- Outsider (Extraplanar): Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Unlike most other living creatures, an outsider does not have a dual nature; its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. As Extraplanar creatures, they may choose a plane as their home plane (other than transitive planes, such as the Astral Plane, the Ethereal Plane, and the Plane of Shadow or the Material Plane).
- Deathly Asuta base land speed is 30 feet.
- Darkvision out to 60 feet.
- Proficient with all simple and martial weapons, armor (light, medium, and heavy) and shields.
- +4 racial bonus on Handle Animal skill checks.
- Blood Alignment (Ex): A deathly asuta paragon is treated as both good and evil for the purposes of his alignment. Spells and effects that reveal good or evil alignments register despite his own alignment. He may wield holy and unholy weapons without suffering negative levels.
- Automatic Languages: Abyssal, Celestial and Infernal.
- Bonus Languages: Any (other than secret languages such as Druidic). See the Speak Language skill.
- Favored Class: Favored Class::Any
- Level Adjustment: +Level Adjustment::0
- Effective Character Level: Effective Character Level::1
Deathly Asuta Paragon
All of the following are class features of the deathly asuta paragon.
Weapon and Armor Proficiency: A deathly asuta paragon gains no additional proficiencies.
Racial Ability Score Boost: At 1st level and every deathly asuta paragon level, he gains a racial bonus to his ability scores. At 1st level he gains +2 Constitution. At 2nd level he gains +2 Charisma. At 3rd level he gains +2 Strength. At 4th level he gains +2 Intelligence. At 5th level he gains an additional +2 Constitution. At 6th level he gains +2 Dexterity. At 7th level he gains an additional +2 Charisma. At 8th level he gains an additional +2 Strength as well as +2 Wisdom.
Damage Reduction (Su): At 1st level, a deathly asuta paragon gains Damage Reduction 1/Magic. This damage reduction increases by 1 point per deathly asuta paragon level. At 6th level, he gains a second set of Damage Reduction starting at 1/—.
Resistance to Energy (Ex): At 1st level, a deathly asuta paragon gains Resistance to Energy 1 to acid, cold, electricity and fire. This resistance to energy increases by 1 point per deathly asuta paragon level.
Toxin Resistance (Ex): At 1st level, a deathly asuta paragon gains a +1 bonus on saves to resist diseases and poisons. A deathly asuta paragon, with his mixed composition, resists diseases and poisons. When rolling saves against diseases and poisons, dice rolls of a natural 1s aren't treated as automatic failures.
Smite (Su): At 1st level, a deathly asuta paragon can make a normal melee attack to deal extra damage equal to his HD total (maximum of +20) against any good-aligned or evil-aligned foe. He adds his Charisma bonus (if any) to this attack roll. A deathly asuta must recharge his smite before he is able to use it again by spending a [[SRD:Full-Round Actions|full-round action]. At 4th deathly asuta paragon level, he may regain his smite as a move action.
Touch of Duality (Su): At 2nd level, a deathly asuta paragon may channel the essences of is composition, delivering it with a simple touch.
Touch of the Heavens (Su): As a standard action, a deathly asuta paragon may make a melee touch attack to fill his target with ecstasy, wonder, delight, rapture, resolve and courage. His touch grants a +1 morale bonus to attacks, damage, skills, ability checks and saves. The effects last for 1 minute. Unwilling targets are allowed a Will save (DC 10 + 1/2 his HD + his Charisma modifier) to negate the effects. The bonus granted by this ability increases to +2 at 8 HD, +3 at 14 HD and finally +4 at 20 HD. Deathly asutas are naturally immune to this ability.
Touch of the Hells (Su): As a standard action, a deathly asuta paragon may make a melee touch attack to fill his target with pain, horrors, sorrows, loss, despair and torment. His touch bestows a -1 morale penalty to attacks, damage, skills, ability checks and saves. The effects last for 1 minute. Unwilling targets are allowed a Will save (DC 10 + 1/2 his HD + his Charisma modifier) to negate the effects. The penalty bestowed by this ability increases to -2 at 8 HD, -3 at 14 HD and finally -4 at 20 HD. Deathly asutas are naturally immune to this ability.
Glide (Ex): With wings outstretched, a deathly asuta paragon can glide at 3rd level. When capable, his wings enable him to negate damage from a fall of any height and allow 20 feet of forward travel for every 5 feet of descent. Deathly asuta paragons glide at a speed of 40 feet with poor maneuverability. If a deathly asuta paragon's maneuverability improves, he still can't hover while gliding. A deathly asuta paragon can't glide while carrying a medium or heavy load. If a deathly asuta paragon becomes unconscious or helpless while in midair, his wings unfurl and hold in their gliding position. The deathly asuta paragon descends in a fluttering spiral and takes only 1d6 falling damage, no matter the actual falling distance.
Face of the Planes (Su): At 3rd level, a deathly asuta paragon gains the ability to manifest his multitudinous lineages to change his appearance at will to simulate the appearance of outsiders, but only while in his normal form. This affects the deathly asuta paragon’s body, altering his possessions to fit his new form but not their overall appearance. Possessions that leave his body return to normal. This effect is a minor physical alteration of his appearance. He may become 1 foot shorter or taller and modify up to 25% of his normal weight. He cannot change his body type. Otherwise, the extent of the apparent change is up to him. He could add or obscure a minor feature or look like member of a different race (within the limits of the ability). He does not gain the abilities or mannerisms of the form he is simulating. When used as part of a Disguise check, he gains a +4 bonus.
Embody Outsider Blood (Su): At 4th level, a deathly asuta paragon furthers his ability to mimic other outsiders, granting him a resistance to their innate abilities. As a swift action, he may emulate the blood of another outsider within 60 feet of himself. He gains a +4 racial bonus on saves against spell-like supernatural abilities to that specific race of outsider for 1 round.
Fly (Ex): At 5th level, the deathly asuta paragon's wings fully mature. He loses his glide speed and gains a fly speed of 40 feet with average maneuverability. At 6th level, his fly speed increases to 80 feet and his maneuverability increases to good.
Manifest Dominant Blood Alignment (Su): At 6th level, a deathly asuta paragon can fully manifest one of his bloodlines, completely suppressing the other. As a swift action, he may manifest his alignment so he is treated as either good (gaining the good subtype) or evil (gaining the [[SRD:Evil Subtype|evil subtype) only. All his weapons (including natural weapons) are treated as either holy (if he chooses to manifest as good) or unholy (if he chooses to manifest as evil). This effect lasts for 1 round.
Maddening Essence (Su): At 7th level, the deathly asuta paragon releases waves of its essences, composed of good and evil, driving those afflicted into a state of confused hysteria as their senses are overwhelmed with conflicting sensations. Afflicted subjects are unable to act on under their own accord. The deathly asuta paragon may choose a number of targets equal to 1 per 3 of his HD (3 targets at 9 HD, 4 at 12 HD and so on). Targeted subjects are allowed a Will save (DC 10 + 1/2 his HD + his Charisma modifier). Targets are afflicted for a number of rounds equal to 1/2 his HD. A deathly asuta paragon may use this ability 1/minute.
|01–20||Hatred||Attack deathly asuta paragon with melee or ranged weapons (or close with deathly asuta paragon if attack is not possible).|
|21–30||Primal Scream||Do nothing but make loud noise and shout babbling nonsense.|
|31–40||Lose Focus||Unable to use any skill or ability that relies on Intelligence (such as Knowledge checks or wizard spellcasting).|
|41-50||Lose Perception||Unable to use any skill or ability that relies on Wisdom (such as Listen checks or cleric spellcasting).|
|51–60||Lose Self||Unable to use any skill or ability that relies on Charisma (such as Bluff checks or bard spellcasting).|
|61–70||Gripping Fear||Flee away from deathly asuta at top possible speed.|
|71-80||Sensory Assault||Do nothing but go into a Total Defense and shout babbling nonsense.|
|81-100||Blood Lust||Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).|
An afflicted subject who can’t carry out the indicated action does nothing but shout babbling nonsense. An afflicted subject is unable to communicate properly while under this effect, only able to convey gibberish and nonsense through any form of communication. Attackers are not at any special advantage when attacking an afflicted subject. Any afflicted subject character who is attacked automatically attacks its attackers on its next turn, as long as it is still afflicted when its turn comes (with no need to roll on the chart). Note that a afflicted subject will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
Resist Teleport (Ex): At 7th level, whenever the deathly asuta paragon is subject to involuntary planar travel or teleportation, his arrival is delayed for 1 round as his essences struggle against the effect. Teleportation effects for movement to different places on the same plane temporarily strand him on the Astral Plane for one round. Planar traveling effects leave him within an extra-dimensional non-space (with whatever environmental atmosphere he was with upon his departure) for one round. During this one round delay, he is allowed a secondary save against the effect. If the secondary save is successful, he returns to the spot he departed from at the end of his turn. If the space he departed from is occupied, he is shunted harmlessly to the nearest open space. If the effect didn't offer a save, he arrives at his intended destination as per normal for the effect.
Consummate Blood (Ex): At 8th level, a deathly asuta paragon reaches the pinnacle of his disparate bloodlines. He now calculates his deathly asuta paragon Damage Reduction, Spell Resistance and Resistance to Energy to account for all his HD. His Damage Reduction #/Magic is equal to the number of his total HD while his Damage Reduction #/— is equal to the number of his total HD −5. His Spell Resistance is equal to the number of his total HD +5. His Resistance to Energy is equal to the number of his total HD. The deathly asuta paragon gains Immunity to acid, cold, electricity and fire at 20 HD.