Planetouched - Aasimar
( Monster Manual v.3.5, p. 209)RaceSize object (5) Outsider
Hit dice: 1d8+1(5hp)
Initiative: +4
Speed: 30 ft.
Armor class: 16, touch 10, flat-footed 16
Base Attack/Grapple: +1/+2
Attack: Longsword +2 melee (1d8+1/19-20) or light crossbow +1 ranged (1d8/19-20)
Full Attack: Longsword +2 melee (1d8+1/19-20) or light crossbow +1 ranged (1d8/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Daylight
Special Qualities: Darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5
Saves: Fort +3 Ref +0 Will +0
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 10
Skills: Heal +4, Knowledge (religion) +1, Listen +3, Ride +1, Spot +3
Feats: Improved Initiative
Environment: Temperate plains
Organization: Solitary, pair, or team (3-4)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually good(any)
Advancement: By character class
Level adjustment: +1
Graced with a touch of the holy, aasimars are usually tall, good-looking, and generally pleasant. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare. Most Aasimars are decidedly good aligned. They fight against evil causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare. They are rarely found in leadership positions and often live as loners due to their absolute dedication to goodness. Others are less fanatical and fit seamlessly into normal human society.
Combat
Aasimars usually like a fair, straightforward contest. Against a particularly evil foe, however they fight with utter conviction and to the death.