Difference between revisions of "Aasimar"
From Arkaz
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== Created from Race == | == Created from Race == | ||
− | Half-Elf | + | * [[Half-elf|Half-Elf]] |
== Race Description == | == Race Description == | ||
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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. | 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. | ||
<ref name="Forgotten Realms Campaign Setting">Forgotten Realms Campaign Setting by Greenwood, Reynolds, Williams, and Heinsoo, published by Wizards of the Coast, page 18.</ref> | <ref name="Forgotten Realms Campaign Setting">Forgotten Realms Campaign Setting by Greenwood, Reynolds, Williams, and Heinsoo, published by Wizards of the Coast, page 18.</ref> | ||
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+ | Aasimar are not native to the island chain of Arkaz; those who arrive are outsiders who have washed up on the shores of the islands by chance or shipwreck. | ||
== Favored Class == | == Favored Class == | ||
− | Paladin | + | * [[nwnw:Paladin|Paladin]] |
== Attribute Changes == | == Attribute Changes == | ||
− | Stats: +2 Wisdom, +2 Charisma | + | '''Stats:''' +2 [[nwnw:Wisdom|Wisdom]], +2 [[nwnw:Charisma|Charisma]] |
== Skill Changes == | == Skill Changes == | ||
− | Skill Affinity Listen | + | * [[nwnw:Skill_affinity_%28listen%29|Skill Affinity: Listen]] |
+ | * [[nwnw:Skill_affinity_%28spot%29|Skill Affinity: Spot]] | ||
+ | * [[nwnw:Darkvision|Darkvision]] | ||
== Special == | == Special == | ||
− | Acid, cold, and electricity resistance 5 | + | * '''Acid''', '''cold''', and '''electricity''' [[nwnw:Damage_resistance|resistance]] 5 |
− | ECL 1 (Outsider) | + | * [[nwnw:Light|Light]] (1/day). |
+ | * [[nwnw:Effective_Character_Level|'''ECL''']] 1 ([[nwnw:Outsider|Outsider]]) | ||
==References== | ==References== |
Latest revision as of 20:43, 30 March 2011
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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]
Aasimar are not native to the island chain of Arkaz; those who arrive are outsiders who have washed up on the shores of the islands by chance or shipwreck.
Favored Class
Attribute Changes
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.