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Size & Type (subtype):Medium-Size OutsiderHit Dice:1d8 (4)
Initiative:   +4 (Improved Initiative)   Speed:   30 ft.  
Armor Class:   16 (+4 scale, +2 large shield)   Attacks:   Longsword +1 melee; or light crossbow +1 ranged  
Damage:   Longsword 1d8; or light crossbow 1d8   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Light   Special Qualities:   Acid, cold, and electricity resistance 5  
Saving Throws  Fortitude: 2  
Reflex: 2  
Will: 3  
Abilities:   Str: 10
Dex: 10
Con: 10
Int: 10
Wis: 13
Cha: 13
Skills:   Heal +5, Knowledge (religion) +1, Listen +4, Ride +1, Spot +4   Feats:   Improved Initiative  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary or team (2-4)  
Challenge Rating:   1/2   Challenge Rating Value:   0.5  
Treasure:   Standard   Alignment:   Usually good (any)  
Advancement:   By character class  


Light (Sp): Aasimars can use light once per day as cast by a sorcerer of 1st level or their character level, whichever is higher.

Skills: Aasimars receive a +2 racial bonus to Spot and Listen checks.

Aasimar Characters

An aasimar's favored class is paladin.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002