The Aasimar
Properties
Attributes: Raise all to at least 13
Favored Skills: Diplomacy, Perception
Size: Medium
Type: Native Outsider
Movement: 9m
Features
Heavenly Illumination: All assimars may emit an aura of light, which provides bright light within 18m. An aasimar may turn this light of and on as a standard action.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Darkvision: You possess darkvision 18m.
Racial Powers
Lesser Racial Power: Within the aura of light of an aasimar all allies of the aasimar receive the assimars level additional points of healing when being healed from any effect that requires at least a standard action and +2 bonus on will saves. This works also when using the heal skill for long term care or stabilization.
Moderate Racial Power: The aura of the aasimar lessens penalty to d20 rolls from negative conditions by 2.
Feats: Angelic Blood, Angelic Flesh, Celestial Servant, Expanded Resistances, Heavenly Radiance
Subraces
Cherubim
Attributes: +2 to Charisma
Musical: All sound based effects have their DC heightened by one.
Small: You are small and thus gain a +1 size bonus to your AC, a +1 size bonus on attack rolls, a -1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Furthermore, your HPR is reduced by one.
Greater Racial Power: A Cherubim gains another use of their Ultimate ability:
Feats: Angelic Wings
Ishim
Attributes: +2 to Wisdom
Godspawn: Ishim receive half their level to AC.
Greater Racial Power: The Ishim gains another use of their Ultimate ability:
Feats: Angelic Wings
Nephilim
Attributes: +2 to Strength
Powerful Build: Your strength counts as 2 higher for anything except attack rolls, AC and DCs. Every three levels the bonus increases by 1.
You count one size category larger to qualify for feats that depend on d20 powerful build, such as rock hurling.
Greater Racial Power: A Nephilim gains another use of their Ultimate ability which they may activate as a swift action:
Feats: Big Foot, Power House
Seraphim
Attributes: +2 on Constitution
The Burning One: A seraph may wreathe his melee weapons or natural attacks in sacred flame at will as a swift action, allowing them to do extra fire damage equal to half his constitution modifier. He may dismiss these flames as a free action.
Fire Resistance: All seraphs have fire resistance 10.
Greater Racial Power: A Seraphim gains another use of their Ultimate ability:
Feats: Angelic Wings