Aasimar
Power CP Cost Description
Standard abilities: all Cold resistance, fire resistance, Infravision, magic resistance, mental fortitude, surprise bonus.
Aasimon Bloodline 10 The PC is immune to all forms of gas attacks.
Aasimon bloodline - major II 15 The PC is immune to poison
Aasimon powers - minor 10 Once a day the PC can cast cure light wounds, dispel magic, or protection from normal missiles. At 7th level, the PC can cast all these abilities once a day.
Aasimon powers - major 15 Once a week, the PC can cast heal, holy word, or spell turning. At 9th level, the PC can cast all these abilities once a week.
Armor bonus 5 The PC gains an additional +1 AC bonus when wearing any metal armor.
Celestial skin 15 The PC can be hit only by magical weapons.
Cold resistance 5/15 The PC suffers half damage from all cold attacks for 5 CPs. For 15 points, the PC suffers half damage from cold until 9th level, when the PC becomes completely immune to the cold.
Confer 10 With this option, an aasimar may temporarily confer one of his racial abilities on a worthy being of good for the next 24 hours. The act takes one round and requires the aasimar to touch the recipient. The PC loses that ability until 24 hours have elapsed, at which time he regains the ability. The PC cannot cancel this conferral once it has taken place. This sacrifice is not taken lightly.
Detect lie 5 The PC may cast detect lie once a day.
Eladrin bloodline - major 10 PC is immune to magic missiles
Eladrin powers - minor 10 Once a day, the PC may cast alter self, comprehend languages, or slow poison. At 7th level, the PC can cast all of these abilities once a day.
Eladrin powers - major 15 Once a day, the PC may cast minor globe of invulnerability, polymorph self, or wall of force. At 9th level, the PC can cast all these spells once a week.
Fire resistance 5 PC suffers half damage from all fire attacks.
Guardinal bloodline - major 15 PC is immune to all electrical attacks.
Guardinal powers - minor 10 Once a day, the PC can cast light, magic missile, or protection from evil 15’ radius. At 7th level, the PC can cast all these abilities once a day.
Guardinal powers - major 15 Once a week, the PC can cast hold monster, lightning bolt, or wall of ice . At 9th level, the PC can cast all of these abilities once a week.
Holy regeneration 10 While on any of the Upper Planes of Good, the PC regenrates hit points at the rate of 1 hp/round.
Infravision 5 PC possesses infravision to 60’
Intuition bonus 10 PC raises Wisdom/Intuition sub-ability by +1
Know alignment 5 The PC may cast know alignment once a day.
Lightform 10 Once a day, the PC may assume a lightform similar in function to the wizard spell wraithform (except this ability accesses an extradimensiional space, not the ethereal plane). Once activated, the PC is identical in appearance to a light aasimon (PMCI). At 5th level, the PC can assume a lightform twice a day.
Magic resistance 10 PC has 10 % magic resistance.
Mental Fortitude 5 +2 to saving throws against charm, fear, emotion, and domination type spells.
Muscle bonus 10 PC raises Strength/Muscle sub-ability by +1.
Power of life 20 As a direct descendent of the forces of life and goodness, the aasimar is immune to death magic and level draining spells and attacks such as those from undead. The PC is not immune, however, to aging affects such as an attack from a ghost or a haste spell.
Rilmani bloodline - minor 10 PC suffers half damage from acid attacks.
Rilmani powers - minor 10 Once a day, the PC can cast blut, fly, or mirror image. At 7th level, the PC can cast all these spells once a day.
Rilmani powers - major 15 Once a week, the PC can cast advanced illusion, improved invisibilty, or solid fog. At 9th level, the PC can cast all of these abilities once a week.
Surprise bonus 5 The PC’s unnatural hearing and other-planar alertness grant a +1 to all surprise checks.
Stamina bonus 10 The PC raises Strength/Stamina sub-ability by +1.
Sword bonus 5 The PC gains +1 to hit with any sword.
Telepathy 5 At will, the PC can communicate telepathically with any aasimon, eladrin, guardinal, rilmani, or other intelligent being of the same alignment within a 20’ radius.
Willpower bonus 10 PC raises Wisdom/Willpower sub-ability by +1.


Racial Weakness options

Some aasimar may inherit weaknesses from their Upper Planar parents. Aasimar PC’s may select any or all of the following racial weaknesses to receive bonus CP’s to purchase additional racial traits.
Iron weakness 5 PC suffers double damage from any iron weapons.
Lower planar disorientation 5 The good nature of the PC comes into severe conflict with the overwhelming evil of the lower planes. On any lower plane, the aasimar becomes extremely uncomfortable and nauseous suffering a -4 to THAC0 and AC as well as a -4 to all surprise checks.
Susceptibility to fiendish magic 5 The PC is more susceptible to the foul, unwholesome magics cast by fiends. PC receives a -1 to all saves vs. magic used by fiends and also suffers an extra point of damage per die rolled from offensive spells employed by fiends.
Unholy water vulnerability 5 The PC suffers 2d4 hp damage from a direct hit of unholy water. A splash of unholy water inflicts 1d4 damage.
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