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Aasimar

( Forgotten Realms Campaign Setting, p. 18)

Attributes

Size: Medium
Base speed: Land 30
Strength: +0
Intelligence: +0
Dexterity: +0
Wisdom: +2
Constitution: +0
Charisma: +2
Level adjustment: +1
Space: 5 feet
Reach: 5 feet
Automatic languages: Common , Home Region
Bonus Languages: Any

Description

Carrying the blood of a celestial, an aasimar is usually good-aligned and fights against evil in the world. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare. Those descended from a celestial minion of a Faerûnian deity often carry a birthmark in the shape of the deity's holy symbol or some other mark significant to that faith.

Regions

Aasimar are relatively common in Mulhorand because the Mulhorandi deities have a legacy of begetting offspring with mortals.

Religion

Unlike statet in the Player's Handbook, characters in the Forgotten Realms almost always have a patron deity. See FRCS p. 39 for more details.

Combat

Racial Traits

Aasimar have the following traits:

  • +2 Wisdom, +2 Charisma: Aasimar are blessed with insight and personal magnetism.
  • Acid, cold, and electricity resistance 5.
  • Light (Sp): Aasimar can use light once per day as cast by a sorcerer of their character level.
  • +2 racial bonus on Listen and Spot checks.
  • Darkvision up to 60 feet.
  • Outsider: Aasimar are native outsiders.
  • Favored Class: Paladin.
  • Level Adjustment +1: Aasimar are slightly more powerful and gain levels more slowly than most of the other common races of Faerûn.
  • Any languages are allowed as bonus languages, exccept secret languages, such as Druidic.

Native Outsider

Due to the strength of their divine or infernal bloodlines, each of the planetouched races possess the unusual characteristics of being an outsider native to Faerûn, not a humanoid. This has three principal effects:

  • First, spells or effects that affect only humanoids, such as a charm person or a dominate person spell, do not affect planetouched characters.
  • Second, spells and effects that target extraplanar creatures may affect planetouched characters. For example, the mace of smiting and the sword of the planes are more effective against outsiders, and are correspondingly more dangerous to a planetouched character. A spell that drives outsiders back to their home planes does not affect planetouched characters, but banishment – a spell that removes an outsider from the caster's plane without specifying a return to the outsider's native plane – would work just finde.
  • Finally, Faerûn's planetouched have lived on Toril long enough for Toril to become, in effect, their native plane. This means that planetouched characters can be raised or resurrected normally, whereas most outsiders cannot be brought back from the dead without the use of a miracle or wish spell.

Also appears in

  1. Races of Destiny

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