Racial Abilities
Darkvision: 60 ft.
Acid resistance 5,
Cold resistance 5,
Electricity resistance 5.
Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
You can subsist entirely on honey and wine
Scion of Humanity Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill.
Base Combat Stats
BAB: +0 CMB: +1
Fort: +3 Ref: +1 Will: +5
AC:15 (Tch:11 FF:14) CMD: 12
Init: +1
HP: 9/9 Wounds:
Speed: 40
Temporary Spells and Affects:
Attacks
Rapier (+1)/ 1d6+1/ 18-20x2/ P)
Dagger (+1/+1)/ 1d4+1/ 19-20x2/ P/ 10ft)
Sling (+1/ 1d4+1(1d3+1)/ x2/ B/ 50ft)
Class Abilities
Spellcasting, Orisons, Domains: (Travel, Strength)
Strength Surge (Sp):(6/6) As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Agile Feet (Su):(6/4) 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.
Available Spells: channel 5/4
0th DC 13: create water, mending, Guidance
1st DC 14: enlarge person - Magic Weapon