Aasimar Heritages
Most aasimars do not know exactly where their celestial powers came from, and the similar qualities of many such celestially touched beings hint at a relatively indistinct or all-encompassing heavenly force in their lineage. Some, however, possess more unique traits and abilities inherited from their supernal forebears, attributes that hint at the precise type of celestial being that affected their ancestors.
Players may choose one of the following six heritages for their aasimar characters in place of the traditional aasimar racial features. Each heritage presents new ability modifiers, spell-like abilities, and skill modifiers that replace the default aasimar racial traits, as well as a pair of custom traits. Each entry also discusses the most common (though by no means ubiquitous) personality traits, physical features, and places of origin of aasimars with that particular heritage.
Agathion-Blooded (Idyllkin)
Idyllkin possess bestial aspects and calm dispositions, and often act as peaceful intermediaries between lawful and chaotic agents of good.
Agathion-Blooded
Ancestry Agathion
Typical Alignment NG
Ability Modifiers +2 Con, +2 Cha
Alternate Skill Modifiers Handle Animal, Survival
Alternate Spell-Like Ability Idyllkin gain summon nature’s ally II as a spell-like ability.
Like their agathion ancestors, idyllkin seek to spread good in its purest form, unconcerned with the trivialities of chaos and law. They often travel from place to place to spread their righteous wisdom, and recruit both intelligent creatures and animals to their cause.
Idyllkin often possess bestial qualities such as dragon scales, fish scales, fur, manes, or talons. Slit pupils, pronounced canines, and furry ears are all common indicators of an aasimar’s agathion background. Just as agathions take on different traits depending on their animal aspect, so too do idyllkin. Descendants of avorals often possess feathery hair and enjoy wide-open areas such as plains, while the progeny of leonals are aggressive and often have sharp, clawlike fingernails. Many idyllkin, regardless of their animal aspect, feel called to walk the path of the druid, and idyllkin are among the most likely aasimars to become such protectors of nature.
Idyllkin are usually found in the wild reaches of Golarion, such as Kyonin, the Lands of the Linnorm Kings, or the Mwangi Expanse. They prefer villages to cities, and often work as hunters, herbalists, or herders if they haven’t carved out their own existence in the wilderness. They often put the ailments of nature and life before those of society and wealth, but when working with others idyllkin compromise to make sure everyone’s goals are met.
Traits
The following are race traits for idyllkin.
Enlightened Warrior: You have always found it easy to maintain inner peace and enlightenment that translate well to the battlefield. You may take levels in monk even while maintaining a neutral or neutral good alignment.
Speech of the Wilds: Like your agathion ancestor, you have a knack for communicating with other creatures, and you are adept at breaking down language barriers. You can speak one extra language.
Angel-Blooded (Angelkin)
Angelkin are mortal paragons of exceptional beauty, and they serve as exemplars of good and light regardless of the myriad forms they may take.
Angel-Blooded
Ancestry Angel
Typical Alignment Any good
Ability Modifiers +2 Str, +2 Cha
Alternate Skill Modifiers Heal, Knowledge (planes)
Alternate Spell-Like Ability Angelkin gain alter self as a spell-like ability.
Angel-blooded aasimars—called angelkin by many—follow the righteous paths their celestial ancestors walked, and are as varied as angels in how they go about their virtuous duties, split evenly among those who embrace law, neutrality, or chaos.
Of all the aasimars, angelkin are the type who perhaps most often clash with tieflings. Angelkin have difficulty embracing the idea of harmony when it comes to their corrupt cousins, and most see tieflings as embodiments of evil that can never be trusted. It takes extraordinary circumstances for most angelkin to cooperate with tieflings, and even then, alliances are rarely more than fleeting.
Angelkin are commonly found in Varisia—due in large part to the free-roaming spirit of the native Varisians and their acceptance of signs of the divine—as well as large city centers such as Absalom and Oppara. Because many angelkin feel called to the life of a crusader or paladin, they can often be found in Andoran, fighting against oppression and slavery, as well as near the Worldwound, where they campaign against demons.
Traits
The following are race traits for angelkin.
Celestial Tracker: You share the same talent for tracking evildoers that your angelic ancestor possessed.
You gain a +1 trait bonus on Survival checks made to follow tracks. In addition, you treat trails as being up to 24 hours fresher than they actually are when using the Survival skill to follow tracks.
Planetar’s Visions: Ever since you were a child, you’ve experienced vivid dreams of cutting down hordes of shrieking, twisted demons. Whenever you succeed at a critical hit with a melee weapon against an evil outsider, you ignore an amount of the outsider’s damage reduction (if any) equal to the critical multiplier of your weapon (this cannot reduce a creature’s damage reduction to below 0).
Archon-Blooded (Lawbringers)
Lawbringers are champions of justice and of doling out punishment to the wicked, and often believe chaos is the cause of all mortal suffering.
Archon-Blooded
Ancestry Archon
Typical Alignment LG
Ability Modifiers +2 Con, +2 Wis
Alternate Skill Modifiers Intimidate, Sense Motive
Alternate Spell-Like Ability Lawbringers gain continual flame as a spell-like ability.
Lawbringers reflect the patience of their archon ancestors in their daily lives; they understand the need for rules and routines, and use their inherent discipline to train in their chosen field as they seek to do good. They develop their talents faster than most of their peers and show exceptional skill at whatever they focus their attention on.
Lawbringers feel most comfortable in regions where a clear hierarchy and system of justice exists, preferably alongside good people and honest rulers. Many archonblooded aasimars can be found in Andoran, Lastwall, Mendev, and Molthune; lawbringers in Mendev are often paladins or crusaders who use their homes as a place to rest between excursions into the Worldwound.
Evil kingdoms that use tyranny and repression to keep their people in line infuriate lawbringers. Aasimars can thus be found in Cheliax, Geb, and Nidal, conducting organized resistances that seek to find the most legitimate and least destructive ways to neutralize the nations’ tyrannical governments.
Traits
The following are race traits for lawbringers.
Good Influence: You possess an innate ability to motivate and inspire others to do the right thing. You gain a +1 trait bonus on Diplomacy checks when attempting to persuade a nongood creature to make a decision that benefits the cause of good, and when persuading a nonlawful creature to make a decision in line with the laws of the region. These bonuses stack if you attempt to persuade a nongood, nonlawful creature to take a lawful good action.
Lantern Spirit: Your celestial ancestor was a lantern archon for centuries before ascending to a higher rank. You feel a strange sense of nostalgia whenever you use your continual flame spell-like ability, and can use it as a move action instead of a standard action.
Azata-Blooded (Musetouched)
The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals.
Azata-Blooded
Ancestry Azata
Typical Alignment CG
Ability Modifiers +2 Dex, +2 Cha
Alternate Skill Modifiers Diplomacy, Perform
Alternate Spell-Like Ability Musetouched gain glitterdust as a spell-like ability.
The capricious aasimars known as musetouched are the most likely of their kind to be found adventuring throughout lands both civilized and remote. Imbued with an undeniable spirit of wanderlust, musetouched feel the constant urge to explore new places, meet new people, and ferret out evil and corruption wherever they lurk.
Of all the aasimars, musetouched tend to be among the most beautiful by most humans’ standards. They possess features with an unearthly charm, such as long, thick hair of a seemingly impossible hue and limpid, jeweltoned eyes. Musetouched are commonly possessed of innate musical talent and a love for melodies, and many train as bards while they wander.
Their distaste for oppression and innate love of good draws many musetouched to Andoran and the River Kingdoms, and their beauty and free-roaming spirits endear them to the fortune-tellers and vagabonds of Varisia. Their drive to visit new lands leads azata-blooded aasimars to explore the farthest shores of Golarion; musetouched from the Inner Sea can be found in Vudra and Tian Xia, as well as the crystalline city of Dehrukani in southern Garund, where they are seen as holy beings truly worthy of worship.
Traits
The following are race traits for musetouched.
Bralani’s Step: Your ancestor was a bralani, an azata known for its untamed speed in battle. When in combat, you feel a fierce surge of energy through your limbs. Once per day, you may move an additional 5 feet as part of a move action.
Lillend’s Harp: Your ancestor was a lillend, a being of exceptional grace and singular musical talent. You gain a +1 trait bonus on Perform (string) checks. This bonus increases to +2 when you make a Perform check as part of a bardic performance.
Garuda-Blooded (Plumekith)
Their shimmering avian features make plumekith instantly recognizable. Though they can act rashly, plumekith never shirk their duty after making a commitment.
Garuda-Blooded
Ancestry Garuda
Typical Alignment CG
Ability Modifiers +2 Dex, +2 Wis
Alternate Skill Modifiers Acrobatics, Fly
Alternate Spell-Like Ability Plumekith gain see invisibility as a spell-like ability.
Garudas are noble but impetuous birdlike celestials, and most garuda-blooded aasimars grow graceful feathers during puberty. The majority of these aasimars have shimmering wings; the wings can be of virtually any shade, ranging from metallic colors to muted hues to pure white, or rarely, glossy black. Plumekith are sometimes born with taloned fingers or toes, and occasionally amber eyes like those of an eagle.
Like their celestial ancestors, plumekith tend to take action at the spur of the moment when their abilities seem needed. Plumekith rush into the heat of battle to face off against evildoers, only stopping to ask questions afterward. Plumekith often have an extreme hatred for nagas and other snakelike creatures, a racial disdain no doubt stemming back to their garuda forebears.
Plumekith are drawn to high, mountainous regions, and many travel to the Mindspin Mountains of Belkzen to make war against the savage orcs there. Others make their homes in the Five Kings Mountains, fight gnolls in the Brazen Peaks of Katapesh, or dwell in the many hills and mountains of Varisia. Plumekith often claim to be loners, but still crave at least occasional companionship, and when they aren’t traveling they often make their homes near towns or small cities.
Traits
The following are race traits for plumekith.
Snake Hater: You’ve always loathed serpents and other slithering monsters, ever since you can remember, and have studied them extensively. You gain a +2 trait bonus on Knowledge (dungeoneering) checks and Knowledge (dungeoneering) is always a class skill for you.
Toxophilite: You’ve inherited some of your celestial ancestor’s prowess with the bow, and gain a +2 trait bonus on attack rolls made to confirm critical hits with bows.
Peri-Blooded (Emberkin)
Masters of fire magic, emberkin feel the dual pull of their peri forebear as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do both good and evil.
Peri-Blooded
Ancestry Peri
Typical Alignment NG
Ability Modifiers +2 Int, +2 Cha
Alternate Skill Modifiers Knowledge (planes), Spellcraft
Alternate Spell-Like Ability Emberkin gain pyrotechnics as a spell-like ability.
Emberkin reveal their divine heritage through their skill with fire-based magic and their desire to repent for others’ sins. Many emberkin suffer from frequent nightmares and strange impulses to commit spontaneous acts of evil. They typically have igneous features such as wispy auburn hair and bright yellow eyes, and a rare few are born with albino skin.
Emberkin often feel an insatiable need to continually perform acts of good. Some are content to perform small acts of kindness at home, though they may feel driven to travel regularly in order to find pockets of true evil that they can eradicate. Emberkin can often be found in tumultuous regions such as Cheliax, Galt, and the Shackles, where they combat injustice in its myriad forms.
Like all aasimars, emberkin are not necessarily compelled to embrace good and justice. Perhaps more so than most of their celestial kith, emberkin have a propensity to revolt against their benevolent predisposition and instead follow a darker path. Perhaps these emberkin are evil by nature, or perhaps it is a remnant of their fallen angel ancestry. Either way, such wicked individuals are often dangerous, and are both pitied and hunted down by their aasimar brethren.
Traits
The following are race traits for emberkin.
Burnished Skin: Sometime during your adolescence, you suffered severe burns in a devastating fire. Along with your scars, you developed the uncanny ability to tell what is and isn’t real, gaining a +2 trait bonus on saving throws made to disbelieve illusions.
Pyromancer: You’re especially adept at casting flamebased spells. You gain a +1 trait bonus on damage rolls for any spell you cast with the fire descriptor. Spells that do not deal damage do not benefit from this trait.