A humanoid, very tall, large and solid, broad shouldered, with statue-like features, looking almost carved from some pale, stone-like substance rather than flesh stands before you.

Eleniel Surestrike (CR ½; XP 200)
Female avoodim runereaper 1
N Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +3
AC 13, touch 11, flat-footed 12
(+2 armor, +1 Dex)
hp 14 (1d12+2)
Fort +4, Ref +1, Will -1; -2 vs. fear
Resist acid 5, cold 5, electricity 5
Speed 30 ft.
Melee flail +4 (1d8+2) or 2 flails -2/-6 (1d8+2)
Special Attacks +1 to hit outsider (chaotic) and outsider (evil) subtypes, bloodlust +1d6
Spell-Like Abilities (CL 1st; concentration +1)
1/day—doom (W-DC 11)
Str 14, Dex 13, Con 14, Int 12, Wis 8, Cha 11
Base Atk +1; CMB +3; CMD 14
Feats Combat Reflexes, Weapon Focus (light flail)
Skills Climb +6, Craft (weapons) +3, Handle Animal +4, Intimidate +4, Perception +3, Survival +3; Racial Modifiers +2 Craft (weapons)
Languages Celestial, Common, Ignan
SQ eternal despair, runes 1 (crouching man rune)
Environment any
Organization solitary, mistake (2-4), failure (6-20)
Treasure NPC gear (2 flails, leather armor, short sword, other treasure)

In the Hierarchy of Heaven, the testing of souls for filling the ranks of the Archons is bound to have some that do not quite measure up. There are those who give up, ashamed that they were not chosen and lacking the will to try again. These bitter souls are forcibly returned to the world below, into powerful bodies, in the hopes that another chance will change the outcome. These exiles are the avoodim (male avood, female avooda), which means “The Lost” in the corrupted Celestial dialect that they use. Burdened with the pain of their rejection, but gifted in many other ways, they struggle to work out the mote of imperfection in their soul’s eye, and taste again the glory of the Divine.

Avood Racial Characteristics1
Avoodim characters are defined by class levels and have
the following racial characteristics.

  • +4 Constitution, +2 Strength, -2 Dexterity, -2 Charisma: The bodies of the avoodim are composed of all four elements, drawn from the Material and outer planes, thus they are very durable and strong, but the Pain of their origin haunts them, and makes them melancholy.
  • Native Outsider: Avoodim are outsiders with the native subtype.
  • Medium: Avoodim are on the tall end of the Medium scale, and suffer no penalties nor have any bonuses due to size.
  • Normal Speed: Base speed of avoodim is 30 feet.
  • Darkvision: Avoodim have darkvision 60 ft.
  • Celestial Resistance: The avoodim’s origin gives them acid resistance 5, cold resistance 5, and electricity resistance 5.
  • Forge of Heaven: Avoodim prefer to create their own weapons, and gain a +2 bonus on all Craft or Profession checks to create objects from metal or stone.
  • Heavenly Hatred: Avoodim resent all extraplanar beings, and gain an attack bonus of +1 against all outsiders.
  • Shared Agony: An avood can let another taste the despair it constantly feels. They may use doom 1/day as a spell-like ability, with a caster level equal to the Hit Dice of the character.
  • Eternal Despair: The casting out of the avoodim has left the race with damaged psyches, constantly struggling against the wave of despair over what they have lost. Avoodim suffer -2 on saves vs. fear and despair effects. Also, once per day, when a natural 20 is rolled for a GM-directed skill check, ability check, saving throw or attack roll, the player must reroll. This choice is at the GM’s discretion.
  • Languages: Avoodim characters start play speaking Common and Celestial. Avoodim with high intelligence can choose from the following: Abyssal, Aquan, Auran, Infernal, Ignan, and Terran.

On Porphyra
There are large populations of avoodim in the Holdfast of the Celestial Parishes. Most Avoodim consider the Celestial Parishes to be their homeland on the Material Plane.

Alternate Racial Characteristics

Altered Resistance: Your Purpose below involves facing forces of magic beyond your comprehension. You gain Spell Resistance equal to 6 plus your level. This replaces the celestial resistance racial ability.

Clear Sight: Unlike most avoodim, you do not hate those who come from the Realms Beyond, and are able to see past the delusions that make us see what we wish. You gain a +2 racial bonus on saving throws against illusion spells or effects. This replaces the heavenly hatred racial characteristic.

Cold Stare: The eyes are the window to the soul, through which you may read the damnation within. You can use lock gaze as a spell-like ability 1/day. This replaces shared agony.

Hound of Heaven: Though you only dream of wings, your memory persists enough to lend you added speed on land. You gain a +10 ft. racial bonus to speed when using the charge, run, or withdraw action. This replaces forge of heaven.

Longing for Acceptance: Some avoodim do not hold themselves away from other mortals, but seek to fit in and make friends at any cost. Avoodim with this trait suffer -2 to saving throws versus enchantment spells and effects. This replaces eternal despair.

Night-dweller: Avoodim with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. This racial trait replaces darkvision.

Mortal Adaptation: Your Purpose seems to emulate the ways of mankind, and you more closely resemble them than others of your kind. Your starting ability bonuses are +4 Constitution, -2 Charisma.

Rage of Rejection: Your rejection of you heavenly heritage is so complete; you have rejected its protection and directed your rage to all outsiders. You gain a +2 dodge bonus when fighting outsiders, and a +2 bonus to combat maneuver checks made to grapple outsiders. This replaces celestial resistance and heavenly hatred.

Skysinger: Try as you may, you cannot see the Empyreal Heights from the ground or mountaintop; that doesn’t mean you don’t keep trying. You are treated as 1 level higher when casting spells of the Air domain the bloodline powers of the air elemental bloodline, and revelations of the oracle’s Heavens mystery. This ability does not give the Avood early access to level-based powers; it only affects powers that they already hold. This replaces shared agony.

Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever he gains a level, you may select the following alternate bonuses based on their class instead. These bonuses are considered racial bonuses unless listed otherwise.

  • Alchemist: Add +10 minutes to the duration of the alchemist’s mutagens.
  • Barbarian: Reduce the number of rounds you are fatigued by an ended rage by 1.
  • Bard: Add +1 to the bard’s CMD when resisting a disarm or sunder attempt.
  • Cavalier: Add + ¼ to the cavalier’s banner bonus.
  • Cleric: Add +1 to rolls to overcome the spell resistance of outsiders.
  • Druid: Add +1/3 to the druid’s natural armor bonus when using wild shape.
  • Fighter: Add +1 to rolls to stabilize when dying.
  • Gladiator: Add +1 to Acrobatics checks made to avoid attacks of opportunity from moving through enemy occupied spaces.
  • Gunslinger: Add + ¼ of a grit point to the maximum available.
  • Illuminatus: Add +1 to caster checks to overcome the spell resistance of outsiders.
  • Infinyte: Add +1/6 to the number of times per day you can alter fate.
  • Inquisitor: Add + ½ to Intimidate checks and to Knowledge checks to identify monsters.
  • Magus: Add + ¼ to the magus’s arcane pool.
  • Medium: Add +1 to the medium’s Knowledge (religion) skill checks.
  • Monk: Add + ¼ to the monk’s ki pool.
  • Oracle: Add +1/2 to the oracle’s level when calculating the effect of the oracle’s curse.
  • Paladin: Add +1/6 to the morale bonus on saving throws provided by the paladin’s auras.
  • Ranger: Add +1/3 to Survival rolls used to track.
  • Rogue: Add + ½ to sneak attack damage against outsiders.
  • Runecaster: Add +½ to your Will saves against enchantment.
  • Runereaper: Add +1 to the number of rounds of rage per day.
  • Sorcerer: Add + ½ point of cold damage to spells that deal cold damage.
  • Summoner: Add +1 hp to the summoner’s eidolon.
  • War Mind: Add +1 CMD to resist dirty tricks.
  • Witch: Add one spell from the witch’s spell list to the witch’s familiar. This spell must be at least one level lower than the highest level spell the witch can cast.
  • Wizard: Add a +½ bonus on checks to craft magic items.

See Also