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