Chaond and ZenythriChaondHD:d8Level | Bab | Fort | Ref | Will | Feature |
1 | + 1 | +2 | +2 | +0 | Anarchic Body, Chaosbringer, +1 Dex, +1 Con, OR +2 Dex, OR +2 Con |
Skills: 4+int modifier, quadruple at 1st level. Class skills are Bluff, Diplomacy, Disguise, Escape Artist Intimidate, Knowledge (Any), Listen, Perform, Sense Motive, Spellcraft, Spot, Survival, Tumble.
Proficiencies: Chaond are proficient with simple and martial weapons and Light armor.
FeaturesAnarchic Body:At 1st level a Chaond loses all racial bonuses it had and gains outsider traits (basically darkvision 60 foot) plus the Native subtype. It is an outsider(native) with base speed 30 ft.
A Chaond gains a bonus on Tumble and Escape Artist checks equal to his HD and resistance to acid, cold and sonic equal to half his HD.
Chaosbringer: 1/day per HD the Chaond can use shatter as a SLA. If he uses his shatter on his own weapon, it morphs in a grotesque form instead of being destroyed. It retains all it's old statistics, plus the Chaond can add his Con to to Hit and Damage rolls with that weapon for 10 minutes per HD, after wich it returns to normal.
As it grows stronger, a Chaond learns how to use his power in more powerfull ways. All of the following abilities, unless otherwise noticed, are activated as a swift action, cost a certain number of shatter SLA uses and last 1 round. In adition, whenever one of the abilities below is used the Chaond's main weapon/holy symbol/eyes emits a cacophony of sounds, as if made of pure Chaos, imposing a -40 penalty on Move Silently checks for the duration.
Chaos Soul-At 2 HD, by one use, the Chaond can may boost the Caster level of any spell or SLA that causes dispelling or with the Sonic/Chaotic descriptor by 2, and that spell ignores any limit on Caster level it may have.
Chaos Ray-At 4 HD, by one use, the Chaond can project multi-colored twisting rays from a melee weapon. Those rays have a range of 20 foot per HD, hit as a ranged touch attack and deal the base damage as the weapon used, whitout counting for any bonus or penalty for Str or Cha bonus. You can perform iterative attacks with this if you have enough Bab or any other ability that grants extra attacks. This ray can also be combined with a touch range spell instead of a weapon.
Second Chance- At 6 HD, by two uses as an immediate action, the Chaond can re-roll one 1d20 roll before knowing the result.
Shooting Comet: At 8 HD, by two uses, the Chaond can fly at a speed of 20 feet per HD with perfect maneuverability. If the Chaond spends another use at the begginning of his next turn he can remain flying, otherwise he falls.
Wild Swing: At 10 HD, by three uses, for 1 round the Chaond's attacks have 50% chance of hiting the target regardless of their AC and the Chaond's attack bonus.
Limbo touch: At 12 HD, by four uses and as a immediate action the Chaond may grant himself a sacred bonus on Saving throws, AC and skill checks equal to his Cha bonus. He can extend the duration of this by spending a extra use at the begginning of his next turn.
Shatter Mind: At 14 HD, by five uses and as a standard action the Chaond may produce a Confusion effect as the spell with CL equal to HD, except it affects even creatures immune to mind-affecting, but they gain a +5 bonus on their saves. DC for this ability is 10+1/2HD+Con mod.
Impossible Dodge: At 16 HD, by five uses, the Chaond has 50% chance of ignoring any kind of attack and harmfull effect inflicted upon him for 1 round. By expending an extra Shatter use at the begginning of his next round, he can extend the duration of this effect for one more round.
Crazed Flurry: At 18 HD, by six uses, the Chaond gains 1d8 extra attacks at his max attack bonus if performing a full attack.
Mad Creation: At 20 HD, by seven uses, the Chaond can replicate a Shades spell with CL=HD as a standard action, except it doesn't allow SR. Save DC 10+1/2 HD+Con mod.
Ability increase: The Chaond gains +1 to Con and +1 to Dex, or +2 to Con, or +2 to Dex.
ZenythriHD:d8Level | Bab | Fort | Ref | Will | Feature |
1 | + 1 | +2 | +0 | +2 | Axiomatic Body, Lawbringer, +1 Str, +1 Wis OR +2 Str OR +2 Wis |
Skills: 4+int modifier, quadruple at 1st level. Class skills are Balance, Concentration, Craft, Diplomacy, Intimidate, Knowledge (Any), Listen, Perform, Profession, Sense Motive, Spellcraft, Spot, Survival.
Proficiencies: Zenythri are proficient with simple and martial weapons and Light armor.
FeaturesAxiomatic Body:At 1st level a Zenythri loses all racial bonuses it had and gains outsider traits (basically darkvision 60 foot) plus the Native subtype. It is an outsider(native) with base speed 30 ft.
A Zenythri gains a bonus on Balance and Survival checks equal to her HD and resistance to Electrecity, Fire and Sonic equal to half her HD.
Lawbringer: 1/day per HD the Zenythri can use True Strike as a SLA. she can use use her True Strike on her own weapon, in wich case it retains all its old statistics, plus the Zenythri can add her Wis to to Hit and Damage rolls with that weapon for 10 minutes per HD, after wich it returns to normal.
As it grows stronger, a Zenythri learns how to use her power in more powerfull ways. All of the following abilities, unless otherwise noticed, are activated as a swift action, cost a certain number of True Strike SLA uses and last 1 round. In adition, whenever one of the abilities below is used the Zenythri's main weapon/holy symbol/eyes glows become flawless as if made of pure Law, imposing a -40 penalty on Bluff checks for the duration.
Law Soul-At 2 HD, by one use, the Zenythri can may boost the Caster level of any spell or SLA that repairs objects or with the Electrecity/Law descriptor by 2, and that spell ignores any limit on Caster level it may have.
Law Ray-At 4 HD, by one use, the Zenythri can project a flawless white ray from a melee weapon. Those rays have a range of 20 foot per HD, hit as a ranged touch attack and deal the base damage as the weapon used, whitout counting for any bonus or penalty for Str or Cha bonus. You can perform iterative attacks with this if you have enough Bab or any other ability that grants extra attacks. This ray can also be combined with a touch range spell instead of a weapon.
Elegance- At 6 HD, by two uses as an immediate action, the Zenythri can choose for the result of her next d20 roll to be 11.
Earth Ascend: At 8 HD, by two uses, the Zenythri can fly at a speed of 20 feet per HD with perfect maneuverability. If the Zenythri spends another use at the begginning of her next turn she can remain flying, otherwise she falls.
Perfect Strike: At 10 HD, by three uses, for 1 round the Zenythri's attacks ignore all miss chances, including ones like Mirror Image.
Mechanus Circle: At 12 HD, by four uses and as a immediate action the Zenythri may grant herself a sacred bonus on Saving throws, AC and skill checks equal to her Wis bonus. She can extend the duration of this by spending a extra use at the begginning of her next turn.
Lock: At 14 HD, by five uses and as a standard action the Zenythri may completely lock a creature whitin 30 feet per HD if they fail a Will save with DC 10+HD+Wis mod. They however cannot also be harmed in any way while in this state. They're entitled a new save with DC 10+1/2 at the beggining of each of their turns to get rid of this effect. This cannot last more than 1 round per HD.
Deny: At 16 HD, by five uses as an immediate action, the Zenythri can fully deny one single attack that would affect her, including area spells and Su abilities. She must use this ability before knowing if the attack would actually suceed in harming her.
Equilibrium: At 18 HD, by six uses, for 1 round the Zenythri can become one with the world around him, becoming impossible to be selected as a target for any single-target attack, including rays, attacks of oportunity and orbs. He may still be affected by area effects.
Long Arm of the Law: At 20 HD, by seven uses, the Zenythri can replicate a Crushing Hand spell with CL=HD as a standard action, except it ignores all freedom of movement effects and miss chances, and creatures damaged or bullrushed by it are subject to a Dimensional Lock effect.
Ability increase: The Zenythri gains +1 to Wis and +1 to Str, or +2 to Wis, or +2 to Str
Comments
The Chaond and the Zenythri are the less known chaotic and lawfull cousins of the Aasimar and Tiefling. Their base SLAs are actually usefull, their racial skills not so much.
Gave them the same treatment as the other planetouched. The Chaond gets to re-roll stuff, miss chances, make his oponents go crazy and overall mess stuff up. The Zenythri gets to control rolls, ignore miss chances, lock out stuff and control the situation whatever it is.
So if you felt the good/evil axis wasn't enough, those are for you!