Core Races | Other Races


Aasimars

Source Inner Sea Races pg. 238, Pathfinder RPG Bestiary pg. 7, Advanced Race Guide pg. 84
Monster Entry Link
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.

Physical Description: 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.

Society: 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 may establish secret societies to conceal their involvement in crime, righteous aasimars are often found congregating in numbers as part of good-aligned organizations, especially (though not always) churches and religious orders.  

Relations: Aasimars are most common and most comfortable in human communities. This is especially true of those whose lineage is more distant and who bear only faint marks of their heavenly ancestry. It is unclear why the touch of the celestial is felt so much more strongly in humanity than other races, though it may be that humanity's inherent adaptability and affinity for change is responsible for the evolution of aasimars as a distinct race. Perhaps the endemic racial traits of other races are too deeply bred, too strongly present, and too resistant to change. Whatever dalliances other races may have had with the denizens of the upper planes, the progeny of such couplings are vanishingly rare and have never bred true.  

However, 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 races, gnomes find aasimars most fascinating, and have an intense appreciation for their varied appearances as well as the mystique surrounding their celestial heritage.  

Alignment and Religion: Aasimars are most often of good alignment, though this isn't necessarily universal, and aasimars that have turned their back on righteousness may fall into an unfathomable abyss of depravity. For the most part, however, 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.

Adventurers: Aasimars frequently become adventurers, as they often do not quite feel at home in human society and feel the pull of some greater destiny. Clerics, oracles, and paladins are most plentiful in their ranks, though bards, sorcerers, and summoners are not uncommon among those with a fondness for arcane magic. Aasimar barbarians are rare, but when born into such tribes they often rise to leadership and encourage their clans to embrace celestial totems.

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.

Non-Human Aasimars

Not all aasimars are descended from humans. Aasimars can be born of any intelligent race, though human aasimars are the most common. Aasimars of other races usually exemplify the ideals of beauty and skill as seen by their base race. For example, halfling aasimars are small, beautifully proportioned, and display exceptional grace. Half-orc aasimars are slightly larger and stronger than ordinary orcs, with tough skin and metallic claws and tusks—they are likely to be neutral rather than evil, but still display aggression and incredible combat prowess. Less common humanoids, such as lizardfolk, catfolk, tengus, and others, can also produce aasimars, though given these races’ exotic appearance, members of the more common races may have trouble telling such aasimars apart from their kin.

It should be noted that while any creature that breeds with a celestial may give birth to half-celestial offspring, only humanoids can give birth to aasimars. Thus, while it’s possible to encounter a half-celestial dragon, unicorn, or griffon, any children of such creatures would be either half-celestials or normal members of their race. (And just as often, these less conventional half-celestials are sterile.) When discussing half-celestials and aasimars, it’s important to distinguish them from both true celestials (angels, azatas, agathions, etc.) and simple celestial creatures (creatures with the celestial template, which are themselves denizens of the good-aligned Outer Planes but similar in many ways to their Material Plane counterparts). Most aasimars also have a difficult time getting people to grasp distinctions between celestial types, with common folk erroneously grouping all such beings together as “angels.”

Non-human aasimars have the same statistics as human aasimars with the exception of size. Thus a halfling aasimar is Small but otherwise possesses the same statistics and abilities as a human aasimar—the difference is purely cosmetic. Non-human aasimars do not possess any of the racial abilities of their base race. However, they are usually raised in the same cultural context as other members of their base race, and thus generally adopt the same fighting style as their peers, use the same types of weapons and armor, and study the same skills.

Aasimar Racial Traits

+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable. Aasimars of specific bloodlines (see below) gain different ability score modifiers as indicated.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks. Aasimars of specific bloodlines (see below) gain a +2 bonus on different skill checks as indicated.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (with a caster level equal to the aasimar’s character level). Aasimars of specific bloodlines (see below) gain other spell-like abilities in place of daylight.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Subraces

Agathion-Blooded (Idyllkin)

Source Blood of Angels pg. 21
Idyllkin possess bestial aspects and calm dispositions, and often act as peaceful intermediaries between lawful and chaotic agents of good.

Ancestry Agathion
Typical Alignment NG
Ability Modifiers +2 Con, +2 Cha
Alternate Skill Modifiers Handle Animal, Survival
Alternate Spell-Like Ability Idyllkin gain summon nature’s ally II as a spell-like ability.

Angel-Blooded (Angelkin)

Source Blood of Angels pg. 21
Angelkin are mortal paragons of exceptional beauty, and they serve as exemplars of good and light regardless of the myriad forms they may take.

Ancestry Angel
Typical Alignment Any good
Ability Modifiers +2 Str, +2 Cha
Alternate Skill Modifiers Heal, Knowledge (planes)
Alternate Spell-Like Ability Angelkin gain alter self as a spell-like ability.

Archon-Blooded (Lawbringers)

Source Blood of Angels pg. 22
Lawbringers are champions of justice and of doling out punishment to the wicked, and often believe chaos is the cause of all mortal suffering.

Ancestry Archon
Typical Alignment LG
Ability Modifiers +2 Con, +2 Wis
Alternate Skill Modifiers Intimidate, Sense Motive
Alternate Spell-Like Ability Lawbringers gain continual flame as a spell-like ability.

Azata-Blooded (Musetouched)

Source Blood of Angels pg. 22
The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals.

Ancestry Azata
Typical Alignment CG
Ability Modifiers +2 Dex, +2 Cha
Alternate Skill Modifiers Diplomacy, Perform
Alternate Spell-Like Ability Musetouched gain glitterdust as a spell-like ability.

Garuda-Blooded (Plumekith)

Source Blood of Angels pg. 23
Their shimmering avian features make plumekith instantly recognizable. Though they can act rashly, plumekith never shirk their duty after making a commitment.

Ancestry Garuda
Typical Alignment CG
Ability Modifiers +2 Dex, +2 Wis
Alternate Skill Modifiers Acrobatics, Fly
Alternate Spell-Like Ability Plumekith gain see invisibility as a spell-like ability.

Peri-Blooded (Emberkin)

Source Blood of Angels pg. 23
Masters of fire magic, emberkin feel the dual pull of their peri forebear as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do both good and evil.

Ancestry Peri
Typical Alignment NG
Ability Modifiers +2 Int, +2 Cha
Alternate Skill Modifiers Knowledge (planes), Spellcraft
Alternate Spell-Like Ability Emberkin gain pyrotechnics as a spell-like ability.

Aasimar Alternate Racial Trait

Replaces Celestial Resistance

Deathless Spirit
Source Advanced Race Guide pg. 84
Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.

Exalted Resistance
Source Advanced Race Guide pg. 85
An aasimar with this racial trait gains spell resistance equal to 5 + her level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders. This racial trait replaces celestial resistance.

Replaces Celestial Resistance, Skilled

Celestial Crusader
Source Advanced Race Guide pg. 84
Some aasimars follow their destiny to war against the powers of ultimate evil. These individuals gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus on Knowledge (planes) and Spellcraft checks to identify evil outsiders or items or effects created by evil outsiders; they may use these skills untrained for this purpose. This racial trait replaces celestial resistance and skilled.

Replaces Darkvision

Halo
Source Advanced Race Guide pg. 85
Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision racial trait.

Replaces Languages, Native Outsider

Scion of Humanity
Source Advanced Race Guide pg. 85
Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Replaces Skilled

Truespeaker
Source Advanced Race Guide pg. 85
There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

Replaces Skilled, Spell-Like Ability

Crusading Magic
Source Inner Sea Races pg. 214
Many aasimars feel obligated to train to defend the world against fiends such as the invaders from the Worldwound. These aasimars gain a +2 racial bonus on caster level checks to overcome spell resistance and on Knowledge (planes) checks. This racial trait replaces the skilled and spell-like ability racial traits.

Heavenborn
Source Advanced Race Guide pg. 85
Born in the celestial realms, aasimars with this racial trait gain a +2 bonus on Knowledge (planes) checks and they cast spells with the good or light descriptor at +1 caster level. This racial trait replaces the skilled and spell-like ability racial traits.

Immortal Spark
Source Advanced Race Guide pg. 85
Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.

Replaces Spell-Like Ability

Incorruptible
Source Advanced Race Guide pg. 85
Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait.

Lost Promise
Source Inner Sea Races pg. 214
While many view aasimars’ beauty and celestial powers as a gift, in some communities an aasimar might be persecuted for being different and fall into darkness. The forces of evil delight in such a perversion of their celestial counterparts’ gifts. As long as the aasimar retains an evil alignment, she gains the maw or claw tiefling alternate racial trait (Pathfinder RPG Advanced Race Guide 169). This racial trait replaces the spell-like ability racial trait.

Variant Aasimar Abilities
Source Blood of Angels pg. 18
Some aasimars are blessed or cursed with unusual abilities. GMs may customize their aasimar NPCs using the following chart, or allow their players to do so by rolling a d%. Players with a particular character concept in mind may consult their GM if they want to select a specific variant ability. The abilities presented here replace an aasimar's spelllike ability racial trait. Any abilities that grant spells or spell-like abilities are treated as having a caster level equal to the aasimar's character level.
d%Abilities
1You can channel 1d6 points of positive energy once per day as a supernatural ability.
2You can use cure minor wounds 3/day as a spell-like ability.
3As a move action, you can manifest or dismiss a halo around your head that sheds colored light as a torch.
4Once per day, you can drink a flask of holy water to heal 1d6 hit points.
5You gain a +4 racial bonus on Knowledge (religion) checks pertaining to a deity of your choice.
6You possess taloned fingers that act as natural weapons and deal 1d4 points of damage.
7You gain DR 2/evil.
8You use your Charisma score instead of your Constitution score to determine how many rounds you can hold your breath.
9You gain an additional +2 racial bonus to your Strength score.
10You can subsist entirely on honey and wine.
11You can breathe both thin and stale air without ill effects, and you never suffer from altitude sickness.
12You have a natural swim speed of 20 feet.
13You gain a +2 racial bonus on attack rolls made to confirm critical hits against evil outsiders.
14You possess the unnatural aura universal monster ability, except the DC to make animals come near you is equal to 10 + 1/2 your character level + your Charisma modifier.
15Once per day, when you are at 0 hit points, you can take a full round of actions without losing a hit point and falling unconscious.
16You display exceptional grace and easily keep your balance. You gain a +2 racial bonus on Acrobatics checks.
17You can cast spear of purity once per day as a spell-like ability.
18You gain a +2 racial bonus on saving throws made against poison.
19Once you've reached adulthood, you never appear to age, although you take aging penalties normally and die when it is your time.
20You gain an additional +2 racial bonus to your Dexterity score.
21You can manipulate any metal armor you wear, causing it to appear to be made of shining silver or gold. This illusion lasts only as long as you wear your armor.
22You gain a +1 racial bonus on Will saves.
23You can cast create water three times per day as a spell-like ability.
24You gain sonic resistance 5.
25Once per day, you can exhibit a burst of speed, moving as if your base land speed were 50 feet for 1 round.
26You gain a +2 dodge bonus to AC against attacks of opportunity made by creatures of the human subtype.
27You have a knack for creating high-quality objects. You gain a +2 racial bonus on any one kind of Craft check.
28Once per day, for 1 minute, you can understand and be understood by any creature as though using tongues.
29You gain a +2 racial bonus on initiative checks during the day.
30Pick one weapon that normally deals lethal damage. You can deal nonlethal damage with that weapon without the usual –4 penalty on your attack rolls.
31You gain a +2 racial bonus on saving throws against charm effects.
32You can cast shield other once per day as a spell-like ability.
33When coins or other small metal objects pass through your hands, they become perfectly clean and shiny again.
34You gain a +2 dodge bonus to your AC against attacks of opportunity from evil outsiders or undead.
35You can cast aid once per day as a spell-like ability.
36Nonmagical insects never bite or sting you unless magically compelled to do so.
37You gain a +2 racial bonus on checks made with any one Perform skill.
38Once per day, you can generate a glowing aura that emanates in a 20-foot radius centered on you. Any creature within the aura that is at negative hit points stabilizes immediately. The aura lasts for 1 round.
39You can mimic the sound of any animal perfectly.
40You gain an additional +2 racial bonus to your Intelligence score.
41Three times per day, you can sing for 10 minutes to put one willing creature to sleep. Any creature that falls asleep to the sound of your song is protected from nightmare and similar spells for the duration of its rest.
42Whenever you successfully use the aid another action to help someone make a skill check, you grant a +3 bonus instead of +2.
43You gain a +2 racial bonus on saving throws made against fear effects.
44If you stand atop a grave and meditate for 10 minutes, you learn the name of whoever lies buried below.
45You have catlike ears that grant you a +2 racial bonus on hearing-based Perception checks.
46Once per day, you can breathe frosty air in a 10-foot cone. This acts as a breath weapon that deals a number of points of cold damage equal to 1d4 + 1/2 your level, to a maximum of 1d4+5.
47You feel sick to your stomach and take a –1 penalty on ability checks when within 30 feet of an evil outsider.
48You can cast weapon of awe once per day as a spell-like ability.
49You gain a +1 racial bonus on Reflex saves.
50You gain an additional +2 racial bonus to your Wisdom score.
51You can make fruit ripen with a touch.
52You can understand any written material as though under the effects of comprehend languages.
53You gain a +2 racial bonus to your CMD.
54You gain a +2 racial bonus on saving throws against spells and effects that would cause you to become dazzled.
55You can cast augury once per day as a spell-like ability.
56You can cast zone of truth once per day as a spell-like ability.
57You gain a +2 racial bonus on Heal checks.
58Any creature that bites you must succeed at a DC 12 Fortitude save or become sickened for 1d4 rounds.
59Any good creature you call via summon monster remains for 3 rounds longer than usual.
60You always know the current position of the sun.
61You gain a +1 racial bonus on attack and damage rolls against evil outsiders.
62You gain a +4 racial bonus on saving throws to remove any temporary negative levels you possess.
63You have a strong and stable build. You gain a +2 racial bonus to CMD against bull rush and trip attempts.
64You gain a +4 racial bonus on Intimidate checks made to demoralize foes.
65Once per day as a full-round action, you can summon a silver holy symbol out of thin air. The holy symbol remains in existence for 1 hour or until you drop it.
66You are immune to undead creatures' create spawn special ability.
67You gain a +2 racial bonus on Sense Motive checks.
68You can cast whispering wind once per day as a spell-like ability.
69Your tears cure disease. You can cast remove disease once per day as a spell-like ability.
70You gain an additional +2 racial bonus to your Constitution score.
71You gain sustenance from sunlight. Standing in direct sunlight for half an hour nourishes you as though you had just eaten a hearty meal. You still need to drink water.
72You gain spell resistance equal to 10 + 1/2 your Hit Dice.
73If your body is placed on consecrated ground and prayers to your deity are recited continuously for 24 hours, you return to life as if by a raise dead spell. This ability works 1d4 times in your lifetime.
74Your kiss invigorates others. Once per day, you can kiss a creature to change its condition from exhausted to fatigued, or from fatigued to normal.
75You can sense when a creature is pregnant by standing within 10 feet of the creature.
76You gain a +2 racial bonus on saving throws made against curses.
77You gain a +2 racial bonus on Knowledge (planes) checks.
78You are always comfortably warm. You gain a +4 racial bonus to resist environmental cold effects.
79You always know the current position of the stars.
80You gain fire resistance 5.
81You heal double the normal amount of hit points while resting.
82You can cast mending three times per day as a spell-like ability.
83You feel energized and gain a +1 racial bonus on ability checks while you are within 30 feet of a good outsider.
84You gain a +4 racial bonus to resist environmental heat effects.
85When targeted by lesser restoration or another spell or effect that cures temporary ability damage, you heal an extra +1 point of temporary ability damage.
86You can cast blessing of courage and life once per day as a spell-like ability.
87You gain a +2 racial bonus on Handle Animal and Ride checks.
88Once per day as a move action, you can make a melee weapon you are wielding holy. The enchantment lasts for 3 rounds or until you drop or give away your weapon.
89You gain a +2 racial bonus on saving throws made against disease.
90You gain an additional +2 racial bonus to your Charisma score.
91If you die, your body can never be reanimated as an undead creature.
92You gain a +1 racial bonus on Fortitude saves.
93You can summon a lantern archon once per day as though by summon monster III.
94You can speak to horses and other equine animals.
95You gain a +2 racial bonus on Diplomacy checks.
96You gain a +2 racial bonus on Use Magic Device checks.
97You gain DR 2/magic.
98You can cast compassionate ally once per day as a spell-like ability.
99You have a natural fly speed of 20 feet (poor).
100Roll on this table twice, ignoring any further rolls of 100.

Aasimar Favored Class Options

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, Aasimars have the option of choosing from a number of other bonuses, depending upon their favored class.

The following options are available to all Aasimars who have the listed favored class.

Bard (Advanced Race Guide pg. 85): Choose one bardic performance; treat the bard as +1/6 level higher when determining the effects of that performance.
Cavalier (Advanced Race Guide pg. 85): Add +1/4 to the cavalier’s bonus on damage against targets of his challenge.
Cleric (Advanced Race Guide pg. 85): Add +1/2 to damage when using positive energy against undead or using Alignment Channel to damage evil outsiders.
Inquisitor (Advanced Race Guide pg. 85): Add +1/2 on Intimidate, Knowledge, and Sense Motive checks made against outsiders.
Oracle (Advanced Race Guide pg. 85): Add +1/6 to the oracle’s level for the purpose of determining the effects of one revelation.
Paladin (Advanced Race Guide pg. 85): Add +1/6 to the morale bonus on saving throws provided by the paladin’s auras.
Sorcerer (Advanced Race Guide pg. 85): Add +1/4 to the sorcerer’s caster level when casting spells with the good descriptor.
Summoner (Advanced Race Guide pg. 86): Add DR 1/evil to the summoner’s eidolon. Each additional time the summoner selects this benefit, the DR/evil increases by +1/2 (maximum DR 10/evil).

Random Aasimar Features

Source Blood of Angels pg. 31
Presented below are dozens of features aasimars might possess. None of the following features grant characters any special powers in excess of their usual abilities.

d%Feature
1Arms: appear sculpted from marble
2Arms: extra long
3Arms: feathered forearms
4Arms: scaled forearms
5Arms: seemingly boneless
6Build: always slender
7Build: beautifully proportioned
8Build: graceful
9Build: unusually light
10Build: well-muscled
11Digits: extra long
12Digits: metallic nails
13Digits: odd number
14Digits: shining talons
15Digits: unusually colored nails
16Ears: catlike
17Ears: feathered
18Ears: long-lobed
19Ears: pivoting
20Ears: pointed
21Eyes: catlike
22Eyes: glowing
23Eyes: iridescent
24Eyes: jewel-like
25Eyes: multicolored
26Face: baby-faced
27Face: metallic lips
28Face: perfectly symmetrical
29Face: unearthly beauty
30Face: white scar
31Hair: animated
32Hair: feathers
33Hair: heatless flames
34Hair: metallic
35Hair: turns silver in moonlight
36Hands: always cool and dry
37Hands: blackened knuckles
38Hands: glowing palms
39Hands: leave contrails
40Hands: fingerprints look like holy symbols
41Head: animal features
42Head: bald
43Head: draconic features
44Head: halo
45Head: unusually shaped
46Legs: clawed feet
47Legs: extra long
48Legs: feathered shins
49Legs: metallic scaled shins
50Legs: unnaturally small feet
51Shadow: animated
52Shadow: bright
53Shadow: metallic
54Shadow: prismatic
55Shadow: winged
56Skin: ashen
57Skin: feathered
58Skin: furred
59Skin: glittering
60Skin: glowing
61Skin: iridescent
62Skin: metallic scales
63Skin: metallic sheen
64Skin: prismatic scales
65Skin: unusual hue
66Voice: echoes dramatically
67Voice: musical
68Voice: unusually high
69Voice: unusually low
70Voice: words you speak aloud seem to be heard mentally
71Wings: butterfly
72Wings: feathered
73Wings: light
74Wings: metallic dragon
75Wings: prismatic
76Other: always look clean
77Other: always well lit
78Other: androgynous
79Other: breathing sounds like ocean waves
80Other: clothing billows even without wind
81Other: covered in freckles
82Other: don't sweat
83Other: floral breath
84Other: fox tail
85Other: melodic laugh
86Other: multicolored tears
87Other: nearby bells ring when you pass by
88Other: no body hair
89Other: pearlescent teeth
90Other: random choral sounds surround you
91Other: sacred birthmark
92Other: stigmata
93Other: sweet scent
94Other: sweet taste
95Other: trancelike sleep
96Other: unicorn horn
97Other: unusual footprints
98Other: unusual temperature
99Roll twice, ignore any result of 99 or higher.
100Roll three times, ignore any result of 99 or higher.