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I have a dream that one day, men will be punched in the face not for the color of their skin, but for the awful content of their character.

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Started by Anastasia, August 10, 2011, 09:31:43 PM

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Anastasia

#90
Mammon can be summed up succinctly: Greedy, slothful, envious and on the decline. His own greed and lusts have poisoned his alliances in Hell and alienated him from anyone outside of Hell. He's degenerated to demi-god status from loss of prestige and power within the Pit. The themes of his stat block are greed, avarice and slow degeneration. His own self-destructive greed has come to cloud his judgment; Mammon represents what he is too well.

His HD is inflated for his divine rank on account of this. He's lost divine rank and some hit dice as a result of his setbacks, but not enough HD to compensate yet.

Imagine him as less as the golden serpent in the FC2 and more as an impossibly fat and bloated traditional devil. Or both if that suits you.


Mammon
Lord of Greed, Coward of Hell
Lord of the Third
Symbol: Three large coins forming a triangle, each having a different face of Mammon
Home Plane: Minauros, the 3rd Hell
Alignment: Lawful Vile
Portfolio: Greed, lust, sloth, trickery
Worshipers: The greedy, corrupt businessmen, rogues, evil treasure hunters
Cleric Alignments: LE, LN, NE
Domains: Envy, Evil, Greed, Law, Sloth, Trickery, Wealth
Favored Weapon: The Confiscator (Longbow)

Malefircariem 48//Rogue 48

Size/Type: Large Outsider (Abomination, Devil, Evil, Lawful)
Divine Rank: 5
Hit Dice: 48d8+864 (1248 hp)
Initiative: +28
Speed: 80ft, fly 240ft (perfect)
Armor Class: 87 (-1 size, +15 dex, +5 divine, +34 natural, +19 deflection, +5 luck)
Base Attack/CMB/CMD: +48/+69/123
Attack: The Confiscator+76 (2d6+29 plus 28d6+48 and 2 str damage sneak attack plus mammon's greed plus repossession plus -28 spell resistance x3) or claw+72 (2d6+20 plus 28d6 and 2 str damage sneak attack plus mammon's greed)
Full Attack: The Confiscator+74/+74/+69/+64/+59 (2d6+29 plus 28d6+48 and 2 str damage sneak attack plus mammon's greed plus repossession plus -28 spell resistance x3) or 2 claws+72 (2d6+20 plus 28d6+48 and 2 str damage sneak attack plus mammon's greed)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, mammon's greed, consume wealth, aura of hell, sneak attack+28d6+48, penetrating strike, crippling strike.
Special Qualities: Damage reduction 40/anarchic, epic, good and silver, good and silver, immunity to electricity, fire and poison, resistance to acid, sonic and cold 50, regeneration 50, see in darkness, spell resistance 63, true seeing, telepathy 500ft, summon devils, divine traits, trapfinding, improved evasion, improved uncanny dodge, defensive roll.
Saves: Fort +68, Ref +65, Will +63 (-2 vs fear)
Abilities: Str 50, Dex 41, Con 46, Int 40, Wis 36, Cha 48
Skills: Appraise+86, Bluff+79, Concentration+74, Decipher Script+71, Diplomacy+79, Disable Device+73, Forgery+71, Gather Information+79, Hide+71, Intimidate+84, Knowledge(Arcana)+71, Knowledge(A&E)+71, Knowledge(History)+71, Knowledge(K&R)+71, Knowledge(Local: Hell)+71, Knowledge(Nature)+71, Knowledge(Planes)+71, Knowledge(Religion)+71, Listen+69, Move Silently+71, Perform(Act)+79, Search+71, Sense Motive+69, Sleight of Hand+73, Spellcraft+71, Spot+69, Use Magic Device+75
Feats: Dark Speech(B), Skill Focus(Appraise)(B), Craven(1), Point-Blank Shot(3), Rapid Shot(6), Precise Shot(9), Far Shot(12), Improved Precise Shot(R13), Darkstalker(15), Undo Resistance(18), Improved Initiative(21), Willing Deformity(24), Deformity(Obese)(27), Harvester of Souls(30), Mindsight(36), Dilate Aura(39), Ability Focus(Mammon's Greed)(42),
Epic Feats: Combat Archery(B), Distant Shot(B), Swarm of Arrows(B), Trap Sense(B), Uncanny Accuracy(B), Lingering Damage(R24), Epic Reputation(R28), Superior Initiative(R32), No Rest in Death(33), Improved Sneak Attack(R36), Epic Skill Focus(Appraise)(R40), Improved Sneak Attack(R44), Epic Ability Focus(Mammon's Greed)(45), Improved Sneak Attack(48), Improved Sneak Attack(R48)
Salient Divine Abilities: Divine Archery, Divine Coward, Divine Rogue, Extra Domain(Envy), Extra Domain(Sloth), Extra Domain(Trickery), Extra Domain(Wealth), Goldheart, Repossession
Alignment: Lawful Vile

Racial powers:
Spoiler: ShowHide


Mammon's Greed (Su)

Creatures wounded by Mammon are at dire risk of contracting a disease known as Mammon's Greed. A creature injured by Mammon's weapon or natural attacks must make a DC 63 (10 + 1/2 hit dice + Constitution modifier + divine rank) Fortitude save or contract this deadly disease. This disease has an incubation time of instant and deals 1d6 points of Wisdom damage. Unlike normal diseases, Mammon's Greed deals damage every hour instead of every day, requiring another saving throw each time. As the victim's Wisdom erodes, they become more and more obsessed with wealth of all kinds.

A creature reduced to zero Wisdom by Mammon's Greed does not fall comatose. They instead recover their full Wisdom and need not make any more saves against Mammon's Greed, though they still carry the disease. The creature is ensnared by an all consuming greed and will attempt to satisfy this greed by any means. Any previous moral compunctions are lost and the creature will do anything to obtain more wealth. The creature acts as if it were lawful evil in alignment, though it's alignment does not immediately change. Instead, the creature's alignment changes normally as it commits a parade of sins to gain more lucre. Once it has fallen to lawful evil, the creature's soul is Mammon's property to do with as he sees fit. More profitable servants are allowed to live while less important ones vanish away, transported to Minauros.

Mammon's Greed cannot be shaken off by natural means. A creature can hold it at bay with successful Fortitude saves but the disease remains. A creature that has not yet been reduced to zero Wisdom can be cured by two means. A wish or miracle spell that succeeds on a DC 63 caster level check ends the disease and restores any lost Wisdom. Alternately, a deity can remove Mammon's Greed by alter reality and a successful opposed rank check against Mammon. A creature that has been reduced to zero Wisdom is far more difficult to cure. The same measures restore the creature to its right mind but do not end the disease. Instead, the creature must make amends within one month's time. These amends must compensate any victims wronged by the creature's avarice as well as contribute an equal amount of money to charities and good aligned churches (or until the point of bankruptcy if the creature's resources do not suffice). Doing so ends the disease. Failure to do so in a month's time results in the creature once again falling under the full sway of Mammon's Greed.

Devils and servants of Mammon are immune to Mammon's Greed. Creatures that have taken the Vow of Poverty feat are also immune to this ability, a fact that irritates Mammon to no end.

Mammon's Greed is said to be the result of Mammon's self-destructive avarice becoming so potent as to affect other creatures.

Consume Wealth (Su)

Mammon is capable of consuming wealth to bolster his own reserves of energy. As a full-round action, Mammon may devour any single object of large size or smaller. He can consume objects in his possession or that are unattended freely, so long as he can touch them. He must succeed on a melee touch attack to consume an attended object and the object is allowed a DC 57 (10 + 1/2 hit dice + Constitution modifier + divine rank) Reflex save to resist.

Consuming an object heals Mammon 10 hit points for every 1,000 gold the item is worth. Excess hit points over his maximum are gained as temporary hit points. Items with no value or that are priceless, such as artifacts, cannot be consumed by this ability. Consuming holy or sanctified objects deals damage to Mammon, with the hit point gain being cancelled out by the damage.

Mammon rarely uses this ability except when pressed. While Mammon is a glutton, the loss of treasure deeply upsets him.

Regeneration (Ex)

Mammon takes normal damage from weapons that successfully defeat his damage reduction, and from spells or effects with the good descriptor.

Aura of Hell (Ex)

The presence of a Lord is so vile that it causes lesser beings to cower or pay homage to the might of its evil. All within 900 feet of a Lord must succeed in a Will save equal to 10 + 1/2 hit dice + Charisma modifier + divine rank. Those who succumb to the evil the Lord represents suffer one of the two following effects as determined by the Lord (who can change the effect, or discontinue it, as a free action):

Cower: Affected beings cower before the might of the devil. They can defend themselves normally but take no actions.
Induce Fear: Affected beings become panicked and suffer a –9 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the Lord of the Nine makes them frightened, and they flee from it as quickly as they can.

The Lord can make its servants, worshipers, beings of Lawful Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until the Lord dismisses it. Other Lords of the Nine, and beings possessing divine rank equal to or greater than that of the Lord, are immune to the Aura of Hell. The Aura of Hell replaces any existing fear aura and divine aura of the devil.

Summon Devils (Su)

Mammon may call up to 48 hit dice of devils three times per day. Alternately, he can call the same another three times per day. Finally, once per day, he may call a Duke of Hell in his service. The Duke is aware of the situation but must answer the summons.

True Seeing (Su)

Mammon sees through all illusions and is treated as being constantly under the effect of a true seeing spell, with a caster level equal to his hit dice.


Divine powers:
Spoiler: ShowHide


Always active-detect chaos, detect good. At will-alarm, antipathy, astral projection, calm emotions, create undead, crushing despair, blasphemy, cheat, confusion, deep slumber, desecrate, detect scrying, dictum, disguise self, dispel chaos, dispel good, entice gift, fabricate, false vision, fire trap, forbiddance, glyph of warding, greater plane shift, greater teleport, guards and wards, hold monster, invisibility, irresistible dance, knock, limited wish, magic circle against chaos, magic circle against good, magic jar, mind blank, mislead, nondetection, obscure object, order's wrath, phantasmal thief, protection from chaos, protection from good, ray of enfeeblement, screen, shadow walk, secret chest, sequester, shield of law, simulacrum, slow, summon monster 9(lawful evil only), symbol of sleep, sympathy, teleport object, time stop, touch of fatigue, touch of idiocy, unholy aura, unholy blight, unseen servant, vampiric touch, waves of exhaustion, waves of fatigue, wish. Caster level 48th. The save DCs are 44 + spell level.

Alter Reality (Su)

Mammon exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. This warping of reality manifests in a number of ways. Mammon can use limited wish when doing so can help her promote greed, lust and sloth. Note that in the situation where Mammon and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Domain powers:
Envy: +1 caster level to spells that deal ability damage or negative levels.
Evil: +1 caster level to evil spells.
Greed: +2 competence bonus to appraise, disable device and sleight of hand checks.
Law: +1 caster level to lawful spells.
Sloth: No penalty to AC while prone.
Trickery: -
Wealth: Skill Focus(Appraise) as a bonus feat.

Immunities: Mammon is immune to polymorphing, petrification, or any other attack that alters his form. Any shape-altering powers he might have function normally on himself. He is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). He are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: Mammon gains a divine bonus equal to his divine rank on all skill checks, ability checks and caster level checks.

Mammon does not automatically fail on a natural attack roll or saving throw roll of 1.

Communication: Mammon can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within seven miles of himself.

Remote Communication: As a standard action, Mammon can speak to any of his own worshipers, and to anyone within ten miles from a site dedicated to him0, or within ten miles from a statue or other likeness of him. The creature being contacted can receive a telepathic message that only it can hear. Alternately, his voice can be heard as a greedy whisper. In this case, anyone within earshot of the sound can hear it.

Create Items: Mammon can create any wondrous item with power related to wealth or greed; the maximum is 4,500 gold.

Portfolio Sense: Mammon is aware of any act of greed, sloth and wealth that involves 1,000 or more people.


Rogue powers:
Spoiler: ShowHide


Sneak Attack (Ex)

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding (Ex)

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Improved Uncanny Dodge (Ex)

A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Crippling Strike (Ex)

A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex)

The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.

Improved Evasion (Ex)

This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.


Gear:
Spoiler: ShowHide


The Confiscator

This large longbow is made of platinum, gold and enough jewels to purchase a mortal realm. It glistens in even the faintest light, a rainbow of colors that speaks of Mammon's impossible wealth. The Confiscator's origins are hazy and lost into the lore of Hell. The most common myth is that it was a gift from Dispater or Mephistopheles when the three devils were allied, while less known reports state that it was made from the bones of a Duke of Hell that dared to steal from Mammon. Neither of these are true.

Long ago, one of the Children of Liberty sought to free the great riches Mammon hoarded to himself. He fought and tricked his way into Mammon's throne room before meeting his defeat at the hands of the Lord of the Third. In spiteful greed Mammon stole the body and soul of the celestial. He infused the celestial's body with countless riches until it was nothing more than a corpse of unimaginable wealth. He then broke the body asunder and had it forged into a longbow. Meanwhile Mammon took the celestial's soul and impressed the endless cascade of agony his body was going through, all while slamming him with the knowledge that he got exactly what he wanted: Mammon's treasures.

This torment broke the celestial's sanity. Mammon poured a drop of his essence into the celestial's soul, making him nothing more than a broken, obsessed shell that sought to forever obtain wealth in a mockery of his holy quest. Bow and soul were reunited then, creating The Confiscator.

The Confiscator is a longbow+9. It produces cold iron arrows to fire from thin air, requiring no ammunition. The Confiscator is not wielded by Mammon directly, instead, ghostly golden hands fire it from his side. Despite this, it counts as Mammon firing it all respects. This is merely a manifestation of his sloth. This allows him to seemingly inspect and caress the treasures his bow repossesses, though as firing the bow takes his actions as normal, he cannot actually use these treasures unless he ceases firing The Confiscator.  In addition all this, the hands allow Mammon to fire the bow normally even when on horseback, lying down or otherwise in a position adverse to firing a longbow.

A creature injured by The Confiscator's arrows suffers a -3 penalty to saving throws against Mammon's Repossession salient divine ability. In addition, if the creature's wealth nets Mammon a +4 or higher bonus from his Goldheart salient divine ability, he is afflicted as if by Repossession by each arrow. A saving throw is allowed as normal. Items are taken in order of value from highest to lowest. Finally, any creature that grants Mammon a +4 or higher bonus with Goldheart allows any of Mammon's attacks with Confiscator to deal sneak attack damage. This form of sneak attack can damage creatures normally immune to critical hits or that lack a discernible anatomy; also, this form of sneak attack is not limited to 30ft in distance from Mammon. Any creature that is struck and that qualifies for +4 or higher takes sneak attack damage, regardless of the distance.

Gambler's Soul

This huge golden ring bears the symbol of Mammon on it. The Lord of the Third is seldom seen without it. This ring was stolen from Tymora's vaults long ago and is a physical representation of a gambler blessed by good fortune. It has been broken over the eons to serve Mammon. Over time Mammon gained access to the Luck Domain and the ring's full powers. With his recent setbacks, he has lost much of his control over the ring as well as access to the Luck Domain. Nonetheless, it retains some powers.

Gambler's Soul grants Mammon a +5 luck bonus to armor class and saving throws. It gives Mammon a +30 luck bonus to skill checks regarding games of chance.

Mammon's Palanquin

This open air palanquin is massive, being hundreds of feet wide and long. It is covered in riches and resembles a moving pleasure palace. It is carried on the backs of a legion of malebranche and has a movement speed of 200ft and a fly speed of 600ft (average). Mammon uses this whenever he travels around Minauros, keeping his poor, dirty slaves well beneath him. Several enchantments are layered on the palanquin, granting it luxury and defenses in equal measure.

Mammon (or his guests) can invoke the palanquin's magic as a standard action. The palanquin can create any luxury good of up to 30,000 gold, create tents, beds or other decadently comfortable furniture, alter the lightning, temperature or smell of the area and summon Mammon's slaves to serve whatever whim the summoner has.

Mammon's Palanquin is surrounded by a constant dimensional lock effect(CL 50) that cannot be dispelled. In addition, the bounds of the palanquin are surrounded with an unseen field that mimics the effects of a prismatic sphere.


Custom Material: [spoiler]

DIVINE COWARD
Prerequisites: Craven, Wealth Domain
Benefit: Mammon is known as one of the greatest cowards in Creation. He is the epitome of the greedy businessman that is afraid that his precious money will be taken away. As a result, Mammon's divine immunities do not protect him against fear. A mind-affecting fear effect bypasses Mammon's divine immunity to mind-affecting effects, for example. However, he is able to protect what is his. Mammon cannot be disarmed by any means. Any object or item on his person cannot be taken away. This includes items in extra-dimensional storage spaces carried on him, such as a bag of holding.

GOLDHEART
Prerequisite: Greed Domain, Envy Domain, Divine Rogue
Benefit: Mammon draws power from wealth, even the wealth of his enemies. Mammon gains a morale bonus to attack rolls, weapon damage rolls, armor class, saving throws and skill checks against creatures dependent on how rich the creature is. This is calculated by the current wealth in the creature's immediate possession, so possessions not on hand, that cannot be held such as property or are otherwise not there are not counted. Magical items count, as well as any items held within an extra-dimensional space carried on the creature's person.



   
   
   
   
   
   
   
Total gold value of possessionsBonus
0-2
1-10000+0
10000-100000+2
100000-200000+4
200000-400000+6
400000++8

Priceless treasures such as artifacts automatically qualify the creature for the 400000+ category. Creatures that have the Vow of Poverty feat do not use this table. They instead inflict a -6 morale penalty to his attack rolls, weapon damage rolls, armor class, saving throws and skill checks. These bonuses do not stack, Mammon uses the bonus or penalty from each creature when interacting with them. For example, if Mammon attacks a creature with 5000 gold in possessions and a creature with 500000 gold in possessions in the same turn, he would gain no bonus against the first and a +8 bonus against the second. Likewise, if the two creatures attacked Mammon on their turn he would gain no bonus to his armor class against the first and a +8 bonus to his armor class against the second.

REPOSSESSION
Prerequisite: Greed Domain, No Rest in Death, dex 37
Benefit: Mammon is skilled at taking what he feels should be his. As a standard action, Mammon can attempt to steal an item from any creature within 300ft. The creature is allowed a DC 57 (10 + 1/2 hit dice + Charisma modifier + divine rank) Will save to resist.  Failure results in the item vanishing and instantly reappearing in Mammon's possession. This can be in his hands, on his person or within one of his personal vaults. In addition, Mammon may use this power to take the souls of creatures he slays. As an immediate action when Mammon kills a creature that would be affected by his No Rest in Death feat, he may confiscate the soul. The creature's soul is consigned to one of Mammon's treasure vaults to be used as the Lord of the Third sees fit - usually as nothing more than wealth.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#91
Kaessa, Mistress of the Brachina and Glasya's Lady-In-Waiting

Kaessa is an ancient devil that rose to prominence in Sammael's court. She managed to avoid Sammael's folly by transferring to Phlegethos and vanishing from the Pit. Eventually she resurfaced as a marquis serving as the Mistress of the Brachina and Princess Glasya's lady-in-waiting. She is a woman of sweet promises and poisonous results, taking a sadistic glee in watching mortals fall from grace - all before slaughtering them with her intensely lethal poisons. It is said that she wields immense power within Malbolge and will soon be given the honor of joining the Dukes of Hell. Yet there are quiet whispers that she may yet have loyalties with the exiled Sammael.

Poisoner is from Dragon 313. Kaessa is an advanced brachina, based on 9 36 HD brachina that serve Glasya as elite corruptors. For combat, she relies on her poisons and the ability to bypass poison resistance. She will use the Widow's Embrace to bypass magical poison resistances as needed. She also peppers in uses of Beguile if her foes look vulnerable to it, but she knows that mind-affecting abilities are routinely warded against. Should those tactics fail, she has a fallback of sneak attack damage and grappling to lay her foes low.


Brachina 40//Paladin of Tyranny 5/Monk 5/Poisoner 30

Size/Type: Medium Outsider (Devil, Evil, Lawful)
Hit Dice: 5d10+35d8+400 (730 hp)
Initiative: +11
Speed: 40ft, fly 70ft (perfect)
Armor Class: 69 (+11 dex, +24 natural, +1 dodge, +10 wis, +1 monk, +12 armor)
Base Attack/CMB/CMD: +40/+47/80
Attack: Unarmed Strike+57 (1d8+13 plus 16d6 sneak attack plus poison(DC 59)) or touch+51 melee touch (poison(DC 59))
Full Attack: Flurry of blows+56/+56/+51/+46/+41 (1d8+13 plus 16d6 sneak attack plus poison(DC 59)) or touch+51/+46/+41/+36 melee touch (poison (DC 59))
Space/Reach: 5ft/5ft
Special Attacks: Bardic music, beguile, poison, spell-like abilities, smite good 4/day, deadly touch(90 hp), turn living 21/day(1d6; DC 29), charging smite, ki strike(magic), poison touch, sneak attack+16d6, poison breath, poison gaze.
Special Qualities: Damage reduction 30/epic, good and silver, immunity to fire and poison, resistance to acid and cold 30, resistance to sonic 5, regeneration 15, spell resistance 52, see in darkness, telepathy 200ft, summon devil, black widow, aura of evil, detect good, divine grace, aura of despair, divine health, evasion, slow fall 20ft, prayerful meditation, resistant body, detect poison, poison use, blowgun mastery, poisoner's art(all), poisonous sneak attack.
Saves: Fort +54, Ref +55, Will +54 (+2 vs chaos and good)
Abilities: Str 24, Dex 33, Con 30, Int 30, Wis 30, Cha 46
Skills: Appraise+53, Bluff+61, Concentration+53, Craft(Poison)+53, Diplomacy+61, Escape Artist+54, Gather Information+61, Hide+54, Knowledge(Arcana)+53, Knowledge(Dungeoneering)+53, Knowledge(Nature)+53, Knowledge(N&R)+53, Knowledge(Planes)+53, Knowledge(Religion)+53, Listen+53, Move Silently+54, Sense Motive+53, Sleight of Hand+54, Spot+53, Swim+50, Tumble+54, Use Magic Device+61
Feats: Dodge(B), Mobility(B), Exotic Weapon Proficiency(Blowgun)(1), Combat Expertise(3), Extra Smiting(P4), Improved Combat Expertise(6), Improved Unarmed Strike(M1), Improved Grapple(M1), Deflect Arrows(M2), Ability Focus(Poison)(9), Spring Attack(12), Virulent Poison(15), Deadly Poison(18), Weapon Finesse(21), Quicken Spell-Like Ability(Greater Teleport)(24)
Epic Feats: Blinding Speed(P14), Fast Poison(27), Greater Poison Gaze(Constitution)(P18), Epic Ability Focus(Poison)(30), Quick Poison Creation(P22), Relentless Poison(33), Death Poison(36), Epic Poison Touch(P26), Legendary Wrestler(39), Improved Sneak Attack(P30)
Alignment: Lawful Vile

Racial powers:
Spoiler: ShowHide


Spell-like abilities:

Always active: tongues, true seeing. At will- charm monster, clairaudience/clairvoyance, create greater undead, desecrate, enthrall, greater command, greater invisibility, greater teleport, magic circle against chaos, major image, mass suggestion, morality undone, produce flame, superb dispelling, suggestion, unholy blight, vampiric touch. 3/day- greater plane shift, trap the soul. 1/day- wish. Caster level 40th, save DCs are 28 + spell level.

Black Widow (Ex)

Kaessa is a venomous woman who lives and breathes poisons vile enough to kill mortal men instantly. Her great aptitude for poison allows her to apply feats for her racial poison to the poison abilities from the poisoner prestige class. This includes ability focus, virulent poison, deadly poison, fast poison, epic ability focus, relentless poison and death poison. Her racial bonus to her poison ability rises to +5 and also applies to the DC of the poisons from the poisoner prestige class. Finally, all ability damage/drain from any of her poison abilities may be vile ability damage/drain at her discretion. Whenever Kaessa deals ability damage/drain by poison, she may choose if it is regular ability damage/drain or vile ability damage/drain.

Beguile (Su)

Kaessa can temporarily gain control of several living creatures. When she use this ability, she gains immediate control of up to nine creatures, which  immediately takes a full turn's worth of actions under her control. Kaessa can use this ability up to nine times per day on any living creatures within 90 feet, but all targets must be within 30 feet of each other. A DC 48 will save negates the effect. This is a mind-affecting enchantment ability. The save DC is Charisma based.

Poison (Ex)

Contact, Fortitude DC 59, 2d6 Wis drain/4d6 Wis drain.The secondary drain continues each round until a save is passed or the victim is reduced to zero wisdom. Poison immune creatures are affected, but they gain a +5 bonus to the fortitude save and any Wisdom damage is halved. The save DC is Constitution based and includes a +2 racial bonus.

Summon Devil (Sp)

Kaessa may summon up to 18 erinyes or harvester devils, 9 orthons or chain devils or 3 brachina. All creatures summoned have double the normal hit dice for their kind. This is equivalent to a 10th level spell.

Bardic Music

Kaessa can preform bardic music as a 31st level bard.


Paladin of Tyranny powers:
Spoiler: ShowHide


Aura of Evil (Ex)

The power of a paladin of tyranny's aura of evil (see the detect evil spell) is equal to his paladin of tyranny level, just as with the aura of a cleric of an evil deity.

Detect Good (Sp)

At will, a paladin of tyranny can use detect good, as the spell.

Smite Good (Su)

Once per day, a paladin of tyranny may attempt to smite good with one normal melee attack. This ability is otherwise identical to the standard paladin's ability to smite evil, including increased daily uses as the paladin of tyranny gains class levels.

Deadly Touch (Su)

Beginning at 2nd level, a paladin of tyranny can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level × her Charisma bonus. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 paladin level paladin's Cha modifier) to halve the damage dealt.

Alternatively, a paladin of tyranny can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin's lay on hands ability.

Aura of Despair (Su)

Beginning at 3rd level, a paladin of tyranny radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws. This ability otherwise functions identically to the paladin's aura of courage class feature.

Charging Smite (Su)

Beginning at 5th level, if you smite evil on a charge attack, you deal an extra 2 points of damage per paladin level to any evil creature you hit (in addition to the normal bonus damage dealt by a smite). If the charge attack misses, the smite ability is not considered used. This is a supernatural ability.


Monk powers:
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Evasion (Ex)

At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Prayerful Meditation (Su)

Your adherence to a religious path has developed in you a resistance to antithetical magic. You gain a +2 bonus on saving throws against spells and effects from chaotic-aligned creatures and creatures with a moral (good/evil) alignment component opposite to yours. This is a supernatural ability.

Ki Strike (Su)

At 4th level, a monk's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Slow Fall (Ex)

At 4th level or higher, a monk within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Resistant Body (Ex)

At 5th level, a planar monk successfully hardens her body against one type of energy (acid, cold, electricity, fire, or sonic), gaining resistance 5.


Poisoner powers:
Spoiler: ShowHide


Detect Poison (Sp)

The poisoner can use detect poison at will.

Poison Touch (Ex)

The poisoner has worked with poisons for so long that she can spontaneously generate a single dose of poison from her body, although the venom so created lasts only a short time before it loses its potency. She must concentrate for 3 rounds to produce the poison, and she cannot perform any strenuous activities during that rime. She may move, engage in conversation, and perform other normal activities, but she may not fight, cast spells, use a magic item, or perform any similar activities that require concentration.

Once generated, the poison can be delivered only once and remains viable for up to 3 rounds before losing its potency. During this time, the poisoner can deliver it via a successful melee touch attack. A missed attack does not ruin the poison. Poison delivered in this manner is considered contact poison.

The primary and secondary effects of the poison and its save DC are determined by the poisoner's level in the prestige class, as given in the table below. The character may choose any effect available at her current level or lower from any column for both the initial and secondary damage, but she must make her selection before she begins to generate the poison. She may not thereafter alter this choice without restarting the entire process. All damage dealt by her poison is ability damage unless otherwise noted.

Poison Use (Ex)

The poisoner is trained in the use of poison and never risks accidentally poisoning herself when applying it to a blade.

Sneak Attack (Ex)

This ability functions exactly like the rogue ability of the same name. At 1st level, the poisoner deals 1d6 points of bonus damage with a sneak attack. The extra damage dealt increases by an additional +1d6 every other poisoner level (at 3rd, 5th, 7th, and 9th). If the poisoner already has the sneak attack ability from another class, the damage bonuses stack.

Save Bonus against Poison (Ex)

The poisoner trains with poisons of all types and slowly grows more and more resistant to their effects. To reflect this increased resistance, the poisoner gains a +2 bonus on all saves against poison at 2nd level. With every two poisoner levels she gains thereafter the bonus increases by +2 (to +4 at 4th level, +6 at 6th level, and +8 at 8th level). When she reaches 10th level, poison of any type no longer affects her (see Poison Immunity, below).

Blowgun Mastery (Ex)

Beginning at 2nd level, a poisoner gains a +1 bonus on attack rolls made with blowguns. In addition, the blowgun's range increment is doubled for the poisoner.

Poisoner's Art (Ex)

Poisoners understand the art of poisoncraft better than others. As a result, they can modify poisons they create in several ways. The poisoner must determine any modified effects upon creation of the poison. She may modify any existing poison to give it one of these effects.

Delay Onset: At 2nd level, the poisoner learns to delay the onset (that is, the save against the initial damage) of any poison by up to 1 minute per poisoner level. The market price for a poison with a delayed onset is 1.5 times normal.

Fast Acting I: At 4th level, the poisoner learns to shorten the period of time between a poison's initial and secondary damage. A poison with this modification requires a saving throw to avoid secondary damage only 5 rounds after the initial save. The market price for this sort of fast-acting poison is twice normal.

Fast Acting II: At 8th level, the poisoner can reduce the time between a poison's initial and secondary damage still more. The secondary effect of a poison altered in this manner occurs on the round following its initial effect. The market price for this type of fast-acting poison is four times normal.

Quick Hands (Ex)

At 3rd level, the poisoner gains a +4 bonus on Sleight of Hand checks made to plant poison without being seen.

Poisonous Sneak Attack (Ex)

When the poisoner reaches 4th level, the DC to resist any poison she delivers via a sneak attack increases by +2.

Poison Breath (Ex)

Beginning at 6th level, the poisoner may deliver the poison generated by her poison touch ability to any foe within 5 feet simply by breathing in its direction. Poison delivered in this manner counts as an inhaled poison.

Poison Gaze (Su)

At 10th level, the poisoner may spontaneously generate poison in the body of any single target within 30 feet via a gaze attack. The opponent can resist the gaze attack with a successful Fortitude save (DC 10 + poisoner level + poisoner's Constitution modifier). If the opponent fails this save, he must make saves versus the poison normally. Success indicates the creature is unaffected by the gaze and need not make saves against the poison. The poisoner uses the poison touch table above to select the parameters of the poison. She must make eye contact with her foe as a standard action to use this ability; simply looking at the opponent is not enough. Poison delivered in this manner counts as ingested.


Gear:
Spoiler: ShowHide


Widow's Embrace

This pair of leather straps is studded with cold iron barbs in perfectly matching nine-fold patterns. These straps were made from Kaessa's own flesh and boiled in acid mixed with a droplet of Talona's blood. Since then they have been exposed to Kaessa's own poisons without pause for years beyond counting, obtaining unimaginable toxicity. Widow's Embrace regularly drips with poison so vile as to sizzle like acid, leaving a trail in Kaessa's wake.

Widow's Embrace allows Kaessa's unarmed attacks to count as cold iron to bypass damage reduction as well as granting them a +6 enhancement bonus. They grant a +6 bonus to the DC of Kaessa's various poison abilities. Six times per day Kaessa may draw on the powers of Widow's Embrace as a swift action. For 1 minute after, her various poison abilities are treated as epic poisons. Epic poisons are treated as being antimagic and ignore any magical defenses against poison. Ability damage from epic poisons cannot be restored by magic and can only recover by rest.

Glasya's Favor

This pair of hell-forged golden earrings are the sign of Glasya's patronage. They grant a +10 enhancement bonus to charisma as well as functioning as a cloak of resistance+8. Nine times per day, they may heighten any spell-like ability they possess to 12th level.

Angelbone Bracers

+12 armor bonus to armor class. These bracers provide a constant nondetection effect, caster level 30th.

Necklace of Health+6

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#92
Nemiel is from Balmuria 1. He serves the Lord of the Seventh and interacted with Alicia before and after she obtained Sylica.

Nemiel was once a blessed bringer of messages in service of Barachiel. As the time of the Great Fall came, he fell into the conspiracy. The details of this are fuzzy at best, but he seems to have come to believe in their superiority to other creatures. He was chastised by Barachiel and offered a chance to atone, but he instead struck Barachiel across the brow. In righteous fury Barachiel tossed Nemiel down with the others, down to the depths of Baator. He is a prideful being convinced of his own superiority, yet hides his pitiful, broken form behind illusions. He serves as Beezlebub's herald and spreads what he believes to be the perfect message of the Lord of Flies.

Emissary of Beezlebub is a slightly modified Emissary of Barachiel, perverted from its original intent. He's otherwise more or less the same than his non-gestalt counterpart. He has better buffing and utility, but that's true for gestalt characters overall.


Nemiel, Herald of Beezlebub.

Fallen Solar 29//Marshal 19/Herald of Beezlebub 10

Size/Type: Large Outsider (Evil, Fallen, Lawful)
Hit Dice: 29d8+377+29 (638 hp)
Initiative: +17
Speed: 50ft, fly 150ft (good)
Armor Class: (-1 size, +13 dex, +21 natural, +7 armor)
Base Attack/CMB/CMD: +29/+41/64
Attack: Voice of the Fly+46 (3d6+23 19-20 x2)
Full Attack: Voice of the Fly+46/+41/+36/+31 (3d6+23 19-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, summon devil, dark calling, dark conversion.
Special Qualities: Damage reduction 20/epic, good and silver, immunity to fire and poison, spell resistance 42, regeneration 19, +4 bonus vs petrification, darkvision 120ft, low light vision, teleport, telepathy 200ft, auras, grant move action 4/day, dark sustenance, fallen.
Saves: Fort +35, Ref +35, Will +33 (+4 vs petrification)
Abilities: Str 32, Dex 36, Con 36, Int 35, Wis 32, Cha 36
Skills: Bluff+52, Concentration+45, Diplomacy+55, Disguise+45, Forgery+44, Gather Information+45, Handle Animal+45, Intimidate+52, Knowledge(Arcana)+44, Knowledge(Local:Hell)+44, Knowledge(N&R)+44, Knowledge(Planes)+44, Knowledge(Religion)+44, Listen+43, Perform(Oratory)+45, Perform(Song)+45, Perform(Wind Instruments)+45, Ride+45, Sense Motive+43, Spellcraft+44, Spot+43, Survival+43
Feats: Dark Speech(B), Quicken Spell(1), Skill Focus(Diplomacy)(M1), Twin Spell(3), Improved Initiative(6), Power Attack(9), Toughness(12), Ability Focus(Dark Calling)(15), Flyby Attack(18)
Epic Feats: Epic Spell Capacity(21), Automatic Metamagic(Quicken Spell)(24), Automatic Metamagic(Twin Spell)(27)
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Spell-like abilities

Always active-detect good, magic circle against good, see invisibility, tongues. At will-aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, unholy blight, imprisonment, invisibility (self only), death knell, power word stun, bestow curse, bestow disease, fear, resist energy, summon monster 7, speak with dead, waves of fatigue; 3/day-blade barrier, earthquake, harm, mass charm monster, permanency, waves of exhaustion; 1/day-power word blind, power word stun, prismatic spray, miracle. Caster level 29th. The save DCs are 23 + spell level.

Nemiel casts as a 22nd level cleric (caster level 29th) with access to the Evil and Herald domains.

Regeneration (Ex)

Nemiel takes normal damage from epic, silvered good-aligned weapons, and from spells or effects with the good descriptor.

Summon devils (Sp)

Three times per day Nemiel can summon 7 cornugons or 14 erinyes or hamatula. Any devils summoned by Nemiel possess maximum hit points per hit die.

Fallen (Ex)

Nemiel is a fallen angel, having lost everything to overweening pride. His body was hurled from Celestia by Barachiel, plummeting down into Maladomini. This fall ruined Nemiel's angelic beauty, leaving behind a pitiable figure. An angel with broken skin, wings of weeping sores and fire, broken, jutting bones, and most of all, repulsive ugliness.

Any non-evil creature that sees Nemiel's true form is shaken for one round with no saving throw. Thereafter, they are filled with regret and righteous scorn, gaining a +7 bonus to attack rolls, damage rolls, skill checks, caster level checks and saving throws against Nemiel. This bonus lasts until the end of the encounter.


Marshal powers:
Spoiler: ShowHide


Nemiel manifests auras as a 19th level marshal.

Minor auras: Art of War, Demand Fortitude, Determined Caster, Force of Will, Motivate Charisma, Motivate Dexterity, Motivate Wisdom, Watchful Eye.
Major auras: Motivate Ardor, Motive Attack, Motivate Care, Resilient Troops.

Grant Move Action (Ex)

Starting at 4th level, a marshal can direct and motivate his allies to act immediately. Once per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself ). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after the marshal's turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the marshal's may get an extra move action from the marshal, followed directly by a full round worth of actions on the ally's turn.)

At 8th level, a marshal gains the ability to grant an extra move action to his allies twice per day. The frequency increases to three times per day at 12th level, four times per day at 16th level, and five times per day at 20th level.

A character can take only one extra move action per round. (In other words, two marshals can't use this ability on the same ally in the same round.) If an ally chooses not to take the extra move action, it is lost.


Emissary of Beezlebub powers:
Spoiler: ShowHide


Nemiel casts as a 10th level Emissary of Baazlebub.

Dark Calling (Su)

Invoking words of the Dark Speech berating and scorning the imperfections before him, Nemiel can wound the souls of those who do not follow Hell. Nemiel can use this ability seven times a day as a full round action. Any creature within 210 feet of Nemiel may be affected. The save DC is 10 + 1/2 hit dice + Charisma modifier. Creatures that fail their save suffer the following effects:

Lawful Evil: Inspired
Neutral Evil, Lawful Neutral, Neutral: Scorned
Chaotic Evil, Chaotic Neutral, any good: Stunned, demoralized

Inspired: Affected creatures receive a +2 morale bonus on attack rolls, saving throws, skill and ability checks, and weapon damage rolls for 10 minutes.
Scorned: Affected creatures are shaken for 10 minutes.
Stunned: Affected creatures are stunned for 1 round.
Demoralized: Affected creatures take a -2 penalty on attack rolls, saving throws, skill checks, ability checks and weapon damage rolls for 10 minutes.

Using any manifestation of the Dark Calling class ability requires use of the Dark Speech, resulting in 1d4 points of charisma damage. Dark Calling is an enchantment(compulsion) [Language-Dependent, Mind-Affecting] effect.

Dark Conversion (Su)

Nemiel can use his Dark Calling ability to drag creatures down into the chains of Hell. Doing so counts as a use of the Dark Calling class ability for the day and the initial effects of the calling are the same, except that Nemiel takes 1d6 points of charisma damage instead of 1d4. When the initial effects are over, however, all creatures that were subject to any effect of the calling(Except lawful evil creatures) must make another saving throw. Creatures who fail begin acting as though their alignment were one step closer to evil. If the creature is already evil, they are pulled towards law instead.

Creatures affected by this temporary alignment shift can make new saving throws each day for a total of seven days. If the emissary is not present at the time a creature makes its save, it receives a +1 circumstance bonus on the saving throw, and this bonus increases by 1 for each additional saving throw for which the emissary is not present.

During these seven days, an affected creature is immune to any other conversion effect, from the same emissary or a different one. During this time, the alignment shift can be reversed with a break enchantment spell, but the caster must succeed on a caster level check against a DC equal to the emissary's original Diplomacy check result. Also during this time, an atonement spell can make the alignment shift permanent, preventing any more saving throws.

If a creature fails seven saving throws after the initial saving throw against the calling, the alignment change is permanent. At this point, the creature can change alignment again, either through another conversion effect, or voluntarily (in a gradual manner, as alignment change normally works - the creature cannot simply decide to be good again).

Dark Sustenance (Su)

Nemiel can ensure that evil creatures stay evil. As a use of his Dark Calling ability, he can produce one of the following effects:

* Duplicate the effects of an atonement spell.
* Reverse any magical alignment change.
* Dispel a charm or compulsion effect cast by a good creature on an evil target, by making a dispel check (1d20+character level against a DC of 11+good caster's level).

These effects require Nemiel to touch the target creature.


Gear:
Spoiler: ShowHide


Voice of the Fly

Nemiel has long had hatred for the messengers of Barachiel. Nemiel's schemes gave him the chance to overcome and slay a favored Trumpet Archon of Barachiel. In triumph he took the archon's trumpet, but it turned to a lump of useless iron. Over the centuries Nemiel forced his will onto it, coming to conquer it and to forge it into his own herald's trumpet.

Nemiel may blow the Voice of the Fly as a standard action. If a DC 35 perform(wind instruments) check is passed, the trumpet emits a note of paralyzing awe. Any who fail a DC 35 fortitude save are paralyzed for 1d6+1 rounds. At Nemiel's command as a free action, the trumpet transforms into a +7 greatsword of everdancing.

In the hands of someone who is not lawful evil, the trumpet turns to a lump of useless iron. A DC 28 charisma check can overcome the trumpet and allow the holder to use it's full powers. This check may be attempted once per level.

Casten Superbity

This appears as a plain, faceless white mask. It fits onto the face of any creature from small to huge size, staying in place without any straps. When worn, the wearer appears as they believe they do. A fat man who sincerely believes he is a beautiful star athelete will be seen as such. In the case of Nemiel, it presents him as he once was: a beautiful herald of the Realms Above, unmarred by imperfection. This is a quasi-real illusion, standing up to touch. True Seeing can defeat it with an opposed caster level check versus DC 35.

In addition, Casten Superbity grants Nemiel a +7 profane bonus to diplomacy, intimidate and bluff checks.

Nemiel also wears a sash that grants him a +7 armor bonus to armor class, a +7 resistance bonus to saving throws and a +4 enhancement bonus to ability scores.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#93
Abdul Nasr al-Hariq, Emir of the Burning Nightmares and Knight Commander of the Order of the Burning Heart

Abdul Nasr is one of many bastard children sired by the Sultan of the Efreet. Unlike most, he survived past birth through a natural flair for intimidation, a skill at violence and being a naturally huge efreet. Unrecognized by his father, he nonetheless came to thrive on the fringes of the Sultan's court. A single minded force with an ear to the natural flow of Fire, he brutally dispatched those who challenged him with surprising guile. In time his efforts were rewarded by the title of Emir and official recognition from the Grand Sultan. He currently oversees the nightmares of the Sultan's armies, a position of moderate prestige. Nonetheless, he wishes to move up to a position of even greater prestige.

Abdul Nasr is a typical example of an efreeti prince. The ideas come from ruminating how one survives in a court of immortal backstabbers, albeit with less alignment issues than a typical diabolical court. At heart he's a brute gifted with political and social acumen. This is a perfect mix to survive the plots against him, ranging from childhood plots from members of the Sultan's harem besides his mother, to officials that got in his way to fellow noble efreet who crossed him in politics. He's reached the title of Emir, which is the highest rank in the City of Brass barring the Sultan himself. I imagine efreet politics to be about flair mixed with vicious spurts of behind the scenes violence. The political situation below the Sultan is fluid and prone to change as various factions wrestle for power. It's ultimately one grand court so things can easily get messy.

When you consider that environment, Abdul Nasr's investment in outsider(fire) as a favored enemy makes a lot of sense.

The Sultan of the Efreet has divine rank, but I don't see any other efreets having that privilege. This is mostly for the Sultan's own glory, but I figure he doesn't want to risk any efreet hunefer due to Ao. His children manage a faint glimmer of that power but that's all.

Oh, and most of Abdul Nasr's name and titles are based on the Grand Sultan's own pile of titles.


Efreet 34//Ranger 34 (Strong-Arm Style)

Size/Type: Huge Outsider (Fire)
Hit Dice: 33d8+363 (627 hp)
Initiative: +16
Speed: 30ft, fly 60ft (perfect)
Armor Class: 58 (-2 size, +12 dex, +24 natural, +8 armor, +5 deflection, +1 dodge)
Base Attack/CMB/CMD: +33/+50/78
Attack: Brand of the Blazing Fist+52 (3d6+28 plus 4d6 fire plus 3d6 fire(6d6 on crit) plus +2/+2d6 vs favored enemies 15-20 x2)
Full Attack: Brand of the Blazing Fist+52/+47/+42/+37 (3d6+28 plus 4d6 fire plus 3d6 fire(6d6 on crit) plus +2/+2d6 vs favored enemies 15-20 x2)
Space/Reach: 15ft/15ft
Special Attacks: Change size, emir's fire, heat, spell-like abilities, favored enemies(outsider(fire)+21, outsider(water)+9, outsider(good)+9, elemental+9, fey+9, outsider(Evil)+9, aberration+9), spells.
Special Qualities: Change shape, damage reduction 20/epic and good, spell resistance 46, immunity to cold(item granted) and fire, plane shift, darkvision 120ft, telepathy 200ft, vulnerability to cold, sultan's blood, wild empathy, animal companion, woodland stride, swift tracker, evasion, camouflage, hide in plain sight.
Saves: Fort +32, Ref +33, Will +33
Abilities: Str 41, Dex 35, Con 32, Int 32, Wis 33, Cha 33
Skills: Balance+49, Concentration+48, Diplomacy+48, Gather Information+48, Handle Animal+48, Hide+49, Intimidate+48, Knowledge(Geography)+48, Knowledge(Local: City of Brass)+48, Knowledge(Nature)+48, Knowledge(N&R)+48, Listen+48, Move Silently+49, Ride+49, Search+48, Sense Motive+48, Spot+48, Survival+48, Use Magic Device+48
Feats: Improved Initiative(B), Combat Reflexes(1), Track(R1), Power Attack(R2), Dodge(3), Endurance(R3), Favored Power Attack(6), Improved Sunder(R6), Favored Dodge(Outsider(Fire))(9), Great Cleave(R11), Improved Critical(Falchion)(12), Improved Favored Enemy(15), Mounted Combat(18), Ride-By Attack(24), Spirited Charge(27), Quicken Spell-Like Ability(Meteor Swarm)(30)
Epic Feats: Epic Spell Capacity(21), Bane of Enemies(R23), Improved Favored Enemy(R26), Legendary Tracker(R29), Improved Favored Enemy(R32), Epic Quicken Spell-Like Ability(Meteor Swarm)(33)
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-detect magic, gaseous form, greater invisibility, meteor swarm, mirage arcana, permanent image, produce flame, pyrotechnics, scorching ray, wall of fire. 3/day-grant up to three wishes (to nongenies only). Caster level 34th. The save DCs are Charisma based.

Change Size (Sp)

At will, Abdul Nasr can magically change a creature's size. This works just like an enlarge person or reduce person spell (Abdul Nasr chooses when using the ability), except that the ability can work on Abdul Nasr. A DC 38 Fortitude save negates the effect. The save DC is Charisma based. This is the equivalent of a 2nd-level spell.

Emir's Fire (Su)

Abdul Nasr can emit a tremendous blast of fire that resembles the fireballs of mages but is far superior. This is identical to the spell fireball, except that it deals 34d6 damage, has a save DC of 38 and has an area of a 60ft radius spread. This ability can be used at will. The save DC is Charisma based.

Heat (Ex)

Abdul Nasr's red-hot body deals 4d6 points of extra fire damage whenever he hits in melee, or in each round he maintains a hold when grappling.

Change Shape (Su)

Abdul Nasr can assume the form of any Small, Medium, Large or Huge humanoid or giant.

Sultan's Blood (Ex)

Abdul Nasr is one of the many bastard children produced by the Sultan of the Efreet's harem. As a result he has a touch of divine energy within him, granting him nobility over lesser efreeti. He is treated as divine rank 0 for the sake of effects, has maximum hit points per hit die, damage reduction 20/epic and good and spell resistance equal to 13 + hit dice.


Ranger powers:
Spoiler: ShowHide


Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Animal Companion (Ex)

At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex)

Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Evasion (Ex)

At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.

Camouflage (Ex)

A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.

Hide in Plain Sight (Ex)

While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.


Gear:
Spoiler: ShowHide


Brand of the Blazing Fist

This falchion was forged by the order of the Grand Sultan of the Efreet, a gift to Abdul Nasr on his ascension to the rank of Emir. Crafted of molten metal, red dragon's blood and the fist of a lavawight, the Brand of the Blazing Fist boils like angry lava. It is said to have been created by Kassim of the Honored Flame, the greatest of all efreet blacksmiths. The sword looks distinctly angry, despite only being an object.

The Brand of the Blazing Fist is a huge falchion+6, fiery blast. Any damage done by this weapon does not heal naturally; this damage can only be healed by magic in a place where the temperature is in the severe cold or colder temperature band.

Knight Commander's Cross

This cross signifies Abdul Nasr's high rank within the Order of the Burning Heart. It is worn around the neck and takes up the neck slot on the body. It grants the wearer immunity to cold.

Abdul Nasr also favors bracers of armor+8, medals that grant him mind blank at all times (CL 21), a +5 resistance bonus to saving throws, a +5 deflection bonus to armor class, a +8 enhancement bonus to ability scores and the the ability to summon 1d8 Knights of the Burning Heart. In addition to these, his military uniform is enchanted to provide immunity to critical hits and precision damage.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#94
Hunefer are what happen when Ao rejects a creature that seeks divinity. They are transformed into shambling quasi-undead horrors that forever seek divinity, mind broken husks that have no hope at all. Compare these to the Neverborn/Atropals.

I chose to use outsider HD with the undead elements bolted on. This is to compensate for the raw shittiness of undead hit dice; I wanted to make this at a certain power level with as little hit dice bloat as possible. It's cheating, but it's the will of an Overgod. Cheating is entirely fair play for Ao.


Hunefer, accursed of Ao

Fluff:
Spoiler: ShowHide


Ecology

Hunefer are the remnants of creatures who sought to become deities. They reached the final step and the height of power before being rejected by Lord Ao. As a result they are remand into dead spirits, creatures entombed in undeath and yet having no escape, for they are living souls. The result of Lord Ao's rejection is a shattered mind and becoming the accursed of the planes, wandering and yet never finding what they desire.

As a result of their curse, hunefer do not interact with other creatures except as a terror. They forever try and grasp things but social interaction slips away due to their crushed mind. As such, other creatures who encounter a hunefer have one of a few outcomes. A typical creature will be stunned. A hunefer may or may not kill them with about a 50/50 split either way. Should a creature survive, they will remember hazy images of a terribly tormented mummy but little else. A creature that incurs a hunefer's wrath will almost certainly be killed by the hunefer's disease and spell-like abilities.

The rare creatures that can resist a hunefer's despair find it momentarily taken aback before falling into a rage. The hunefer will attack this creature with a fury born of envy. A hunefer is an overwhelmingly fast foe, striking its foes with relentless vigor.

Hunefer are not part of any natural order. They have no need for subsistence nor do they seek it for pleasure.

Environment

A hunefer wanders. They have no native environment.

Typical Physical Characteristics

The typical hunefer appears as a yellowed mummy. The exact features of a hunefer vary depending on what it was before it was cursed, providing each hunefer with various cosmetic differences. A hunefer is six feet tall, no matter its previous size.

Alignment

Hunefer are neutral evil. While they lack any consistency in their actions, they are dominated by a self-absorbed mission to try and find relief. They will go to any means to achieve this and will kill anything that gets in the way.

Advancement

Hunefer advance by racial hit dice. While hunefer can grow more powerful, there is no guarantee that one will. Some advance easily and others never do. The reasons for this are unknown but it is speculated it ties into how powerful the creature was before being transformed.

Gestalt

Intelligence based classes are avoided by hunefer. Spells cast by preparation are impossible due to the hunefer's fragmented mind. Spontaneous spellcasting classes are possible, though rare. No hunefer can take levels in a class that grants divine spellcasting due to the curse on them. Most hunefer tend towards the classes they had in life if they are at all compatible with what they are now.


Size/Type: Medium Outsider (Abomination, Evil)
Hit Dice: 40d8+720+40 (1080 hp)
Initiative: +23
Speed: 200ft, fly 200ft (perfect)
Armor Class: 73 (+15 dex, +30 natural, +18 deflection)
Base Attack/CMB/CMD: +40/+60/103
Attack: Slam+60 (4d6+20 plus hunefer rot)
Full Attack: Slam+60/+55/+50/+45/+40/+35/+30/+25/+20 (4d6+20 plus hunefer rot)
Space/Reach: 5ft/5ft
Special Attacks: Despair, failure, hunefer rot, barred, spell power.
Special Qualities: Damage reduction 50/special, spell resistance 55, regeneration 45, immunity to cold, electricity, polymorph, petrification, form altering, energy drain, ability drain, ability damage and mind affecting, resistance to acid and sonic 50, vulnerable to fire, undead traits, true seeing, telepathy 500ft, darkvision 120ft, tongues, speed, cursed.
Saves: Fort +36, Ref +57, Will +52
Abilities: Str 51, Dex 40, Con -, Int 16, Wis 43, Cha 46
Skills: Balance+57, Concentration+43, Climb+63, Escape Artist+57, Hide+57, Jump+75, Listen+59, Move Silently+57, Sense Motive+59, Spot+59, Survival+59, Swim+63, Tumble+57, Use Rope+57
Feats: Ability Focus(Despair)(1), Ability Focus(Hunefer Rot)(3), Power Attack(6), Improved Natural Attack(Slam)(9), Toughness(12), Combat Expertise(15), Lightning Reflexes(18), Mindsight(21), Improved Initiative(24)
Epic Feats: Epic Ability Focus(Despair)(27), Epic Ability Focus(Hunefer Rot)(30), Dire Charge(33), Superior Initiative(36), Epic Reflexes(39)
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Spell Power (Sp)

As a full-round action, a hunefer may recall some fragment of the power it once held to cast a single spell of 10th level or less as a spell-like ability. Caster level 40th. The save DCs are Charisma based.

Brand of Failure (Su)

The sight of a hunefer imposes its total failure onto all that see it. This imposes three special effects. These effects work from any distance as long as the hunefer is clearly seen, including through scrying and across dimensional boundaries. Creatures that are blind or that cannot see the hunefer are not subject to them.

Despair

The mere sight of a hunefer is horrifically depressing to any creature. The absolute failure and rejection the hunefer represents is so crippling as to be devastating to those that see it. Any creature that sees a hunefer must make a DC 60 Will save or be overwhelmed by hopeless despair for 6 rounds. A creature in this state is stunned and unable to take any actions. A creature that succeeds on the saving throw is immune to that hunefer's despair for 24 hours. Other hunefer and deities are immune to this ability. The save DC is Charisma based and includes a +6 racial bonus.

Failure

Along with despair, the hunefer inspires complete failure in those that see it. Any creature that can see the hunefer is at risk of failure at any action. Such creatures cannot take 10 or 20 on anything. In addition, a natural roll of 1 through 5 is treated as an automatic failure, no matter the total result. This applies to all rolls that can be failed, such as skill checks, ability checks, caster level checks, attack rolls, saving throws and so forth. Rolls that cannot inherently fail, such as initiative checks, are unaffected. This condition persists as long as the creature sees the hunefer and six rounds thereafter.

There is no saving throw against this ability, though creatures with divine rank are immune to it.

Barred

A hunefer is barred from the power of the divine by edict of Lord Ao. This disbarment from the divine naturally flows out of the hunefer and affects all creatures that see it. Any divine spell is at risk of failing under these conditions, requiring a DC 54 caster level check to be successfully cast. Failure results in spell failure. Spells that fail in this manner are expended. Spells cast from items are also subject to this ability. Arcane spells and spells from other sources are not affected.

Hunefer Rot (Su)

Disease, injury, DC 60, instantaneous, 1d6 Constitution. Unlike normal diseases, hunefer rot requires a victim to make a successful saving throw every round or take another 1d6 points of Constitution damage. The rot continues until the victim reaches Constitution 0 (and dies). A creature slain by this ability cannot be resurrected except by the direct intervention of a deity. A creature suffering from hunefer rot can be cured by remove disease. The save DC is Charisma based and includes a +6 racial bonus.

Tongues (Ex)

A hunefer can speak all languages, but takes 1d4 rounds to switch between languages.

Speed (Ex)

The accursed hunefer are noted for being stunningly fast when they commit to battle. A hunefer's land speed equals its divine fly speed. In addition, the hunefer's blows rain down unrelentingly with that same speed. A hunefer may make iterative attacks for every 5 points of BAB it has with its slam attack. While most of these blows are not accurate, they make up for it with pure volume. These extra attacks do not stack with haste, flurry of blows or any other ability that grants extra attacks.

Damage Reduction (Ex)

A hunefer's damage reduction is defeated by weapons that are made by a deity or whose creation used parts of a deity.

Regeneration (Ex)

A hunefer's regeneration is overcome by weapons that defeat its damage reduction or from fire damage.

Cursed (Ex)

A hunefer is a living abomination that is dead at the same time. It has been rejected by Ao and is cursed to a broken-minded misery for all eternity. They seek what they are deprived but are forever unable to succeed.

A hunefer is treated as being undead. It gains all the benefits of the undead type and lacks a Constitution score. It uses its Charisma in place of Constitution to determine bonus hit points per hit die. It is subject to being affected by positive energy and effects that target the undead.

The mind of a hunefer is a broken, fragmented thing. The hunefer is forever lost in a maze of memories, fully immersed in dementia. These fragments focus on the creature's various failures and successes are remembered in a shattered way that turn them into failures. This loss of knowledge cripples them, they fail any Intelligence based skill checks. Likewise, a hunefer's failure renders any sort of social interaction impossible. A hunefer automatically fails any Charisma based skills checks.

What little coherency a hunefer has is dedicated to finding the divine. It can only desire to find a deity and squeeze out the pure divinity denied to them, in a vain hope that they will be able to save themselves. This is what motivates a hunefer, yet it is all for naught. Should a hunefer come to within 10 miles of a deity, it is instantly plane shifted to another plane. This plane shifting bypasses all known defenses against dimensional travel. Even severing the astral links around the hunefer or the direct intervention of a deity fail to contain it. The hunefer feels a sense of indescribable loss when this happens as well as a renewed desperation to find a deity. The plane a hunefer is plane shifted to is random.

Finally, a hunefer's wanderings cannot be stopped. Should a hunefer be imprisoned for more than one hour, it is automatically plane shifted as above.


Gear:
Spoiler: ShowHide


Hunefer rarely carry treasure with them. A rare few manage to find personal objects they held before being transformed. Those that do may use the items as they did before, even if they no longer can qualify to use the item. For example, a former wizard who found a staff of fire he once owned could use it despite not having arcane spellcasting. The lucky few who do find such an item will not part with it for any reason, finding it a painful but indispensable reminder of the past.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#95
Eblis was encountered by Seira in Balmuria 1 and one of his Sundered Suns was Afina's lucky quarry for the Magmasoul fiasco. He's heavily inspired by the Islamic devil and originates from the Gates of Hell supplement. I won't rehash his flavor here, since it's largely unchanged.

It's safe to say Eblis should not have fallen. He was one of the greatest angels in Creation. In spite of the glories he saw, his heart became filled with pride. He desired to rule over mortals and was cast out of the Heavens for his hubris. He now desires only to exterminate them like vermin and take revenge on the forces of good that cast him down. He's powerful and incredibly driven, so much so that Eblis was cast out of Hell by Asmodeus immediately after his arrival. His pride is so powerful that it elevates him to divinity.

The fact that Eblis is as powerful as a greater deity is tempered by the fact that he has obscured himself from history. His power base is relatively small compared to that of other powers; despite being stronger than Imix or the Grand Sultan of the Efreet, he simply can't muster anything close to the forces to defeat them. It puts him in a unique position, further complicated by a genuine friendship with the Grand Sultan of the Efreet. Such things are as rare as hen's teeth amid the forces of evil. On top of that, it's come up that he has a sense of humor. Hell, his bow ensures mortals slain by it pass on safely.

There's a lot going on with him and more than the statblocks tell. It makes him interesting, at least to me.

Archdukes of Hell (not the Lords of the Nine, which are a step above them) usually have only DvR0. Eblis is a special exception. The Archduke template is largely overwritten by the divine rank template anyway. Nonetheless he keeps the title of Archdevil.


Eblis
The Fallen, Nemesis of the Heavens
Archduke of Hell
Symbol: A field of flames with burning humanoids within, set on a background of grey
Home Plane: Elemental Plane of Fire
Alignment: Lawful Vile
Portfolio: Extermination, genocide, pride, hatred, atheism, defiance
Worshipers: None; see below.
Cleric Alignments: None; see below. In theory LE, LN, NE.
Domains: Evil, Fire, Hatred, Law, Pride
Favored Weapon: Heaven's Tears (longbow)

Fallen Solar 69//Fighter 69

Size/Type: Huge Outsider (Evil, Fallen, Lawful)
Divine Rank: 7
Hit Dice: 69d10+1311+69+414 (2484 hp)
Initiative: +26
Speed: 100ft, fly 280ft (perfect)
Armor Class: 89 (-2 size, +19 dex, +24 natural, +18 deflection, +7 divine, +1 ws, +22 armor)
Base Attack/CMB/CMD: +69/+96/151
Attack: Heaven's Tears+119 (3d6+70 plus 2d6 unholy plus +4/+4d6 vs celestials plus 27 vs mortals/celestials plus poison(DC 69) x3) or Manyshot+111/+111/+111/+111 (3d6+70 plus 2d6 unholy plus +4/+4d6 vs celestials plus 27 vs mortals/celestials plus poison(DC 69) x3) or Heaven's Sorrow+119 (10d6+74 plus 2d6 unholy plus 4+4d6 vs celestials plus 27 vs mortals/celestials plus poison(DC 69) plus 1 vile plus 4d6 on crit 17-20 x3) or Slashing Flurry+114/+109 (10d6+74 plus 2d6 unholy plus 4+4d6 vs celestials plus 27 vs mortals/celestials plus poison(DC 69) plus 1 vile plus 4d6 on crit 17-20 x3)
Full Attack: Heaven's Tears+119/+119/+114/+109/+104 (3d6+70 plus 2d6 unholy plus +4/+4d6 vs celestials plus 27 vs mortals/celestials plus poison(DC 69) x3) or Heaven's Sorrow+119/+114/+109/+104 10d6+74 plus 2d6 unholy plus 4+4d6 vs celestials plus 27 vs mortals/celestials plus poison(DC 69) plus 1 vile plus 4d6 on crit 17-20 x3) or Slashing Flurry+114/+114/+109/+104/+99 (10d6+74 plus 2d6 unholy plus 4+4d6 vs celestials plus 27 vs mortals/celestials plus poison(DC 69) plus 1 vile plus 4d6 on crit 17-20 x3)
Space/Reach: 15ft/15ft
Special Attacks: Spell-like abilities, spells, poison, smite the hated 14/day, rebuke water 21/day, divine blast 21/day(25d12).
Special Qualities: Damage reduction 50/epic, good and silver, immunity to acid, cold, fire and poison, regeneration 45, resistance to electricity 40, spell resistance 84, telepathy 500ft, darkvision 120ft, low light vision, pride, dispelling aura, pride's defense, pride's downfall.
Saves: Fort +72, Ref +72, Will +72 (+4 vs petrification)
Abilities: Str 61, Dex 48, Con 49, Int 46, Wis 49, Cha 46
Skills: Balance+98, Bluff+97, Climb+104, Concentration+98, Craft(Bowmaking)+97, Craft(Weaponsmithing)+97, Diplomacy+97, Escape Artist+98, Hide+98, Intimidate+97, Jump+132, Listen+98, Move Silently+98, Knowledge(All)+97, Perform(Song)+97, Ride+98, Search+97, Sense Motive+98, Spellcraft+97, Spot+98, Use Rope+98
Feats: Dark Speech(B), Diehard(B), Mindsight(1), Weapon Focus(Longbow)(F1), Point Blank Shot(F2), Corrupt Spell(3), Precise Shot(F4), Fire Devotion(6), Far Shot(F6), Weapon Specialization(Longbow)(F8), Rapid Shot(9), Ranged Weapon Mastery(Piercing)(F10), Manyshot(12), Improved Rapid Shot(F12), Woodland Archer(F14), Empower Spell(15), Greater Weapon Focus(Longbow)(F16), Maximize Spell(18), Greater Weapon Specialization(Longbow)(F18), Weapon Supremacy(Longbow)(F20), Weapon Focus(Greatsword)(F22), Weapon Specialization(Greatsword)(F24), Power Attack(F26), Vile Martial Strike(27), Melee Weapon Mastery(Slashing)(F28), Greater Weapon Focus(Greatsword)(F30), Greater Weapon Specialization(Greatsword)(F32), Ability Focus(Poison)(33), Slashing Flurry(F34), Combat Reflexes(F36), Improved Critical(Greatsword)(F38), Toughness(F40), Quicken Spell(57)
Epic Feats: Combat Archery(B), Distant Shot(B), Swarm of Arrows(B), Uncanny Accuracy(B), Epic Spell Capacity(21), Unholy Strike(24), Great Smiting(30), Intensify Spell(36), Sundered Sun(39), Epic Weapon Focus(Longbow)(42), Epic Weapon Focus(Greatsword)(F42), Epic Weapon Specialization(Longbow)(F44), Epic Weapon Specialization(Greatsword)(45), Overwhelming Critical(Greatsword)(F46), Enhance Spell(48), Devastating Critical(Greatsword)(F48), Epic Toughness(F50), Blinding Speed(51), Spellcasting Harrier(F52), Multiaction(54), Dire Charge(F54), Improved Combat Reflexes(F56), Armor Skin(F58), Great Ability(Strength)(60), Penetrate Damage Reduction(Adamantine)(F60), Penetrate Damage Reduction(Silver)(F62), Pulverize(63), Penetrate Damage Reduction(Cold Iron)(F64), Improved Alignment-Based Casting(Evil)(66), Epic Toughness(F66), Epic Toughness(F68), Epic Ability Focus(Poison)(69)
Salient Divine Abilities: Alter Size, Automatic Metamagic(Corrupt Spell), Banestrike(Outsider(Good)), Divine Archery, Divine Blast, Divine Fire Mastery, Divine Weapon Mastery, Divine Weapon Focus(Longbow), Divine Weapon Specialization(Longbow), Elemental Might(Fire), Improved Alter Size, Mass Divine Blast
Alignment: Lawful Vile

Racial powers:
Spoiler: ShowHide


Eblis casts as a 62nd level cleric(caster level 69th, caster level 72nd for evil spells) with access to the Evil, Fire, Hatred, Law and Pride domains. All of his spells are automatically corrupted. The save DCs are 29 + spell level.

Pride (Ex)

Eblis was once the brightest angel in all the heavens. From this came tremendous power and tremendous pride. So great was his pride that it caused him to abandon everything he stood for before and declare all the heavens his enemy. This pride is so absolute that reality itself submits to it. Eblis has divine rank 7 and all benefits from it. He does not have worshipers nor does he grant spells to clerics.

Poison (Ex)

Faithrot; DC 69; -4 divine caster level/-8 divine caster level. This is an epic poison. The save DC is Constitution based.

Eblis naturally produces this poison and it automatically applies to any weapon he uses.

Dispelling Aura (Su)

Any creature that comes within 270ft of Eblis is subject to a targeted dispel magic effect(+69 modifier). Treat this as superb dispelling for interacting and dispelling effects. A creature is subject to this ability each round at the start of its turn.

Smite the Hated (Su)

Eblis may smite his hated foes; celestials, deities and mortals. This functions as a paladin's smite evil ability except that it only affects mortals, deities and celestials.  For the sake of this ability, a mortal is not an outsider, construct, elemental, undead or fey. He may also smite with his ranged attacks. He gains a +18 bonus to his attack roll and deal an extra 138 points of damage.

Pride's Defense (Ex)

Eblis is known for his durability against those that he reviles. His absolute pride is a barrier as stout as any armor, greatly reducing damage he takes. Attacks from mortals, as defined in smite the hated, celestials or deities are reduced. He takes the minimum damage from such attacks. This applies to any form of attack, including melee attacks, ranged attacks, spells, supernatural abilities and so forth. For example, a cone of cold that deals 15d6 damage would only deal 15 points of damage to Eblis.

Pride's defense does not apply to damage from banishment as described in pride's downfall.

Pride's Downfall (Ex)

For all of pride Eblis holds in his heart, he is still a fallen creature that has betrayed everything he once stood for. This echos within him and grants mortals the chance to once again banish him. Eblis may be banished by mortals. These attempts ignore his divine immunity to being banished and any other sources of protection.

When in Fire Eblis may be banished by mortals as well. A successful banishment does not banish him but instead deals 1d6 points of damage per caster level of the banishing spell. If the effect does not have a caster level, use the total hit dice of the creature in place of it. Banishment effects that do not have a caster level and do not come from a creature deal 20d6 damage.

Damage taken in this manner is lethal damage. If Eblis is reduced to zero hit points by a banishment effect, he is destroyed for all time. This weakness does not extend to celestials, for they have already banished him. Only mortals may banish Eblis - a fact that fills him with all the more loathing for his former kin.


Divine powers:
Spoiler: ShowHide


Spell-like abilities

Always active-detect chaos, detect good, magic circle against chaos, true seeing. At will-antipathy, bestow curse, burning hands, calm emotions, create undead, blasphemy, desecrate, dictum, dispel chaos, dispel good, divine power, doom, eagle's splendor, elemental swarm(fire only), fire seeds, fire shield, fire storm, forbiddance, greater heroism, greater plane shift, greater spell immunity, greater teleport, heroism, hold monster, hypnotism, incendiary cloud, magic circle against chaos, magic circle against good, mass charm monster, mass reduce person, order's wrath, produce flame, protection from chaos, protection from good, rage, resist energy, righteous might, scare, shield of law, storm of vengeance, summon monster 9(lawful evil only), unholy aura, unholy blight, wall of fire. Caster level 69th. The save DCs are 45 + spell level.

Alter Reality (Su)

Eblis exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. This warping of reality manifests in a number of ways. Eblis can use limited wish when doing so can help him promote the extermination of mortals, revenge and fire. Note that in the situation where Eblis and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Inflict Wounds (Su)

Eblis may cast any inflict wounds spell as a standard action. He may apply any metamagics to this that he pleases. The spell cannot be higher than ninth level.

Domain powers:
Evil: +1 caster level to evil spells.
Fire: Turn water creatures 21/day.
Hatred: 1/day choose opponent, gain +2 profane bonus to attacks, saves and AC for 1 minute.
Law: +1 caster level to lawful spells.
Pride: Gain Diehard as a bonus feat.

Divine Aura (Ex)

The save DC against Eblis's divine aura is 35 and the radius is 700ft.

Immunities: Eblis is immune to polymorphing, petrification, or any other attack that alters his form. Any shape-altering powers she might have function normally on himself. He is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). He are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to these, Eblis is immune to effects that imprison or banish him(except by mortals, see pride's downfall). Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: Eblis gains a divine bonus equal to his divine rank on all skill checks, ability checks and caster level checks.

Eblis does not automatically fail on a natural attack roll or saving throw roll of 1. He may take 10 on any check.

Communication: Eblis can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within seven miles of himself.

Remote Communication: As a standard action, Eblis can speak to any of his own worshipers, and to anyone within ten miles from a site dedicated to him, or within ten miles from a statue or other likeness of him. The creature being contacted can receive a telepathic message that only it can hear. Alternately, his voice can be heard as a thunderous blast. In this case, anyone within earshot of the sound can hear it. Note that Eblis does not use this power often, as he does not have worshipers.

Create Items: Eblis can create any wondrous item with power related to extermination or fire; the maximum is 30,000 gold.

Portfolio Sense: Eblis is aware of any act of fire, genocide or revenge that involves 500 or more people.


Gear:
Spoiler: ShowHide


Heaven's Tears

This longbow was carried by Eblis long before his fall. It appears as a humble longbow of plain construction. It does not radiate magic, yet it is nonetheless an artifact. It is said to have been made in one of the holiest places in Creation, one only referred to in metaphor. The few scraps of information refer to it as a place where light pales before glory or like the beating heart of the sun. Regardless of the bow's origins, Eblis managed to keep the bow with him after his fall and has worked over eternity to bend it to his use. He has managed some success yet he has come to an impasse with it.

Heaven's Tears is a huge longbow+12. Arrows from it are filled with his hate, doing an extra 27 points of damage against mortals or celestials. However, there remains an un-corruptable core of righteousness within the bow. When a mortal is slain by this bow's arrows, their soul is free. The soul cannot be trapped by any means. In addition, any pacts or other means of stealing the soul are broken, resulting in the soul traveling to its proper afterlife. Eblis loathes this power with all his being yet he has not been able to break this effect. His pride prevents him from finding another weapon.

Eblis is hesitant to use this bow against mortals unless they are strong enough to survive the arrows or he has no choice. Generally he will rely on his spells, spell-like abilities or melee against mortals.

Heaven's Sorrow

This sword is made of pure divine fire. Eblis is never without it and it is a symbol of his friendship and treaties with the Grand Sultan of the Efreet. While it was once a holy greatsword known as Clarenyre, the blade was transformed into pure divine flame with the aid of the Sultan. It is said it was cast into the Magmasoul and remade within those eternal flames. In exchange, it is known that Eblis offered the Sultan of the Efreet celestial armor fit for a deity.

Heaven's Sorrow is a huge greatsword+10. It deals a base of 10d6 fire damage. As divine fire, the damage from this blade ignores damage reduction, resistance to fire and immunity to fire.

Eblis also wears full plate armor+14. This armor is based on the designs of Jovar's armors and is said to resemble that of the Armor of Authority worn by the Authorities of Celestia. Like it, it has no armor check penalty, arcane spell failure or maximum dexterity cap when worn by Eblis.


Custom Material: [spoiler]

Faithrot

Around the Tower of Burnt Ash, great storms of fire rage when the fury of Eblis boils over. During the fiercest of these storms, the flames weep a vile blue ichor that is harvested by the Sundered Suns. This substance is known as Faithrot and can decay the connections of the divine. This poison only affects good aligned creatures with divine casting ability, such as paladins, clerics, planetars and so forth. Other creatures are not negatively effected. In any case, the initial damage and secondary damage is -4 divine caster level/-8 divine caster level. This damage does not wear off and can only be undone by a wish or miracle spell cast by a 21st level spellcaster.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#96
The Wandering Giver

Not all the evils of the Abyss are directed outward. The Wandering Giver is a strange succubus, mutilated beyond all recognition. It cares only to slaughter demons and spreading terror amid them. A figure of legend and fear amid the demons, it has killed billions of demons over the eons. It does not care about other creatures and ignores them. As a result, it has been an unlikely savior on many an occasion. Due to this, what little mortals know of The Wandering Giver is conflicting. Reports sometimes mistake it as a slaad, eladrin, devil or an angel of divine salvation.

There is no grand reason for The Wandering Giver nor any great puzzle. It hates as the Abyss hates and exercises that impulse as a manifestation of that feeling. The forces of good generally ignore it, as it poses no threat to anything but demons. Hell takes the same stance in the light of failed attempts to control it. Umberlee seems relatively fond of the creature for reasons that are unclear. Most that know that assume it began as a servant of Umberlee, yet there is no evidence to support that.

The creature's name comes from yugoloths marveling at the 'gifts' The Wandering Giver gives to all the demons it meets. As it rarely communicates and only then in telepathy, any other name is unknown.

---

The Wandering Giver is a non-threat to anything but demons. Against demons it deals grievous damage, negative levels and possibly maiming. What's worse is that demons wounded by it can't heal short of exceptional sacred power. A wound from The Wandering Giver is forever for a demon. Throwing out swift intimidates with imperious command and a +124 Intimidate check gives it a potent fear game. Worse, demons can't immune this fear.

That's really her point. Even the demons of the Abyss are victims of everything the Abyss spreads. It also allows for her to be an interesting NPC encounter for heroes. Oh, and it's nice to subvert a succubus into a non-traditional role.


Succubus 31//Fighter (Zhentarim) 10/Mutilator 21

Size/Type: Medium Outsider (Chaotic, Demon, Evil)
Hit Dice: 10d10+21d12+341 (693 hp)
Initiative: +8
Speed: 30ft, fly 120ft (good), climb 10ft
Armor Class: 62 (+4 dex, +35 natural, +13 deflection)
Base Attack/CMB/CMD: +31/+41/68
Attack: Claw+51 (1d6+20 and 2 negative levels)
Full Attack: 2 claws+51/+46/+41/+36 (1d6+20 and 2 negative levels) and bite+47 (1d4+11 and 2 negative levels)
Space/Reach: 5ft/5ft
Special Attacks: Energy drain, spell-like abilities, extended intimidation, swift intimidation, scarring strike(2d4), mutilation(eyes, tongue, limb).
Special Qualities: Damage reduction 25/axiomatic, cold iron and epic, darkvision 120ft, immunity to electricity, energy drain, fear, fire and poison, resistance to acid and cold 30, spell resistance 43, fast healing 66, telepathy 400ft, pounce, demon's nightmare, abyssal champion, severed tongue, modified mind, sundered contracts, vehemence, torn body, escape death, self mutilation, vile mutilation.
Saves: Fort +38, Ref +31, Will +32
Abilities: Str 30, Dex 19, Con 33, Int 16, Wis 20, Cha 34
Skills: Bluff+51, Climb+44, Concentration+45, Escape Artist+38, Heal+37, Hide+38, Intimidate+124, Knowledge(Arcana)+37, Knowledge(Planes)+37, Knowledge(Religion)+37, Listen+47, Move Silently+38, Profession(Torturer)+39, Spot+47, Survival+39   
Feats: Mindsight(B), Persuasive(1), Weapon Focus(Claws)(F1), Improved Initiative(F2), Imperious Command(3), Skill Focus(Intimidate)(F3), Weapon Specialization(Claws)(F4), Willing Deformity(6), Combat Expertise(F6), Melee Weapon Mastery(Slashing)(F8), Abominable Form(9), Greater Weapon Focus(Claws)(F10), Unspeakable Vow(12), Deformity(Teeth)(M4), Vow of Vengeance(Outsider(Chaotic))(15), Rapidstrike(Claws)(18), Deformity(Bone Spurs)(M9), Improved Rapidstrike(Claws)(21)
Epic Feats: Butcher's Glee(M13), Epic Skill Focus(Intimidate)(24), Blinding Speed(M16), Rapid Mutilation(27), Improved Rapid Mutilation(M19), Epic Reputation(30)
Alignment: Anarchic Vile

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-true seeing. At will-detect chaos, detect evil, detect thoughts, ethereal jaunt, greater teleport, horrid wilting. Caster level 31st. 

Energy Drain (Su)

The Wandering Giver deals two negative levels with its natural attacks. It cannot use energy drain in the ways typical to a succubus, but instead only through natural attacks.

Pounce (Ex)

The Wandering Giver may make a full attack at the end of a charge.

Demon's Nightmare (Su)

The legends of The Wandering Giver have grown in power, so much so that even demons have come to fear it. It may intimidate demons that are immune to fear as if they were not immune. Any damage (including ability damage from scarring strike and various mutilations) that The Wandering Giver inflicts on a demon can only be healed by a good-aligned divine spellcaster that succeeds on a DC 36 caster level check.

Abyssal Champion (Su)

The Wandering Giver is a champion of the Abyss, of sorts. It is empowered to slaughter the children of the Abyss and is granted several powers to better execute this mission. It gains its Charisma modifier as a deflection bonus to armor class and as a resistance bonus to saving throws. It has fast healing 66. It is treated as divine rank zero for the sake of effects. It automatically wins any opposed rank checks against demonic sources. It has maximum hit points per hit die.

Severed Tongue (Ex)

The Wandering Giver has severed its own tongue sometime in the past. It can no longer communicate verbally and loses its tongues special quality.

Modified Mind (Ex)

Due to perverse experiments and the addition of deep crystals to its brain, The Wandering Giver has greatly augmented its mental abilities. Its telepathy range increases to 400ft and it gains mindsight as a bonus feat.

Sundered Contracts (Ex)

The Wandering Giver's vendetta against demons has cost it the support of even the most deranged Abyssal denizens. It loses the summon demon special quality.

Vehemence (Ex)

Countless gifts have taught The Wandering Giver how to take apart demons like nothing else. It gains an insight bonus equal to its Charisma modifier on attack rolls, weapon damage rolls and caster level checks against demons. For the sake of this ability, demons are considered creatures with the demon, tana'rii or obyrith subtype.

Torn Body (Ex)

The Wandering Giver has hacked away any remnants of its past gender. It loses its charm monster and suggestion spell-like abilities. This negation does grant it some defenses, allowing it to ignore effects based on gender or attraction.

Escape Death (Ex)

The Wandering Giver is a manifestation of the hatred of the Abyss. The Abyss hates all, including itself and its children. This hatred cannot die and will not die, and as such The Wandering Giver cannot be permanently slain. If slain, it reforms in 6 days on a random layer of the Abyss. Attempts to imprison it inevitably fail within 6 hours, no matter the precautions taken. It has even escaped the hold of Demon Princes. This is the direct result of the Abyss itself interceding to save The Wandering Giver.

This ability does not function outside of the Abyss, a fact The Wandering Giver is aware of.


Fighter powers:
Spoiler: ShowHide


Extended Intimidation (Ex)

A target successfully intimidated by a 5th-level Zhentarim Soldier suffers lasting effects. Instead of ending when the Zhentarim Soldier leaves, as is normal for the Intimidate skill, the intimidation effect lasts for 24 hours after his departure. Thereafter, the target's attitude toward the Zhentarim Soldier shifts to unfriendly, but a lingering fear remains. Whenever the Zhentarim Soldier returns to someone he has previously intimidated, he gains a +4 bonus on his Intimidate check to re-establish the effect.

Swift Demoralization (Ex)

A 9th-level Zhentarim Soldier can use the demoralize opponent aspect of the Intimidate skill as a swift action rather than as a standard action.


Mutilator powers:
Spoiler: ShowHide


Self Mutilation (Ex)

A Mutilator compulsively scars and defaces his own body, satisfying horrific urges. This gives you a nightmarish appearance, striking fear into the hearts of your opponents. You gain a bonus to intimidate checks equal to your mutilator class level. You take an identical penalty to diplomacy checks, as your off-putting looks put even the most silvered tongue at a disadvantage.

Scarring Strike (Ex)

Your honed instincts in how to leave long, disfiguring scars on your opponents allows the Mutilator to directly devastate an opponent. As a immediate action, a Mutilator may declare an attack a Scarring Strike. This attack focuses on disfiguring an opponent rather than killing him; Scarring Strikes have a -2 penalty to hit and damage. However, you deal 1d4 points of charisma damage on a successful Scarring Strike. The damage of Scarring Strike rises to 1d6 at 5th level and 2d4 at 8th level.

Mutilation (Ex)

A Mutilator knows how to leave life long wounds on his opponents, popping eyes, severing limbs and slicing organs. As a full round action, the Mutilator may make a single attack with a -2 penalty to hit. If this attack hits, he deals normal damage as well as a secondary effect from the list below. He gains more effects to choose from as he gains Mutilator levels. A creature must have the body parts targeted to be affected by Mutilation - for example, a creature without eyes can't be blinded by mutilating its eyes.

Eyes

At 3rd level, a Mutilator can go for the eyes. A successful Mutilation leaves the target blind, both eyes gouged out. Creatures with more than two eyes may require more than one Mutilation to blind. Methods of seeing without eyes, such as blindsight, tremorsense or mindsight, are not affected by this ability.

Tongue

At 6th level, a Mutilator can sever the tongue of an opposing creature. This renders them mute, unable to talk or cast spells with verbal components.

Limb

At 9th level, a Mutilator can hack off an entire limb with a single blow. If an arm is severed, two handed weapons cannot be used and the victim suffers a -2 penalty to attack rolls due to his balance being off. If a leg is severed, the victim's land movement speed is quartered (minimum 5ft). Additional and exotic limbs can be targeted as well - such as tentacles, wings, tails and so forth. The exact effects of these should be adjudicated by the DM.

Bonus Deformity (Ex)

At 4th and 9th level, the myriad body modifications the Mutilator has inflicted on himself bear fruit. He may select any deformity feat as a bonus feat.

Vile Mutilation (Ex)

At 10th level, the hatred and depravity of the Mutilator spreads into the wounds he inflicts, making them difficult to reverse. The ability damage from Scarring Strike becomes vile ability damage. In addition, the injuries caused by Mutilation are treated as vile as well and can only be reversed on hallowed ground. Note that the normal damage from Scarring Strike and Mutilation are not vile damage, only the secondary effects of charisma damage and mutilation.


Gear: [spoiler]

The Wandering Giver carries no gear, but its claws are enchanted with a +6 enhancement bonus and it has a +30 competence bonus to intimidate.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Posting the B1R NPCs. They're subject to tweaks if that game ever happens. They're done differently and with more detail in certain places on account of being focus characters. Each one competes with the 30ish HD creatures I've been posting, which is exactly where I was aiming for. They're powerful enough to be notable players on the planes.

Antenora has a charging smite based style. Her attack and damage looks unremarkable on first glance, but take a gander at the notes. She's getting a minimum of +29/+33 against an evil opponent she takes seriously. She's much like Abigor in that regard - and had a clash with one of his highest ranked lieutenants in B1 who was also a charger - and supplements it with quickened paladin spellcasting. Her HP and defenses aren't the best, but her plethora of healing options and high saves keep her in the game a long time.


Antenora Reynes

Erinyes 9/Ranger 1/Hellreaver 19//Paladin 29

Size/Type: Medium Outsider (Good, Lawful, Angel)
Hit Dice: 29d10+261+29+58 (528 hp)
Initiative: +9
Speed: 30ft, fly 130ft (perfect)
Armor Class: 57 (+9 dex, +17 natural, +15 armor, +5 deflection, +1 dodge)
Base Attack/CMB/CMD: +29/+38/63
Attack: Black Horn Spear+45 (1d8+20 plus 4/+4d6 vs fiends 19-20 x3)
Full Attack: Black Horn Spear+45/+40/+35/+30 (1d8+20 plus 4/+4d6 vs fiends 19-20 x3)
Space/Reach: 5ft/5ft (10ft with spear)
Special Attacks: Spell-like abilities, hope of heaven, entangle, favored enemy(evil outsiders+2), furious strike+14/+7d6, divine retribution, smite evil 6/day, turn undead 16/day (13d6; DC 36), spells.
Special Qualities: Damage reduction 20/silver, epic and evil, spell resistance 42, immunity to fire and cold, immunity to petrification, fear and disease, resistance to acid and electricity 20, see in darkness, telepathy 200ft, protective aura, tongues, mercy, convictions, opal angel of redemption, spiritual connection, holy fury(32 points), divine succor(80 hp), improved divine resolve, improved divine shield, mettle, heroic sacrifice, call to judgment, detect evil, divine grace, lay on hands(377 hp), aura of courage, divine health, charging smite, remove disease 8/week.
Saves: Fort +36, Ref +36, Will +38 (+4 racial vs poison, +4 resistance vs evil, +10 vs magic to induce evil)
Abilities: Str 28, Dex 29, Con 28, Int 20, Wis 28, Cha 36
Skills: Concentration+31, Craft(Metalworking)+10, Diplomacy+23, Escape Artist+24, Hide+24, Intimidate+45, Knowledge(Arcana)+25, Knowledge(Planes)+37, Knowledge(Religion)+37, Listen+41, Move Silently+24, Perform(Song)+60, Sense Motive+25, Spot+41, Survival+41, Use Rope+14
Feats: Dodge(B), Mobility(B), Initiate of Alicia(B), Mindsight(1), Improved Flier(3), Flyby Attack(6), Power Attack(9), Track(R1), Favored Power Attack(Evil Outsiders)(12), Battle Blessing(15), Toughness(18)
Epic Feats: Dire Charge(21), Epic Spell Capacity(P23), Armor Skin(24), Blinding Speed(H15), Epic Toughness(P26), Multiaction(27), Armor Skin(P29)
Alignment: Lawful Exalted

Racial powers:
Spoiler: ShowHide


Spell-like abilities

At will-align weapon, arcane sight, discern lies, dispel evil, flame strike, greater teleport, holy aura, holy word, refreshment, righteous smite, superb dispelling, sword of conscience, vision of heaven. 1/day-atonement, blade barrier, heal, miracle. Caster level 29th. The save DCs are Charisma based.

Entangle (Ex)

Antenora carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level 29th). Antenoracan hurl her rope 140 feet with no range penalty.

See in Darkness (Su)

Antenora can see in any darkness, even magical darkness such as a deeper darkness spell.

Telepathy (Su)

Antenora can telepathically communicate with any creature within 200ft that has a language.

Protective Aura (Su)

Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Antenora. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 29th). This aura can be dispelled, but Antenora can create it again as a free action on her next turn.

Tongues (Su)

Antenora can speak with any creature that has a language, as though using a tongues spell (caster level 29th). This ability is always active.

Hope of Heaven (Su)

As a standard action, Antenora may spread the light of the Realms Above around her in a 70 foot radius.  Any evil creature within this radius is afflicted as by Vision of Heaven (DC 37 Will save negates, caster level 29th). Any creature who fails the save will be unable to forget what they have seen for seven days, hearing the call of forgiveness. The stress this causes on their psyche inflicts a -3 penalty to attack rolls, weapon damage rolls, ability checks and skill checks. A creature that takes sincere steps to atone is freed of this penalty. This relief lasts for as long as they continue to sincere attempt to atone. Should they cease to, the penalty immediately reappears and the duration of the penalty is reset to seven days. The save DC is Charisma based.

Mercy (Su)

Antenora may choose to deal non-lethal damage with her attacks, spells and spell like abilities without penalty. Choosing the type of damage she inflicts is a free action, but if her attack damages more than one creature, each creature must take the same type of damage; that is, she cannot inflict non-lethal and lethal damage at the same time.

Convictions (Ex)

Having risen from the Pit, Antenora is dedicated to never return to evil. She gains a +10 bonus to saving throws against any magic that would compel her to commit evil. Examples include charm person from an evil caster, morality undone, dominate monster and so forth. If a saving throw is not allowed, she is allowed a special Will save to negate the effect. This Will save is made at a -7 penalty and does not gain the +10 bonus from Convictions. Calculate the save DC as 10+1/2 HD+charisma modifier if the source is a creature or 10 + caster level if the effect comes from an item.

Opal Angel of Redemption (Ex)

Antenora has reached the pinnacle of her destiny and embodies the hope for any creature to find redemption. When casting Atonement as a spell like ability on a creature, she may choose to also invoke Sanctify the Wicked. If she chooses to do so, she requires no material focus or sacrifice component. She instead takes the soul into her spirit, where it undergoes the effect of Sanctify the Wicked over the course of one week. During this time, Antenora suffers 1 negative level for every 2 hit dice the creature possesses, as she bears the weight of the creature's sins on her spirit. These negative levels cannot be removed by any means short of removing the soul from her through a wish or miracle spell, in which case the soul's body reforms as it was before.

At the end of the week, the reformed spirit emerges with the Sanctified Creature template, or another suitable template depending on the type of creature reformed. This ability may apply the Sanctified Creature template to a creature with the evil subtype, though they usually undergo a far more complete transformation instead.


Ranger powers:
Spoiler: ShowHide


Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Spiritual Connection (Sp)

You can use speak with animals and speak with plants, as the spells (caster level equals your ranger level). You can use any combination of these effects up to three times per day. These are spell-like abilities with caster level equal to your character level.


Hellreaver powers:
Spoiler: ShowHide


Holy Fury (Ex)

When you face your enemies, a raging anger fills your mind. Avenging, divine power surges through you, allowing you to generate magical effects. Entering this state is a free action. While in a holy fury, your melee attacks are good-aligned. You also gain immunity to fear effects. In addition, you gain a number of holy fury points equal to your hellreaver level plus your Charisma modifier. You spend these points to activate many of your hellreaver class abilities.

You can use holy fury once per encounter. It lasts until the end of the encounter.

Furious Strike (Su)

As a swift action, you can spend 1 holy fury point to pour divine energy into your weapon. Your blade crackles with a divine aura that is baneful to your foes. You gain a +2 bonus and deal an extra 1d6 points of damage on your next attack. These bonuses apply only to an attack that targets an evil creature. If you accidentally use furious strike against a creature that is not evil, or your attack misses, the furious strike has no effect, but the holy fury point is still spent.

At 4th level, these bonuses increase to +4 on your attack roll and an extra 2d6 points of damage.

At 7th level, these bonuses increase to +6 on your attack roll and an extra 3d6 points of damage.

At 10th level, these bonuses increase to +8 on your attack roll and an extra 4d6 points of damage.

Divine Succor (Su)

Just as your divine power can slay evil creatures, it can also mend wounds suffered by the just. Beginning at 2nd level, as a swift action, you can spend 1 holy fury point to heal 10 points of damage. You can apply this healing to yourself or any good-aligned creature within 20 feet.

At 5th level, you can heal 20 points of damage.

At 8th level, you can heal 30 points of damage.

Divine Resolve (Su)

From 3rd level on, you can draw upon your fury to push aside the effect of a spell cast by your foes, a monster's poison, and so forth. As an immediate action, you can spend 1 holy fury point to gain a +2 bonus on your next saving throw. You can use this ability after attempting a save but before you learn whether it succeeded or failed.

Divine Shield (Su)

When you attain 3rd level, you can focus your divine power into a shield that knocks aside a foe's attack with a mighty shout. As an immediate action, you can spend 1 holy fury point to gain a +2 bonus to your AC against the next attack you face. You can use this ability after a foe attacks you but before you learn whether this attack hit or missed.

Mettle (Ex)

Beginning at 4th level, if you make a successful Fortitude or Will save that would normally reduce (rather than negate) a spell's effect, you suffer no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.

Heroic Sacrifice (Su)

From 5th level on, as a swift action, you can voluntarily take 2 points of Constitution damage to fully replenish your holy fury points.

Call to Judgment (Su)

With your foe near defeat, you cry out to the gods for justice. Gleaming white chains appear around your enemy, preventing it from using dimensional travel.

At 6th level and beyond, as a swift action, you can spend 3 holy fury points to charge your weapon with divine power. If your next melee attack hits an evil outsider, the target suffers the effect of a dimensional anchor spell, with a caster level equal to your hellreaver level.

Improved Divine Resolve (Su)

At 9th level, your divine resolve ability improves. This ability functions like the divine resolve class feature, except that you can now spend 2 holy fury points as an immediate action to gain a +4 bonus on a saving throw.

Improved Divine Shield (Su)

When you reach 9th level, your divine shield grows stronger. This ability functions like divine shield, except that you can now spend 2 holy fury points as an immediate action to gain a +4 bonus to AC.

Divine Retribution (Su)

Once per day as a swift action, a hellreaver can overwhelm her enemy with pure holy power. She can spend 4 holy fury points to imbue her next attack with powerr. If this attack hits an outsider with the evil subtype, the target takes an extra 20d6 damage on this attack in a great cascade of golden light. All evil creatures within 70 ft must make a fortitude save (DC 10+cha modifier+1/2 character level) or be blinded for 1 round.


Paladin powers:
Spoiler: ShowHide


Antenora casts as a 29th level paladin. All of her paladin spells are automatically quickened. Antenora's spell selection themes are healing and group buffs.

[7/day]1: Bless, Blessed AimSC, Lesser Restorationx4, Warning ShoutSC
[6/day]2: Divine PresenceCC, Divine ProtectionSCx2, Remove Paralysis, Undetectable Alignment, Whirling BladeSC
[6/day]3: Know VulnerabilitiesSC, Prayer, Remove Blindness/Deafnessx2, Remove Curse, Righteous FurySC
[6/day]4: Blessing of the RighteousPHB2x2, Break Enchantment, Death Wardx2, Voice of the ArchonSC
[6/day]5: Cure Critical Wounds, Divine AgilitySC, Life's GraceSC, Inner BeautyFC1, Plane Shiftx2
[5/day]6: Healx5
[2/day]7: Might of the PlanetarHome, Regenerate

Aura of Good (Ex)

The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. Note that being a good aligned outsider gives her an overwhelming aura already, this is essentially overlapping with it.

Smite Evil (Su)

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus on all saving throws.

Lay on Hands (Su)

Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su)

Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex)

At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Turn Undead (Su)

When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Charging Smite (Ex)

Beginning at 5th level, if you smite evil on a charge attack, you deal an extra 2 points of damage per paladin level to any evil creature you hit (in addition to the normal bonus damage dealt by a smite). If the charge attack misses, the smite ability is not considered used. This is a supernatural ability.

Remove Disease (Sp)

At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).


Gear:
Spoiler: ShowHide


Black Horn Spear [spoiler]

History

Recovered from a gnomish trial on the Prime Material Plane, the Black Horn spear was a gift from Alicia to Antenora. It has been at her side since them, striking down the evils that would take revenge on Alicia and her friends. It has been augmented by the magic of an archmage, the touch of a Goddess and decades of the opal light of redemption.

Powers

The Black Horn Spear is a longspear+7, fiend dread, keen and valorous. It shines with brilliant opal blue light when within 100ft of an outsider with the evil subtype. This light counters invisibility of all types, including superior invisibility. Creatures within the aura gain a +7 sacred bonus to spot checks to detect fiends that are hiding within the aura.

Deeds

- Slay a Duke of Hell with this spear.
- Raise this spear into the light of Chronias.
- Anoint this spear with ambrosia created by perfect forgiveness.

Method of Destruction

It is said that if the Black Horn Spear is used to slay a unicorn that the horn shall crack and it shall forever more be a mundane weapon.


Golden Armor
Spoiler: ShowHide


History

This armor was recovered from the Outreaches of the Broken Mind, dedicated to sealing a Far Realm horror known as the Q'pa. It heralds from the forges of Jovar, covered in runes beseeching aid from Sealtiel. It has gained a faint opal glow over the decades, matching Antenora's own light.

Powers

Golden Armor is a breastplate+10 with no armor check penalty, arcane spell failure or maximum dexterity when worn by a lawful good celestial. It increases the power of her Divine Succor ability, increasing the hit points restored by twenty.

Deeds

- Be knighted by Sealtiel for valor in defending the innocent.
- Endure 300 or more points of damage in a single strike and survive.
- Slay a Far Realm horror of epic level in single combat.

Method of Destruction

Should Golden Armor be fully immersed in the blood of an innocent Antenora directly failed to protect, it will become nothing but crude lead.


White Dress
Spoiler: ShowHide


History

The White Dress was created by Antenora during her trials in Ysgard. It was made by her power alone, a symbol of the tasks she overcame there. It mixes in the swift power of a Ysgardian gale with the might and experience of a hundred Ysgardian battles.

Powers

White Dress grants a +70ft bonus to Antenora's fly speed. When wearing the White Dress, Antenora gains a +6 enhancement bonus to all ability scores. While the White Dress takes up the body slot, it can function in tandem with Antenora's Golden Armor. Both items function normally despite the body slot conflict.

Deeds

- Triumph alone against an entire Ysgardian army.
- Visit both the frozen heart and the burning soul of Ysgard.
- Defeat a primal air elemental.

Method of Destruction

If the White Dress is placed within unhallowed grounds and a magic circle against good and then imbued with a fear spell, it will blacken and become coarse, worthless cloth.


Ghost Rope
Spoiler: ShowHide


History

Ghost Rope was created by the archmage Elle Stronger. It draws on Antenora's erinyes heritage and sacred power to restrain incorporeal creatures with a soft opal light. It clings tightly to them, rendering them vulnerable to material attacks.

Powers

At will, Ghost Rope may be thrown with Antenora's entangle ability. It may be used normally against incorporeal creatures. If Antenora successfully entangles an incorporeal creature with it, they are treated as being corporeal as long as they are entangled. As incorporeal creatures lack a strength score and cannot pass freely through the rope, they may escape only with a DC 50 Escape Artist check. Attempting to escape the Ghost Rope is a full round action that provokes attacks of opportunity.

Deeds

- Use this rope to entangle Pale Night.
- Witness the final rest of a spirit cursed to never rest.
- Take this rope to the sun.

Method of Destruction

If Ghost Rope is used to bind and capture the soul of a good mortal into Hell, it will never again wrap around a creature.


Ring of Beauty
Spoiler: ShowHide


History

This ring was tribute from a band of nymphs and an artist in Brightwater, whom Alicia taught compassion and humility to. It was thereafter given to Antenora. In the proceeding decades, it has aligned to her angelsong and inner majesty. It is a token of one who watches over souls, ensuring they find their eternal reward.

Powers

The Ring of Beauty augments Antenora's magnetism, granting her a +10 enhancement bonus to charisma. It naturally brings out the artist in any who wear it, granting a +15 competence bonus to her Perform (Song) checks. Once per day, Antenora may tap into the power of the ring to sing a song of salvation. This functions as both an Inspire Courage and Song of Freedom sung by a 21st level bard. Doing so is a full round action and cannot be maintained after the first round. The Inspire Courage effect lasts for 7 rounds and the Song of Freedom effect occurs instantaneously when sung.

Deeds

- Use song to bring rest to a tormented soul who desires mercy.
- Break an enchantment cast by an evil deity with song.
- Expose and destroy a a secret of damnation held by a baernaloth.

Method of Destruction

Should the Ring of Beauty be used to herald meaningless destruction, it shall crack and be ruined.


Other:
Spoiler: ShowHide


Ring of Protection+5, Boots of the Battle Charger, Ribbon of Disguise(Alter self at will), Silver Dagger+5, holy and axiomatic.
[/spoiler]

Notes:
Spoiler: ShowHide


Perception

Spot/Listen+41
Mindsight 200ft
See in darkness

Common Attack Bonuses

+2 charging
+13 smite evil
+14 furious strike
+1 flying
+4 fiend dread

Common Damage Bonuses

+4 and +4d6 fiend dread
+29 smite evil (+87 on charge)
+7d6 furious strike
+2 favored enemy of evil outsiders
x3 on charge (see below)

Immunities

Fire, cold, fear, disease, petrification.

Resistances

Damage reduction 20/evil, epic and silver
Spell resistance 42
Resistance to acid and electricity 20

Charge damage summary

1. Tally base damage. Add in power attack, increase trade to 3-1 if the target is a fiend. Smite evil damage goes up on a charge as well.
2. Multiply base damage dice and bonus damage by three. This rises to five on the case of a critical hit.

Examples

Normal charge on a lemure hits with no special modifiers.

Baes damage is 1d8+20. Add in fiend dread and favored enemy for 1d8+26+4d6. Multiply by 3 to get 3d8+78+4d6.

Normal charge on a lemure hits with -29 PA and no other bonuses.

Base damage is 1d8+20. Add in fiend dread and favored enemy for 1d8+26+4d6. Multiply 29*3 to get 87, add that in for a total of 1d8+113+4d6. Multiply by 3 to get 3d8+339+4d6 damage.

Normal charge on a lemure hits with -10 PA, furious strike and smite evil.

Base damage is 1d8+20. Add in fiend dread and favored enemy for 1d8+26+4d6. Add in furious strike for 1d8+26+4d6+7d6. Add in smite evil for 1d8+113+4d6+7d6. Add in power attack for 1d8+143+4d6+7d6. Multiply by 3 for 3d8+429+4d6+7d6.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Amaryl's all about being mobile artillery. She darts around the battlefield and drops big old heaps of skirmish on the baddies. She has some sorc casting to aid her in this task and provide her some backup options. Unlike the others she doesn't have a bevy of racial powers. As a former mortal and Seira's wife, she's slowly rising to divine power. She gets DvR0 to reflect this. The perks this grant her are considerable, including a bevy of immunities, spell resistance, cha to saves and AC and spell resistance.

I was going to also give her some powers from a single domain. Cor had suggested the Celerity Domain, but I hadn't gotten around to it. Mental note to do that.


Amaryl Gaial

Scout 21/Dragonbreath Archer 8//Ranger 10/Dragon Devotee 5/Sorcerer 14

Size/Type: Medium Outsider (Dragonblood, Good)
Divine Rank: 0
Hit Dice: 18d8+11d6+261 (471 hp)
Initiative: +24
Speed: 90ft
Armor Class: 60 (+15 dex, +11 armor, +15 natural, +8 deflection, +1 dodge)
Base Attack/CMB/CMD: +23/+29/63
Attack: Cauldron's Blast+52 (1d8+31 plus skirmish/dragonfire strike) or claw+29 (1d3+6)
Full Attack: Cauldron's Blast+52/+47/+42/+37 (1d8+31 plus skirmish/dragonfire strike) or Manyshot+47/+47/+47/+47/+47 (1d8+31 plus skirmish/dragonfire strike) or 2 claws+29 (1d3+6)
Space/Reach: 5ft/5ft
Special Attacks: Skirmish+8d6/+5 AC(+10d6/+7 AC 20ft move), dragonfire strike+4d6, dragon's heat, searing dragonfire strike, explosive flames(DC 32), favored enemies (+4 elementals, +2 undead, +4 evil outsiders), spells.
Special Qualities: Damage reduction 10/cold iron and epic, immunity to polymorph, petrification, form altering, energy drain, ability drain, ability damage, sleep and mind affecting, resistance to fire 15, spell resistance 44, trapfinding, battle fortitude+3, uncanny dodge, trackless step, improved evasion, flawless stride, camouflage, blindsight 30ft, hide in plain sight, free movement, wild empathy, animal companion, woodland stride, swift tracker, ignore spell failure, darkvision 120ft, low-light vision, wilderness companion.
Saves: Fort +29, Ref +38, Will +29 (+2 racial vs enchantment, +4 vs paralysis)
Abilities: Str 22, Dex 41, Con 28, Int 25, Wis 26, Cha 26
Skills: Balance+47, Concentration+41, Diplomacy+40, Disable Device+39, Escape Artist+47, Handle Animal+40, Hide+62, Knowledge(Arcana)+39, Knowledge(Nature)+39, Knowledge(Nobility and Royalty)+39, Listen+42, Move Silently+62, Ride+47, Search+39, Spellcraft+39, Spot+45, Survival+40, Tumble+47, Use Rope+31
Feats: Point Blank Shot(1), Track(R1), Rapidshot(R2), Precise Shot(3), Endurance(R3), Far Shot(R4), Swift Hunter(S4), Weapon Focus(Longbow)(6), Manyshot(R6), Improved Critical(Longbow)(R8), Improved Initiative(S8), Greater Manyshot(9), Deadeye(12), Quick Reconnoiter(S12), Dragonfire Strike(15), Improved Skirmish(S16), Eschew Materials(SO1), Nemesis(Evil Outsiders)(18), Dodge(S20), Extend Spell(SO5), Silent Spell(SO10)
Epic Feats: Energy Resistance(Fire)(21), Blinding Speed(24), Improved Manyshot(DBA3), Multiaction(27), Bane of Enemies(DBA6)
Salient Divine Abilities: -
Alignment: Neutral Exalted

Scout powers:
Spoiler: ShowHide


Skirmish (Ex)

A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st.

The extra damage only applies against living creatures that have a discernable anatomy(Swift Hunter changes this, see below). Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 3rd level, a scout gains a +1 competence bonus to armor class during any round in which she moves at least 10 feet. This bonus applies as soona s the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd.

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Trapfinding (Ex)

A scout can use the search skill to locate traps with a DC higher than 20, and she can use disable device to bypass a trap or disarm magic traps.

Battle Fortitude (Ex)

At 2nd level, a scout gains a +1 competence bonus on fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Uncanny Dodge (Ex)

Starting at 2nd level, a scout cannot be caught flat footed and reacts to danger before her senses would normally allow her to do so.

Fast Movement (Ex)

Starting at 3rd level, a scout gains a +10 ft enhancement bonus to her base land speed. This bonus rises by 10ft every eight levels.

Trackless Step (Ex)

Beginning at 3rd level, a scout cannot be track in natural surroundings.

Flawless Stride (Ex)

Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.

This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.

A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Camouflage (Ex)

Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain. See the ranger class feature, page 48 of the Player's Handbook. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Hide in Plain Sight (Ex)

Beginning at 14th level, a scout can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player's Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Free Movement (Ex)

At 18th level and higher, a scout can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Blindsight (Ex)

A 20th-level scout gains the blind-sight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to discern it.


Dragonbreath Archer powers:
Spoiler: ShowHide


Dragonfire Strike (Su)

At 1st level and every three levels thereafter, your dragonfire strike bonus damage rises by 1d6.

Dragon's Heat (Su)

At 2nd level, any creature stricken by a dragonfire strike risks his possessions turning hot as an inferno. When a creature is successfully damaged by the dragonbreath archer's dragonfire strike, any metal possessions are afflicted as if by a intensified heat metal spell. Multiple metal items on the same person do not stack. As little as a metal ring or earring is sufficient to cause damage. There is no saving throw to this effect.

Bonus Feat

At 3rd level and every three levels thereafter, the dragonbreath archer gains an epic bonus feat. This feat is selected from the list below.

Searing Dragonfire Strike (Su)

By 5th level, the flames of the dragonbreath archer's flames are so hot as to rival the sun. They are treated as searing flames, as the metamagic. This means that the fire damage from dragonfire strike ignores fire resistance and deals half damage to creatures normally immune to fire.

Explosive Flames (Su)

The dragonbreath archer may shoot a special exploding arrow at 8th level as a normal standard action. This attack must be able to trigger dragonfire strike. If so and it successfully strikes, it deals normal damage to the target and then explodes out in a 30ft radius. This deals fire damage equal to the damage of the attack to all creatures within the radius, including the victim of the arrow attack. A reflex save (10 + charisma modifier + 1/2 character level) halves this damage.


Ranger powers:
Spoiler: ShowHide


Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Combat Style (Ex)

At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way.

If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. At 6th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Animal Companion (Ex)

At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Champion of the Wild (Ex)

By surrendering your spellcasting ability, you focus your energies on becoming a weapon master. You gain access to bonus feats much as a fighter does, but focused on your mastery of your chosen combat style.

You no longer gain spells as a ranger, but you can now select a bonus feat at 4th, 8th, 11th and 14th level. You can choose any feat from the following list for which you meet the prerequisites: Blind-fight, Combat Expertise, Eyes in the Back of Your Head, Improved Disarm, Improved Favored Enemy, Improved Feint, Improved Trip, Far Shot, Improved Precise shot, Improved Rapid Shot, Manyshot, Point Blank Shot, Precise Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, Sharp-Shooting and Shot on the Run.

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex)

Beginning at 8th level, a ranger can move at his normal speed while following tracks wiDrathout taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.


Dragon Devotee powers:
Spoiler: ShowHide



Ability Increase (Ex)

When you enter this class, your Charisma score increases by 2 points. At 3rd level, your constitution score improves by 2 points. At 5th level, your strength score improves by 2 points.

Natural Armor (Ex)

A dragon devotee's skin thickens and toughens, developing minuscule scales. This changes provides a +1 bonus to your existing natural armor bonus to AC, or simply a +1 natural armor bonus if you had no natural armor to begin with.

Combat Technique (Ex)

At 2nd level, you become more deadly in combat. You gain +1d6 skirmish.

Draconic Resistance (Ex)

At 2nd level, you become resistant to paralysis and magic sleep effects, gaining a +4 bonus on saves against such effects.

Ignore Spell Failure (Ex)

Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause his spells to fail if those spells have somatic components. Beginning at 3rd level, you can ignore the arcane spell failure chance when casting 0-level and 1st-level arcane spells. This benefit doesn't apply to spells higher than 1st level, including 0-level or 1st-level spells that occupy a high level spell slot because of the application of a metamagic feat.

Draconic Template:

At 5th level, you gain all the abilities of the draconic creature template (see page 74) that you have not already gained as dragon devotee class features—except that you do not apply the template's level adjustment. Specifically, you gain the dragonblood subtype in addition to any subtype you might already have. You also gain darkvision out to 60 feet, low-light vision, and a +2 bonus on Intimidate checks and Spot checks.


Sorcerer powers:
Spoiler: ShowHide


Amaryl casts as a 16th level sorcerer.

[6/day]0: Acid Splash, Arcane Mark, Detect Magic, Detect Poison, Flare, Light, Mending, Prestidigitation, Touch of Fatigue.
[8/day]1: Arrow MindSC, Golem StrikeSC, Lesser Orb of AcidSC, Shield, Sniper's ShotSC
[8/day]2: Essence of the DragonRotD, False Life, Heroic AspirationsHome, See Invisibility, Sure StrikePHB2
[8/day]3: DragonskinSC, Haste, Seira's Unicorn ArrowsPHB2, Vision of the Omniscient EyeDM, Amaryl's Slumber ArrowCM
[8/day]4: Dragon BreathSC, Greater Mirror ImagePHB2, Greater Invisibility
[7/day]5: Amaryl's Greater Arrow MindHome, Break Enchantment, Dance of BladesPHB2, Undying Vigor of the DragonlordsDM,
[7/day]6: Disintegrate, Greater Dispel Magic, Surge of HopeHome
[6/day]7: Bite of the WerebearSC, Elemental BodySC
[4/day]8: Moment of Prescience


Gear:
Spoiler: ShowHide


Cauldron's Blast [spoiler]

History

After the Cauldron was reclaimed by Seira Aryn, great magic suffused the mammoth volcano. This magic formed several rare metals and minerals, and from a vein of pure ethereal platinum was Cauldron's Blast made. It replaced the First Resort.

Powers

Cauldron's Blast is a longbow+10, force and force generation. It resonates with the power of the Cauldron, allowing Amaryl to call on allies from it. Three times per day as a standard action, Amaryl may summon 1d4+1 celestial elder elementals or 1 celestial elemental monolith.

Deeds

- Defeat Imix with Cauldron's Blast.
- Sanctify this bow within Harmony's Heart.
- Be touched by four Archomentals of Elemental Good.

Method of Destruction

Should the powers of this bow be forced to serve Imix, Cauldron's Blast will fade away into ethereal steam.


Lumenvolo
Spoiler: ShowHide


History

Legends say that three legendary heroes donated their power and the power of slain dragons into a suit of armor. It was forged in dragonfire, flawless in form. It has been worn by Amaryl Gaial throughout her grown and services to Seira, protecting her from all manner of harm. It augments her with the legends of Seira, Demedais and Alicia.

Powers

Lumenvolo is chainmail+6 with no maximum dexterity bonus, arcane spell failure and an armor check penalty of -1. As a swift action, the wearer of Lumenvolo may manifest the following powers. Smiting: Gain a +4 bonus to attack rolls versus evil and chaotic creatures for one round. This may be used once per day. Wings: Ghostly dragon wings emerge from the back of the wearer. These allow the wearer to fly as if by a fly spell with a doubled fly speed. These wings allow flight for up to ten minutes per day. The wearer may break up this time as they wish and dismissing the wings is a free action. Dragonfire: The wearer may choose to breath a torrent of flame or electricity, dealing 14d8 damage of the damage type chosen. A DC 45 Reflex save halves the damage. This may be used once per day. 

Deeds

- Slay a Voidchild of Shar while under the effect of Smiting.
- Gain the personal blessings of Bahamut, the Platinum Dragon.
- Immerse Lumenvolo in pure liquid goldenfire.

Method of Destruction

Should Lumenvolo be splashed with the blood of Shar and then successfully sundered, it will crack apart and be forever destroyed.


Bracers of Sublime Archery
Spoiler: ShowHide


History

These bracers have been Amaryl's since she began her adventuring career. They have been soaked in her blood, sweat and tears; not to mention the virtual infinity of bow shots she has made over the years. This experience has sunken into them, making them part of Amaryl's legend.

Powers

Bracers of Sublime Archery grant a +3 competence bonus to ranged attack and damage rolls. They hold the hard won skill Amaryl has gained, reducing the penalty for Manyshot to -1 per arrow.

Deeds

- Overcome a solar in a test of archery.
- Strike a worthy enemy (equal or greater hit dice) 21 times in a row without a single miss.
- Obtain the perfect mindlessness of archery.

Method of Destruction

If the Bracers of Sublime Archery are ever cut asunder with a broken solar's bow, they will become broken leather and rusted metal.
[/spoiler]

Other:
Spoiler: ShowHide


Crystal helmet of will(+4 insight will), sun blade, greater cloak and boots of elvenkind (+15 competence hide/move silently), ring of entropic deflection(50% miss chance vs ranged if you move 10ft in a round), 10 potions of cat's grace.


Notes:
Spoiler: ShowHide


Perception

Spot+45
Listen+42
Darkvision 120ft
Blindsight 30ft
Nemesis (Evil Outsiders) 60ft

Common Attack Bonuses

+1 haste
+4 vs chaos or evil from smiting
+4 insight amaryl's greater arrow mind
+5 insight sure strike
+16 insight moment of prescience
+4 morale surge of hope
+2 bane of enemies (favored enemies only)

Common Damage Bonuses

+4 morale surge of hope
+2 bane of enemies (favored enemies only)
+4 favored enemy vs elementals and evil outsiders, +2 vs undead

Immunities

Polymorph*, petrification*, form altering*, energy drain*, ability drain*, ability damage*, sleep and mind affecting*

*May be overcome with an opposed rank check.

Resistances

Damage reduction 10/epic
Spell resistance 44
Resistance to fire 15

Skirmish/Dragonfire Strike summary

Skirmish is +8d6 damage and +5 armor class, which rises to +10d6 damage and +7 armor class when Amaryl moves 20ft or more. Dragonfire Strike is +12d6 searing fire damage and +5 armor class, which rises to +14d6 and +7 armor class when Amaryl moves 20ft or more. In addition, the target is afflicted as if by an intensified heat metal spell.

Typical skirmish is 1d8+31+10d6. Typical dragonfire strike is 1d8+31+14d6.


Custom Material: [spoiler]

Amaryl's Greater Arrow Mind
Divination
Level: Sor/wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

This spell provides the same benefits as Arrow Mind. In addition, you gain an insight bonus to ranged attack rolls equal to your caster level divided by 4 (maximum +5 at caster level 20th). When you make a full attack action (including a full attack with the rapid shot feat), you gain an extra attack, as if hasted. These bonuses only apply to ranged attacks from the bow that serves as the focus to this spell.

Focus

A bow that you hold.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Amaryl's animal companion. Yoshi started as a friendly river winder in Balmuria 1 and was adopted by Amaryl. It's slowly changed as a result of its time in the Cauldron. Not a lot to say here, as it's a useful helper. He's probably just scenery most of the time, but it never hurts to have a giant dragon water-snake to call on for help, does it?

Amaryl's level -6, so level 20 ranger's companion.

Yoshi, 17 HD Celestial Half Green Dragon River Winder.

Size/Type: Large Dragon
Hit Dice: 17d10+102+17 (289 hp)
Initiative: +15
Speed: 20ft, climb 20 ft, swim 20 ft, fly 40 ft (average)
Armor Class: 40 (-1 size +11 dex, +20 natural)
Base Attack/CMB/CMD: +17/+31/48
Attack: Claw+31 (1d4+14) or bite+26 (1d6+7+1d6 acid)
Full Attack: 2 claws+31/+26 (1d4+14) and bite+26 (1d6+7+1d6)
Space/Reach: 5ft/5ft
Special Attacks: Constrict 1d3+14, improved grab, acid, breath weapon (17d8 acid, DC 31, 1d4 rounds), smite evil 1/day
Special Qualities: Immunity to sleep and paralysis, immunity to acid, improved evasion, darkvision 60ft, low-light vision, scent, link, share spells, darkvision 60ft, damage reduction 10/magic, resistance to acid, cold and electricity 10, spell resistance 22
Saves: Fort +17, Ref +20, Will +11 (+4 will vs enchantment)
Abilities: Str 38, Dex 32, Con 22, Int 10, Wis 18, Cha 10
Skills: Balance+31, Climb+34, Hide+30, Listen+25, Spot+25, Swim+35
Feats: Alertness(B), Improved Initiative(1), Toughness(3), Rapidstrike(Claw)(6), Dragon Breath(9), Clinging Breath(12), Ability Focus(Breath Weapon)(15)
Alignment: Neutral Good

Racial and innate powers:
Spoiler: ShowHide


Acid (Ex)

River Winders deal 1d6 acid damage on a successful bite attack.

Evasion (Ex)

If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.


Gear:
Spoiler: ShowHide


Circlet of Magnificence+6
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Syala's an overgrown astral deva with druid casting, various monk/barbarian/ranger tricks and a tendency to smash things in the face. She fills in the nature angle and several odds and ends. High speed and AC help her a lot as well as good saves. She also has a grappling game going for her if she wants to get in close as well as a power stun fueled stun-fest on her bludgeoning attacks. Her ACFs are a matter of core druid not really fitting her. I also didn't want to deal with wild shape/shape shift for her as all she really needed was change shape into animals.

Then again, when you're already a 30th level druid, most everything beyond the spellcasting is icing on the cake. Most celestials of this rank fall into this, as they get cleric casting by racial hit dice or take levels in a casting class.


Syala

Astral Deva 30//Druid 30

Druidic Avenger: Loses animal companion, spontaneous summons, plus -4 penalty to wild empathy. Gains fast movement as a barbarian, rage as a barbarian (but not greater rage, indominable will or mighty rage). PLUS Gain: Bonus to Armor Class when unarmored (as monk, including Wisdom bonus to AC), fast movement (as monk), favored enemy (as ranger), swift tracker (as ranger), Track feat (as ranger). Lose: Armor and shield proficiency, wild shape (all versions).

This avoids an animal companion (less upkeep for me for something Syala would probably keep at home) and shape shifting (she'd keep her racial ability). She gains a bunch of things that suit her - fast movement, wis to AC unarmored, tracking, favored enemies and swift tracking.

Size/Type: Medium Outsider (Angel, Chaotic, Good)
Divine Rank: 1
Hit Dice: 30d8+330 (570 hp)
Initiative: +10
Speed: 170ft, fly 300ft (good)
Armor Class: 65 (+9 dex, +16 natural, +10 deflection, +13 wis, +6 druid, +1 divine)
Base Attack/CMB/CMD: +30/+43/92 (+14 CMB/CMD to grapple)
Attack: Blessing of the Twelve+51 (1d12+25 plus 3d6 holy and 1 negative level (plus 6d6 and 2 negative levels on crit) plus stun x3)
Full Attack: Blessing of the Twelve+51/+46/+41/+36 (1d12+25 plus 3d6 holy and 1 negative level (plus 6d6 and 2 negative levels on crit) plus stun x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, stun(DC 48), spells, rage 6/day, favored enemy(evil outsiders+14, undead+2, dragons+2, aberrations+2, lawful outsiders+2, chaotic outsiders+2, elementals+2), divine blast 13/day(11d12)
Special Qualities: Damage reduction 25/lunar stone, epic and evil, immunity to acid, cold and petrification, spell resistance 45, protective aura, tongues, resistance to electricity 20 and fire 20, battlesense, darkvision 120ft, low-light vision, change shape, divine traits, wild empathy, nature sense, woodland stride, trackless step, venom immunity, timeless body, swift tracker, fast healing 21.
Saves: Fort +37, Ref +35, Will +39 (+4 racial vs poison, +4 vs spells and spell-like abilities of fey)
Abilities: Str 37, Dex 29, Con 33, Int 29, Wis 37, Cha 31
Skills: Balance+15, Concentration+45, Craft(Alchemy)+15, Craft(Dungeons)+43, Diplomacy+44, Escape Artist+43, Gather Information+21, Handle Animal+44, Heal+47, Hide+43, Intimidate+44, Knowledge(Arcana)+12, Knowledge(Local: Sylica)+43, Knowledge(Nature)+45, Knowledge(Planes)+43, Knowledge(Religion)+43, Listen+47, Move Silently+43, Profession(Artist)+47, Sense Motive+47, Spellcraft+53, Spot+47, Survival+49, Tumble+21, Use Rope+43(+45 with bindings, +47 with bindings and Alicia)
Feats: Words of Creation(B), Power Attack(1), Track(D1), Nimbus of Light(3), Improved Unarmed Strike(6), Eschew Materials(9), Ability Focus(Stun)(12), Righteous Wrath(15), Improved Grapple(18)
Epic Feats: Power Stun(21), Great Ability(Strength)(24), Ignore Material Components(D24), Epic Ability Focus(Stun)(27), Epic Spell Capacity(D28), Legendary Wrestler(30)
Salient Divine Abilities: Battlesense, Divine Blast, Divine Fast Healing, Increased Damage Reduction, Mind of the Beast
Alignment: Chaotic Exalted

Racial powers:
Spoiler: ShowHide


Spell-like abilities

At will-continual flame, charm animal, detect evil, discern lies, dispel evil, dispel magic, holy aura, holy smite, holy word, invisibility (self only), plane shift, remove curse, remove disease, remove fear; 7/day—cure light wounds, see invisibility; 1/day—heal. Caster level 30th. The save DCs are Charisma-based.

Change Shape (Su)

Syala can assume the form of any small or medium humanoid or animal.

Stun (Su)

If Syala strikes an creature with a melee bludgeoning attack, that creature must succeed on a DC 48 Fortitude save or be stunned for 1d6 rounds and then dazzled for 7 minutes after. A creature can be affected by this ability only once per round. Multiple stuns do not stack. The save DC is Strength-based.

Uncanny Dodge (Ex)

Syala retains her Dexterity bonus to AC when flat-footed, and she cannot be flanked except by a rogue of at least 34th level. She can flank characters with the uncanny dodge ability as if she were a 30th-level rogue.


Divine powers:
Spoiler: ShowHide


Greater Alter Reality (Su)

Syala exerts a considerable measure of control over reality itself, and her presence can command the very essence of the world around her. This warping of reality manifests in a number of ways. Syala can use wish when doing so can help her promote families, love and protecting them from evil. Note that in the situation where Syala and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Domain powers:

Family: Once per day as a free action, you can protect a number of creatures equal to your Charisma modifier (minimum one creature) with a +4 dodge bonus to AC. This ability lasts 1 round per level. An affected creature loses this protection if it moves more than 10ft from you. You can affect yourself with this ability.
Good: +1 caster level for good spells.
Wrath: Once per day, you can subtract a number of points from your Wisdom score equal to or less than your Cleric level. For every 2 points you subtract from your Wisdom score, add 1 point and add them to your Strength score. You suffer all the effects of reduced Wisdom, including access to spells and bonus spells, reduction of Will saves, and penalties on Wisdom-based skills. This trade between ability scores lasts for 1 round per Cleric level and cannot be ended prematurely.

Divine Aura (Ex)

The save DC against Syala's divine aura is 21 and the radius is 10ft.

Immunities (Ex)

Syala is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). She are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: Syala gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

Syala does not automatically fail on a natural attack roll or saving throw roll of 1.

Communication: Syala can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within one mile.

Remote Communication: As a standard action, Syala can speak to any of her own worshipers, and to anyone within one mile from a site dedicated to her, or within one mile from a statue or other likeness of her. The creature being contacted can receive a telepathic message that only it can hear. Alternately, her voice can be heard as a disembodied feminine voice. In this case, anyone within earshot of the sound can hear it.

Create Items: Syala can create any wondrous item with power related to family, protection and love; the maximum is 4,500 gold.

Portfolio Sense: Syala is aware of any act of love, protection or righteous wrath that involves 1,000 or more people.

Damage Reduction (Su)

Only evil and epic weapons made of rock or stone from the moon can bypass Syala's damage reduction. This protection was a gift from Selune, protecting Syala from all but what comes from the silver moon.


Druid powers:
Spoiler: ShowHide


Syala casts as a 30th level druid. She may spontaneously convert any of her prepared spells to spells granted by her domains. 7/day free non-epic twin. The save DCs are 23 + spell level.

[6/day]0: Create Waterx2, Cure Minor Woundsx2, Detect Magicx2
[9/day]1: Camouflagex2SC, Cure Light Woundsx3, Eyes of the Avoralx3BoED, Shillelagh
[8/day]2: BramblesSC, Gust of Wind, Lesser Restorationx3, Summon Swarmx3
[8/day]3: CrumbleSCx2, Cure Moderate Wounds, Entangling StaffSC, Plant Growth, SpikesSC, Thornskinx2SC
[8/day]4: Freedom of Movementx2, Greater Blindsightx2SC, Reincarnate, Summon Monster 4x3
[8/day]5: Greater Stone ShapeSCx2, Hallowx2, Owl's Insightx4SC
[6/day]6: Fires of Purityx2SC, Fire Seedsx3, Ironwood
[6/day]7: Healx2, True Seeingx4
[6/day]8: Deadfallx3SC, Mass AwakenSC, Sunburstx2
[6/day]9: Greater WhirlwindSC, Tsunamix3SC
[5/day]10: Energy Immunityx2Home, Mass Freedom of MovementHome, Shield of SylicaHome, Syala's Awaken Defender of the HomeHome
[5/day]11: Power of the Huntressx3Home, Volcanic Genesisx2Home
[5/day]12: Mass RegenerateHome, Wrath of the Elder Treantx4Home
[2/day]13: Mass Energy Immunityx2Home

Nature Sense (Ex)

A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex)

A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Syala suffers a -4 penalty to this ability.

Woodland Stride (Ex)

Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex)

Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Venom Immunity (Ex)

At 9th level, a druid gains immunity to all poisons.

Timeless Body (Ex)

After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

Bonuses still accrue, and the druid still dies of old age when her time is up.

Rage (Ex)

A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).

A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.

AC Bonus (Ex)

When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Swift Tracker (Ex)

Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.


Gear:
Spoiler: ShowHide


Blessing of the Twelve [spoiler]

History

Blessing of the Twelve is a gift from the Circle of Twelve, a band of stewards over the land of Benfal. It is imbued with the hopes and power of nature against Hell's tyranny. Syala has used it extensively since then, adapting its power to better serve her. It has been grown to strength in her holy energies, becoming a blessed weapon.

Powers

Blessing of the Twelve is a greathammer+7, holy power. Seven times per day, Syala may use Blessing of the Twelve to apply the twin metamagic to any non-epic spell she casts. Applying this metamagic is a free action.

Deeds

- Stand in the light of dawn on a free Benfal.
- Strike both Belial and Fierna with this weapon.
- Slay Semyaza, enslaver of Benfal.

Method of Destruction

If Blessing of the Twelve is ever successfully used by a devil to strike in battle, it will wither away to dust.


Divine Light
Spoiler: ShowHide


History

The goddess Syala is known to wear naught but light as her raiment. This light comes from the heavenly glory that suffuses her being. As she assumed her role as a divinity, this light become a magical force around her.

Powers

Divine Light magnifies Syala's purity and power, granting several benefits. Divine Light covers Syala or not as she wishes, and can be shaped into clothes, a nimbus of light that covers her as she pleases or be transparent or invisible. It can shed bright light in a 70ft radius from Syala and dim light in another 140ft from her. This light dispels magical darkness of 9th level or less as greater dispel magic with a +30 modifier. Effects of 10th level or higher cancel out with each other, resulting in the normal light for the area taking precedence.

Syala's stun ability is strengthened by Divine Light, granting it a +4 bonus to the DC. When a creature is successfully stunned by Syala, a 30ft burst of light centered on the creature results. This causes the creature stunned to be dazzled for 7 minutes after being stunned. Other creatures are not affected by this light. This light is obvious and unsubtle. Syala can suppress this light when she strikes, but her stun attack loses the +4 bonus from Divine Light and does not dazzle the creature stunned.

Finally, Divine Light automatically converts vile damage to normal damage. This includes vile ability damage and other effects that can be made vile.

Deeds

- Bathe within the lost ocean of Queen Morwel's tears.
- Bring mercy and justice to a soul unfairly imprisoned in any one of the Lower Planes.
- Find and destroy Kina-ja, who conspired against her creator.

Method of Destruction

If Syala is ever willingly casts a spell with the evil descriptor, Divine Light will fade out and Syala will never glow again.


Other:
Spoiler: ShowHide


Syala rarely bothers with other magical items or items whatsoever. In the event of a gravely dangerous situation, Syala can procure any non-epic item from Sylica within a few hours
[/spoiler]

Notes:
Spoiler: ShowHide


Perception

Spot+47
Listen+47
Darkvision 120ft
Deific senses

Common Attack Bonuses

+2 rage
+2 charge

Common Damage Bonuses

+14 favored enemy vs evil outsiders, +2 favored enemy vs undead, dragons, aberrations, lawful outsiders, chaotic outsiders and elementals.
+15 fire damage fires of purity

Immunities

Ability damage*, ability drain*, acid, cold, death effects*, disease*, disintegration*, energy drain*, mind-affecting*, paralysis*, petrification, poison, polymorph*, sleep*, stunning*

*May be overcome with an opposed rank check.

Resistances

Damage reduction 25/epic, evil and lunar rocks
Spell resistance 45
Resistance to fire and electricity 20

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#101
Donald covers the gish fighter with arcane strike niche. Okay that's probably not really a niche, but I figure most arcane gishes are going to grab arcane strike anyway. While others charge, fly, teleport or sprint across the battlefield, Donald tends to stay there and wail on things. That's fine - someone needs to do it. Unlike the others, he doesn't have spell resistance, damage reduction or various defensive perks. He does have unkillable, which does help him stay up. He can do an okay AC based game with his other powers.

Donald's a former human that was reincarnated into an elf, got a pinch of fey blood from a defeated Mirage Mullah and then studied the same dragon ascension arts that Seira did. The fact that he got hybrid vigor instead of rejection or death is a sign of Tymora's favor. Bismarck was right.


Donald

Duskblade 29//Fighter 18/Dragon Disciple (Copper) 11

Size/Type: Medium Dragon (Augmented Elf)
Hit Dice: 18d10+11d12+261+29 (466 hp)
Initiative: +5
Speed: 30ft, fly 30ft (average)
Armor Class: 61 (+5 dex, +18 armor, +11 shield, +1 ws, +4 perfection, +5 deflection, +7 natural)
Base Attack/CMB/CMD: +29/+45/81
Attack: Guardianil+59 (1d10+32 19-20 x2) or claw+45 (1d4+14)
Full Attack: Guardianil+59/+54/+49/+44 (1d10+32 19-20 x2) and bite+40 (1d6+7)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, arcane channeling, quick cast 5/day, spell power+7, breath weapon(6d8 acid, 1d4 rounds, DC 33).
Special Qualities: Immunity to sleep and paralysis, immunity to acid, darkvision 60ft, low light vision, armored mage(medium armor, heavy shield), arcane attunement, blindsense 60ft, luck of the fool, unkillable,
Saves: Fort +32, Ref +22, Will +32
Abilities: Str 43, Dex 20, Con 28, Int 24, Wis 8, Cha 20
Skills: Climb+48, Concentration+41, Craft(Religious Icons)+38, Knowledge(Arcana)+38, Knowledge(Nature)+38, Knowledge(Planes)+38, Knowledge(Religion)+38, Ride+37, Spellcraft+38, Swim+48   
Feats: Fey Heritage(B), Endurance(1), Exotic Weapon Proficiency(Bastard Sword)(F1), Protection Devotion(H), Combat Casting(D2), Toughness(F2), Power Attack(3), Weapon Focus(Bastard Sword)(F4), Steadfast Determination(6), Weapon Specialization(Bastard Sword)(F6), Melee Weapon Mastery(Slashing)(F8), Fey Legacy(9), Greater Weapon Focus(Bastard Sword)(F10), Arcane Strike(12), Greater Weapon Specialization(Bastard Sword)(F12), Shield Specialization(F14), Shield Ward(15), Combat Expertise(F16), Improved Combat Expertise(18), Weapon Supremacy(Bastard Sword)(F18)
Epic Feats: Epic Spell Capacity(21), Epic Weapon Focus(Bastard Sword)(24), Automatic Quick Cast(D24), Epic Weapon Specialization(27), Improved Automatic Quick Cast(D28)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Luck of the Fool (Su)

It's said that Tymora watches over fools. Donald is certainly lucky, gaining a +1 luck bonus to armor class and saving throws. This bonus increases to +2 at level 24 and to +3 at level 28.

Unkillable (Ex)

Tymora must be watching him every second, since he's lived this long! If an effect or attack would reduce Donald to 0 HP or below, he is allowed a DC 10 constitution check. Success prevents him from going below one HP. For each check after the first per day, the DC goes up by 3.


Duskblade powers:
Spoiler: ShowHide


Donald casts as a 29th level duskblade. His spell DCs are 16 + spell level. All of Donald's 0-4th level spells are automatically quickened. He may quicken any 5th level or higher spell as a free action 5/day.

[6/day]0: Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue*.
[12/day1: Blade of BloodPHB2, Obscuring Mist, Ray of Enfeeblement, Resist Energy, Shocking Grasp*, True Strike.
[12/day]2: Animalistic Power, Scorching Ray, See Invisibility, Touch of Idiocy*.
[12/day]3: Dispelling TouchPHB2*, Greater Magic Weapon, Ray of Exhaustion, Vampiric Touch*.
[9/day]4: Enervation, Fire Shield, Interposing Hand, Shout.
[9/day]5: Chain Lightning, Disintegrate, Polar Ray, Sonic ShieldPHB2
[10/day]6: Black Ice TouchHome*, Greater Dispel Magic, Swift EtherealnessPHB2, Waves of Exhaustion
[9/day]7: Crushing Hand, Greater Shout, Horrid Wilting, Meteor Swarm
[2/day]8: Energy Drain, Magic Disjunction

* Can be used with arcane channeling.

Arcane Attunement (Sp)

You can use the spell like powers dancing lights, detect magic, flare, ghost sound and read magic a combined total of times per day equal to 3 + your int modifier. These spell-like powers do not count against your total of spells known or spells per day.

Armored Mage (Ex)

Normally, armor of any time interferes with an arcane spellcaster's gestures, which can cause spells to fail if these spells have a somatic component. A duskblade's limited focus and specialized training, however, allows you to avoid arcane spell failure as long as you stick to medium armor and heavy shields. This training does not extend to heavy armor. This ability does not apply to spells gained from a different spellcasting class.

Arcane Channeling (Su)

Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. If used as a full attack action, the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.

Quick Cast (Ex)

Beginning at 5th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less. You can use this ability twice per day at 10th level, three times per ady at 15th level and so on.

Spell Power (Ex)

Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remander of this encounter. This bonus increases by 1 at 11th, 16th and 18th level.


Gear:
Spoiler: ShowHide


Guardianil [spoiler]

History

Guardianil was once a sword of fell darkness, used by dogai assassins. It was purified by Alicia and has become a sacred blade of protection. Since then, Donald has wielded it in many battles - to protect himself and his allies.

Powers

Guardianil is a bastard sword+8. The wielder and all allies within 30ft gain a +4 perfection bonus to armor class when Guardianil is unsheathed. In addition to these powers, the wielder may invoke a Shining Defense ability three times per day. Using this ability is a free action when fighting defensively or using total defense. Shining Defense grants damage reduction 20/- and 50 temporary hit points. These benefits last for one round.

Deeds

- Protect a newborn life at great peril to yourself.
- Slay the demon lord Turaglas with this sword.
- Stand alone against a Tarrasque.

Method of Destruction

If Guardianil is used to commit an act of pure, unforgivable murder of the deep evil, Guardianil shall break in twain.


Armor of Swiftness
Spoiler: ShowHide


History

Being faster is better, right? So Donald got fast armor and got Elle to really pour a lot of magic into it. Somehow it worked out. Perhaps that's a miracle unto itself.

Powers

Armor of Swiftness is mithral full plate+10. It has a maximum dexterity cap of 7, arcane spell failure chance of 15% and an armor check penalty of 2. It may be invoked to grant a special haste effect on the wearer for 15 rounds per day. In addition to the normal benefits of haste, Donald may cast two swift cast spells per round while hasted in this manner.

Deeds

- Be ensorcelled by a creature of great magic and great speed.
- Anoint your armor with the blood of Shinear, the great wind dragon.
- Immerse this armor in pure greater quicksilver.

Method of Destruction

Unlike most signature items, the Armor of Swiftness can be destroyed by direct force. However, it requires at least 200 points of damage in a single strike to break. This strike must be targeted solely at the armor. The reason for this difference is not known.


Donald's Shield
Spoiler: ShowHide


History

Donald has fought many a creature in his day - including dragons. They are the most difficult opponents he has, even if he is friends with several of them. So he had the bright idea to have them breathe on him until he figured out how to block them with his shield. It worked! In the process, his shield absorbed great amounts of draconic energy.

Powers

Donald's Shield is a heavy steel shield+8. Three times per day as a free action when using his breath weapon, Donald may sacrifice his shield bonus to armor class. If he does so, he loses this bonus for one round. In exchange, the damage dice of his breath weapon rises by the shield bonus sacrificed. For example, if Donald's breath weapon is 6d8 and his shield bonus is +12, his breath weapon would rise to 18d8. The DC of the breath weapon also rises by a number equal to the shield bonus sacrificed.

Deeds

- Block the fivefold breath of a prismatic dragon.
- Temper this shield in the overwhelming breath of a platinum dragon.
- Lay this shield atop where Io split apart the dragons.

Method of Destruction

(Add later)


Angel's Helm
Spoiler: ShowHide


History

Donald obtained Angel's Helm from an angel in exchange for booty from defeated devils. Since then it has been a constant companion into danger, exposed to countless eldritch energies. It has grown with Donald, allowing him to draw on particularly powerful magics.

Powers

Angel's Helm functions as a ring of protection+5 and cloak of protection+5. It allows Donald to use the following spell-like abilities once per day with a caster level equal to his hit dice. These spells are cure critical wounds, dispel evil, holy word, protection from energy, resist energy and restoration. Angel's Helm also allows Donald to treat his attacks as good aligned to bypass damage reduction.

Deeds

- Use this helmet as the focus for the creation of a solar.
- Slay a Nessian Pit Fiend while wearing this helmet.
- Survive a visit to the 9th layer of Hell.

Method of Destruction

If Angel's Helm is ever worn by a creature of pure evil, it will become leaden and worthless.


Titan's Belt
Spoiler: ShowHide


History

Like any warrior, Donald likes a belt that makes him stronger. So he had his girlfriend make him a belt that made him really strong! It worked out pretty well. Mostly.

Powers

Titan's Belt grants a +10 enhancement bonus to Strength and a +6 enhancement bonus to all other ability scores except Wisdom. Three times per day as a free action, Donald can draw on the powers of this belt to make weapon stronger. For one round, his weapon deals damage as if it were two size categories larger.

Deeds

- Find and wield the Sword of Gravity's Weight.
- Defeat a titan in arm wrestling.
- Shatter a mountain in one blow.

Method of Destruction

If Titan's Belt is worn by a creature without a strength score, it will become naught but leather and rusted metal.
[/spoiler]

Notes:
Spoiler: ShowHide


Perception

Spot+1
Listen+1
Blindsense 60ft
Darkvision 60ft

Common Attack Bonuses

+x arcane strike, equal to spell level sacrificed
+5 to any single strike after the first
+1 haste
+2 charge
Can take 10 once per round on an attack roll

Common Damage Bonuses

+xd4 arcane strike, equal to spell level sacrificed
Sword damage rises to 3d8 3/day

Immunities

Acid
Paralysis
Sleep
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

If it wasn't obvious, Jessica's the sneaky one. She's become a full angel since joining Alicia in Sylica and serves as a silent hand. When a response cloaked in stealth is called for, Jessica's the one for the job. With a supernatural mind blank effect, darkstalker, perfect wight powers and +77 hide/move silently scores Jessica is almost impossible to detect. The thematic elements of a super-powered assassin combined with gentle mothering notes is an odd contrast born of Jessica's unique circumstances.

Jessica

Rogue 29//Swashbuckler 10/Hellbreaker 10/Perfect Wight 9

Size/Type: Medium Outsider (Angel, Good)
Hit Dice: 10d10+19d6+290 (442 hp)
Initiative: +19
Speed: 30ft, fly 60ft (good)
Armor Class: 43 (+15 dex, +12 armor, +4 natural, +2 dodge)
Base Attack/CMB/CMD: +24/+29/56
Attack: Gentle Serenity+49 (1d6+31 plus 20d6 sneak attack and 2 str plus 1d6 nonlethal plus calm emotions 15-20 x2)
Full Attack: Gentle Serenity+49/+44/+39/+34 (1d6+31 plus 20d6 sneak attack and 2 str plus 1d6 nonlethal plus calm emotions 15-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, sneak attack+20d6, crippling strike, insightful strike, steal spell-like ability, neutralize spell-like ability, steal supernatural ability,
Special Qualities: Darkvision 120ft, low-light vision, damage reduction 20/epic and evil, spell resistance 42, immunity to acid, cold and petrification, resistance to electricity and fire 20, tongues, magic circle against evil, mind blank, trapfinding, improved evasion, penetrating strike, improved uncanny dodge, defensive roll, skill mastery, grace+1, acrobatic charge, improved flanking, mantle of darkness, telepathic static, stowaway, foil summoning, plane hop, mastery of stealth, superior invisibility 2/day, ghost form 2/day, improved legerdemain, shadow form 2/day, superior legerdemain.
Saves: Fort +27, Ref +34, Will +24 (+4 racial vs poison)
Abilities: Str 21, Dex 41, Con 31, Int 22, Wis 22, Cha 21
Skills: Bluff+37, Diplomacy+37, Disable Device+38, Escape Artist+47, Gather Information+37, Hide+77, Knowledge(Planes)+38, Listen+38, Move Silently+77, Search+38, Sense Motive+38, Sleight of Hand+47, Spot+38, Tumble+47, Use Magic Device+37
Feats: Undo Resistance(1), Combat Expertise(H), Weapon Finesse(S1), Improved Feint(3), Sacred Strike(6), Darkstalker(9), Staggering Strike(12), Telling Blow(15), Improved Initiative(18)
Epic Feats: Epic Skill Focus(Hide)(21), Improved Weapon Finesse(24), Lingering Damage(R24), Improved Sneak Attack(PW5), Mass Stowaway(27), Improved Sneak Attack(R28)
Alignment: Neutral Exalted

Racial powers:
Spoiler: ShowHide


Spell-like abilities

Always active-detect snares and pits, see invisibility, pass without trace. At will-arcane sight, calm emotions, detect evil, greater invisibility, greater plane shift, greater teleport, holy smite, holy word, superb dispelling. Caster level 29th.

Magic Circle Against Evil (Su)

Jessica is surrounded by a magic circle against evil, with a caster level equal to her hit dice. If it is dispelled, she can reactivate it as a free action on her turn.

Mind Blank (Su)

Jessica enjoys a constant mind blank effect, with a caster level equal to her hit dice. It cannot be dispelled, though it can be suppressed.


Rogue powers:
Spoiler: ShowHide


Sneak Attack

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Penetrating Strike (Ex)

Whenever you flank a creature that is immune to extra damage from sneak attacks, you still deal extra damage equal to half your normal sneak attack dice. This benefit does not apply against creatures that cannot be flanked, nor against foes that are otherwise denied their dexterity bonus to AC or flat-footed but not flanked.

Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Improved Uncanny Dodge (Ex)

A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Crippling Strike (Ex)

A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex)

The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.

Improved Evasion (Ex)

This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Skill Mastery

The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Jessica has chosen Bluff, Disable Device, Hide, Move Silently, Search and Use Magic Device.


Swashbuckler powers:
Spoiler: ShowHide


Grace (Ex)

A swashbuckler gains a +1 competence bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level and to +3 at 20th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Insightful Strike (Ex)

At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler's insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Acrobatic Charge (Ex)

A swashbuckler of 7th level or higher can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.

Improved Flanking (Ex)

A swashbuckler of 8th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. (Other characters flanking with the swashbuckler don't gain this increased bonus.)


Hellbreaker powers:
Spoiler: ShowHide


Mantle of Darkness (Ex)

You can make Hide checks in any kind of darkness, even when observed by creatures that can see in darkness.

Telepathic Static (Su)

Beginning at 1st level, you emit a field of psychic chatter out to a range of 20 feet, negating the telepathy ability of all creatures within range. In addition, divination spells and spell-like abilities cast or used in the area are impeded. To use divination magic, a caster must succeed on a Spellcraft check (DC 20 + the level of the spell). If the check fails, the spell or spell-like ability does not function but is still lost as a prepared spell, spell slot, or daily use. If the check succeeds, the spell functions normally. You can suppress this ability for 1 round as a free action.

Steal Spell-Like Ability (Su)

Starting at 2nd level, you can use a sneak attack to temporarily steal a creature's spell-like ability. If you hit an opponent with a sneak attack, you can choose to forgo 2d6 dice of sneak attack damage and instead gain one use of one of the target's spell-like abilities. If the target is willing, you can steal a spell-like ability with a touch as a standard action (you do not need to damage a willing target).

This spell-like ability can originate from the target's class, race, template, or any other source, and can be of any spell level up to a maximum of 1/2 your class level. You can select a specific spell-like ability to borrow; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or you can't steal the ability. If the target can't use its ability (such as a summoned devil's summon ability), you can't steal it. If you steal and use an ability with limited uses per day, your use of the ability also counts as one use for the target creature.

You can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if the creature whose ability you stole were using it. You must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost. Until you use the ability (or until 1 minute elapses), the target cannot use the stolen ability.

If you have a similar ability, such as the spellthief's steal spell-like ability, you can steal two spell-like abilities at once, but each is subject to its respective spell level restriction. Once you have stolen a spell-like ability, you cannot use neutralize spell-like ability (see below) until you have used the stolen ability.

Stowaway (Su)

From 4th level on, you can hitch a ride on a conjuration (teleportation) spell or spell-like ability cast or used within 30 feet of you. If the target is unwilling, you must succeed on a level check with a DC of 10 + the caster level of the effect as an immediate action. If the target is willing, this ability functions automatically. When the spell is cast, you appear wherever the caster appears, in the same position you were at the time of the spell's casting. If this would force you to appear in a solid object, you appear in the nearest open available space. If the conjuration spell has variable results, such as teleport, you suffer the same effect as the caster.

Neutralize Spell-Like Ability (Su)

Beginning at 5th level, you gain the ability to neutralize one of a target's spell-like abilities. This ability functions like the steal spell-like ability class feature, except you do not gain the ability to use the spell-like ability. Instead, you prevent the target from using the ability for a number of rounds equal to your class level. You cannot use this ability while holding a stolen spell-like ability. You can neutralize any number of spell-like abilities.

Foil Summoning (Su)

At 7th level, your telepathic static intensifies so that you also impede conjuration (calling) and conjuration (summoning) spells and spell-like effects within 20 feet. See telepathic static, above, for details.

Steal Supernatural Ability (Su)

From 8th level on, you can steal supernatural abilities. This ability functions like the steal spell-like ability class feature. While in possession of a stolen spell-like or supernatural ability, you cannot use steal spell-like ability, steal supernatural ability, or neutralize spell-like ability again until you lose access to the stolen ability (by discharging it or after 1 minute, whichever comes first).

Plane Hop (Sp)

At 10th level, you can use plane shift as an immediate action once per day. This ability functions like the spell, but it has a range of personal and a target of you.


Perfect Wight powers:
Spoiler: ShowHide


Mastery of Stealth (Ex)

A Perfect Wight is a grand master of being unseen and unheard. He practices both to a fine point, part of one coherent whole. As a result, the benefit from Epic Skill Focus (Hide) or Epic Skill Focus (Move Silently) applies to both skills. This does not stack if the Perfect Wight already possesses Epic Skill Focus for both skills.

Superior Invisibility (Su)

Starting at 1st level, the Perfect Wight gains the benefit of superior invisibility once per day, plus one additional time per day every five levels thereafter. This functions as the spell of the same name, with a caster level equal to the Perfect Wight's hit dice.

Ghostform (Su)

Starting at 2nd level, the Perfect Wight is as light and swift as a ghost. He may use Ghostform as a spell like ability once per day, plus one additional time per day every five levels thereafter. This functions as the spell of the same name, with a caster level equal to the Perfect Wight's hit dice.

Improved Legerdemain (Su)

A Perfect Wight can perform the following class skills at a range of 30ft: Disable Device, Sleight Of Hand, and Search. If desired, the perfect wight can take 10 on the check. Any object manipulated during the skill check must weigh 100 pounds or less. Alternatively, the Perfect Wight can use improved legerdemain to make one melee sneak attack against any creature within 30 feet. The Perfect Wight executes the sneak attack as if attacking from a flanking position. If the attack is successful, the victim is dealt the appropriate sneak attack damage despite the fact that the Perfect Wight and his or her weapon do not physically cross the intervening distance. A Perfect Wight can use improved legerdemain at will and doing so is a full round action.

Shadow Form (Su)

At 4th level, the Perfect Wight learns to take shadow form. This form is incorporeal and functions like Ghostform with the following modifications. The Perfect Wight's shadow form lasts for 1 minute per hit die of the Perfect Wight. While in shadow form, the perfect wight gains a fly speed of 100ft (good) and is immune to critical hits. In addition, the Perfect Wight may draw on the shadow stuff that composes himself during this to augment any attack roll, check or saving throw. Doing so deals seven points of damage per bonus point and the Perfect Wight cannot grant himself a higher bonus than his Perfect Wight class level. Using this ability is a free action.

Superior Legerdemain (Su)

At 8th level, the Perfect Wight may use Improved Legerdemain at far greater distances. His range with Improved Legerdemain improves to 100ft. Despite this distance, he is able to make sneak attacks while using it past 30ft.


Gear:
Spoiler: ShowHide

Gentle Serenity [spoiler]

History

Gentle Serenity was a gift from Mystra after Alicia's ascension. It is a weapon of peace and serenity, capable of defeating without slaying. More importantly, it is a perfect manifestation of the love and kindness within Jessica's soul.

Powers

Gentle Serenity is a rapier+10, keen and merciful. Any creature struck by Gentle Serenity is affected as if by a calm emotions spell (caster level 21st, DC 35). If Jessica deals non-lethal damage or successfully inflicts sneak attack damage, the creature's spell resistance and any protections or immunity against mind-affecting magic are ignored for calm emotions.

Deeds

- Slay the General of Gehenna with this blade.
- Bring peace to a war that has raged for at least 100 years.
- Obtain the wisdom of the Arch Angel of Peace.

Method of Destruction

If Gentle Serenity is afflicted by a rage spell and then used to kill a celestial, it will split into shards of worthless iron.


Sashes of Shadow
Spoiler: ShowHide


History

Jessica trained her skills deep in the holy places of Sylica. When she first obtained her shadow form, several small sashes of shadow remained. It was a natural reaction of the realm, creating something of shadow that is wholly good - in direct opposition to Shar and her shadows.

Powers

Sashes of Shadow grant Jessica a +12 armor bonus to armor class and a +20 competence bonus to hide and move silently checks. Whenever Jessica uses her shadow form's ability to augment an attack roll, check or saving throw, the amount of damage per point is reduced by one.

Deeds

- Hide unseen from the all-seeing vision of Asmodeus.
- Defeat one of the Sharblessed, Shar's personal Faces of Loss.
- Use shadows to bring an act of great joy to mortals and as a great setback to Shar.

Method of Destruction

If the Sashes of Shadow are consumed in flames while the endless song of oblivion from Shar's realm is heard, they will burn away to nothingness.


Tear of Sylica
Spoiler: ShowHide


History

One day, Roald and his son Hans went to gather ingredients in the Wychwood. There Hans found a gem in a stream, a beautiful white and green stone. On seeing it, the two were compelled to take the stones of the realm and forge them into a necklace. Stone became mithral silver and the gemstone became part of the necklace. Great was Roald's puzzlement, for he had no skill in metalsmithing - yet he was certain it was meant for Jessica.

Powers

The Tear of Sylica grants Jessica a +8 enhancement bonus to dexterity and constitution, and a +6 enhancement bonus to her other ability scores.

Deeds

- Leave the Tear of Sylica to bask in the wild storms of Mithardir.
- Allow the Tear of Sylica to be carried by the currents of Thalasia.
- Raise the Tear of Sylica into the light of Chronias.

Means of Destruction

If the Tear of Sylica is submerged in the deepest gloom, it will grow dark and become naught but flawed onyx.


Other
Spoiler: ShowHide


Ring of Defense+5 (+5 deflection bonus to armor class and +5 resistance bonus to saving throws), masterwork thieves' tools, three of Roald's biscuits (heal as a 20th level caster on consumption).
[/spoiler]

Notes:
Spoiler: ShowHide


Perception

Spot+38
Listen+38
Darkvision 120ft
Low-light vision
See invisibility

Common Attack Bonuses

+4 flanking
+2 invisiblity
+x shadow form (x equals up to +9, lose HP equal to modifier times eight.)

Common Damage Bonuses

+20d6 sneak attack

Immunities

Acid, cold, petrification

Resistances

Resistance to fire and electricity 20
Damage reduction 20/epic and evil
Spell resistance 42
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#103
Latha's the shining beacon of light from above that smites evil. Okay, that describes most of the B1 allied characters. Latha takes it rather literally, shining down like the sun. This is entirely literal. She provides the heavy clerical support. Antenora touches on this with paladin casting, but that only goes so far. Latha's the one you call when you need to throw around mass heals and miracles like they're party favors.

If you're wondering why she has telepathy, it's because Lathander was experimenting when he created her. This is a subtle callback to some celestials having telepathy in 2nd edition. She's not a risen fiend like Antenora. Astute readers will also note her shield is a 2nd edition callback.

There's a few others I wanted to do but didn't get around to. I might do them at some point.


Latha

Astral Deva 29//Cleric 29

Size/Type: Medium Outsider (Angel, Good, Lawful)
Hit Dice: 29d8+290 (490 hp)
Initiative: +8
Speed: 50ft, fly 100ft (good)
Armor Class: 60 (+8 dex, +15 natural, +9 deflection, +10 shield, +8 armor)
Base Attack/CMB/CMD: +29/+39/66
Attack: Glorious Duty+46 (1d8+17 plus 3d6 holy and 1 negative level (6d6 and 2 negative levels on crit))
Full Attack: Glorious Duty+46 (1d8+17 plus 3d6 holy and 1 negative level (6d6 and 2 negative levels on crit))
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, stun(DC 34), absolute light, spells, turn undead 12/day (15d6; DC 35).
Special Qualities: Damage reduction 40/epic, evil and silver, spell resistance 42(46 vs evil), immunity to acid, cold and petrification, resistance to electricity and fire 20, protective aura, tongues, telepathy 200ft, darkvision 120ft, low-light vision, diamond angel of radiance.
Saves: Fort +32, Ref +40, Will +34
Abilities: Str 30, Dex 26, Con 30, Int 26, Wis 34, Cha 28
Skills: Concentration+42, Craft(Armorsmithing)+60, Craft(Sunlight)+40, Craft(Weaponsmithing)+40, Diplomacy+41, Escape Artist+40, Hide+40, Intimidate+41, Knowledge(Local: Sylica)+40, Knowledge(Planes)+40, Knowledge(Religion)+40, Listen+44, Move Silently+40, Sense Motive+44, Spot+44, Survival+44, Use Rope+40
Feats: Craft Magic Arms and Armor(B), Endurance(B), Diehard(B), Words of Creation(B), Exalted Spell Resistance(1), Empower Turning(C1), Shield Specialization(3), Shield Ward(6), Power Attack(9), Sun Devotion(12), Energize Spell(15), Consecrate Spell(18)
Epic Feats: Epic Spell Capacity(21), Bonus Domain(Law)(C23), Flames of the Sun(24), Bonus Domain(Glory)(C26), Shield Barrier(27), Vivacious Spell(C29)
Alignment: Lawful Exalted

Racial powers:
Spoiler: ShowHide


Spell-like abilities

Always active-detect evil, see invisibility, true seeing. At will-aid, continual flame, daylight, discern lies, dispel evil, greater dispel magic, greater teleport, heat metal, holy aura, holy smite, holy word, flame strike, invisibility (self only), greater plane shift, remove curse, remove disease, remove fear, searing light, sunbeam; 7/day—cure moderate wounds; 1/day—blade barrier, heal, heroism, waves of fatigue, sunburst. Caster level 29th.

Stun (Su)

If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed on a DC 34 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Absolute Light (Su)

Glorious sunlight surrounds Latha, burning those who live in wickedness. Any evil creature within 30ft of Latha takes 7d6 points of damage per round.

Diamond Angel of Radiance (Su)

Latha's true form is that of a body of pure sunlight, as bright as the sun. This glory grants her several abilities. She gains her Charisma modifier as a deflection bonus to armor class, her damage reduction rises by 10 and she sheds true sunlight within a 70ft radius. Within Sylica this radius becomes unlimited, Latha often serves as part of the sun for the realm.

Latha may assume a normal form as a swift action. While in this form she loses the benefits of this ability.


Cleric powers:
Spoiler: ShowHide


Latha casts as a 29th level cleric with access to the Good, Glory, Law and Sun domains.

[6/day]0:
[8+1/day]1: (Protection from Chaos), Bless, Divine Favorx3, Entropic Shield, Guiding LightSC, Nimbus of LightSC
[8+1/day]2: (Bless Weapon), Close WoundsSC, Divine Insightx4SC, Divine PresenceCC, Spiritual Weaponx2,
[8+1/day]3: (Searing Light), Awaken SinSC, Continual Flame, Magic Circle against Chaos, Shield of Wardingx3SC, Soul of Lightx2DM
[8+1/day]4: (Fire Shield), Assay Spell Resistancex2SC, Dimensional Anchorx2, Light of Purityx2CC, Wall of Goodx2SC
[7+1/day]5: (Holy Sword), Condemnationx2PHB2, Life's Gracex3SC, Righteous Mightx2,
[6+1/day]6: (Bolt of GlorySC), Healx3, Light of Couragex3CC
[6+1/day]7: (Energized Bolt of Glory), Energized Bolt of Glory, Energized Lucent LanceSCx3, Consecrated Lucent Lancex2
[6+1/day]8: (Consecrated Energized Fire Seeds), Energized Consecrated Lucent Lancex6
[5+1/day]9: (Prismatic Sphere), Mass Heal, Miraclex3, Soul Bind.
[5+1/day]10: (Vivacious Sunbeam), Celestial Valorx2Home, Miracle of HealthHome, Naeys' Life FontHome, Vivacious Righteous SmiteBoED
[5+1/day]11: (Vivacious Sunburst), Latha's SunmantleHome, Superb Dispellingx2Home, Vivacious Fire Storm, Vivacious Heat DrainSC.
[4+1/day]12: (Energized SunlanceHome), Legion's GatesHome, Wrath of the Heavensx3Home.

Domain powers

Good: +1 caster level to spells with the good descriptor.
Glory: +2 bonus to the DC of turn undead and +1d6 damage.
Law: +1 caster level to spells with the lawful descriptor.
Sun: Empower Turning as a bonus feat.


Gear:
Spoiler: ShowHide


Glorious Duty [spoiler]

History

Glorious Duty was created from the sands of Lunia and the light of Chronias that still clung to Latha's spirit. It is purity and sunlight in a material form, filled with ideals and concepts from the eternal glory of Chronias and the humble sands of Lunia.

Powers

Glorious Duty is a heavy mace+7, holy power. It allows Latha to use Sun Devotion an additional three times per day and increases the damage from Sun Devotion by seven.

Deeds

Glorious Duty has no further deeds that can augment it. As something with the spirit of Chronias, it is already complete. It will improve as Latha improves.

Method of Destruction

If Glorious Duty is cast into the deepest layer of the Abyss, it will be lost for all time.


Aegis of the Tarrasque
Spoiler: ShowHide


History

After the defeat of the Destroyer and the liberation of the Lost Eastlands, the shell of the Tarrasque was forged into several shields. Latha claimed one and has since made excellent use of it. It shines with sunlight, its mirror-like surface reflecting it brilliantly.

Powers

Aegis of the Tarrasque is a heavy steel shield+7. It grants a +2 bonus to constitution when carried and grants Latha Endurance and Diehard as bonus feats. It grants Latha a 50% miss chance against lines, cones and rays, harmlessly deflecting them aside.

Deeds

- Lay this shield on the surface of the sun.
- Deflect the unstoppable blightfire breath of the Hoary Baernaloth.
- Reforge this shield with the blood of Lathander.

Method of Destruction

Should the Destroyer be reborn and strike the Aegis of the Tarrasque, it will splinter into ruin.


Silver Halo
Spoiler: ShowHide


History

This halo was created by Latha's own hands in the crucible of trial within Ysgard. Since then it has adorned her head, augmenting her protective aura's potency.

Powers

Silver Halo increases the bonuses from Latha's protective aura to a +7 deflection bonus to armor class and a +7 resistance bonus to saving throws. These bonuses apply against all attacks, not only evil ones. In addition, it grants Latha a +6 enhancement bonus to ability scores.

Deeds

-
-
-

Method of Destruction

-


Other
Spoiler: ShowHide


Bracers of Armor+8, Latha's Hammer (+20 competence to armorsmithing checks), Ring of Nondetection(CL 20 nondetection at all times)
[/spoiler]

Notes:
Spoiler: ShowHide


Perception

Spot+44
Listen+44
Darkvision 120ft
See invisiblity
True seeing

Common Attack Bonuses

+1 morale bless
+3 luck divine favor
+1 righteous might
+4 sacred celestial valor

Common Damage Bonuses

+36 vs undead sun devotion
+3 luck divine favor
+2 and weapon to 2d6 righteous might
+4 sacred celestial valor

Immunities

Acid, cold, petrification

Resistances

Resistance to fire and electricity 20
Damage reduction 40/epic, evil and silver
Spell resistance 42(46 vs evil)


Custom Material: [spoiler]

Vivacious Spell [Epic, Exalted]
Prerequisite: Consecrate Spell, Energize Spell
Benefit: A spell modified this feat is transformed into pure bright, life-filled energy. Any damage the spell inflicts becomes divine typed damage and the spell gains the good descriptor. In addition, the spell deals double damage to undead and evil outsiders. A vivacious spell uses a spell slot three levels higher than the actual spell's level.

Latha's Sunmantle
Abjuration
Level: Sanctified 11

This spell functions as sunmantle with greater and new abilities. Latha's sunmantle grants damage reduction 20/- and the tendril of light counter attack deals 20 points of damage. In addition, the warded creature is immune to ability damage, ability drain, level drain and negative energy.

Sacrifice

1d6 points of Strength damage.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Lliira's a deity that I like, but I've never had a chance to do anything much with her. The concept of an eternally happy Goddess that oversees joy with a child-like zeal is appealing. With all that is hard, wrong or miserable in Creation, she is a needed counter-balance against that. Anyway, she was revered by one of the Pasha's harem in B1, so she came up a few times. Further, I had loose plans to have one of her followers join Aurora, but it never felt right. In retrospect I should have aimed for B2. She'd have fit in there well before Senaril 2. Anyway, notes as follows.

- Lliira picks up the Joy and Liberation domains. Both are no-brainers based on her portfolio. The add-on to the FRCS suggests giving Lliira Joy anyway. On the other side, travel feels extraneous to me. I see where it's coming from, but it feels tangential to the concept. But I don't remove domains unless it's a massive mismatch, so I built with it instead.
- Heartfire Fanner fits Lliira in spite of its problems. The PrC's a trainwreck for many reasons, the foremost being that it grants all bardic music with a one level dip. That aside, inspired fight is a pain in the ass to deal with, bolster courage makes inspire courage even better and prolonged passion is begging for abuses. Oh, and it grants 5/5 casting progression for anything. It's not so bad as a pure bard PrC, but the ability to branch into it from elsewhere and gain massively is not well thought out. I concede it's a mess, yet it fits Lliira so aptly that I'm inclined to use it anyway.
- Lliira's main gimmick is bardsong to the max. She can literally turn an army into an epic slaughter-force if she chooses to. She rarely is drawn to battle, instead using her powers to spread joy and celebration. There's a tab at the bottom that summarizes how her bardsong works and a cheat sheet for the various bardsongs. Tangentially, bards get some really nice epic feats.
- Song of Cleansing Light's from Ebony. She used it during your assault on Castle Crumbling; Lliira also uses it since it fits her and she qualifies.


Lliira
Our Lady of Joy, Joybringer, Mistress of the Revels
Lesser deity
Symbol: A triangle of three six-pointed stars (orange, yellow, red)
Home Plane: Brightwater
Alignment: Anarchic Exalted
Portfolio: Joy, happiness, dance, festivals, freedom, liberty
Worshipers: Bards, dancers, entertainers, poets, revelers, singers
Cleric Alignments: CG, CN, NG
Domains: Chaos, Charm, Family, Good, Joy, Liberation, Travel
Favored Weapon: Sparkle (Shuriken)

Bard 48//Battle Dancer 20/Paladin of Freedom 23/Heartfire Fanner 5

Size/Type: Medium Outsider (Chaotic, Good)
Divine Rank: 9
Hit Dice: 20d8+23d10+5d6+720 (1140 hp)
Initiative: +30; always goes first
Speed: 90ft, fly 230ft
Armor Class: 100 (+17 dex, +9 divine, +24 natural, +17 deflection, +17 cha, +4 bd, +2 dodge)
Base Attack/CMB/CMD: +46/+60/119
Attack: Sparkle+73/+73/+73 ranged touch (Irresistible Dance) or unarmed strike+71 (4d8+21)
Full Attack: Unarmed strike+71/+71/+66/+61/+56 (4d8+21)
Space/Reach: 5ft/5ft
Special Attacks: Spells, spell-like abilities, dancer's strike(magic, chaotic, adamantine), dance of the crushing python, dance of death's embrace, smite evil 5/day, turn undead 20/day(10d6; DC 37), divine blast 20/day(26d12).
Special Qualities: Damage reduction 20/cold iron and epic, immunity to fire and sonic, spell resistance 63, divine traits, bardic music, bardic knowledge(+61), dance of reckless bravery, dance of the vexing snake, dance of the floating step, dance of the springing tiger, dance of the soaring eagle, aura of good, detect evil, divine grace, lay on hands(391 hp), aura of resolve, divine health, stand fast 3/each/day, remove disease 6/week, inspired fight (6 feats), magic flare(4 levels), bolster courage, prolonged passion, improved evasion, improved uncanny dodge.
Saves: Fort +64, Ref +73, Will +65 (+2 vs enchantment and fear)
Abilities: Str 39, Dex 45, Con 40, Int 37, Wis 43, Cha 44
Skills: Balance+77, Bluff+77, Concentration+75, Craft(Hope)+73, Diplomacy+83, Gather Information+77, Handle Animal+77, Heal+76, Knowledge(All)+73, Listen+76, Perform(All)+77, Perform(Dance)+109, Sense Motive+78, Spellcraft+73, Spot+76, Tumble+77
Feats: Dodge(B), Mobility(B), Skill Focus(Perform:Dance)(1), Negotiator(H), Improved Unarmed Strike(BD1), Versatile Performer(3), Words of Creation(6), Song of the Heart(9), Obtain Familiar(12), Quicken Spell(15), Power Attack(18), Extend Spell(21), Sculpt Spell(24), Improved Natural Attack(27), Improved Initiative(30), Chant of the Long Road(33), Epic of the Lost King(36), Inspire Spellpower(39), Song of Cleansing Light(48)
Epic Feats: Group Inspiration(B), Lasting Inspiration(B), Music of the Gods(B), Rapid Inspiration(B), Reactive Countersong(B), Epic Spell Capacity(B23), Deafening Song(B26), Epic Inspiration(B29), Epic Skill Focus(Perform:Dance)(B32), Hindering Song(B35), Inspire Excellence(B38), Ranged Inspiration(B41), Blinding Speed(42), Great Smiting(P23), Epic Inspiration(B44), Multiaction(45), Epic Inspiration(B47)
Salient Divine Abilities: Dancing Goddess, Divine Bard, Divine Blast, Divine Celerity, Divine Familiar, Divine Shield, Divine Skill Focus(Perform:Dance), Extra Domain(Charm), Extra Domain(Family), Extra Domain(Travel), Free Move, Mass Divine Blast, Multiple Celebrations, Supreme Initiative
Alignment: Anarchic Exalted

Racial powers:
Spoiler: ShowHide


At will-aid, animate objects, astral projection, bastion of good, blade barrier, bless, break enchantment, calm emotions, chaos hammer, charm monster, charm person, cloak of chaos, demand, dimension door, dispel evil, dispel law, distilled joy, dominate monster, elation, find the path, fly, freedom of movement, geas/quest, good hope, greater dispel magic, greater heroism, greater plane shift, greater teleport, helping hand, heroes' feast, holy aura, holy smite, holy word, imbue with spell ability, insanity, irresistible dance, lliira's laugh, locate object, longstrider, magic circle against evil, magic circle against law, mind blank, omen of peril, phase door, prismatic sphere, protection from evil, protection from law, protection from spells, rage, refuge, shatter, shield other, starmantle, suggestion, summon monster 9(chaotic good only), sympathy, telepathic bond, teleport, unbinding, undetectable alignment, vision of heaven, word of chaos. Caster level 48th. The save DCs are 46 + spell level.

Alter Reality (Su)

Lliira exerts a considerable measure of control over reality itself, and her presence can command the very essence of the world around her. This warping of reality manifests in a number of ways. Lliira can use limited wish when doing so can help her promote joy, celebrations and freedom. Note that in the situation where Lliira and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Cure Wounds (Su)

Lliira may cast any cure wounds spell as a standard action. She may apply any metamagics to this that she pleases. The spell cannot be higher than ninth level.

Domain powers:
Chaos: +1 bonus to the caster level of chaotic spells.
Charm: 1/day gain a +4 bonus to Charisma for 1 minute. This is a free action.
Family: 1/day grant 17 creatures within 10ft a +4 dodge bonus to AC. Includes self. 
Good: +1 bonus to the caster level of good spells.
Liberation: +2 morale bonus to saves vs fear and enchantment.
Joy: +4 sacred bonus to diplomacy.
Travel: 24 rounds/day, act as if under freedom of movement.

Divine Aura (Ex)

The save DC against Lliira's divine aura is 36 and the radius is 900ft.

Immunities: Lliira is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). She are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to these, Lliira is immune to effects that imprison or banish her. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: Lliira gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

Lliira does not automatically fail on a natural attack roll or saving throw roll of 1. Lliira may take 10 on any check.

Communication: Lliira can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within ten miles of herself.

Remote Communication: As a standard action, Lliira can speak to any of her own worshipers, and to anyone within ten miles from a site dedicated to her, or within ten miles from a statue or other likeness of her. The creature being contacted can receive a telepathic message that only it can hear. Alternately, her voice can be heard as a joyous cry of celebration. In this case, anyone within earshot of the sound can hear it.

Create Items: Lliira can create any wondrous item with power related to travel, joy or liberation; the maximum is 30,000 gold.

Portfolio Sense: Lliira is aware of any act of celebration, joybringing or happiness that involves 500 or more people.


Bard powers:
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Lliira casts as a 48th level bard. Her save DCs are 27 + spell level.

Bardic Knowledge

A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

Bardic Music

Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Countersong (Su)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su)

A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su)

A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard's music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can't inspire competence in himself. Inspire competence is a mind-affecting ability.

Suggestion (Sp)

A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the bard's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn't count against a bard's daily limit on bardic music performances. A Will saving throw (DC 10 + ½ bard's level + bard's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Inspire Greatness (Su)

A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

Song of Freedom (Sp)

A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character's bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can't use song of freedom on himself.

Inspire Heroics (Su)

A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Mass Suggestion (Sp)

This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.


Battle Dancer powers:
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Dance of Reckless Bravery (Su)

A 2nd-level battle dancer with 5 ranks in Tumble gains the ability to inspire bravery in her allies. All of the battle dancer's allies within 30 feet of her gain a +4 bonus on saves against fear effects for a number of rounds equal to 5 + the battle dancer's Charisma modifier. The battle dancer can use this ability only when she is within an opponent's threatened area. It requires a move action that does not provoke an attack of opportunity.

Dance of the Vexing Snake (Su)

A 5th-level battle dancer with 8 ranks in Tumble gains the ability to dodge her opponent's blows with her sudden, unpredictable maneuvers. She can use the Tumble skill to move at her normal speed without penalty, and she can Tumble a distance up to her current speed.

Dancer's Strike (Su)

The magic of the battle dancer's arcane maneuvers allows her to manifest auras of energy around her feet and hands. These auras can defeat an opponent's damage reduction. The battle dancer can generate this aura as a standard action at will. It persists for a number of rounds equal to 5 + the battle dancer's Charisma modifier before it fades.

At 6th level, the battle dancer's aura makes her unarmed strikes count as magic damage.

At 12th level, the battle dancer chooses one aspect of her alignment, such as good or chaotic. Her aura allows her strikes to count as that alignment (as well as magic). She must choose one aspect of her alignment, and once she has made a choice she cannot alter it.

At 18th level, the battle dancer can choose any one special material or alignment that overcomes damage reduction (such as adamantine, cold iron, holy, or even lawful). Her aura now includes that material or alignment. Once she has made this choice, she cannot change it.

Dance of the Floating Step (Su)

The battle dancer moves with such grace and speed that she can dance across water. An 8th-level battle dancer with 11 ranks in Tumble can cross the surface of a liquid, such as water or magma, without taking damage or sinking below the surface. If she ends her movement on such a liquid, she takes damage and sinks as normal. The battle dancer must begin her movement on a stable, firm surface.

Dance of the Springing Tiger (Su)

An 11th-level battle dancer with 14 ranks in Tumble can spring upon an opponent with the ferocity of a tiger. When charging, she can attempt a DC 20 Tumble check. If she succeeds, she may make a full attack rather than a standard attack as part of her charge.

Dance of the Crushing Python (Su)

The battle dancer's speed and mighty unarmed strikes combine to make her a fearsome opponent. She can step into an opponent's reach and confuse it with a series of feints and quick blows, distracting it from other threats. A 14th-level battle dancer with 17 ranks in Tumble can rain a series of hammering blows upon a foe. She must use the Tumble skill to enter her opponent's space without provoking an attack of opportunity. If she succeeds, she may then attack her opponent while in its space. If the battle dancer's attack hits, her opponent takes a -2 penalty to AC and it cannot make attacks of opportunity until the start of the battle dancer's next action. After the battle dancer completes her attack, she enters a square of her choice adjacent to the target.

Dance of the Soaring Eagle (Su)

A 17th-level battle dancer with 20 ranks in Tumble gains a fly speed equal to her base land speed with average maneuverability. If a flying battle dancer charges an opponent below her, she gains a +4 bonus on attack rolls and a +2 bonus on damage in place of the normal benefits of charging. She may use her dance of the springing tiger in conjunction with an aerial charge.

Dance of Death's Embrace (Su)

A 20th-level battle dance with 23 ranks in Tumble can perform a vicious, deadly dance to defeat her opponent. Before using this dance, the battle dancer selects a single target within 30 feet. As a full-round action, the battle dancer performs an elaborate dance that requires a DC 35 Tumble check to complete. If she succeeds, any time she makes a successful attack against her designated target she deals +2d6 points of damage. In addition, any critical threat the battle dancer makes against her designated target is automatically confirmed as a critical hit. This ability lasts until the end of the battle dancer's next turn.


Paladin of Freedom powers:
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Lliira casts as a 28th level paladin of freedom. Her save DCs are 27 + spell level.

Aura of Good (Ex)

The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)

At will, a paladin can use detect evil, as the spell.

Smite Evil (Su)

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su)

Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Resolve (Su)

Beginning at 3rd level, a paladin of freedom is immune to compulsion effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability otherwise functions identically to the paladin's aura of courage class feature.

Divine Health (Ex)

At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Turn Undead (Su)

When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Stand Fast (Ex)

Starting at 5th level, a paladin may use the following two abilities, once per day each, as an immediate action. At 11th level, she may use each ability twice per day, and at 18th level she may use each ability three times per day.

Add the paladin's divine grace (Charisma modifier) on the saving throw of all allies within 20 feet. She must add this bonus on the same save for each of them; thus, she could add to everyone's Reflex save, or everyone's Will save, but she could not grant some a bonus on Reflex and others a bonus on Will. She does not gain any bonus for using this ability, but neither does she lose her own divine grace bonus. This bonus lasts for 1 round.

Add the paladin's divine grace (Charisma modifier) on any roll she makes to resist a bull rush, disarm, grapple, sunder, or trip attack. She cannot use this ability when she is making such an attack; it is defensive only.

Remove Disease (Sp)

At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).


Heartfire Fanner powers:
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Inspired Fight (Su)

At 1st level, a heartfire fanner with 11 ranks in Perform can ignite a martial passion even beyond the ken of normal bardic inspiration by stirring the hearts of warriors already heady with battle.

This ability confers bonus feats upon an allied subject within 30 feet of the heartfire fanner. The target is free to choose which feats he receives from the feats the heartfire fanner possesses or the fighter class bonus feat list. The target must meet all prerequisites to receive the feats, although he can use one bonus feat as a prerequisite for another.

The heartfire fanner bestows a number of bonus feats equal to the number indicated in Table: The Heartfire Fanner. For every three character levels the heartfire fanner has, he can bestow bonus feats to one additional creature. Each inspired creature may select her own feats. The heartfire fanner must perform his bardic music for 1 round and the targets must hear him before they gain the bonus feats. The feats remain for as long as the heartfire fanner sings and for 5 rounds thereafter. This is a mind-affecting ability. Unlike other bardic songs, the heartfire fanner cannot use this ability on himself; he can only inspire others with it. Inspired fight is considered bardic music, so using this ability takes up one use of the heartfire fanner's bardic music ability for the day.

Magic Flare (Su)

The heartfire fanner with 12 or more ranks in Perform learns to inspire spellcasters to excel beyond their own limitations by unlocking their passion for their craft.

By performing for 1 round as a standard action, the heartfire fanner can inspire one allied spellcaster within 30 feet, imbuing the spellcaster's next spell cast with a metamagic feat that the spellcaster possesses. The spell must be cast within 1 round per heartfire fanner level to gain the benefit of magic flare. The altered spell does not take up a higher-level spell slot for the spellcaster, nor does a spontaneous caster (like a sorcerer or bard) require a full-round action to cast the spell affected by magic flare.

The hearrfire fanner can only allow a spellcaster to improve a spell with a metamagic feat that alters a spell's level up to the number indicated on Table: The Heartfire Fanner. So a 2nd-level heartfire fanner can only allow a spellcaster to alter a spell with a metamagic feat that would normally add one level to the affected spell (such as Silent Spell). At 4th level, the heartfire fanner can allow a spellcaster to improve a spell with a metamagic feat that alters a spell's level up to two levels (such as Empower Spell).

A spellcaster targeted with magic flare still can't cast an altered spell at a level higher than he could normally cast a metamagic spell. So an 8th-level sorcerer capable of casting 4th level spells, targeted by magic flare can't use his Empower Spell feat to improve a fireball, since the adjusted level of that spell would be 5th, one level higher than the maximum spell level allowed by his spellcasting level.

Magic flare is considered bardic music, so using this ability takes up one use of the heartfire fanner's uses of bardic music for the day. The heartfire fanner can target himself with magic flare.

Bolster Courage (Su)

A 3rd-level heartfire fanner with 13 or more ranks in Perform can strengthen the resolve of an ally benefiting from his inspire courage ability. When a heartfire fanner uses the inspire courage bardic music ability, he can choose one ally curreny under the effects of the ability to receive a +2 bonus to attack rolls and Armor Class in addition to the normal bonuses associated with inspire courage. Use of this ability does not take up a use of the heartfire fanner's uses of bardic music ability for the day. The heartfire fanner cannot target himself with bolster courage.

Prolonged Passion (Su)

At 5th level, a heartfire fanner with 15 ranks in Perform learns not only to inspire passionate emotion in others, but also masters the art of blending his music to amplify his allies' existing passions.

This use of bardic music inspires one target within 30 feet of the heartfire fanner, and one additional target for every three heartfire fanner and bard levels the character possesses.

The duration of any one spell, or any one extraordinary, supernatural, or spell-like ability affecting the targets of prolonged passion is increased by 1 round per point of Charisma bonus of the heartfire fanner. The target of prolonged passion chooses which effect to extend when the heartfire fanner uses the ability. Thus, a raging barbarian targeted with prolonged passion by a fanner with a Charisma of 18 could rage for an additional 4 rounds, and a fighter under the effects of a baste spell would retain the benefits of that spell for an additional 4 rounds. Likewise, the effects of another type of bardic music (such as inspire courage) can be extended.

Only creatures currently under the effects of an effect with a duration can gain any benefit of prolonged passion. If the extended effect ends prematurely (through dispel magic, for example), prolonged passion no longer has any effect.

The heartfire fanner must perform for 1 round and be heard by his targets for the song to take effect. Prolonged passion is a mind-affecting ability. Prolonged passion is considered bardic music, so using this ability takes up one use of the heartfire fanner's bardic music for the day. The heartfire fanner cannot target himself with this ability.


Gear:
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Sparkle

Lliira is a radiant soul that is surrounded by joy. Long ago she was forever surrounded in a prism of rainbow light, the pure and wild sum of all the joys in Creation. This joy was many wonderful things. It was so beautiful that Sune and Sharess grew jealous of Lliira, while Waukeen desired to purchase the joy and Tymora sought to twist luck into bestowing that joy onto her. Frightened by what her joy brought out from her friends, Lliira ran from Brightwater. She was absent for 77 years, returning wiser and with her powers of joy under control.

What happened during this time is unknown, but popular legend states that she rode on the back of a magnificent dragon during this time. This information suggests the intervention of Bahamut or another dragon deity, perhaps even Io. The time frame of Io's vanishment (or demise) and Lliira's flight is unclear in the modern day. Bahamut and Lliira have no particular friendship, which is used to suggest that it was not the Platinum Dragon that aided Lliira. For her part, Lliira has not answered the question when asked, instead chiding the inquisitive to think about better things.

Sparkle is the compressed manifestation of joy. It is a part of Lliira and can be directly manipulated by her. This provides her with several powers.

Sparkle can be created into small darts of light, similar to shurikens, and Lliira is considered proficient with them. Lliira can use these projectiles as weapons and can throw up to three as a standard action. Sparkle's darts have a range increment of 100ft and require a successful ranged touch attack. A creature struck by Sparkle has to make a DC 60 Will save or be affected as if by Irresistible Dance. Unlike Irresistible Dance, this effect lasts for 7 rounds. Creatures immune or warded against enchantment, compulsions or mind-affecting abilities are still affected, but they gain a +10 bonus to the saving throw.

Lliira's body is suffused with the hope of all Creation. This pure optimism twists Creation around her and makes her almost impossible to injure or affect for long. All attack rolls against Lliira are treated as being a 1, as are opposed checks (excluding initiative). This is not treated as being a natural 1; as such, attack rolls and other rolls that automatically fail on a 1 can still potentially succeed. For instance, a warrior who attacks Lliira automatically gets a result of 1 on his attack roll. However, this attack can still hit her if it meets her armor class. Greater deities, who automatically maximize all rolls, are allowed an opposed rank check to overcome this ability. Check only for the first attack or check against Lliira, with that check determining if the deity is affected for the rest of the encounter.

As a result of housing all of this joy, Lliira is immune to any morale penalties. She can benefit from morale bonuses (such as bardsong) as normal.

Lliira has other possessions but rarely bothers to call on them. She usually wears a light dress that cannot be tarnished, but it has no other magical powers. Should a foe manage to rouse Lliira to battle with time to prepare, she equips herself to increase her armor class, spell resistance and unarmed strikes.


Bardic Music Notes:
Spoiler: ShowHide


Bardic music rundown

Lliira performs bardic music as a 48th level bard. The range of all of her bardic musics is 18 miles; Lliira's performance can be seen and/or heard by all targets within that range. All of Lliira's bardic music may be performed as a swift or standard action (her choice) and take effect immediately after, regardless of how long it would normally take. When Lliira performs bardic music, she may choose two effects and have them both happen with the same performance, without consuming extra uses of bardic music. Lliira's bardic music may affect creatures immune to mind-affecting or warded against such; any such creatures gain a +10 bonus to any relevant saving throws.

Inspire Courage: +26 morale bonus to attack rolls, weapon damage rolls and saves versus fear. In addition, one ally gains a +4 additional bonus to attack rolls and armor class. Lasts for as long as she is heard performing and for 5 minutes thereafter.
Fascinate: 18 targets, save DC is 60. Can also make a suggestion to any creatures fascinated. The save DC is the same.
Inspire Competence: +10 competence bonus, can affect up to two targets at once with different skills.
Inspire Greatness: 28 targets, +12d10 bonus hit dice, +12 competence attack rolls, +10 competence fort saves. Lasts for as long as she is heard performing and for 5 minutes thereafter.
Inspire Heroism: +16 morale bonus on saving throws and +16 dodge bonus to armor class. Lasts for as long as she is heard performing and for 5 minutes thereafter.
Chant of the Long Road: Negates nonlethal damage for hustling for two hours.
Epic of the Lost King: Removes fatigue from all allies within 18 miles. Can spend 3 bardsongs to upgrade it to exhaustion.
Inspire Spellpower: +2 bonus to the caster level of allied spellcasters. Lasts for as long as she is heard performing and for 5 minutes thereafter.
Song of Cleansing Light: +12d6 damage on weapon damage rolls versus undead. Lasts for as long as she is heard performing and for 5 minutes thereafter.
Deafening Song: DC 60 fort or be deafened.
Hindering Song: Enemy spellcasters must make a Concentration check when casting, as if casting defensively, with a -24 penalty. Failure results in the spell being lost.
Inspire Excellence: +14 competence bonus to an ability score of choice to all allies. Lasts for as long as she is heard performing and for 5 minutes thereafter.
Inspired Fight: 32 targets, grants six bonus feats. Lasts for as long as she is heard performing and for 5 minutes thereafter.
Magic Flare: One allied spellcaster gains a free metamagic on their next spell of up to +4 adjustment. They must know the metamagic.
Prolonged Passion: 32 targets, increase the duration of any one effect by 34 rounds.


Custom Material: [spoiler]

DANCING GODDESS
Prerequisite: Divine Skill Focus(Perform:Dance), dex 39
Benefit: As the primary patron of dancers, Lliira exemplifies a dancer's natural grace. She has improved evasion and improved uncanny dodge as a rogue, as well as dodge and mobility as bonus feats. Lliira may make perform(dance) checks in place of any Strength, Dexterity or Constitution based skill check. She may use perform(dance) to perform any type of bardic music, even those that would not normally allow it.

DIVINE BARD
The deity is the epitome of the bard and has abilities that far surpass those of mortal bards.
Prerequisite: Bard level 20th.
Benefit: The deity gains Group Inspiration, Lasting Inspiration, Music of the Gods, Rapid Inspiration, and Reactive Countersong as bonus feats.
In addition, the range on all of the deity's ranged bardic abilities, such as countersong, fascinate, inspire competence, and inspire greatness, is equal to one mile per divine rank.
Finally, the effects of all the deity's bardic music abilities are doubled. Inspire courage grants a +8 morale bonus on saving throws against charm and fear effects and a +8 morale bonus on attack and damage rolls; inspire competence grants a +4 competence bonus on skill checks; inspire greatness grants +4d10 Hit Dice, a +4 competence bonus on attack rolls, and a +2 competence bonus on Fortitude saves, and inspire heroics grants a +8 morale bonus on saving throws and a +8 dodge bonus to AC. This bonus does not stack with Words of Creation or similar effects that double bardic music abilities.
Suggested Portfolio Elements: Art, bards, beauty, dance, love, music, poetry.

MULTIPLE CELEBRATIONS
Prerequisite: Bard level 20th, Joy Domain, Rapid Inspiration
Benefit: Lliira's joy is contagious and easy to spread. Her control over her bardic music is unmatched in Creation, save perhaps by Queen Morwel. She may use bardic music as a swift action (or a standard action if her swift actions are used by something else). Whenever she uses bardic music, she may choose any two effects, including various bardic music abilities granted by feats, and both take effect. For instance, she may inspire courage and inspire spellpower in the same bardic music. When using effects with differing durations, each effect resolves as normal. For example, if she combined inspire excellence and hindering song, hindering song would last for as long as she sung or ten rounds while inspire excellence would last for as long as her performed and five minutes thereafter.

Song of Cleansing Light [Bardic, Exalted]
Prerequisite: Bardic music, turn undead.
Benefit: As a standard action, you may expend one use of your bardic music ability and one use of your turn undead ability to grant your allies within 60ft bonus damage against undead. They deal an extra 2d6 points of damage on weapon damage rolls, including natural weapons. This damage rises by 1d6 to 3d6 when you reach level 10, as well as by 1d6 to 4d6 when you reach level 20. This effect lasts for as long as you play and for 5 rounds thereafter.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?