A half guardinal aasimar is the result of a cross between a human and a guardinal. Of course it very easy to tell who was the guardinal parent of the mix. For example Half Cervidal aasimar have horns on their head so some sods may take them for bariaur or even tieflings. The other sorts of half guardinal aasimar are easy to distinguish too.
Generally half guardinal aasimar are peaceful and generous but if you angry them they can be very dangerous. Some sorts of half guardinal aasimar are very rare such as the Half Leonidal aasimar. The chant goes only about one Half Leonidal aasimar, a fearless paladin named Krhuggs the Goldclaw. He confronted an abyssal lord and perished in the combat. The named of the lord is unknown but many think it might be Pazrael.
Most of the time the half guardinal aasimar become rangers or druid and stay on the Beastlands or Elysium. But some of them want to know more and become planewalkers or migrate to Sigil. There's a lot of half guardinal aasimar living in the Cage and some of them keep an important place in the life of the City of the Doors.
Ability adjustments: Half Guardinal aasimar have a +1 bonus to Strength and Wisdom and -1 penalty to Constitution and Dexterity.
Special abilities: All half guardinal aasimar have a +2 bonus to saving throw vs. electricity and +1 bonuses vs., gas and poison. They also have a detect illusion, detect invisibility and detect evil capacity they can use once per day each with a 30' range . They also have a 60' infravision. Like paladins they can lay on hands to heal up to 10% (rounded up) of their own hp every day. Finally they've got a 10% magic resistance.
Special Hindrances: Half Guardinal aasimar have a -1 AC penalty vs. silver weapons and their enemies a +1 bonus to their attack and damage rolls.
Class options: Most of half guardinal aasimar are paladins, rangers and fighters and only few are wizards, priests, druids or bards. When a half guardinal aasimar becomes a paladin he can heal up to 10% of his own hp per day besides the 2hp/level normally allowed to any paladin. Half Guardinal aasimar can be multiclassed, as follow: fighter/priest, fighter/wizard, and bard/wizard.
If they are specialty wizard they surely be conjurers, invokers or transmuters. Illusionist and necromancer are forbidden. Specialty priest will chose gods of forest, sun and other natural elements.
Strength
|
Dexterity
|
Constitution
|
Intelligence
|
Wisdom
|
Charisma
|
10/18
|
6/18
|
10/18
|
6/18
|
9/18
|
10/18
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Ability adjustments
Strength
|
Dexterity
|
Constitution
|
Intelligence
|
Wisdom
|
Charisma
|
+1
|
+1
|
-1
|
-
|
-1
|
-
|
Age
Starting age
|
|
Maximum age range
|
|
Base
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Variable
|
Base
|
Variable
|
16
|
+1d6
|
125
|
+2d20
|
Aging effects
Middle age*
|
Old age**
|
Venerable age***
|
62
|
83
|
125
|
* -1 Str/Con , +1 Int/Wis
** -2 Str/Dex, +1 Con, +1 Wis
*** -1 Str/Dex/Con, +1 Int/Wis
Average Height and Weight
|
Height
|
|
Weight
|
|
Base
|
Modifier
|
Base
|
Modifier
|
64/61
|
+2d12
|
160/110
|
+5d10
|
Level limits
Fighter
|
Ranger
|
Paladin
|
Wizard
|
Cleric
|
Druid
|
Thief
|
Bard
|
15
|
15
|
15
|
12
|
9
|
9
|
-
|
9
|
Physical traits
avoral: tall (+72/+68 in) an athletic (190/150 lb), pointed nose,
gold eyes
cervidal: medium tall (68/64 in) and slim (170/130 lb), red-brown
fur on legs, gold skin, horns
equinal: very tall (+82/+78 in) and strong (200/160 lb),
long face, legs covered with horsehair
leonal: tall (+70/+66 in) and very muscular (190/150 lb), golden
fur covering the body, noble face
lupinal: (+68/+64 in) and thin (170/130 lb), long body, sharp
teeth, soft gray fur covering the body, green eyes
ursinal: very tall (+82/+78 in) and thick ( +200/+140
lb), light golden or brown fur, black muzzle instead of nose.
NOTE: A half guardinal must not have all the presented traits.
Alignment
Common alignment
|
Rare alignment
|
Very rare alignment
|
Forbidden alignment
|
NG,N,LG
|
CG,CN
|
NE,LN,LE
|
CE
|
Common alignment – These alignment are the standard one for PC and NPC
Rare alignment – These alignment are rare, which mean than the PC with
it are rare to.
Very rare alignment – PC with those alignment are unique ore close
to. This means that a PC has a personality that doesn't match with the
one of his kind. He won't by accepted in the social structure of his race.
Forbidden alignment – A PC with this alignment is viable, but for a
very short time. No other of his kind will ever accept to have something
in common with him, except maybe slaying him…