Aasimars
Aasimars are native outsiders.
An outsider is at least partially composed of the essence
(but not necessarily the material) of some plane other than the Material Plane.
Some creatures start out as some other type and become outsiders when they
attain a higher (or lower) state of spiritual existence.
Outsiders have darkvision.
Unlike most living creatures, an outsider does not have a
dual nature – its soul and body form one unit. When an outsider is slain, no
soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider.
It takes a different magical effect, such as limited wish, wish, miracle, or true
resurrection to restore it to life. An outsider native to the Material
Plane can be raised, reincarnated, or resurrected just as other living
creatures can be.
Outsiders breathe, but do not need to eat or sleep (although
they can do so if they wish). Outsiders native to the Material Plane breathe,
eat, and sleep.
Native outsiders have mortal ancestors or a strong
connection to the Material Plane and can be raised, reincarnated, or
resurrected just as other living creatures can be. These creatures are native
to the Material Plane. Unlike true outsiders, native outsiders need to eat and
sleep.
Aasimars are humans with a significant amount of celestial
or other good outsider blood in their ancestry. Aasimars are not always good,
but it is a natural tendency for them, and they gravitate to good faiths or organizations
associated with celestials. Aasimar heritage can hide for generations, only to
appear suddenly in the child of two apparently human parents. Most societies
interpret aasimar births as good omens. Aasimars appear mostly human except for
some minor physical trait that reveals their unusual heritage. Typical aasimar
features are hair that shines like metal, unusual eye or skin color, or even
glowing golden halos.
Aasimars ignore some acid, cold and electricity damage each
time they take damage of those kinds.
Aasimars have spell-like abilities. Spell-like abilities are
magical and work just like spells (though they are not spells and thus have no
verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell
resistance if the spell the ability is based on would be subject to spell
resistance.
A spell-like ability usually has a limit on how
often it can be used. A spell-like ability that can be used at will has no use
limit. Using all spell-like abilities is a standard action, and doing so
provokes attacks of opportunity. It is possible to use a spell-like ability
defensively and avoid an attack of opportunity, just as when casting a spell. A
spell-like ability can be disrupted just as a spell can be. Spell-like
abilities cannot be used to counterspell, nor can they be counterspelled.
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