Pathfinder Player Companion: Blood of Angels (PFRPG)

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Pathfinder Player Companion: Blood of Angels (PFRPG)
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Touched by benevolent beings of the good Outer Planes somewhere in their ancestry, aasimars are viewed with either awe or fear by all who know of their celestial heritage. Hailed as scions of angels at best or otherworldly bringers of heavenly destruction at worst, there is no doubt that aasimars hold a very special place in the world of mortals, and all know to be wary of their actions in the presence of an aasimar.

Blood of Angels presents a player-friendly overview of the aasimars of the Pathfinder campaign setting, as well as new rules and information to help players create unique and interesting celestial characters for any type of game.

    Inside this book, you’ll find:
  • Expansive entries on aasimars’ origins and upbringings, their psychologies, how others perceive them, and the beliefs such angelic beings hold in the face of their celestial mark.
  • A table of 100 variant aasimar abilities to further customize your blessed character.
  • A detailed look at the six most common types of aasimars based on their celestial heritage, including alternate ability score modifiers, skills, and spell-like abilities for each.
  • New curses, inquisitions, and subdomains for heavenly oracles, inquisitors, and clerics.
  • New masterpieces for aasimar bards and the martyred bloodline for sorcerers whose celestial ancestors made great sacrifices.
  • A host of new traits to help make your aasimar character truly unique, as well as dozens of bodily features that distinguish your celestial character.

Written by Amber E. Scott

Each bimonthly 32-page Pathfinder Player Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for social, magic, religious, and combat-focused characters, as well as traits to better anchor the player to the campaign.

ISBN-13: 978-1-60125-438-2

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

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Highly Recommend and I want MORE

5/5

Between this, the Champions of Purity, and Faiths of Purity, I am highly impressed. These three really stand out in the Player's Companion line. It's very refreshing to have Player Material focused on the Good Alignments, though, not really being exclusively a book about Good, much of the content here is more orientated towards Good than Evil.

Personally, I'm not a fan of Tieflings, so I'm a bit bias towards Blood of Fiends in general, but this one, in my opinion, blows it and all of the other "Blood of" books out of the water, (up to and including Blood of Shadow currently). It's a fun read, with some solid crunch too. The alternative Heritages are a bit on the strong side, for lower level play only, but still interesting and cool.

This, along with the two above mentioned books are the standard for Player's Companions that Pathfinder should aim for. And in particular, albeit far too late not, this is also the minimum standard that all the "Blood of" serious SHOULD have aimed for.


Pretty much everything an Aasimar player needs

5/5

Aasimars in the setting? Check.
Society, culture? Check.
Class roles? Check.
Heritages? Check.
Variant abilities? Check.
Random Aasimar Appearance Generation Table? Check.
Feats, traits, spells? Check.

An extremely well written companion. It mirrors the Tiefling one, and that's GREAT. Wohoo. Here's to hoping that more "Blood of ..." books use this approach!


"Races Of" Heads to Higher Ground

5/5

A wonderfully indepth look into the lives of aasimars, "Blood of Angels" gives players a wide variety of characterful choices for those of celestial blood. Not just angels, a variety of goodly beings from the outer planes seem to have taken interest in mortals of all races. Info on non-human aasimars and lots of different varient sub-types give players tons of choices for both mechanics and fluff.

Amber Scott does a fantastically good job of detailing the lives of aasimars, reminding readers that not all aasimars lead a life of purity, and giving insight into the feelings of aasimars and those of the races they associate with, casting them as a race apart and definately distinct. Regions all over Golarion are detailed with motives and likely progenitor type and there is a large section for Tian Xia. Each base class thus far published also has a write-up.

For those who want mechanics, fear not. The 6 different subraces each have varient abilities and traits and there are 100 additional varient abilities to choose from. However, this is largely a fluff book!

In conclusion, a great addition to any player's library. Though largely geared toward PCs, DMs may find the sections on aasimars trying to fit in a useful aid in helping PCs roleplay or use the volume to create a new NPC. A fantastic way to kick off the new monthly offering!


A must-have for aasimar-players.

5/5

The second book in the "Blood of" series. Blood of Angels does for Aasimars what Blood of Fiends did for Tieflings, and it does it with just as much detail and excellence.

Like Fiends, Blood of Angels starts out with a sizable portion of fluff regarding all the details you could ever need to know about aasimar lifespans: Conception, birth, childhood, adolescence, physiology, society, combat, work, religion, geography, old age, friendship, love, class roles, and death are all covered in intricate detail here. In fact, the fluff section is two pages longer that that of Fiends, and like its predecessor, ends with a chart of 100 variant abilities for its respective race. Role-players and story-buffs will love this section, but others will likely flip past the first 18 pages.

Next comes the aasimar heritages for the specific types of ancestors aasimars can have. There are six (compared to the 10 in Fiends for Tieflngs), each with different ability modifiers, skill modifiers, spell-like abilities, and traits. The six are: Agathion-blooded, Angel-blooded, Archon-blooded, Azata-blooded, Garuda-blooded, and Peri-blooded.

Follow that up with aasimar-specific combat feats, two new oracle curses, three new inquisitions for (you-guessed it) inquisitors, three subdomains, three bard masterpieces, a new sorcerer bloodline, and a selection of aasimar race traits and random features, and you have at your disposal quite a few options for aasimar characters (and a few that will work for non-aasimars as well).

When all is said and done, Blood of Angels is as worthy a book for aasimars as Blood of Fiends was for tieflings.


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Can someone please tell me what the agathion-descended aasimar are like?


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Well, they're basically celestial humans that descended from the race of outsiders known as agathions.


Cheapy wrote:
Well, they're basically celestial humans that descended from the race of outsiders known as agathions.

EEwww....that's cold.......


1 person marked this as a favorite.

Agathion(Idyllkin)

spoiler:
+2con +2cha
handle animal/survival
summon nature's ally II

Angel(Angelkin)

spoiler:
+2str +2cha
heal/k(the planes)
Alterself

Archon(Lawbringer)

spoiler:
+2con +2wis
intimidate/sense motive
continual flame

Azata(Musetouched)

spoiler:
+2dex +2cha
diplomacy/perform
glitterdust

Garuda(Plumekith)

spoiler:
+2dex +2wis
acrobatics/fly
see invisibility

Peri(Emberkin)

spoiler:
+2int +2cha
k(the planes)/spellcraft
pyrotechnics


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

The new oracle curses are interesting to say the least, and not what I had been expecting after reading Blood of Fiends.

The Blackened curse gives you burnt hands and upper arms, causing you to get a hefty penalty to 'weapon' attack rolls. This also adds fire spells to your spells known over time. I have to wonder... does this penalty apply to ray and touch attack spells? I guess it should since we're allowed to take 'Weapon Focus (ray)'. Anyway, interesting flavor, and I don't think the bonus spells that it grants overlap with those from the Flames mystery.

Wolfscarred Face curses you with a deformed and wolf-like face and a permanent chance of failing to cast spells which have verbal components (but you don't lose the spell). You get a bite attack and Magic Fang spells added to your list in return. My inner munchkin tells me that a Dual Cursed Wolfscarred/Deaf oracle is a workable combo since Deaf makes all your spells silent spells, effectively negating the former curse. Of course, you would still need to hide your face, and would also have to deal with the horrible roleplaying side effect of being deaf, lol. Anyway, I guess this curse would generally be somehow linked to the Agathions?


Thanks to everyone who helped.

And wolfscarred face? It sounds both very cool and in an odd way dismaying. I already use beast-folk when I can, and it's sad to think that they've got to go everywhere hiding behind a mask (oh well, I can always run games/campaigns in Nex or Varisia or the River Kingdoms, they're used to oddballs there!).

Thanks again to the posters and to Paizo!


Matrixryu wrote:
The Blackened curse gives you burnt hands and upper arms, causing you to get a hefty penalty to 'weapon' attack rolls. This also adds fire spells to your spells known over time. I have to wonder... does this penalty apply to ray and touch attack spells? I guess it should since we're allowed to take 'Weapon Focus (ray)'. Anyway, interesting flavor, and I don't think the bonus spells that it grants overlap with those from the Flames mystery.

I looked at Weapon Focus since you mentioned it, and I think you have it backwards.

Weapon Focus wrote:
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.

So it specifically calls out unarmed strikes and rays as things that aren't weapons, but that you can take the feat for anyway -- and if they aren't weapons, then it stands to reason that melee touch attacks aren't either.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Fredrik wrote:
So it specifically calls out unarmed strikes and rays as things that aren't weapons, but that you can take the feat for anyway -- and if they aren't weapons, then it stands to reason that melee touch attacks aren't either.

Ooo, good catch. So, basically if you have this curse you're going to be trying to use only spells and special abilities for attacking. Interesting....


Fredrik wrote:
So it specifically calls out unarmed strikes and rays as things that aren't weapons, but that you can take the feat for anyway -- and if they aren't weapons, then it stands to reason that melee touch attacks aren't either.

While that is a reasonable reading, there is actually a FAQ on this. Quick Version: rays are generally treated as weapons for all purposes. So, the curse would in all likelihood apply to them (though I don't have the book, and couldn't say for certain).


Your welcome Eric Hinkle.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Mort the Cleverly Named wrote:
Fredrik wrote:
So it specifically calls out unarmed strikes and rays as things that aren't weapons, but that you can take the feat for anyway -- and if they aren't weapons, then it stands to reason that melee touch attacks aren't either.
While that is a reasonable reading, there is actually a FAQ on this. Quick Version: rays are generally treated as weapons for all purposes. So, the curse would in all likelihood apply to them (though I don't have the book, and couldn't say for certain).

The book just says that you get a -4 penalty on all 'weapon' attack rolls.

Hmmm, so the end result of this is either A: you get the penalty to all attack rolls or B: you get the penalty on all weapon attack rolls AND rays?

The problem with A is that if this was the case there would have been no reason to call out 'weapon' attack rolls specifically. The problem with B is that there is no reason why you should get the penalty on rays but not get it on melee touch attacks.

Then, there is also the issue that if you follow the curse as written then you would also get a -4 penalty to bite attacks (if you have one).

I'm beginning to think that this is a case where the the intent really is that the penalty only applies when you try to wield actual physical weapons (or use natural attacks) with your burnt hands, and that we need to just ignore the rule technicalities/implications of what exactly counts as a weapon.

Edit: Also, I think I should mention one of the bonus spells that this curse grants is Scorching Ray. I think that they wouldn't give you a ray spell if the curse itself made hitting with it much more difficult, though there is a possibility they figured that the BAB of the oracle class made up for it.


I made a thread for errata and typos, so that we can continue our rules discussion there. :)


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Isn't there 3 curses? if so, what's the third?


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Fredrik - Ah, good call on separating that into another thread ;)

Zerg - Nah there are only 2 curses.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Eric Hinkle wrote:
And wolfscarred face? It sounds both very cool and in an odd way dismaying. I already use beast-folk when I can, and it's sad to think that they've got to go everywhere hiding behind a mask (oh well, I can always run games/campaigns in Nex or Varisia or the River Kingdoms, they're used to oddballs there!).

I should have replied to this earlier...

The Wolfscarred face curse suggests that you will need to hide your face in areas that have problems with lycanthropes because you could easily be mistaken for one. So, Ustalav is a very bad area for a Wolfscarred (or any beast race) to travel around in, though I'm not sure how many other areas have that many lycanthrope problems.

I guess a good portion of this simply depends on the GM.


Matrixryu wrote:
Eric Hinkle wrote:
And wolfscarred face? It sounds both very cool and in an odd way dismaying. I already use beast-folk when I can, and it's sad to think that they've got to go everywhere hiding behind a mask (oh well, I can always run games/campaigns in Nex or Varisia or the River Kingdoms, they're used to oddballs there!).

I should have replied to this earlier...

The Wolfscarred face curse suggests that you will need to hide your face in areas that have problems with lycanthropes because you could easily be mistaken for one. So, Ustalav is a very bad area for a Wolfscarred (or any beast race) to travel around in, though I'm not sure how many other areas have that many lycanthrope problems.

I guess a good portion of this simply depends on the GM.

Thanks for expanding on what's been said. And I seem to recall that rural Andoran has lots of problems with werewolves, and there's that one town in Varisia. Then again, you can always go and live in Kaer Maga, where Lamashtu herself could stroll down the street and no one would blink an eye.

Sovereign Court

Any one know something about the Martyred Bloodline? If so what spells/feats/arcana/bloodline powers does it get? I'm making a sorcerer for a home game and want to know if I should wait for this product to use this bloodline.

Silver Crusade

Picked it up at Paizo Con. Awesome.


Impossible to order it from Amazon.fr. :-(

Sovereign Court

Please Don't Kill Me wrote:
Any one know something about the Martyred Bloodline? If so what spells/feats/arcana/bloodline powers does it get? I'm making a sorcerer for a home game and want to know if I should wait for this product to use this bloodline.

It's all about self-sacrifice, probably need a high con, toughness and favoured class bonus in hit points to play one.

Take damage for a bonus, inspire allies, give hit points to allies...
Spells are things like endure elements and greater heroism.
It's a buff bloodline, really.

Sovereign Court

GeraintElberion wrote:


It's a buff bloodline, really.

Thanks for that, you just saved me a week of waiting to make my character.


So... much for Clerics/Paladins?

I wasn't sold on the ARG Paladin - kinda Hippy.

Sovereign Court

Shifty wrote:

So... much for Clerics/Paladins?

I wasn't sold on the ARG Paladin - kinda Hippy.

The angelkin variant would suit a melee paladin (+2str +2cha), and the musetouched an archer paladin (+2dex, +2cha)... that's about it.

Edit, and there are some fun subdomains:
friendship
loyalty
whimsy

Oh, and the consecrate spell metamagic is great stuff.


kk thanks :)


But the barbarian celestial totems that Mikaze wanted so much? (I too would like them)


Bardess wrote:
But the barbarian celestial totems that Mikaze wanted so much? (I too would like them)

Sorry, the celestial totems are not in the book.

Sovereign Court

Azure_Zero wrote:
Bardess wrote:
But the barbarian celestial totems that Mikaze wanted so much? (I too would like them)
Sorry, the celestial totems are not in the book.

They've figured out that they can make Mikaze buy evertyhing they ever release by occasionally saying: 'We haven't forgotten about celestial totems.'


You'll note that it's always the freelancers who say that, not the devs :)


Just what are these celestial totems?


Barong wrote:
Just what are these Celestial Totems?

I think it's some kind of Barbarian stuff.

Oh, I also have a question.

What's a Paladin?

Hope you get the reference:
because it's from an RPG and all.

Dark Archive

1 person marked this as a favorite.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Barong wrote:
Just what are these celestial totems?

Totems are a type of rage power introduced in the APG, which had a fiendish option, but no celestial one. Mikase has been on a solo quest since to get the celestial version published


GeraintElberion wrote:


Edit, and there are some fun subdomains:
friendship
loyalty
whimsy

Hmm, so Friendship is (divine) magic? And with loyalty and whimsy (humor or laughter)... what, nothing for Applejack, Rarity, and Fluttershy*? XD

Seriously, they sound different in good ways. Arrgh, must wait so long to get this book!

GeraintElberion wrote:

Oh, and the consecrate spell metamagic is great stuff.

Can we get a hint on what it does? I'm guessing it's something like the 3.5 version, which made spells good-aligned.

* -- For those not getting it, in the MLP:FiM show the six main characters each have their own 'Element of Harmony', and three of them are Friendship (which is magic, literally so); loyalty; and laughter.


New question, what are the new celestial inquisitions?


1 person marked this as a favorite.
Enlight_Bystand wrote:
Barong wrote:
Just what are these celestial totems?
Totems are a type of rage power introduced in the APG, which had a fiendish option, but no celestial one. Mikase has been on a solo quest since to get the celestial version published

It's a solo quest no longer! It's not fair to have fiendish and not celestial totems! Are we trying to encourage our players to pick evil options?


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

what spells does the blackened curse give? I hope that flame blade is among them.

Silver Crusade

Bardess wrote:
(I too would like them)
Barong wrote:


It's a solo quest no longer! It's not fair to have fiendish and not celestial totems! Are we trying to encourage our players to pick evil options?

If you want them, or any other options for Team Good that the game currently lacks, Rock The Vote! Even if stuff you'd like has already been mentioned in that thread, let your voice be heard! Especially since that's perhaps the best and last chance to get good flavor support for other classes.

Just got the shipping notice for this book. Really want to see the range of aasimar art present. :)


I reckon there should be a Celestial version too, just as there can be a burning rage, there should equally be COLD FURY!.

Dark Archive

12 people marked this as a favorite.

If Blood of Angels is the book for characters with celestial blood, will the book for characters with Hound of Tindalos blood be Blood of Angles?

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Set wrote:

If Blood of Angels is the book for characters with celestial blood, will the book for characters with Hound of Tindalos blood be Blood of Angles?

No no no. Blood of Angles is going to be the Inevitable/Axiomite-touched book.

Sovereign Court

Eric Hinkle wrote:


GeraintElberion wrote:

Oh, and the consecrate spell metamagic is great stuff.

Can we get a hint on what it does? I'm guessing it's something like the 3.5 version, which made spells good-aligned.

It smashes evil in the face!

Maximise effect vs. Evil opponents, no effect on Good or Neutral: 2 spell levels.


GeraintElberion wrote:
Maximise effect vs. Evil opponents, no effect on Good or Neutral: 2 spell levels.

No effect as in 'unmodified spell'?

Or no effect as in 'spell does exactly nothing'?

Sovereign Court

Midnight_Angel wrote:
GeraintElberion wrote:
Maximise effect vs. Evil opponents, no effect on Good or Neutral: 2 spell levels.

No effect as in 'unmodified spell'?

Or no effect as in 'spell does exactly nothing'?

Unmodified.

Shadow Lodge

I miss Sudden Metamagic.


GeraintElberion wrote:
Eric Hinkle wrote:


GeraintElberion wrote:

Oh, and the consecrate spell metamagic is great stuff.

Can we get a hint on what it does? I'm guessing it's something like the 3.5 version, which made spells good-aligned.

It smashes evil in the face!

Maximise effect vs. Evil opponents, no effect on Good or Neutral: 2 spell levels.

Thank you, sir! And now I'm wondering if a 'Desecrate Spell' metamagic feat made along those lines would be workable or too overpowered for the bad guys.

Sovereign Court

Eric Hinkle wrote:
GeraintElberion wrote:
Eric Hinkle wrote:


GeraintElberion wrote:

Oh, and the consecrate spell metamagic is great stuff.

Can we get a hint on what it does? I'm guessing it's something like the 3.5 version, which made spells good-aligned.

It smashes evil in the face!

Maximise effect vs. Evil opponents, no effect on Good or Neutral: 2 spell levels.

Thank you, sir! And now I'm wondering if a 'Desecrate Spell' metamagic feat made along those lines would be workable or too overpowered for the bad guys.

Various Paizo folk have mentioned that they're trying to get away from the good/evil mirror syndrome i.e. no 'good poisons'.

So far that has just meant that Good has less toys than Evil but it must swing the other way at some point, surely?


GeraintElberion wrote:
Shifty wrote:

So... much for Clerics/Paladins?

I wasn't sold on the ARG Paladin - kinda Hippy.

The angelkin variant would suit a melee paladin (+2str +2cha), and the musetouched an archer paladin (+2dex, +2cha)... that's about it.

Edit, and there are some fun subdomains:
friendship
loyalty
whimsy

Oh, and the consecrate spell metamagic is great stuff.

Any new deities to go with the new domains?

Sovereign Court

The Forgotten wrote:
GeraintElberion wrote:
Shifty wrote:

So... much for Clerics/Paladins?

I wasn't sold on the ARG Paladin - kinda Hippy.

The angelkin variant would suit a melee paladin (+2str +2cha), and the musetouched an archer paladin (+2dex, +2cha)... that's about it.

Edit, and there are some fun subdomains:
friendship
loyalty
whimsy

Oh, and the consecrate spell metamagic is great stuff.

Any new deities to go with the new domains?

Nope, but the Magnimar book, which also shipped just after Paizocon, has three new Empyreal Lords.

Shadow Lodge

Three ne ones, or information on three of them?


GeraintElberion wrote:
Various Paizo folk have mentioned that they're trying to get away from the good/evil mirror syndrome i.e. no 'good poisons'.

Halle-freaking-lullah. Not everything the heroes have needs an evil opposite.

Sovereign Court

Beckett wrote:
Three new ones, or information on three of them?

One had a passing mention in The Skinsaw Murders, the others are brand new. All three get holy symbols, areas of concern, domains, favoured weapons and brief fluff.

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