Aasimars are humans with traces of celestial ancestry. Although aasimars are not as powerful or as potent as full-fledged half-celestials, their touch of celestial blood does grant them significant bonuses to their mental abilities as well as some minor resistances and spell-like abilities. Most aasimars are naturally good and noble individuals, although a few do succumb to the lure of power and wealth. Aasimar paragons, both good and evil, are those who most successfully come to terms with their family's history. The good ones embrace their ancestry, while the evil ones deny their natures for the sake of power.
- Adventures:
- Adventuring means very different things for aasimar paragons, depending on their alignment. Good aasimar paragons go adventuring to pursue noble goals, while evil aasimar paragons are generally looking to further their own goals and increase their personal power and influence.
- Characteristics:
- Aasimar paragons are generally straightforward and honest. They are often perceived as trustworthy, whether they are deserving of it or not.
- Alignment:
- Almost all aasimar paragons are good. Those that are not often have inconvenient pangs of conscience that make it difficult for them to do what their baser instincts drive them to do.
- Religion:
- Aasimar paragons are typically very religious. Good aasimar paragons are often holy warriors, striving to make the world a better place. Evil aasimar paragons are often pursued by evil cults, which are always looking for ways to corrupt the pure.
- Background:
- Many aasimar paragons lead very sheltered lives before beginning their adventuring careers. They are often raised by religious institutions that keep the young aasimar from having to personally deal with the shadier aspects of society. At the same time, the aasimar paragon is taught formal combat techniques, to prepare them for their (perceived) destiny fighting the forces of evil. Many aasimar paragons multiclass as paladins or clerics.
- Aasimar paragons do not see themselves as fellows or champions of their race. Instead, if good, they see themselves as champions of good and representatives of their celestial forefathers. Evil aasimar paragons seek to free themselves of the responsibilities imposed upon them by their ancestry.
- Races:
- Aasimar paragons have widely differing attitudes about the humanoid races, depending on alignment and their experiences in the communities of different races. Although they can get along in many societies, aasimar paragons prefer large human cities, where the lines between good and evil are easier to draw. Aasimar paragons tend to be critical of half-orcs, having difficulty looking beyond their savage heritage. On the other hand, they get along well with elves, seeing them as noble patrons of the wild.
- Other Classes:
- Aasimar paragons are happy to work with members of other classes, provided that these companions treat each other well and work toward worthwhile goals. Good aasimar paragons tend to be suspicious of rogues, worrying about the lure of wealth. Evil aasimar, however, prefer the company of rouges, hoping to keep their nature hidden from those that might consider them traitors to their heritage.
Game Rule Information
Aasimar paragons have the following game statistics.
- Abilities:
- Aasimar value Wisdom, for its own sake, and for its role in divine magic. Charisma helps them pursue the goals of good through diplomacy, and Strength helps them when diplomacy fails. A high Constitution helps compensate for the Hit Die lost because of the aasimar's level adjustment.
- Alignment:
- Any.
- Hit Dice:
- d8.
Class Skills
The aasimar paragon's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (religion), Knowledge (the planes), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
- Skill Points at Each Level:
- 2 + Int modifier.
The Aasimar Paragon
1st |
+1
| +2
| +0
| +2
| Improved resistance.
|