1st-Level Warrior Aasimar

MapTool Token

Name1st-Level Warrior Aasimar
Sorted NameAasimar, 1st-Level Warrior
FamilyPlanetouched
Size and TypeMedium Outsider (Native)
Hit Dice Count1
Hit Dice1d8+1 (5 hp)
Random Hit Points1d8+1 - 1
Initiative+4
Speed20 ft. in scale mail (4 squares); base speed 30 ft.
Armor Class16 (+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/Reach5 ft./5 ft.
Special AttacksDaylight
Special Qualities

Darkvision 60 ft., acid resistance 5, cold resistance 5, electricity resistance 5

SavesFort +3, Ref +0, Will +0
AbilitiesStr 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

EnvironmentTemperate plains
Challenge Rating1/2
Organization

Solitary, pair, or team (3-4)

TreasureStandard
AlignmentUsually good (any)
AdvancementBy character class
Level Adjustment+1
VersionSRD
SourcesSystem 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

Aasimar, 1st-Level Warrior
Medium Outsider (Native)
Hit Dice:
1d8+1 (5 hp)
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
Organization:
Solitary, pair, or team (3-4)
Challenge Rating:
1/2
Treasure:
Standard
Alignment:
Usually good (any)
Advancement:
By character class
Level Adjustment:
+1

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 Characters

Aasimar characters possess the following racial traits.

  • +2 Wisdom, +2 Charisma.
  • Medium size.
  • An aasimar's base land speed is 30 feet.
  • Darkvision: Aasimars can see in the dark up to 60 feet.
  • Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.
  • Racial Feats: An aasimar gains feats according to its class levels.
  • Special Attacks (see above): Daylight.
  • Special Qualities (see above): Resistance to acid 5, cold 5, and electricity 5.
  • Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling,

Sylvan.

  • Favored Class: Paladin.
  • Level adjustment +1.

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, ,