Whimsical and always looking to inspire freedom and fight tyranny, the azatas rarely directly intervene in the mortal realms. Instead they try to inspire creatures to champion the cause of freedom. Those who gain an azata’s favor can be blessed by gaining inspiration from and aspects of the azata itself.
“Azata-inspired” is an acquired template that can be added to any living, non-evil, creature with an Intelligence score 2 or greater and that has been inspired by and gained the favor of an azata (hereafter referred to as the base creature). The creature retains all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: As base creature +2
Alignment: Any non-evil. If the creature’s alignment has a lawful component, the creature moves one step towards chaotic.
Weaknesses: An azata-inspired creature gains the following.
If ever the azata-inspired creature magically or physically binds, holds, or imprisons another creature with an Intelligence above 3 for more than a minute, the azata-inspired suffers a -1 penalty on all attack rolls, skill checks, and saving throws for a day. This penalty is cumulative for each creature and every minute said creatures are held. The penalty ends one day after the creatures are freed.
Special Attacks: An azata-inspired creature gains the following.
At will an azata-inspired creature can make a sunder attack against any physical or magical holding, binding, entangling, or imprisoning effect. If the attack succeeds and the damage done is greater than the physical item’s hardness or twice a magical effect’s spell level, the effect is destroyed or dispelled. If the source of the binding is mythic in nature, the azata-inspired creature can still make a sunder attempt, but with a -15 penalty, unless the creature is mythic as well.
Once a day plus once per 5 Hit Dice, an azata-inspired creature can perform a devastating attack against lawful evil creatures or those who imprison or suppress the freedom of others. This includes those in view of an azata-inspired who have cast an active hold spell, someone who is grappling another creature, or has ever used the imprisonment spell or similarly powerful magic to bind, hold or imprison someone.
The azata-inspired creature must declare a smite tyranny attack before the attack die is rolled. If the attack succeeds, the attack is automatically a confirmed critical hit that bypasses any damage reduction or hardness the target has. If the attack misses, the azata-inspired creature loses that use of the smite tyranny attack.
Special Qualities: An azata-inspired creature gains the following.
An azata-inspired creature automatically gains a second save against any effect that would hold, bind, or imprison it if the effect allows a saving throw. The azata-inspired creature must take the result of the second saving throw. If subjected to a holding, binding, or imprisoning effect that doesn’t allow a saving throw, the azata-inspired creature gains a Reflex or Will save (whichever bonus is better) against the effect.
An azata-inspired creature gains a circumstance bonus to a single Intelligence-, Wisdom-, or Charisma-based skill equal to half of its total HD. This bonus can be changed to a different skill once a day, but cannot be applied to two different skills within the same 24-hour period.
Additionally an azata-inspired creature gains an additional quality depending on which azata inspired it.
Any airborne creature takes a -2 penalty on attack and damage rolls against a bralani-inspired creature. Further, a bralani-inspired creature is never considered flat-footed except when surprised.
A brijidine-inspired creature can walk across flames and molten rock and metal as if they were solid. While doing so, the creature is immune to fire.
Once a day plus once for every 5 HD the azata-inspired creature has, a ghaele-inspired creature can, as a move action, instantaneously move to any location within 400 ft. as a move action. The creature must have line of sight with the destination and the target square cannot be occupied. When the creature arrives at its destination it can take other actions if it is able.
If the lillend-inspired creature does not have bard levels, every day it can choose one bardic performance ability that a bard of a level equal to its total Hit Dice can use. As a move action, the chosen bardic performance ability can be used a number of times per day equal to the creature’s Charisma-modifier (minimum 1) when using the chosen Perform skill. A lillend-inspired creature can only access one bardic performance ability per day with this ability.
Once a day while in darkness or during the night, a lyrakien-inspired creature can summon a mote of soft starlight to light its path. The mote follows the lyrakien-inspired creature and provides as much illumination as a torch, but does not impact darkvision, affect light sensitivity, or cause deleterious effects due to light. The mote stays as long as the creature wishes, but it automatically vanishes with the dawn.
The mote can be used to attempt to counter a darkness or deeper darkness spell as a light spell using the creature’s total Hit Dice as its caster level. If successful the mote dispels the darkness but burns itself out for the day.