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Aasimar

Aasimar Premium

Favored class: Cleric

Bonded to Celestials, Aasimar are wise and powerful. They are versatile, accenting Divine roles.

Aasimar bear with their souls the light of the heavens. With a touch of the power of Celestials, Aasimar are born to serve as their champions.

Stat Notes:

Aasimar start with higher wisdom.

Strengths: Functional in a variety of roles, connection to Celestials aids in healing.

Weaknesses: None

Str 0
Dex 0
Con 0
Int 0
Wis +2
Cha 0

Automatic Feats 2

Granted to every character of this race at creation. They cost nothing and cannot be declined.

  • You gain +2 to the Listen, Heal, and Spot skills. In addition, you gain +5 Resistance to Cold, Acid, and Electricity.
  • Activate this racial ability to apply a burst of holiness to your target, either healing an amount based on your Character level (max 20) times your Wisdom bonus or dealing that much damage to an undead target. This can only be used while your Bond Feat is active.

Selectable Feats 2

Available only to this race, and taken with a feat slot like any other — being the right race makes them available, it does not grant them.

  • Twisted by dark powers in your youth, your connection to your Celestial patron is unusual, but powerful. While this Fallen Bond is toggled on, you tap into that connection, gaining darkened eyes, +1 Strength and +1 to Reflex Saving Throws. Cannot be used while a Warlock Pact is toggled on.
  • Your connection to your Celestial patron causes you to guard the weak and stand vigilant against the darkness. While this Protector Bond is toggled on, you tap into that connection, gaining glowing eyes, +1 Charisma and +1 to Will Saving Throws. Cannot be used while a Warlock Pact is toggled on.

Enhancements Full tree →

The Aasimar tree. Hover a cell for what it does; the full page has every rank and description.

Fight the Wicked 0/1
Fight the Wicked
Ranks: 1 Cost: 1 AP Requires: 1 AP
+1 to hit and damage vs. Evil creatures.
Counsel 0/3
Counsel
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 to Heal, Listen, and Spot
True Resilience 0/3
True Resilience
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 to Will Saving Throws.
Bold 0/3
Bold
Ranks: 3 Cost: 1 AP Requires: 1 AP
You overcome fear quickly - fear and shaken effects are removed from you after 12 seconds.
Aasimar Improved Recovery 0/1
Aasimar Improved Recovery
Ranks: 1 Cost: 2 AP Requires: 1 AP
+20 Positive Healing Amplification
Fight the Wicked 0/1
Fight the Wicked
Ranks: 1 Cost: 1 AP Requires: 5 AP
+1 to hit and damage vs. Evil creatures.
Arcanum 0/3
Arcanum
Ranks: 3 Cost: 2 AP Requires: 5 AP
+25 spell points and +1 spell penetration.
Divine Purpose 0/1
Divine Purpose
Ranks: 1 Cost: 1 AP Requires: 5 AP
You sprout ethereal wings, the mark of the Protector. For one minute, you gain a Determination Bonus to Healing Amplification and Positive Spell Power equal to your Character Level.

You must have Bond of the Protector active in order to use this skill. You may use this once per rest, and an extra time for every Divine Charge you have.
Divine Resolve 0/3
Divine Resolve
Ranks: 3 Cost: 1 AP Requires: 5 AP
+1 Charisma while your Divine Purpose is active.
Fight the Wicked 0/1
Fight the Wicked
Ranks: 1 Cost: 1 AP Requires: 10 AP
+1 to hit and damage vs. Evil creatures.
Divine Charges 0/3
Divine Charges
Ranks: 3 Cost: 1 AP Requires: 10 AP
+1 Divine Charge, allowing you to use your Divine Purpose more times per rest.
Blessings 0/3
Blessings
Ranks: 3 Cost: 1 AP Requires: 10 AP
+10 Positive Spell Power
Aasimar Improved Recovery 0/1
Aasimar Improved Recovery
Ranks: 1 Cost: 2 AP Requires: 10 AP
+20 Positive Healing Amplification
Celestial Tutelage 0/1
Celestial Tutelage
Ranks: 1 Cost: 1 AP Requires: 15 AP
You gain Tower Shield proficiency.
Ascendant Bond 0/1
Ascendant Bond
Ranks: 1 Cost: 1 AP Requires: 15 AP
Form Toggle: You gain +3 stacking bonus to all Saving Throws, 5% Sacred Bonus to Max HP, and a +10 Determination Bonus to PRR and MRR.

You must have Bond of the Protector active to use its Ascendant Bond. This is not compatible with other major Form toggles, such as Wild Shape or Celestial Spirit.
Aasimar Improved Recovery 0/1
Aasimar Improved Recovery
Ranks: 1 Cost: 2 AP Requires: 15 AP
+20 Positive Healing Amplification
Core Enhancements
Improved Healing Hands 0/1
Improved Healing Hands
Ranks: 1 Cost: 1 AP
+1 use of Healing Hands per rest.
Ability Score Improvement 0/1
Ability Score Improvement
Ranks: 1 Cost: 2 AP
+1 Strength
Stronger Bonds 0/1
Stronger Bonds
Ranks: 1 Cost: 1 AP
Bond of the Protector now grants 2% Dodge.

Bond of the Fallen now grants +2 to Tactics DCs.
Ability Score Improvement 0/1
Ability Score Improvement
Ranks: 1 Cost: 2 AP
+1 Strength
Strongest Bonds 0/1
Strongest Bonds
Ranks: 1 Cost: 1 AP
+2 uses of Healing Hands per rest.

Racial Past Lives

Earned by reincarnating out of a life as this race. Each is a separate feat, taken in order.

  • You were an Aasimar in a past life. You gain +1 to the Heal skill. This is the first of three Past Life: Aasimar feats, each of which grants a different bonus.
  • You were an Aasimar in a past life. You gain +1 to Wisdom. This is the second of three Past Life: Aasimar feats, each of which grants a different bonus.
  • You were an Aasimar in a past life. You gain +1 Racial Action Point. This is the final Past Life: Aasimar feat.