Azim Lesser God of (Metal), Earth, Protection,
Good, Strength
D-Azim appears as a giant sized Dwarf in full armor wielding two great battle-axes, with skin of metal and a crazed look
in his eye.
HS-Pickax, any metal
PD- Azims focus has shift very recently in the life of a God. Azim has heard the prayers and all priest main goal is to
find out the source of the metal problem on Trell and root it out. Secretly all priest associate some of the problem with
Sebellicus, a mage of some renown who flies on magic carpet and always has some metal monstrosity with him. Enmity with Sebellicus
is a requirement unless his use of metal is fully explained. Clerics of Azim wear earth tone colored clothes with as much
metal as they can acquire. Alcohol consumption is most often accompanied with all meals and prayer. Meal is eaten 5/day. Temples
are always outside, while main church diocese hierarchy builds small stone, wooden, or structures. Offerings of gems, and
other valuable stones and metals are always given up by as sacrificial offerings. Once a year on the same date the priest
must retreat to mountain home for prayer and guidance. These priests all despise imprisonment. They would rather kill the
captured than torture them or release them.
AB- 16 CON,
WAL-N/G
WP- Scimitar, Hand or battle ax, spear, short bow, mace
AR-Any
PW- 1) Determine temperature, direction, depth while underground and while on sand
2) Choose one from Mineral Appendix (options listed on following page)
3) Dig spell 1/day each 3 levels example at 3rd once and 6th twice
4) Appendix or Create a vial of heroism (priest version) 1 per day, lasts for 1 day/level.
5) Ignore Minerals (earth): 1 round per level per day of caster. Priest may move through stone, wade through an avalanche,
and otherwise ignore rock, metal, or any other material. If the cleric is still "inside" the rock or metal, when the duration
of this power expires, he is instantly expelled and takes 4d8 points of damage. This allows an Azim cleric to move beneath
the surface of the land. In this sate his movement rate remains the same as long as he travels in straight lines or descends
into the earth. He is treated as if he were walking, but only so long as he remains in earth not water or air. If he must
rise through the material, his movement rate is cut in half. He is in complete control and will not sink or otherwise "drift"
when passing through the soil.
Gate in Iron: directly from the elemental Plane of Earth, 1 cubic foot for each level above 4th. The shape of the Iron
may be round, square, triangular, or any other basic shape, but cannot be intricate or ornate. A cleric could, for example,
form a wall about herself, or in front of a running attacker, but the wall would not be carved or otherwise detailed. The
stone will appear anywhere the priest commands up to 50 foot, as long as he can actually see the target. If the iron materializes
above an enemies head, it falls instantly, causing 1d6 points of damage for every cubic foot. A successful saving throw reduces
the damage by half.
6) Appendix
7) When buried in earth, regenerate 1 / 6 turns
8) Appendix
9) Xorn movement 3/day for 1 turn each. Summon minor sand elemental
12) Shape change into iron golem one turn per level.
Minerals Appendix:(Azim)
a) Eliminate tracks: This ability function much like the first level spell pace w/o trace, but with two important limitations.
The cleric still leaves a scent, and he cannot exercise this ability on snow or mud. Only sand or hard earth instantly reforms
to cover the priests tracks. Only functioning when barefoot in touch with earth.
b) Encasement: An earth cleric can bury himself beneath loose earth, sand, or top soil for up to eight hours. For each
hour spent beneath the earth, the cleric will regain 1 hit point. This is an excellent method for concealment, day or nigh.
Spell casting is possible if they spell does not require elaborate somatic or material components. A typical tactic is for
a priest to encase himself beneath the earth and then cast plant growth to provide more camouflage for the hiding place. One
cannot move from the spot without emerging unless a ignore element power is used
c) Meld into Stone: once a day d: 8rds+d8rds, ct: 6, aoe: caster, r:0
This spell enables the priest to meld his body and possessions into a single block of stone. The stone must be large enough
to accommodate his body in all three dimensions. When casting is complete, the priest and not more than 100 lb. of non-living
gear merge with the stone. If either condition is violated, the spell fails and is wasted. While in the stone, the priest
remains in contact, however tenuous, with face of the stone through which he melded. The priest remains aware of the passage
of time. Nothing that goes on outside the stone can be seen or heard, however. Minor physical damage to the stone does not
harm the priest, but its partial destruction, if enough so that the caster no longer fits, expels the priest with 4d8 points
of damage. The stones destruction expels the priest and slays him instantly, unless a save vs. spell is made. See description
for more details.
d) Pro. from the elements: vs. earth spells a +4 bonus, +2 earth and air, but -2 vs., air based atts
e) Slight immunity to metal: all attack made by metal are at -1 per die.
f) Leomonds tiny hut once per day d: 4 hours +1 hr per level, ct:3, aoe: 15ft d. sphere
g) Armor: once per day drawing from the earth ct:1 rd, AC