Aasimar RedeemerCreature 5
Source Pathfinder Bestiary
Perception +11 (darkvision)
Languages Celestial, Common
Skills Athletics +11, Diplomacy +12, Medicine +9, Religion +11, Society +7
Str +4, Dex +1, Con +3, Int +0, Wis +2, Cha +3
AC 23 25 with shield raised; Fort +12; Reflex +8; Will +11; +1 status to all saves vs. disease (critical failures become failures against diseases)
HP 73
Speed 20 feet
Longsword +15 (+10, +5) to hit (versatile p) 1d8+7 Slashing
Crossbow +12 (+7, +2) to hit (range increment 120, reload 1) 1d8+3 Piercing
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
+1 Status to All Saves vs. DiseaseAgainst diseases, critical failures become failures.
Divine GraceTrigger The angelkin is targeted by a spell that allows a saving throw.
Effect The scion gains a +2 circumstance bonus to the saving throw.
Glimpse of RedemptionTrigger An enemy damages one of the angelkin's allies. Both the enemy and ally must be within 15 feet of the angelkin.
Effect The angelkin causes its foe to hesitate under the weight of its sins as visions of possible redemption play out in its mind's eye. The foe chooses one of two options:
- The ally is completely unharmed by the triggering damage.
- The ally gains resistance 7 to all damage against the triggering damage. After the damaging effect resolves, the enemy becomes Enfeebled 2 until the end of its next turn.
Trigger The monster has its shield raised and takes damage from a physical attack.
Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.
Divine Innate Spells (DC 20, +12 to hit)
Cantrips (3rd Level): Light
1st Level: Lay on Hands, Lay on Hands (Vs. Undead)
Mortals whose ancestry has been influenced by celestials are known as aasimars, and angelkin, who have blood of angels coursing through their veins, are among the most common type of them. Many angelkin seek adventure as a means of doing good in the world.
Many immortals dwell upon the other planes of the Great Beyond. Some are benevolent and kindly, like angels. Others are cruel and destructive, like demons. And some fit roles outside of morality, like psychopomps. It's far from unheard of that mortals and immortals alike become entangled romantically, and the children of such engagements carry a supernatural element in their bloodlines for generations to follow. After the first generation, this otherworldly influence usually lies dormant, but now and then, the influence can manifest strongly in descendants many years later. These inheritors of extraplanar legacies are known collectively as planar scions.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AasimarA creature with this trait is a member of the aasimar ancestry.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.