CREATING A HALF-AXIOM
“Half-axiom” is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher and nonchaotic alignment (referred to hereafter as the base creature).
A half-axiom uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged. Half-axioms are normally native outsiders.
Speed: A half-axiom has fan-like wings and can fly at the base creature’s base land speed (perfect maneuverability). If the base creature has a fly speed, use that instead.
Armor Class: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).
Special Attacks: A half-axiom retains all the special attacks of the base creature and also gains the following special abilities.
See Invisibility (Su): Half-axioms can use a daylight effect (as the spell) at will.
Smite Chaos (Su): Once per day a half-axiom can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a chaotic foe.
Spell-Like Abilities: A half-axiom with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative.
Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.
HD Abilities
1-2 protection from chaos 3/day, bane
3-4 mark of the outcast, detect chaos
5-6 repair serious damage, sheltered vitality
7-8 order's wrath, remove curse
9-10 dispel chaos
11-12 word of law
13-14 shield of law 3/day, seal portal
15-16 mind blank
17-18 summon monster ix (lawful creatures only)
19-20 greater restoration
Special Qualities: A half-axiom has all the special qualities of the base creature, plus the following special qualities.
—Darkvision out to 60 feet.
—Resistance to cold 10, electricity 10, fire 10, and sonic 10.
—A half-axiom is immune to critical hits. It may never be flanked and is never flat-footed.
—A half-axiom’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
—Telepath 100 ft.
Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +4, Wis +4, Cha +2.
Skills: A half-axiom gains skill points as an outsider and has skill points equal to (8 + Int modifier) × (HD +3). Do not include Hit Dice from class levels in this calculation—the half-axiom gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.
Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.
Alignment: Always chaotic (any).
Level Adjustment: Same as base creature +4.