1000 Aasimar traits


3.5/d20/OGL

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the David wrote:
What, this is still going? I never dreamed this thread would do so well!

thank you for starting it. Now go back to where you left off and catch up!


290. Heaven's Choir The songs of heaven run strong through your blood. Whenever you sing the faint sound of an entire supporting choir surrounds you. The level of sound depends on the song itself. A simple ditty has only your voice but you could perform a full epic alone with the angelic voices that accompany you.


291. Out of body Perspective. You can view your surroundings as if you were 10' above yourself. You cannot engage in any physical activity whilst doing this.

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292. Outside(r) Voice. Your visible appearance may be no more or less unusual than any other aasimar, but your voice is alien and disturbing, setting up sympathetic vibrations in metallic or crystalline objects in your presence, so that the longer you speak, the harder it is to discern your words from the 'chorus' of resonant echoes coming from objects in your immediate area. This effect is most noticeable when you speak in Celestial, and animals tend to shy away from you when you speak in this tongue, with listeners standing right next to you ending up with the sense that you are shouting to them over some vast howling gulf, as if vast distances (or dimensional barriers) divided you from them, and you had to shout to be heard at all.

293. Illuminated. Your body is covered with whorls and ridged lines, like a relief map, or your entire body is a fingertip, covered with an elaborate finger print. These contour lines are occasionally lit by tiny trails of barely visible light that move along them, like energy along a circuit, and when you speak in the Celestial tongue, the lights all converge on any exposed part of your body and arrange in candlelight-intensity patterns of light that spell out your words in the Enochian script of the angelic tongue.

294. Weather Wizard. Instead of the acid, cold and electricity resistance of a standard aasimar, you have energy resistance 5 versus cold and fire. These effects are quite visible, as your body is always reacting to weather very different from what is occurring around you on the mortal plane. During a torrential downpour, accompanied by howling winds, you find your movement as hampered, and your vision as obscured, as any of your companions, and yet you remain dry and your hair and clothing remain unruffled, as if the storm passes around you. Your skin may even be sunlit, as if the sun is somehow shining only open you, despite a cloud covered sky. On the open sea, under the light of the sun, becalmed in a desperate need for wind to fill your ships sails, you may be drenched, your hair and clothing flapping in non-existent winds, your comrades frustrated by rivulets of fresh water that sluice off of your body to evaporate instantly, giving them no surcease from their own thirst. These effects are not predictable, and other than providing you (and you alone) with incidental protection from extremes of heat and cold (as you alone seem to be experiencing the opposite climate extreme), you have no say over when the sun appears to be shining on you (even, perhaps, in the dead of night) or when shadows cover your form (even in the midday sun, deep in the desert).


295. Newness of Soul. You have been recently created and have the potential to become a full celestial of whatever type, for the moment however you have given a mortal body in order to experience the perspective of mortality. This could be a stage or until certain conditions are achieved but many things are new to you and you question much about day to day experience.


296. Scion of Freedom - You are a decendant of a servant of a god that loves freedom, like Milani, Desna, or Thais, and bear their symbol as a birthmark on your face.. Once per day, you can automatically unlock any lock, whether it be on a door, manacle or chest, and that unlocked lock will be permanently emblazoned with your birthmark, leaving little mystery as to who was involved in its undoing.


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297. Polar Within. You glow from within with a cold blue light. Aside from a modest illumination this provides cold resistance.
298. Fate Watcher. You are a unique being and your consciousness is actually watching fate unfold, not participating in reality. You are perceived as distant and unemotional but can a number of times a day attempt to choose an alternate 'path' by forcing a re-roll of a save, skill or attack roll.
299. Spontaneous Joy. You can create positive emotions for those who engage with you.

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300. Reach for the Stars. You have a normal build, but weigh about 15% less than expected, as your hair and blood defy gravity. Where another's hair hangs down, yours 'hangs' straight up, reaching for the sky, unless you strap or pin it down, trap it under a heavy hat or weight it with ornamental stones or metal wire. Your blood similarly defies gravity, so that when cut, your blood drips up into the sky and vanishes from sight, possibly even continuing until it leaves the atmosphere entirely and the frozen droplets drift through the eternal void between the stars. When you sleep, the effect becomes more pronounced, and by the end of an eight hour rest, your entire body has reached a state of equilibrium, and floats gently a few inches above the surface of the ground, so that when you awaken it is always to a falling sensation as you drop back into bed suddenly. (With intense meditation, you can also reach this state, and rise an inch or so above the ground, but any attempt at movement, or even a sudden noise, sharp scent or change in lighting conditions will disrupt this fragile half-dreaming state and cause you to fall back onto the ground.)

301. Cats Have no Lord. Your otherwise-normal aasimar appearance is distinct only because of your greenish-golden cat-like eyes and pronounced 'mane' of hair (with similarly pronounced sideburns or muttonchops, if you are male). You may even have stripes or dots of coloration in your metallic skin, or thin fur, or not. Most unusual is the reaction you provoke in normal cats, who always turn to regard you with an unusual intelligence to their gaze when you enter their presence. Within hours of entering a new community, local house cats and strays will arrive at your feet, each bearing some form of tribute or gift, usually a small dead animal of some sort, which they will leave at your feet and then depart. Most cats will only pay tribute in this manner a single time, but as days go by, cats from further across town will somehow 'get the word' and arrive as well, until ever cat in town as paid you tribute in this fashion.

Cats who happen to be familiars are not affected by this compulsion, and seem to regard you warily with poorly-concealed contempt, as if offended by the notion that their less intelligent kin are currying your favor in this manner.

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302. The Word Made Flesh. Your skin has the consistency and color of fine parchment, and, most noticeably, your face is bare and featureless, with only series of bold illuminated characters seemingly impressed in gold leaf upon your cream-colored skin, in the place of eyes, ears, nose and mouth. The characters replacing your eyes are celestial runes, in an angelic script called Enochian, and say only, 'Eye.' Similar angelic runes for 'Ear' sit on the sides of your head, while 'Nose' and 'Mouth' lie below the eyes, in the appropriate places for those features, as if some celestial crafter left instructions for where those features where to be placed on an incomplete mannequin, and absent-mindedly sent you down to this world unfinished. These runes function as the organs or features they describe, and you can eat, speak and breathe through the 'Mouth' rune as readily as through an actual mouth, and see through your 'Eyes,' hear through your 'Ears' and breathe and smell through your 'Nose.'

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303. All Colors and None. Your skin, hair and eyes are stark white, like bleached bone or pristine linen, and even when you are wounded, your blood falls white like milk upon the ground. Your whiteness is contagious, and spreads slowly to any item you wear or carry, with any color other than white lifting off in a fine vapor, and steam away into the air, to be lost (or perhaps 'stain' some other nearby surface with its hue). The effect applies to metal or cloth or even gemstones or coins you come into skin contact with (although color returns to items within hours of them being removed from your person, and you can carry items without bleaching them of color by keeping them in a pouch or sealed container, and not touching them more than momentarily, as the process can take hours, and does not affect items you do not come into physical contact with), but does not affect living creatures, generally, with the exception of those that you share some sort of exceptional bond with, such as an animal companion, familiar, eidolon or bonded mount. In those cases, the affected creature molts or sheds it's current coat of fur, feathers or scales soon after bonding with you, and grows in it's place a white coat, like some arctic hare or ptarmigan, even if it is of a creature type that would normally not have an 'arctic coat,' such as a boa constrictor, raven or tiger. Other than this 'winter coat,' a companion creature will not lose coloration in places that would normally not become white, such as the tongue or eyes, unlike your own body, which is white within and without.

This effect does not prevent colored materials from sticking to your whitened clothing or gear, such as blood or sap or mud, but, over time (perhaps mere minutes, for small or minor stains), any stains will be similarly bleached of color.

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304. Wadjet's Mask. Your face is a golden mask, like one might see over a deceased pharaohs face, and crowned by a pair of entwined cobras, coiled above your smooth sightless eyes. The twin heads of the cobras face forward, rising from your temples, and you see and hear, smell and speak, as well as eat, with these heads, not from the golden eyes and ears, nose and mouth of your 'mask.' While cobra heads in appearance, the bites of your serpent heads are painful, but not damaging, and certainly not venomous. The serpent heads are tied into place, and fused to your person, being no easier to remove than a normal persons ear or eye.

Gosh, Tiefling quirks is up to 888! Need moar Aasimar quirks!

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305. Oil and Water. The pigmentation in your skin reacts to gravity, ever so slowly. At the beginning of the day, after a night sleeping on your side, half of your body is darker than the darkest Mwangi, while the other side is paler than the palest Ulfen, although the 'dark' begins to slowly drift, leaching first from your hair and head, and curling off in swirls, as if dark ink is slowly drifting loose in ribbons across the milky expanse of your unpigmented side. Within a few hours of standing upright, the top half of your body is bone white, while the pigment has pooled in your feet and legs, so that it seems that you are wearing blank pants, and have a deathly white upper body. As you move, slow curls of 'dark' roil up from your waistline, to play about your belly and the small of your back (and your forearms, as, unless you keep your arms raised above your head for an hour or more, to slowly 'drain' them, your hands always have pools of dark pigment staining them inky black), like waves on a storm-tossed sea, or wisps of dark fog twisting in an unseen wind.

The pigments also react to touch, much like normal human skin grows paler when one presses against it (although for very different reasons) and you can run a finger along your skin and 'push' the pigments around, although running your hands across your body in such a manner tends to look a little awkward in mixed company.

Sometimes, say, when you are exposed to extremes of heat, the pigments will swirl and move unpredictably, as if rushing away from the damaging energy.

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306. Orrery. Your facial features are obscured by light that radiates from your round face, oddly without illuminating your surroundings more than candlelight. A half-dozen eyeball sized stones orbit slowly around your head, and when they pass in front of where your eyes would normally be, they shine blue for a moment, and appear to be human eyes, only to dim as they move out of arc.

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307. Ambiguously Ambiguous (Wo)Man Your features are supernaturally average. Anyone describing you will be able to accurately name your race, gender and age, and whether or not you have hair, or some unnaturally distinctive feature, such as a Witches Scar Hex, or a Summoner's Mark, or a Mark of Justice, but otherwise, you are 'that guy,' or 'that girl,' and even your mother doesn't know what color your eyes are, since no one can make out that fine level of detail. This doesn't give you any special ability to escape notice, since it's actually *noticeable* how non-descript your features are, and sometimes people will peer closely at you, and wipe their hands over their eyes, as if trying to clear them of whatever is blurring your features. For a 'non-descript' person, you are quite distinctive.

When you die, this effect ends, and you will leave behind a strikingly attractive corpse (barring some messy means of death...).

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308. Big in Pictures Your reflection in mirrored surfaces or water is always larger, as if you are pressed right up to the surface, even if you are several yards distant. In some cases, such as a large reflective surface or full-length mirror, your face might end up staring back at you, a yard or more in height, startling those nearby. Other things or persons nearby, if they reflect in the surface at all, tend to appear smaller or pushed to the side, to make room for this exaggerated view of your own features.


309. As foretold in the prophecy...

Your divine parent is truly powerful indeed a direct servant of one of the gods of golarion (if using that setting). In the holy book of that faith, parts of your life story have been told, and this is known to the high priests of said faith. They have agents watching you, and will do everything they can to ensure you stay on the proper path in life- provided you are within one step of your parents alignment, your leadership score with respect to followers is 1d4+1 higher than normal. Should your alignment differ from your parents greatly (dms option as to where that would be), your leadership score with respect to other modifiers is increased by that amount, as your divine heritage is taking you in an adversarial direction with your parent, and the priests who would have been your secret allies are instead fearing your battlefield acumen- and moving to stop you.

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310. Talk Like a Pirate Day Whatever outsider touched your bloodline had an unhealthy fascination with pirates (perhaps having been a legendary corsair or privateer before their own ascension to outsider?). You were born with the beginning of what has become a *fantastic* beard (which regrows overnight whenever you attempt to shave it off), and with one hand, one lower leg and one eye. Your missing eye was replaced by a bright red stone, which functions just like a normal eyeball (and cannot be removed any easier than removing any other persons eyeball), while your missing hand is replaced by a hook that you use with supernatural adroitness, suffering no penalties for any task that would require fine motor skills or the use of two fully functional hands, and your missing lower leg ends in an ivory peg that is as securely fastened to your body as your regular leg, and in no way impedes your ability to walk, run, charge, climb ladders, swim or kick.

You refuse to dress or talk or act like a pirate, and hate the open sea, sailing ships, parrots (especially talking parrots) and 'grog.' Whether or not you like booty is between you and your god, and the less said about 'rum, sodomy and the lash,' the better.


690 more traits to go! Come on guys, the Tieflings are almost at 1000 !

Silver Crusade

Pathfinder Adventure Path Subscriber

Speaks volumes on how being dark, horny(ed) and edgy is sexier than being angelic and nice :P


Hey, you two! Out of the thread! Get in the tiefling one pronto! Aasimar are only for after Tieflings!

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Is this still going?

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It's been slow, and my creative energies are tapped by that last minute rush over on the tiefling thread. :)

But here's one based off of the notion of non-human aasimar (dwarves, elves, orcs, etc.) and / or their racial gods and outsiders.

311. Hues of Magic (Yuelral) Born with at least one elven parent, you possess typically elven features, but your head is topped with jagged crystals of red, blue and green in place of hair. When you cast or are affected by magic, or touch an item, area or person with an active spell effect, the crystals chime softly and emit a soft radiance, dimmer even than candlelight. Over the years, you have learned to use this effect as an always-on detect magic function, and gain a +2 racial bonus to Knowledge (arcana) and Spellcraft checks. This replaces your racial ability to use daylight once / day and the usual aasimar racial bonus to Diplomacy and Perception checks. You have a special affinity for ioun stones, and a burned out gray ioun stone regains it's original color when orbiting your head (although it's expended magical properties do not recharge or return).

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312. Old Soul – despite your true age, you appear venerable, with taut nigh-translucent skin pulled over prominent bones, arthritic-looking joints and bulging veins. The whites of your eyes are yellowed like old parchment, as are the pupils, with your black irises being comprised of thin lines that appear to be some sort of spidery script in an unknown tongue, tightly-scribed and circling your pupils. Your scent is that of old paper, dust and just a hint of mildew, which sometimes makes keen-scented animals sneeze upon first meeting you. In lieu of the normal Aasimar racial bonus to Diplomacy, you instead have a +4 racial bonus to Linguistics checks involving the written word (such as deciphering a text or forging a document), but not to Linguistics checks speaking or understanding spoken language. Additionally, you can read and write one additional language (but not speak it, or automatically understand it when spoken aloud), so long as this bonus language is one that is a ‘dead’ language, appropriate to the setting (such as Jistka, Tekritonian, Thassilonian or Ancient Osirioni, in Golarion).

313. Strength of Will / Dream Self – your body is strangely idealized, based on your mental attributes, instead of your physical attributes. This affects only your appearance, and not your actual Strength, Dexterity or Constitution, but your body’s musculature reflects instead your Intelligence score, and the appearance of grace and health stem from your Wisdom and Charisma scores, respectively, instead of your actual Dexterity or Constitution scores. This trait is most noticeably (and therefore appropriate) to an Aasimar whose has one or more physical and mental attributes that are significantly different, so that a physically frail, but scholarly Aasimar Wizard might *appear* to be thick limbed and muscular, like a much stronger man, while a physically powerful Aasimar Paladin of limited education might appear as frail as a much weaker man, his appearance of strength stemming from his Intelligence of 7, and not his Strength of 17. Changes to attributes will cause appropriate changes in appearance. A foxes cunning spell might cause the Aasimar’s body to appear stronger, with bulging biceps, while a touch of idiocy might instead cause his appearance to grow frail, as if he had been enfeebled.

314. Lightly Upon This Earth / Imperfect Vessel – your outsider soul is ‘bigger’ somehow than your material body, such that you have a translucent after-image when you move, usually lingering behind a fraction of a second, as some visible manifestation of your shining spirit lags behind the movement of your limbs and body. This property also applies to your voice, which has a strange resonant echoing quality, as if another person is speaking a fraction of a second after you, in a lower register.

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315. Crossed Wires You have a celestial ancestor, and they prevailed upon a higher power to wish that you never be lonely. Unfortunately, they've 'blessed' you by making you extraordinarily attractive to the gender you are *not* attracted to in return. (Obviously this trait works best with a character who is not bisexual, and has a clear cut preferred gender!) To the gender you prefer, the people that you'd *want* to attract, you are no more or less attractive than normal, but to the gender you have no interest in, everything about you just seems a little bit more magical and special, as if time has slowed down and the light shines more softly on you. Your words and movements are enthralling to individuals that gender (assuming they are of a species / culture that would find an aasimar attractive!), regardless of their own sexual preferences (although their attraction may not manifest as sexual desire, but simply a desire to be your clingy best friend). You are not entirely sure if your celestial 'benefactor' simply 'got it wrong' when handing out this selective supernatural beauty treatment, or, whimsically, deliberately 'blessed' you in this manner (or perhaps even thought they were 'teaching you a lesson about open-mindedness,' or some other high-minded twaddle), but you'll definitely never be lonely!

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316. Reflected Glory Your metallic skin, hair and jewel-like eyes might be fiery copper, gleaming silver or radiant gold in tone (or some combination of the same), but you really 'come alive' under daylight, your polished features fairly aglow with reflected sunlight. At night, or under lesser light sources, such as firelight, the 'silver' becomes dull as tin, the gold a lusterless mustard yellow, and the 'fiery copper' fades to a dull ruddy brick tone.

The most prominent transformation comes when you are exposed to positive or negative energy. Even if the energy does not affect you (being channeled to heal or harm undead, for instance), your skin, hair and eyes react strongly, and in the presence of positive energy, coppery elements seem to momentarily flicker like actual fire, while silvered tones gleam like mirrored chrome, and golden areas warm the area with their reflected radiance. Negative energy leaves your golden areas green with verdigris, and your coppery body areas the color and texture of rough flakes of brownish-red rust, while your formerly reflective silvery regions are dulled by a grimy patina that clears away when the negative energy passes (unless you were damaged by that negative energy, in which case the affected areas may need actual polishing to recover their luster). The effect is not entirely visual, as those standing next to you can faintly hear the sound of many voices raised in joyful song, when you are healed by positive energy, and wailing in torment and loss, when you are harmed by negative energy.


317 | Mood Ring | Some of the hair is gone on your forehead. In its place is a symbol which can be a crescent moon or a hollow circle, etc. The symbol reflects your god or alignment. This symbol glows in the dark, but does not illuminate the area. Normally it glows yellow, but it varies dependent on your mood. For example, it glows red when you're angry, blue when you're calm and green when you are doing something nice

Yeah, it's similar to the tiefling one, but it fits aasimars well

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318. Thunderhead In place of hair, you have a thick mane of fog streaming from your scalp, and either trailing behind you (when in motion), rising into the air, or lying flat against your back, like hair. This fog is thick enough to be opaque, and is usually white and cool to the touch, but when you are angered or in combat, it darkens like stormclouds, and is occasionally lit by tiny crackling electrical discharges, and distant sounds of thunder. Your eyes similarly show only reflections of a blue sky, filled with racing clouds, or dark thunderclouds lit by lightning, and any exposed skin often shows odd shadows, as of passing clouds overhead, even if none are in the sky (in time with the clouds reflected in your eyes, which may have no bearing on the current weather).


This one sounds familiar...hm.

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319. Interlocken Your skin has the metallic sheen common to aasimar, but it is countershaded, like the hide of an orca or penguin, with rich gleaming golden arcs fitted to mirrored silver in fine seams that slide against each other like interlocking pieces of a puzzle. Your 'hair' as well consists of hundreds of interlocking segments of twisted copper chain that clatter as they dangle from your scalp. Despite the rigid metallic appearance of your interlocking muscles and joints, your skin is not significantly tougher than human skin, being more akin to a onion-skin thin layer of metal foil.


320. The Servant of the People

Angels, while powerful beings in their own right, exist primarily to serve the greater beings that created the universe- their martial abilities are a noted bonus but they are orignally a labor force. You have inherited that particular divine bearing, as your features are unusually "honest", your nose broad, and your body broadly muscled, and your bearing that of a well to do day laborer. Even when you are fully decked out in finery, you look like a humble individual. In game terms, your appearance is always a step down with respect to your outfit, noble makes you look like a courtier, courtier makes you look like a commoner, and so on. People have a hard time believing you are an adventurer of any sort, and there are modifiers to associated social rolls.

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321. Tempest-Tossed The celestial forces that have touched your bloodline are tied to the elements of the storm. When you move quickly or decisively, the air moves with you, so that when you strike or land abruptly, dust swirls with your passage and wind snaps and howls. Static electricity also manifests in harmless but visible displays when you make a full attack, or take the charge or run actions.


322. Heaven-sent- You do not have the ability to create light like other Aasimar, instead you enjoy a bonus to your initiative equal to half your character level. While over time you will be considerably faster than most, no matter when you act in initiative order- even if you are surprised or ambushed or are the last to go with respect to initiative- you appear to have arrived or acted "just in time" with events flowing around you in a way to imply that you knew that someone was going to get mugged/an enemy was going to attack/the cultists were located in the baker's basement all along.

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323. Razor Smile Every angle of your metallic-skinned body is raised and contoured and sharp edged. Your body isn't any more damaging than anyone elses, but, with some effort, you can slice parchment with your cheekbones.

324. Personal Devil A small figure, the size of a doll, and physically resembling Asmodeus, speaks to you from various positions within arms length (such as on the desk at which you sit, or, traditionally, perched on your shoulder). No one else can see or hear this entity, and if you lash out at it, you automatically hit and destroy it, dispelling it for anywhere from minutes to hours (depending, apparently, on it's mood). While it is present, it offers snide side-commentary, or morally dubious interpretations of local law, attempting to tempt you into damning behavior (but usually just prompting you to arguing with it in public, and giving anyone else present the idea that you are batcrap crazy). You had been convinced by an abusive mentor that these manifestations were all in your head, until a Paladin assured you that you detected as evil whenever it was present (and did not when it had been dispelled), and later experimentation proved that protection from evil also ended the manifestation prematurely.

325. God Never Shuts Up Some lose their faith because their god never speaks to them. Yours is shaky because yours never shuts up, yammering on about trivial things, or commenting on others in your presence (never audibly to them). Whatever means the greater powers have to communicate their desires to their celestial servants, you've apparently been 'tuned in,' and receive chatter from some presence that appears to be a great god of good. This chatter never seems to involve anything useful, and indeed can be somewhat inane. Any other worshippers of that divinity may be terribly offended by the one-sided conversations you 'pretend' to have with their god, particularly as your personal relationship with that voice over decades of life has left you somewhat casual and irreverent in your tone of address. [Ideally, you shouldn't pick a god for this trait that another PC worships, to avoid any disagreements about tenets of faith.]

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New year, new aasimar traits!

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326. The Man Who Fell to Earth Your features are 'uncanny,' as if someone who doesn't really know much about how humans look or are made assembled one from a composite sketch of a thousand random people. Your features are an unattractive blend of male and female characteristics, your teeth are all identical in size and shape, and your voice sounds like multiple people are talking in monotone at the same time. Your features are all identical, from one side to the next, almost too perfect, and yet 'blend' poorly, so that someone looking at your face generally agrees that your nose and your eyes and your mouth and your chin and your forehead don't 'go together.' The sclera, irises and pupils of your eyes are all equally prominent, regardless of the current light level, somewhat creepy unresponsive. Your torso is perhaps a bit too long, with legs and arms of a more different size, as if you were meant to be taller, but never reached full growth (and, from a distance, people tend to assume that you'll be some combination of taller and more attractive, until you are face to face with them, and they find that neither case is true...). Most unusual, your racial daylight is a sickly yellowish color, with oily hints of green and purple, resembling nothing so much as a bruise. It shines directly up, when cast, like a well of bruise-colored light, so much so that it's been joked that they can probably see it on the moon. Indeed, on days when you have not used that ability, you've been known to sleepwalk at night, invoking your unwholesome light and muttering in an indistinct language as it blinks and pulses oddly, as if creating some sinister 'light signal' to entities living in the dark spaces between the stars.

327. Calendar Man Your traditionally golden metallic skin is covered with ornately curved lines etched deeply into the skin, and culminating in at seven sweeping swirl patterns (left bicep, right shoulder, right forearm opposite the wrist, left shoulderblade, navel (you otherwise have no bellybutton), left thigh, right rear calf), each containing a single hard node of tissue resembling a smooth gemstone, each of the seven colors of the rainbow. At different intervals, lights circle around the patterns and end at one of the spirals, resulting in the 'gemstone' lighting up with a bright flash and a sense of shuddering pleasure, varying in intensity based on how long it's been since that 'node' lit up. One lights up once a day, possibly originally at dawn or noon, at the time and place of your birth, but you've travelled since then and it's pretty much a random time spaced 24 hours apart (and it's the least intense, since it happens so frequently), another lights up once a month, originally at midnight of the full moon (but, again, now off-set by your travels), another once per year on the anniversary of the moment you first drew breath (and it also pulses weakly whenever you hold your breath or suffocate, a fact you discovered during a romantic encounter gone strange). You are not sure about the other four, but one 'goes off' whenever you gain (or lose, or retrain) a level of experience, and the indigo stone on your thigh, you have been told by a diviner of some repute is associated with death, and will probably only flare up at the moment of your death. She expressed a clinical interest in seeing that for herself and you promptly fled. Since she's a well-connected person, accustomed to satisfying her every momentary whim, you've found it necessary to flee not only that city, but, for your own safety, that entire continent...

328. Earth Angel Your body is covered with overlapping flat surfaces of earth and stone, overlapping each other and grating like continental plates. Moss grows across your back and the top of your head, and lichen all along the rest of your body, although you keep it scraped free from your face and it naturally stays clear of the palms of your hands and soles of your feet.

329. Serpent Fire Your golden skin is marked with seven exotic characters, perhaps Vudran or Tien in origin, each dark jade in hue. When you sleep, you do so in a meditating pose, and over the course of about ten minutes, the first glyph, located below your bellybutton, lights up. Perhaps ten minutes later, the second glyph lights up, and so on, until about an hour and a half into your 'sleep,' the last glyph, atop your brow, erupts in a green halo of cool flame that illuminates the area with a golden glow around your sleeping form like a torch. The whole effect is said to be quite striking, but you'll never see it, since you have to be asleep for an hour or so before it happens, and it winks out the moment you become conscious. Still, you practice meditation techniques at odd moments, hoping to someday master a form of moving meditation or waking trance that allows you to awaken enough to see this manifestation of your serpent fire.

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Tis thread seems dead, but I'm not gonna give up on it. Live, damn you, live!

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330. Night Blooming Where others have eyes, you have a pair of moonflowers, pale white (or blue, or purple) in color. When it is bright out, they remain closed up, although you can see normally, but when it becomes dark, the petals unfold and you appear to have enormous 'eyes' from a distance. Moths may be attracted occasionally to sup the sweet nectar from these 'eyes,' but this does not discomfort you, and you barely even notice it. You may have other blossoms growing from vines that replace your hair, or not, but the two on your face are the only ones that function as eyes.

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I claim this thread in the name of Caesar! Or Caesar salad, at least...

331. Martyr-Marked Generations ago, perhaps even centuries ago, an ancestor you never knew your relation to was a wandering mercenary, who stumbled upon members of a kindly faith being overrun by attackers. On a whim, it not being at all in their nature, they dove in and saved the congregation, holding back the attackers long enough for the worshippers to take refuge and escape, but dying in the process. Your ancestor was held up as a martyr to the faith, and now, in a different age, the faithful hold up their example as to how the love of their god(dess) can inspire great acts of sacrifice in even the unlikeliest of souls. The martyr's soul found it's way to the plane of those whose followers it had saved, and has, after much time, ascended to become a celestial of that power. On the night of their ascension, you were conceived to a mortal descendent, whose one husband had died a year and a half ago, and was somewhat surprised to find herself with child, and even more mystified when the mystery child proved to bear the blood of angels. You have grown into the spitting image of your famous martyred ancestor, likely to be recognized from the various iconic imagery of their heroic sacrifice by any faithful of that major religion. (Ironically, you end up looking more like the idealized renditions of your ancestor in iconic religious artwork, than the ancestor actually looked in life...) Due to this obvious resemblance, members of this faith may expect great thing from you, and perhaps be disappointed if you do not live up to their expectations! You also bear the marks of the famous wounds that ended the martyr's life, again, quite recognizable to the faithful (who have a parade on the martyr's day, in which someone dressed up as the martyr has the wounds painted on them with red dye). When you face whatever creatures took the life of your famous ancestor (bugbears? ogres? you decide!), the scars of these wounds, which remain regardless of magical healing (while actual scars of wounds you receive in life never seem to form, leaving only these stigmata to mar your flesh) begin to weep blood. If by some chance, you ever face the actual creature that ended your ancestors life (a creature who has long since died, and now would only exist as an undead, or, in dark contrast to your ancestor, has evolved into a demon, from evil petitioner!), not only would your stigmata fade forever, but also those of your angelic ancestor, their own martyrdom finally 'avenged' by this deed.

332. Angel-Blooded While your hair and eyes are traditional shades, your skin is the bright red of fresh blood (while your blood, paradoxically, is another shade entirely, milk white or metallic silver or gold...). Upriver from where your parents were bathing, a battle between a fiend and a celestial ended in tragedy, with the angel falling bleeding and beaten into the river, tainting the water with angel's blood, which seeped into the flesh of your soon-to-be parents, so that when they conceived a child later that day, it was born visibly affected by the blood of angels. A side-effect of your nature is that blood-drinking insects are initially attracted to you, but upon biting you, are repulsed by the taste of your blood. This sadly does not protect you from being bitten (and larger vermin, like stirges, are quite able to overcome this strange flavor and drink their fill), but can sometimes lead to small insects (such as ticks or mosquitos) falling away dead from the effects of your blood after biting you.


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333. Stigmatorch- Your wounds never fully heal. The scars that remain are always red and tender and seem ready to burst anew upon inspection, although they never do. While this does not affect your Charisma score(which instead dictates how well these wounds sit upon your form), whenever you use your innate ability to create light it instead pours from them, no matter what you do.

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Whoa, thread necromancy! Go Freehold DM!

And 333, no less. Exactly half the number of the beast! :)

334. Necromancy is bad! Whatever celestial entity touched your bloodline had a strong disapproval of necromancy, associating even the non-evil spells of that school with the undead and the foul rites thereof. Whenever you either cast or are subject to a necromancy spell, your normally gleaming metallic skin darkens and is tinged with a patina of rapidly growing verdigris, spreading like a fungus from the point of contact (if affected by a spell) or from your own mouth and hands (if you are personally casting a necromancy spell). The effect is temporary, and fades when the spell does, but casting a necromancy spell with the [evil] tag leaves a tiny trace of the verdigris permanently behind...


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Oh, I see. *takes out defibrillator*

335. Childhood Wonder You are literally an eternal child. During your early life, after you learned to walk but before the age of 10, you stopped physically growing. This didn't stop puberty from doing things like giving you excess hair, developing your brain, or, perhaps, deepening your voice. But to all outside observers, you are a child.

336. Celestial contact You can contact the remnant of angles at sites of holy battles or sites of religious importance. They will give advice or explain the events to the best of their knowledge, depending upon what you ask. Fallen/Evil aasimar can also access fiends or demons that fought at these locations as well. If an Fallen/Evil aasimar contacts an angel, they may not reply if they believe the character will use this information for evil.

337. Immaculate nativity (Female only) You don't give birth. After carrying for 9 months, you enter a secluded location and meditate until the child appears.

338. Water to wine You can turn impure water into a weak watery alcohol, but hate doing so and refuse to do it as a party trick; choosing to use it only for survival. The gods (DM) can/will take this away if you begin to abuse it, however repentance will restore it to you.

I have more ideas, but some are for DND and not pathfinder. I don't know if I would be allowed to post those. Anyway, notice me, I suppose.

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Oh goodness. This thread, again. Still not quite ready to get on the cart...

339. A mix-up at the office Whoever is in charge of these things switched the human plasma and the dog plasma again. You are an aasimar, mechanically, but *appear* to be a classical tiefling. Ruddy skin, twitching spade-tipped tail, black pointy fingernails, wee little fangs, jet-black hair, big curling goat-like horns, slight smell of sulphur and brimstone, particularly when you speak (or cough, and a bit of black smoke emerges). All the classic bits.

It's all terribly annoying, and you are tired of having to explain the situation to torch-and-pitchfork-wielding 'concerned citizens.'


340. ARISE! You wake up at exactly dawn every morning even if you went to bed not long before(you CAN go back to sleep afterwards if you so choose), and when you do you let out a radiant burst of positive energy. If sleeping outdoors you never leave a trace of your passage in the area you sleep in in a roughly 10 foot radius(although this does not mean you cannot be tracked, see below), if sleeping indoors nothing happens beyond the glow and the effect you have on others. People within your immediate vicinity(10 foot radius of where you slept) gain a single hit point of healing above their normal ones and a +1 bonus on any saves they are making at that exact moment(merciful DMs may allow characters fighting off disease to make that save at that moment). Men, young and not, experience a certain...*ahem* sign of life as if they were at the zenith of their early vitality, women experience a subtler burst of youthful health as their cycles continue one day forward as per their contact with you even if their cycles have are intentionally irregular or unintentionally so or have ceased due to age(though not injury or surgery). Animals and plants that greet the sun treat you as if you *were* the sun the very first time they pass within 10 feet of you(thankfully only once, but it can sometimes make you easier to track within 24 hours of your passage, the DM is encouraged to be creative but fair to the player on this). "Morning" people love you, those who prefer to wake up later in the day tend to dislike you(although maybe not the effect you have on them).

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

341. Everybody Poops Except You You don't poop or pee. That's it. You can still eat, and the food gets digested, and then goes away. Best not to question it.


342: venomous

You descend from a venom using celestial, such as a thyrlien azata, and have venomous saliva. The toxins are usually too weak to do any meaningful damage, though exposure might cause some kind of mild side effect

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343. Hostile Resistances. Your body reacts to acid, cold and electricity in an unusual fashion, growing hotter as the environment grows colder (and momentarily becoming almost red-hot to the touch when effected by a damaging cold attack), developing potent alkaline sweat when subjected to acid (resulting in an acrid-smelling cloud and much fizzling), and generating a counter-current when struck by electricity (with a thunderous popping and crackling sound). This effect does not cause further damage to anyone in the area, or increased resistance for yourself, only provides a spectacular display whenever your 'celestial resistances' engage.


344. Heaven-Cent While most heavenly servitors are associated with going without or keeping the scales just balanced, you are associated with plenty. You can produce a gold coin once a day, but only once per person who asks it of you. The coins are mundane in every way, and seem to exist but one at a time, and go a great length to absolve(or, if the aasimar is in fact evil, cause) great suffering. The player and DM are encouraged to work together on this part of the character's story, but any abuse of the power should shift the consequences to the character.

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345. Doe-eyed The agathion or azata influences that have sept into your bloodline have left you with the soft dappled coat of a fawn, floppy ears and antlers. And, oh, so many antlers! It started on your head, the usual place for such adornments, but by adulthood, you also had a pair of antlers on your shoulders, and nubs suggesting that new ones were growing in on your hips, wrists and ankles. You have found that you can 'grind them down' and prevent them from growing, which is handy for the hip-antlers in particular (which make wearing pants difficult) and the ankle-antlers (difficult to wear boots with those). Your head antlers have only a few 'points,' and it seems that they grow a new branch for each decade of your life, but your shoulder antlers, oh, that's where the fun happens, because you seem to grow a new set of points for your shoulder-antlers every even level (they first sprouted when you hit 2nd level, then grew their first set of branches at 4th).

You dread being an old person of high level, with a crown of many decades over your head, and the weight of great experience hanging from your back...


346. HERE I AM You are an assimar in name only 23 hours out of the day, looking incredibly ordinary(maybe even a little homely). But one hour out of every day(usually highsun, or the time the character was born, but can be midnight, sunset or any time the player chooses), your heritage bursts forth in an unmistakable display of power. You have an extra use of the daylight ability as you shine like a beacon uncontrollably at that time, your hair becomes long, healthy and luminous regardless of length, your skin becomes the color of a precious metal, your eyes the color of distant stars. Your clothes compliment your heritage even if you are wearing roughspun rags, and you seem a full 6 inches taller. You add half your character level to all social interactions during that time but once the effect ends, the people you spoke with are often refuse to believe you are the one they spoke with unless they know of your secret identity,as it were. Those who find out may or may not be kindly towards you afterwards, feeling you are some kind of fraud or freak of nature, and you may take a penalty to social interactions with them until they come to terms with you.

RPG Superstar 2009 Top 16

347. BE NOT AFRAID Your body is surrounded by multiple cris-crossing halos of intensely staring, lidless eyes. Upon first interaction, any individual without a level in a divine class needs to make a Will save (DC 10+ your Character level) or be Shaken from being in your presence.


348. Fine Then, I'll do it Myself. Some aasimar are given objectives. Responsibilities they are sent to the earth from. Yours has been recently given to you and you must now venture out to right the wrong. Perhaps it's a people enslaved, an injustice to a lower class, or something else. No matter what it is, you're tired of hearing about it and are called to fix it.

349. How did I get Here? Your celestial lineage makes the world your oyster. Too much, sometimes. When you rest, there is a 10 percent chance your consciousness wanders to another location on your planet. While there you can see and hear as normal. No one can see you unless they are under the effect of See Invisibility or a similar effect/trait. If you take damage the projection immediately ends. You may interact with anything around you while in this state. However, the more you physically interact with the world the more you begin to fade in your original area. After enough interaction with the world, your body fades from its original location and is completely teleported to your current projected location.


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350. Sweet shade You are an aasimar, but you are not associated with the sun, per se, so much as the clouds and other things that block it, sometimes offering relief from the heat. As a result, your abilities are a bit unique. The daylight you produce is muted and carries a hint of approaching rain, which can sometimes surprise creatures sensitive to sunlight, especially in close quarters.

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