
deinol |

my thing is the tiefling, like the main playable races, has a whole book not a section in a larger book.
Which book do they have? Did they announce a Tieflings of Golarion while I wasn't looking? Or are you referring to the one article in the Council of Thieves AP?

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jeuce wrote:my thing is the tiefling, like the main playable races, has a whole book not a section in a larger book.Which book do they have? Did they announce a Tieflings of Golarion while I wasn't looking? Or are you referring to the one article in the Council of Thieves AP?
They actually have an entire book to themselves. I've long since forgotten the name of it, but I know it exists.

deinol |

They actually have an entire book to themselves. I've long since forgotten the name of it, but I know it exists.
A Paizo book for Pathfinder? Or a 3PP book? Because I own every Pathfinder book by Paizo, and a Tiefling book isn't among them.
There is Green Ronin's 3.5 book, but they did one on Aasimar as well (and then combined the two into a single book.)

April Bowen |
Been wanting aasimar heritage options ever since the tiefling options came out. Here's hoping they cover a wide range. They totally got robbed of their potential weirdness in 3.x.
Yeah, I've always thought it was odd that Tieflings get weird appendages/tails/horns, but Aasimar were just...normal looking baring odd coloration. Actually their coloration isn't even that odd. They should have odd physical characteristics to, like feather hair, wings on their feet/head, or something.

TheWarriorPoet519 |

Mikaze wrote:Been wanting aasimar heritage options ever since the tiefling options came out. Here's hoping they cover a wide range. They totally got robbed of their potential weirdness in 3.x.Yeah, I've always thought it was odd that Tieflings get weird appendages/tails/horns, but Aasimar were just...normal looking baring odd coloration. Actually their coloration isn't even that odd. They should have odd physical characteristics to, like feather hair, wings on their feet/head, or something.
They should have the OPTION to have those things.
I'd also prefer if there was an option for both Aasimar's and Tieflings to appear completely human, but for that certain undefinable touch of something... Else.

deinol |

It's because angels and devils in the game are loosely based on Christian mythology. Humans are reflections of God, and angels are a step between. So most of the angels and divine outsiders look like prettier humans. Demons and devils are twisted and bestial, looking less and less human.
We do need more good outsiders that look less human. Do treant's get to have angels? Maybe we'll get some new interesting ones with all the Tian stuff. Angelic beings in Asian myths are often animals in form.

Realmwalker |

It's because angels and devils in the game are loosely based on Christian mythology. Humans are reflections of God, and angels are a step between. So most of the angels and divine outsiders look like prettier humans. Demons and devils are twisted and bestial, looking less and less human.
We do need more good outsiders that look less human. Do treant's get to have angels? Maybe we'll get some new interesting ones with all the Tian stuff. Angelic beings in Asian myths are often animals in form.
There are several descriptions of angels in the Bible and a few not even remotely human looking three faces, animal looking, multiple sets of wings, eyes like torches arms of bronze, voices of thunder etc. Using the christian representation of Angels for Aasimars it should give them as much a varied appearance as Tieflings

Anguish |
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This is about as far as a previous discussion got. I fleshed it out rather a lot and it's seen some use since, but it never got finished.
Aasimar of Gollarion – Alpha 1
Variant Aasimar Heritages
Angel (Standard Aasimar are assumed to have angelic parentage)
+2 Wis, +2 Cha
Azata
+2 Dex, +2 Int
Archon
+2 Str, +2 Cha
Agathion
+2 Con, +2 Wis
Titan
+2 Str, +2 Con
Lillend
+2 Dex, +2 Cha
Variant Aasimar Abilities
The blood of aasimar is of many varied backgrounds. Given that sometimes multiple generations between contact with planar parents and the aasimar may take place, it is difficult to predict what abilities a particular child might exhibit. The abilities presented here replace an aasimar’s daylight spell-like ability, with a caster level equal to its class level.
d% Ability
1 You gain the ability to understand and speak with all creatures. You possess the truespeech ability of your angelic forbearers.
2 You have feathered angelic wings that grant you a +2 racial bonus to Acrobatics checks made to jump. In addition, you can use you wings to save yourself from a fall, no matter the height. If you were to become unconscious your wings automatically stiffen in an open position negating all but 1d6 of falling damage. These wings are not strong enough to allow you flight or gliding.
3 You gain immunity to petrification of any sort.
4 When attacking an evil outsider or evil undead you deal +1d4 points of damage.
5 Once per day your eyes can emit a ray of light that deals 2d12 points of damage, this bypasses all damage reduction.
6 Once per day you may change into any canine form as though using beast shape II.
7 Your body is covered in a feathery down. This effectively masks your true physical size and precise shape, granting you a +2 bonus to CMD.
8 A divine power considers you a favourite great-great-great grand-child and subtly provides aid when you most need it. You suffer only a 40% miss-chance against creatures with full concealment, including those who are invisible.
9 Your spirit is less bound to your home plane than your body. This allows you to use a teleportation effect once per day to relocate yourself up to 30ft as a swift action. This requires line-of-sight and is a Supernatural Ability.
10 You are non-existent to fey. They cannot see or hear you and will generally never attack you. If a fey attempts to move into your space (or vice-versa), it becomes aware of an obstruction and may become curious or angry, but cannot understand your nature.
11 Gravity doesn't have the same attraction for you that it does for other mortal creatures. You weigh 1/10th what you should. This reduces the DC for Climb checks you make by 5 and grants you a +2 bonus to Acrobatics checks to jump.
12 Distant ancestors were committed to holy war against fiends and your body has racial memories of this. You are proficient with all martial weapons.
13 Your body repels water and you can never become wet (strangely, this trait extends to your clothing as well). A side-effect of this already unusual ability is that you cannot drown in water - you simply do not need to breathe when immersed.
14 People find your appearance comforting and are disarmed around you. When making Bluff checks, you may roll 2d20 and take the better die of the two as your result.
15 It is phenomenally difficult for you to become inebriated, intoxicated, or otherwise mentally unclear. You gain a +2 bonus against all mind-affecting effects.
16 When traveling by foot, tracks you leave behind vanish 10 minutes after you make them.
17 Your proprioceptive sense is highly unusual and your sense-of-self can be cast outside of your body at will. You may look around 90-degree corners up to 5ft away from you as if you had ducked your head around.
18 Your body repels those of opposed faiths, granting you a +4 deflection bonus to your touch armor class against melee touch attacks made by creatures who oppose your alignment on one or more axes.
19 Mother always knew you were special. Her doting care has left you more confident than most others, granting you a +2 morale bonus to one Strength or Dexterity-based skill you select at 1st level.
20 You are what you are. A reincarnation spell always creates a body identical to your original.
21 Everyone who looks at you sees a different face which subconsciously reminds them of someone they have fond memories of. You never be accurately described. Thus nobody can identify you unless they have seen you before. (This for instance makes it very difficult to hire an assassin to kill you, or send a guardsman to arrest you, or a messenger to deliver something to you.)
22 There is a touch of immortal blood within you. Once per day you may defer any amount of normal damage you take from a single attack or spell until the end of your next round (or current round, if taking damage during an attack of opportunity).
23 Your skin gives off a mild electric current. Any creature that attempts to use the swallow whole ability on you vomits you up one round later. Also, creatures larger than you take 1d4 electricity damage any time they bite you. Strangely, smaller or same-size creatures are unaffected by this energy.
24 Writing, including magical writing, has atypical behaviour around you. Attempts to erase or obscure non-magical writing within 30ft of you unexpectedly fail. Additionally, any scroll you cast has a 10% chance to not be consumed, remaining completely usable thereafter as if having never been cast.
25 Cursed items have no effect whatsoever on you. When handling such an item, you feel an empathic sense of intense frustration emanating from the object.
26 Spirit brothers and sisters you cannot see are frequently trying to help you. Once per day you may roll a skill check for one skill, and treat that skill as if it was a class skill which you had maximum ranks in. You select which skill to apply this ability to at the time of rolling.
27 Nobody expects the Chellish Inquisition. Once per day you may substitute a sense equivalent to discern lies in place of a single Sense Motive roll.
28 Your presence projects deeply into adjacent planes, anchoring you. You cannot be successfully subjected to a Bull Rush.
29 You always know when someone within a mile of you speaks your name. Additionally, you telepathically "hear" the next five words that person speaks. This does not give you the ability to understand the language spoken if you don't already have it.
30 Once per day as a standard action you may summon a swarm of doves. This swarm surrounds and follows you for one minute per class levels you possess and functions in all ways as obscuring mist with two exceptions. First, you can always see through the swarm unimpeded. Second, the swarm is unaffected by winds. The swarm remains vulnerable to such spells as fireball, the application of which leaves a rather depressing sight involving tiny charred avian bodies and peaceful incinerated birds for your benefit.
31 You may channel energy once per day but are limited to positive energy to heal living creatures. Treat your number of hit dice as cleric levels for purposes of determining the damage healed.
32 What's inside you isn't quite the same as most mortals. You may ignore bleed damage for a number of rounds per day equal to your Constitution modifier (minimum 1). These rounds need not be consecutive.
33 At times of intense stress, your body may become limned in a holy light and strange sounds not unlike that of a choir surround you. This is naturally distracting to others. Once per day upon rolling for initiative, you may roll 1d8 and apply it as a penalty to one other creature's initiative roll. This ability can be used on friends or foes alike, but the creature selected must be able to hear or see or the ability has no effect and is consumed nonetheless.
34 You may consciously control the glands responsible for pheromone release. This allows you to avoid being tracked by scent if you so wish. Additionally, you may release scents pleasing to animals. If you succeed at a Knowledge (nature) check with a DC equal to 10 + the target creature's CR, it starts off an encounter one step friendlier towards you than it normally would.
35 A sixth sense allows brief flashes of insight regarding your surroundings. Once per day you may close your eyes as a free action and gain blind-sight to a distance of 40ft. This ability lasts for one round, during which you must keep your eyes closed.
36 Your hands are imbued with a touch of the heavenly planes your ancestors hail from. This grants you access to a personal extra-dimensional space that you may store a single object in. The stored object may be no larger than a weapon sized appropriately for you and may not be a living or deceased creature, undead, or construct. Storing or withdrawing the stored object is a swift action that does not provoke attacks of opportunity. This extra-dimensional space is accessible to you wherever you are, but you must be able to reach into it to store or withdraw an object.
37 Due to your unusual heritage, you form a deep bond with the creatures you meet. Once per day you may send an image of whatever you see as a mental snapshot. This snapshot may be sent to any willing creature you have ever met, as long as they are on the same plane as you when you attempt this sending. The recipient retains a perfect memory of what you send them, allowing them to recall and describe it afterward as if they were looking at a perfect painting.
38 You have perfect pitch and a versatile voice to die for. This grants you a +2 bonus on Perform (sing) or Perform (oratory) checks (you choose one at 1st level) and gives you the ability to perfectly imitate the voice of any humanoid creature you have heard speak.
39 Much to your parents' dismay, you have always had an unnaturally hearty set of lungs. Once per day you may shout, performing a Sunder attempt and add your Charisma bonus (if any) to your CMD for this attempt. This ability does not provoke attacks of opportunity even if you lack the Improved Sunder feat. This is a verbal effort, not using any wielded weapon.
40 Fate itself seems to conspire to protect you for reasons you are too wise to question. Whenever reduced to less than zero hit points (but not killed), at the start of your turn each round, you heal one hit point of damage. This healing ceases once you are brought to 0 hit points or more by any means.
41 There is something deeply abnormal about your connection to the material plane. While you appear completely normal outwardly, you and all your gear are invisible to scrying effects. Your area can be remotely observed, but you and your actions remain completely unobservable to the person attempting to spy on you.
42 Recorded in no tome, documented in no library, and spoken by no mortal exists a language so primal that it is literally the language of the creation of all things. You unconsciously tap knowledge of that language. Whenever using the Craft skill, you gain a +5 bonus to your checks. Additionally, if you fail a check by 5 and would normally ruin materials, you may re-roll your check once. If you fail your check the second time, the standard consequences apply as your ineptness momentarily reaches cosmic proportions.
43 You have an unusual affinity for and understand of inanimate objects. Once per day you may whisper soothing words of consolation to a damaged object you hold. This process requires one minute of concentration and repairs the item in question as per the make whole spell. This cannot be used on constructs or on intelligent magic items.
44 You have access to a universal language of truth. Once per day you may use any ability that is normally language-dependent (such as casting command) while muttering in tongues and your target understands you as if you shared a language. This ability does not function when used with targets that have no language or are otherwise unable to understand you (for instance if they are deaf).
45 Creatures exude a sense of identity which appears to you as a tangible and readable aura. Upon seeing any creature within 30ft you may use a swift action to learn that creature's name. In the case of a creature with more than one name (or title for instance), you learn only their most commonly used name. This ability has no additional utility - for instance not giving you the ability to discern illusions due to lack of name; in this case you would learn the name of the creature the illusion represents.
46 Deep in your ancestry lies a divine warrior of the holy host. As a swift action you may imbue one held weapon with the flaming property for one round. You may use this ability once per day for every class level you possess.
47 Your body can emit a flash of brilliant holy light. Once per day as a free action you may create a blinding burst of light centered upon you. This light causes sighted creatures within 5ft of you to reflexively avert their gaze, allowing you to avoid attacks of opportunity for 5ft of your movement. This may be used at any point during your movement.
48 One of your progenitors was the divine* soul responsible for inventing the hideous laughter spell and you have inherited a fraction of their brilliance. Once per day you may afflict one creature with 30ft with hideous hiccups as a standard action. The afflicted creature suffers a -2 penalty to attack rolls and suffers a -10 penalty to concentration checks involved with casting spells that have verbal components. This ability lasts one round per class level you possess.
*Note: some believe hideous laughter and your special variant are in fact of diabolic nature. You know better.
49 You occasionally exhibit a benign stigmata. Once per as a swift action you may trigger this. Your wrists begin to bleed though no visible wound exists. You may proffer your wrist to another living creature who may drink of your lifeblood, gaining Fast Healing 1 for one round per class level you possess. Once you reach 10 hit dice, the rate of healing doubles to Fast Healing 2.
50 Creatures of angelic background suffer the stereotype of being less physically passionate than their fiendish counterparts. You are an exception to the generality. Once per day you may bestow a passionate kiss upon a willing recipient. This kiss automatically removes a single negative level the recipient suffers that was inflicted by a succubus' energy drain ability within the last 24 hours.
51 You are not anchored in time in the same manner as most mortal creatures. As such, once per day when rolling initiative you may roll an additional die (same as your largest hit-die) and treat the sum as your initiative roll. You may choose to use this ability after seeing the result of your d20 roll.
52 Sometimes ignorance is bliss. Once per day you may cause a single creature within 10ft of you to fall asleep as per the sleep spell with no limitation on maximum hit dice. This ability may not be used in combat situations. If your target fails its Will save, it falls asleep for one round per class level you possess.
53 You have a dove companion. This functions as a wizard’s familiar would.
Aasimar Feats
Celestial Heritage
You possess a strong tie to your celestial ancestors, granting you favourable abilities.
Prerequisite: Aasimar, must be taken at 1st level
Benefit: Your celestial bloodline proves particularly strong, being tied to a particular celestial race. Rather than taking an aasimar’s usual racial ability modifiers, choose one of the aasimar heritage modifiers presented above. In addition you may roll on the Variant Aasimar Abilities table three times and choose the most favourable ability.
Tight Grip of Fate
The powers that spawned you have a plan and expect you to be instrumental in this plan. Your blood has unusually high saturation of celestial power.
Prerequisite: Aasimar
Benefit: You gain access to a second ability from the Variant Aasimar Abilities table. Roll an additional percentile and add the resulting ability. If you have the Celestial Heritage feat, you may roll three times and choose the most favourable ability.

Lanx |

You are quite right. But the image of angels in most people's minds are more influenced by renaissance art than descriptions in the bible.
Now I want an Aasimar with burning leaves in his hair.
Naaah, better a fat naked baby with tiny white wings ... :P

Azure_Zero |

where is the other 47 Variant Aasimar Abilities?
here's some
54: Angels presence, +2 CHA
55: Angels Wisdom, +2 WIS
56: Angels Inteligence, +2 INT
57: Heavenly DR, DR 2/Evil
58: Angels Aura, you radiate an aura of peace and compassion, +2 on Diplomacy checks.
number 39 is not complete, it does not list what the damage is.

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TheWarriorPoet519 |

TheWarriorPoet519 wrote:I'd also prefer if there was an option for both Aasimar's and Tieflings to appear completely human, but for that certain undefinable touch of something... Else.Like this?
More in a "There just seems to be a certain sense of Greatness or Vileness about them" kinda way, similar to the way Aragon would suddenly seem to look Kingly and noble when he was throwing his weight around in The Lord of The Rings. Aasimar's just seem to stand taller, they exhude a sense of strength of will and spirit. They are the sorts of once-in-a-lifetime individuals that men will follow.
Though that's an option too.

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Mikaze wrote:Been wanting aasimar heritage options ever since the tiefling options came out. Here's hoping they cover a wide range. They totally got robbed of their potential weirdness in 3.x.Yeah, I've always thought it was odd that Tieflings get weird appendages/tails/horns, but Aasimar were just...normal looking baring odd coloration. Actually their coloration isn't even that odd. They should have odd physical characteristics to, like feather hair, wings on their feet/head, or something.
They can have halos according to the entry in the beastiary.

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April Bowen wrote:wings on their feet/headWhat about wings on the heinie?
I'm okay with that, wouldn't be the first, or last, character I've seen with that.
Also: I didn't say it would be an Aasimar, in the form of a burning wheel with 19 eyes, because that's clearly more than "a little" angelic blood in the.... veins, or whatever a burning wheel with 19 eyes' equivalent to a circulatory system might be.

KaeYoss |

Also: I didn't say it would be an Aasimar, in the form of a burning wheel with 19 eyes, because that's clearly more than "a little" angelic blood in the.... veins, or whatever a burning wheel with 19 eyes' equivalent to a circulatory system might be.
I'm not sure Pathfinder is right for that. It's not a game of thrones, after all...

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Kais86 wrote:I'm not sure Pathfinder is right for that. It's not a game of thrones, after all...
Also: I didn't say it would be an Aasimar, in the form of a burning wheel with 19 eyes, because that's clearly more than "a little" angelic blood in the.... veins, or whatever a burning wheel with 19 eyes' equivalent to a circulatory system might be.
I'm not entirely sure what that means.

KaeYoss |

KaeYoss wrote:I'm not entirely sure what that means.Kais86 wrote:I'm not sure Pathfinder is right for that. It's not a game of thrones, after all...
Also: I didn't say it would be an Aasimar, in the form of a burning wheel with 19 eyes, because that's clearly more than "a little" angelic blood in the.... veins, or whatever a burning wheel with 19 eyes' equivalent to a circulatory system might be.
It was a pun. The crazy angels that are described as a wheel within a wheel, with many eyes on the "rim" are named Thrones. So a game that features them could be called a game of thrones.
A Game of Thrones is also the name of the first A Song of Ice And Fire novel.

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It was a pun. The crazy angels that are described as a wheel within a wheel, with many eyes on the "rim" are named Thrones. So a game that features them could be called a game of thrones.
A Game of Thrones is also the name of the first A Song of Ice And Fire novel.
Oh, I'm familiar with A Game of Thrones, but I didn't know that variant of angel was also called a Throne. I'd still like to play one, even if it's just an NPC.
I blame Hellboy, who is a half-fiend, with the hand of a god attached to his arm. Oddly, his power probably comes from heaven, as he's been shown to be classified as a Saint, probably taking the old 3.5 Saint template/class/whatever it was.

Anguish |

where is the other 47 Variant Aasimar Abilities?
I know it's a wall of text but I did mention that the project never was finished. I ran out of steam, frankly. It started as a discussion on these forums and I ran with it offline, lengthening it rather quite a bit. Anyone's free to do anything they like with it.
here's some
54: Angels presence, +2 CHA
55: Angels Wisdom, +2 WIS
56: Angels Inteligence, +2 INT
In my opinion, those are all quite a bit more powerful than the rest, and for replacing a 1/day daylight casting. That said, I'm not double-checking the Tiefling traits to see if there are stat boosters there. If there are, great... I'm wrong.
57: Heavenly DR, DR 2/Evil
58: Angels Aura, you radiate an aura of peace and compassion, +2 on Diplomacy checks.
That's more on-target balance-wise. Could also have something that lets you treat wielded weapons as Good for purposes of bypassing DR for a certain number of rounds per day, maybe as a swift action.
number 39 is not complete, it does not list what the damage is.
39 Much to your parents' dismay, you have always had an unnaturally hearty set of lungs. Once per day you may shout, performing a Sunder attempt and add your Charisma bonus (if any) to your CMD for this attempt. This ability does not provoke attacks of opportunity even if you lack the Improved Sunder feat. This is a verbal effort, not using any wielded weapon.
Damage? Okay, to be fair these are more my notes than anything else and I never made a final ambiguity pass. This ability gives a bonus to the CMB (note the typo in the original text) and lets you do so without provoking. That said, I'd agree with what deinol said as a general ballpark. Maybe a d6.

Azure_Zero |

Azure_Zero wrote:here's some
54: Angels presence, +2 CHA
55: Angels Wisdom, +2 WIS
56: Angels Inteligence, +2 INTIn my opinion, those are all quite a bit more powerful than the rest, and for replacing a 1/day daylight casting. That said, I'm not double-checking the Tiefling traits to see if there are stat boosters there. If there are, great... I'm wrong.
Quote:
57: Heavenly DR, DR 2/Evil
58: Angels Aura, you radiate an aura of peace and compassion, +2 on Diplomacy checks.
The +2CHA is number 9
the +2WIS is number 90the +2INt is number 46
DR 2/Cold iron is 68
as for assimar number 39, add it reduce the target item's hardness by 10 for this sunder attempt.

KaeYoss |

KaeYoss wrote:Oh, I'm familiar with A Game of Thrones, but I didn't know that variant of angel was also called a Throne.It was a pun. The crazy angels that are described as a wheel within a wheel, with many eyes on the "rim" are named Thrones. So a game that features them could be called a game of thrones.
A Game of Thrones is also the name of the first A Song of Ice And Fire novel.
Indeed they are. Another name for them is Ophanim (singular Ophan). They're from the First Sphere, i.e. rather high-ranking angels from the Christian angelic hierarchy.
That hierarchy also has Cherubim, also in the First Sphere, but don't confuse them with those chubby little angels who shoot love arrows at people: The original cherub has four heads (man, bull, lion and vulture).
Yes, they had some messed up stuff back there. So whoever thought Bayonetta had crazy-looking enemies - they were actually inspired by the real deal.
Oh, and Thrones don't have but 19 eyes. It's hundreds.
And now I'm imagining how you can have one of those as your ancestor. I'm drawing a blank.

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@Kaeyoss: I wasn't planning on it being an ancestor, but the character itself. I like saying this, so even though I hate repeating myself, I'm still going to say it again:
Anyway, it's a supernatural creature trying to breed with a creature that tries to breed with everything (yes, including that), so it likely happened at one point or another.
I was never concerned with the trippy bad guys in Bayonetta, I was more concerned with the thought that "This woman is ostensibly human, she's just a witch, certainly not the crone type, but those legs are clearly not natural." You want trippy bad guys, play Earthbound, Cups of Hot Coffee and Trees are freaking terrifying.