Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar’s class level).
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
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Class Abilities
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Channel Energy (Su)
8 times per day(3+3(Cha)+2(Feat))
30 ft Radius Burst
To Heal: 2d6
To Harm Undead: 2d6+4(3 Level(Sun Domain)+1(Aasimar FCB))
(Will Save: 16=10+1(level)+3(Cha)+2(Glory Domain))
Do not add Channel Resistance(Sun Domain).
Campaign:
Storied Past: You've learned unusual skills in your life, and how to apply that knowledge to what you know now. Select an adventuring skill, you gain a +1 trait bonus to that skill and it becomes a class skill for you.
Benefit: Perception is a class skill
Magical aptitude: You have limited magical aptitude. Select a 0th-level spell. You gain the chosen spell as a spell-like ability usable at will. The caster level for this effect is 1.
Benefit: Gain "Mage Hand" as SLA at will
=====Attributes=====:
STR 10=10(Buy)
DEX 14=14(Buy)
CON 14=14(Buy)
INT 10=10(Buy)
WIS 16=14(Buy) +2(Race)
CHA 16=14(Buy) +2(Race)