Difference between revisions of "Aasimar"
From Arkaz
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== Attribute Changes == | == Attribute Changes == | ||
− | '''Stats:''' +2 Wisdom, +2 Charisma. | + | '''Stats:''' +2 [[nwnw:Wisdom|Wisdom]], +2 [[nwnw:Charisma|Charisma]]. |
== Skill Changes == | == Skill Changes == | ||
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== Special == | == Special == | ||
− | * Acid, cold, and electricity resistance 5 | + | * '''Acid''', '''cold''', and '''electricity''' [[nwnw:Damage_resistance|resistance]] 5 |
− | * Light (1/day). | + | * [[nwnw:Light|Light]] (1/day). |
* [[nwnw:Effective_Character_Level|'''ECL''']] 1 (Outsider). | * [[nwnw:Effective_Character_Level|'''ECL''']] 1 (Outsider). | ||
Revision as of 11:27, 6 April 2008
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Contents
Created from Race
Race Description
Carrying the blood of a celestial, an aasimar is usually good-aligned and fights against evil in the world. Aasimar are blessed with insight and personal magnetism. Some aasimar 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 deity often carry a birthmark in the shape of the deity's holy symbol or some other mark significant to that faith. [1]
Favored Class
Attribute Changes
Stats: +2 Wisdom, +2 Charisma.
Skill Changes
Special
- Acid, cold, and electricity resistance 5
- Light (1/day).
- ECL 1 (Outsider).
References
- ↑ Forgotten Realms Campaign Setting by Greenwood, Reynolds, Williams, and Heinsoo, published by Wizards of the Coast, page 18.