Aasimar CR 1
DEFENSE HP 17
EAC 11; KAC 12
Fort +1; Ref +3; Will +4
Resistances acid 5, cold 5, electricity 5
Speed 30 ft.
Melee tactical dueling sword +4 (1d6 S)
Ranged azimuth laser pistol +6 (1d4+1 F; critical burn 1d4) or frag grenade I +6 (explode [15 ft., 1d6 P, DC 12]) or smoke grenade I +6 (explode [20 ft., smoke cloud 1 minute, DC 12])
Str +0; Dex +2; Con +0; Int +0; Wis +1; Cha +4
Skills Culture +5, Diplomacy +10, Medicine +5, Sense Motive +10
Languages Celestial, Elven, Common
Other Abilities celestial radiance, envoy improvisation (not in the face [DC 14])
Gear flight suit stationwear, azimuth laser pistol with 2 batteries (20 charges each), tactical dueling sword, frag grenade I, smoke grenade I
Celestial Radiance (Su)
Once per day, as a standard action, an aasimar can shed light, causing light within 10 feet of him to increase two steps, up to bright, and light for 10 more feet beyond that to increase one step, up to normal.
This lasts for 1 minute, but the aasimar can dismiss it as a swift action. Magical darkness can decrease the light level in this area only if it’s from an item or creature of a level or CR higher than that of the aasimar.
Organization solitary, pair, or band (3–6)
Starfinder Alien Archive 2 © 2018, Paizo Inc.; Authors: Alexander Augunas, Kate Baker, John Compton, Adam Daigle, Brian Duckwitz, Eleanor Ferron, Amanda Hamon Kunz, James Jacobs, Mikko Kallio, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. McCreary, Mark Moreland, Matt Morris, Adrian Ng, Joe Pasini, Lacy Pellazar, David N. Ross, Stephen Rowe, Chris Sims, Owen K.C. Stephens, James L. Sutter, and Russ Taylor.