Aasimar
Aasimar and Tieflings each
have a book that’s essentially dedicated to only that race, Blood of Angels and
Blood of Fiends, respectively. In these books, there are a HUGE number of
racial options given for each of these two races. Because of this, these two
races are probably even more versatile than humans, if your GM will allow you
to choose any of the options in those books. These two sections will take a lot
of space and time, so I’m going to do them first before I go into the other ARG
races.
Racial
Traits:
Ability
Scores: The standard ability score modifiers for Aasimars are +2 Wisdom and +2
Charisma. This means that they excel at basically any divine class (obviously)
but they can also make very good Sorcerers or Summoners, as I’ll show you soon.
Type: Aasimars
have the Outsider (native) type, which is actually pretty detrimental, since
this means you can’t cast any spells that affect only humanoids on them, such
as enlarge person. However, it also means they’re not affected by spells that
negatively affect humanoids, such as charm person, so it’s a double-edged
sword.
Size: Aasimars
are the same size as humans.
Speed: Aasimars
move at the same speed as humans.
Celestial
Resistance: Starting off with resistance 5 to three different
elements is excellent, and it means that they can go up against spellcasters
with a little less worry than some humanoid races.
Skilled: A +2 to
the best skill in the game makes me happy. Adding in +2 to Diplomacy is just
icing on the cake.
Spell-Like
Ability: Aasimars can cast daylight once per day, treating their
character level as their caster level. This can be helpful when underground,
since many creatures that live in caves have some form of light sensitivity.
Darkvision: I’ve
talked about darkvision before, and how I think it’s worth much more than
low-light vision is. This is very helpful.
Variant
Heritages:
Aasimars and Tieflings
have some very unique options available to them, depending on what type of
celestial being or fiend helped sire them. These are NOT core options, so some
GMs will just say “no chance”, but if your GM will allow them you’re going to
have a relally strong character on your hands. Also don’t forget to look at the
table of 100 different options with which your
Aasimar can replace his or her spell-like ability. I’m not going to give
suggestions on these because any sane GM will make you roll on that table
instead of just picking one... seriously, these guys have too many options
available to them. It’s just sick.
Agathion-blooded: These
Aasimars make for excellent Paladins, thanks to the increased Constitution and
Charisma. The bonus to Handle Animal will also come in handy for a Paladin’s
mount.
Angel-blooded: These
Aasimars also make excellent Paladins, or could do very well as a melee-build
Sorcerer, thanks to their bonuses to Strength and Charisma.
Archon-blooded: The
descendents of Archons make for unbelievable Clerics or Rangers, with bonuses
to Constitution and Wisdom.
Azata-blooded: These
Aasimars make for excellent “playful trickster” type Bards, and their boosts to
both Dexterity and Charisma also make them seriously awesome Ninjas.
Garuda-blooded: I can
imagine a seriously sweet ranged Ranger build here, with boosts to both
Dexterity and Wisdom, and see invisibility as a spell-like ability once
per day.
Peri-blooded: With
boosts to Intelligence and Charisma, the Peri-blooded Aasimar is kind of an
oddball. Perhaps a studious Sorcerer (especially since the skill bonuses you
get are both Knowledge skills)? Or a particularly dashing Magus?
Alternate
Race Traits:
Celestial
Crusader [Celestial Resistance, Skilled]: A situational +1 to attack really isn’t
worth giving up resistance 5 to three different elements. Thumbs-down.
Deathless
Spirit [Celestial Resistance]: This one is really interesting, and flavorful at
that. You get a bonus to saves against basically all spells that involve
negative energy, resistance 5 to negative energy on top of that, and you don’t
lose hit points when you gain a negative level (even from being resurrected)!
This is a great option if you’re less worried about coming across elemental
damage and more worried about going up against evil Clerics or Paladins.
Exalted
Resistance [Celestial Resistance]: Spell resistance isn’t easy
to come by at lower levels, and the best thing about this version of spell
resistance is it doesn’t keep you or your allies from casting buffs or healing
on you.
Halo
[Darkvision]: While this is super thematic and cool, it’s just not worth giving
up Darkvision for.
Heavenborn
[Skilled, Spell-like Ability]: For a divine caster (or a Celestial Sorcerer)
this is a pretty amazing ability, letting you cast spells with the good or
light descriptors as if your caster level was one higher. A
recently-published spell makes incredibly good use of this power, and its’
called burst of radiance, which deals 1d4 damage to evil creatures with
no save! This racial option does come at the cost of your racial spell-like
ability, though, which can be very useful.
Immortal
Spark [Skilled, Spell-like Ability]: If you REALLY don’t want an evil Cleric
to use death effects on you, you can combine this ability with Deathless
Spirit, and the bonuses against spells of that type will actually stack to a
+4! However, I see this as overkill, since the spell-like ability given by this
choice (lesser age resistance) is not nearly as cool as a lot of the
others, so I wouldn’t choose this one.
Incorruptable
[Spell-like Ability]: I don’t find corruption resistance to be that exciting
of a spell, so I’d also not choose this one.
Scion of
Humanity [Native subtype]: Okay, so this is one of the best ways in the game to
make a completely optimized character. This ability lets you be treated as a
human for all effects. This means you can choose human archetypes and feats.
“Isn’t there a feat for humans that lets you be treated as any other race?” you
might ask. Why yes, Racial Heritage does that. This means that you
can, by choosing this racial option and taking Racial Heritage, count as an
Aasimar, a human, and any other humanoid race all at the same time, letting you
mix-and-match feats and archetypes that would never normally go together.
Truespeaker
[Skilled]: While I enjoy the Linguistics skill from a purely role-playing standpoint,
trading away your +2 to Perception just isn’t worth it.
Classes:
Alchemist: Since
Alchemists rely on Intelligence for their extracts and bomb damage, the best
Aasimar heritage is definitely Peri-blooded. The boost to Charisma isn’t the
most useful for a straight Alchemist, but the combination of Intelligence and
Charisma could make for a very strong Alchemist/Ninja.
Barbarian: Agathion-blooded,
Angel-blooded or Archon-blooded Aasimar can make excellent Barbarians, with
either a boost to Strength or Con. Aasimar Barbarians might also be interested
in the Celestial Crusader alternate race trait, to get a boost to damage
against evil outsiders.
Bard: The
Azata-blooded Aasimar are also called Musetouched, so it makes perfect sense that
they would make for seriously awesome Bards. The chaotic good alignment, a
skill boost to Perform, and glitterdust as a spell-like ability all add up to
some Bardic deliciousness. But that’s not even the best part... the favored
class bonus is absolutely awesome! You get to choose a bardic performance, and
be treated as a higher level Bard when using that performance! Now, you might
be tempted to choose Inspire Courage for this, but I’m going to suggest Inspire
Competence instead, because it would take 12 levels to gain any benefit to
Inspire Courage. Along with this, for a character with the Arcane Duelist archetype, you’ll definitely
want to choose Bladethirst. Another excellent option is the Daredevil archetype’s Canny Foe ability,
with which you could make a seriously awesome tripping build.
Cavalier
[Samurai]: An Angel-blooded Aasimar is a great choice for a
Cavalier thanks to the Strength boost. An Agathion-blooded would also make a
lot of sense, because of the boost to Handle Animal and having summon
nature’s ally II as a spell-like ability. In any case, your Aasimar
Cavalier will want to take the Celestial Servant feat, which will give you a
more Paladin-like mount that can smite evil and has damage reduction! There is
also a very nice alternate favored class bonus, which boosts your damage
against your challenge target.
Cleric: The
standard Aasimar was practically made to be a Cleric, thanks to the boosts to
both Wisdom and Charisma. There are several good alternate race traits for
Clerics, including Celestial Crusader, Exalted Resistance, Heavenborn, or
Incorruptible. The favored class bonus is extremely good, giving you extra
damage when using positive energy against undead (including when channeling or
using cure spells for damage). There is also an Aasimar-only feat set
which lets your Aasimar Cleric use her channel energy ability to not only deal
damage but also push or pull her targets; Channel Force, Improved Channel Force, and Greater Channel Force.
Druid: Either
the standard Aasimar or the Archon-blooded or Garuda-blooded are the best
choices for Druid, because you really want to keep that Wisdom boost for your
spellcasting. If you’re trying to focus more on spells than wild-shape, you may
be interested in the Heavenborn race trait for some extra oomph on your
light-descriptor spells (though Clerics and Paladins have a lot more of those
to choose from than Druids do.) If you have an animal companion, you’ll
definitely want to grab the Celestial Servant feat, as the smite evil and
damage reduction can come in very handy.Remember that if you choose the Scion
of Humanity race trait, you can choose human-only archetypes like the Feral Child, which is a fun, though not
incredibly powerful, archetype.
Fighter: If
you’re going for a melee fighter, Angel-blooded is the way to go, and if you’re
going for a ranged fighter, Azata- or Garuda-blooded give you a boost to Dex,
so those are the best choices. I like Garuda-blooded better of those two
because of see invisibility as a spell-like ability,
which a Fighter would normally have to rely on his party caster to use. There
aren’t any other feats or specific race traits that stand out to me for a
Fighter.
Gunslinger: The
Garuda-blooded Aasimar has a perfect stat array for the vanilla Gunslinger,
with both Dex and Wisdom getting a bonus. For the Mysterious Stranger
archetype, definitely go with Azata-blooded, to get the Charisma boost. As I
said for the Fighter, Garuda-blooded gives you see invisibility as a spell-like ability,
which a Gunslinger wouldn’t normally have access to, especially so early in the
game, so I like that one. Remember that if you choose the Scion of Humanity
race trait, you can choose human-only archetypes like the Buccaneer, which I personally love.
Inquisitor: I’ve
always considered Inquisitors to be slightly angry, more specialized Clerics,
so it makes sense that Aasimar make good Inquisitors as well. The
Archon-blooded make the most sense to me for an Inquisitor, as the Con and
Wisdom boosts work very well and the racial bonuses to Intimidate and Sense
Motive are perfect. The favored class option even adds to that racial bonus,
giving you +1/2 on Intimidate, Knowledge, and Sense Motive checks against all
outsiders. I would also highly recommend taking the Animal domain, then grabbing both Celestial Servant and Boon Companion, as having an animal companion
with DR to flank with is a great boost for an Inquisitor.
Magus: With the
Magus’s need for Intelligence, the Peri-blooded Aasimar is really the best
choice. I’m not really seeing any other specifically-good options for a Magus,
since there are almost no light-descriptor spells on his list, so Heavenborn
wouldn’t be very useful, and there aren’t any human-only Magus archetypes or
feats that strike me as Magus-centric.
Monk: There’s
no question that the Garuda-blooded Aasimar is the best option for a monk, even
if you’re not planning on making a fully Dexterity-based monk. Boosts to Wisdom
and Dex both apply to a monk’s AC, so you can make a seriously unhittable monk
with this option. Using the Scion of Humanity racial option (which causes your
Aasimar to be treated as a human for ALL purposes), you can also choose to take
the Wanderer archetype, which is a decent
option that lets you gain some spell-like abilities and bardic performances in
place of some of the standard monk powers. I would also recommend checking out
the Angelic Blood feat, as it can lead into Angelic Flesh, which will let you treat your
unarmed strikes as either silver or cold iron for the purposes of overcoming
damage reduction.
Oracle: Aasimars
were born to be Oracles, with the power of the heavens running through their
veins (and sometimes driving them a little mad). Most of the Aasimar heritages
include a boost to Charisma, so just choose any one of those that strikes your
fancy. You’ll also definitely want the Heavenborn alternate race trait, and you’ll
most certainly want to pick up the Angelic Blood and Angelic Flesh feats, choosing the golden
option for Angelic Flesh, since this will boost your caster level for spells
with the light descriptor by ANOTHER +1. The best part of being an Aasimar
Oracle, however, is the alternate favored class option. With this option,
you’re treated as +1/2 level higher for the effects of one of your revelations
every level, and when you stack those extra levels on a revelation like the
Many Forms revelation from the Dark Tapestry
mystery, you can get access to very high-level spells at very early
levels (such as greater polymorph, a 7th level spell, at
10th level for up to 15 minutes a day!). Another incredible option is the
Spirit of the Warrior revelation from the Ancestor mystery, which makes your Base
Attack Bonus equal to your Oracle level for a bunch of rounds per day (which
means you can have a BAB HIGHER than your character level!) On top of all of
this, Aasimars have their own racial archetype for the Oracle, called the Purifier. This archetype gives up a little
bit of spellcasting to gain Alignment Channel as a Cleric of the same level,
the ability to turn evil outsiders as if using Turn Undead, and command good outsiders as if
using Command Undead! This is a really cool,
flavorful archetype, and I highly recommend it, even at the cost of one spell
per day and free cure spells.
Paladin [Antipaladin]: Aasimars make extremely good
Paladins, especially Angel-blooded ones, since the boost to Strength and
Charisma fits a melee Paladin perfectly. Note that if you’re going with a
ranged Paladin instead, Azata-blooded is your obvious choice. There are several
excellent options for an Aasimar Paladin, including the Exalted Resistance and
Heavenborn alternate racial options, the Angelic Blood line of feats (definitely pick
up Angel Wings, as a flying Paladin is a sight
for any evil creature to fear). Aasimars also get a Paladin archetype of their
own, called the Tranquil Guardian. I’m not a huge fan of
this archetype because it focuses on keeping your enemies from attacking as
opposed to just beating them down, but if you’re trying to play a tank-y
character who is in charge of protecting the Rogue or Ninja while he sets up
flanking, this could be very helpful. The Antipaladin’s abilities don’t really
match up with an Aasimar... look at the Tiefling instead.
Ranger: The
ranger’s reliance on Wisdom works well for an Aasimar, with either
Archon-blooded or Garuda-blooded heritages standing out as nice options. The Beastmaster or Falconer archetypes work very well with
the Celestial Servant feat, giving your companion
DR 5/evil and a smite ability once per day.
Rogue [Ninja]: Aasimar aren’t the greatest
choice ever for a Rogue, since Rogues really need a decent Int score, but an
Azata-blooded Aasimar can make a mean Ninja. I would suggest against the Angelic Flesh feat this time, since you dont’
want to take a -2 penalty to Stealth as either a Rogue or Ninja. The Sanctified Rogue archetype is thematic for
an Aasimar, though it’s not the most optimal choice by any stretch (Note that
this archetype is also available to Ninjas, since it replaces Uncanny Dodge and
Improved Uncanny Dodge).
Sorcerer: Like Oracles, Sorcerers are Charisma-based, so any
of the Aasimar heritages that include a Charisma boost are viable. There are of
course several bloodlines that make thematic sense and also complement your
Aasimar abilities, including Celestial, Destined, Maestro (for the Azata-blooded), and Martyred. You can also choose the human-only Imperious bloodline thanks to the Scion of
Humanity alternate racial option. Check out my Sorcerer bloodline guide for more details on
any of these. Sadly, the Sorcerer/Wizard spell list doesn’t lend itself to
making use of the Heavenborn racial option as well as the Cleric list does. An
Aasimar Sorcerer can boost his caster level in another way, though, using the
alternate favored class option which gives you a +1/4 to caster level for all
good descriptor spells!
Summoner: Summoners
also use Charisma as their casting stat, so any of the Aasimar heritages that
include a Charisma boost are good options. You can flavor your eidolon to look
like literally anything, so it would be very thematic for your Summoner to call
upon the aid of an Angel or other celestial being, and that’s even a suggested eidolon build in Ultimate Magic. The
favored class option is also excellent, allowing your eidolon to gain DR/evil
without having to spend evolution points on it.
Witch and
Wizard: Witches and Wizards rely on Intelligence, so the only reasonable option
for them is the Peri-blooded Aasimar. There are also no racial abilities that
really complement the class abilities of these two classes. In other words,
there are definitely better choices out there, but you could still make a
decent Witch or Wizard with an Aasimar.
Racial
Favored Class Options:
Bard: This
favored class bonus treats you as a higher bard level than you actually are for
the effects of one bardic performance, which is a great ability. Now, it will
take several levels for this to come into effect, since you only gain +1/2 per
class level, but if you choose a performance whose benefit is increased by
every four levels, like the Arcane Duelist archetype’s Bladethirst or
the Daredevil archetype’s Canny Foe, you’ll
get the most out of this favored class option.
Cavalier: Extra
damage aginst your challenge target is a big deal, as it’s going to be your
main source of damage for a Cavalier. This is a good option.
Cleric: This
choice gives you extra damage against undead (and evil outsiders if you have Alignment Channel) when using positive energy.
If you’re planning to go up against a lot of undead creatures in your campaign,
this is definitely a good reason to choose Cleric.
Inquisitor: This
bonus is really best for an Inquisitor who makes use of the Snake Style feat line, where you get to
replace your armor class with the result of your Sense Movite check once per
round. Even if you aren’t building Snake Style into your character, though, a
+1/2 bonus to three class skills is pretty sweet.
Oracle:
Increasing your effective Oracle level for any one revelation is one of the
best favored class bonuses in the game, because some revelations have extremely
potent powers at higher level, and you get access to those powers earlier than
normal!
Paladin: I
honestly don’t find that a Paladin’s auras come into play that often, so this
one doesn’t impress me.
Sorcerer: There
aren’t as many good-descriptor spells on the Sorcerer/Wizard list as there are
on the Cleric list, but a boost to caster level with good-descriptor spells is
still really powerful. One spell you’ll definitely want to grab is burst of
radiance from the Champions of Purity sourcebook, which deals 1d4 damage
per caster level to evil creatures with no save, and has the chance to blind
them also!
Summoner: This is
a great option for a Summoner, becuase you’re essentially getting free
evolution points that you would normally have to use on giving your eidolon
damage reduction.
Racial
Archetypes:
Purifier (Oracle): I really like this archetype, because it
gives you some options that no other character in the game can get, namely the
ability to turn evil outsiders as if using Turn Undead, AND the ability to
command good outsiders as if using Command Undead. If you are running into
devils and demons a lot, or if you plan to use planar ally spells often, this is a
really good option.
Tranquil Guardian (Paladin): This archetype really doesn’t wow me, as
you’re replacing some of the Paladin’s best abilities (including your bread and
butter, smite evil) with abilities that let you stop an enemy from attacking or
casting a spell for one round (though this increases at higher levels). An
important point here, also, is that this ability says nothing about
supernatural abilities that deal damage, so a lot of creatures will still have
ways of hurting you or you allies either way (Witches, for example).
Prestige
Classes:
Champion of Irori: This
class is from Paths of Prestige, and is a very cool and pretty strong
combination of Paladin and Monk. To qualify for this prestige class, you’ll
need at least one level of Paladin for smite evil, and three levels of monk for
still mind. You also can’t take your first level of Champion of Irori until 6th
level thanks to skill rank requirements. The benefits here include the ability
to use smite on chaotic creatures (even if they’re also good-aligned!) and at
third level you also gain an essentially free Cleave feat, which is auto-upgraded to Great Cleave at 6th level! The 5th-level
ability, shield the weak, is also pretty sweet, allowing your Champion to block
area effect spells from his adjacent allies and give them Improved Evasion
against the effects. Finally, at 10th level your Champion effectively gains Whirlwind Attack as a free feat, which is
amazing!
Divine Scion: The
Divine Scion is all about cleric domains, even if you start off as a Paladin or
Oracle. Based on the domains granted by your favored deity, you get to choose a
spell-like ability, which can range anywhere from a constant 0-level spell to a
one-per-day third-level spell. At higher levels, you gain bonuses to damage on
creatures of your opposed alignment, damage reduction, and the ability to
stagger creatures of that opposed alignment. I suggest using the Oracle as the
base class for this, since Aasimars make incredibly good oracles.
Holy Vindicator: The Holy
Vindicator focuses on using the channel energy class ability to do other
interesting things, like enhance his shield or boost Channel Smite. He also gains some other
interesting abilities, like channel energy in a cone or line shape. It does
involve having to bleed for several of your abilities, which is strange but
pretty full of flavor. For that reason, Angelic Blood is an excellent feat to
complement this archetype.
Racial
Feats:
Angel Wings: Gaining
a fly speed means you never need to worry about falling into a pit or having
trouble climbing a rope again, so this is very useful.
Angelic Blood: This is
a cool feat for a Paladin or Cleric who fights undead all the time, as it will
deal damage to undead when you bleed nearby.
Angelic Flesh: This
feat is actually four different feats, and you get to choose between them when
you take it. All four are useful, but I feel that the best one is definitely
the Golden version, which gives a caster a +1 boost to caster level for spells
with the light descriptor.
Blinding Light: A
useless prerequisite feat (see Inner Light below), and a situation which just
won’t come up that often (an opponent attempting to dispel or counter your
once-per-day spell-like ability) makes this a terrible choice.
Celestial Servant: This one
is really helpful to anyone with an animal companion or mount who is NOT a
Paladin, as they already get the celestial template added to their mount. The
celestial template gives your mount or companion DR 5/evil, a smite evil power
once per day, and energy resistance 5 against three elements!
Channel Force: This is a
very cool ability for a Cleric who uses channel energy to deal damage to either
undead or evil outsiders, you also get to push or pull the target based on the
damage you deal.
Consecrate Spell: This is
an aasimar-only version of Maximized Spell that only works on eviil creatures,
but also only increases the spell slot by +2. Not worth a feat slot in my
opinion, but could be worth picking up in a metamagic rod (especially because
in that case it wouldn’t require you to be able to cast consecrate).
Improved Channel Force: Like a
Holy Vindicator, this feat lets you use your channel energy ability in a cone
or a line in addition to a burst.
Greater Channel Force: This one
isn’t quite as exciting, because all it lets you do is use Channel Force in a
burst instead of just against one creature or in a cone or line.
Heavenly Radiance: I like
this feat for a damage-dealing Cleric or Oracle to be able to essentially cast
some extra spells per day. I would suggest choosing searing light for this one,
as it’s a good spell and especially good against undead.
Inner Light: A higher
caster level for a single spell-like ability is not terribly useful, and the
situation in which an opponent counters or dispels your daylight spell is
pretty unlikely, so I’d say ignore this one.
Metallic Wings: This
feat isn’t terribly exciting unless you’re a Paladin who can deal extra damage
using smite evil, since the extra natural attacks gained from this feat will be
extremely useful.
Revered Guidance: This
could be a very useful feat for a party face-type character, especially in a
campaign where you expect to see a lot of one particular race (in PFS for example,
you run across a LOT of humans). For most characters, however, this isn’t super
useful.
Supernal Feast: This
feat is just not meant for anyone exept evil aasimar who plan to kill a bunch
of angels or something. Stay away.
With the addition of Occult classes, the Periblooded Aasimar would make a fantastic psychic, with bonuses to both intelligence and Charisma
ReplyDeleteThis hasn't got advanced classes yet. Let alone phychics I was about to mention Shaman's being AWOL.
ReplyDeleteWhen you get around to adding the Hybrid Classes, I can see Peri-Blooded ones doing well as Arcanists (who have Int-based spellcasting but a lot of their Arcane Exploits trigger off Charisma). Same deal with Angel-Blooded and Bloodrager. Can't think of any others off the top of my head, but I think those are the only two "perfect fits".
ReplyDeleteYou're sleeping on Immortal Spark, lesser age resistance allows you to start at Middle Age for no penalty. Thats basically a FREE +1 to all your mental stats. Great for when you roll your stats and you have a bunch of odd numbers, or when you're using point buy and you want to squeeze the most out of the stats. I use it all the time.
ReplyDeleteBig mistake here. Note that the Necromancer Wizard requires both Charisma AND Intelligence, and that Peri blooded Aasimar fits the bill perfectly with bonuses to both.
ReplyDelete