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The Aasimar/Half-Celestial Transition

The Aasimar/Half-Celestial Transition 

An aasimar is born with a touch of the divine and a +1 level adjustment. Aasimars who wish to become half-celestials can do so in just three levels instead of the normal four that the standard template class requires.

Table SP-26: The Aasimar/Half-Celestial Transition 

LevelCRSpecial
1st*Str +2, Con +2, natural armor +1, disease immunity, poison resistance, resistance (acid 5, cold 5, electricity 5), spell-like abilities, spell resistance (lesser)
2nd**Str +2, Dex +2, Int +2, damage reduction, smite evil, spell-like abilities (greater)
3rd**Con +2, Wis +2, Cha +2, resistances (acid 10, cold 10, electricity 10), spell-like abilities, spell resistance (greater), wings (fly speed equal to double base speed, good maneuverability)
*A 1st-level aasimar/half-celestial with fewer than eleven character levels has a CR adjustment of +1. One with eleven or more character levels has a CR adjustment of +2.
**A 2nd- or 3rd-level aasimar/half-celestial with fewer than five character levels has a CR adjustment of +1. One with five to ten character levels has a CR adjustment of +2. One with eleven or more character levels has a CR adjustment of +3.

Aasimar/Half-Celestial Transition Class Features

All of the following are class features of the aasimar/half-celestial transition class.

Ability Score Changes: The indicated ability score increases or decreases by the amount noted.

Natural Armor Improvement: At 1st level, the character's natural armor bonus increases by +1. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +1 at 1st level.

Disease Immunity (Ex): An aasimar/half-celestial is immune to all diseases.

Poison Resistance (Ex): An aasimar/half-celestial has a +4 racial bonus on Fortitude saves against poison.

Resistances (Ex): At 1st level, an aasimar/half-celestial gains acid, cold, and electricity resistance 5. When she reaches 3rd level, each of these resistances increases to 10.

Spell-Like Abilities: Starting at 1st level, an aasimar/half-celestial with an Intelligence or Wisdom score of 8 or better gains spell-like abilities. The exact abilities gained depend on her character level and level in the transition class, according to the following table. In each case, the caster level equals the aasimar/half-celestial's character level. Save DCs, where applicable, are Charisma-based (10 + spell level + aasimar/half-celestial's Charisma modifier).

Minimum Transition
Class Level
Minimum
Character Level
Spell-Like Abilities Gained
1st1stBless 1/day, protection from evil 3/day
3rdAid 1/day, detect evil 1/day
7thHoly smite 1/day, remove disease 1/day
13thHallow 1/day, holy aura 3/day
2nd5thCure serious wounds 1/day
9thDispel evil 1/day
15thMass charm monster 1/day
17thSummon monster IX (celestials only)
3rd5thNeutralize poison 1/day
11thHoly word 1/day
19thResurrection 1/day

The character gains each spell-like ability as soon as she meets both qualifications for it. Spell-like abilities are cumulative.

Spell Resistance (Su): At 1st level, an aasimar/half-celestial gains spell resistance equal to her character level (maximum 25). At 4th level, her spell resistance increases by +10 (maximum 35).

Damage Reduction (Su): A 2nd-level or higher aasimar/half-celestial has damage reduction 5/magic if her character level is 11th or lower, or damage reduction 10/magic if her character level is 12th or higher. An aasimar/half-celestial treats her natural weapons as magic weapons for the purpose of bypassing the damage reduction of other creatures.

Smite Evil (Su): Once per day, an aasimar/half-celestial of at least 2nd level may attempt to smite an evil creature with one normal melee attack. This attack deals extra damage equal to her character level (maximum +20) against an evil foe. If she accidentally smites a creature that is not evil, the smite has no effect but is still used up for the day.

Wings (Ex): At 3rd level, an aasimar/half-celestial grows birdlike wings, which she may use to fly at up to double her base land speed with good maneuverability.

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