Aasimar Redeemer Creature 5

NGMediumAasimarHumanHumanoid

Pathfinder Bestiary (Second Edition), page 263; family: Planar Scion

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.


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

Items crossbow (10 bolts), half plate, steel shield (Hardness 5, 20 HP, BT 10), longsword

AC 23 (25 with shield raised); Fort +12, Ref +8, Will +11: +1 status to all saves vs. disease (against diseases, critical failures become failures)

HP 73

Divine Grace ↩ Trigger 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 Redemption ↩ Trigger 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.

Shield Block ↩

Speed 20 feet

Melee ◆ longsword +15 (versatile P), Damage 1d8+7 slashing

Ranged ◆ crossbow +12 (range increment 120 feet, reload 1), Damage 1d8+3 piercing

Divine Innate Spells DC 20; Cantrips (3rd) light

Champion Devotion Spells DC 20; 3rd (1 Focus Point) lay on hands (Core Rulebook 387)