Type: Aasimars are outsiders with the native subtype.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Archon Blooded (+2 Con/+2Wis + Continual Flame)
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Spell-Like Ability (Sp): Aasimars can use continual-flame once per day as a spell-like ability (caster level equal to the aasimar's class level).
Truespealer: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Arcane Bond: Ring
Greed (Transmutation)
Sin mages who follow the path of Greed delight in transforming things into other things, as well as enhancing themselves.
Prohibited Schools: enchantment, illusion.
Physical Enhancement (Su)
You gain a +1 enhancement bonus to one physical ability score Dexterity
Telekinetic Fist (Sp)
As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. **(5)
Seperatist Cleric of Abadar
Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Channel 1x/day 1d6
Travel Domain:
+10ft Move Speed
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (7)
Fate Inquisition:
Augury (Sp): Once per day, you can use augury as a spell-like ability.