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:

Voice of the Heavens: As a full-round action the Cherub can start a heavenly choir. All enemy creatures within 27m must succeed a charisma based fortitude save. If they fail the save they are paralyzed until the music ends. The Cherub has to concentrate on the music to keep it up. The song ends after 1 turn per level or when the concentration is broken.

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:

Awestruck: As an immediate action all enemy creatures within the Ishims aura must succeed a wisdom based will save if they perform any hostile action. If they fail the save they are paralyzed until awestruck ends. Creatures without visual senses are immune to this effect. After activating this aura keeps functioning until the aasimar or an ally of the aasimar performs a hostile action. After one minute awestruck ends on its own.

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:

The Fall: At the start of the Nephilims turn, the Nephilim gains an bonus attack at full attack bonus and up to 3m movement which must be performed versus any creature within their reach. Determine a creature at random that is reachable with the Nephilim moving at most 3m. The Fall is stays active for 3 turns.

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:

Burn the Heretic: This ability can be activated as free action. For three turns all fires within the seraphims aura stop dealing damage to creatures with the good descriptor and deal divine damage versus those with the evil descriptor.

Feats: Angelic Wings