Aasimar

## **Einherjar-Blooded**

In the fields of the glorious, battle is the call by the light of day, but by night mead, feasting, and passion are the course of the warriors. This inevitably leads to visitors and the native Einherjar of the Realm giving rise to lineages of aasimar touched by the legacy of Valhalla. Brave souls with the resilience of the eternal warriors, the Blessings of the Valkyr, and the power of the immortal flesh and blood of the Beast Saehrimni in their veins. Many a foe has been surprised by the rise of those born of the Einherjar from the ashes of defeat to overwhelm and find victory.

### **Species Traits**

* **Ability Score Modifiers:** Einherjar-blooded aasimars are resilient, commanding, and striking. They gain +2 Constitution and +2 Charisma.
* **Type:** Einherjar-blooded aasimars are outsiders with the native subtype.
* **Size:** Einherjar-blooded aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
* **Base Speed:** Einherjar-blooded aasimars have a base speed of 30 feet.
* **Languages:** Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Azata, Draconic, Dwarven, Elven, and Sylvan. See the Linguistics skill page for more information about these languages.
* **Einherjar Resistance:** Einherji-blooded aasimars have cold resistance 5, electricity resistance 5, and fire resistance 5.
* **Skilled:** Einherji-blooded aasimars have a +2 species bones on Bluff and Intimidate checks.
* **Spark of Valhalla (Sp):** Einherjar-blooded aasimars who fall below 0 hit points for the first time in a day are healed as a free action as per *cure moderate wounds* as a spell-like ability (caster level equal to the aasimar’s class level). If this ability brings them to 0 hit points or higher they also gain 1 point of temporary essence for 1 minute. This ability cannot be triggered in any other condition or used on another creature.
* **Darkvision:** Einherjar-blooded aasimars have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

## **Alternate Racial Traits**

**Akashic Bloodline:** Some aasimar are born with a natural tie to the powers of akasha, granting them the akashic subtype, low-light vision, and an immunity to magical sleep. At 1st level, they choose one veil belonging to Angelic Armaments and may shape it each day. This veil does not count against their normal limits on veils shaped, or their veil slots.  They use their highest mental ability score’s modifier as their veilweaving modifier for this veil, and their character level as their veilweaving level. They also gain 1 point of essence. This trait replaces the aasimar’s celestial resistance and spell-like ability racial traits. An aasimar may still take a subrace that grants an alternate spell-like ability in combination with this alternate racial trait. It still replaces that spell-like ability.

## **Racial Favored Class Options**

### Akashic Classes

* **Helmsman:** Reduce essence burn for hypercharges by 1/4 (minimum 1).
* **Nexus:** Choose one veil with the good or light descriptor and add +1/4 to the save DC of that veil.
* **Radiant:** Choose one veil with the good or healing descriptor and add +1/4 to the save DC of that veil.
* **Rajah:** Raise the essence capacity of your ‘The Benevolent’ title by 1/5.
* **Zodiac:** Any champion the aasimar manifests gains a +1/4 bonus to a single saving throw of the aasimar’s choice, chosen at the time the champion is manifested.

### Path of War Classes

* **Epilektoi:** Add +1/3 to the save DCs of maneuvers from disciplines available to epilektoi of good-aligned deities.
* **Medic:** Gain +1/6 of a new medic’s expertise.
* **Mystic:** Add +1/5 to the mystic’s arcane defense bonus.
* **Rajah:** Raise the essence capacity of your ‘The Benevolent’ title by 1/5.
* **Warder:** Add 1/4 of a maneuver known from the Golden Lion or Silver Crane disciplines.
* **Warlord:** Add +2-1/2 feet to the range of the warlord’s tactical presence. This option has no effect unless the warlord has selected it twice (or another increment of 2); an aura of 14 feet is effectively the same as a 10-foot aura, for example.

### Psionics Classes

* **Highlord:** Creatures in the highlord’s collective take a –1/4 penalty on attack rolls against the highlord.
* **Voyager:** Add +1/2 to the voyager’s saving throws against psychoportation powers or effects.

### Gonzo Classes

* **Magical Girl:** +1/6th of a point of tension when targeting an evil outsider with your finishing move.

### Misc. Classes

* **Malefex:** Add +1/6 to the DCs of malefactions.