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This tall woman looks as if she were three. Six arms protrude from her sides as she houses three faces that take on the expressions of anger, benevolence, and joy.

Asura

STARTING STATISTICS

Size: Medium; Speed: 30 ft.; AC: +1 natural armor; Attack: 2 longswords (1d8); Ability Scores: Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 16; Special Qualities: Anger: DR 5/-, Benevolence:  Light Immunity, Joy: Fire Immunity.

7TH LEVEL ADVANCEMENT

Size: Large; AC: +2 natural armor; Attack: 2 longswords (1d10); Ability Scores: Str +2, Con +2, Cha +2

Body Type

Asura has a Biped (hands) body type. She has proper digits and so can grasp/carry.

Asura has the following wondrous item slots: Belt, Body, Chest, Eyes, Feet, Hands, Head, Headband, Neck, Ring (2), Shoulders, Wrist. While her body might allow armour or weapons, avatars cannot have either, except as noted below.

Asura comes with two longswords, which she is proficient with; these cannot be enchanted or replaced by another weapon. They can, however, be buffed temporarily with spells and effects like Magic Weapon. While Asura has three faces and six arms, mechanically, she is treated as only have once face and two arms, so cannot wield 6 weapons or items at once.

Limit Break (Su)

At 1st level, Asura Receives the Limit Break (Three Paths).

            Three Paths (Su): This Limit Break allows Asura to choose one of her paths. Roll a 1d3, 1 for anger, 2 for benevolence, and 3 for joy. Depending on which path that is chosen her ability set will change on that. If anger is selected, she tears every enemy within a 30-ft.-radius from her doing 1d6 points of slashing damage per summoner’s level, with a Reflex save (DC 10 + half of the summoner’s level + Asura’s Dexterity modifier) for half damage. If benevolence is selected, she channels an aura of green waves of light within a 30-ft.-radius from her healing 1d6 points of damage per summoner’s level. If joy is selected, she channels an aura of red waves of flame within a 30-ft.-radius from her doing 1d6 points of fire damage per summoner’s level, with a Reflex save (DC 10 + half of the summoner’s level + Asura’s Charisma modifier) for half damage.

The Three Sides of Asura

When first summoned, roll a 1d3, 1 for anger, 2 for benevolence, and 3 for joy. Every time Asura takes damage from a creature, must roll again. This side stays until damage or resummoned. At 1st level, Anger: +2 STR, DEX, and WIS. Benevolence: +2 STR, INT, and WIS. Joy: +2 DEX, INT, and WIS.

Chosen Charge (Ex)

At 2nd level, Asura charges an opponent: if anger, she can attempt to shaken her target for 1d6 rounds, with a successful Will save (DC 10 + half of the summoner’s level + Asura’s Strength modifier) to negate it. If benevolence, she can attempt to Sleep her target for 1d6 rounds, with a successful Will save (DC 10 + half of the summoner’s level + Asura’s Wisdom modifier) to negate it. If joy, she can attempt to Blind her target for 1d6 rounds, with a successful Will save (DC 10 + half of the summoner’s level + Asura’s Intelligence modifier) to negate.

Path Caster (Sp)

At 4th level, if anger, Asura is able to cast Protect II like the spell. If benevolence, Asura is able to cast Cure II like the spell. If joy, Asura is able to cast Fire II like the spell. This is a spell-like ability and consumes 2 MP from the summoner.

Dual Thrust (Ex)

At 6th level, as a full-round action, Asura can thrust both swords into her target. She uses both swords at a -5 penalty, and each sword thrust deals double piercing damage.

Flaming Buff (Su)

At 8th level, Asura can imbue allies’ weapons to deal fiery damage. All allies may be affected so long as they are within 30 feet when Asura uses the ability. Affected allies add 1d6 fire damage to their weapon damage rolls. The duration lasts 1d6 rounds. This is a spell-like ability and consumes 3 MP from the summoner. Blue mages may learn this ability as a 3rd level spell (Knowledge: Planes DC 21).

Path Caster II (Sp)

At 10th level, if anger, Asura is able to cast Protectra II like the spell. If benevolence, Asura is able to cast Curaga like the spell. If joy, Asura is able to cast Firaga like the spell. This is a spell-like ability and consumes 5 MP from the summoner.

Counter Guard (Ex)

At 12th level, once per round, Asura can make a melee attack as an immediate action against an opponent who hits her with a melee attack, so long as the attacking creature is within the her reach.

Fire Guard (Su)

At 14th level, Asura grants allies a fiery guard. All allies gain the effect of Bar-fire, as the white mage spell. The allies must be within 30 feet of Asura when he uses this ability to receive these bonuses. This is a spell-like ability and consumes 6 MP from the summoner. Blue mage may learn this ability as a 6th level spell (Knowledge: Planes DC 27).

Path Caster III (Sp)

At 16th level, if anger, Asura is able to cast Shellra III like the spell. If benevolence, Asura is able to cast Full-Cure like the spell. If joy, Asura is able to cast Burn II like the spell. This is a spell-like ability and consumes 7 MP from the summoner.

Blazing Shroud (Su)

At 18th level, once per day, as a standard action, the air around Asura rapidly heats up and becomes a swirling inferno. Asura gains 10 Ice Resist and creatures attacking her with natural weapons, unarmed strikes, or handheld weapons take 3d6 points of fire damage for 6 rounds.

Queen’s Aegis (Su)

At 20th level, as a full-round action and within a 30-ft.-radius, if anger, Asura is able to inspire strength and power within her allies. All allies within the area of effect gain effects from Bravery and Faith. If benevolence, Asura is able to rejuvenate her allies. All allies within the area of effect are either Full Cure if alive or Full-Life if currently dead either which also gain Regen V and the effect of Basuna. If joy, Asura is able to create a shield around her allies. All allies within the are of effect gain Protect V, Shell V, and Reflect.