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Planetouched Madness!
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<blockquote data-quote="I'm A Banana" data-source="post: 1098558" data-attributes="member: 2067"><p>I officially declare this thread RESURRECTED! With a pseudo-new type of planetouched: The Neutraltouched. For the Rilmani-descendants, or those who just aren't that moral at all. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><u>Azmaz</u></p><p>The generic name for a creature touched be elements of neutrality, or unaligned planar energies.</p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">* +2 Intelligence, +2 Wisdom. Azmaz are clever and perceptive.</span></p><p><span style="font-family: 'century gothic'">* Fire, Cold Resistance 5. Azmaz are protected against extremes.</span></p><p><span style="font-family: 'century gothic'">* The spell-like ability of <em>Protection from Chaos/Evil/Good/Law</em> once per day as a sorcerer of their hit dice. They can choose any of the effects to manifest upon the casting of the spell, regardless of their actual alignment. They are capable of shirking off those who do not think as logically as they do.</span></p><p><span style="font-family: 'century gothic'">* +2 on Bluff and Sense Motive checks. Azmaz are perceptive of others, and thus able to lie to them more easily.</span></p><p><span style="font-family: 'century gothic'">* Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype</span></p><p><span style="font-family: 'century gothic'">* Level Adjustment +1</span></p><p><span style="font-family: 'century gothic'">* Favored Class: Wizard. Azmaz often enjoy logical, tool-use type magic.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"><u>"Neutral-Touched" Template</u></span></p><p><span style="font-family: 'century gothic'">For those Azmaz who aren't nessecarily descended from human stock, you can give them the following template. Only change the following:</span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'"></span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Type changes to Outsider. Their old type and subtypes are removed. This grants them Darkvision with a range of 60 ft.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* +2 Intelligence, +2 Wisdom</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Fire, Cold, and Sonic Resistance 5</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* The spell-like ability of <em>Protection from Chaos/Evil/Good/Law</em> once per day, as a sorcerer of their hit dice. They can cast any version of this spell regardless of their actual alignment.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* +2 racial bonus to Bluff and Sense Motive</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Level Adjustment +2. This is in addition to the level adjustment of the base creature.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* WIzard class favored.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'"></span></span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Note that this doesn't reproduce the zenythri in the MM2 if applied to a human. Zenythri created with this template thus have a slight edge over those created otherwise, and so have a slightly higher level adjustment.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"><u>"High" Azmaz</u></span></p><p><span style="font-family: 'century gothic'">A more potent version of the usual planetouched, these creatures may be closer to their balanced origins, or may be descended from more powerful versions of neutral creatures (such as rilmani). Their racial stats are as follows:</span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'"></span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Medium Sized. Base speed 30.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Outsider. Azmaz are outsiders without a subtype. This grants them darkvision with a 60 ft. range.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* +2 Constitution, +2 Intelligence, +2 Wisdom. High azmaz .</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Electric, Cold, Fire, and Acid Resistance 5. Azmaz are resistant to most types of energy</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* The ability to cast <em>Undetectable Alignment</em> once per day as a sorcerer of their hit dice, on themselves only. Obscuring their true nature even further, these creature defy alignment.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* +2 racial bonus to Bluff and Sense Motive checks. High azmaz have inherited the deception and </span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Level Adjustment +2</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Favored class: Cleric. High azmaz often get philosophical about their ancestry.</span></span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"><u>"Low" Azmaz</u></span></p><p><span style="font-family: 'century gothic'">Distantly removed from neutral ancestry, or simply descended from the less powerful creatures of the wilds, low azmaz are weaker than their kin, but still potent. Their racial abilities are as follows:</span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'"></span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Medium Sized. Base speed 30.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Outsider. Azmaz are outsiders without a subtype. This grants them darkvision with a 60 ft. range.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* +2 Intelligence, -2 Charisma. Law azmaz are clever, but their personalities seem distilled.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* The ability to cast <em>Detect Chaos/Evil/Good/Law</em> once per day as a sorcerer of their hit dice, regardless of their alignment. Low azmaz can detect powerful alignment energies.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* +2 racial bonus to Bluff and Sense Motive checks. Low azmaz still have that insight and willingness to decieve.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Level Adjustment +0</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Favored Class: Wizard. Often, a cause other than alignment guides them to magical perfection.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'"></span></span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"><u>"Reflective" Azmaz</u></span></p><p><span style="font-family: 'century gothic'">Creatures descended from beings of mirrors and opposites, reflective azmaz often have silvery skin that reflects light, or eyes of mercury.</span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'"></span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* +2 Wisdom. Reflective azmaz gain a bit of hindsight even on present situations.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Fire, Cold Resistance 5. Azmaz are protected against extremes.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* The spell-like ability of <em>Mirror Image</em> once per day as a sorcerer of their hit dice. Reflective azmaz are masters of light tricks.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* +2 on Bluff and Sense Motive checks. Reflective azmaz are still as observant and conniving as ever.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Outsider. This grants them darkvision with a 60 ft. range.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Level Adjustment +1</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Favored Class: Monk. Though not all reflective azmaz are lawful, those who are prefer the dedication and devotion, as well as the self-dependancy of the monk.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'"></span></span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"><u>"Natural" Azmaz</u></span></p><p><span style="font-family: 'century gothic'">Azmaz who are descended from spirits of nature and the wilderness, who aren't nessecarily good or wicked or ordered or random, but are nonetheless savage for it.</span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'"></span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* +2 Intelligence, +2 Wisdom. Natural azmaz must be able to precieve their world and make sense of it.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Fire, Cold Resistance 5. Azmaz are protected against extremes.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* The spell-like ability of <em>Calm Animals</em> once per day as a sorcerer of their hit dice. They have a natural soothing affect on the creatures in their domain.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* +2 on Craft and Survival checks. Azmaz know how to get along in the wilds, or on how to make things to help them get along in the wilds.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Level Adjustment +1</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Favored Class: Druid. The natural world's penultimate representation.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'"></span></span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"><u>"Manipulator" Azmaz</u></span></p><p><span style="font-family: 'century gothic'">Descended from the planar diplomats of the dimensions, manipulator azmaz have a naturally calming voice and a regal bearing. </span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'"></span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* +2 Charisma, +2 Wisdom. Manipulator azmaz can see a need, and make sure they meet it. </span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Sonic Resistance 5. Words and screams are ineffective aginst their inner peace..</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* The spell-like ability of <em>Charm Person</em> once per day as a sorcerer of their hit dice. When all else fails, the manipulator azmaz are not affraid to force an agreement.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* +2 on Bluff and Sense Motive checks. Manipulator azmaz are particularly talented at both sides of the lying coin.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Level Adjustment +1</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Favored Class: Bard. Manipulator azmaz make natural diplomats and skilled conversationalists.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'"></span></span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"><u>"Secret" Azmaz</u></span></p><p><span style="font-family: 'century gothic'">Lore throughout the planes is carefully guarded, as it may be the most effective weapon. The Secret azmaz, known to adore not knowing something just as much, often make sure secrets remain secrets.</span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'"></span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* +2 Charisma. Secret azmaz often persuade people to become uninterested.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Fire, Cold Resistance 5. Azmaz are protected against extremes.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* The spell-like ability of <em>Blur</em> once per day as a sorcerer of their hit dice. As their race blurrs the distinction of alignments, they can blurr themselves, and thus make themselves that much harder to pin down.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* +2 on Hide and Spot checks. They are both talented at hiding, and at uncovering what is hidden.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Level Adjustment +1</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Favored Class: Rogue. Being stealthy is second nature to these shadows among the planes.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'"></span></span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"><u>"Scholar" Azmaz</u></span></p><p><span style="font-family: 'century gothic'">Creatures touched by planar energies of lore and legend, epitomizing the pure persuit of knowledge, scholar azmaz </span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'"></span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* +2 Intelligence, +2 Wisdom. Scholar azmaz are bright, and not stupid about it.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Fire, Cold Resistance 5. Azmaz are protected against extremes.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* The spell-like ability of <em>Comprehend Languages</em> once per day as a sorcerer of their hit dice. Scholar azmaz don't let a little thing like languages get in the way of their search for lore.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* +2 on Alchemey checks, and on any one Knowledge skill check. Scholar azmaz know the sciences and the books fairly well.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Level Adjustment +1</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Favored Class: Wizard. Azmaz often enjoy logical, tool-use type magic.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'"></span></span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"><u>"Lucky" Azmaz</u></span></p><p><span style="font-family: 'century gothic'">The force of 'luck' in the mutliverse usually does not have much of an alignemnt. It is not bad, good, ordered, or completely random, but it is present, and it does carry with it palanar engeries. Lucky azmaz often are obssessed with making odds, and then proving they mean nothing, and many have a gambling problem.</span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'"></span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* +2 Intelligence, +2 Wisdom. So they can see cheating, and know what it is when they see it.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Electric, Acid Resistance 5. Lucky azmaz need more protection from beer and lighting than from fire and ice.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* The spell-like ability of <em>Bless</em> once per day as a sorcerer of their hit dice. Sometimes the gods just favor these guys.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* +2 on Spot and Listen checks. Keen of eye and ear, these creatures pick up on details quickly.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Level Adjustment +1</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Favored Class: Cleric. If you're lucky often enough, you start to think that maybe some higher force is looking out for you...</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'"></span></span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"><u>"Elementalist" Azmaz</u></span></p><p><span style="font-family: 'century gothic'">More related to the philosophical extention of the elements than the pure primal representation of the genasi, elementalist azmaz spread all four elements thruoghout their form, being composed of equal parts fire, earth, water, and air in a Frankenstien hodge-podge of elemental body parts, skin tones, voice qualities, and eye colors.</span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'"></span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Fire, Cold, Acid and Electricity Resistance 5. No element has a foot up on elementalist azmaz.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* +2 on Survival, Swim, Climb, and Knowledge (any one) checks. Elementalist azmaz are mobile, full of intelligence, and capable of surviving many conditions.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Level Adjustment +1</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Favored Class: Sorcerer. Elementalist azmaz prefer to focus on raw energy.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'"></span></span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"><u>"Guardian" Azmaz</u></span></p><p><span style="font-family: 'century gothic'">Though protection and defense is usually associated with good actions, guardian azmaz prove that even evil things can be protected from harm. These azmaz preserve the status quo through peace and nonviolence, and loathe</span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'"></span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* +2 Intelligence, +2 Wisdom. Azmaz are clever and perceptive.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Fire, Cold Resistance 5. Azmaz are protected against extremes.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* The spell-like ability of <em>Sanctuary</em> once per day as a sorcerer of their hit dice. Guardian azmaz encourage mutual peace.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* +2 on Hide and Move Silently checks. Guardian azmaz must often guard themselves most of all.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Level Adjustment +1</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Favored Class: Fighter. Guardian azmaz take up the heavy armor and weapons of this class quite readily, as it both protects them and others.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'"></span></span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"><u>"Instructor" Azmaz</u></span></p><p><span style="font-family: 'century gothic'">Teaching those who follow you is perhaps one of the purest representations of ancient knowledge and lore that an azmaz can achieve. Instructor azmaz are often slightly puritain in attitudes toward the world, wishing to correct what is wrong, through punishment or education.</span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'"></span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* +2 Intelligence. Instructor azmaz are quite bright.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Fire, Cold Resistance 5. Azmaz are protected against extremes.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* The spell-like ability of <em>Augury</em> once per day as a sorcerer of their hit dice. Every once in a while, these instructors need to test fate itself.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* +2 on Bluff and Sense Motive checks. Azmaz are perceptive of others, and thus able to lie to them more easily.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Level Adjustment +1</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'century gothic'">* Favored Class: Wizard. The education is very important for them.</span></span></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 1098558, member: 2067"] I officially declare this thread RESURRECTED! With a pseudo-new type of planetouched: The Neutraltouched. For the Rilmani-descendants, or those who just aren't that moral at all. :) [U]Azmaz[/U] The generic name for a creature touched be elements of neutrality, or unaligned planar energies. [FONT=century gothic] * +2 Intelligence, +2 Wisdom. Azmaz are clever and perceptive. * Fire, Cold Resistance 5. Azmaz are protected against extremes. * The spell-like ability of [I]Protection from Chaos/Evil/Good/Law[/I] once per day as a sorcerer of their hit dice. They can choose any of the effects to manifest upon the casting of the spell, regardless of their actual alignment. They are capable of shirking off those who do not think as logically as they do. * +2 on Bluff and Sense Motive checks. Azmaz are perceptive of others, and thus able to lie to them more easily. * Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype * Level Adjustment +1 * Favored Class: Wizard. Azmaz often enjoy logical, tool-use type magic. [U]"Neutral-Touched" Template[/U] For those Azmaz who aren't nessecarily descended from human stock, you can give them the following template. Only change the following: [FONT=century gothic] * Type changes to Outsider. Their old type and subtypes are removed. This grants them Darkvision with a range of 60 ft. * +2 Intelligence, +2 Wisdom * Fire, Cold, and Sonic Resistance 5 * The spell-like ability of [I]Protection from Chaos/Evil/Good/Law[/I] once per day, as a sorcerer of their hit dice. They can cast any version of this spell regardless of their actual alignment. * +2 racial bonus to Bluff and Sense Motive * Level Adjustment +2. This is in addition to the level adjustment of the base creature. * WIzard class favored. [/FONT] Note that this doesn't reproduce the zenythri in the MM2 if applied to a human. Zenythri created with this template thus have a slight edge over those created otherwise, and so have a slightly higher level adjustment. [U]"High" Azmaz[/U] A more potent version of the usual planetouched, these creatures may be closer to their balanced origins, or may be descended from more powerful versions of neutral creatures (such as rilmani). Their racial stats are as follows: [FONT=century gothic] * Medium Sized. Base speed 30. * Outsider. Azmaz are outsiders without a subtype. This grants them darkvision with a 60 ft. range. * +2 Constitution, +2 Intelligence, +2 Wisdom. High azmaz . * Electric, Cold, Fire, and Acid Resistance 5. Azmaz are resistant to most types of energy * The ability to cast [I]Undetectable Alignment[/I] once per day as a sorcerer of their hit dice, on themselves only. Obscuring their true nature even further, these creature defy alignment. * +2 racial bonus to Bluff and Sense Motive checks. High azmaz have inherited the deception and * Level Adjustment +2 * Favored class: Cleric. High azmaz often get philosophical about their ancestry.[/FONT] [U]"Low" Azmaz[/U] Distantly removed from neutral ancestry, or simply descended from the less powerful creatures of the wilds, low azmaz are weaker than their kin, but still potent. Their racial abilities are as follows: [FONT=century gothic] * Medium Sized. Base speed 30. * Outsider. Azmaz are outsiders without a subtype. This grants them darkvision with a 60 ft. range. * +2 Intelligence, -2 Charisma. Law azmaz are clever, but their personalities seem distilled. * The ability to cast [I]Detect Chaos/Evil/Good/Law[/I] once per day as a sorcerer of their hit dice, regardless of their alignment. Low azmaz can detect powerful alignment energies. * +2 racial bonus to Bluff and Sense Motive checks. Low azmaz still have that insight and willingness to decieve. * Level Adjustment +0 * Favored Class: Wizard. Often, a cause other than alignment guides them to magical perfection. [/FONT] [U]"Reflective" Azmaz[/U] Creatures descended from beings of mirrors and opposites, reflective azmaz often have silvery skin that reflects light, or eyes of mercury. [FONT=century gothic] * +2 Wisdom. Reflective azmaz gain a bit of hindsight even on present situations. * Fire, Cold Resistance 5. Azmaz are protected against extremes. * The spell-like ability of [I]Mirror Image[/I] once per day as a sorcerer of their hit dice. Reflective azmaz are masters of light tricks. * +2 on Bluff and Sense Motive checks. Reflective azmaz are still as observant and conniving as ever. * Outsider. This grants them darkvision with a 60 ft. range. * Level Adjustment +1 * Favored Class: Monk. Though not all reflective azmaz are lawful, those who are prefer the dedication and devotion, as well as the self-dependancy of the monk. [/FONT] [U]"Natural" Azmaz[/U] Azmaz who are descended from spirits of nature and the wilderness, who aren't nessecarily good or wicked or ordered or random, but are nonetheless savage for it. [FONT=century gothic] * +2 Intelligence, +2 Wisdom. Natural azmaz must be able to precieve their world and make sense of it. * Fire, Cold Resistance 5. Azmaz are protected against extremes. * The spell-like ability of [I]Calm Animals[/I] once per day as a sorcerer of their hit dice. They have a natural soothing affect on the creatures in their domain. * +2 on Craft and Survival checks. Azmaz know how to get along in the wilds, or on how to make things to help them get along in the wilds. * Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype * Level Adjustment +1 * Favored Class: Druid. The natural world's penultimate representation. [/FONT] [U]"Manipulator" Azmaz[/U] Descended from the planar diplomats of the dimensions, manipulator azmaz have a naturally calming voice and a regal bearing. [FONT=century gothic] * +2 Charisma, +2 Wisdom. Manipulator azmaz can see a need, and make sure they meet it. * Sonic Resistance 5. Words and screams are ineffective aginst their inner peace.. * The spell-like ability of [I]Charm Person[/I] once per day as a sorcerer of their hit dice. When all else fails, the manipulator azmaz are not affraid to force an agreement. * +2 on Bluff and Sense Motive checks. Manipulator azmaz are particularly talented at both sides of the lying coin. * Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype * Level Adjustment +1 * Favored Class: Bard. Manipulator azmaz make natural diplomats and skilled conversationalists. [/FONT] [U]"Secret" Azmaz[/U] Lore throughout the planes is carefully guarded, as it may be the most effective weapon. The Secret azmaz, known to adore not knowing something just as much, often make sure secrets remain secrets. [FONT=century gothic] * +2 Charisma. Secret azmaz often persuade people to become uninterested. * Fire, Cold Resistance 5. Azmaz are protected against extremes. * The spell-like ability of [I]Blur[/I] once per day as a sorcerer of their hit dice. As their race blurrs the distinction of alignments, they can blurr themselves, and thus make themselves that much harder to pin down. * +2 on Hide and Spot checks. They are both talented at hiding, and at uncovering what is hidden. * Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype * Level Adjustment +1 * Favored Class: Rogue. Being stealthy is second nature to these shadows among the planes. [/FONT] [U]"Scholar" Azmaz[/U] Creatures touched by planar energies of lore and legend, epitomizing the pure persuit of knowledge, scholar azmaz [FONT=century gothic] * +2 Intelligence, +2 Wisdom. Scholar azmaz are bright, and not stupid about it. * Fire, Cold Resistance 5. Azmaz are protected against extremes. * The spell-like ability of [I]Comprehend Languages[/I] once per day as a sorcerer of their hit dice. Scholar azmaz don't let a little thing like languages get in the way of their search for lore. * +2 on Alchemey checks, and on any one Knowledge skill check. Scholar azmaz know the sciences and the books fairly well. * Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype * Level Adjustment +1 * Favored Class: Wizard. Azmaz often enjoy logical, tool-use type magic. [/FONT] [U]"Lucky" Azmaz[/U] The force of 'luck' in the mutliverse usually does not have much of an alignemnt. It is not bad, good, ordered, or completely random, but it is present, and it does carry with it palanar engeries. Lucky azmaz often are obssessed with making odds, and then proving they mean nothing, and many have a gambling problem. [FONT=century gothic] * +2 Intelligence, +2 Wisdom. So they can see cheating, and know what it is when they see it. * Electric, Acid Resistance 5. Lucky azmaz need more protection from beer and lighting than from fire and ice. * The spell-like ability of [I]Bless[/I] once per day as a sorcerer of their hit dice. Sometimes the gods just favor these guys. * +2 on Spot and Listen checks. Keen of eye and ear, these creatures pick up on details quickly. * Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype * Level Adjustment +1 * Favored Class: Cleric. If you're lucky often enough, you start to think that maybe some higher force is looking out for you... [/FONT] [U]"Elementalist" Azmaz[/U] More related to the philosophical extention of the elements than the pure primal representation of the genasi, elementalist azmaz spread all four elements thruoghout their form, being composed of equal parts fire, earth, water, and air in a Frankenstien hodge-podge of elemental body parts, skin tones, voice qualities, and eye colors. [FONT=century gothic] * Fire, Cold, Acid and Electricity Resistance 5. No element has a foot up on elementalist azmaz. * +2 on Survival, Swim, Climb, and Knowledge (any one) checks. Elementalist azmaz are mobile, full of intelligence, and capable of surviving many conditions. * Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype * Level Adjustment +1 * Favored Class: Sorcerer. Elementalist azmaz prefer to focus on raw energy. [/FONT] [U]"Guardian" Azmaz[/U] Though protection and defense is usually associated with good actions, guardian azmaz prove that even evil things can be protected from harm. These azmaz preserve the status quo through peace and nonviolence, and loathe [FONT=century gothic] * +2 Intelligence, +2 Wisdom. Azmaz are clever and perceptive. * Fire, Cold Resistance 5. Azmaz are protected against extremes. * The spell-like ability of [I]Sanctuary[/I] once per day as a sorcerer of their hit dice. Guardian azmaz encourage mutual peace. * +2 on Hide and Move Silently checks. Guardian azmaz must often guard themselves most of all. * Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype * Level Adjustment +1 * Favored Class: Fighter. Guardian azmaz take up the heavy armor and weapons of this class quite readily, as it both protects them and others. [/FONT] [U]"Instructor" Azmaz[/U] Teaching those who follow you is perhaps one of the purest representations of ancient knowledge and lore that an azmaz can achieve. Instructor azmaz are often slightly puritain in attitudes toward the world, wishing to correct what is wrong, through punishment or education. [FONT=century gothic] * +2 Intelligence. Instructor azmaz are quite bright. * Fire, Cold Resistance 5. Azmaz are protected against extremes. * The spell-like ability of [I]Augury[/I] once per day as a sorcerer of their hit dice. Every once in a while, these instructors need to test fate itself. * +2 on Bluff and Sense Motive checks. Azmaz are perceptive of others, and thus able to lie to them more easily. * Outsider. This grants them darkvision with a 60 ft. range. Azmaz are outsiders, but they have no subtype * Level Adjustment +1 * Favored Class: Wizard. The education is very important for them.[/FONT][/FONT] [/QUOTE]
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