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 |