Azlanti live!


General Discussion (Prerelease)

Liberty's Edge

No not officially but I was consider adding that to my Galorian Campaign. As the Thaasiolian Empire was reaching the height of decadence, there were 21,000 from each of the seven empires who actually lived righteous lives. These invididuals knew that there was no way that they could stand against the Runelords but they could escape them! They worked on a way to go to a demiplane where they could live in peace. They made a pact to avoid the magic that corrputed the Runelords. The refugees from the Kingdom of Lust decided to derive thier magic from the power of Chastity. The subjects from the Land of Gluttony derived thier magic from Temperance. Those who hailed from the Nation of Greed took to the Power of Charity. Citizens of the State of Wrath found the strentgth fo rom the Power of Patience. The people of the Empire of Envy turned to Kindness for thier magic. Finally the one who turned away from the Land of Pride took on the mantle of Humility. Their Sihedrons are similar but instead have runes of Sacrement as opposed to sin. Further more when Thassilon fell, these Azlanti refugees decided not to interfere directly with the lands of Varasia but work "behid the scenes". The 147,000 will one day make a return as Varsians have seen in their visions.
Okay this is a VERY rough draft but I am going to work more on it but I'd like any feedback that you guys can give!


This looks like a good place to put my Azlanti rules :) I'm with you...

(Actually I'm entirely captivated by the Sun Temple Colony)

But the Azlanti live!

Pure Azlanti

+2 Intelligence, +2 any other ability score, -2 any other ability score
Pure Azlanti threw off the shackles of slavery to the minds of the Aboleth, and since then have trained their minds to prevent from falling again. Like their "degenerate descendants", they have focused on developing many aspects of themselves.
Medium-size
Normal Speed
Piercing Eyes: As a full round action, a Pure Azlanti can peer into the ethereal plane and see creatures or objects within 5 feet. Azlanti receive a +2 bonus to Intimidate and Sense Motive checks when they make eye contact with the subject.
Azlanti Resistance: Azlanti receive a +2 saving throw against enchantment spells and effects.
Azlanti Magic: A Pure Azlanti casts any spell that influences or affects the ethereal plane at +1 caster level. Any time a Pure Azlanti has access to a general or metamagic feat, he or she may instead take an Azlanti feat.
Weapon Familiarity: Pure Azlanti are proficient with any weapons that have the word Azlanti in their names.
Hatred: Azlanti receive a +1 bonus on attack rolls against aboleths and aboleth-dominated creatures.
Azlanti Affinity: Azlanti gain a +2 racial bonus to skill and ability checks made to interact with another Azlanti or a creature with the Azlanti subtype.
Favored Class: Azlanti may choose any one class to be their favored class at 1st level. Once made, this cannot be changed. This is exactly like the Favored Class ability of normal humans.

I've been thinking of changing the Piercing Eyes ethereal sight distance to 60 feet, but I'm not sure if this will overpower the race.


Knowledge (Electro-Thaumaturgical Engineering)

Most Azlanti know that Electro-Thamaturgical power is free for the taking. The main precepts of this arcane science are based on the mathematical formula P=(T+E)/4 or Power = (Time + Ethereal Transfer)/4.

Electro-Thaumaturgical energy is based on Ethereal Transfer. Whenever an object transfers rapidly between the material plane and the ethereal plane it releases a small amount of ectoplasmic force that is usually undetectable in both planes. The faster the transfer, the more ectoplasmic force is released. This ectoplasmic force manifests in the ethereal plane as an electrical gas and on the material plane as pure eletrical energy. As such, it can be harnessed in magically crafted electro-thaumaturgical batteries or in larger electro-thaumaturgical generators.

For the purposes of charging Azlanti tools and weapons, a battery has 20 charges and a generator has 500.

Using certain extremely small electro-thaumaturgical devices in tools and weapons, pure electrical energy can be transferred briefly to the ethereal plane and reconstituted on its return as a different type of energy or as pure magical energy (capable of powering spells and various Azlanti artifacts)


Azlanti Weapons

Ranged Weapons
Azlanti Etherblade
Cost 1,400 gp Dmg(M) 1d6 per charge* Critical x2 Range Inc. 40 ft. Capacity One electro-thaumaturgical battery Weight 12 lb Type Force

The Azlanti etherblade resembles a short glaive topped with a hollow barrel. When used as a ranged weapon, it fires a ray of force, dealing 1d6 damage per charge used (up to 5d6). The weapons strength (how many charges it uses per attack) is set before firing the weapon.

Armor Disruption
Whenever you deal damage with an Azlanti Etherblade ranged attack and roll maximum on any damage die, reroll that die and add that roll to the total as well. If you roll maximum on rerolls, continue to reroll, adding to the damage each time. For every 10 points of damage dealt, physical armor is damaged so that its AC bonus is reduced by 1.
Misfire
Although almost an exacting science, electro-thaumaturgical devices are known to become temperamental at certain times. Whenever you roll a natural 1 on a ranged attack roll made with an Azlanti Etherblade, the weapon might misfire. Immediately roll 1d20. On a 1, the Etherblade is damaged and releases a burst of force damage causing the weapon's damage to you. On a 2-7, the Etherblade is damaged and uses up an additional 1d4 charges from its battery as it rapidly repairs itself. On 8-15, the Etherblade does not fire at all, still using up its charges. On a 16-20, the Etherblade's ray is skewed and fails to hit its target.

Coming Up: Azlanti Etherblade (melee stats), Azlanti Energyblade, Azlanti Mindbomb (Grenade weapon)


Azlanti Weapons

Melee Weapons
Azlanti Etherblade
DMG(M) 1d10 Criticl x2 Type Slashing
Azlanti Energyblade (Fire, Acid, Cold, Electrical, or Force)
Cost 1000 gp DMG(M) 2d6 energy* Critical x3 Weight 3 lb. Type Fire, Acid, Cold, Electrical, or Force

An Azlanti Energyblade resembles a short metallic cyllinder, tuned to a specific energy frequency. An electro-thaumaturgical battery powers it. The wielder can use one charge from the battery to activate a 3 foot blade of the blade's specific energy for 5 rounds.

Grenade Weapons
Azlanti Mindbomb
Cost 100 gp DMG(M) 1d6 Wis Range Inc. 40 ft. Area of Effect 20' radius. Weight 1 lb.

The Azlanti Mindbomb was created by accident. A corrupt electro-thaumaturgical battery can easily break, releasing a wave of ethereal energy that can damage the mind.

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