Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. While not always benevolent, aasimars are more inclined toward acts of kindness rather than evil, and they gravitate toward faiths or organizations associated with celestials. Aasimar heritage can lie dormant for generations, only to appear suddenly in the child of two apparently human parents.
Most societies interpret aasimar births as good omens, though it must be acknowledged that some aasimars take advantage of the reputation of their kind, brutally subverting the expectations of others with acts of terrifying cruelty or abject venality. “It’s always the one you least suspect” is the axiom these evil aasimars live by, and they often lead double lives as upstanding citizens or false heroes, keeping their corruption well hidden. Thankfully, these few are the exception and not the rule.
Male Names: Aritian, Beltin, Cernan, Cronwier, Eran, Ilamin, Maudril, Okrin, Parant, Tural, Wyran, Zaigan.
Female Names: Arken, Arsinoe, Davina, Drinma, Imesah, Masozi, Nijena, Niramour, Ondrea, Rhialla, Valtyra.
Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features include hair that shines like metal, jewel-toned eyes, lustrous skin color, or even glowing, golden halos.
Aasimars cannot truly be said to have an independent society of their own. As an offshoot of humanity, they adopt the societal norms around them, though most find themselves drawn to those elements of society that work for the redress of injustice and the assuagement of suffering. This sometimes puts them on the wrong side of the law in more tyrannical societies, but aasimars can be careful and cunning when necessary, able to put on a dissembling guise to divert the attention of oppressors elsewhere.
While corrupt aasimars may be loners or establish secret societies to conceal their involvement in crime, righteous aasimars are often found congregating in numbers as part of good organizations, especially (though not always) churches and religious orders.
It is unclear why the touch of the celestial is felt so much more strongly in humanity than in those of a different heritage, though it may be that humanity’s inherent adaptability and affinity for change is responsible for the evolution of aasimars.
Perhaps the endemic traits of other ancestries are too deeply bred, too strongly present, and too resistant to change. Whatever dalliances non-humans may have had with the denizens of the upper planes, the progeny of such couplings are vanishingly rare and have never bred true.
Even if they generally tend toward human societies, aasimars can become comfortable in virtually any environment. They have an easy social grace and are disarmingly personable.
They get on well with half-elves, who share a similar not-quite-human marginal status, though their relations are often less cordial with half-orcs, who have no patience for aasimars’ overly pretty words and faces.
Elven courtiers sometimes dismiss aasimars as unsophisticated, and criticize them for relying on natural charm to overcome faux pas. Perhaps of all the known ancestries, gnomes find aasimars most fascinating, and have an intense appreciation for their varied appearances as well as the mystique surrounding their celestial heritage.
For the most part, aasimars favor deities of honor, valor, protection, healing, and refuge, or simple and prosaic faiths of home, community, and family. Some also follow the paths of art, music, and lore, finding truth and wisdom in beauty and learning.
Aasimars frequently become adventurers, as they often don't quite feel at home in human society and feel the pull of some greater destiny.
Languages: Common and Celestial.
Darkvision: Aasimar eyes are able to pierce the darkness. They ignore penalties for Illumination up to 10” (20 yards).
Daylight: Summoning celestial light, aasimar can illuminate an area. Once per day, as a limited free action, the aasimar can cast minor light as an Innate Power.
Diplomatic: Aasimar start with a d6 in Persuasion instead of d4. This increases maximum Persuasion to d12+1.
Native Outsider: An aasimar's Type is Outsider rather than Humanoid.
Spirited: Aasimar are strong-willed and insightful. They start with a d6 in Spirit instead of a d4. This increases maximum Spirit to d12+1.
Celestial Crusader: Some aasimars follow their destiny to war against the powers of ultimate evil. These individuals gain Favored Enemy (Outsider) as per the Ranger Class Edge in Pathfinder for Savage Worlds. This replaces Diplomatic.
Exalted Resistance: An aasimar with this ability gains the Arcane Resistance Edge even if she does not meet the Requirements. This replaces Spirited.
Halo: Some aasimars possess the unique ability to manifest halos. These aasimars’ Daylight ability creates a halo-shaped light centered on their heads. When the halo is manifested, the aasimar gains a free reroll on Tests against Evil creatures. This replaces Darkvision.