Variant Aasimar Heritages
Most aasimar possess a fixed variety of ability scores to reflect their fiendish heritages, regardless of the actual source of their divine traits. GMs might grant their aasimar NPCs or players variant ability modifiers based on their divine ancestries. At the GM’s choice, such heritages might be determined deliberately or randomly.
1d10 Heritage Adjustments
1-2 Agathion +2 Strength, +2 Wisdom, -2 Intelligence: The scions of the beast-aspected agathions demonstrate great strength of body and will, but are not known for their organization and planning.
3-4 Angels +2 Constitution, +2 Charisma, -2 Wisdom: The children of angels are known for their natural magnetism and supernatural hardiness, but they are quick to act without contemplating their actions.
5-6 Archons +2 Strength, +2 Charisma, -2 Dexterity: Archon-blooded children often carry on the defense of the world against the forces of evil with strengthened bodies and personalities, their rigid devotion to their cause makes them physically less flexible as well.
7-8 Azata +2 Intelligence, +2 Charisma, -2 Dexterity: Gatherers of tales and singers of stories, the children of azata are clever and manipulative, but they lack the grace of some other aasimar.
9-10 Djinni +2 Dexterity, +2 Charisma, -2 Intelligence: Grace and style are trait or those aasimar who have a hint of air genie blood. They tend to rely on their natural agility and charm over intellect.
Admittedly, the Tiefling Heritage variant published by Paizo had 10 options, but there are not a lot of “good” outsider races and djinni is really stretching the definition of aasimar, though I might have been able to use rakshasa because they are reference to good rakshasa in mythology.
Are there more good outsider races to provide aasimar parentage that I'm missing that I need to add to my collection?
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