Aasimar and Tieflings each have a book that’s essentially dedicated to only that race, Blood of Angels and Blood of Fiends, respectively. In these books, there are a HUGE number of racial options given for each of these two races. Because of this, these two races are probably even more versatile than humans, if your GM will allow you to choose any of the options in those books. These two sections will take a lot of space and time, so I’m going to do them first before I go into the other ARG races.
Ability Scores: The standard ability score modifiers for Aasimars are +2 Wisdom and +2 Charisma. This means that they excel at basically any divine class (obviously) but they can also make very good Sorcerers or Summoners, as I’ll show you soon.
Type: Aasimars have the Outsider (native) type, which is actually pretty detrimental, since this means you can’t cast any spells that affect only humanoids on them, such as enlarge person. However, it also means they’re not affected by spells that negatively affect humanoids, such as charm person, so it’s a double-edged sword.
Size: Aasimars are the same size as humans.
Speed: Aasimars move at the same speed as humans.
Celestial Resistance: Starting off with resistance 5 to three different elements is excellent, and it means that they can go up against spellcasters with a little less worry than some humanoid races.