Aasimar Abilities
Aasimar Appearance
Aasimar Special Side Effects |
AASIMAR TABLES
AASIMAR
ABILITIES
Replace up to five of the given aasimar special
abilities (marked with asterisks) with up to five rolls from the table.
01-03 protection from normal missiles (3/week)
04-06 alter self (1/day)
07-09 color spray (1/day)
10-12 comprehend languages (1/day)
13-15 10% magic resistance (wizards roll again)*
16-18 detect good/evil (2/day)
19-21 dancing lights or faerie fire
(3/day)
22-24 ESP (1/day)
25-27 aid (2/week)
28-30 know alignment (1/day)
31-33 mirror image (1/day)
34-36 protection from evil, 10' radius
(1/day)
37-39 continual light (3/week)
40-42 command (1/day)
43-45 gust of wind or wind wall
(once/week)
46-48 cure serious wounds (once/week)
49-51 audible glamer (once/day)
52-55 +1 to surprise*
56-59 half damage from fire*
60-63 half damage from cold*
64-67 +2 vs. charm, fear, emotion, domination*
68-75 infravision, 120'
76-79 +2 saving throw vs. fire
80-83 +2 saving throw vs. electricity
84-87 +2 saving throw vs. poison
88-91 +2 saving throw vs. cold
92-95 +2 saving throw vs. acid
96 +2 saving throw vs. petrification/polymorph
and paralysis
97 +2 saving throw vs. rod/staff/wand
98 +2 saving throw vs. spell
99 Roll twice, rerolling results above 95
00 Roll three times, rerolling results above
95
AASIMAR APPEARANCE
Roll 1d4 times on the table below for random physical characteristics.
Multiple rolls within the same body part can be combined (i.e., one gold
eye, one silver eye) or rerolled.
01-02 small faun-like horns
03 vestigial nubs of antlers
04-05 face has animal-like qualities (long and equine, flat nose
and whiskers, thin and hawklike, etc.)
06-07 face shines with internal radiance
08-09 fangs/sharp canine teeth
10-11 speaks with singsong voice
12-14 pointed ears
15-16 pointed nose
17 amber eyes
18 ever-changing rainbow eyes
19 fiery eyes, no iris or pupils
20-21 golden eyes
22 bright green eyes
23 pearly eyes
24 pentrating blue eyes
25 shining eyes
26-27 silvery eyes
28 topaz eyes
29 violet eyes
30 completely bald
31-33 brilliant red hair
34-36 golden hair
37 jet hair
38-39 platinum hair
40-43 silvery hair
44-45 talons (1d4 damage)
46-47 feathered arms
48 long, thin arms
49 long, thin legs
50-51 broad chest and shoulders
52-53 horse's legs
54-55 goat's legs
56-57 leonine tail
58-60 vestigial feathered wings
61-62 gossamer wings
63-64 hoof-like feet
65-66 stocky (+25% to starting weight)
67-68 slight frame (-25% to starting weight)
69-70 hollow bones (-10% to starting weight)
71 body covered in reddish fur
72 body covered in golden fur
73 body covered in silvery fur
74-75 radiant aura
76 prismatic shifting glow
77 blue/green/aqua skin
78 dark brown skin
79-81 golden skin
82-83 emerald skin
84-85 milky white skin
86-87 opalescent, luminous skin
88-89 Special side effect (see table below)
90-94 Roll twice, rerolling rolls above 89
95-00 Roll three times, rerolling rolls above 89
AASIMAR SPECIAL SIDE EFFECTS
01-07 incense odor surrounds body
08-15 spicy odor surrounds body
16-20 ambrosial odor surrounds body
21-25 silvery-white dust follows invididual
26-30 shadow outlined in silver
31-33 body's form appears nebulous, shapeless, and luminescent
in mirror
34-40 aasimar can be held at bay by protection from good
41-50 fiends treat aasimar as upper-planar creature
51-60 aasimar has animal empathy as ranger
61-65 presence causes awe in NPCs; reaction adjustment an additional
+4
66-70 touch heals one point of damage when used in unarmed combat
71-75 real wings allow for gliding (minimum movement rate 12,
class E)
76-80 touch inflicts 1 point of damage due to high body heat
81-85 touch inflicts 1 point of damage due to cold body temperature
86-90 odd skin composition results in base AC of 1d6+3
91 cannot reproduce
92 unholy water inflicts 1d6 points of damage
93 cannot enter "unholy" areas
94 harmed only by cold iron weapons or magical weapons
95 harmed only by magical weapons
96-00 intuitively speaks one celestial language
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