meaning before they die. agathions. Other aasimars might believe in the abstract
principles of Chaos, Evil, Good, or Law.
Death On occasion, an aasimar grows shining metallic scales
It is a sad truth that aasimars are far more likely to die during puberty. These scales can grow in decorative lines
by violence than members of most other races. Aasimars along the skin or cover the aasimar's entire body. These
are few in number compared to other races, and their aasimars sometimes believe themselves to be descendants
unusual heritage often leads them into dangerous, of Apsu, the god of metallic dragons, and a group called
adventuring lifestyles where they come into conflict the Blessed of the Waybringer operates out of Absalom,
with dangerous creatures. Aasimars who embrace their searching for proof of their heritage. Whether they're
heritage in full, rather than simply its resulting abilities, correct in their assumption or simply the results of
often consider it a personal calling to fight against evil, unions with lillends remains anyone's guess.
especially powerful evil creatures such as fiends and Evil aasimars often find themselves not simply ignoring
undead. In turn, evil beings often consider it particularly whatever innate goodness their heritage confers, but
actively rejecting it. As a result, many evil aasimars feel companions for the space of a mission, using all the skill
more called to the religions that actively oppose the and talent at her disposal, yet move on with a new group
good gods-diabolism and the church of Asmodeus are as the opportunity presents itsel£ While such archetypal
popular choices, with aasimars styling themselves as chaotic aasimars may strive to leave no hurt feelings in
self-righteously similar to the other "rebellious angels" their wakes, they place a high value on having a wide
of Hell's aristocracy. Others choose whichever religion range of friends scattered over the world, and may seek
offers them the most power and the highest degree of out different loving relationships simply for the thrill
respect (as befits someone of their "innate superiority"). of diversity.
And still others are so damaged by their pasts that they As with members of any other race, an aasimar with
go crazy, turning to Lamashtu, Zon-Kuthon, demon a relatively healthy upbringing and close-knit family
lords, or others who embrace and foster their madness. has an easier time trusting her heart to others. An
Regardless of what gods they follow, aasimars aasimar who was ostracized, or who was the target of
of a religious bent almost always come to jealousy in her youth, is often reluctant to develop close
see their racial traits as marks of destiny, relationships. She holds off on trusting her chosen
resulting in everything from simple companions until time and shared experiences
priesthood to a burning messianic mania. convince her of their loyalty and intentions. An
aasimar badly wounded by a difficult childhood may
Friendship and Love never be able to develop close ties to other
Aasimars have differing attitudes toward people, a self-imposed isolation that can
friendship and love depending on their lead her down a dark and lonely path.
specific heritage, their family life Aasimars who display unearthly beauty
and upbringing, and their personal tend to attract many admirers and would­
nature. Aasimars descended from be lovers-sometimes enough to be an
lawful celestials tend to choose their embarrassment. Good-natured aasimars
allegiances rarely and change them try their best to let these admirers
slowly. In Mendev, bards still sing down gently, but inevitably leave some
of the aasimar couple Findalay and broken hearts in their wake, often
Margatha, who met and married contributing to prejudice and closed
early in life and spent the next decade doors. Ironically, many aasimars also
warring against fiends in the name of find that their beauty makes them less
Iomedae. When Margatha died in battle approachable by those whose favor they'd
against a glabrezu, Findalay carried seek-potential suitors assume that they
on alone, painting her likeness on the have no chance with such ethereally
inside of his shield, where she could beautiful creatures, and thus never
watch over him. He struggled on in his take the chance. An aasimar may find
solitary crusade for 30 more years, herself beset solely by the arrogant
with her name as his only battle cry, and cocksure, while more worthy
before he too fell in combat. To this suitors hang back or set their sights
day, lovelorn crusaders sometimes lower. As a result of all this, aasimars
follow his lead, painting their lovers' who garner a great deal of attention may
likenesses inside their shields. find themselves attracted to the people
Aasimars who descend from who pay them no attention at all, thus
chaotic celestials tend to be loyal spawning a higher-than-average number
as well, but their loyalties are more of unrequited romances.
changeable. These aasimars may
find love many times in their lives Art
(sometimes even simultaneously), As previously noted, aasimars seem
but are less inclined toward marriage predisposed toward artistic talents,
and other social contracts-for them, especially those that involve the
the feelings are enough, and promises reactions or participation of audiences.
just get in the way. Such an aasimar This is often construed to mean solely
may commit completely to her chosen performance arts, yet more broadly
AAslMARS AND TlEFUNGS line of a throat-all of which seem to belong to a single,
Aasimars and tieflings are often presumed to be natural unknown woman whom Corliar never speaks of.
enemies, and in many cases it's true. Those who embrace Clothing is an art as well. Most aasimars have an
the good or evil traits of their heritages often judge instinct for choosing flattering clothes in a variety of
each other accordingly, and may target each other first textures and shades that work together in a pleasing way.
for predation or cleansing. In addition, at a social level, While each aasimar has individual tastes, most prefer soft
tieflings-who are often shunned for their differences, fabrics such as velvet, satin, and fine wool for their leisure
and have to scrabble to survive-have a very real reason to time, and clean, elegant lines for their armor rather than
despise the beautiful aasimars, who may seem to have life prodigious spikes, scrollwork, and other gauche displays.
handed to them on a silver platter. And in return, aasimars Most aasimars enjoy accenting their appearance with
used to beauty and privilege may have little concept of the brightly colored but tasteful jewelry. Style and setting vary,
hardscrabble lives of tieflings. but aasimars usually prefer gold, silver, platinum, and
Those who dig deeper, however, may find a more real stones, believing it's better to buy a small but valuable
surprising truth. Both aasimars and tieflings share stone than a large, gaudy piece of lesser value or quality.
mysterious origins, and draw potentially unwanted While most aasimars possess this innate sense of style,
attention to themselves and their families. They grow not all obey their instincts. Aasimars who want to blend
up different from those around them, fetishized or in wears clothes like those around them, regardless of
ostracized by "normal" people. They face stereotypes and how unattractive the styles might seem. An aasimar who
prejudice, with everyone having their own theories about dislikes her celestial heritage might deliberately dress
how they should (or will) live, based solely on their blood. in a disharmonious way, or adopt the clothing styles of
They struggle to reject or accept their destiny, and are another group or nongood church. Likewise, aasimar
plagued by questions their friends and parents can only artists who reject their heritage may create discordant,
dimly understand. Both are strangers, forever looking in unbalanced works of art that fill the viewer with unease
at a society that can never be completely theirs. In this, or even disgust.
both tieflings and aasimars may be more similar than
they are different, and it's not unheard of for members Home
of both races to find comfort and camaraderie across the Aasimars may identify strongly with their celestial
imagined battle line. heritage or reject it completely, yet are almost always far
more similar to their base race than to true celestials­
hardly surprising, given that few celestials stick around
it reflects aasimars' understanding that all beauty and to raise their offspring or pass down traditions. Thus,
worth lies in the eye of the beholder. Under this view, a aasimars live much like their neighbors, in houses
chef is every bit as much an artist as a comedian-she of the style appropriate to their surroundings, and
must gauge her audience's reactions and preferences, and decorated similarly to the homes of their family and
know when to elaborate and when to stay simple.This is friends. Even the humblest or most depraved aasimar
true even for arts that may not be pretty-such as torture, home looks comfortable and smart, and the wealthiest
or the art of the con. aasimars usually find ways to display their success with
Aasimar visual artists work in any number of media, taste and subtlety, often incorporating angelic themes
though aasimars who travel frequently often prefer more into their decor.
portable forms such as calligraphy, painting, origami, Animals that can't pull their own weight are a luxury
sketching, writing, and woodcarving. Aasimars who rarely on the road, and aasimars with a permanent home often
travel, or who return regularly to a permanent home, indulge by owning a pet. Aasimars who have retired
may look to media that require more infrastructure, such after years of adventuring, or who have a home base to
as glassblowing, mosaic tile art, sculpting in metal and which they return between their travels, often pick up
stone, pottery, or wax painting. The great aasimar artist exotic pets from distant lands. Aasimars who travel in
Etsua ofTianjing is noted for making her own paper out the Mwangi Expanse or other jungle regions sometimes
of mulberry bark and folding the paper into flowers, birds, return home with colorful lizards, tiny tree frogs, or even
and stars so realistic they are said to come to life from small dinosaurs. Ones who venture in northern regions
time to time. The aasimar portrait artist Corliar, on the might pick up white foxes with ice-blue eyes or snow
other hand, a lifelong resident ofMagnimar, is moderately hares. Travelers to Osirion or other desert areas may
famous for putting the same features in his paintings over make pets of jewel-like scarabs or snakes with shimmering
and over-the curve of a smile, the arch of an eyebrow, the scales. In addition to companionship, these animals can
help to subtly emphasize an aasimar's wealth and capability, PATHFlNDERS
as well as other key attributes and personality traits. Aasimar Pathfinders serve many functions in the

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,

their space to their projects and hobbies. only to fall in battle.

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,

defenders of good in existence. Aasimar paladins resulting in a mixture of traits.

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

appearances, and sometimes do better in flashier positions: tend to cluster.

diplomat, gambler, investigator, even con artist. Some of


the best-known aasimar Pathfinders have been rogues.
Samurai: Aasimars in Tian Xia sometimes train as ancestors. Such summoners benefit from their natural
samurai to protect their lords, and can be found traveling charisma and show remarkable aptitude at spellcasting.
on missions with other individuals to further their lords' Many see their eidolons as representatives of the celestial
goals. While several legends of aasimar ronin exist, planes, treating them more as valuable advisors and
serving their ideals or seeking revenge for fallen masters, friends than as servants, and some believe that, over
more often aasimar samurai believe their blood to be a time, their eidolons will evolve into powerful celestial
calling, and those who believe their lords hold a divine spirits and reveal secrets of the aasimars' heritage.
mandate or are also descended from a celestial ancestor Wizard: Aasimar wizards are less common than
see it as their duty to serve loyally. aasimar sorcerers, but are not rare by any means. Aasimar
Sorcerer: Aasimar sorcerers usually possess the celestial wizards usually temper their intellects with their innate
bloodline, but other bloodlines are possible as well. wisdom-they seek knowledge, but do not let the desire
Destined aasimar sorcerers have some great future to to expand their learning overwhelm them. Of course,
fulfill. Draconic aasimar sorcerers may be descended from some aasimars believe their special abilities grant them
a draconal, and maestro aasimar sorcerers could have a some exalted ability to control great power, and see no
lillend in the family tree. Aasimar sorcerers tend to be reason to rein themselves in when it comes to developing
quite powerful, as their strong personalities enhance their magical strength. Many aasimar wizards take on good
natural spellcasting abilities. outsiders as familiars, such as silvanshees, cassisian
Summoner: Aasimar summoners often believe their angels, lyrakien, and others. Such creatures are invariably
eidolons come from the same plane as their divine treated with great respect and affection.
VARlANT AASlMAR AB1UT1 ES 21 You can manipulate any metal armor you wear, causing
Some aasimars are blessed or cursed with unusual abilities. it to appear to be made of shining silver or gold. This
GMs may customize their aasimar NPCs using the following illusion lasts only as long as you wear your armor.
chart, or allow their players to do so by rolling a d%. Players 22 You gain a+1 racial bonus on Will saves.
with a particular character concept in mind may consult You can cast create water three times per day as a
their GM if they want to select a specific variant ability. spell-like ability.
The abilities presented here replace an aasimar's spell­ 24 You gain sonic resistance 5·
like ability racial trait. Any abilities that grant spells or Once per day, you can exhibit a burst of speed, moving
spell-like abilities are treated as having a caster level equal as if your base land speed were so feet for1 round.
to the aasimar's character level You gain a +2 dodge bonus to AC against attacks of
opportunity made by creatures of the human subtype.
d% Abilities You have a knack for creating high-quality objects. You
1 You can channel 1d6 points of positive energy once gain a+2 racial bonus on any one kind of Craft check.
per day as a supernatural ability. Once per day, for1 minute, you can understand and be
2 You can use cure minor wounds 3/day as a spell-like ability. understood by any creature as though using tongues.
3 As a move action, you can manifest or dismiss a halo 29 You gain a +2 racial bonus on initiative checks during
around your head that sheds colored light as a torch. the day.
4 Once per day, you can drink a flask of holy water to Pick one weapon that normally deals lethal damage.
heal1d6 hit points. You can deal nonlethal damage with that weapon
5 You gain a +4 racial bonus on l<nowledge (religion) without the usual -4 penalty on your attack rolls.
checks pertaining to a deity of your choice. You gain a +2 racial bonus on saving throws against
6 You possess taloned fingers that act as natural charm effects.
weapons and deal1d4 points of damage. You can cast shield other once per day as a spell-like ability.

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.

ARCHON -BLOODED AZATA-BLOODED


Ancestry Archon Ancestry Azata
Typical Alignment LG Typical Alignment CG
Ability Modifiers +2 Con, +2 Wis Ability Modifiers +2 Dex, +2 Cha

Alternate Skill Modifiers Intimidate, Alternate Skill Modifiers


Sense Motive Diplomacy, Perform

Alternate Spell-Like Ability Alternate Spell-Like Ability


Lawbringers gain continua/flame Musetouched gain glitterdust as a
as a spell-like ability. spell-like ability.

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

Alternate Skill Modifiers Alternate Skill Modifiers


Acrobatics, Fly Knowledge (planes), SpellcraA:
Alternate Spell-Like Ability Alternate Spell-Like Ability
Plumekith gain see invisibility as a Emberkin gain pyrotechnics as a
spell-like ability. spell-like ability.

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

he heavenly power that infuses an aasimar's Archon Style (Combat, Style)


being often reveals itself in the form of unnatural You have trained thoroughly to protect your allies from
skill with a sword or unparalleled fervor on the harm, even if it means temporarily sacrificing your own
battlefield. At the GM's discretion, other appropriate safety in the process.
characters may make use of some of these feats. Prerequisites: Combat Expertise, Improved Unarmed
Strike, base attack bonus +2 or monk level 2nd.
Archon Diversion (Combat) Benefit: While using this style, as a standard action,
You are able to throw yourself in front of danger to you can actively protect adjacent allies from a single
protect your friends. opponent that you are currently adjacent to. This grants
Prerequisites: Archon Style, Combat Expertise, Improved any adjacent allies a +2 dodge bonus to AC against that
Unarmed Strike, base attack bonus +4 or monk level 4th. opponent's next melee attack (as long as that attack comes
Benefit: The penalty to AC for using Archon Style before the beginning of your next turn), but causes you to
to grant nearby allies a bonus to AC against a single take a -2 penalty to AC against that opponent until your
opponent decreases to -1, and you can spend a move next turn. The dodge bonus persists even if your allies
action instead of a standard action to use this ability. move away from you, but still only applies against attacks
Once per round while using Archon Style, when you made by the opponent that you designated upon first
have at least one hand free, you can divert one melee using this ability.
weapon attack that would have struck an adjacent ally and
take the blow in your ally's stead, using your own AC to Banishing Critical (Combat, Critical)
determine whether the attack hits you. Whether or not a With your combination of combat and spellcasting
diverted attack actually hits you, the ally you protected prowess, you send otherworldly monsters back to their
can make an attack of opportunity against the diverted place of origin.
opponent. You expend no action to divert the attack, Prerequisites: Critical Focus, ability to cast dismissal or
but you must be aware of it and must not be flat-footed. banishment, caster level 9th.
You must declare that you are using this feat after your Benefit: When you confirm a critical hit with a
opponent has declared the target of its melee attack but slashing or bludgeoning weapon, you may cast dismissal
before it makes its attack roll. or banishment on that target as an immediate action, and
the target takes a -4 penalty on its Will save to resist
Archon Justice (Combat) the spell's effect. You must have dismissal or banishment
Your righteous indignation knows no bounds, and foes prepared or otherwise available to cast, and using this
that attack your companions soon learn the error of their ability casts the corresponding spell.
foolish ways.
Prerequisites: Archon Diversion, Archon Style, Combat Blinding Light
Expertise, Improved Unarmed Strike, base attack bonus You use your impenetrable luminescence to disorient
+8 or monk level 7th. harbingers of darkness.
Benefit: You no longer take a penalty to AC for using Prerequisites: Inner Light, aasimar, dayl(ght spell-like
Archon Style to grant nearby allies a bonus to AC against ability.
a single opponent, and you can spend a swift action Benefit: Whenever an enemy unsuccessfully attempts
instead of a move action to use this ability. to counter or dispel your dayl(ght spell-like ability, it must
Whenever you take damage from using Archon succeed at a Fortitude saving throw (DC 10 + 1/2 your
Diversion to divert an opponent's attack toward yourself, character level + your Charisma modifier) or become
any allies threatening your opponent can make an attack blinded for 1 round as its mind is overwhelmed with
of opportunity against the diverted opponent. celestial light. This is a supernatural mind-affecting effect.
Consecrate Spell CMetamagic) Supernal Feast
You infuse spells with heavenly power, drastically You sup on the blood of your ancestors to fuel your fury.
increasing their effectiveness against would-be heralds Prerequisites: Con 15, aasimar.
of evil. Benefits: Whenever you are adjacent to a good outsider
Prerequisites: Aasimar, able to prepare or cast consecrate. that takes bleed or blood drain damage, you gain 1
Benefit: A consecrated spell is treated as a maximized temporary hit point as you bathe in the celestial being's
spell against evil creatures and creatures with the evil gore. Furthermore, as a full-round action, you can feast on
subtype. Against all other creatures, this feat does not the fallen body of a good outsider that has been dead no
modify the spell in any way (for example, a consecrated longer than 24 hours. When you do, you regain 1 temporary
fireball acts as a normal .fireball against neutral or good hit point per Hit Die the outsider possessed at a rate of 1 hit
creatures). This feat does not stack with Maximize Spell. point per minute. Temporary hit points gained from this
A consecrated spell uses up a spell slot two levels higher feat last 1d4 hours.
than the spell's actual level.

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

i ndividuals who have been marked by benevolent


outsiders take to ecclesiastical roles with ease, and
Wolfscarred Face: Your face is deformed, as though you
were born with a wolf's muzzle instead of an ordinary
are commonly branded with the trappings of holy nose and jaw. Many mistake you for a werewolf, and in
power, whether or not they choose such a fate for areas plagued by lycanthropes, you must take
themselves. The following new oracle curses, pains to hide your face. You have a severe
inquisitions, and subdomains reflect the path speech impediment, and any spells you
of righteousness, though the wielders of such cast with a verbal component have a 20%
powers are not always so virtuous. Though these chance of failing, wasting your action but
features are particularly suitable for aasimars, not expending the spell. You gain a natural
GMs can permit characters of other races bite attack that deals 1d4 points of damage if you
with appropriate backstories or world are a Medium creature or 1d3 points of damage if
views to gain them as well. Spells you are Small. At sth level, you add ma.eic
marked with an asterisk (*) can fan.e to your list of known spells and
be found in the Pati'ifinder RPG your bite damage increases to 1d6 if you
Advanced Player's Guide. are Medium or 1d4 if you are Small. At
10th level, the damage dealt by your
Oracle Curses bite attack increases to 1d8 if you are
The following new oracle curses are Medium or 1d6 if you are Small. At
common among oracles who have been 15th level, you add .ereater maiJic fan.e
touched in one way or another by the to your list of known spells and the
empyreal lords, and can be taken in place damage dealt by your bite attack
of any oracle curse at 1st level. Once increases to 2d6 if you are Medium
made, this choice cannot be changed, or 1d8 if you are Small.
and each new curse is subject to the
same rules and restrictions as lnquisitions
the oracle curses presented in Inquisitions were first introduced in
the Advanced Player's Guide. Pathfinder RPG Ultimate Ma.eic, and can be
Blackened: Your hands and taken by inquisitors in place of a domain.
forearms are shriveled and The following inquisitions appeal to
blackened, as if you had plunged anointed individuals who have been blessed
your arms into a blazing fire, with the gifts of celestials.
and your thin, papery skin is
sensitive to the touch. You take a Banishment lnquisition
-4 penalty on weapon attack rolls, Deities: Iomedae, Sarenrae, Torag.
but you add burnin.9 hands to your Granted Powers: Your devotion to your
list of spells known. At sth level, deity is matched only by your hatred for fiends.
add scorchiniJ ray and jlaminiJ You know the rites to cast evil outsiders back
sphere to your list of spells known. to the realms from which they hail.
At 1oth level, add wall of .fire to your Ri.ehteous Awe (Su): Whenever you make
list of spells known and your penalty an unarmed touch attack against an evil
on weapon attack rolls is reduced to -2. creature, it must succeed at a Will save
At 15th level, add delayed blast.fireball to (DC 10 + 1/2 your inquisitor level +

your list of spells known. your Wisdom modifier) or become


shaken for 1d4 rounds. If the creature touched is an evil which you perform the necessary chants and prayers and
outsider, it becomes frightened instead of shaken. You burn incense. At the end of the rite you must oversee the
can use this ability a number of times per day equal to 3+ burial of the corpse. The burial must take place within 24
your Wisdom modifier. hours of the preparation or the ritual fails. Once the body
Dismissive Touch (Sp): At 8th level, you can cast dismissal is interred, it cannot be turned into an undead creature,
once per day as a spell-like ability (caster level equal to as if it were under the effect of a hallow spell (caster level
your inquisitor level) upon making a successful unarmed equal to your inquisitor level).
touch attack against an evil outsider. The DC to save
against this ability increases by 2. Subdomains
The following subdomains grant powers to divine
Revelation Inquisition spellcasters whose abilities come from patrons of the
Deities: Desna, Irori, Sarenrae, Shelyn. good Outer Planes.
Granted Powers: Evil often hides itself behind a mask
of good. You are an expert at ferreting out those who are Friendship Subdomain
not what they seem, and use your powers to reveal the Associated Domain: Good.
true forms of the unworthy. Replacement Power: The following granted power
Burn Shroud (Su): As a standard action, you can make replaces the touch of good power of the Good domain.
an unarmed touch attack against a creature. The target Poweiful Bond (Su): You can communicate telepathically
takes 1d4 points of fire damage+ 1/2 your inquisitor level with a single ally within 6o feet. The telepathic link lasts
(minimum 1). If the target is currently the subject of a for 1 minute and requires a shared language. You can use
polymorph effect that changes its appearance (such as by this ability a number of times per day equal to 3 + your
alter self, shapechanne, or an innate shapechanging ability Wisdom modifier.
such as that possessed by doppelgangers), it instead Replacement Domain Spells: 2nd-shield other, s th­
takes 1d6 points of fire damage+ 1/2 your inquisitor level telepathic bond.
(minimum 1). You can use this ability a number of times
per day equal to 3+ your Wisdom modifier. Loyalty Subdomain
Reveal Form (Su): At 8th level, once per day as a standard Associated Domain: Law.
action, you can invoke the name of your deity and order Replacement Power: The following granted power
one shapechanged target within 30 feet to reveal its true replaces the touch of law power of the Law domain.
form. The target must succeed at a Will save (DC 10 + Touch of Loyalty (Su): You can touch a willing creature as
1/2 your inquisitor level + your Wisdom modifier) or be a standard action, granting it a+4 sacred bonus on saving
forced on its next turn to dispel any ongoing polymorph throws to resist charm and compulsion effects. This
effects or innate shapechanging abilities to assume its effect lasts for 1 hour or until you prematurely end it (a
natural form. If a creature affected by this ability fails its free action). You can use this ability a number of times
save and is for some reason unable to dispel any ongoing per day equal to 3+ your Wisdom modifier.
polymorph effects or innate shapechanging abilities, it Replacement Domain Spells: 1st-command, s th­
is instead staggered for 1 round. This is a mind-affecting weater command.
compulsion effect.
Whimsy Subdomain
True Death Inquisition Associated Domain: Chaos.
Deities: Abadar, Cayden Cailean, Pharasma. Replacement Power: The following granted power
Granted Powers: You see undead as a perversion replaces the touch of chaos power of the Chaos domain.
of the natural order, a misuse of magic, or an unjust Whimsical Channel (Su): When you channel energy,
enslavement of a departed spirit's body, and are sworn to you may choose to first roll 1d6. On a roll of 1, you roll
destroying such beings. 1d6 fewer dice of damage or healing than normal (to a
Back to the Grave (Su): When you cast cure spells (any minimum of 1d6). On a roll of 2, 3 or 4, your channel
spells with "cure" in their name) to deal damage to energy attempt is unaffected. On a roll of 5 or 6, you roll
undead creatures, you add+2 points of damage per caster 1d6 more dice of damage or healing than you would have
level instead of +1 point of damage per caster level. The otherwise. You can use this ability a number of times per
maximum damage for each spell remains unchanged. day equal to 3+ your Wisdom modifier.
Hallowed Rite (Su): At 8th level, you gain the ability to Replacement Domain Spells: 1st-color spray, 4th­
conduct a sacred funeral rite. This rite takes 1 day, during corifusion, 6th-cloak of dreams*.
Forces of Light

hen holy beings bless their chosen scions with Use: 3 bardic performance rounds.

W arcane powers, foes and allies alike know to both


fear and respect the might of the celestially gifted.
The following bard masterpieces provide potent powers to
Action: 3 full rounds.

Rondeau of Heavenly Order (Sing)


the musically inclined, and the martyred bloodline grants Your carefully structured song imposes rigid order on
unquestionable might to those whose ancestors proved your listeners.
extremely valiant in life. Prerequisite: Perform (sing) 4 ranks.
Spells and feats marked with an asterisk(*) can be found in Cost: Feat or 2nd-level bard spell known.
the Patryinder RPG Advanced Player's Guide. Two asterisks (**) Effect: This song follows a set repetition of verses and
indicate a spell or feat from Patryinder RPG Ultimate Manic. refrains with a pattern of syllables that remains constant
from line to line. As you sing, listeners find their actions
Bard Masterpieces bound by your song's relentless order. One enemy per
First introduced in Ultimate Manic, masterpieces allow bard level within listening range must make a successful
bards to inflict unique effects on nearby creatures by Will save or find its movements hampered. A creature that
sacrificing other abilities and using a number of rounds fails its save can move only in a straight line each turn.
of their bardic performance ability. The following bard The creature can choose which direction it wishes to move
masterpieces are subject to the same rules and limitations each turn, but it can move only along a straight line in that
of the bard masterpieces found in Ultimate Manic. direction, and cannot move around corners or otherwise
deviate from this line until its next turn. This effect lasts as
Pallavi of Nir vanas Blossoming (Dance) long as you maintain the performance. Although this song
The divine sunlight caused by this dance banishes has words, it is not language-dependent.
darkness and causes flowers to bloom. Use: 1 bardic performance round per round.
Prerequisite: Perform (dance) 11 ranks. Action: 1 round.
Cost: Feat or 4th-level bard spell known.
Effect: You begin your dance slowly, focusing on exact Symphony of the Elysian Heart (Keyboard, Wind)
posture, the position of your limbs, even the direction of your You spark notes of joy and freedom in your listeners.
gaze, then build to a blur of motion. Upon completing the Prerequisite: Perform(keyboard) or Perform(wind) 7 ranks.
performance, you summon a fixed aura of divine sunlight Cost: Feat or 3rd-level bard spell known.
that glows in a 100-foot-radius circle centered on you. Effect: The complex arpeggios in this piece follow each
The divine sunlight acts as true daylight and affects other so quickly that the music can sound jumbled and
creatures damaged or destroyed by such light. The light is disjointed at first. As the piece progresses, however, distinct
as bright as sunlight at full noon and counters or dispels phrases emerge, creating a wild but harmonious piece that
any darkness spells of 4th level or lower. If the dance is inspires feelings of unfettered freedom. You and up to one
performed in an area of more powerful magical darkness, ally per bard level within 30 feet who can hear you can move
both the divine sunlight and darkness are temporarily and attack normally for the duration of your performance,
negated so that otherwise prevailing light conditions exist even if under the influence of magic that usually impedes
in the overlapping areas of effect. movement. This effect is identical to that of freedom of
Within the area of the sunlight, plants grow and blossom movement, except that this masterpiece does not allow
rapidly, becoming a overgrown tangle. This effect mimics subjects to move and attack normally while underwater
the overgrowth version of plant nrowth. You and one ally per unless these creatures would already be able to do so, and
three bard levels are immune to the movement-impairing only lasts as long as you continue the performance.
effects of the overgrowth. The divine sunlight and all its Use: 1 bardic performance round per round.
associated effects last for 1 minute per bard level you possess. Action: 1 round.
Martyred Bloodline be healed by any means. After this effect ends, you can heal
One of your ancestors paid the ultimate price for her the ability damage normally. At 2oth level, you can use this
beliefs. This distant relative martyred herself out of her ability twice per day.
devout belief in a cause, and that sacrifice echoed down to Eternal Martyr (Su): At 2oth level, your ancestor's act of
her descendants, infusing them with arcane power. Your martyrdom infuses your spirit. You become immune to
bloodline confers abilities that allow you to endure pain, death effects. Material components for spells and effects
resist torture, and inspire others. (
to bring you back to life such as raise dead or resurrection)
Class Skill: Perform (oratory) . cost half as much as normal. Your body cannot be turned
Bonus Spells: endure elements ( 3rd), surmount a.ffliction** into an undead creature, as though you were affected
( sth), heroism ( 7th), blessin11 offtrvor* (9th), 11reater heroism by a permanent hallow (
effect caster level equal to your
( 13th), joyjul rapture** ( 15th), mind blank ( 17th), overwhelmin1J sorcerer level ) .
presence** ( 19th) .
Bonus Feats: Diehard, Endurance, Heroic Defiance*,
Heroic Recovery*, Leadership, Persuasive, Skill Focus
( Perform), Toughness.
Bloodline Arcana: Whenever you take damage in battle,
your effective caster level increases by 1 during your next
turn. This effect does not apply more than once per round.
Bloodline Powers: You draw upon the power of your
ancestor's self-sacrifice.
Sacrificial Boon (Su): At 1st level, as an immediate
action, you can sacrifice 1 hit point in exchange for a
+1 sacred bonus on the next damage roll, saving throw, or
skill check you make. This bonus only applies as long as
you use it by or during your next turn-otherwise both
your sacrificed hit point and the bonus are wasted. You can
use this ability a number of times per day equal to 3 +your
Charisma modifier.
Rallyin11 Cry (Su): At 3rd level, as a standard action once
per day, you can shout a cry instilled with the noble
sacrifices of your ancestor. You and any allies within 30
feet who can hear you gain a +1 morale bonus on attack and
damage rolls for a number of rounds equal to half your
(
sorcerer level minimum 1) . At 7th level and every four
levels thereafter, this bonus increases by +1, to a maximum
of +s at 19th level.
Gift ofBlood (Su): At 9th level, as a standard action, you
can choose to sacrifice some of your hit points to grant
an ally double that number in temporary hit points. You
can sacrifice up to your character level in hit points when
using this ability. These temporary hit points last up to
1 minute per sorcerer level. You cannot heal your sacrificed
hit points until your target has lost its temporary hit
points. At 9th level, you can use this ability once per day.
At 17th level, you can use this ability twice per day.
Sacrificial Exchan11e (Su): At 15th level, as a swift action
once per day, you can take 2 points of temporary ability
damage to one of your ability scores and add a temporary
+2 inherent bonus to any other ability score. This bonus
lasts for a maximum of 1 hour per sorcerer level or until
you choose to prematurely dismiss it (a free action),
during which time the temporary ability damage cannot
jodal
Scions of Good

Aasimar Race Traits

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.

d% Feature d% Feature d% Feature


1 Arms: appear sculpted from marble 37 Hands: blackened knuckles 71 Wings: butterfly
2 Arms: extra long 38 Hands: glowing palms 72 Wings: feathered
3 Arms: feathered forearms 39 Hands: leave contrails 73 Wings: light
4 Arms: scaled forearms 40 Hands: fingerprints look like holy 74 Wings: metallic dragon
5 Arms: seemingly boneless symbols 75 Wings: prismatic
6 Build: always slender 41 Head: animal features 76 Other: always look clean
7 Build: beautifully proportioned 42 Head: bald 77 Other: always well lit
8 Build: graceful 43 Head: draconic features 78 Other: androgynous
9 Build: unusually light 44 Head: halo 79 Other: breathing sounds like
10 Build: well-muscled 45 Head: unusually shaped ocean waves
11 Digits: extra long 46 Legs: clawed feet 8o Other: clothing billows even
12 Digits: metallic nails 47 Legs: extra long without wind
13 Digits: odd number 48 Legs: feathered shins 81 Other: covered in freckles
14 Digits: shining talons 49 Legs: metallic scaled shins 82 Other: don't sweat
15 Digits: unusually colored nails so Legs: unnaturally small feet 83 Other: floral breath
16 Ears: catlike 51 Shadow: animated 84 Other: fox tail
17 Ears: feathered 52 Shadow: bright 8s Other: melodic laugh
18 Ears: long-lobed 53 Shadow: metallic 86 Other: multicolored tears
19 Ears: pivoting 54 Shadow: prismatic 87 Other: nearby bells ring when you
20 Ears: pointed 55 Shadow: winged pass by
21 Eyes: catlike s6 Skin: ashen 88 Other: no body hair
22 Eyes: glowing 57 Skin: feathered 89 Other: pearlescent teeth
23 Eyes: iridescent s8 Skin: furred 90 Other: random choral sounds
24 Eyes: jewel-like 59 Skin: glittering surround you
25 Eyes: multicolored 6o Skin: glowing 91 Other: sacred birthmark
26 Face: baby-faced 61 Skin: iridescent 92 Other: stigmata
27 Face: metallic lips 62 Skin: metallic scales 93 Other: sweet scent
28 Face: perfectly symmetrical 63 Skin: metallic sheen 94 Other: sweet taste
29 Face: unearthly beauty 64 Skin: prismatic scales 95 Other: trancelike sleep
30 Face: white scar 6s Skin: unusual hue 96 Other: unicorn horn
31 Hair: animated 66 Voice: echoes dramatically 97 Other: unusual footprints
32 Hair: feathers 67 Voice: musical 98 Other: unusual temperature
33 Hair: heatless flames 68 Voice: unusually high 99 Roll twice, ignore any result of 99
34 Hair: metallic 69 Voice: unusually low or higher.
35 Hair: turns silver in moonlight 70 Voice: words you speak aloud 100 Roll three times, ignore any result
36 Hands: always cool and dry seem to be heard mentally of 99 or higher.
Change is Coming! to adventure in Varisia. Meet the wandering Varisian
Big things are afoot in the Pathfinder Player Companion caravans of the lowlands and the reserved Shoanti tribes
line! Starting with the next book in the series-Varisia: of the Storval Plateau, and customize your character
Birthplace of Lenends-Pathfinder Player Companion is with new archetypes specifically for members of those
going to be shaking up its format, bringing you a host ethnicities. Read player-friendly overviews of important
of new sections and content better tailored to each cities in the region, and advice on building characters
individual topic. More setting detail! More rules! More from those cities. Region-specific takes on religion,
art! And all in the same affordable, 32-page package local magical traditions and fighting styles, detailed
you've come to expect! advice and references to help you fit characters of any
Even better, starting with the next book, Pathfinder class seamlessly into the region, and a gorgeous new
Player Companion will be switching from bimonthly player handout map make this book invaluable to anyone
releases to monthly-that's six more companions every who dares to strike out into Varisia's untamed wilds in
year, allowing you to explore an even wider range of search of glory-especially players of such Varisia-based
subjects. Pathfinder Player Companion-and your game­ Adventure Paths as Rise of the Runelords, Shattered Star,
will never be the same again. Curse of the Crimson Throne, and Second Darkness.
It's a brave new world out there. Will your character be
ready to meet it? Subscribe for More!
Discover Golarion and learn more about this rich,
Varisia: Birthplace of Legends detailed campaign world! Head over to paizo.com and
Located on the far western coast of Avistan, where land subscribe today to have each player-friendly Pathfinder
gives way to the perils of the Steaming Sea, Varisia is Player Companion delivered straight to your door.
a frontier nation where adventurers and simple folk Each book has new information about fantasy races and
set forth to make their own destinies, their young nations, combat techniques, and magical discoveries. Or
communities growing up over the bones of ancient if being a GM is more your style, try subscribing to the
empires. From goblins to giants, and dragons to cults, Pathfinder Campaign Setting, Pathfinder Modules, or
Varisia is a land of dangerous monstrosities, but also a Pathfinder Adventure Paths! Players and GMs alike will
land of opportunity for those with the strength of will enjoy a subscription to Pathfinder Tales, novels set in the
and arm to take their due from its misty mountains and vibrant and exciting campaign world of the Pathfinder
hidden dells. RPG! Did you miss out on a juicy secret from a past book?
This Pathfinder Player Companion provides a wealth Log on and pick up every volume of past Pathfinder
of information tailored specifically to PCs setting forth products online!

Open Game License Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright .2.000 Wizards of the Content, You represent that Your Contributions are Your original creation andjor You have sufficient
Coast, Inc("Wizards"). AU Rights Reserved. rights to grant the rights conveyed by this License.
1. Definitions:(a) "Contributors" means the copyright and/or trademark owners who have contributed 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License
Open Game Content; (b) "Derivative Material" means copyrighted material including derivative works to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying,
and translations(induding into other computer languages), potation, modification, correction, addition, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's
extension, upgrade, improvement, compilation, abridgment or other form in which an existing work name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, 7· Use of Product Identity: You agree not to Use any Product Identity, including as an indication as
broadcast, publicly display, transmit or otherwise distribute; (d) "Open Game Content" means the game to compatibility, except as expressly licensed in another, independent Agreement with the owner of
mechanic and includes the methods, procedures, processes and routines to the extent such content each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with
does not embody the Product Identity and is an enhancement over the prior art and any additional any Trademark or Registered Trademark in conjunction with a work containing Open Game Content
content clearly identified as Open Game Content by the Contributor, and means any work covered by except as expressly licensed in another, independent Agreement with the owner of such Trademark or
this License, including translations and derivative works under copyright law, but specifically excludes Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a
Product Identity. (e) "Product Identity" means product and product line names, logos and identifying challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open
marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, Game Content shall retain all rights, title and interest in and to that Product Identity.
dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the
themes and graphic, photographic and other visual or audio representations; names and descriptions work that you are distributing are Open Game Content.
of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; 9· Updating the License: Wizards or its designated Agents may publish updated versions of this
places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, License. You may use any authorized version of this License to copy, modify and distribute any Open
logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified Game Content originally distributed under any version of this License.
as Product identity by the owner of the Product Identity, and which specifically excludes the Open 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game
Game Content; (f ) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Content You distribute.
Contributor to identify itself or its products or the associated products contributed to the Open Game n. Use of Contributor Credits: You may not market or advertise the Open Game Content using the

License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, name of any Contributor unless You have written permission from the Contributor to do so.
modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License
means the licensee in terms of this agreement. with respect to some or all of the Open Game Content due to statute, judicial order, or governmental
2. The License: This License applies to any Open Game Content that contains a notice indicating that regulation then You may not Use any Open Game Material so affected.
the Open Game Content may only be Used under and in terms of this License. You must affix such a 13. Termination: This License will terminate automatically if You fail to comply with all terms herein
notice to any Open Game Content that you Use. No terms may be added to or subtracted from this and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive
License except as described by the License itself. No other terms or conditions may be applied to any the termination of this License.
Open Game Content distributed using this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be
3· Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms reformed only to the extent necessary to make it enforceable.
of this License. '5· COPYRIGHT NOllCE
4· Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant Open Game License v1.0a© 2000, Wizards of the Coast, Inc.
You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to System Reference Document© 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte
Use, the Open Game Content. Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
5· Representation of Authority to Contribute: If You are contributing original material as Open Game Pathfinder Player Companion: Blood ojAn9els© 2012, Paizo Publishing, LLC; Author: Amber E. Scott.

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy