Axion Species in Matera | World Anvil
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Axion (Axe-e-on)

Born of a union between mortals and beings of pure law, axions are stalwart in nature.

Basic Information

Anatomy

Like all cosmic races, each axion is unique in its physicality. An axion takes on a majority of the traits of its mortal parent, generally gaining one or two otherworldly aspects. Sometimes, an axions axiomatic power is purely mental, and it might appear as a normal member of its mortal parent species until its power is utilized.

Genetics and Reproduction

Any humanoid creature may give birth to an axion, but it is much more common for them to spring from humans.

Growth Rate & Stages

Axions are slow growers, often reaching adulthood five years after the normal age for their mortal parent.

Dietary Needs and Habits

Axions often share the dietary needs with their mortal parent, but often become very selective and picky eaters due to innate senses of orderly obsessions.

Biological Cycle

Most axions share any biological needs with their mortal parents, but are often less affected by things such as temperature or seasonal change.

Additional Information

Facial characteristics

An axions' facial characteristics vary depending on the mixing of their mortal and outsider parents. Sometimes they appear as a normal member of a mortal race, but sometimes having more otherworldly and alien features.

Geographic Origin and Distribution

Being one of the more rarer cosmic races, Axions have no specific regional locations in the world, but tend to born more often in large cities or more urban areas.

Average Intelligence

Axions have an innate cunning sharp minds. They often have a tendency towards things like mathematics or architecture. They are able to easily form long term plans and strategies, but often struggle with coming up with ideas on the fly.

Perception and Sensory Capabilities

All axions have darkvision, regardless of the race they were born into.

Civilization and Culture

Naming Traditions

Axions usually share the naming traditions of their mothers species.

Major Organizations

Axions often find themselves parts of large scale organizations, such as government administrations, mage colleges, or trade guilds, as their tendency for organization makes them valuable assets.

Beauty Ideals

Many axions have symmetrical features, and have a natural appreciation for things such as symmetry and an orderly dress code.

Gender Ideals

Axions often share the same gender roles as their mortal parent, and their often obsessions' with rules often means that they stick to such roles religiously.

Courtship Ideals

Most axions share the courtship ideals as their mortal parent, often attempting going to great lengths to show their understanding of them, sometimes to the detriment of the implied passion of the effort.

Relationship Ideals

Being one of the rarer cosmic races, axions struggle to find their identity, and are often mistaking for either an aasimar or a tiefling, and are treated as one. Their obsessive-compulsions mean that they often struggle making friends when younger, but are often valued professionally in adulthood by those around them.

Average Technological Level

Axions share the technological levels of their parent race, but are very industrious and inventive, often coming up with new ideas and crafting new ways to increase the efficiency of their society.

Major Language Groups and Dialects

All axions have an innate understanding of Celestial, regardless of their formal education. The usually can speak the normal languages of their mortal parents, and often learn new languages Some axions can even speak more exotic languages or even speak telepathically.

Common Etiquette Rules

If an axion has a more prominent and outstanding physical feature, it is often considered rude to comment on it.

Common Dress Code

While they often share the same dress code as their mortal parent, many axions find themselves drawn to tight fitting or professional-looking garb, such as tailored suits or regal armor.

Common Customs, Traditions and Rituals

Axions often follow the same traditions of their mortal parent, and often will rise to important positions in such rituals, finding a sense of purpose in following the rules of their society.

Common Taboos

Most axions hate to break or even bend rules, as it goes against their innate sense of law. Despite this, some axions turn away from law, often using their innate knowledge of it to exploit or break rules simply to maximize chaos and damage.

Common Myths and Legends

Many axions find comfort in the orderly traditions of most religions, and can often by found in religions that heavily rely on order and technology. Most worship Thanaloc, the Inevitable or one of the lawful aligned Celestial Paragons or Fiendish Lords, such as Imperious or Asmodeus.

Interspecies Relations and Assumptions

Axions are rarer than Aasimar and Tieflings, and thus are barely understood by the other races, and often might be mistaken for one of them. Many axions have difficulty not following even small, inconsequential rules, and this apparent rigidness can be quite unnerving to others.

Racial Table - Axion: Hit Dice: D10; Class Skills: Craft, Knowledge (Planes), Perception, Profession, Sense Motive; Skill Ranks Per Level: 6 + Intelligence modifier; Weapon Proficiency: Martial; Armor Proficiency: Medium
Level BAB Fort Reflex Will Abilities
1st +1 +2 +0 +2 Lawful Lineage, Lawful Resistance, Otherworldly Traits
2nd +2 +3 +0 +3 Mortal Trait
3rd +3 +3 +1 +3 Otherworldly Trait
4th +4 +4 +1 +4 Mortal Trait
5th +5 +4 +1 +4 Increased Resistances, Otherworldly Trait
 
Random Starting Ages
Adulthood Intuitive1 Self-Taught2 Trained3
As mortal parent +5 Same as mortal parent Same as mortal parent Same as mortal parent
1This category includes armigers, barbarians, bloodragers, imbuers, kineticists, leaches, oracles, psychics, ravelers, realmstriders, rogues, sorcerers, and spiritualists     2This category includes antipaladins, arcanist, armorsmiths, bards, brawler, cavaliers, fighters, gamblers, gunslingers, hunters, mediums, mesmerist, paladins, pantheists, rangers, samurai, shamans, skalds, slayers, spellthiefs, summoners, swashbucklers, tricksters, vigilantes, wardens, weaponsmiths, and witches.   3This category includes alchemists, clerics, druids, explorers, inquisitors, investigators, jewelers, magi, monks, mortalists, ninjas, occultists, painters, travelers, tinkerers, warpriests, wizards and zealots.  
Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male Same as mortal parent4 Same as mortal parent4 Same as mortal parent4 Same as mortal parent4
Female Same as mortal parent4 Same as mortal parent4 Same as mortal parent4 Same as mortal parent4
4Some otherworldly traits might cause the axions height and weight to vary greatly from the norms of their mortal heritage.  
Axion Aging Table
Middle Age (-1 to Str, Dex, and Con, +1 to Int, Wis, and Cha) Old (+2 to Str, Dex, and Con, +2 to Int, Wis, and Cha) Venerable (-3 to Str, Dex, and Con, +3 to Int, Wis, and Cha) Maximum Age (GM secretly decides maximum age)
As mortal parent x1.5 As mortal parent x2 As mortal parent x3 As mortal parent, but with 6 dice instead of the normal amount.
 
Random Axion Homelands
% Rolled Homeland Trait Gained
01-50 Mortal Homeland (Roll on table for Mortal Parent Race)
51-90 Celestial/Infernal Stronghold Scholar of the Great Beyond
91-00 Unusual Homeland (Roll on Unusual Homeland Table)
 
Random Axion Families
% Rolled Parental Status
01-50 Both of your parents are alive
51-70 Only your Father is alive
71-90 Only your Mother is alive
91-00 Both your parents are dead
Random Axion Siblings (Roll separately on mortal parent race for mortal half-siblings)
% Rolled # of Siblings
01-50 No siblings
51-00 1d2 siblings
Lifespan
Axions live much longer than their mortal parent; often living up to six times the normal races lifespan.
Average Height
Axions usually share the same height ratios as their mortal parent, but are sometime born either unusually large or unusually small.
Average Weight
Axion usually share the same weight ratios as their mortal parent, but are sometimes born unusually limber or heavy set.
Average Physique
Axions are often more physically built and are able to to gain bursts of strength, but lack the fortitude to maintain their energy for long periods of time.
Body Tint, Colouring and Marking
An axions' coloration varies depending on the mixing of their mortal and outsider parents. Sometimes their skin color matches either one of their parents, but one of the most common manifestations of the cosmic races is a unique skin coloration.
Geographic Distribution

Axion

Type Outsider (Native)
Ability Score Modifier +2 Strength, +2 Intelligence, -2 Constitution. Axions are strong and smart, but lack fortitude.
Size medium
Speed Axions have a base speed of 30 feet.
Language An axion begins play speaking Celestial and the racial language of their base race. An axion with a high intelligence score can pick from any of the bonus languages from their parent race.

  • Materil: An axion can be tied to any Materil, but tend towards the Materils of their mortal parent.
  • Darkvision: Axions can see perfectly in the dark up to 60 feet.
  • Lawful Lineage: Each axion is descended from a lawful creature and gains abilities based on their lineage. Select one lineage at character creation based on the following table:
  • Lineage Typical Alignment Skill Bonus (+2) Spell-Like Ability (1/day)
    Angel LG Heal, Knowledge (Arcana) alter self
    Apkallu LN Fly, Perception minor creation
    Archon LG Intimidate, Sense Motive continual flame
    Asura-Spawn LE Appraise, Knowledge (Local) hideous laughter
    Axiomite LN Craft, Diplomacy hold person
    Barghest-Spawn LE Bluff, Intimidate charm monster
    Devil-Spawn LE Diplomacy, Sense Motive pyrotechnics
    Kyton-Spawn LE Escape Artists, Intimidate web
    Manasaputra LG Acrobatics, Knowledge (History) jester's jaunt
    Mecane LN Appraise, Knowledge (Local) invisibility
    Rakshasa-Spawn LE Disguise, Sense Motive detect thoughts
    Shinigami LN Heal, Intimidate detect chaos
  • Lawful Resistances: An axion gains cold resistance 5, electricity resistance 5, and fire resistance 5. At 5th racial level, these resistances increase to 10.
  • Otherworldly Traits: Each axion has extra abilities and traits unique to them. At character creation, roll on the Axion abilities and features tables, gaining the abilities and cosmetic features listed. These traits are intrinsic to each specific axion and cannot be changed. At 3rd and 5th racial levels, the axion gains an additional otherworldly trait.
  • Mortal Traits: At 2nd and 4th racial level, an axion gains abilities based on its mortal parent race. Pick any ability from their mortal parents racial level table of a level equal to or lower than the axion’s racial level and they gain that ability.

Alternate Racial Traits
  • Axiomatic Resistances (Ex): Some axions are stronger at resisting the effects of chaotic creatures. They gain spell resistance equal to 5 + their hit dice against spells and spell-like abilities with the chaotic descriptor, as well as spells or spell-like abilities from chaotic outsiders. This trait replaces the Lawful Resistance trait.
  • Defending Emblem (Sp): Some axions can manifest a glowing emblem on their arm that sheds light as a torch. An axion can do this as an at will spell-like ability. When using their emblem, the axion gains a +2 circumstance bonus to Intimidate checks against chaotic creatures and saving throws against becoming blinded or dazzled. This bonus increases by 1 for every 5 hit dice beyond the 1st the axion possesses. This trait replaces the darkvision trait.
  • Lawful Bastion: Some axions are innately skilled at defending against chaotic beings. They gain a +1 insight bonus on attacks rolls and to their AC against chaotic outsiders, and a +2 racial bonus on Knowledge (Planes) and Spellcraft checks to identify the chaotic outsiders or items and effects created by chaotic outsiders. They may use those skills untrained for such purposes. These bonuses increase by 1 for every five hit dice beyond the 1st the axion possesses. This trait replaces the Axiomatic Resistances trait.
  • Mortal Heritage: Some axions are more connected to their mortal lineage. These axions gain the starting ability score modifiers of their mortal parents race. This trait replaces the spell-like ability granted by the Lawful Lineage and alters the axions starting ability scores.

% Otherworldly Trait
01 You can make any clothing or armor you wear appear as an opalescent grey robe. (Su)
02 You can use Jolt 3/day. (Sp)
03 You gain a +4 on saving throws against paralysis effects.
04 You gain a +2 racial bonus on Appraise checks.
05 You gain a +1 racial bonus on attack and damage rolls against chaotic outsiders.
06 You possess two claws that are treated as primary natural attacks and deal 1d4 points of damage.
07 1/day, you can gain the effects of a Paladins smite evil, except that the bonuses only apply to a chaotic target rather than an evil one. (Su)
08 You gain a +2 racial bonus to your Grapple checks.
09 You gain an Oracle Curse. If you would gain spells from the curse, you can use those spells as a spell-like ability 1/day each. (Sp)
10 You gain a +2 racial bonus to your Strength score.
11 You gain a +2 racial bonus on Spellcraft checks.
12 1/day, as a standard action, you can remove yourself from the timestream for 1d3 rounds. You count as if you do not exist, you cannot be affected by any means. At the end of the duration, you reappear in your square, or the nearest possible square if your square is now occupied. (Su)
13 You can store one item in the Ethereal Plane, similar to the spell Secret Chest. Storing or retrieving an item is a standard action. (Sp)
14 You possess the unnatural aura monster ability, except that the DC to make animals come near you is equal to 10 + ½ your character level + your charisma modifier. (Ex)
15 1/day, you can move as if your base land speed was 50 feet. (Ex)
16 You are unnaturally large, becoming one size category larger than your mortal race.
17 You can cast Arrow of Law 1/day. (Sp)
18 Once you’ve reached adulthood, you never seem to age, although you still take aging penalties as normal and die when your time is up. (Ex)
19 Once per day, as a standard action, you can release a burst of energy from your body. You deal 1d6 points of electricity damage to each creature adjacent to you. (Ex)
20 You gain an +2 racial bonus to your Dexterity score.
21 You gain a +2 racial bonus to Reposition and Steal combat maneuver checks.
22 You can touch someone and learn about their cultural background, such as clan affiliation, racial heritage, or common traditions. (Su)
23 Once per day, you can speak to a single creature as if using the Tongues spell. (Sp)
24 Once per day, as an immediate action, you can gain a deflection bonus to their AC equal to your Wisdom modifier for 1 round. (Su)
25 You gain a +2 racial bonus to Diplomacy checks.
26 Once per day, when reduced to 0 or fewer hit points, you gain regeneration 1 for a number of rounds equal to your Constitution modifier (min 1). This regeneration is negated by damage from a chaotic source. (Ex)
27 Once per day, as a free action, you can convert your body into a cloud of golden, crystallized dust, functioning as the spell Gaseous Form, save that it only lasts 1 round per level. (Sp)
28 Once per day, for 1 minute, you can understand any creature as though using Tongues. (Sp)
29 Whenever you wear a cloak, your features are concealed, showing only a metallic face with dark eyes and no mouth. (Su)
30 You gain a +2 racial bonus to your Constitution score.
31 You gain Combat Reflexes as a bonus feat. You use your Intelligence modifier rather than your Dexterity modifier for determining how many attacks of opportunity you can take each round.
32 Once per day, you can cast Shocking Grasp. (Sp)
33 1/day, you can unleash a blinding flash from your body. Any creatures viewing you must make a Reflex save (DC 10 + ½ Hit Dice + Constitution modifier) or be blinded for 1 round. (Su)
34 1/day, you can attempt to parry one melee attack made against you. Make an opposing attack roll, if you roll higher than the attacker, the attack is negated. You must be aware of the attack to attempt to parry it and have an item in hand (such as a weapon), capable of blocking the attack. (Ex)
35 You have acid resistance 5.
36 You gain a +4 racial bonus on saves against spells and effects that would teleport or move you against your will.
37 You gain a +2 racial bonus to Perception checks.
38 You roll twice and take the better result on saves against transmutation effects.
39 You can spread the blood of a creature on a set of chains. If you do, the chains unerringly point in the direction of that creature for the next 24 hours. (Su)
40 You gain an additional +2 racial bonus to your Intelligence score.
41 You can function normally in areas of manipulated time, such as the Time Stop spell. (Su)
42 You gain a +4 bonus to recognize and disbelieve illusions.
45 You are unusually short, gaining the traits of a creature one size category smaller than your normal race.
44 Your speed is never modified by armor or encumbrance. (Ex)
45 You increase your natural armor bonus to your AC by +1.
46 You gain spell resistance equal to 10 + ½ your Hit Dice. (Ex)
47 You feel sick to your stomach and take a -1 penalty on ability checks within 30 feet of a chaotic outsider. (Su)
48 3/day, you can cast Mending. (Sp)
49 Once per day, you can cast Jester's Jaunt. (Sp)
50 You gain a +2 racial bonus to your Wisdom score.
51 You gain a +2 racial bonus on Knowledge (Arcana) checks.
52 You gain a +2 racial bonus on saving throws against poison.
53 Once per day each, you can cast detect chaos, detect evil, detect good, and detect law. (Sp)
54 Once per day, when you are at 0 hit points, you can take a full round of actions without losing a hit point and falling unconscious. (Ex)
55 You gain a +2 racial bonus on saving throws against disease.
56 Once per day, you can cast Blur. (Sp)
57 You gain a +2 racial bonus to Stealth checks.
58 You heal double the normal amount when resting. (Ex)
59 You decrease all penalties for Two-Weapon Fighting by 1. (Ex)
60 You gain a +2 racial bonus to your Charisma score.
61 Once per day as an immediate action, when stuck by a sneak attack (or a similar effect that relies on surprise) you can cause that creature to make a Will save (DC 10 +½ Hit Dice + Charisma modifier) or immediately become stunned for 1 round. (Su)
62 Once per day, as an immediate action, you can take a 20 on a Reflex saving throw. (Ex)
63 Once per day, you can teleport up to your speed as a move action. (Su)
64 You gain a +2 racial bonus to Sense Motive Checks
65 You gain DR 2/chaos
66 Any damage you deal with a melee weapon is treated as lawful for the purpose of overcoming damage reduction.
67 You gain a +2 racial bonus on Intimidate checks.
68 You gain a +2 racial bonus on confirming critical hits against chaotic outsiders.
69 Once per day, you can cast Command. (Sp)
70 You gain a swim speed of 30 feet.
71 Once per day, when you hit a creature with a weapon attack, that creature is affected by the spell Dimensional Anchor for 1 round per hit dice. (Sp)
72 1/day, At the beginning of combat, you can roll twice for initiative. You may split your actions up between the two initiatives. (Ex)
73 You can inscribe a personal item with a magic sigil, such as a holy symbol or a family crest. If you are buried with said item, you return to life 24 hours later, as raise dead. This ability only functions 1d4 times in your lifetime. (Sp)
74 You gain a +4 racial bonus to avoid environmental effects of the cold.
75 You gain sonic resistance 5.
76 You can cast Invisibility 1/day. (Sp)
77 You gain a +2 racial bonus on Knowledge (Planes) checks.
78 Once per day, you can touch a creature as a full round action. For 1 minute that creature gains a +1 sacred bonus on Will saves, saves against disease and poison, and on Knowledge (History), (Nobility), and Sense Motive checks. (Su)
79 1/day, when hit by an effect that would inflict a negative level, instead of receiving the negative level, you are treated as +1 level higher of spells and class features for 1 minute. You still suffer any other ill effects of the attack. (Su)
80 You gain a +1 racial bonus on Reflex saving throws.
81 Once per day, when struck by an attack, you can curse the target as an immediate action. For 1 round per 2 hit dice, the target gains a -4 penalty on attack rolls against you. (Su)
82 You can cast Arcane Mark at-will. (Sp)
83 You feel energized and gain a +1 racial bonus on ability checks when a lawful outsider is within 30 feet. (Su)
84 You gain a +4 racial bonus to resist hot environmental effects.
85 You gain a +1 racial bonus on Fortitude saving throws.
86 1/day, you can cast Bane. (Sp)
87 You gain a +2 racial bonus on Disguise checks.
88 1/day as a move action, you can grant any melee weapon you are holding the Axiomatic enchantment. The enchantment lasts 3 rounds or until you drop the weapon. (Su)
89 Once per day you can cast Hold Person. (Sp)
90 You gain a +1 racial bonus on Will saving throws.
91 You are immune to paralysis and sleep effects.
92 You count as a construct for the purpose of spells and features.
93 Once per day, you can summon an Arbiter Inevitable, as if using Summon Monster. (Sp)
94 You can speak Abyssal, Draconic, Infernal, and Protean.
95 You gain a +2 racial bonus to your CMD
96 You have a natural fly speed of 20 feet (poor maneuverability)
97 Once per day, as a standard action, you can suppress your axiom qualities for a number of minutes equal to your Constitution modifier. (Ex)
98 You receive a bonus hit point per level.
99 1/week, you can contact a lawful ancestor, as the spell Commune. (Sp)
00 Roll on this table twice, ignoring any rolls of 00.
% Physical Feature
01 Arms: Made of fire
02 Arms: Bones
03 Arms: Metal forearms
04 Arms: Scaled forearms.
05 Arms: Stoney forearms
06 Build: Beautifully proportioned.
07 Build: Emaciated
08 Build: Cubist
09 Build: Unnaturally heavy
10 Build: Unnaturally light.
11 Digits: Three larger
12 Digits: Extra digits
13 Digits: Extra joints
14 Digits: Boney
15 Digits: Unusually colored nails.
16 Ears: Pointed
17 Ears: Long-lobed
18 Ears: Bat-like
19 Ears: Missing
20 Ears: Other
21 Eyes: Multiple
22 Eyes: Electrical
23 Eyes: Glowing
24 Eyes: Jewel-like.
25 Eyes: Other
26 Face: Canine muzzle
27 Face: Metallic lips.
28 Face: Perfectly symmetrical.
29 Face: Insect mandibles
30 Face: Other
31 Hands: Bone-like
32 Hands: Always cool and dry.
33 Hands: Glowing palms.
34 Hands: Extra thumbs
35 Hands: Other
36 Head: Animalistic
37 Head: Draconic features.
38 Head: Bald
39 Head: Mist-Shrouded
40 Head: Other
41 Hair: Blue
42 Hair: Heatless flames.
43 Hair: Metallic.
44 Hair: Stays Short
45 Hair: Other
46 Legs: Bone-like
47 Legs: Birdlike
48 Legs: Metallic scaled shins.
49 Legs: Overly long
50 Legs: Other
51 Skin: Feathered
52 Skin: Blue
53 Skin: Grey
54 Skin: Metallic
55 Skin: Fish Scales
56 Skin: Bone-like
57 Skin: Glittering
58 Skin: Iridescent.
59 Skin: Patterned
60 Skin: Other
61 Voice: Robotic
62 Voice: Unusually high.
63 Voice: Unusually low.
64 Voice: Words you speak aloud seem to be heard mentally.
65 Voice: Other
66 Shadow: None
67 Shadow: Winged
68 Wings: Birdlike
69 Wings: Metallic
70 Wings: Skeletal
71 Other: Androgynous
72 Other: Covered in symbols
73 Other: Avian snood
74 Other: Covered in freckles
75 Other: Doesn't sweat.
76 Other: Emits strange noises.
77 Other: Pearlescent teeth.
78 Other: Trance-like sleep.
79 Other: Surrounded by vapor
80 Other: Peircing Gaze
81 Other: Unusual footprints
82 Other: Forked tongue
83 Other: No reflection
84 Other: Always look clean.
85 Other: Flesh Pouches
86 Other: Inhuman voice.
87 Other: Partially split-head
88 Other: Rattlesnake Tail
89 Other: Crown-like Horns
90 Other: Multiple Faces
91 Other: Always surrounded by wind
92 Other: Barbed Spines
93 Other: Helmet-Like Hair/Head
94 Other: Strange smell
95 Other: Faded Features
96 Other: Unnatural temperature
97 Other: Clawed Extremities
98 Other: Glowing forehead rune
99 Roll Twice, ignore any roll of 99 or higher.
00 Roll Three Times, ignore any roll of 99 or higher.

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