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Azurin
contains the shoulders chakra, and the lowermost portion of its body contains the feet chakra.
Amorphous Body: A creature with no limbs, head, or discernable anatomical structure (such as a mimic), has access to only two chakras—namely, the heart and soul.
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No Constitution Score: A creature without a Constitution score, such as a construct or an undead creature, has no soul chakra. Access to a chakra does not necessarily mean that the creature can wear magic items associated with that body slot equivalent. For example, a horse can’t wear gloves of Dexterity, even though its hands chakra is available for soulmelds. A creature’s access to chakras depends on its current physical form, not its natural form. Thus, a character who uses polymorph to turn into a snake loses access to his hands chakra. If he takes on a form that lacks a chakra to which he currently has a soulmeld bound, that bind is lost until the character assumes a form that allows it. At that point, the character must unshape and reshape the meld in order to bind it to the chakra again.
Azurins are the incarnum-touched children of human parents. Blessed with especially pure and potent souls, they are born with the ability to manipulate incarnum. Physically, an azurin looks almost identical to a human, standing 5-1/2 to 6 feet tall and weighing about 180 pounds. However, her heritage is apparent in the sky-blue sheen of her eyes. Since they are children of humanity, azurins have no society or culture of their own. They tend toward extremes in alignment, and heroic lawful good azurins are just as common as villainous chaotic evil ones. Perhaps because of their tendency to embrace alignment extremes, azurins tend to be passionate and dedicated—and a bit foolhardy and impatient as well. When engaged in an activity, they pursue it single-mindedly (some might even say obsessively). Azurins speak Common.
SAMPLE AZURIN WARRIOR
Azurin, 1st-Level Warrior Medium Humanoid (Human, Incarnum) Hit Dice: 1d8+1 (5 hp) Initiative: +0 Speed: 20 ft. (4 squares) AC: 17 (+5 chainmail, +2 heavy wooden shield), touch 10, fl at-footed 17 Base Attack/Grapple: +1/+2 Attack: Masterwork longsword +3 melee (1d8+1/19–20) or light crossbow +1 ranged (1d8/19–20) Full Attack: Masterwork longsword +3 melee (1d8+1/19–20) or light crossbow +1 ranged (1d8/19–20) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Essentia pool 2 Saves: Fort +3, Ref +0, Will –1 Abilities: Str 12, Dex 10, Con 13, Int 9, Wis 8, Cha 11 Skills: Intimidate +4, Jump –12 Feats: Cobalt Charge (2 essentia), Improved Essentia
Capacity Environment: Any Organization: Solitary, pair, squad (1–4 plus 3rd-level cleric), or company (5–8 plus 3rd-level cleric and 4thlevel soulborn) Challenge Rating: 1/2 Treasure: See possessions Alignment: Chaotic good Advancement: By character class Level Adjustment: +0
This determined-looking warrior looks entirely human, except that her eyes gleam with a sky-blue sheen.
Combat-minded azurins are always eager to take on a cause, and they fi ght for it with every ounce of zeal they possess. They do not foolishly sacrifi ce their lives, but they are always ready to die for a cause.
Combat
Azurin warriors are brazen combatants who leap into the fray before thinking the situation through. They prefer to open combat with a charge if at all possible.
Essentia Pool (Su): This azurin warrior has an essentia pool of 2. Her essentia capacity is 2 for incarnum feats because of her Improved Essentia Capacity feat, or 1 otherwise. She invests both of her essentia points in her Cobalt Charge feat, thereby gaining a +2 insight bonus on attack rolls and damage rolls made as part of a charge attack (not included in the statistics above).
Possessions: Chainmail, heavy wooden shield, masterwork longsword, light crossbow with 10 bolts, potion of cure light wounds.
SAMPLE AZURIN CLERIC
Azurin, 3rd-Level Cleric Medium Humanoid (Human, Incarnum) Hit Dice: 3d8+3 (16 hp) Initiative: +4 Speed: 20 ft. (4 squares) AC: 18 (+8 full plate armor), touch 10, fl at-footed 18 Base Attack/Grapple: +2/+3 Attack: Masterwork heavy fl ail +5 melee (1d10+1/19–20) or light crossbow +2 ranged (1d8/19–20) Full Attack: Masterwork heavy fl ail +5 melee (1d10+1/19–20) or light crossbow +2 ranged (1d8/19–20) Space/Reach: 5 ft./5 ft. Special Attacks: Smite, spells Special Qualities: Channel incarnum 5/day, essentia pool 2 Saves: Fort +4, Ref +1, Will +5 Abilities: Str 12, Dex 10, Con 13, Int 8, Wis 15, Cha 14 Skills: Concentration +4, Jump –11, Knowledge (arcana) +2 Feats: Improved Essentia Capacity, Improved Initiative,
Martial Weapon Profi ciency (heavy fl ail)B, Sapphire Smite (2 essentia), Weapon Focus (heavy fl ail)B Environment: Any Organization: Solitary, squad (1 plus 1–4 1st-level warriors), or company (1 plus 5–8 1st-level warriors and 1 4th-level soulborn) Challenge Rating: 3 Treasure: See possessions
Alignment: Lawful evil Advancement: By character class Level Adjustment: +0
Devotion to her cause shines in the luminous blue eyes of this cleric. She carries the symbol of her deity with pride—and perhaps more than a bit of fanaticism.
With their polarized outlooks on life, azurins make particularly devout clerics. They worship strongly aligned deities, such as Heironeous, Kord, Hextor, or Erythnul. The sample cleric presented here is a lawful evil azurin who worships Hextor, god of tyranny. If her alignment and deity are changed, new domains must be chosen for her, and Sapphire Smite must be replaced with a different incarnum feat.
Combat
This azurin cleric typically casts bull’s strength at the first sign of combat, increasing her Strength to 16 and adding +2 to her attack bonus and +3 to the damage dealt by her heavy flail). If time permits, she also casts divine favor, gaining a +1 luck bonus on attack and weapon damage rolls, and magic weapon on her heavy flail to increase its damage bonus by 1.
Channel Incarnum (Su): The azurin cleric channels incarnum rather than mere positive or negative energy. Once per round as a free action, she can grant herself 2 bonus points of essentia, which last for 1 round. She can use this ability fi ve times per day.
Essentia Pool (Su): The azurin cleric has an essentia pool of 2, and her essentia capacity is 2 for incarnum feats (because of her Improved Essentia Capacity feat), or 1 otherwise. She invests both of her essentia points in her Sapphire Smite feat, gaining 2 more daily uses of her smite domain power and increasing the damage for her smite attack by 2 (included in smite entry below).
Typical Cleric Spells Prepared (caster level 3rd; cannot cast chaotic or good spells): 0—create water, cure minor wounds, detect magic, read magic; 1st—bane, cause fear, cure light wounds (DC 13), magic weaponD; 2nd—bull’s strength, sound burst (DC 14), spiritual weaponD . D: Domain spell. Deity: Hextor. Domains: Destruction (smite 3/day; +4 attack, +5 damage). War (proficiency and Weapon Focus with heavy fl ail).
Substitution Levels: Azurin cleric 1st (see page 42).
Possessions: Full plate armor, masterwork heavy flail, light crossbow with 10 bolts, potion of cure light wounds, 100 gp.
SAMPLE AZURIN SOULBORN
Azurin, 4th-Level Soulborn Medium Humanoid (Human, Incarnum) Hit Dice: 4d10+8 (30 hp) Initiative: +1 Speed: 20 ft. (4 squares) AC: 17 (+1 Dex, +6 +1 breastplate), touch 11, fl at-footed 16 Base Attack/Grapple: +4/+6 Attack: Masterwork glaive +6 melee (1d10+5/×3) Full Attack: Masterwork glaive +6 melee (1d10+5/×3) Space/Reach: 5 ft./5 ft. (10 ft. with glaive) Special Attacks: Smite opposition, soulmeld Special Qualities: Essentia pool 2, incarnum defense Saves: Fort +6, Ref +2, Will +1 Abilities: Str 14, Dex 12, Con 15, Int 10, Wis 8, Cha 14 Skills: Heal +6, Jump +0 Feats: Cerulean WillB (1 essentia), Cleave, Power Attack,
Weapon Focus (glaive) Environment: Any Organization: Solitary or company (1 plus 5–8 1st-level warriors plus 1 3rd-level cleric) Challenge Rating: 4 Treasure: See possessions Alignment: Chaotic evil Advancement: By character class Level Adjustment: +0
More than a bit of cruel madness gleams in the blue-glowing eyes of this incarnum-wielding warrior.
Each azurin strives to embody her alignment, and no path suits this drive better than that of the soulborn. This incarnum-infused warrior might belong to an organization with extreme goals or requirements, such as a monastic order, a death cult, a band of freedom fi ghters, or the like.
Combat
An azurin soulborn is a fi erce warrior who enhances her natural combat ability with the power of incarnum. Armed with foreknowledge of a foe, she can adapt to the situation by shaping a different soulmeld, but when in doubt, she favors soulmelds that boost her offense. The azurin soulborn presented here typically uses Power Attack when attacking with her glaive, taking a –2 penalty on her attack roll to raise her bonus on damage rolls to +5. These adjustments are included in the statistics above.
Smite Opposition (Su): Once per day, this azurin soulborn can smite a lawful or good opponent with a single melee attack, gaining a +2 bonus on her attack roll and a +4 bonus on her damage roll.
Soulmeld: This azurin soulborn can shape one soulmeld, drawn from the soulborn list. The soulmeld has a maximum essentia capacity of 1. She currently has the following soulmeld shaped.
Thunderstep Boots (Su): This azurin soulborn has 1 point of essentia invested in this soulmeld. She deals an additional 2d4 points of sonic damage with a successful melee attack at the end of a charge.
Essentia Pool (Su): This azurin soulborn has an essentia pool of 2, and her essentia capacity is 1. She normally invests 1 point of essentia in her thunderstep boots soulmeld. The other point of essentia is invested in her Cerulean Will feat, granting her a +1 insight bonus on Will saves. These adjustments are included in the statistics above.
Incarnum Defense (Su): This azurin soulborn is immune to Strength damage or Strength drain.
Possessions: +1 breastplate, masterwork glaive, potion of cure serious wounds, 30 gp.
AZURIN ENCOUNTERS
The following groups of azurins can be encountered in nearly any campaign environment.