NG Medium Aasimar Human Humanoid
Senses 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)
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 Trigger The angelkin has its shield raised and takes damage from a physical attack. Effect The angelkin snaps its shield into place to deflect a blow. The shield prevents the angelkin from taking an amount of damage up to the shield’s Hardness. The angelkin and the shield each take any remaining damage, possibly breaking or destroying the shield.
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
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.