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

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Anastasia

These are for Amea, who has a spell that can summon them. He should be done fairly soon.

Stygian Chilblain

Stygian chilblains were once normal chilblains. They came to dwell within Stygia at the behest of Levistus, who sought powerful defenders for the local branches of the Styx. The chilblain were subject to terrible eugenics programs and a life of constant loss, routinely immersed in the Styx. Ultimately, generations of empty shells produced superior specimens, ones who overcame the emptiness of the Styx and became kin to the devils.

Stygian chilblains serve across Stygia as thralls of greater devils such as barregons and gelugons. While powerful, they are not intelligent enough to compete in politics against greater devils. This condemns most to servitude in Stygia. A few have escaped this fate throughout the ages; it is known that there is a colony of stygian chilblains in Caina under Mephistopheles's protection, as well as several who have ended up the paraelemental plane of ice, other lower planar branches of the Styx or in Auril's divine realm.


Size/Type: Large Outsider (Cold, Evil, Lawful)
Hit Dice: 21d8+168 (256 hp)
Initiative: +8
Speed: 40ft, fly 80ft (perfect), swim 80ft
Armor Class: 37 (-1 size, +4 dex, +24 natural)
Base Attack/CMB/CMD: +15/+28/32
Attack: Tail slap+26 (6d6+18 plus 3d6 cold)
Full Attack: Tail slap+26/+21 (6d6+18 plus 3d6 cold) and 4 claws+26 (1d8+6 plus 3d6 cold)
Space/Reach: 10ft/10ft
Special Attacks: Breath weapon, cold aura, frost touch, stygian stare, spell-like abilities.
Special Qualities: Damage reduction 20/epic, good and silver, immunity to cold, paralysis and poison, spell resistance 30, fast healing 10, vulnerability to fire, darkvision 120ft, telepathy 200ft, styx adaptations.
Saves: Fort +20, Ref +16, Will +15
Abilities: Str 34, Dex 19, Con 26, Int 10, Wis 16, Cha 21
Skills: Climb+33, Concentration+31, Hide+27, Intimidate+28, Listen+26, Move Silently+27, Spot+26, Swim+33
Feats: Improved Initiative(B), Snowrunner(B), Mindsight(1), Multiattack(3), Power Attack(6), Rapidstrike(Tail Slap)(9), Improved Multiattack(12), Ability Focus(Breath Weapon)(15), Improved Natural Attack(Tail Slap)(18), Recover Breath(21)
Epic Feats: -
Alignment: Lawful Evil

Racial powers: [spoiler]

Spell-Like Abilities

At will-detect fire, frostburn, frostfell slide, ice storm, lesser frostburn, modify memory, unholy blight, wall of ice. 3/day-blasphemy, cone of cold, mass frostburn, wall of coldfire. 1/day-mindrape. Caster level 21st. The save DCs are Charisma based.

Breath Weapon (Su)

60ft cone of coldfire, damage 15d6 frostburn, Reflex DC 30 half. Living creatures that fail the save must make a DC 30 Fortitude save or be blinded for 2d6 rounds. A stygian chilblain may use its breath weapon at will, but must wait 1d4-1 rounds between uses.

The save DC is Constitution based.

Cold Aura (Ex)

A stygian chilblain radiates intense cold in a 20ft radius. Any creature within 20ft of the stygian chilblain takes 3d6 frostburn damage at the beginning of its turn.

Frost Touch (Ex)

The stygian chilblain's natural attacks deal an extra 3d6 points of cold damage with each successful hit.

Stygian Stare (Su)

As a standard action, a stygian chilblain can attempt to steal the memories and identity of a single creature within 30ft. The target must succeed on a DC 30 Will save or be affected as if by a feeblemind spell. The target is also rendered amnesiac, as if exposed to waters from the Styx. Creatures immune to the effects of the Styx are also immune to this ability.

The save DC is Charisma based and includes a +5 racial bonus.

Styx Adaptations (Ex)

Stygian chilblains have been specially bred and augmented to thrive in the Styx. They are able to breathe water as easily as air. A stygian chilblain is immune to the effects of the Styx.
<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

#121
Amea was mentioned in Levistus's stat block. The fluff below describes him well enough, most of what I have to say is mechanics based. Notes as follows.

- Gelugons not being innately immune to cold is an odd design choice. I'm reminded of this every time I work on one. Amea happens to be. Pure DM fiat here.
- ____ is a hell of a weapon. Amea isn't the best suited to exploit it, but it's what he has. It may have more powers than what is described here, whatever the hell it is.
- Summon Elemental Monolith is too good to be a 9th level spell. Yes yes, I know you could argue stuff like Wish or Time Stop is stronger. That's not the point I'm making. The point I'm making is that it shatters the power curve summons are based on before this. I'd personally push it back to a 10th level spell. A 100 gp cost doesn't begin to balance it. Working around that makes 10th/epic level spells difficult, since you have to compare it to those over HDed monstrosities. I'm not going to houserule it as much as ignoring it as far as designing other spells go. So that's a thing.
- I debated about making SMX. By epic, I think summons should behave differently. This is reflected by spells like Summon Stygian Chilblain. Toolkit SM monsters start to get out of line as well as being intensely difficult to balance. The first SM that has something like planetars or other full casters gives the typical spellcaster an entire new layer of flexibility. Anyway, there's still enough design space to make SMX, but I wouldn't make an SMXI.
- Amea's mental partition is one of those cute personalized spells. You can imagine the shenanigans he gets up to it with summons, especially summon elemental monolith+twin spell. I personally assume most epic casters have a personal spell (or two, or three, or four...) that makes them distinctive. That one is Amea's and enables his summoning shenanigans. Compare and contrast to the craziness someone like Erathaol can do with summons.


Amea, high summoner of Levistus

Amea is a gelugon in the service of the rogue aspect of Levistus. He was one of Levistus's court wizards before the Lord of the Fifth was sealed. During this time he incurred the wrath of the barregons, only his position kept him safe. With Levistus sealed away, Amea decided it was well time to seek safer planes. He escaped to Water through a portal deep in the Styx and wandered for an age. Eventually he discovered the rogue aspect of Levisus and chose to serve him. Since that time, his life has been a balance of serving Levistus, back-stabbing any upstarts that sought his position and preventing Levistus from devouring his mind.

Amea is a cold creature that is devoted to what he believes the Styx represents. He cares nothing for others and sees beauty in a mind devoured by the Styx (or Levistus, who he views as the natural king of the Styx). He desires to see all other living creatures consumed in mind and soul, reduced to empty shells that will be trained to docilely serve law and evil. Free will is an abomination, a disgusting larval stage that must be properly overcome before a creature is right. He savors the art of summoning for the same reasons, as by his command mighty creatures can do naught but serve him.

Besides his long enmity with the barregons, Amea has a personal loathing of Shar. He views her as a lunatic that takes a good thing much too far. Oblivion of the mind is a needed step towards total submission to Baator, not an end of itself. To Amea, Shar is nothing more than an unchecked cancer that must one day be excised.


Gelugon 30//Conjurer 20/Master Specialist 10

Size/Type: Large Outsider (Evil, Lawful)
Hit Dice: 30d8+330 (570 hp)
Initiative: +5
Speed: 40ft, swim 80ft
Armor Class: 52 (-1 size, +5 dex, +18 natural, +20 armor)
Base Attack/CMB/CMD: +30/+37/42
Attack: ____+40 (2d6+14 plus slow x3) or claw+35 (1d10+6)
Full Attack: ____+40/+35/+30/+25 (2d6+14 plus slow x3) plus bite+35 (2d6+3) and tail+35 (3d6+3)
Space/Reach: 10ft/10ft (20ft with spear)
Special Attacks: Slow, spell-like abilities, summon devil, stygian summons, spells.
Special Qualities: Damage reduction 20/epic, good and silver, immunity to cold, fire and poison, resistance to acid 20, spell resistance 41, regeneration 11, darkvision 120ft, see in darkness, student of the styx, telepathy 200ft, enhanced summoning(+4 dispel DC, +4 str/con), expanded spellbook, minor school esoterica, caster level increase+2, moderate school esoterica, major school esoterica.
Saves: Fort +32, Ref +26, Will +27
Abilities: Str 23, Dex 21, Con 33, Int 36, Wis 22, Cha 30
Skills: Balance+38, Bluff+43, Climb+39, Concentration+44, Decipher Script+44, Diplomacy+43, Hide+38, Intimidate+43, Knowledge(Arcana)+44, Knowledge(Dungeoneering)+44, Knowledge(Geography)+44, Knowledge(N&R)+44, Knowledge(Nature)+44, Knowledge(Planes)+44, Knowledge(Religion)+44, Listen+38, Move Silently+38, Spellcraft+44, Spot+38, Swim+38
Feats: Spell Focus(Conjuration)(1), Augmented Summonings(W1), Beckon the Frozen(3), Fiendish Summoning Specialist(6), Extend Spell(9), Snowcasting(12), Icy Calling(15), Twin Spell(18), Skill Focus(Spellcraft)(MS1), Greater Spell Focus(Conjuration)(MS3), Mindsight(21), Quicken Spell-Like Ability(Greater Teleport)(24)
Epic Feats: Epic Spell Capacity(27), Epic Quicken Spell-Like Ability(Greater Teleport)(30)
Alignment: Lawful Vile

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-cone of cold, fly, greater teleport (self plus 50 pounds of objects only), ice storm, persistent image, polar ray, unholy aura, wall of ice. Caster level 30th. The save DCs are Charisma based.

Slow (Su)

A hit from Amea's spear induces numbing cold. The opponent must succeed on a DC 36 Fortitude save or be affected as though by a slow spell for 2d6 rounds. The save DC is Constitution based.

Summon Devil (Sp)

Three times per day, Amea can summon 20 lemures, 6 bearded devils, 8 bone devils or 2 ice devils. This ability is the equivalent of a 9th level spell.

Regeneration (Ex)

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

Stygian Summons (Su)

Amea's summons are twisted by the power of the Styx, horrors of filthy water and corruption. Any creature Amea summons or calls with his summon devils ability, spells or spell-like abilities has the Styx-corrupted template. Amea sacrificed his fear aura ability to the Styx when he learned this ability.

Student of the Styx (Ex)

Through long study and meditation, Amea has learned many secrets of the River Styx. He gains the following abilities.

- The ability to breathe water as a naturally aquatic creature does.
- A swim speed equal to double his land movement speed.
- Immunity to the effects of the Styx.
- A +5 profane bonus to attack rolls, weapon damage rolls, checks, armor class and saving throws when in immersed in the Styx or within 50ft of it.


Wizard powers:
Spoiler: ShowHide


Amea casts as a 30th level conjurer(caster level 32nd for conjurations). He has given up access to evocation and necromancy. The save DCs are 23 + spell level (25 + spell level for conjuration). His metamagic options are Extend Spell (+1) and Twin Spell (+4).

The following spells last 24 or more hours and are taken into account in the stat block above: Epic Mage Armor, Superior Resistance.

[4/day]0: Acid Splash, Detect Magic, Open/Close, Prestidigitation.
[8+1/day]1: (Summon Monster 1), Feather Fall, Grease, Mount, Protection from Chaos, Shieldx2, Silent Image, True Strike
[7+1/day]2: (Summon Monster 2), Obscuring Snowx2FB, See Invisibilityx2, Summon Swarmx2, Touch of Idiocy
[7+1/day]3: (Summon Monster 3), Arctic HazeFB, Magic Circle Against Good, Protection from Energy, Sleet Storm, Summon Monster 3x3
[7+1/day]4: (Summon Monster 4), Black Tentacles, Ice ShipFB, Ice WebFB, Minor Creation, Solid Fog, Summon Monster 4x2
[7+1/day]5: (Summon Monster 5), Blackwater TentacleSW, Dismissal, FlowsightSW, Ice ShapeFB, Major Creation, Summon Monster 5x2
[6+1/day]6: (Summon Monster 6), Freezing GlanceFB, Greater Heroismx4, Superior ResistanceSC
[6+1/day]7: (Summon Monster 7), Ice CastleFB, Insanity, Mass Invisibilityx2, Summon Drownedx2Home
[6+1/day]8: (Icy ClawDoF), FimbulwinterFB, Mind Blankx2, Trap the Soulx3
[6+1/day]9: (Greater Dragon AllySC), Energy Drain, Magic Disjunctionx2, Planar NavigationSW, Summon Elemental MonolithCA, Wish
[5+1/day]10: (Summon Monster 10Home), Summon Monster 10x2, Summon Stygian Chilblainx3Home
[5+1/day]11: (Epic Mage ArmorHome), Extended Summon Monster 10x2, Superb Dispellingx3Home
[5+1/day]12: (Legion's GatesHome), Extended Amea's Mental Partitionx2Home
[2+1/day]13: (Twinned Summon Elemental Monolith), Twinned Summon Elemental Monolithx2



Master Specialist powers:
Spoiler: ShowHide


Expanded Spellbook (Ex)

When you reach 2nd level, you can add one spell of your chosen school to your spellbook. The spell can be of any level that you can cast, and it is in addition to the normal spells gained when increasing your level.

You can add another spell of your chosen school to your spellbook at 5th and at 8th level.

Minor School Esoterica (Ex)

At 4th level, your unflagging focus on your chosen school opens your mind to new possibilities and grants you the first taste of the unique skills of a master specialist. You gain an ability from those below based on your chosen school.

Conjuration: Any creature you summon or call appears with extra hit points equal to your caster level.

Caster Level Increase (Ex)

Upon reaching 6th level, add 1 to your caster level whenever you cast a spell of your chosen school. At 9th level, you instead add 2 to your caster level.

Moderate School Esoterica (Ex)

At 7th level, your long study of your chosen school leads to a breakthrough. You gain an ability from those below based on your chosen school. Each ability is triggered automatically when you cast a spell from your chosen school and lasts for a number of rounds equal to the spell's level.

Conjuration: Dispel checks made against your conjuration spells treat your caster level as if it were 5 higher than normal.

Major School Esoterica (Ex)

At 10th level, your knowledge of your chosen school reaches its peak. You gain an ability from those below based on your chosen school; each one can be used three times per day.

Conjuration: You can cast a conjuration spell with a casting time of 1 standard action as a swift action.


Gear:
Spoiler: ShowHide


____

____ is a spear or spear like o_ject. It is said to have ___n im__rsed Stygia's waters for untold eons by the ________s. __ ___ stol__ __ Amea, __ ___ ____  _________ ___ enmit_ between them. ____ i_ _ ________ __ ___ tr_e ____ ___ ___ cause u_holy_ _iracl_s. ____ ____ __ ____. ____ __ impo_sib_e to a__ur_tly _escribe due to t_e ______ _f the S_y_.

____ is a longspear+5. Any creature struck by it that has ever visited the Styx, been exposed to Styx water (regardless of passing or failing any saving throws) or otherwise touched by the power of the Styx is at grave risk from the weapon. Any successful attack roll with ____ threatens a critical hit against them. Three times per day as a standard action, ____ may be invoked to wipe the memories from a target. The target is allowed a DC 45 Will save to negate. This functions like being exposed to the waters of the Styx (MoP 86) and protection against the Styx protects against this effect. In addition, this ability counts as being exposed to power of the Styx for the sake of further attacks from ____.

Amea wears a crown of black ice that grants him a +10 enhancement bonus to Constitution, Intelligence and Charisma. He carries with him greater metamagic rods of maximize and piercing cold when expecting combat, as well as 6 doses of an elixir that functions as a heal spell (restores 200 hp per dose). If Amea is expecting battle, he has a enchanted pouch full of scrolls. Treat this as a handy haversack that can hold up to 200 scrolls.


Custom Material:
Spoiler: ShowHide


Summon Monster X
Conjuration (Summoning) [See text for Summon Monster I]
Level: Clr 10, Sor/Wiz 10

This spell functions like summon monster I, except that you can summon one creature from the 10th-level list, 1d3 creatures of the same kind from the 9th-level list, or 1d4+1 creatures of the same kind from a lower-level list.



   
   
   
   
   
   
   
   
   
   
MonsterAlignment
Celestial Dire Polar BearLG
Angel, Astral DevaNG
Eladrin, GhaeleCG
Unicorn, Celestial ChargerCG
Devil, IceLE
Fiendish Kraken1NE
Fiendish Monstrous Scorpion, ColossalNE
Demon, GlabrezuCE
Fiendish RoperCE

Amea's Mental Partition
Transmutation
Level: Sor/Wiz 11
Component: V, S, M
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 min/level

By casting Amea's mental partition, you divide your mind up so you can concentrate on many things at once. When you cast this spell, you may maintain concentration on a number of spells and effects (such as wall of fire or some bardic music abilities) equal to your Intelligence modifier + 1. Doing so is a free action and you may take other actions as if you were not concentrating. You also gain a +20 bonus on concentration checks for the duration of this spell, due to your enhanced mental facilities.

This spell is draining and renders you exhausted when it ends. If you are immune to exhaustion, you take 10d6 points of damage instead.

Material Component

A dried, preserved bit of brain fragment from an ant or other hive-mind creature.

Summon Drowned
Conjuration (Summoning) [Evil]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Effect: One summoned drowned
Duration: Concentration, up to 1 round/level +1 round
Saving Throw: None
Spell Resistance: No

This spell summons a drowned, a type of undead that causes creatures around it to drown.  It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action. A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.

You are immune to the summoned drowned's drowning aura for the duration of the spell.

Summon Stygian Chilblain
Conjuration (Summoning) [Cold, Evil, Lawful]
Level: Sor/Wiz 10
Component: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Effect: One summoned stygian chilblain
Duration: Concentration, up to 1 round/level + 1 round
Saving Throw: None
Spell Resistance: No

You summon a stygian chilblain, a particularly unpleasant variety of chilblain. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action. A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.


Summons Summary: [spoiler]

Summons gain the following benefits.

+12 Str, +12 Con, +2 Cha. +4 of this is enhancement, Icy Calling also provides an overlapping +4 enhancement to Str/Con.

+4 DC to attempts to dispel them. +5 more for +9 if cast a conjuration spell within a certain time limit, see moderate school esoterica.

Cold subtype (immune cold, vulnerable to fire).

Maximum hit points per hit die if summoned in areas of extreme cold or colder.

Extra hit points equal to caster level (+32).

+4 natural armor if large or smaller, +8 natural armor if huge or larger.

Erosion of the mind special attack.

Damage reduction x/-, with x equal to 1/2 hit dice. Stacks with other permanent sources of damage reduction/-.

Fast healing equal to 1/2 hit dice.

Immunity to the Styx and water breathing.
<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

#122
Creatures that Amea summons are affected by this template. It exists beyond him, as occasionally unlucky souls are changed by creatures such as barregons or marraenoloths. How useful this template is directly corresponds to how useful erosion of the mind is to the base creature. +3 LA is a guesstimate.

Note that this template can be applied to almost anything. The Styx isn't picky and it's not a template you'll acquire by accident.


Styx-Corrupted Creature

Inhuman and vile rituals can infuse a creature with the power of the Styx, making them little more than an extension of the river. They have darkened features, greasy hair and always drip black water. Fingers, toes and extremities occasionally dissolve into foul water before reforming moments later. When they speak, they sound like a drowning man struggling to cough water out of his lungs.

Creating a Styx-Corrupted Creature

"Styx-corrupted" is an acquired template that can be added to any creature of nongood alignment (referred to hereafter as the base creature).

Armor Class

Natural armor increases by +4 if large or smaller, and by +8 if huge or larger.

Special Attacks

A Styx-corrupted retains all the special attacks of the base creature and gains the following special attack.

Erosion of the Mind (Su)

The attacks of a Styx-corrupted dissolve the memories and identity of those they strike. The base creature's natural attacks (including unarmed strikes) deal 1 point of vile Intelligence damage per successful strike. Each strike steals away a few memories from the target, with the effects intensifying as it comes closer to zero Intelligence. A creature reduced to zero Intelligence by this ability is treated as having been exposed to the Styx (MoP 86). Creatures immune to the effects of the Styx are immune to the Intelligence damage from this ability.

Special Qualities

A Styx-corrupted has all the special qualities of the base creature, plus the following special qualities.

Aquatic Form (Ex)

The body of a Styx-corrupted is as much water as flesh. It gains damage reduction/-, with the exact value equal to one half of its hit dice. For example, a 10 hit dice creature gains damage reduction 5/-. This stacks with other permanent sources of damage reduction.

Fast Healing (Ex)

The base creature's wounds now fill with greasy black water and heal immediately. It gains fast healing equal to one half of its hit dice. If the base creature already has fast healing, use the better value.

Styxian Body (Ex)

The Styx-corrupted is immune to the effects of the Styx. It is immune to the effects of the Styx and gains the ability to breath water if it previously lacked it.

Abilities

Increase from the base creature as follows: Str +4, Con +4, Cha+2.

Alignment

Always evil (any).

Level Adjustment

+3
<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

#123
If you've ever written much, you know that writer's block sucks. It doubly sucks when you have a concept you like that needs strong writing to make it work. Yemimah took me 4 months on account of writer's block. I'm not 100% happy with her fluff block, but the hell with it. I'll add a few notations in the notes, which are below.

Yemimah's an adaption of the Knights of the Chalice flavor from various splatbooks. It's changed up to fit into Balmuria.

- Yemimah's mother as well as who kidnapped her can be deduced from previous Balmuria games. Her mother's not too hard but the latter's tough.
- It's worth explicitly mentioning that Yemimah isn't well known. The Triad doesn't advertise that she's kidnapped, it's not information that's useful to be known. Likewise, it's not well known in Hell. On the few occasions that someone's alluded to it to (or outright asked) Dispater, he has denied everything. This can be implied by the flavor block, but I couldn't find a good place to lay that explicitly down.
- Knight of the Chalice is a prestige class that was created when Yemimah was born. Even as a newborn child, Yemimah was capable of teaching it to others. It was taught to mortals meant to serve her as she took her place in Creation. These mortals were the first Knights of the Chalice. As noted, the order's mission was changed to rescuing Yemimah.
- No cleric spell list for her. It was the last thing to do, and after 4 months I decided to say fuck it. Not going to work on this longer for that. She favors defensive spells and has a few custom spells involving iron and defense. She has her own improved take on iron body, akin to Dispater's custom spells.
- Yemimah is powerful but highly limited. She isn't meant to be a rank 1 deity. Her captivity has prevented her from growing further.
- Should Yemimah ever return to Celestia, it will be interesting to see how she integrates her new aspects into the Triad. Metal is no great concern, but trickery will be more difficult. In time, the Knight of the Chalice prestige class may change to reflect how Yemimah has adapted to life in Dis.
- Both Yemimah and Dispater have impossible dreams regarding the other. It's worth noting that either achieving those dreams would have massive impacts, as it would involve overcoming everything the other represents. In simple words, that one hell of a plot power bomb and huge XP award.
- Finally, Dispater's stat block should have mentioned Yemimah. The joys of doing largely self-contained stat blocks. Oh well.

Fluff:
Spoiler: ShowHide


Background

Yemimah is the daughter of Torm and an unknown mother. The details of her conception, the identity of her mother and her life before she was kidnapped are unclear. What is known is that she was kidnapped on her second birthday, right under Torm's nose. How this happened is another mystery, though most sources hold Cyric responsible. Those that blame other lay it at the feet of Mask, patron of thieves, or Shar, goddess of entropy. There is no universal agreement on who took Yemimah nor has the Triad clarified this matter.

The truth is that the Triad is not entirely certain who stole her. While some evidence points to Cyric, he has gone out of his way to deny any involvement in the matter. Cyric is one of the greatest liars in Creation, so his denials cannot be trusted. However, the steps he has taken to show his innocence are extreme, to the point where it raises questions to why he wants to wash his hands of this affair so strongly. The mere fact that Yemimah was stolen from the House of the Triad is stunning and points towards the actions only the greatest evils in Creation could achieve. Moreover, who stole her is relatively unimportant, since the Triad is aware of where Yemimah is now - Dis, as a guest of Dispater, Lord of the Second.

The Triad has since championed efforts to liberate Yemimah. Before his fall, Torm focused a good deal of his personal energies into retrieving her. Unfortunately, Dispater's iron defenses are perhaps the greatest in Creation, and his efforts were stymied. The rest of the Triad has matched this effort as they consider Yemimah family. The Hebdomad and other organizations of Good have joined in to further help towards her salvation. This includes the Knights of the Chalice, a holy order made to serve her and quickly re-purposed towards liberating the stolen goddess.

Soon after her kidnapping, Yemimah was taken to Dis in utter secrecy. The Lost Chalice was raised in total seclusion within the Iron Tower of Dispater. Here she lives a lonely life, only visited by Dispater, nine brachina handmaidens gifted to her from the Iron Duke and the secretive comings of Aesmadeva, the Grim Fiend. Yemimah's handmaidens are at her beck and call, they are her friends, tutors, teachers and ladies in waiting. Every nine days Dispater visits. The two pass hours in conversation, amusements and other such things. She has been schooled in the virtues of lawful evil, with the end goal of converting her to a thrall of Baator.

Dispater's best efforts have failed. Eons have passed by Yemimah has endured her captivity with the unshakable endurance and the unbreakable strength Dispater's iron represents. She has taken iron as one of her own totems, as clad in steel as the Lord of the Second. Through patient ages, Yemimah has learned the fine art of verbal fencing, logic and debate. From these have come mastery of how to mislead, manipulate and deceive. She has utterly defeated any arguments her handmaidens can produce and can argue Dispater to a standstill. The two have spent millenia arguing over law and evil, with neither able to break the other's will.

Deep within the Iron Tower, Yemimah lives as an honored guest and prisoner of the Lord of the Second. She has spent ages in decadent baatezu luxury worthy of a Duke of Hell. Here she passes the time surrounded by wealth sufficient to drown entire mortal worlds in gold. The divine is not so easily distorted. Yemimah has vowed to endure until she is once more free. She has adapted her nature to thrive in her captivity while still maintaining what she is. She has become a trickster wrapped in iron, all to protect the core of good within her soul.

Appearance

The Lost Chalice appears as a smaller than average solar. She is radiant with light, her hair woven sunshine and her eyes windows to glories that cause lesser beings to weep. Six wings of light come from her back. In recent times these wings have manifested bands of steel gray light within them. Yemimah always looks happy even when she feels miserable. She has a massive wardrobe of rich clothing, gifts to her from Dispater. She also wears iron bracers that protect steel gray light-armor over her body on command and carries a beautiful greatsword with her. These are also gifts from the Lord of the Second, replicas of the equipment Torm made for her for when she grew up.

Personality

Yemimah carries the air of a dignified, gracious and happy queen. She moves with a grace that demands to be called regal, bestowing smiles often as she engages those she meets in verbal wordplay. She makes intensely complicated allusions, metaphors and logic as she speaks, routinely connecting thoughts together to form a verbal maze of absolute order. These mazes intend to trick her conversational partners into agreeing with what she believes. She has used these techniques to expose the emptiness of evil and show the proper path from it to good.

Yemimah's meetings with Dispater can go for hours, with discussions part of a greater whole of conversation that stretches back to the first time they met. She is more playful with her handmaidens, able to see through any lies they make to her. She is kind and considerate to them, knowing well that here mere presence causes them constant pain, even if they are too well trained to ever show it. Yemimah refuses to allow her captivity to break her spirit, for she was born complete. She waits with the iron conviction her totem and faith in good provide.

There are two exceptions to this. When Aesmadeva visits her, Yemimah uncloaks the steel within her soul. She resists the offers he bears from the Lord of the Ninth with all the strength iron can lend her. She has correctly ascertained that the Grim Fiend has no meaningful free will of his own, as he has fully submitted to the wishes of Asmodeus in all ways. Unlike all of Hell, this insight allows her to see what awaits anyone who submits to Baator. There are no word games with Aesmadeva, no diplomacy and no negotiation. She rejects him out of hand each time, chastising him to seek the glory of Chronias and to take his master with him.

The other exception is if heroes ever reach Yemimah in a rescue attempt. She has planned to hold nothing back if they do, and will do anything that is not against her morals to escape; she is prepared to beg should it be needed. She will promise anything with her power as a member of the Triad should she be freed. Should she return to the House of the Triad, there is little that she cannot grant.

Relations

Yemimah's relations are understandably limited. She fondly remembers those left behind in the House of the Triad, treasured memories kept close to her heart. She remembers Torm the most of all. She mourns his fall and has the utmost faith he will find his way once more. If not, once she is freed, she will personally set out to save him.

Yemimah's relationship with Dispater is complicated. He is a father figure to her, her best friend and something she loathes all wrapped together. He is a surrogate father, a kindly friend who takes good care of her, something repulsive wrapped in flesh and a symbol of all that is wrong in Creation. In spite of this she has become fond of the charming fiend. She fears leaving Dispater behind, as he is as much a father to her as Torm is. She knows that she is the only real point of light in his life and the only chance to save his soul. For all her divine wisdom tells her it is a futile dream, she has vowed to one day redeem Dispater. If his words, magic and power could be properly directed into worthwhile pursuits, Creation as a whole would benefit. Dreams of Dispater joining her in Celestia occupy her mind in idle moments, an intoxicating daydream she cannot rid herself of.

Dispater is likewise fond of Yemimah. He has come to see her as a daughter that he never had. Her adoption of iron into her portfolio pleased him greatly. When at last he convinces her to put aside this foolish pursuit of righteousness, he intends to unleash her on his court as his adopted daughter, heir and second in command. A goddess serving in his court would give him more prestige than any other Lord of the Nine, save Asmodeus. The metaphysical gains would be enormous, and the energies of defeating what Yemimah represents would greatly empower Dispater. All of this would make Dis far greater than it is now. Such a scheme bearing fruit may well give Dispater the power, if not the will, to challenge Asmodeus himself. At the least, his position will become unassailable by the Lord of the Ninth, an event that would radically alter the political landscape of Hell forever. The Iron Duke dreams of a day that he will be even safer than he is now, secure from the legions of enemies he sees every day.

The nine brachina that serve as Yemimah's handmaidens are her only other companions. They are submissive to her, at first as instructed by Dispater, and later because Yemimah had completely defeated what they represented. They are her friends and docile servants, repelled by what Yemimah represents and routinely injured by her mere presence. Nonetheless, Dispater's orders keep them there and his intervention allows them to endure. The handmaidens cannot help but to be fond of Yemimah in spite of this, beaten down over the ages by the will of the goddess.

Beyond them, the only other creature the Lost Chalice has ever met in Dis is Aesmadeva. He has come to her six times over her imprisonment and has vowed to come thrice more. Each time he bears offers from Asmodeus, promising more each time if she merely submits to the Lord of the Ninth's will and betrays Dispater. She is too insightful to accept, knowing that whatever path is offered will only lead deeper into Hell. Let alone the fact that betraying Dispater in such a way disgusts her. So far the Grim Fiend has left empty handed and shows no signs of forcing the matter. The fact that Aesmadeva has penetrated the Iron Tower's defenses would be cause for alarm, were Dispater aware of it. Dispater is unaware of these visits and Yemimah finds herself unable to speak of them. She intellectually knows this must be the work of Asmodeus, but cannot bring herself to overcome it. She has managed to make herself aware of it through pure will and endurance, yet she cannot overcome this final barrier.

Asmodeus does not believe Dispater will ever succeed in breaking Yemimah's will. Nonetheless, the mere possibility of of a goddess joining Dispater's court is cause for action. He has begun a scheme, a series of offers to Yemimah that will culminate in a ninth offer with all of Hell's allure, authority and prestige behind it. Should the goddess accept this offer, Asmodeus will gain control over her and secure his rule even further. Should this offer fail, he will simply arrange for mortal dupes to free Yemimah and put Dispater's scheme to nines.

Merely taking Yemimah by force is not Asmodeus's style; further, Yemimah may well stand with Dispater and defend him. The Lost Chalice's will and purity are intense enough to give Asmodeus pause. There is no doubt that Asmodeus could defeat Yemimah without any great difficulty, but what she represents is a will capable of defying Baator's strongest demands. A goddess of Good standing with Dispater to defy him is politically unpalatable and personally unacceptable to the Lord of the Ninth. He greatly enjoys where Dispater is - suffering in eternal, unquenchable paranoia and serving to represent the unbreakable defenses of Hell. There is the smallest inkling that if pushed perhaps Dispater will do the unthinkable in desperation; he will listen to the bond he has with Yemimah, see the truth of his endless, meaningless, pointless toil and grasp towards what she embodies.

Combat

Yemimah has no real combat experience. In spite of this, she was born knowing how to use her powers to the utmost. She has backed up this knowledge with countless studies of combat, practice with her handmaidens and discussions with Dispater. This has lead to a preference for defensive combat. She relies on her spell-like abilities and spells to boost her combat abilities as high as they can go, particularly her defenses. Should she ever be in real combat, she fights and holds nothing back. She will use her strongest abilities to overwhelm foes while others crumble against her iron-like defenses.


Yemimah
The Lost Chalice, The Stolen Goddess
Demigoddess
Symbol: A golden chalice encrusted with rubies
Home Plane: House of the Triad (currently Dis)
Alignment: Lawful Good
Portfolio: The lost, liberation, hope, endurance, iron
Worshipers: N/A+knights of the chalice; see text. In theory, the lost, travelers, prisoners, paladins, knights of the chalice
Cleric Alignments: LG, LN, NG
Domains: Endurance, Good, Law, Metal, Trickery
Favored Weapon: Salim-Etal (Greatsword)

Solar 30//Paladin 10/Knight of the Chalice 20

Size/Type: Medium Outsider (Good, Lawful)
Divine Rank: 1
Hit Dice: 30d10+480 (780 hp)
Initiative: +11
Speed: 60ft, fly 200ft (perfect)
Armor Class: 76 (+1 dex, +1 divine, +17 deflection, +25 natural, +22 armor)
Base Attack/CMB/CMD: +30/+44/72
Attack: Salim-Etal+52 (2d6+28 plus 3d6 axiomatic and one negative level (6d6 axiomatic and two negative levels on crit) 19-20 x2)
Full Attack: Salim-Etal+52/+47/+42/+37 (2d6+28 plus 3d6 axiomatic and one negative level (6d6 axiomatic and two negative levels on crit) 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, smite evil 7/day, turn undead 20/day (4d6; DC 33, fiendslaying +7/+7d6, censure demons 10/day.
Special Qualities: Damage reduction 30/epic, evil and silver, darkvision 120ft, low light vision, immunity to acid, cold and petrification, protective aura, regeneration 19, resistance to electricity and fire 20, spell resistance 45, tongues, banish chaos, social insight, loosened morals, divine traits, aura of good, detect evil, divine grace, lay on hands(170 hp), divine health, aura of courage, special mount, remove disease 2/day, courage of heaven, consecrated casting, holy aura.
Saves: Fort +66, Ref +60, Will +71 (+7 vs Will saves from evil outsiders)
Abilities: Str 38, Dex 31, Con 42, Int 30, Wis 40, Cha 44
Skills: Bluff+95, Concentration+50, Diplomacy+51, Hide+44, Intimidate+51, Knowledge(All)+44, Listen+49, Move Silently+44, Perform(Oratory)+51, Ride+44, Search+44, Sense Motive+93, Spellcraft+44, Spot+49
Feats: Weapon Focus(Warhammer)(B), Words of Creation(B), Skill Focus(Sense Motive)(1), Power Attack(3), Extra Smiting(P4), Skill Focus(Bluff)(6), Extra Smiting(P8), Deceptive Spell(9), Invisible Spell(12), Iron Will(15), Cumbrous Will(18)
Epic Feats: Improved Banishment(B), Epic Spell Capacity(21), Widen Courage of Heaven(KC13), Epic Skill Focus(Sense Motive)(24), Armor Skin(FC16), Epic Skill Focus(Bluff)(27), Armor Skin(KC19), Epic Will(30)
Salient Divine Abilities: Automatic Metamagic(Deceptive Spell), Divine Skill Focus(Bluff), Divine Skill Focus(Sense Motive), Extra Domain(Metal), Extra Domain(Trickery)
Alignment: Lawful Good

Racial powers:
Spoiler: ShowHide


Yemimah casts spells as a 27th level cleric with access to the Endurance, Good, Law, Metal and Trickery domains.

Regeneration (Ex)

Yemimah takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor.

Change Shape (Su)

Yemimah can assume the form of any small or medium humanoid.

Banish Chaos (Su)

Dispater and Yemimah have little common ground. What common ground they do share revolves around a mutual disdain for demons. They have spent long hours talking and studying the secrets for law to abjure chaos. Dispater has reaped a harvest in spells to defeat chaos while Yemimah has learned how to fully apply her power to banishing demons. She gains Improved Banishment as a bonus feat. She may add her Wisdom modifier in addition to her Charisma modifier to the save DC of Censure Demons. Finally, any demon censured by Yemimah is stunned for 3 rounds instead of 1 round if they fail the first Will save.

Social Insight (Ex)

Throughout her long tenure as Dispater's prisoner, Yemimah has been surrounded by nine brachina that only utter the sweetest lies and the most earnest entreaties. These honeyed words are only leavened by her discussions with Dispater, one of Creation's smoothest liars. She has learned how to spot lies from experience against the best and is able to pick apart lesser lies with ease. Yemimiah gains a +20 bonus to sense motive checks. This same bonus also applies to bluff; unlike most angels, Yemimah is skilled at weaving false words and may count bluff as a class skill for her racial hit dice.

Loosened Morals (Ex)

Despite being born a paladin and striving to live up to those ideals, Yemimah has come to accept revisions to her paladin's code. She may lie without violating her code. In essence, her code does not include telling the truth. In addition, she need not seek atonement for violating her code nor is she at risk of losing her class powers. As long as she remains lawful good this ability stays in effect. If she willingly becomes any other alignment, she falls as normal for a paladin and loses her paladin powers.


Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-detect evil, detect snares and pits, discern lies, see invisibility, true seeing. At will-aid, bear's endurance, blade barrier, calm emotions, confusion, dictum, disguise self, dispel chaos, dispel evil, endure elements, false vision, globe of invulnerability, greater teleport, heat metal, hold monster, holy aura, holy smite, holy word, invisibility, iron body, irresistible dance, keen edge, magic circle against chaos, magic circle against evil, magic weapon, mass bear's endurance, mislead, nondetection, order's wrath, protection from chaos, protection from evil, refreshment, repel metal or stone, rusting grasp, screen, shield of law, spell turning, stoneskin, summon monster 9 (lawful good only), sustain, time stop, transmute metal to wood, wall of iron. Caster level 30th. The save DCs are 38 + spell level.

Alter Reality (Su)

Yemimah 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. Yemimah can use limited wish when doing so can help her promote endurance, trickery and patience. Note that in the situation where Yemimah 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:
Endurance: +7 enhancement to con for 1 minute per day. Overlaps and worthless with her base enhancement bonus.
Good: +1 caster level to good spells.
Law: +1 caster level to lawful spells.
Metal: Weapon Focus(Warhammer) as a bonus feat.
Trickery: Add bluff, disguise and hide to cleric class skills.

Divine Aura (Ex)

The save DC against Yemimah's divine aura is 28 and the radius is 10ft.

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

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

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

Remote Communication: As a standard action, Yemimah 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 clear woman's voice. In this case, anyone within earshot of the sound can hear it.

Create Items: Yemimah can create any wondrous item with power related to iron or endurance; the maximum is 4,500 gold.

Portfolio Sense: Yemimah is aware of any act of endurance or trickery that involves 1,000 or more people.


Paladin powers:
Spoiler: ShowHide


Aura of Good (Ex)

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

Detect Evil (Sp)

At will, Yemimah can use detect evil, as the spell.

Smite Evil (Su)

Seven times per day, Yemimah may attempt to smite evil with one normal melee attack. She gains a +17 bonus to her attack roll and deals 10 extra points of damage. If she accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for the day.

Divine Grace (Su)

Yemimah gains a +17 bonus on all saving throws.

Lay on Hands (Su)

Yemimah can heal wounds (her own or those of others) by touch. Each day she can heal 170 hit points. She 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, Yemimah 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. Yemimah decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su)

Yemimah 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 Yemimah is conscious, but not if she is unconscious or dead.

Divine Health (Ex)

Yemimah is immune to all diseases, including supernatural and magical diseases.

Turn Undead (Su):

Yemimah has the supernatural ability to turn undead. She may use this ability 20 times per day. She turns undead as a 7th level cleric would.

Special Mount (Sp)

This ability is currently sealed, as Yemimah cannot summon anything within her prison. Should this change, she has the mount of a 10th level paladin.

Remove Disease (Sp)

Yemimah can produce a remove disease effect, as the spell, twice per week.


Knight of the Chalice powers:
Spoiler: ShowHide


Yemimah casts as a 20th level Knight of the Chalice. The save DCs are 25 + spell level. Yemimah's metamagic option is Invisible Spell (+0). All of her spells are automatically modified by Deceptive Spell.

[6/day]1: Bless Weaponx2, Detect Chaos, Divine Favorx3
[6/day]2: Resist Elementsx2, Sound Burstx2, Summon Monster 2x2
[6/day]3: Invisibility Purgex2, Searing Lightx2, Shoutx2
[5/day]4: Dimensional Anchorx2, Greater Magic Weapon, Lesser Planar Allyx2
[5/day]5: Atonement, Break Enchantment, Flame Strike, Valiant Furyx2SC
[5/day]6: Banishment, Forbiddance, Greater Shout, Righteous Mightx2
[4/day]7: Dimensional Lock, Fire Storm, Lion's RoarSC, Repulsionx2

SC - Spell Compendium

Fiendslaying (Ex)

Yemimah gains a number of special benefits in combat with evil outsiders. She gains a +7 competence bonus on attack rolls against evil outsiders. On a successful attack, she deals an extra 7d6 points of damage due to her expertise in combating these creatures. She also gains a +7 competence bonus to Intimidate, Listen, Sense Motive and Spot checks when she uses these skills against evil outsiders. Finally, she gets the same bonus on Will saving throws against attacks from evil outsiders, and on opposed ability checks she makes against evil outsiders.

Censure Demons (Su)

Yemimah can censure demons, much as clerics turn undead. Rather than channeling positive energy, she channels energy from the celestial planes of lawful good.

When Yemimah uses this ability, any demon within 30 feet must succeed on a Will save (DC 47) or be censured.

A censured demon is stunned for 1 round and must succeed on a second Will save (DC 47) or be sent back to its home plane as if it had been the subject of a dismissal spell. Yemimah may banish any number of demons in this way, so long as they all fail the Will saves.

Yemimah may attempt to censure demons ten times per day.

Courage of Heaven (Su)

Yemimah is immune to to the following effects cast or created by evil outsiders: enchantment (including charms and suggestions) and fear. These immunities extend to all allies within 100ft of Yemimah.

Consecrated Casting (Ex)

Yemimah's spells are more difficult to resist by evil outsiders. When Yemimah casts a spell that targets an evil outsider, add +2 to her caster level check to overcome the target's spell resistance and +2 to the DC of any saving throw the spell allows.

Holy Aura (Su)

Yemimah has the ability to create a holy aura once per day that affects herself only. The aura's effect is as the spell cast by a 20th level cleric, but it wards Yemimah against the attacks, spells, and mental influence of evil outsiders only, and only evil outsiders can be blinded if they strike her.


Gear:
Spoiler: ShowHide


Salim-Etal

This greatsword was a gift from Dispater on the 999th year of Yemimah's captivity. It is a copy of the holy sword given to her by Torm, which currently rests in the House of the Triad. While this sword is not evil, it is not filled with the holy magic that the original is. In spite of that, it is in all other ways a perfect replica of the true Salim-Etal. The sword is a tapered edge that starts thick and tapers off to an ethereally thin end. The middle of the blade is inlaid with gold and veins of cold mercury flow within.

Salim-Etal is a cold iron greatsword+7, axiomatic power. This blade is enchanted to deal no damage to Dispater or servants of the Lord of the Second.

Ferrum's Strength

These steel gray bracers were a gift from Dispater on Yemimah's 99th birthday. At will as an immediate action, they conjure full plate armor to protect her. Treat this armor as full plate+5, heavy fortification. In addition, Yemimah's natural agility becomes pure endurance when worn. For every point of her dexterity bonus to armor class that is over the maximum dexterity cap of Ferrum's Strength, the armor bonus of Ferrum's Strength rises by 1.

The armor bonus of Ferrum's Strength is ineffective against Dispater or his servants. She loses the armor bonus to armor class from Ferrum's Strength against them.

Yemimah has a selection of enchanted dresses, iron armors and jewelry that has been given to her by Dispater. All of these are potent, but enchanted so to fail against Dispater or his minions.
<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

#124
Dispater has many powerful defenses woven into the Iron Tower. Guardians of the Iron Tower are one such defense. They are powerful brutes designed to defend vital points while being impervious to spellcasting opponents. They are kept unintelligent on purpose, despite that intelligence would make them stronger yet. These golems are somewhat akin to iron colossi from the ELH, albeit redesigned with far fewer hit dice.

An epic level warrior-type with decent AC should be able to tank and destroy one of these without great difficulty. The nasty trick they have is 3.0 golem magic immunity, which doesn't slow warriors down. In a straight fight without magic, they can be managed.

Working on Yemimah and Dispater had me consider the Iron Tower's fortifications. It's interesting to ponder how much Dispater has invested into it, albeit ultimately irrelevant. Dispater's forces are impressive on paper, but his own paranoia makes them wasted. The Iron Tower is already intensely protected, anything powerful enough to challenge it and in such a way to make the golems matter is going to dispatch the golems with ease. These multi-million gold golems are little more than another futile security blanket for the Lord of the Second. In his mind, he'll never truly be safe of people seeking to overthrow him. It doesn't matter how strongly he secures his own position.


Guardians of the Iron Tower

Iron Golem 40

Size/Type: Huge Construct
Hit Dice: 40d10+40+80+40+80 (640 hp)
Initiative: -2
Speed: 30ft, fly 60ft (perfect)
Armor Class: 54 (-2 size, -2 dex, +44 natural, +4 deflection)
Base Attack/CMB/CMD: +30/+50/54
Attack: Slam+55 (8d10+27)
Full Attack: 2 slams+55 (8d10+27)
Space/Reach: 15ft/15ft
Special Attacks: Breath weapon, iron fists, spell-like abilities.
Special Qualities: Damage reduction 35/adamantine, construct traits, darkvision 120ft, immunity to magic, fast healing 20, living iron, constructed toughness, bound.
Saves: Fort +16, Ref +14, Will +16
Abilities: Str 47, Dex 7, Con 0, Int 0, Wis 11, Cha 1
Skills: -
Feats: Toughness(B)
Epic Feats: Epic Toughness(B)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-shield of law, true seeing, unholy aura. Caster level 40th. These abilities are not disrupted by the Guardian's immunity to magic. These abilities may be dispelled, but they automatically reactivate as a free action at the start of the Guardian of the Iron Tower's turn.

Breath Weapon (Su)

20ft cube, cloud of poisonous gas lasting 1 round, free action once every round; initial damage 1d6 Con, secondary damage 3d6 Con, Fortitude DC 48 negates. The save DC is Constitution based and includes a +18 racial bonus.

Magic Immunity (Ex)

Guardians of the Iron Tower are immune to all magical and supernatural effects, except as follows. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 points of damage for every point of damage the attack would otherwise deal. Any excess hit points over the golem's maximum hit points are gained as temporary hit points. The various mechanisms of the Iron Tower can affect them when it is to their advantage or by Dispater's will. Dispater's spells and abilities may affect the golem normally.

Iron Fists (Ex)

The slam attacks of the Guardians of the Iron Tower are terribly destructive. They are treated as being from a colossal sized creature, dealing a base damage of 8d10 damage. Its slam attacks have a +9 enhancement bonus to attack and damage rolls. Finally, its slam attacks count as adamantine and cold iron to overcome damage reduction.

Living Iron (Ex)

Guardians of the Iron Tower are made of living iron, granting them +2 hit points per hit die.

Constructed Toughness (Ex)

Guardians of the Iron Tower have maximum hit points per hit die. They gain Toughness and Epic Toughness as bonus feats.

Bound (Ex)

Guardians of the Iron Tower are bound to the Iron Tower. If they leave it, they become non-functional. Should a golem be outside of the Iron Tower for 24 hours, it self-destructs and melts down into a puddle of twitching iron goo.


Gear: [spoiler]

Guardians of the Iron Tower do not possess any equipment or gear. If slain, the golem leaves behind 2d12 pounds of usable living iron. The rest is ruined by the creature's demise. If the Guardian melts down as a result of being removed from the Iron Tower, this does not apply and the goo that remains is worthless.

A pound of living iron is worth 32,000 gold.
<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

#125
Lady Gwynharwyf of the Court of the Stars. There's a lot to say about her and I'm going to stick with OOC. Faerinaal may and Morwel will get full flavor blocks, but Gwynharwyf is established enough to not need one. Her fundamental flavor hasn't changed from the BoED. Most of the flavor needs to be Morwel's writeup.

- You'll notice right away that Gwynharwyf's official rank is 'Consort to Queen Morwel'. It's a further nod towards the fact that power in the Court of the Stars originates from Queen Morwel.
- There's only three eladrin lords versus seven of the Hebdomad and an unclear number of leaders of the 77+7 archangels. As a result of this, each one of the three is more powerful than they'd normally be due to this concentrated power. Gwynharwyf's a little weaker than Faerinaal, and both are considerably weaker than Queen Morwel.
- Gwynharwyf has no default domains in the BoED, so I had to work from scratch. Chaos and Good are automatic. Celestial fits in her role as a paragon and as being deeply revered by the bralani eladrin. Courage, Strength and War fit into her role as being Morwel's designated ass kicker, as does wrath. Windstorm's a nod to her alternate form. They're all fairly straightforward. It's worth noting that Celestial also grants Gwynharwyf the ability to smite evil, which fits since her prestige class gives smites. Speaking of, daily use domain powers are usable a number of times equal to the deity's divine rank. I'd forgotten that in my flowchart so I had to correct a few sheets. The only one it really matters for is the smiting domains, in which cases it's stupidly good.
- The few clerics or favored souls Gwynharwyf accepts have to be good aligned. She's willing to work with NG but CN's right out. As the vast majority of her clerics are bralani eladrin, this rarely comes up. Gwynharwyf is the greatest bralani eladrin in the history of Arborea and is seen as their personal patron.
- Morwel and her lovers racial hit dice are variable. They can choose to add various powers, progressions or whatever they please to it. In Gwynharwyf's case it grants her barbarian abilities from her mortal life. In addition, each of the three gain bardic music abilities. Gwynharwyf doesn't greatly develop hers, but they're available should she need it. Words of Creation gives them a further boost.
- Dervish is a no brainer for Gwynharwyf. She's one in all but name in her BoED writeup, in the same way that Levistus is a duelist. It doesn't seamlessly mesh with rage but that's okay. She can fight in more than one way. Incidentally, she used to have an SDA that let her combine bardic music, dervish dance and rage. It got removed for being too good by deity standards. That's a hell of a lot of broken.
- Gwynharwyf is all about the offense. She has several ways to overwhelm opponents and relatively light defensive abilities. Queen Morwel gave her a tiara to help with this, but she's still not that hard a kill for an intermediate power. Of course, the trick is surviving long enough.
- Gwynharwyf has developed several fighting styles based around her powers. They are detailed under combat.


Combat:
Spoiler: ShowHide


Lady Gwynharwyf has several styles of combat. They are described below.

Listen to the Wind

Gwynharwyf's voice echos as she sings and dances, combining her dervish dance and bardic music together. In this style, she focused on a high number of hits, successful hits and full attacks. She dances about the battlefield like a tempest, only staying still long enough to shred opponents beneath her scimitars. This style is incompatible with rage and she rarely uses her smite evil ability with it. Likewise, she will use the combat expertise feat but not power attack. She will pepper spell-like and supernatural abilities as needed.

Storm's Howl

This style represents the raw fury of a windstorm, one that rips away evil through overwhelming force. In this style, she uses rage and smite evil combined with power attack for massive strikes. She relies on spring attack to strike four times after moving and will sheathe one scimitar to two-hand the other. This style is incompatible with dervish dance and she does not use combat expertise in it. While Gwynharwyf does retain the clarity of mind to draw on alter reality while in a rage, she will not do so unless absolutely needed.

Whirlwind's Dance

The style of Gwynharwyf's tornado form, Whirlwind's Dance relies on whirlwind blast, spell-like abilities and alter reality to defeat her opponents. She relies on distance, defense and endurance to defeat foes with this style. She augments her defenses with inspire heroics and refrains from using rage or smite evil.


Gwynharwyf
The Whirling Fury, Lady of the Cleansing Wind, Champion of Queen Morwel
Consort to Queen Morwel
Symbol: A golden-yellow whirlwind on a white background
Home Plane: Court of the Stars
Alignment: Chaotic Exalted
Portfolio: Rage, restraint, eladrins, holy war, windstorms
Worshipers: Good-aligned barbarians, champions of Gwynharwyf, bralani eladrin, avengers, dervishes
Cleric Alignments: CG, NG
Domains: Celestial, Chaos, Courage, Good, Strength, War, Windstorm, Wrath(BoED)
Favored Weapon: Rage and Righteousness (Scimitars)

Bralani Eladrin 55//Fighter 10/Dervish 45

Size/Type: Medium Outsider (Chaotic, Eladrin, Good)
Divine Rank: 12
Hit Dice: 55d10+1110+55+110 (1815 hp)
Initiative: +32
Speed: 135ft, fly 275ft (perfect)
Armor Class: 114 (+18 dex, +12 divine, +27 natural, +21 deflection, +12 dervish, +4 dodge, +10 armor)(33% miss chance)
Base Attack/CMB/CMD: +55/+76/143
Attack: Rage+104 (1d8+47 plus 2d6 holy plus 3d6 anarchic and 1 negative level (6d6 anarchic and 2 negative levels on crit) plus 2d6 wound enemy 15-20 x2) or Righteousness+104 (1d8+47 plus 2d6 holy plus 3d6 holy and 1 negative level (6d6 holy and 2 negative levels on crit) plus 2d6 wound enemy 15-20 x2) or slam+89 (3d6+42 plus 2d6 holy)
Full Attack: Rage+102/+102/+97/+92/+87 (1d8+47 plus 2d6 holy plus 3d6 anarchic and 1 negative level (6d6 anarchic and 2 negative levels on crit) plus 2d6 wound enemy 15-20 x2) plus Righteousness+102/+97/+92/+87 (1d8+47 plus 2d6 holy plus 3d6 holy and 1 negative level (6d6 holy and 2 negative levels on crit) plus 2d6 wound enemy 15-20 x2) plus possible two weapon rend (7d6+63 plus 3d6 holy and 1 negative level plus 3d6 anarchic and 1 negative level) or 2 slams+89 (3d6+42 plus 2d6 holy)
Space/Reach: 5ft/5ft
Special Attacks: Whirlwind blast, rage 14/day, smite evil 12/day, dervish dance 23/day(+23 hit/damage), thousand cuts 5/day, divine blast 24/day(33d12).
Special Qualities: Damage reduction 25/-, immunity to acid, cold, electricity and petrification, spell resistance 90, protective aura, divine traits, tongues, holy barbarian, alternate form, whirlwind's haste, darkvision 120ft, greater rage, tireless rage, mighty rage, battlesense, bardic music 55/day, countersong, fascinate, inspire courage+9, inspire competence, mass suggestion, inspire greatness, song of freedom, inspire heroics, movement mastery, slashing blades, dance of death, improved reaction, elaborate parry, tireless dance.
Saves: Fort +76, Ref +75, Will +71
Abilities: Str 52, Dex 47, Con 50, Int 40, Wis 41, Cha 53 
Skills: Balance+88, Climb+91, Concentration+90, Diplomacy+91, Escape Artist+88, Gather Information+91, Handle Animal+91, Intimidate+91, Knowledge(All)+85, Listen+85, Perform(Dance)+91, Perform(Song)+91, Sense Motive+85, Spot+85, Survival+85, Swim+91, Tumble+88, Use Rope+88 
Feats: Weapon Focus(Scimitar)(B), Words of Creation(B), Two-Weapon Fighting(1), Combat Expertise(F1), Dodge(F2), Righteous Wrath(3), Mobility(F4), Improved Two-Weapon Fighting(6), Toughness(F6), Weapon Specialization(Scimitar)(F8), Reckless Rage(9), Melee Weapon Mastery(Slashing)(F10), Greater Two-Weapon Fighting(12), Spring Attack(D3), Two-Weapon Rend(15), Power Attack(18), Bounding Assault(21), Rapid Blitz(24)
Epic Feats: Perfect Two-Weapon Fighting(D14), Epic Toughness(27), Endless Cuts(D18), Damage Reduction(30), Final Blitz(D22), Epic Rage(33), Great Strength(36), Perfect Parry(D26), Pulverize(39), Epic Dodge(D30), Terrifying Rage(42), Untouchable(D34), Incite Rage(45), Damage Reduction(48), Penetrate Damage Reduction(Silver)(D38), Holy Strike(51), Penetrate Damage Reduction(Cold Iron)(D42), Endless Cuts(54)
Salient Divine Abilities: Alter Form, Alter Size, Battlesense, Divine Blast, Divine Blessing(Strength), Divine Celerity, Extra Domain(Celestial), Extra Domain(Courage), Extra Domain(War), Extra Energy Immunity(Cold), Free Move, Increased Spell Resistance, Indomitable Strength, Mass Divine Blast, Possess Mortal, Sunder and Disjoin, Wave of Chaos, Wound Enemy.
Alignment: Chaotic Exalted

Racial powers:
Spoiler: ShowHide


Holy Barbarian (Ex)

Gwynharwyf is the perfect exemplar of a barbarian's wrath guided by the wisdom of the Heavens. She gains the rage (including greater rage, tireless rage and mighty rage), uncanny dodge, improved uncanny dodge and damage reduction of a 55th level barbarian.

The root of these powers is Gwynharwyf's mortal life, which she learned to recall long ago.

Bardic Music (Su)

Gwynharwyf can use bardic music equal to a 55th level bard She can use and maintain one bardic music per round as a free action, needing no other instrument than her unearthly voice. For the sake of prerequisites, Gwynharwyf counts as an 55th level bard.

Alternate Form (Su)

Gwynharwyf can shift between her humanoid and whirlwind forms as a free action at any time, but no more than twice per round. In humanoid form, she cannot make slam attacks or use her whirlwind blast and whirlwind's haste, but she can use her other abilities. In whirlwind form, she cannot attack with her scimitars, but she can use her slam attacks and can use her other abilities.

Gwynharwyf remains in one form until she chooses to assume a new one. A change in form cannot be dispelled, nor does Gwynharwyf revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.

Whirlwind Blast (Su)

When in whirlwind form, Gwynharwyf can attack with a scouring blast of wind, dealing 55d6 points of damage in a 200ft line or a 100ft radius centered on herself. A Reflex save (DC 10 + 1/2 hit dice + Constitution modifier + divine rank; DC 69) halves the damage.

Whirlwind's Haste (Su)

When in whirlwind form, Gwynharwyf's fly speed increases to 550ft. She is treated as having improved evasion in this form and gains a +7 bonus to Reflex saves.


Divine powers:
Spoiler: ShowHide


Always active-detect evil, detect law, magic circle against evil. At will-affliction, aid, animate objects, arc of lightning, blade barrier, blessed sight, binding winds, bull's strength, call faithful servants, call lighting, chaos hammer, clenched fist, cloak of bravery, cloak of chaos, cloudwalkers, consecrate, control weather, crushing hand, dispel evil, dispel law, divine power, doom, earthquake, energize potion, enlarge person, flame strike, foresight, gate, grasping hand, greater cloak of chaos, greater heroism, greater plane shift, greater teleport, greater whirlwind, heavenly lighting, heavenly lightning storm, heroes' feast, heroism, holy aura, holy smite, holy word, ice storm, lesser planar ally, lion's roar, magic circle against law, magic vestment, magic weapon, obscuring mists, power word blind, power word stun, protection from evil, protection from law, radiant shield, remove fear, righteous might, righteous smite, shatter, spell immunity, spiritual weapon, stoneskin, summon monster 9(chaotic good only), storm of vengeance, valiant fury, vengeance halo, vision of heaven, whirlwind, word of chaos. Caster level 55th. The save DCs are 53 + spell level.

Alter Reality (Su)

Gwynharwyf 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. Gwynharwyf can use wish when doing so can help her promote rage, restraint, wind, holy war and holy wrath. Note that in the situation where Gwynharwyf 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)

Gwynharwyf 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:

Celestial: Smite evil 12/day, +4 to hit and +27 to damage.
Chaos: +1 caster level to chaotic spells.
Courage: 10ft aura of courage, grants self+allies +4 morale vs fear.
Good: +1 caster level to good spells.
Strength: 12/day gain a +27 enhancement bonus to str. Net +5.
War: Weapon Focus(Scimitar) as a bonus feat.
Windstorm: Rain/snow doesn't penalize spot/search checks, move through ice and snow at normal movement, one size large for wind effects.
Wrath: 12/day make AoO against enemy that damages you with melee attack.

Divine Aura (Ex)

The save DC against Gwynharwyf's divine aura is 43 and the radius is 12000ft.

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

Gwynharwyf does not automatically fail on a natural attack roll or saving throw roll of 1. She automatically receives a 20 on any check she makes.

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

Remote Communication: As a standard action, Gwynharwyf 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 the howling winds of war. In this case, anyone within earshot of the sound can hear it.

Create Items: Gwynharwyf can create any wondrous item with power related to war or courage; the maximum is 200,000 gold.

Portfolio Sense: Gwynharwyf is aware of any act of war, courage or wrath.


Dervish powers:
Spoiler: ShowHide


AC Bonus (Ex)

Gwynharwyf gains a +12 bonus to Armor Class as long as she is wearing no armor or light armor and not carrying a shield. This bonus to AC applies even against touch attacks or when Gwynharwyf is flat-footed. She loses this bonus when she is immobilized or helpless, when she wears any armor heavier than light, when she carries a shield, or when she carries a medium or heavy load.

Dervish Dance (Ex)

Gwynharwyf can become a whirling dancer of death a certain number of times per day. While in this dervish dance, she can take a full attack action (for melee attacks only) and still move up to her speed. However, she must move a minimum of 5 feet between each attack when using this ability, and she cannot return to a square she just exited (though she may return to that square later during her full attack). Gwynharwyf is subject to attacks of opportunity while dancing, but may tumble normally as part of her move. If she is prevented from completing her move, she is also prevented from finishing her full attack.

If Gwynharwyf wields a slashing weapon while in a dervish dance, she gains a bonus on her attack and damage rolls. This bonus is +23.

Gwynharwyf may only perform a dervish dance while wielding a slashing weapon (she may use a double weapon, or multiple weapons, only if both ends of the weapon or all weapons are of the slashing type). She cannot perform a dervish dance in any armor heavier than light or if she is using a shield. While dancing, she cannot use skills or abilities that involve concentration or require her to remain still, such as Move Silently, Hide, or Search.  She can, however, sing while she dances, and she can also use the Combat Expertise feat while in a dance. Gwynharwyf cannot perform a dervish dance while under the effect of a rage or frenzy ability.

Gwynharwyf can perform a dervish dance only once per encounter. A dervish dance lasts for 29 rounds.

Movement Mastery (Ex)

Gwynharwyf is so certain of her movements that she is unaffected by adverse conditions. When making a Jump, Perform (dance), or Tumble check, she may take 10 even if stress and distraction would normally prevent her from doing so.

Slashing Blades (Ex)

Gwynharwyf may treat the scimitar as a light weapon (rather than a one-handed weapon) for all purposes, including fighting with two weapons. She may choose not to if she uses to use the Power Attack feat or fights with a scimitar held in both hands.

Dance of Death (Ex)

Gwynharwyf gains the benefit of the Cleave feat while performing a dervish dance, even if she does not meet the prerequisites for the feat. She does not have to move 5 feet before making the extra attack granted by this ability.

Improved Reaction (Ex)

Gwynharwyf gains a +2 bonus on initiative rolls.

Elaborate Parry (Ex)

Gwynharwyf gains an extra +4 bonus to Armor Class when she chooses to fight defensively or use all-out defense in melee combat.

A Thousand Cuts (Ex)

Once per day Gwynharwyf may double the number of melee attacks she makes while performing a full attack action (whether in a dervish dance or not). If she uses this ability in conjunction with her dervish dance, she can make up to two attacks between moves.

Gwynharwyf also gains the benefit of the Great Cleave feat with slashing weapons while performing a thousand cuts, even if she does not meet the prerequisites. She does not have to move 5 feet before making any extra attacks granted by this ability.

Gwynharwyf can receive an extra attack from the haste spell, but the bonuses provided by the spell do not stack with the bonuses granted by the class.


Gear: [spoiler]

Rage and Righteousness

Rage and Righteousness are a pair of semi-transparent scimitars. The exact design varies with Gwynharwyf's mood and is never quite the same. These scimitars are Gwynharwyf's favored weapons and a gift from Queen Morwel. They are made from starlight and dreams, ethereal things given material form by the Lady of the Lake's wishes. Queen Morwel infused them with her power to transform them into worthy weapons for her consort. They serve Gwynharwyf without fail, for it is the wish of their maker.

Rage is a scimitar+12, anarchic power and keen. Righteousness is a scimitar+12, holy power and keen. When used with the two-weapon rend feat, the damage inflicted rises to 7d6 + (Strength modifier * 3) damage. In addition, both anarchic power and holy power applies to this damage. Rage and Righteousness cannot be disarmed or taken from Gwynharwyf by any means except by her willingly giving them to another. She cannot be injured by Rage and Righteousness, even if another wields them against her.

Once per minute as an immediate action, Gwynharwyf may call on the endless dream imbued within the blades. She replaces reality with the perfection of dreams. This allows her to ignore any one effect, attack or injury. An ignored attack deals no damage, while an ignored effect ceases to exist for Gwynharwyf. For example, if she chose to ignore a wall of force, she could pass through it as if it wasn't there. An ignored effect is forever unable to effect Gwynharwyf. Note that an ignored effect only applies to the single effect. If Gwynharwyf chose to ignore a fireball, the same mage casting another fireball could affect her normally.

Effects, attacks and injuries from a deity require an opposed rank check to ignore. A friendly deity may willingly fail this check.

Consort's Tiara

Gwynharwyf wears a golden tiara set with a large blue gemstone over her brow. This tiara marks her as Queen Morwel's lover and as a princess of the eladrin.

It grants her a +20 circumstantial bonus to bluff, diplomacy, gather information and intimidation checks involving eladrins and other residents of Arborea, though this is not the true power of the tiara. The tiara wraps Gwynharwyf in protective magics forged by Queen Morwel, blurring the line between fantasy and reality. It grants her a +10 armor bonus to armor class and a 33% miss chance against all attacks, including area attacks. Attacks that miss dissolve into images of dreams, becoming part of Queen Morwel's dreams.

Gywnharwyf otherwise prefers to dress lightly and not to rely on magic items. Few can last long against her attacks and she has gotten in the habit of not bothering with magic items, viewing them as trinkets for mortals. Should she desire something, she creates it herself or one of her two lovers do.
<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

#126
I'm doing a few odds and ends projects as a break during/after Faerinaal. He's an extremely complicated build that requires a lot of effort, so the occasional palate cleanser is helpful.

Marianne's from Balmuria 2. This is a what if they all reached high levels like Balyss; I presume they had more adventures and Balyss didn't get her levels from nowhere. So this takes it to the logical conclusion. She's a quasi-gish that relies on typical duskblade arcane channeling+arcane strike tactics in melee and various spells otherwise. Her personal preference are cold descriptor spells, but she's not inflexible about it. She merely prefers ice spells, rather than someone like Simmer who is all about fire. Anyway, a few notes follow.

- Her end of B2 build was duskblade 7//sorcerer 6/frost mage 1. This continues that and tacks on elemental savant for a few other goodies.
- I chose level 20 out of personal preference. Generally, I see about 18-20 as a soft cap on most prime material mortals. It's not an ironclad barrier as much as many mortals getting away from adventuring and advancing by then, as well as attrition, planar attention and other factors. If nothing else, reaching level 20 can easily be a lifetime's work for a character. PCs are atypical in how fast they level up.
- I assume frostfell just deals frostburn damage rather than inflicting ice based ID. It's a bonus spell from frost mage and I didn't feel like subbing it out over one easily houseruled clause.
- Marianne finally shifted from N(NE tendencies) to full neutral. She's not a good or a nice person, but having a group of close friends has helped ground her. Considering how her last life worked out, this is a good thing.
- Marianne's items aren't that remarkable. Her gear's powerful but still in the realm of normal magical items. She's not swinging around artifacts like epic characters or deities.
- I'll probably do Lyris, Neveril or Yuria over the next few days, then work on Faerinaal over the weekend. I doubt I'll finish him this weekend, but I can make more inroads. I have most of him done, but what's left is the heavy lifting.


Marianne

Duskblade 20//Sorcerer 6/Frost Mage 10/Elemental Savant 4

Size/Type: Medium Humanoid (Cold, Human)
Hit Dice: 20d8+120+20 (230 hp)
Initiative: +2
Speed: 30ft, fly 60ft (perfect)
Armor Class: 25 (+2 dex, +4 natural, +6 armor, +3 corset)
Base Attack/CMB/CMD: +20/+21/26
Attack: Numb Caress+26 (1d6+6 plus 1 con 15-20 x2)
Full Attack: Numb Caress+26/+21/+16/+11 (1d6+6 plus 1 con 15-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spells, metamagic specialist 10/day, arcane channeling(full attack).
Special Qualities: Terror, immunity to cold and sleep, vulnerability to fire, arcane attunement, armored mage(medium and heavy shields), quick cast 4/day, spell power+5, gain knowledge, one with cold, elemental specialty, elemental penetration+2.
Saves: Fort +23, Ref +13, Will +17
Abilities: Str 12, Dex 15, Con 22, Int 24, Wis 11, Cha 26
Skills: Bluff+31, Concentration+29, Intimidate+41, Knowledge(Arcana)+30, Knowledge(A&E)+30, Knowledge(Geography)+30, Knowledge(Local:Balmuria)+30, Knowledge(Planes)+30, Sense Motive+23, Spellcraft+30, Swim+21
Feats: Empower Spell(H), Snowcasting(1), Eschew Materials(S1), Combat Casting(D2), Frozen Magic(3), Non-Lethal Substitution(Cold)(S5), Arcane Strike(6), Cold Focus(9), Piercing Cold(FM4), Toughness(12), Energy Substitution(Cold)(15), Energy Admixture(Cold)(18)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Terror (Ex)

A fragment of Marianne's old powers have returned to her. A mastery of fear as the Destroyer grants her Intimidate as a class skill at all times, as well as a +10 racial bonus on intimidate checks. Further, she gains a fly speed of 60ft (perfect), as gravity is still intimidated by the Destroyer.


Duskblade powers:
Spoiler: ShowHide


Marianne casts as a 20th level duskblade(caster level 21st in cold areas, caster level 22nd in areas of extreme cold or colder). The save DCs are 17 + spell level(DC 18 + spell level for spells with the cold descriptor). Her metamagic options are Non-Lethal Substitution (+0), Piercing Cold (+1), Empower Spell (+2) and Energy Admixture (+4). All spells Marianne casts that deal energy damage are converted to cold damage. Spells with an asterisk can be used by arcane channeling.

[6/day]0: Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue*
[12/day]1: Chill Touch*, Ray of Enfeeblement, Resist Energy, Shocking Grasp*, Swift Expeditious RetreatPHB2, True Strike
[12/day]2: Bear's Endurance, DeflectPHB2, See Invisibility, Touch of Idiocy*
[12/day]3: Dispelling TouchPHB2*, Ray of Exhaustion, RegroupPHB2, Vampiric Touch*
[9/day]4: Channeled PyroburstPHB2, Dimension Door, Fire Shield, Toxic WeaponPHB2
[7/day]5: Chain Lightning, Hold Monster, Slashing DispelPHB2, Sonic ShieldPHB2

PHB2 - Player's Handbook 2.

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 type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. A duskblade's limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.

At 4th level, you learn to use medium armor with no chance of arcane spell failure.

At 7th level, you learn to use a heavy shield with no chance of arcane spell failure.

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.

At 13th level, you can cast any touch spell you know as part of a full attack action, and 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 day at 15th level, and four times per day at 20th level.

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 remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level.


Sorcerer powers:
Spoiler: ShowHide


Marianne casts as a 20th level sorcerer(caster level 21st in cold areas, caster level 22nd in areas of extreme cold or colder, +2 to caster level to overcome spell resistance with cold descriptor spells). The save DCs are 17 + spell level(DC 18 + spell level for spells with the cold descriptor). Her metamagic options are Non-Lethal Substitution (+0), Piercing Cold (+1), Empower Spell (+2) and Energy Admixture (+4). All spells Marianne casts that deal energy damage are converted to cold damage. Spells with an asterisk can be used by arcane channeling.

[6/day]0: Acid Splash, Detect Poison, Detect Magic, Ghost Sound, Morning AidHome, Open/Close, Prestidigitation, Resistance, Soothe HangoverHome
[6/day]1: Conjure Ice Beast 1Frost, Ice DaggerSC, Lesser Orb of ColdSC, NerveskitterSC, Shield, True CastingCM.
[6/day]2: Alter Self, Conjure Ice Beast 2Frost, False Life, Mindless RageSC, Mirror Image, Veil of ShadowSC
[6/day]3: Bands of SteelSC, Conjure Ice Beast 3Frost, Dolorous BlowSC, Greater Mage ArmorSC, Ice LanceSC
[6/day]4: Conjure Ice Beast 4Frost, Dimensional Anchor, Fear, Force MissilesSC, Orb of ColdSC
[6/day]5: Blight*, Greater BlinkSC, Passwall, Spirit WallSC
[6/day]6: Animate SnowFrost, Greater Anticipate TeleportSC, Greater Heroism, Ruby Ray of ReversalSC
[6/day]7: Banishment, Greater Teleport, Frigid Touch*Home
[6/day]8: Greater Bestow Curse*SC, Greater Plane ShiftSC, Mind Blank
[6/day]9: FrostfellFrost, Reaving DispelSC, Visage of the TarrasqueHome, Wish

Frost - Frostburn
Home - Homebrew
SC - Spell Compendium

Metamagic Specialist (Ex)

You can apply metamagic feats that you know to sorcerer spells without increasing the casting time. This benefit even lets you quicken your sorcerer spells with the Quicken Spell feat.

You can use this class feature a number of times per day equal to 3 + your Int modifier (minimum 1). This is an extraordinary ability.


Frost Mage powers:
Spoiler: ShowHide


Natural Armor Increase (Ex)

At 1st, 4th, 7th, and 10th level, a frost mage's body becomes more like the ice he venerates. His skin turns whiter and colder to the touch as the permanent layer of frost grows deeper. This provides an increase to the character's existing natural armor, as indicated on Table 3—5 (the numbers represent the total increase gained to that point) and he takes no damage from cold environments. In warm temperatures, the frost continually evaporates and replenishes itself, enshrouding the frost mage in a wispy vapor.

Resistance to Cold (Ex)

Starting at 2nd level, the frost mage's icy skin grants him resistance to cold 10.

One with Cold (Ex)

At 10th level, the frost mage's body has become perfectly adapted to cold energy. He gains the cold subtype, granting him immunity to cold. His oneness with cold, however, makes him more susceptible to flame. Just like any other creature with the cold subtype, he gains vulnerability to fire, which means he takes half again as much (+50%) damage as normal from fire, regardless of whether or not a saving throw is allowed, or if the save is a success or a failure.


Elemental Savant powers:
Spoiler: ShowHide


Elemental Specialty (Ex)

The first step toward transcending mortal form requires an elemental savant to choose her elemental specialty. Upon entering the class, she must select an element and its associated energy type (air = electricity, earth = acid, fire = fire, or water = cold). This choice must match the Energy Substitution feat that the savant selected to gain entry to the prestige class. When the savant casts a spell that normally deals energy damage, its energy descriptor changes to the savant's chosen energy type, and it deals damage of that energy type instead of its normal energy type. For example, an elemental savant choosing to specialize in fire could still cast meld into stone, and its descriptor would not change because it does not deal energy damage. However, if she casts Melf's acid arrow, the spell would deal fire damage and have the fire descriptor instead of dealing acid damage and having the acid descriptor.

Resistance to Energy (Ex)

As an elemental savant gains levels in this prestige class, she becomes more resistant to the type of energy allied with her chosen element. At 1st level, she gains resistance 5 against this energy type. This resistance rises to 10 at 4th level and 20 at 7th level.

Immunity to Sleep (Ex)

At 2nd level, as an elemental savant continues to transcend her mortal form, she gains immunity to sleep effects.

Energy Penetration (Ex)

Beginning at 3rd level, an elemental savant further refines her ability to wield energy associated with her chosen element. When she casts a spell using that type of energy, she gains a +2 competence bonus on caster level checks (1d20 + caster level) to overcome a creature's spell resistance. At 8th level, this bonus increases to +4. These bonuses stack with those granted by the Spell Penetration and Greater Spell Penetration feats.


Gear:
Spoiler: ShowHide


[Weapon]Numb Caress: Rapier+5, keen and wounding.

[Head]Diadem of the Wisewoman: +6 enhancement bonus to Intelligence.
[Neck]Amulet of Health+6: +6 enhancement bonus to Constitution.
[Shoulders]Cloak of Charisma+6: +6 enhancement bonus to Charisma.
[Waist]Iron Corset: Grants a +5 resistance bonus to saving throws and a +3 bonus to armor class.
[Feet]Boots of Haste


Custom Material: [spoiler]

Morning Aid
Transmutation
Level: Sor/Wiz 0
Components: S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: Articles of clothing, jewelry or other accessories
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell causes any selected items to be magically put on your body. This spell cannot affect things in another creature's possession or outside of your line of sight, such as in a locked drawer. This spell can also remove the clothes you are currently wearing and cause them to fall to the ground. It can do both if the caster wishes, with clothing being removed first. This spell cannot remove or put on armor, nor can it remove cursed items or items designed not to be removed, such as manacles.

Soothe Hangover
Enchantment [Mind-Affecting]
Level: Sor/Wiz 0
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

The creature touched is freed of hangovers from the result of drinking too much. The affects of the hangover are not healed, but the creature is instead enchanted to believe they are not hungover. This spell is mainly used to take away the worst of a hangover and give the victim a respite.

Visage of the Tarrasque
Transmutation
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Will partial; see text
Spell Resistance: No

Your body swells and takes on a horrifying, muscled form that inspires terror in any that see you. You gain a +18 enhancement bonus to Strength, a +10 enhancement bonus to Constitution and a +9 enhancement bonus to natural armor. When you charge or attack, the target of your attack must make a Will save or be shaken. This persists for as long as the creature stays within 60ft of you.

Frigid Touch
Evocation [Cold]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Up to one creature/level touched
Duration: Instantaneous; see text
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

Your hand freezes solid with bitter cold, dealing 13d6 points of cold damage with a successful melee touch attack. Touched creatures are also stunned for 1 round by the numbing pain unless they make a successful Fortitude saving throw. You can use this melee touch attack up to once per caster level. If you do not use the touches from this spell within one hour per caster level, they are lost.
<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

#127
Lyris is also from Balmuria 2. She's a dart thrower who relies on skirmish and poison to get the job done. Unfortunately for her this isn't 2nd edition, but she does alright for herself. She has various ways to debilitate foes and prefers to stay mobile whenever possible. Notes below.

- Scout 7//Fighter 5/Master Thrower 2 was her end of B2 build. Finishing up Master Thrower was a no brainer. From there I tacked on Occult Slayer to shore up her magic defenses and called it a day.
- Weapon bond working on her darts is me fudging the rules. It isn't limited to melee weapons, but it is limited to one weapon. I consider it applying to one set of darts and leaving it at that.
- Improved unarmed strike is for those times when Lyris gets stuck in melee. It's not a good option, but it's better than eating AoOs. With free movement, improved evasion and blank mind, it's tough to pin her down like that in the first place.
- Master Thrower granting deflect arrows at level 2 is a houserule. Otherwise snatch arrows doesn't quite work RAW. Not a big deal.
- I'll leave the story about Yuria poison to your imagination.


Lyris

Scout 20//Fighter 10/Master Thrower 5/Occult Slayer 5

Size/Type: Medium Humanoid (Human)
Hit Dice: 15d10+5d8+100 (210 hp)
Initiative: +16
Speed: 60ft
Armor Class: 33 (+9 dex, +8 armor, +1 dodge, +5 deflection)
Base Attack/CMB/CMD: +20/+22/37
Attack: Darts+38/+38 (1d4+18 plus 5d6+2 skirmish (7d6+2 if moved 20ft) plus 1d6 vs spellcasters plus poison 19-20 x3)
Full Attack: Darts+38/+33/+28/+23 (1d4+20 plus 5d6+2 skirmish (7d6+2 if moved 20ft) plus 1d6 vs spellcasters plus poison 19-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Skirmish(+5d6/+5), deadeye shot, sneaky shot, palm throw, critical throw, vicious strike.
Special Qualities: Empty body, trapfinding, battle fortitude+3, uncanny dodge, trackless step, improved evasion, flawless stride, camouflage, blindsight 30ft, hide in plain sight, free movement, weapon bond, mind over magic, auravision, nondetection cloak, blank thoughts.
Saves: Fort +22, Ref +22 Will +16 (+3 vs spells and slas)
Abilities: Str 14, Dex 28, Con 20, Int 11, Wis 12, Cha 16 
Skills: Balance+32, Escape Artist+32, Hide+32, Knowledge(Arcana)+23, Knowledge(Dungeoneering)+23, Knowledge(Geography)+23, Listen+24, Move Silently+32, Sleight of Hand+32, Spellcraft+23, Spot+24, Tumble+32, Use Magic Device+26
Feats: Master of Poisons(H), Subduing Strike(1), Weapon Focus(Darts)(F1), Point Blank Shot(F2), Precise Shot(3), Weapon Specialization(Darts)(F4), Improved Initiative(S4), Improved Unarmed Strike(6), Ranged Disarm(Darts)(F6), Ranged Weapon Mastery(Piercing)(F8), Dodge(S8), Darkstalker(9), Deadeye(Darts)(F10), Quick Draw(MT1), Stinging Darts(12), Deflect Arrows(MT2), Mobility(S12), Snatch Arrows(MT4), Improved Critical(Darts)(MT5), Improved Precise Shot(15), Improved Skirmish(S16), Greater Weapon Focus(Darts)(18), Iron Will(S20)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Empty Body (Su)

Lyris can assume an ethereal state for 1 round per hit die per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her hit dice.


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 (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).

The extra damage only applies against living creatures that have a discernible anatomy. 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. The bonus applies as soon as 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 (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).

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. See the rogue class feature, page 50 of the Player's Handbook.

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. See the barbarian class feature, page 26 of the Player's Handbook.

Trackless Step (Ex)

Beginning at 3rd level, a scout cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player's Handbook.

Evasion (Ex)

Beginning at 5th level, a scout can avoid damage from certain attacks with a successful Reflex save. See the monk class feature, page 41 of the Player's Handbook.

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 blindsight 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.


Master Thrower powers:
Spoiler: ShowHide


Thrown Weapon Trick (Ex)

At 1st level and every two levels thereafter, a master thrower chooses one of the following thrown weapon tricks. Once chosen, the trick is a permanent part of the master thrower's repertoire and may not be exchanged. A master thrower cannot choose the same trick more than once. Each trick may only be used with a thrown weapon for which the character has taken Weapon Focus.

Deadeye Shot

The critical multiplier for any specific type of thrown weapon increases by one (for example, a hand axe has a critical multiplier of ×4 instead of ×3) when this ability is used. The benefit of this ability does not stack with any other effect that increases critical multipliers.

Palm Throw

When using little thrown weapons (darts, shuriken, and daggers; the DM may allow other weapons), a master thrower with this ability may throw two of each weapon with a single attack roll. Damage for each weapon is resolved separately, but the master thrower does not apply her Strength bonus to either damage roll.

Sneaky Shot

Just before making a ranged attack, a master thrower with this ability can use a move action to make a Sleight of Hand check opposed by her target's Spot check. If she wins the opposed check, her opponent is denied his Dexterity bonus to Armor Class against the attack.

Critical Throw (Ex)

At 5th level, a master thrower gains the Improved Critical feat for any thrown weapon with which she has Weapon Focus.


Occult Slayer powers:
Spoiler: ShowHide


Weapon Bond (Su)

An occult slayer must choose a particular weapon of at least masterwork quality as the focus of her power. Upon making her selection, she immediately forms a bond with the chosen weapon that imbues it with the force of her hatred for spellcasters. Thereafter, any successful attack she makes with that weapon against a spellcaster or a creature with spell-like abilities deals an extra 1d6 points of damage. If this particular weapon is lost or destroyed, the occult slayer loses the ability to deal the extra damage until she acquires and bonds with another weapon of the same kind of at least masterwork quality. The occult slayer must spend one day per character level practicing with the replacement weapon (and doing very little else—no adventuring) to create a new weapon bond.

Mind over Magic (Su)

Starting at 2nd level, an occult slayer can cause a spell or spell-like ability targeted against her to rebound onto the originator as a free action. This ability otherwise functions as the spell turning spell (caster level equals the character's occult slayer level + 5). An occult slayer can use this ability once per day at 2nd level and twice per day at 4th level.

Vicious Strike (Ex)

At 2nd level and higher, an occult slayer who readies an attack action to disrupt a spellcaster deals double damage if the attack hits.

Auravision (Su)

At 3rd level, an occult slayer gains the ability to see magical auras at a range of up to 60 feet as a free action. This ability otherwise functions as the detect magic spell. The character cannot use this ability to determine anything but the number of magical auras present.

Nondetection Cloak (Su)

Upon reaching 4th level, an occult slayer (and any gear she wears or carries) becomes more difficult to locate through divinations such as clairaudience/clairvoyance, locate object, and other detection spells. The occult slayer gains magical protection from divinations equivalent to a nondetection spell (caster level equals the character's occult slayer level), except that it affects only the occult slayer and her possessions.

Blank Thoughts (Ex)

At 5th level, an occult slayer can induce within herself a state of mental absence, thereby becoming immune to mind-affecting effects (charms, compulsions, patterns, phantasms, and morale effects). She can suppress or resume this ability as a free action.


Gear:
Spoiler: ShowHide


[Weapon]50 darts+5
[Armor]Bracers of Armor+8: +8 armor bonus to armor class.

[Neck]Amulet of Health+6: +6 enhancement bonus to constitution.
[Hands]Gloves of Dexterity+6: +6 enhancement bonus to dexterity.
[Ring 1]Ring of Defense+5: +5 deflection bonus to armor class and +5 resistance bonus to saving throws.
[Feet]Skirmisher's Boots: +2 damage to skirmish, 2/day gain an extra attack at full BAB when you move 10ft or more in a round, swift action to activate.

[Expendable]20 doses of large scorpion venom: DC 18 fort, 1d6/1d6 str.
[Expendable]5 doses of enhanced knockout poison: DC 23 fort, KO/KO 2d4 hours.
[Expendable]5 doses of colossal centipede venom: DC 23 fort, 2d6/2d6 dex.
[Expendable]5 doses of Yuria poison: DC 30 fort, 1d8/2d6 int.
[Expendable]3 doses of shadow's malice poison: DC 35 fort, 2d4/2d8 cha, 2d8 is ability drain.


Custom Material: [spoiler]

Stinging Darts [General]
Prerequisite: Precise Shot, Weapon Focus(Darts), dex 15
Benefit: As a full attack action, you may choose to throw a single dart at your highest base attack bonus. If you successfully deal damage to the target, it suffers a -1 penalty to attack rolls, armor class and saving throws for 3 rounds. Multiple uses of this feat stack, to a maximum of a -3 penalty to attack rolls and armor class.

<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

#128
Neveril is also from Balmuria 2 to continue the NPC retrospective. She's a support bard that focuses on song and bardic magic to get the job done. She's not great at direct damage but that's not her role. Notes below.

- Her old build was Neveril, Sirine 5/Martial Rogue 2//Bard 4/Sirine Paragon 3. Her build below is an evened out version of that. There's nothing new here, Siren was planned before B2 ended.
- Neve has a gallon of options with song or bardic music. It gives her a fair few options to deal with enemies, though she hates the deaf and those warded against mind-affecting magic. If she reaches epic levels, she'd love Music of the Gods.
- She put all of her level up stat points into Constitution. With the Charisma bonuses Siren provides, she can get away with it without crippling her main stat.
- I chose not to have Neve go Exalted to grab Words of Creation. I'd been considering it in B2, but it was always a high/epic level choice. Her HP doesn't support that type of sacrifice easily, so I opted to avoid it for now. Likewise, I toyed with having her go VoP, but I didn't want to make that radical a change here. With how Aaeru rolls, it could happen someday.
- Arcane strike lets Neveril do some damage in melee if she absolutely must. It's a feat of last resort.
- I'll probably sit down and tweak/finish Faerinaal next, then Yuria as a break and finally Morwel. On review I think I need to adjust a few factors of Faerinaal, so it's going to take some time anyway.


Neveril

Sirine 4/Sirine Paragon 3/Siren 10/Martial Rogue 3//Bard 20

Size/Type: Medium Fey (Aquatic)
Hit Dice: 20d6+100+20 (195 hp)
Initiative: +7
Speed: 30ft, swim 60ft
Armor Class: 40 (+6 dex, +10 deflection, +1 dodge, +3 shield, +10 armor)
Base Attack/CMB/CMD: +15/+15/42
Attack: Shortsword+27 (1d6+5 19-20 x2) or unarmed touch+22 melee touch (1d6 intelligence damage)
Full Attack: Shortsword+27/+22/+17 (1d6+5 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Charming song, intelligence damage, spell-like abilities, spells.
Special Qualities: Amphibious, deflection, low-light vision, soothing touch, damage reduction 5/cold iron, bardic music, inspire courage+6, countersong, fascinate, inspire competence, mass suggestion, inspire greatness, inspire freedom, inspire heroics, bardic knowledge, song of hope, song of peace, song of delusion, song of idiocy, song of nature, song of rapture, trapfinding, evasion, spell sense+1.
Saves: Fort +11, Ref +19, Will +15
Abilities: Str 10, Dex 24, Con 21, Int 13, Wis 16, Cha 31
Skills: Concentration+28, Handle Animal+33, Heal+26, Knowledge(Arcana)+24, Knowledge(Nature)+24, Listen+26, Perform(Dance)+44, Perform(Oratory)+41, Perform(Song)+41, Spot+26, Swim+31
Feats: Dodge(1), Improved Sirine's Touch(3), Song of the Heart(6), Reverberation(S1), Combat Expertise(9), Lingering Song(12), Water Devotion(15), Arcane Strike(18), Toughness(MR1), Weapon Finesse(MR2), Skill Focus(Dance)(Book)
Epic Feats: -
Alignment: Chaotic Good

Racial abilities:
Spoiler: ShowHide


Spell-like abilities

3/day-alter self, fog cloud, improved invisibility. Caster level 20th. The save DCs are Charisma based.

Charming Song (Su)

As a standard action, a sirine may sing a beautiful song. Any who hear this song, regardless of distance, must make a DC 15 will save or be afflicted as by a charm person spell. This effect lasts for 12 hours and does not grant a +5 bonus to its saving throw if the sirine has attacked or been hostile to the targets.

Intelligence Damage (Su)

The unarmed touch of a sirene deals 1d4 points of intelligence damage. This damage increases to 2d4 on a critical hit.

Deflection (Su)

The sirene gains her charisma modifier as a deflection bonus to armor class.

Soothing Touch (Su)

As a standard action, the touch of a sirene can remove any intelligence damage caused by herself or another sirene.


Bard powers:
Spoiler: ShowHide


Neveril casts as a 20th level bard. The spell DCs are 20 + spell level.

[4/day]0: Dancing Lights, Lullaby, Know Direction, Mage Hand, Mending, Prestidigitation.
[7/day]1: Cure Light Wounds, Expeditious Retreat, ImprovisationSC, Inspirational BoostSC, Remove Fear.
[7/day]2: BladeweaveSC, Harmonic ChorusSC, Heroism, Hold Person, Mirror Image.
[6/day]3: Cure Serious Wounds, Haste, Major Image, Ray of DizzinessSC, Wounding WhispersSC.
[6/day]4: Cure Critical Wounds, Dimension Door, Freedom of Movement, Greater Invisibility, Resonating BoltSC.
[6/day]5: Bolts of DevilmentSC, Greater BlinkSC, Greater Dispel Magic, Mind Fog, Mislead.
[6/day]6: Greater Shout, Mass Cure Moderate Wounds, Summon Monster 6, Veil.

Bardic Knowledge (Ex)

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.


Siren powers:
Spoiler: ShowHide


Song of Hope (Su)

At 2nd level, a siren begins to enhance her already formidable sonic abilities with additional effects. Once per day, she can sing a song of hope identical to that of an good hope spell. This functions in all ways like the spell good hope, except the duration is 1 minute per siren level. This is a sonic, mind effecting ability.

Charisma Bonus (Ex)

At 3rd level, a siren gains a +2 bonus to her Charisma score. This bonus rises to +4 at 6th level and to +6 at 8th level.

Song of Peace (Su)

At 4th level, the siren calms all who hear it. Once per day per level in this class, she may sing a song of peace, those that hear it must make a will save (DC 10 + Charisma modifier + 1/2 hit dice) or be affected as by a calm emotions spell. This functions in all ways like the spell calm emotions, except that the duration is 1 round per siren level. This is a sonic, mind effecting ability.

Song of Delusion (Su)

At 5th level, a siren gains another new sonic ability. Once per day per level in this prestige class, she can overlay a confusion effect on her sonic attack. This is identical to the effects of a confusion spell, affects all creatures within range of the siren's sonic attack, and lasts for 1 round per siren level. The will save to resist this effect has a DC of 10 + Charisma modifier + 1/2 hit dice. This is a sonic, mind affecting ability.

Song of Idiocy (Su)

At 7th level, a siren gains a new sonic ability. Once per day per level in this prestige class, she can overlay an Intelligence-damaging effect on her sonic attack. This is identical to the effect of a feeblemind spell, affects all creatures within range of the siren's sonic attack, and has instantaneous duration. The will save to resist this effect has a DC of 10 + Charisma modifier + 1/2 hit dice, and arcane spellcasters and creatures that use arcane spell-like abilities take a –4 penalty on their saves. This is a sonic, mind affecing ability.

Song of Nature (Su)

At 9th level, a siren gains yet another sonic ability. Once per day as a standard action, she may bestow the natural world's breath of life to all her allies within a 30 foot radius around her. This spell bestows the benefits of an Aura of Vitality spell. This is identical to the effect of an Aura of Vitality spell, with a duration of one round per siren level. This is a sonic ability.

Song of Rapture (Su)

At 10th level, a siren gains her final song. Once per day as a standard action, she may sing to a single creature within 30 feet. This functions as a Dominate Monster spell, with a save DC of 10 + Charisma modifier + 1/2 hit dice. This is a sonic, mind affecting ability.


Martial Rogue powers:
Spoiler: ShowHide


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.

Spell Sense (Ex)

Beginning at 3rd level, you gain a +1 dodge bonus to your AC against spells and spell-like abilities. This bonus increases by 1 for every three barbarian or rogue levels thereafter (to +2 at 6th level, +3 at 9th level, and so on to a maximum of +6 at 18th level). This is an extraordinary ability.


Gear:
Spoiler: ShowHide


[Weapon]Shielder: Shortsword+5, grants a +3 shield bonus to armor class when wielded.
[Armor]Mithral Breastplate+5, nimbleness.

[Neck]Siren's Necklace: Grants a +6 enhancement bonus to dex, con and charisma.
[Ring 1]Siren's Ring: Grants a +1 bonus to inspire courage and a +2 bonus to the DC of bardic music and siren songs.
[Ring 2]Ring of Telekinesis: Allows telekinesis at will (CL 9).


Custom Material: [spoiler]

Improved Sirine's Touch
Prerequisite: Must be a sirine
Benefit: The Intelligence damage from your touch rises to 1d6 damage and 2d6 on a critical hit.
<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

#129
This template covers promoted mortals and other creatures who gain the favor of the Court of the Stars. It's a template that can be put on almost anything, so it has tremendous flexibility. Compared to the Authorities of Celestia, it offers many more powers. However, Authorities of Celestia are already high ranking celestials or are transformed into them before being granted that position. So the new Authority already has a wealth of powers to draw on and isn't in need of many more. Succinctly, Celestia integrates the creature into its hierarchy and grants them power that way, while Arborea gives them some customized powers and lets them go do what they wish.

Eladrin hero is a broad category. It isn't meant to represent powerful epic figures, though there are many of those, but instead a special caste that reaches far. It's just as valid to give this template to a 5 HD creature as a 50 HD creature. A fair deal of the customization of this template revolves around that. It does have enough flexibility so serve as a powerful template in the right situations, however.

This template is for mortals and not celestials. Eladrins and angels that warrant promotion within the Court are given ad-hoc powers by Queen Morwel or other powers there. Fey are eligible for this template, ones who receive it essentially change which side of Morwel/Titania they're serving. Not that all but the rarest are aware of that.

Offhand, the only character in any game who could have ever gotten this was Crystal. Marie wouldn't qualify, as she's a servant of Mystra, though she did get a gift from Morwel nonetheless. Jaela wouldn't qualify since she serves the Seladrine and they prefer to do their own things instead. Though to be honest, this template could have replaced half-celestial and that one PrC she wanted to take. It would have been more elegant and saved some headaches. Alas, hindsight is always 20/20.


Eladrin heroes are creatures that have served the Court of the Stars above and beyond. These creatures are gifted with a fragment of Queen Morwel's might and gain their eternal reward as part of the Court of the Stars. They range about Arborea, free-roaming heroes answer only to their hearts and soul. An eladrin hero becomes part of Queen Morwel's eternal dream and moves things one step closer to Queen Morwel's dream becoming all of Creation.

This template is meant to be the end reward for characters who pursue chaotic good above all else. The more powerful eladrin heroes can rival the higher luminaries of other planes, such as demon lords and slaad lords.

Creating an Eladrin Hero

"Eladrin Hero" is an acquired template that can be added to any living creature that is not already an outsider (referred to hereafter as the base creature) and who is chaotic good in alignment.

Size and Type

The base creature's type changes to outsider with the chaotic, eladrin and good subtypes. Do not recalculate the creature's Hit Dice, base attack bonus, or saves. Size is unchanged.

Speed

The eladrin hero can fly at twice the base creature's base land speed (good maneuverability). If the base creature has a fly speed, use whichever is better. The base creature may grow wings suitable to this form, but they are not obligatory nor are they needed to fly.

Armor Class

Natural armor improves by +2 (this stacks with any natural armor bonus the base creature has).

Attacks

An eladrin hero has a slam attack and the slam is a primary natural weapon. If the base creature can use weapons, the eladrin hero retains this ability. An eladrin hero fighting without weapons uses a slam when making an attack action. When it has a weapon, it usually uses the weapon instead. A creature that already has a slam attack or similar natural attack may use whichever is better.

Full Attacks

An eladrin hero fighting without weapons makes two slams as a full attack. If armed with a weapon, it usually uses the weapon instead. It may not add a slam attack when using a weapon to full attack.

Damage

See the table below for slam damage for eladrin heroes.

Special Attacks

An eladrin hero retains all the special attacks of the base creature and also gains the following special abilities.

Spell-Like Abilities (Sp)

The base creature gains several spell-like abilities. The exact spells vary from creature to creature and the strength of the base creature determines how many spell-like abilities it gains, see below. The creature gains a number of spell levels and may select spell-like abilities from that number. Any spell-like ability level must be equal or lower than one half of the base creature's hit dice to be selected. For example, an eladrin hero with 10 hit dice could select holy smite (a 4th level spell) but not holy word (a 7th level spell). Spells higher than 9th level cannot be taken in any circumstances, unless the DM rules otherwise.

A spell-like ability's spell level counts as the number of spell levels it takes to select; for example, selecting holy smite would count as four levels. If the spell has more than one level it can be gained from (such as cure light wounds being a 1st level cleric spell and a 2nd level ranger spell), determine which level based on the following priority: Cleric, bard, sorcerer/wizard, druid, ranger, paladin, cleric domains, other.

Any spell-like abilities granted by this template may be used at will. Spells with material components or a focus with a value of more than 1 gp may cost extra spell levels; double, triple or the DM may rule they aren't available to select. Cantrips and orisons count as 1/2 of a spell level if selected. Wish, limited wish or miracle cannot be selected, though stronger creatures gain miracle separately. At the DM's option, double or triple the spell-level may be paid to make a spell-like ability always active. A spell-like ability that is always active may be dispelled, but the base creature can reactivate it as a free action on its turn.

If the base creature has 10 or less hit dice, it gains 10 spell levels worth of spell-like abilities. The creature also gains detect evil and detect law as bonus spell-like abilities, these do not count against the level limit.

If the base creature has 10 to 20 hit dice, it gains 25 levels worth of spell-like abilities. The creature also gains chaos hammer, detect evil, detect law and holy smite as bonus spell-like abilities, these do not count against the level limit. In addition, the creature may select a spell-like abilities of 5th level or lower. This spell-like ability is automatically empowered, as if by the empower spell-like ability feat.

If the base creature has more than 20 hit dice, it gains 40 levels worth of spell-like abilities. The creature also gains chaos hammer, holy word, holy smite and word of chaos as bonus spell-like abilities, these do not count against the level limit. The creature also gains detect evil and detect law as always active spell-like abilities, these likewise do not count against the level limit. In addition, the creature may select a spell-like abilities of 7th level or lower. This spell-like ability is automatically empowered, as if by the empower spell-like ability feat. Finally, they may use miracle once per day as a spell-like ability.

These are added to any spell-like abilities the base creature has. If the base creature has the same spell-like ability from more than one source, use whichever is better.

Special Qualities

An eladrin hero has all the special qualities of the base creature, plus the following special qualities.

- Darkvision 60ft.
- Immunity to electricity and petrification.
- Resistance to cold and fire based on the table below.
- Damage reduction based on the table below.
- An eladrin hero's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. An eladrin hero with 21 or more hit dice counts its natural weapons as epic weapons for the purpose of overcoming damage reduction.
- Spell resistance equal to 10 + base creature's hit dice.
- The tongues ability, as from the eladrin subtype.
- +4 racial bonus to Fortitude saves against poison.

Hero of the Story (Su)

The Court of the Stars is all about stories where figures are cast larger than life, taking part in the grand performance that is life in Queen Morwel's court. This allows the eladrin hero to perform above and beyond when it is the focus of current events. In a situation where the eladrin hero would be the lead of the situation it is in, he gains several benefits as detailed below. The creature must be acting of its own free will and doing something it cares deeply about. The situation must also be suitably dramatic. Examples of good situations are the eladrin hero confronting an evil dragon in its lair or crossing swords with its archenemy.

The eladrin hero gains the following benefits when this ability is active:

- A +4 sacred bonus to armor class.
- A +4 sacred bonus to attack rolls, weapon damage rolls, checks and saving throws.
- Hero's Resolve: If the eladrin hero is reduced to zero hit points or less, it is instead reduced to 1 hit point. It cannot be reduced below 1 hit point until the beginning of its next turn. This ability functions once per day.
- Hero's Valor: Any critical threats the eladrin hero rolls are automatically confirmed.

QuoteBehind the Curtain: Hero of the Story

This ability is meant to give a dramatic boost to an eladrin hero when they are in the spotlight. The DM should allow it to activate sparingly and only when it is thematically appropriate. Generally, this ability is used at climatic moments in an adventure or campaign and not day to day situations. PCs that attempt to manipulate situations to have it active should be discouraged, as no one likes a glory hog - especially other players!

Morwel's Gift

An eladrin hero has joined Queen Morwel's dream and has strengthened it. In return they are given a fragment of her might as a reward. They are granted any one ability of Queen's Morwel's choosing. This may be anything she pleases, several suggestions are noted below. The ability chosen either makes thematic sense or serves a greater purpose that may or may not be readily apparent.

- Any racial ability of a good-aligned, non-lawful creature. Eladrin and fey are preferred, but this is not limited to them. Examples are a nymph's blinding beauty, the gaze of a firre eladrin or the luck of a moon dog.
- A class ability of a class up to the base creature's hit dice minus two. For example, this could grant a 15 hit dice eladrin hero the ability to smite evil as a 13th level paladin or the spellcasting of a 13th level bard. If the eladrin hero gains more hit dice, these abilities rise to match.
- Up to an additional four bonus points to ability scores. This stacks with the bonus to ability scores below.
- A minor artifact of Morwel's design, suitable to the power of the eladrin hero.
- Four feats as bonus feats. As bonus feats, the creature need not meet the prerequisites to the feat if Queen Morwel wishes.
- Two epic feats as bonus feats. This option is only available to creatures of 21 or more hit dice.
- Any one salient divine ability. This option is only available to creatures of 30 or more hit dice. The creature must meet any requirements except for the divine rank requirement. In addition, salient divine abilities with a divine rank requirement of 6 or higher cannot be selected.

The granted ability is the same ability type as normal. For example, a supernatural ability is still a supernatural ability and an extraordinary ability is still an extraordinary ability.

Alternate Form (Su)

The base creature gains an alternate form as any eladrin does. The exact alternate form varies from creature to creature, but most gain base forms identical to the type of eladrin most similar to them. Those that do not gain unique alternate forms.

Abilities

Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4.

Alignment

Always chaotic good.

Table 1: Slam attack damage



   
   
   
   
   
   
   
   
   
   
SizeSlam damage
Fine1
Diminutive 1d2
Tiny1d4
Small1d6
Medium1d8
Large2d6
Huge3d6
Gargantuan 4d6
Colossal 6d6

Table 2: Energy resistance and damage reduction



   
   
   
   
   
   
Hit diceCold and fire resistanceDamage reduction
1-55Damage reduction 5/magic
6-1010Damage reduction 10/evil and magic
11-2010Damage reduction 15/cold iron, evil and magic
21-3020Damage reduction 20/cold iron, epic and evil
31+30Damage reduction 25/cold iron, epic and evil
<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

First of all, I've made a few revisions to the eladrin hero template. It now explicitly grants the benefits of the eladrin subtype in the special quality section. This was overlooked before. Morwel's gift now has a note about ability types at the bottom for the sake of clarity. None of these change anything important. 

Secondly, spirit shaman requires some adaptation to use. The class is from Oriental Adventures and has a different flavor focus than traditional D&D. In particular, what is a spirit (and assigning a new subtype that is essentially meaningless) is overly complicated and not in line with how D&D works. As such, the following are now counted as spirits for this class: All outsiders, all fey, all incorporeal undead and all elementals. It's not perfect and won't ever be perfect coming from a different frame of reference, but this works well enough.

In addition to the above, the class is now pure Wisdom based for spellcasting instead of a Wis/Cha divide. Follow the guide is now a flat +2 to saves vs enchantment instead of a reroll.


Dasmany, example eladrin hero

Fluff:
Spoiler: ShowHide


Dasmany is a wild elf from untamed lands far from any civilization. She was born with the gift to see the spirits and followed their will. What she saw was Arborea and eladrins, her vision attuned to the faraway paradise as a result of being born during a grand astrological conjunction. This lead to her learning from them at a young age. This in turn lead to her becoming a wandering spirit shaman, enacting the will of the spirits across the land.

This lead to great heroism and adventures; as Dasmany grew stronger, she saw more of the spirit world and less of the material one. Each heroic deed and secret whispered to her by the spirits drew her ever-closer. In time she came to confront an efreeti that had taken over many tribes in her homeland. In a grand battle she defeated it and vanished. It was said she was immolated by the spirit's flames, but in truth the power she drew on removed her from the material world entirely. Now fully in Arborea, Dasmany's selfless heroism was rewarded and she was made into an eladrin hero - a spirit, as she reckons it.

Dasmany now roams Arborea far and wide. She learns all she can from the residents, all while keeping her eyes open for portals. Whenever she finds a portal, she ends up somewhere she is sorely needed. She sees herself as a guardian spirit tasked to protect others, leading her to become a savior from beyond many a time.

Note: Dasmany used to have the ability to see Arborea and powers connected to that. These powers have been replaced by the eladrin hero template. As she is a spirit and resident of Arborea now, there is no further need for those abilities.


Ranger 8//Spirit Shaman 8

Size/Type: Medium Outsider (Augmented Elf, Chaotic, Eladrin, Good)
Hit Dice: 8d8+32 (67 hp)
Initiative: +5
Speed: 30ft, fly 60ft (good)
Armor Class: 22 (+5 dex, +2 natural, +4 armor, +1 dodge)
Base Attack/CMB/CMD: +8/+10/16
Attack: Longbow+15 (1d8+4 x3) or slam+10 (1d8+2)
Full Attack: Rapidshot Longbow+13/+13/+8 (1d8+4 x3) or 2 slams+10 (1d8+2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, favored enemy(evil outsiders+4, undead+2), spells, distracting attack, chastise spirits 6/day(8d6; DC 21),
Special Qualities: Damage reduction 10/evil and magic, immunity to electricity, petrification and sleep, resistance to fire and cold 10, spell resistance 18, darkvision 60ft, low-light vision, tongues, wild empathy, woodland stride, swift tracker, spirit guide(hawk), detect spirits, blessing of the spirits, ghost warrior, warding of the spirits, hero of the story, morwel's gift(firre's gaze), alternate form.
Saves: Fort +10, Ref +11, Will +8 (+4 vs enchantment, +4 vs poison)
Abilities: Str 15, Dex 20, Con 18, Int 14, Wis 23, Cha 17 
Skills: Concentration+15, Handle Animal+14, Heal+17, Knowledge(Geography)+13, Knowledge(Nature)+13, Knowledge(Religion)+13, Listen+21, Ride+16, Spellcraft+13, Spot+21, Survival+17, Swim+13
Feats: Point Blank Shot(1), Track(R1), Alertness(SS1), Rapid Shot(R2), Precise Shot(3), Endurance(R3), Dodge(6), Manyshot(R6)
Epic Feats: -
Alignment: Chaotic Good

Racial abilities:
Spoiler: ShowHide


Spell-Like Abilities

At will-detect evil, detect law, heart's ease, holy smite, magic missile, see invisibility. Caster level 8th. The save DCs are Charisma based.

Firre's Gaze (Su)

In humanoid form, Dasmany's gaze can cause a creature within 60ft to burst into flames. The gaze deals 2d6 points of fire damage and causes blindness (as the blindness/deafness spell). A successful DC 17 Fortitude save negates the blindness. The save DC is Charisma based.

Alternate Form (Su)

Dasmany can assume the form of an incorporeal ball of light at will. This transformation counts as a standard action. In this form, Dasmany can only be harmed by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities and supernatural abilities. In this form, Dasmany has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons.

Dasmany can pass through solid objects in this form, but not force effects, at will. While incorporeal, her attacks ignore natural armor, armor and shields, but deflection bonuses and force effects work normally against them. In this form, Dasmany always move silently and cannot be heard with Listen checks if she doesn't wish to be. While incorporeal, Dasmany sheds light if she wishes, providing illumination within any radius she wishes up to 30ft. Changing the amount of light she sheds is a free action she can perform once per round.


Ranger powers:
Spoiler: ShowHide


Dasmany casts as an 8th level ranger.

[3/day]1: Entangle, Longstrider, Speak with Animals.
[2/day]2: Speak with Plants, Wind Wall.

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 bonus 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.

Distracting Attack (Ex)

Beginning at 4th level, whenever you hit an enemy with a weapon attack (whether melee or ranged), that enemy is considered flanked by you for the purpose of adjudicating your allies' attacks. For example, if your rogue ally attacked that enemy, not only would she gain a +2 bonus on her melee attack roll but she could also add her sneak attack damage to a successful melee attack.

This flanked condition lasts until either the enemy is attacked by one of your allies or until the start of your next turn, whichever comes first. This is an extraordinary ability.

This ability has no effect on creatures that can't be flanked.

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.


Spirit Shaman powers:
Spoiler: ShowHide


Dasmany casts as an 8th level spirit shaman.

[6/day]0: Create Water, Cure Minor Wounds, Virtue
[8/day]1: Goodberry, Jump, Produce Flame
[8/day]2: Barkskin, Lesser Restoration
[6/day]3: Call Lightning, Summon Nature's Ally 3
[4/day]4: Cure Serious Wounds

Chastise Spirits (Su)

Beginning at 2nd level, a spirit shaman can use divine energy granted by her patrons in the spirit world to damage hostile spirits (see What is a Spirit? below).

Chastising spirits is a standard action that deals 1d6 damage/shaman level to all spirits within 30 feet of the shaman. The affected spirits get a Will save (DC 10 + shaman level + Cha modifier) for half damage.

When using this ability against incorporeal creatures, a spirit shaman does not have to roll the normal 50% miss chance - the effect hits the spirits automatically. A spirit shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

Detect Spirits (Sp)

The spirit shaman's spirit guide perceives nearby spirits. At will, the spirit shaman can use detect spirits as a spell-like ability. It functions just like detect undead, except it detects creatures that are considered spirits.

Blessing of the Spirits (Sp)

Starting at 4th level, a spirit shaman can perform a special rite to gain a special blessing. The shaman goes into a meditative state in which she travels to the spirit world. Performing the rite requires 10 minutes; the spirit shaman can only ward herself with this ability and cannot perform the rite for anyone else. The blessing functions just like protection from evil, except it protects against spirits and lasts until it is dismissed or dispelled. If this ability is dispelled, the spirit shaman can recreate it simply by taking 10 minutes to do so.

Follow the Guide (Su)

At 5th level and higher, a spirit shaman's spirit guide helps her maintain control of her mind. If a spirit shaman is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She only gets this one extra chance to succeed on her saving throw.

Ghost Warrior (Su)

Beginning at 6th level, a spirit shaman confers the ghost touch special ability to any weapon she holds for as long as she holds it. She also becomes resistant to the touch attacks of incorporeal creatures, and may use her normal Armor Class (not her touch AC) against any touch attack delivered by an incorporeal creature.

Warding of the Spirits (Sp)

Starting at 7th level, a spirit shaman can perform a special rite once per day to ward herself and her companions against hostile spirits. Performing the rite requires 1 minute. The warding lasts for 10 minutes per level and otherwise functions like magic circle against evil, except it protects against spirits.


Gear:
Spoiler: ShowHide


[Weapon]Longbow+2.
[Armor]Leather Armor+2

[Expendable]Potion of Haste
<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

I've had writer's block with Faerinaal so I'm doing some other projects right now. Chalk this one up to work more than anything else.

Anyway, back when I was prepping B1r, I didn't quite get to Oberuth. The last scene of B1 drew Oberuth into events to come thanks to Sylian's meddling, granting him regeneration and horrific visions. That's a encapsulation of his entire career in B1; namely, he was a military man who couldn't do anything but adapt as the world around him changed. It's made him sublimely good at toughing things out. His build takes advantage of that to the utmost.

Oberuth doesn't have the gear that the other B1r NPCs had. In the event that game happens, I'll probably do him from scratch anyway. I took some liberties with his gear on account of that, really sort of feeling things out. So he should be looked at like a dry run rather than a fully polished sheet. I may change him to take a 10 level Occult Slayer (see below) anyway.

I'll probably do a 10-level version of Occult Slayer next. This used to exist on the net, turns out that the class got butchered for Complete Warrior. Unfortunately it's been lost to the ether, so I'm going to take a shot at recreating it. It'll also let me fix some issues with Occult Slayer while I'm under the hood.


Commander Hellman Oberuth

Fighter 29//Ranger 5/Occult Slayer 5/Dwarven Defender 19

Size/Type: Medium Humanoid (Human)
Hit Dice: 10d10+19d12+406+29+174 (834 hp)
Initiative: +9
Speed: 30ft, fly 60ft (good)
Armor Class: 56 (+5 dex, +8 dodge, +11 armor, +9 shield, +6 deflection, +6 natural, +1 ws)
Base Attack/CMB/CMD: +29/+40/69
Attack: The Second Resort+50 (3d8+39 plus 1d6 vs spellcasters 19-20 x3)
Full Attack: The Second Resort+50/+45/+40/+35 (3d8+39 plus 1d6 vs spellcasters 19-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Favored enemy(evil outsiders+4, humanoid(goblinoids)+2), vicious strike.
Special Qualities: Damage reduction 12/-, wild empathy, solitary hunting, weapon bond, mind over magic, auravision, nondetection cloak, blank thoughts, defensive stance 10/day, improved uncanny dodge, trap sense+4, mobile defense, regeneration 20.
Saves: Fort +35, Ref +22, Will +35 (+3 vs spells and slas)
Abilities: Str 32, Dex 20, Con 38, Int 14, Wis 10, Cha 12 
Skills: Bluff+11, Climb+21, Diplomacy+13, Gather Information+11, Handle Animal+11, Heal+6, Intimidate+11, Jump+31, Knowledge(Arcana)+12, Knowledge(Dungeoneering)+12, Knowledge(Local:Balmuria)+34, Knowledge(Nature)+12, Knowledge(Planes)+12, Knowledge(Religion)+12, Listen+32, Ride+11, Sense Motive+12, Spellcraft+12, Spot+32, Survival+10, Swim+31
Feats: Negotiator(B), Apt Learner(K:A and Spellcraft)(H), Weapon Focus(Longsword)(1), Improved Initiative(F1), Track(R1), Dodge(F2), Power Attack(R2), Toughness(3), Endurance(R3), Weapon Specialization(Longsword)(F4), Combat Expertise(R4), Shield Specialization(6), Shield Ward(F6), Melee Weapon Mastery(Slashing)(F8), Steadfast Determination(9), Greater Weapon Focus(Longsword)(F10), Strong Stomach(12), Greater Weapon Specialization(Longsword)(F12), Allied Defense(F14), Enduring Life(15), Improved Combat Expertise(F16), Lasting Life(18), Weapon Supremacy(Longsword)(F18), Combat Reflexes(F20)
Epic Feats: Great Ability(Constitution)(21), Epic Weapon Focus(Longsword)(F22), Epic Toughness(24), Epic Weapon Specialization(Longsword)(F24), Epic Toughness(DD15), Spellcasting Harrier(F26), Great Ability(Constitution)(27), Epic Toughness(F28)
Alignment: Lawful Neutral (Lawful Good tendencies)

Racial powers:
Spoiler: ShowHide


Regeneration (Ex)

Through means unknown, the lich Sylian has empowered Oberuth to be indestructible to any known means. This grants him regeneration 20. The means of defeating this regeneration are not known.

This blessing comes with routine nightmares. As of yet, these nightmares have not had a serious impact on Oberuth's personal well-being.


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 bonus 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.

Solitary Hunting (Ex)

Your favored enemy bonus also applies to your attack rolls.


Occult Slayer powers:
Spoiler: ShowHide


Weapon Bond (Su)

An occult slayer must choose a particular weapon of at least masterwork quality as the focus of her power. Upon making her selection, she immediately forms a bond with the chosen weapon that imbues it with the force of her hatred for spellcasters. Thereafter, any successful attack she makes with that weapon against a spellcaster or a creature with spell-like abilities deals an extra 1d6 points of damage. If this particular weapon is lost or destroyed, the occult slayer loses the ability to deal the extra damage until she acquires and bonds with another weapon of the same kind of at least masterwork quality. The occult slayer must spend one day per character level practicing with the replacement weapon (and doing very little else - no adventuring) to create a new weapon bond.

Mind over Magic (Su)

Starting at 2nd level, an occult slayer can cause a spell or spell-like ability targeted against her to rebound onto the originator as a free action. This ability otherwise functions as the spell turning spell (caster level equals the character's occult slayer level + 5). An occult slayer can use this ability once per day at 2nd level and twice per day at 4th level.

Vicious Strike (Ex)

At 2nd level and higher, an occult slayer who readies an attack action to disrupt a spellcaster deals double damage if the attack hits.

Auravision (Su)

At 3rd level, an occult slayer gains the ability to see magical auras at a range of up to 60 feet as a free action. This ability otherwise functions as the detect magic spell. The character cannot use this ability to determine anything but the number of magical auras present.

Nondetection Cloak (Su)

Upon reaching 4th level, an occult slayer (and any gear she wears or carries) becomes more difficult to locate through divinations such as clairaudience/clairvoyance, locate object, and other detection spells. The occult slayer gains magical protection from divinations equivalent to a nondetection spell (caster level equals the character's occult slayer level), except that it affects only the occult slayer and her possessions.

Blank Thoughts (Ex)

At 5th level, an occult slayer can induce within herself a state of mental absence, thereby becoming immune to mind-affecting effects (charms, compulsions, patterns, phantasms, and morale effects). She can suppress or resume this ability as a free action.


Defender powers:
Spoiler: ShowHide


Defensive Stance (Ex)

When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender's hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a –2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see Table: The Dwarven Defender). Using the defensive stance takes no time itself, but a defender can only do so during his action.

Uncanny Dodge (Ex)

Starting at 2nd level, a dwarven defender retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)

If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Trap Sense (Ex)

At 4th level, a dwarven defender gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 8th level, these bonuses rise to +2. These bonuses stack with trap sense bonuses gained from other classes.

Improved Uncanny Dodge (Ex)

At 6th level, a dwarven defender can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the dwarven defender.

The exception to this defense is that a rogue at least four levels higher than the dwarven defender can flank him (and thus sneak attack him).

If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Mobile Defense (Ex)

At 8th level, a dwarven defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.


Gear:
Spoiler: ShowHide


The Second Resort

This sword is the long-lost blade of the gnomish God-King. Lost for two millenia, it was recovered by the Crimson Guard and used by Seira Aryn in her mortal adventures. When Seira ascended, the blade passed onto Oberuth, who still owns it.

The second resort is a blade that counts as a short sword, long sword, great sword or bastard sword for the wielder. He may use it as any he wishes and it counts as such for feats. No matter how it is used, it has an enchantment bonus of +4 and deals 3d8 points of damage per hit with a critical hit range of 19-20 and a multiplier of x3. In addition, it has the following powers, which may each be used once per day.

Spellruin: On a successful melee strike, the user may elect to destroy 4d6 spell slots or spell charges. The target's highest level spells are lost first. This power has grown in tandem with Oberuth's occult slayer powers.
Smite: On a successful hit you deal an additional 6d8 points of damage. This damage is divine damage and ignores all resistances.
Maim: This power is not active for Oberuth, as the power for it has shifted to spellruin.
Lifetheft: On a successful melee strike, you may elect to heal one half of the damage this strike did to your target.

Blood and Sweat

This breastplate has been imbued with decades of Oberuth's battles, as well as being exposed to his magically charged blood after Sylian's blessing.  It has grown strong as its wearer and grants him superb protections.

Blood and sweat is a breastplate+6, heavy fortification. It has a maximum dexterity cap of 10. As a result of being a symbol of Oberuth's single-minded dedication to toughing his problems out and his battles, it allows him to combine those skills together. Oberuth applies his Constitution modifier as a bonus to weapon damage rolls.

Balmuria's Crest

This is the personal shield of Commander Oberuth. It is emblazoned with a symbol for the Free City of Balmuria, the Arch of Peace and the greater city seen within. It was made by Elle Stronger on commission and is an improved version of the shield Oberuth used in his adventures with the early Crimson Guard.

Balmuria's Crest is a heavy steel shield+6. It grants a +2 sacred bonus to armor class and saving throws against the attacks of evil outsiders. If pressed onto such a creature (a standard action that does not provoke attacks of opportunity), the shield glows with white flames. This deals 10d6 points of damage to the creature. In addition to all of this, it allows the bearer to call on the full powers of the Balmuria Mythal while within the bounds of the mythal.

In addition this, Oberuth uses the following gear.

Amulet of Health+12
Gauntlets of Ogre Strength+12
Cloak of Resistance+6
Ring of Protection+6 and Natural Armor+6
Winged Boots (Constant fly spell, no activation needed)
<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

#132
Third generation spawn of Jormugandr

Spawns of Jormugandr are the grandsons of the world serpent, the ouroboros that forever eats its own tail. They pursue their own interests, aid their parents and occasionally clash with Ysgard's brave heroes. They enjoy battle but do not seek it out, but battles have a way of finding inhabitants of Ysgard.

Alicia, Latha and Antenora faced one in Ysgard during Strength of Light's trials. They ultimately overcame it and eventually it became the guardian of the Felic Gate of Sylica. This is the baseline creature with one minor power added, max hit points per hit die. It's not a terribly elaborate or interesting monster. The direct children of the world serpent are epic monsters and a lot more interesting. They're next barring a breakthrough on Faerinaal. Heavy creative writing plus this job don't mix.

I may also whip up the guardian of the Felic Gate. He needs some consideration, as I don't want him to jump straight to epic beguiler casting.


Size/Type: Huge Outsider (Chaotic, Good)
Hit Dice: 17d8+170 (306 hp)
Initiative: +5
Speed: 30ft, burrow 20ft, fly 120ft (average)
Armor Class: 31 (-2 size, +5 dex, +18 natural)
Base Attack/CMB/CMD: +17/+33/38
Attack: Bite+29 (3d8+21 plus poison)
Full Attack: Bite+29/+24 (3d8+21 plus poison)
Space/Reach: 15ft/15ft
Special Attacks: Breath weapon, poison.
Special Qualities: Damage reduction 15/cold iron, immunity to poison, resistance to cold and fire 10, darkvision 60ft, world serpent's blood.
Saves: Fort +20, Ref +15, Will +12
Abilities: Str 38, Dex 20, Con 30, Int 15, Wis 15, Cha 12
Skills: Climb+34, Heal+22, Hide+25, Intimidate+21, Jump+34, Knowledge(Arcana)+22, Knowledge(Local: Ysgard)+22, Knowledge(Nature)+22, Knowledge(Religion)+22, Listen+22, Move Silently+25, Spot+22, Survival+22, Swim+34
Feats: Awesome Blow(B), Power Attack(1), Ability Focus(Poison)(3), Rapidstrike(6), Quicken Breath(9), Virulent Poison(12), Deadly Poison(15)
Epic Feats: -
Alignment: Chaotic Good

Racial powers: [spoiler]

Breath Weapon (Ex)

DC 32 Fortitude negates, 1d6/4d6 Constitution damage, 1d4 interval. 60ft cloud of poison gas. The save DC is Constitution based.

Poison (Ex)

Injury(Bite), DC 32 Fortitude negates, 1d6/4d6 Constitution damage. This ability is inactive while it recharges its breath weapon. The save DC is Constitution based.

World Serpent's Blood (Ex)

Third generation spawns of Jormugandr have traces of their legendary grandfather's blood within them. They have maximum hit points per hit die.
<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

#133
I may add something more here later, but I'm not feeling verbose right now. Just want to get them posted.

Children of Jormugandr

Fluff:
Spoiler: ShowHide


Ecology

Children of Jormugandr are the spawn of the Ouroboros. Each dawn Jormugandr goes into a tail-eating frenzy as all the fallen of Ysgard are resurrected. He withholds his poison and instead offers up his blood, a sacrifice that enables the resurrections of Ysgard. On occasion, particularly potent pools of blood congeal with the essence of Ysgard and become a new creature, a child of Jormugandr.

A child of Jormugandr loosely serves the Ouroboros while pursuing their own interests. Each child has a different personality, though almost all enjoy and relish a good battle. As most encounters with the children of Jormugandr are Ysgardian glory-seekers hoping to slay it, the personality of each child seldom has a chance to show. As a result, most will parley out of the sheer novelty of not being attacked. Unless the child desires a battle or is faced with an unacceptable request, they will generally be amenable to negotiations.

As the children of Jormugandr don't need to eat or drink, they have no part in Ysgard's natural order. Nonetheless, many function as apex predators for the joy of the hunt and eating. They prefer to hunt worthy prey whenever possible.

Environment

The children of Jormugandr prefer isolated dens, usually in terrain that is dangerous for others to cross. They lair all across the layers of Ysgard.

Typical Physical Characteristics

Each child of Jormugandr is a massive grey-brown serpent that is hundreds of feet long. They are covered in thick, dull scales of varying sizes. These scales tend to have slightly different thicknesses, giving the child an uneven appearance.

Alignment

All of the children of Jormugandr are chaotic good. They are tied to the essence of Ysgard and are thus always chaotic good.

Advancement

Children of Jormugandr advance by racial hit dice. Most rise to 32 to 35 hit dice within a century of being born, but advancement past that routinely slows to a crawl. Few children make it to 40 hit dice.

Gestalt

Classes that favor Strength or physical ability are favored by the children of Jormugandr. They often take levels in more than one base class or prestige class, especially prestige classes that integrate their base classes in new ways. Each child spends some time figuring out what classes best suit them.

Popular class options include barbarian, ranger, paladin of freedom and war hulk.


Size/Type: Gargantuan Outsider (Chaotic, Good)
Hit Dice: 30d8+360+30+60 (690 hp)
Initiative: +6
Speed: 50ft, burrow 30ft, fly 180ft (average)
Armor Class: 56 (-4 size, +6 dex, +44 natural)
Base Attack/CMB/CMD: +30/+51/57
Attack: Bite+43 (4d8+27 plus poison plus improved grab)
Full Attack: Bite+43/+38/+33/+28 (4d8+27 plus poison plus improved grab)
Space/Reach: 20ft/20ft
Special Attacks: Breath weapon, poison, improved grab, swallow whole.
Special Qualities: Damage reduction 30/axiomatic, cold iron and epic, immunity to cold, fire and poison, resistance to acid and electricity 30, world serpent's blood, consume the tail, darkvision 120ft, blindsight 400ft, fast healing 30.
Saves: Fort +27, Ref +21, Will +18
Abilities: Str 47, Dex 23, Con 35, Int 17, Wis 17, Cha 16
Skills: Climb+50, Heal+36, Hide+39, Intimidate+36, Jump+58, Knowledge(Arcana)+36, Knowledge(Dungeoneering)+36, Knowledge(Local:Ysgard)+36, Knowledge(Nature)+36, Knowledge(Religion)+36, Listen+36, Move Silently+39, Spot+36, Survival+36, Swim+50
Feats: Awesome Blow(B), Toughness(B), Power Attack(1), Ability Focus(Poison)(3), Rapidstrike(6), Quicken Breath(9), Virulent Poison(12), Deadly Poison(15), Improved Rapidstrike(18)
Epic Feats: Epic Toughness(B), Epic Ability Focus(Poison)(21), Relentless Poison(24), Blinding Speed(27), Fast Poison(30)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Breath Weapon (Ex)

DC 49 Fortitude negates, 1d8/4d8 Constitution damage, 1d4 interval. 120ft cloud of poison gas. The secondary damage occurs in one round rather than one minute. If the secondary save is failed, it repeats until it is passed or the target dies. The save DC is Constitution based and includes a +4 racial bonus. This is an epic poison.

Poison (Ex)

Injury(Bite), DC 49 Fortitude negates, 1d8/4d8 Constitution damage. The secondary damage occurs in one round rather than one minute. If the secondary save is failed, it repeats until it is passed or the target dies. The save DC is Constitution based and includes a +4 racial bonus. This is an epic poison.

Improved Grab (Ex)

To use this ability, a child of Jormugandr must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the CMB check, it establishes a hold and can attempt to swallow the foe the following round.

Swallow Whole (Ex)

A child of Jormugandr can try to swallow a grabbed opponent of a smaller size than itself by making a successful CMB check. Once inside, the swallowed creature takes 4d8+25 points of damage a round, as well as 27 points of acid damage from the child of Jormugandr's gizzard. In addition, the creature must save each round versus the child of Jormugandr's poison. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 40 points of damage to the gizzard (AC 32). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan child of Jormugandr's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

World Serpent's Blood (Ex)

Children of Jormugandr have the blood of their legendary father within them. This grants them several benefits as described below.

- Maximum hit points per hit die.
- Toughness and epic toughness as bonus feats.
- Immunity to fire and cold.
- Treated as divine rank zero for the sake of effects. They do not have any actual divine rank.

Consume the Tail (Su)

Jormugandr represents infinity and eternity, including Ysgard's cycle of eternal resurrection. His children represent a lesser form of this immortality and are almost impossible to truly slay. A child of Jormugandr that is slain on Ysgard resurrects in 1 minute instead of at the next dawn. If a child of Jormugandr is slain outside of Ysgard, it resurrects at the next dawn (or at Ysgard's next dawn if the plane does not have a dawn) as if it were on Ysgard.

A child of Jormugandr can be slain in one of two ways. A creature with divine rank can slay a child of Jormugandr. If slain by such a creature and the creature wills it, the child is truly dead and does not resurrect. Otherwise, it may be permanently slain by cutting off the creature's tail and head and successfully disintegrating them, as by the spell disintegrate or similar methods. Doing so prevents the child of Jormugandr from resurrecting, even if on Ysgard.


Epic Poison Summary: [spoiler]

See here for full information: https://www.wizards.com/default.asp?x=dnd/ei/20021110a

- Ignores any magical protections against poison. This includes magical items that grant bonuses to saves and ability scores.
- Only natural rest can restore ability damage from epic poison.
- Heal checks to help and antitoxin work normally.

As a note, epic poisons don't penetrate divine poison immunity. When used by a deity against a deity, a rank check to overcome the immunity happens as normal. This is for clarification, as Jormugandr's poison will interact with this. Moreover, the anti-magic properties doesn't function, since deities are innately immune to anti-magic.
<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

Yeah, a new Disgaea game plus writer's block meant this was going to take awhile. Blah blah blah, moving on. This writeup is somewhat scanty in part due to that. The other part is that I want there to be some ambiguity about Jormugandr.

Jormugandr is the world serpent, a mythical figure that represents life and death together. It is the focus of Ysgard's endless resurrections, a serpent that spreads inevitable death and then brings life renewed. It is the root of the symbolic Ouroboros. It is a creature created by Ysgard and one of its most powerful entities, able to spread poisonous death far and wide, yet then able to bring restoration. It is a symbol of cycles, eternity and completion.

Each dawn Jormugandr falls into a terrible frenzy, biting its own tail as it spreads life to all that fell over Ysgard. He is the channel for Ysgard's resurrections and ensures that the cycle of life and death continues.

Jormugandr is not evil and is in fact good. He is often mistaken for other serpents, the vast majority of which are evil. He is mentioned as a god-slayer in some worlds, which tends to cast him in a further negative light. In truth he is a child of Ysgard, who trivializes the terror of death and replaces it with eternal life.

The World Serpent lairs in a demiplane attached to Ysgard. This realm consists of endless burrow tunnels large enough to march armies through. It is inhabited by the greatest of Jormugandr's children and ancient celestials, all of which who see to ensuring Ysgard's cycle of resurrections continues flawlessly. It is said entrances to this realm are hidden all across Ysgard, or that are only a few that move in a manner similar to the Court of the Stars. Both are true - there are many entrances around Ysgard, and every so often a location will move.

---

Jormugandr's abilities are scaled like a greater deity's. I haven't posted one yet, as they're all meant to be tremendous game breakers - even above intermediate deities, Jormugandr's expanding radius poisoning is scaled to that sort of insanity. Anyway, notes as follows.

- Barbarian should an obvious class choice based on Jormugander's frenzies. It also fits Ysgard neatly.
- Jormugandr's land speed is 10ft higher than it should be thanks to fast movement. It only applies to land speed, hence it looking off compared to his other modes of movement.
- Jormugandr's main threat is his poison. It's one hell of a threat. There's really no way around it with all the ways he beats immunity (epic poison + divine immunity penetration + counting as a ravage vs evil + death poison feat), so if you want to have a chance to beat him, you need a jacked up Fortitude save. This is doable for something in his level range but it shuts down most lower level threats, minions and the like.
- Unlike most entities of this power level, Jormugandr can be sniped with things like mind control with a high enough DC. Granted, having it stick with the help Jormugandr has around is a feat, but it's a viable strategy.
- I believe the Immortal's Handbook has a system for sizes bigger than Colossal. I don't normally think it's terribly needed, but this is a case where those rules would be handy. Oh well.


Jormugandr 61//Barbarian 61

Size/Type: Colossal Outsider (Chaotic, Good)
Hit Dice: 61d12+1220+61+244 (2257 hp)
Initiative: +28
Speed: 210ft, burrow 100ft, swim 200ft, fly 400ft (perfect)
Armor Class: 114 (-8 size, +8 dex, +70 natural, +20 con, +14 deflection)(+20 dodge bonus vs AoOs when charging)
Base Attack/CMB/CMD: +61/+97/139
Attack: Bite+95 (12d8+56 plus poison plus improved grab)
Full Attack: Bite+95/+90/+85/+80 (12d8+56 plus poison plus improved grab)
Space/Reach: 30ft/30ft
Special Attacks: Breath weapon, poison, improved grab, swallow whole, epic rage 16/day.
Special Qualities: Damage reduction 50/axiomatic, cold iron, evil and epic, damage reduction 27/-, immunity to cold, fire and poison, resistance to acid and electricity 50, spell resistance 81, world serpent, bite the tail, darkvision 120ft, blindsight 1000ft, fast healing 500, improved uncanny dodge, dashing step, indomitable will, tireless rage.
Saves: Fort +79, Ref +67, Will +66
Abilities: Str 67, Dex 27, Con 50, Int 23, Wis 25, Cha 22
Skills: Balance+72, Climb+92, Heal+71, Hide+72, Intimidate+70, Jump+160, Knowledge(Arcana)+70, Knowledge(Dungeoneering)+70, Knowledge(Local:Ysgard)+70, Knowledge(Nature)+70, Knowledge(Planes)+70, Knowledge(Religion)+70, Listen+71, Move Silently+72, Sense Motive+71, Spot+71, Survival+71, Swim+92, Tumble+72
Feats: Awesome Blow(B), Toughness(B), Power Attack(1), Ability Focus(Poison)(3), Rapidstrike(6), Quicken Breath(9), Virulent Poison(12), Deadly Poison(15), Improved Rapidstrike(18), Improved Natural Attack(Bite)(36), Improved Sunder(39), Combat Reflexes(42), Large and in Charge(45), Improved Overrun(48)
Epic Feats: Epic Toughness(B), Epic Ability Focus(Poison)(21), Relentless Poison(24), Chaotic Rage(B24), Blinding Speed(27), Dire Charge(B28), Fast Poison(30), Epic Rage(B32), Death Poison(33), Terrifying Rage(B36), Ruinous Rage(B40), Thundering Rage(B44), Epic Sunder(B48), Epic Overrun(51), Epic Toughness(B52), Jormugandr's Charge(54), Armor Skin(B56), Improved Combat Reflexes(57), Spellcasting Harrier(60), Damage Reduction(B60)
Alignment: Anarchic Good

Racial powers:
Spoiler: ShowHide


Breath Weapon (Ex)

DC 75 Fortitude negates, 1d10/4d10 Constitution damage, at will, 210ft cloud of poison gas. The secondary damage occurs in one round rather than one minute. If the secondary save is failed, it repeats until it is passed or the target dies. The save DC is Constitution based and includes a +7 racial bonus. This is an epic poison.

Jormugandr's poison automatically overcomes the immunities and protections of deities. Indeed, several myths say that his poison can lay a mighty deity low. Deities do not count their divine bonus to saving throws against this poison. Greater deities do not automatically receive a result of 20 on the saving throw and must roll it instead. Any deity that rolls a 1 on the saving throw automatically fails the saving throw, this is an exception to the rule that deities of rank 1 or higher do not automatically fail saving throws on a natural 1.

In addition, this poison counts as a ravage to overcome the poison immunity of evil creatures, but this does not prevent it from affecting non-evil creatures.

Alternately, Jormugandr may choose to poison the land and sky with a massive torrent of venom. As a full round action, Jormugandr can breathe poison all about. This functions as his breath weapon, except it as a radius of 20 miles and is centered on Jormugandr. The World Serpent may choose to maintain this breath weapon as a full round action each round. Should he do so, creatures within the radius must save against the poison each round.  Further, the radius of the breath weapon doubles each round he maintains it (40 miles in round 2, 80 miles in round 3, 160 miles in round 4 and so forth). Once Jormugandr ceases to maintain his breath weapon, the effect ends.

Poison (Ex)

Injury(Bite), DC 75 Fortitude negates, 1d10/4d10 Constitution damage. This poison is identical to Jormugandr's breath weapon otherwise.

Bite the Tail (Su)

Jormugandr is Ysgard's symbol of eternal life and death, the great Ouroboros that brings death and grants life ever renewed. Each dawn in Ysgard, Jormugandr falls into a frenzy as he devours his own tail, only for it to eternally regenerate. This act is the mechanism through which Ysgard resurrects all that die on the plane. This is not the limit of Jormungandr's power and he may resurrect the dead in great quantity.

Jormugandr may bite his tail as a full round action. Doing so functions as a resurrection spell, except as noted here. The range of the spell is 20 miles, the targets are up to 61 dead creatures, the targets automatically succeed on any resurrection chance roll and there is no chance of a resurrection mishap.

If Jormugandr is slain, these same energies resurrect him in one round. This is automatic and requires no effort on Jormugandr's part. This can only be prevented by cutting off Jormugandr's tail and head, then successfully disintegrating them, as by the spell disintegrate or similar methods. Doing so prevents Jormugandr's resurrection until the next dawn, when he automatically resurrects. If the plane Jormugandr is slain on does not have a dawn, he instead resurrects at Ysgard's next dawn. Means to prevent resurrection, such as trapping his soul, fail when the dawn comes.

The means to put Jormugandr down for good are not known. It is suspected that weakening Ysgard would be essential to this, that a greater deity may need to be involved or a specific artifact is required.

Improved Grab (Ex)

To use this ability, Jormugandr must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the CMB check, it immediately swallows the creature whole.

Swallow Whole (Ex)

Jormugandr can swallow a bitten opponent of a smaller size than itself by its improved grab ability. Once inside, the swallowed creature takes 12d8+56 points of damage a round, as well as 56 points of acid damage from Jormugandr's gizzard. In addition, the creature must save each round versus Jormugandr's poison. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 80 points of damage to the gizzard (AC 45). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Jormugandr's interior can hold 20 Colossal, 80 Gargantuan, 320 Huge, 1280 Large or 5120 Medium or smaller opponents.

World Serpent (Ex)

Jormugandr is a primal manifestation of Ysgard and has powers far beyond that of lesser creatures. This grants him several benefits. He is treated as a greater power for the sake of effects. Jormugandr does not have any actual divine rank. He has maximum hit points per hit die. He adds his Constitution modifier as a bonus to initiative, saving throws and armor class; these are the result of Ysgard's direct protection.


Gear:
Spoiler: ShowHide


Jormugandr does not bother with equipment or magical items. However, ages of conflict have left him with several benefits. His natural attacks have a +14 enhancement bonus. He also has a +14 resistance bonus to saving throws and a +14 deflection bonus to armor class.


Custom Material: [spoiler]

Epic Overrun [Epic]
Prerequisite: Improved Overrun, str 23
Benefit: You gain a +6 bonus on the CMB check to overrun a creature, as well as a +6 bonus to CMD to resist being overrun. This stacks with the bonus from Improved Overrun. You may overrun as many creatures as you like during your move, as long as you do not fail a CMB check to overrun a creature.

Jormugandr's Charge [Epic]
Prerequisites: Combat Reflexes, Dire Charge, Epic Overrun, str 31
Benefit: You may overrun opponents as part of a charge. These overrun attempts are free actions as part of your charge. In addition, you may choose to make a melee attack against any creature you successfully overrun in this manner. Make the attack at your highest base attack bonus. Each attack you make in this fashion counts as one of your attacks of opportunity for the round.
<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?