Name | 1st-Level Warrior Aasimar |
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Sorted Name | Aasimar, 1st-Level Warrior |
Family | Planetouched |
Size and Type | Medium Outsider (Native) |
Hit Dice Count | 1 |
Hit Dice | 1d8+1 (5 hp) |
Random Hit Points | 1d8+1 - 1 |
Initiative | +4 |
Speed | 20 ft. in scale mail (4 squares); base speed 30 ft. |
Armor Class | 16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16 |
Base Attack/Grapple | +1/+2 |
Attack | Longsword +2 melee (1d8+1/19-20) or light crossbow +1 ranged (1d8/19-20) |
Full Attack | Longsword +2 melee (1d8+1/19-20) or light crossbow +1 ranged (1d8/19-20) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Daylight |
Special Qualities | Darkvision 60 ft., acid resistance 5, cold resistance 5, electricity resistance 5 |
Saves | Fort +3, Ref +0, Will +0 |
Abilities | Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 10 |
Skills | Heal +4, Knowledge (religion) +1, Listen +3, Ride +1, Spot +3 |
Feats | Improved Initiative |
Environment | Temperate plains |
Challenge Rating | 1/2 |
Organization | Solitary, pair, or team (3-4) |
Treasure | Standard |
Alignment | Usually good (any) |
Advancement | By character class |
Level Adjustment | +1 |
Version | SRD |
Sources | System Reference Document |
Stat_Block | 1st-level warrior aasimar; CR 1/2; Medium outsider (native); HD 1d8+1; hp 5; Init +4; Spd 20 ft. in scale mail (4 squares); base speed 30 ft.; AC 16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16; Base Atk +1; Grp +2; Atk +2 melee (1d8+1/19-20, longsword) or +1 ranged (1d8/19-20, light crossbow); Full Atk +2 melee (1d8+1/19-20, longsword) or +1 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA Daylight; SQ Darkvision 60 ft., acid resistance 5, cold resistance 5, electricity resistance 5; AL NG; SV Fort +3, Ref +0, Will +0; Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 10 Skills and Feats: Heal +4, Knowledge (religion) +1, Listen +3, Ride +1, Spot +3; Improved Initiative |
Aasimar
Aasimars are usually tall, good-looking, and generally pleasant. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare. Most aasimars are decidedly good-aligned. They fight against evil causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare. Combat Aasimars usually like a fair, straightforward contest. Against a particularly evil foe, however, they fight with utter conviction and to the death. daylight (Sp): An aasimar can use daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher. Skills: An aasimar has a +2 racial bonus on Spot and Listen checks. The aasimar warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. Aasimar as CharactersAasimar characters possess the following racial traits.
Sylvan.
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Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Longsword +2 melee (1d8+1/19-20) or light crossbow +1 ranged (1d8/19-20), or Longsword +2 melee (1d8+1/19-20) or light crossbow +1 ranged (1d8/19-20)
feats: IMPROVED INITIATIVE, ,