The Aasimar
Properties
Attributes: +1 to all
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.
Supernatural: Nearly all assimars have supernaturally good stats. E.g. none below 12. When a player wants to create an aasimar he has to fix that problem with the DM.
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 capstone 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 capstone ability:
Feats: Angelic Wings
Nephilim
Attributes: +2 to Strength
Powerful Build: Your strength counts as 2 higher to calculate damage, bull rush push distance and lifting capacity, but not for anything else. Every three levels this increases by 1.
Greater Racial Power: A Nephilim gains another use of their capstone 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 capstone ability:
Feats: Angelic Wings