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

Automatic Feats 4

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.
  • Your connection to your Celestial patron blazes within you, compelling you to destroy evil. While this Scourge Bond is toggled on, you tap into that connection, gaining glowing eyes, +1 Constitution and +1 to Fortitude Saving Throws. Cannot be used while a Warlock Pact is toggled on.
  • Favored Enemy (Undead)
    You consider Undead a Favored Enemy.

    When fighting a Favored Enemy, you gain +2 Damage for each Favored Enemy feat you have. If you have more than one Favored Enemy feat that applies to a particular Enemy, the damage applies for each type that matches a Favored Enemy feat you have.

Enhancements Full tree →

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

Scourge Weapons 0/1
Scourge Weapons
Ranks: 1 Cost: 1 AP Requires: 1 AP
You gain proficiency with Clubs, Light Maces, Heavy Maces, and Morningstars. If you are Good, any of these weapons you wield are considered Good.
Counsel 0/3
Counsel
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 to Heal, Listen, and Spot
True Resilience: Scourge 0/3
True Resilience: Scourge
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 to Fortitude 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
Improved Scourge Weapons 0/1
Improved Scourge Weapons
Ranks: 1 Cost: 1 AP Requires: 5 AP
You gain 5% Doublestrike. If you have the Two Weapon Fighting feat, this grants the Oversized Two Weapon Fighting feat.
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 gain the furious aura of the Scourge of the Undead. For one minute, your weapon attacks deal 3d6 extra Light damage that scales with the higher of your Melee or Ranged Power. On Vorpal, enemies are Blinded.

You must have Bond of the Scourge 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 Constitution while your Divine Purpose or Ascendant Bond are active.
Greater Scourge Weapons 0/1
Greater Scourge Weapons
Ranks: 1 Cost: 1 AP Requires: 10 AP
+2 Melee and Ranged Power. While dual-wielding Clubs, Light Maces, Heavy Maces, or Morningstars, you gain 5% chance to make off-hand attacks.
Strike Down 0/3
Strike Down
Ranks: 3 Cost: 1 AP Requires: 10 AP
Melee Attack: On hit: Deals 1d4+4 per Character Level (scales with 100% Melee Power) in Positive Damage to Undead 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
Destroyer of the Dead 0/1
Destroyer of the Dead
Ranks: 1 Cost: 2 AP Requires: 15 AP
+4 Melee and Ranged Power. Clubs, Light Maces, Heavy Maces, and Morningstars you wield gain a +1 Sacred Bonus to Critical Multiplier.
Ascendant Bond: Scourge 0/1
Ascendant Bond: Scourge
Ranks: 1 Cost: 1 AP Requires: 15 AP
Form Toggle: Costs 30sp to enable. All bonuses from this skill are removed if this or your Bond Feat are toggled off. When this stance is enabled, you gain +1 to Hit and Damage, 1% Doubleshot, and 1% Doublestrike.

After 20 seconds of this stance being active, these bonuses double.

After 40 seconds of this stance being active, you also gain a 10% Action Boost Bonus to Attack Speed, 10% Action Boost bonus to Melee Power, and 5% Action Boost bonus to Ranged Power, but you take your Character Level in Light damage every second until the stance is toggled off.

After 60 seconds of this stance being active, all of your bonuses from this stance double once more, but you take one stack of Vulnerability every second.

After 70 seconds of this stance being active, your movement speed will drop dramatically.

After 75 seconds of this stance being active, you can no longer contain the radiance within, and it will consume you.

You must have Bond of the Scourge 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 Scourge now grants you Ghost Touch on all weapon attacks.
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.

Iconic Past Life

What a completed life as this iconic leaves behind. It stacks up to three times.

  • Iconic Past Life Stance: +2% Doublestrike per stack of this Past Life.

    Passive Bonus: +1 to Fortitude Saving Throws per stack of this Past Life. This feat can be stacked up to three times.