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I'll paste the relevant help files. This is a non-seasonal limited count race, similar to minotaurs.
It's also an experiment in a race that has a package of stats/resistances that aren't especially strong, but has somewhat more dramatic inherent abilities than most (although for various reasons, Conviction and Heaven's Warmth are written as skills, not literal inherents.)
AZURE TOUCHED AZURETOUCHED CELESTIAL AZURE-TOUCHED FIELDS The Azure-Touched Race
Lore has it that when the purest of the light die, if their patron God or Goddess does not have an afterlife to welcome them to, the souls go to the Azure Fields. This resting place is a plane of pure goodness and light, the ideal heaven for those who have lived a just life.
Conjurers who summon angels or archons breach the Azure Fields and entreat one of these resting souls to serve again on Thera. One of these conjurers wanted to create a permanent door between Thera and the Azure Fields, one that would bring the light of the heavens to Thera. Her attempts to meddle with magic beyond mortal means consumed her and created an imbalance between the two planes.
These random leaks of celestial energy seep occasionally from the Azure Fields to Thera, where they attach themselves to goodly, young human souls and infuse their host with a powerful, heavenly essence. These hosts are known as the Azure-Touched, and the essence transcends their bodies and souls. Physically they have an internal glow that marks their skin, as though their blood shines with holy light. Their eyes are silver or gold and their hair glows with a celestial essence. Beyond that, their features resemble their human origins.
The Azure-Touched are goodly by nature and will channel either the essence of an archon or angel. Because of that, they are only of orderly or chaotic ethos. If an Azure-Touched soul strays from the light, the consequences are extremely harsh and they can never be forgiven for their betrayal to it.
Due to the nature of their partially angelic existence, Azure-Touched are only drawn to the guilds of the healers, paladins, bards, shaman, and warriors.
Azure-touched know the Conviction and Heavens Warmth skills. They have some natural resistance to holy attacks as well as some vulnerability to unholy attacks. They also can detect evil naturally.
Max Stats: Str 19 (Strong) Dex 20 (Dexterous) Con 21 (Hearty) Int 20 (Genius) Wis 22 (Sagacious) Chr 23 (Disarming)
Average Life Span: 550 Hours
See also: Conviction, Heavens Warmth
CONVICTION Syntax: conviction
This skill of the azure-touched manifests their hatred of tainted things in two ways:
As an automatic skill, it helps them bypass the deflection of evil armor worn by their opponents, as well as attack opponents wearing evil armor more fervently. It also helps them make more effective use of armor and weapons bearing an aura of goodness.
An azure-touched can also attempt to actively work themselves into a righteous fury over an opponent who is tainted by evil or wearing armor so tainted. If successful, the azure-touched will unleash an exhausting barrage of attacks upon their opponent. These attacks individually lack the full force the azure-touched is able to bring to bear in melee, but can have special lasting effects depending on the type of damage they are dealing. Unleashing their conviction in this way has the side effect of temporarily diminishing the azure-touched's vulnerability to unholy damage slightly.
Active use of conviction is more effective for characters with a stronger martial background, in good morale, and with high wisdom. It is most effective on opponents who are evil, who are clad in a significant amount of evil armor, or both.
HEAVENS WARMTH HEAVENSWARMTH Syntax: heavenswarmth
Once per day, an azure-touched can summon forth a whisper of the celestial energies that are their birthright, bathing all present in its rays. This very briefly aids in the natural regeneration of good and neutral characters, and hampers that of evil characters.
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