[Pathfinder] beastisrfrt
651016222402422240246510166510162224024paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012Featured Races 2necromancy school. This racial trait replaces celestialresistance.Exalted Resistance: An aasimar with this racial traitgains spell resistance equal to 5 + her level against spellsand spell-like abilities with the evil descriptor, as well asany spells and spell-like abilities cast by evil outsiders. Thisracial trait replaces celestial resistance.Halo: Some aasimars possess the ability to manifesthalos. An aasimar with this racial trait can create lightcentered on her head at will as a spell-like ability. Whenusing her halo, she gains a +2 circumstance bonus onIntimidate checks against evil creatures and on savingthrows against becoming blinded or dazzled. This racialtrait replaces the darkvision racial trait.Heavenborn: Born in the celestial realms, aasimarswith this racial trait gain a +2 bonus on Knowledge(planes) checks and they cast spells with the good or lightdescriptor at +1 caster level. This racial trait replaces theskilled and spell-like ability racial traits.Immortal Spark: Aasimars with this racial trait defythe powers of death. They gain a +2 bonus on Knowledge(history) checks and saving throws against death effects andcan use lesser age resistance (Pathfinder RPG Ultimate Magic205) once per day as a spell-like ability. This racial traitreplaces the skilled and spell-like ability racial traits.Incorruptible: Occasionally, aasimars arise with theability to further ward away evil. Aasimars with thisracial trait can cast corruption resistance (Pathfinder RPGAdvanced Player’s Guide 212) against evil once per day as aspell-like ability. If an aasimar uses this ability on herself,the duration increases to 1 hour per level. This racial traitreplaces the spell-like ability racial trait.Scion of Humanity: Some aasimars’ heavenly ancestryis extremely distant. An aasimar with this racialtrait counts as an outsider (native) and a humanoid(human) for any effect related to race, including featprerequisites and spells that affect humanoids. She canpass for human without using the Disguise skill. Thisracial trait replaces the Celestial language and alters thenative subtype.Truespeaker: There are some aasimars whose languagetranscends all boundaries. They gain a +2 bonus onLinguistics and Sense Motive checks, and they learn twolanguages each time they gain a rank in Linguistics. Thisracial trait replaces skilled.FAVORED CLASS OPTIONSThe following options are available to all aasimars who havethe listed favored class, and unless otherwise stated, thebonus applies each time you select the favored class reward.Bard: Choose one bardic performance; treat the bardas +1/2 level higher when determining the effects ofthat performance.Cavalier: Add +1/4 to the cavalier’s bonus on damageagainst targets of his challenge.Cleric: Add +1/2 to damagewhen using positive energyagainst undead or usingAlignment Channel todamage evil outsiders.Inquisitor: Add +1/2 onIntimidate, Knowledge, andSense Motive checks madeagainst outsiders.Oracle: Add +1/2 to theoracle’s level for the purposeof determining the effects ofone revelation.Paladin: Add +1/6 to themorale bonus on savingthrows provided by thepaladin’s auras.Sorcerer: Add +1/4 to thesorcerer’s caster level whencasting spells with thegood descriptor.Aasimar Racial Traits+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.Native Outsider: Aasimars are outsiders with the native subtype.Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.Normal Speed: Aasimars have a base speed of 30 feet.Darkvision: Aasimars can see in the dark up to 60 feet.Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal tothe aasimar’s class level).Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligencescores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling,and Sylvan.85paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
65101722240252224025paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 20126510176510172224025Summoner: Add DR 1/evil to the summoner’s eidolon.Each additional time the summoner selects this benefit,the DR/evil increases by +1/2 (maximum DR 10/evil).RACIAL ARCHETYPESThe following racial archetypes are available to aasimars.Purifier (Oracle)The purifier seeks out signs of possession or mindcontrol that manifest from unwilling (and oftenunwitting) servants for fiendish corruptors and theirmortal minions. A purifier seeks liberation of mind,body, and spirit from the bondage of sin and the taint ofthe unholy. A purifier gains the following class features.Recommended Mysteries: ancestor, battle, heavens,lore.Bonus Spells: veil of heaven (2nd), confess (AdvancedPlayer’s Guide 212; 4th), cast out (Advanced Player’s Guide210; 6th), denounce (Advanced Player’s Guide 215; 8th), dispelevil (10th), banishment (12th), holy word (14th), mind blank(16th), freedom (18th).Diminished Spellcasting: A purifier can use one fewerspell per day of each level and does not automaticallylearn cure or inf lict spells. Her number of oracle spellsknown is unchanged.Revelations: A purifier must take the followingrevelations at the listed levels.See Sin (Sp): At 3rd level, a purifier gains a bonus equalto 1/2 her oracle level on Sense Motive checks to senseenchantments, which she can make as a full-round action.She also gains a bonus equal to 1/2 her oracle level onSpellcraft checks to identify enchantment school spellsand spells with the curse or emotion descriptor (see page251 of Ultimate Magic for spells in the Pathfinder RPG CoreRulebook and Advanced Player’s Guide that have the curse oremotion descriptor).Celestial Armor (Su): At 7th level, a purifier’s armortakes on a golden or silvery sheen and becomes light asa feather. Her armor weighs half as much as long as shewears it, and she also gains armor training as a fighter 4levels lower than her oracle level. At 11th level, a purifiergains heavy armor proficiency.Sin Eater (Su): At 11th level, a purifier can consume acurse, enchantment, or emotion effect by touch as a fullroundaction. She can do this a number of times perday equal to her Charisma modifier, and must make aCharisma check with a bonus equal to her oracle levelagainst a DC of 11 + the caster level of the effect (or the HitDice of the creator for a supernatural effect). If the checksucceeds, the effect is negated; however, the purifier issickened for 1d4 rounds.If the target is possessed (such as by a magic jar effect ora ghost’s malevolence ability), the possessor is forced outon a successful check. Whether the check succeeds or fails,the possessor is sickened for 2d4 rounds.Sacred Scourge (Su): At 5th level, a purifier maychannel holy power to harm evil outsiders as a cleric ofher level using the Alignment Channel feat. She may usethis ability a number of times per day equal to 1 + herCharisma modifier.Holy Terror (Su): At 9th level, a purifier may use hersacred scourge to panic evil outsiders as if using the TurnUndead feat against undead.Celestial Master (Su): At 13th level, a purifier may useher sacred scourge to compel good outsiders to serve her,as if using the Command Undead feat against undead.Tranquil Guardian (Paladin)A tranquil guardian is a missionary of peace andtranquility, a soothing voice of succor in a violent anddangerous world. A tranquil guardian gains the followingclass features.Touch of Serenity (Su): At 1st level, a tranquil guardiangains Touch of Serenity (Advanced Player’s Guide 172) as abonus feat, even if she does not meet the prerequisites.At 6th level, and every six levels thereafter, the durationof a tranquil guardian’s Touch of Serenity increases by1 round. Each round on its turn, the target may attempta new Will save to end the effect. The duration does notstack; only the longest remaining duration applies. Thisability replaces smite evil.Serene Strike (Su): At 3rd level, when a tranquil guardianconfirms a critical hit, she may convert all damage fromher attack to nonlethal damage, and when she does, shecan activate Touch of Serenity through her weapon orunarmed strike. Using serene strike is a free action. Thisability replaces aura of courage.Divine Bond (Su): A tranquil guardian who chooses aweapon as her divine bond may only increase her weapon’senhancement bonus or add the following propertiesto her weapon: conductive (Advanced Player’s Guide 286),defending, disruptive, grayf lame (Advanced Player’s Guide288), or merciful.Aura of Calm (Su): At 8th level, a tranquil guardian isimmune to all spells and spell-like abilities with theemotion descriptor, as well as all fear effects. Each allywithin 10 feet of her gains a +4 morale bonus on savingthrows against these effects.This ability functions only while the tranquil guardianis conscious, not if she is unconscious or dead. This abilityreplaces aura of resolve.Waves of Peace (Su): At 11th level, a tranquil guardianmay expend 2 uses of her Touch of Serenity to affect eachopponent within 5 feet of her with that effect. She does notneed to touch the creature for the effect to take hold. Thisability replaces aura of justice.86paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
Featured Races 2
necromancy school. This racial trait replaces celestial
resistance.
Exalted Resistance: An aasimar with this racial trait
gains spell resistance equal to 5 + her level against spells
and spell-like abilities with the evil descriptor, as well as
any spells and spell-like abilities cast by evil outsiders. This
racial trait replaces celestial resistance.
Halo: Some aasimars possess the ability to manifest
halos. An aasimar with this racial trait can create light
centered on her head at will as a spell-like ability. When
using her halo, she gains a +2 circumstance bonus on
Intimidate checks against evil creatures and on saving
throws against becoming blinded or dazzled. This racial
trait replaces the darkvision racial trait.
Heavenborn: Born in the celestial realms, aasimars
with this racial trait gain a +2 bonus on Knowledge
(planes) checks and they cast spells with the good or light
descriptor at +1 caster level. This racial trait replaces the
skilled and spell-like ability racial traits.
Immortal Spark: Aasimars with this racial trait defy
the powers of death. They gain a +2 bonus on Knowledge
(history) checks and saving throws against death effects and
can use lesser age resistance (Pathfinder RPG Ultimate Magic
205) once per day as a spell-like ability. This racial trait
replaces the skilled and spell-like ability racial traits.
Incorruptible: Occasionally, aasimars arise with the
ability to further ward away evil. Aasimars with this
racial trait can cast corruption resistance (Pathfinder RPG
Advanced Player’s Guide 212) against evil once per day as a
spell-like ability. If an aasimar uses this ability on herself,
the duration increases to 1 hour per level. This racial trait
replaces the spell-like ability racial trait.
Scion of Humanity: Some aasimars’ heavenly ancestry
is extremely distant. An aasimar with this racial
trait counts as an outsider (native) and a humanoid
(human) for any effect related to race, including feat
prerequisites and spells that affect humanoids. She can
pass for human without using the Disguise skill. This
racial trait replaces the Celestial language and alters the
native subtype.
Truespeaker: There are some aasimars whose language
transcends all boundaries. They gain a +2 bonus on
Linguistics and Sense Motive checks, and they learn two
languages each time they gain a rank in Linguistics. This
racial trait replaces skilled.
FAVORED CLASS OPTIONS
The following options are available to all aasimars who have
the listed favored class, and unless otherwise stated, the
bonus applies each time you select the favored class reward.
Bard: Choose one bardic performance; treat the bard
as +1/2 level higher when determining the effects of
that performance.
Cavalier: Add +1/4 to the cavalier’s bonus on damage
against targets of his challenge.
Cleric: Add +1/2 to damage
when using positive energy
against undead or using
Alignment Channel to
damage evil outsiders.
Inquisitor: Add +1/2 on
Intimidate, Knowledge, and
Sense Motive checks made
against outsiders.
Oracle: Add +1/2 to the
oracle’s level for the purpose
of determining the effects of
one revelation.
Paladin: Add +1/6 to the
morale bonus on saving
throws provided by the
paladin’s auras.
Sorcerer: Add +1/4 to the
sorcerer’s caster level when
casting spells with the
good descriptor.
Aasimar Racial Traits
+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to
the aasimar’s class level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence
scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling,
and Sylvan.
85
paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012