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Started by Anastasia, April 28, 2014, 12:08:23 AM

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Anastasia

#45
Erathaol, the Seer

Fluff:
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Erathaol is the guardian of those who seek the future and knowledge for a better tomorrow. He guides seekers of wisdom to what they need to find, even if it is not what they wanted to find. The transient sage who seeks greater mysteries yet leaves the blessings of wisdom may be one of his followers, as would a learned king that attempts to divine the future to ensure his kingdom follows a righteous path.

The Seer of Celestia takes a quiet, often unseen hand in aiding those who wish to learn. He understands that a trickle of knowledge given wisely can lead to a great blossoming of goodness - but that knowledge misunderstood, too much knowledge or knowledge given unwisely can result in catastrophe. Hand in hand with knowledge is the intelligence to understand knowledge and the wisdom to use it properly. That must be properly cultivated and Erathaol teaches how to improve the mind as well as the soul. They are also taught not to be stingy with knowledge, but wise and generous as prudent with it. There is no sin in secrets held for a good reason.

It must also be understood that there is a plan in place for everything and everyone. Fate is a real force, something that the seekers of wisdom are taught to understand - and it is up to them to accept the path before them and live up to it. Those who can peer in the future or who are wise enough to predict it are taught that this is only half the battle. The path to the holy mountain is a hard one that must be be lived up to.

Followers of Erathaol are rare. As one of the Hebdomad he rarely takes mortal worshipers, instead preferring to aid the worthy anonymously. His worshipers are largely made of archons and angels that serve him directly. As such, there is no typical dress or habits. When a mortal comes to venerate him he is tested three times. Each test is a chance to leave this path for the path of another worthy deity. Should the seeker be determined to follow Erathaol's path, a celestial servant is sent to meet the seeker and instruct him in the proper ways to follow the path of the Seer.

History/Relationships

Erathaol is an ancient power, one of the Hebdomad. It is not clear if he is the original Erathaol, but if he is not, he has held the position for eons. Since time forgotten to all but the oldest, he has performed his duties and aided mortals from his underwater library-fortress of Xiranthador.

Barachiel is a close friend of Erathaol. The two enjoy games of strategy and companionship together. Erathaol offers knowledge of the rare threats to Mount Celestia to Barachiel, who in turns aids Erathaol when he requires agents better suited to being a sharp sword than a guiding sage. In contrast, Domiel and Erathaol are not as close. Domiel is too aggressive for Erathaol's tastes and Erathaol too passive for Domiel. The two paragons still respect each other greatly and get along well, but a distance remains.

Pistis Sophia's meditations hold value to Erathaol, and he finds he does much of his best thinking wandering the foggy valleys of Solania. In spite of this, the two do not often meet. A figure of serene composure and another of future visions have little need to meet often, as one is always at perfect calm and understanding while the other can see ahead to when they do meet. Erathaol and Raziel are closer than their attitudes would suggest. Erathaol greatly values the healing Raziel provides and promotes, while Raziel has learned many times that knowledge is as powerful as a blade. Sealtiel is distant from Erathaol, yet the work together in silent tandem. The knowledge to guide souls along eventually leads to Sealtiel's lofty perch at the precipice of the light of Chronias.

Of all the Hebdomad, Erathaol has seen the most of Zaphkiel. He has seen the deepest of them and has glimpsed the truth of Chronias the closest. He understands what Zaphkiel is most keenly, facts that often occupy his thoughts. He has never spoken a word of this to another - for he knows that none can be ready to understand this truth until they ascend to Chronias.

Beyond the Hebdomad, Erathaol is a relatively isolated power. He is best known in the courts of deities that value knowledge as much as he does. He is on good terms with Oghma, Azuth and Sehanine Moonbow. The latter surprises many, but the Guardian of the Possibilities has a great respect for the elven deity's dreams and mysticism. The reasons why are obscure and lost to knowledge. In contrast, Erathaol has a surprising dislike of Mystra. He finds part of her portfolio distasteful, in spite of sharing the bonds of knowledge. Why this bothers him so in spite of getting along with beings such as the chaotic Sehanine Moonbow is unclear, but like his affinity for Sehanine Moonbow, the roots are lost to the ages.

Erathaol counts all of evil as his sworn enemy, as well as the chaotic and difficult to predict slaad. He has few immediate and obvious enemies, as his role is a guide and anonymous supporter rather than a direct threat. His true enemies are those who use knowledge to evil ends, such as Shar or Mephistopheles. His battles against evil are pawn against seeker and Erathaol avoids confrontations unless no other avenue exists.

Of special note, Erathaol counts Duke Taelfagn of Baator as an enemy. Taelfagn is the Duke of Destiny, a loathsome hellspawn that uses fate to drag souls into Hell. The two routinely compete against each other's plans, manipulating events in the present to try and control fate in the future. The recent fall of Lifasa has only intensified this rivalry, as the direct intervention of the Serpent Throne in the Duke of Destiny's affairs has gravely upped the stakes. Erathaol has quietly ensured that Aurora and Lifasa's resistance have been supplied with aid at critical moments.

Dogma

Seek the wisdom to find the path of the righteous. Forge this wisdom with the fires of a strong mind and the waters of learned wisdom. Understand that evil is relentless and the gifts of knowledge are the key to defeating it. Use your knowledge well, but remember it makes you no better than those who are not so well learned. Blessed be the teachers of goodly wisdom.

Clergy and Temples

Erathaol has no formal temples or clergy.


Notes:
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- Erathaol is the strongest of the three lower members of the Hebdomad. He's also built the strongest by far, with several gimmick and powers that let him dominate most battles. Deities aren't fair and he brings that in spades. Not only is he impossible to surprise, he gets a surprise round on you and can have you outnumbered before you even attack.

- More than combat, Erathaol triumphs by wisdom and knowledge. He is rarely involved in a conflict he has not foreseen. He deals with problems weeks, months, years and centuries in advance. In many ways he is in direct contrast with Baator's Duke of Destiny. While Taelfagn seeks to use fate to chain worlds to Baator, Erathaol uses it to spread holy wisdom and see to the growth of mortals. Instead of chains, he presents destiny as a path to be lived up to, one created under the wisdom of Celestia. On the flip side, neither has any love for the slaad. In rare cases, the two have found themselves allies of a sort, both opposing acts of chaos that would deal great damage to important destinies.

- Cosmic Descryer is a neat epic PrC. I like what it does, even if superior planar summoning can be troublesome due to the need to generate a bunch of advanced summons. Can't win 'em all. As far as flavor goes, I assume the advanced summons are a mix of stronger than usual specimens and temporary advancement due to the powers the cosmic descryer taps into. It helps deal with problem of where the hell you get massively advanced summoned creatures.

- Erathaol has various magic relating to time, things generally forbidden by the Temporal Compact. They aren't in the stat block here. These spells, while incredibly powerful, aren't all that useful against other deities. Deities and powers are innately immune to paradox and temporal manipulation. For example, if you went back in time and killed an ascended mortal before they ascended, they'd still exist in the future when you returned. Deific immunity to time shenanigans extends to any mortal status they may have once had - or even status they may hold in the future, if they somehow lose their powers.

- Erathoal's archivist spells are left empty. He uses this as a flexible bank of spells to be tailored to the day's projected needs. In the most general terms, he has what he needs there and it should be treated as such.



Erathaol
The Seer of Celestia, Guardian of Possibilities
Third of the Hebdomad
Symbol: A silver dragon with a book in its mouth on a dark blue rectangular field
Home Plane: Venya, 3rd layer of Mount Celestia
Alignment: Lawful Good
Portfolio: Knowledge, the future, guidance
Worshipers: Seers, good-aligned divine oracles, prophets of Erathaol
Cleric Alignments: LG, LN, NG
Domains: Fate, Generosity, Good, Knowledge, Law, Oracle, Time
Favored Weapon: Forewarned (Quarterstaff)

Astral Deva 46//Archivist 21/Cosmic Descryer 25

Changelog: Added racial resistance to fire and electricity. Converted Erathaol's knowledge skills to knowledge all, since he bought all of them anyway. Added hide and move silently as skills, as he was 2 skills short. Added cleric spells and several custom spells. Rewrote forewarned's fluff slightly. Rewrote but didn't meaningfully change chronos sapienta's mechanics.

Size/Type: Large Outsider (Archon, Good, Lawful)
Divine Rank: 7
Hit Dice: 46d8+598 (966 hp)
Initiative: +26 (always goes first, always gains surprise)
Speed: 80ft, fly 240ft (perfect)
Armor Class: 87 (-1 size, +15 dex, +7 divine, +23 natural, +12 deflection, +7 insight, +14 armor)
Base Attack/CMB/CMD: +46/+68/112
Attack: Forewarned+73 (1d8+28)
Full Attack: Forewarned+73/+68/+63/+58 (1d8+28)
Space/Reach: 10ft/10ft
Special Attacks: Spells, spell-like abilities.
Special Qualities: Damage reduction 30/anarchic, epic, evil and silver, spell resistance 61, immunity to acid, cold and petrification, resistance to electricity and fire 30, aura of menace, indelible imprint, protective aura, summon archons, tongues, darkvision 120ft, divine traits, lore, dark knowledge 10/day, lore mastery, superior planar summoning(+28 HD), naturalization(Baator, The Abyss, Limbo, Arborea, Pandemonium), enduring gate(8 days), cosmic connection 4/day, uncanny dodge.
Saves: Fort +52, Ref +61, Will +52 (+4 racial vs poison, +2 vs enchantment spells)
Abilities: Str 39, Dex 40, Con 36, Int 46, Wis 37, Cha 35
Skills: Appraise+74, Concentration+69, Decipher Script+76, Diplomacy+68, Forgery+74, Gather Information+68, Handle Animal+68, Hide+71, Knowledge(All)+79(+81 for Arcana, Nature, Planes and Religion), Listen+69, Move Silently+71, Profession(Sage)+69, Psicraft+74, Search+74, Sense Motive+69, Spellcraft+74, Spot+69, Survival+69, Tumble+71, Use Psionic Device+68, Use Rope+71
Feats: Improved Initiative(B), Words of Creation(B), Spell Focus(Conjuration)(1), Scribe Scroll(A1), Greater Spell Focus(Conjuration)(3), Augment Summoning(6), Empower Spell(9), Twin Spell(A10), Archivist of Nature(12), Maximize Spell(15), Master of Knowledge(18), Delay Spell(A20), Draconic Archivist(30), Quicken Spell(33), Repeat Spell(39), Easy Metamagic(Quicken Spell)(42)
Epic Feats: Epic Spell Focus(Conjuration)(21), Epic Spell Capacity(24), Improved Metamagic(CD5), Epic Master of Knowledge(27), Intensify Spell(CD10), Great Ability(Intelligence)(36), Enhance Spell(CD15), Improved Metamagic(CD20), Specialized Metamagic(Quicken Spell)(45), Spell Stowaway(Miracle)(CD25)
Salient Divine Abilities: Automatic Metamagic(Empower Spell), Automatic Metamagic(Maximize Spell), Automatic Metamagic(Twin Spell), Clearsight, Divine Precognition, Divine Summoner, Extra Domain(Fate), Extra Domain(Oracle), Extra Domain(Time), Know Secrets, Power of Truth, Supreme Initiative
Alignment: Lawful Good

Racial powers:
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Erathaol casts as a 46th level cleric with access to the Fate, Generosity, Good, Knowledge, Law, Oracle and Time domains (caster level 47th for spells with the good or lawful descriptor, caster level 50th for divinations). The save DCs are 23 + spell level (27 + spell level for conjurations). All of Erathaol's spells are automatically empowered, maximized and twinned. Erathaol's metamagic options are Quicken Spell (+0), Delay Spell (+1), Repeat Spell (+1), Enhance Spell (+2) and Intensify Spell (+5)

[6/day]0: Create Water, Guidance, Mending, Read Magic, Resistance, Virtue.
[10+1/day]1: (True Strike), Blessx2, Divine Inspirationx4BoED, Quickened Summon Monster 1x4
[10+1/day]2: (Shield Other), Augury, Ease PainBoED, Lesser Restorationx3, Quickened Summon Monster 2x4
[9+1/day]3: (Magic Circle Against Evil), Cure Serious Wounds, Invisibility Purge, Locate Object, Path of the ExaltedBoED, Quickened Summon Monster 3x4, Telepathy TapBoED
[9+1/day]4: (Divination), Death Wardx2, Quickened Summon Monster 4x4, Sword of Consciencex3BoED
[9+1/day]5: (Dispel Chaos), Inquisitionx2BoED, Quickened Summon Monster 5x4, Sacred GuardianBoED, Telepathy BlockBoED, True Seeing
[8+1/day]6: (Enhanced Holy Smite), Quickened Healx4, Quickened Summon Monster 6x4
[7+1/day]7: (Enhanced Repeat Holy Smite), Greater Restoration, Quickened Summon Monster 7x4, Righteous Smitex2BoED
[7+1/day]8: (Foresight), Enhanced Quickened Storm of Shardsx2BoED, Quickened Summon Monster 8x4
[7+1/day]9: (Time Stop), Enhanced Quickened Righteous Smitex2, Quickened Mass Heal, Quickened Summon Monster 9x4
[7+1/day]10: (Quickened Repeat Summon Monster 9), Enhanced Quickened Repeat Righteous Smitex2, Repeat Quickened Summon Monster 9x4
[6+1/day]11: (Quickened Repeat Summon Monster 9), Heresy's Rewardx2Home, Quickened Superb Dispellingx4Home
[6+1/day]12: (Quickened Repeat Summon Monster 9), Delayed Quickened Superb Dispellingx2, Legion's Gatesx2Home, Quickened Might of the Solarx2Home
[6+1/day]13: (Quickened Repeat Summon Monster 9), Enhanced Quickened Heresy's Rewardx2, Quickened Mass Energy Immunityx2Home, Web of Generosityx2Home
[6+1/day]14: (Quickened Repeat Summon Monster 9), Quickened Radiant Stormx2, Radiant Stormx2Home, Thunderous Voicex2Home
[5+1/day]15: (Greater Foresight), Quickened Final Penancex3Home, Repeat Quickened Radiant Stormx2
[5+1/day]16: (Greater Foresight), Automatic Summonsx5Home
[5+1/day]17: (Greater Foresight), Enhanced Quickened Final Penancex2, Quickened Repeat Automatic Summonsx3
[3+1/day]18: (Greater Foresight), Enhanced Quickened Repeat Final Penance, Greater Web of Generosityx2Home

Change Shape (Su)

Erathaol can assume the form of any Small or Medium humanoid or animal.

Lore (Ex)

Erathaol is a master of knowledge far and wide. He is treated as having bardic knowledge as a 46th level bard (total modifier of +64). He may take ten on this roll, unlike mortal bards.

Aura of Menace (Su)

DC 52 Will negates, -4 morale penalty to armor class, attacks and saves for one day. Creatures that succeed on the saving throw are immune to Erathaol's Aura of Menace for 24 hours. The save DC is Charisma based and includes a +7 sacred bonus.

Indelible Imprint (Su)

When one of the Celestial Hebdomad is slain, the dying paragon releases holy energy to brand its murderer for all time. The instant the paragon dies, all creatures within 700ft who have dealt damage to the paragon within the past day must make a Will save (DC 77). Those that succeed suffer no other effect. Those that fail receive an unsightly rune on their face that marks them as the murderer of a member of the Hebdomad to any lawful good outsider. They automatically fail any bluff, diplomacy or intimidate checks against lawful good outsiders. These outsiders will take any means to capture or slay the branded creature. Lawful good outsiders who attempt to bring a creature bearing the Indelible Imprint to justice enjoy a +7 sacred bonus to all attack rolls, saving throws, armor class, checks and ability scores for as long as they battle the branded creature. This results from the direct intercession of Mount Celestial and the Hebdomad through the outsider.

This mark may only be removed by a wish or miracle cast by a 49th level spellcaster or a deity who succeeds on an opposed rank check against the slain paragon.

Deities are not immune to the Indelible Imprint, but are allowed an opposed rank check to negate it when the paragon dies. If the deity fails this check and then fails the saving throw, they cannot remove it with their own power. The save DC is set and does not draw on any ability score.

Summon Archons (Su)

Erathaol may call up to 46 hit dice of archons or lawful good angels three times per day. Alternately, he can call the same another three times per day. Finally, once per day, he may attempt to call one of the other Hebdomad. The other member of the Hebdomad is not obligated to answer and they are automatically aware of the circumstances surrounding Erathaol.


Divine powers:
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Always active-detect chaos, detect evil. At will-aid, augury, bestow curse, blade barrier, calm emotions, clairaudience/clairvoyance, commune, contingency, deathwatch, detect secret doors, detect thoughts, dictum, discern lies, dispel chaos, dispel evil, divination, find the path, foresight, freedom of movement, geas/quest, gentle repose, greater plane shift, greater prying eyes, greater scrying, greater teleport, guards and wards, haste, hold monster, holy aura, holy smite, holy word, identify, legend lore, magic circle against chaos, magic circle against evil, mark of justice, mind blank, order's wrath, permanency, protection from chaos, protection from evil, prying eyes, scrying, shield of law, shield other, status, summon monster 9 (lawful good creatures only), teleport object, time stop, true seeing, true strike, vision. Caster level 46th, caster level 47th for good or lawful spells. The save DCs are 39 + spell level.

Alter Reality (Su)

Erathaol exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. This warping of reality manifests in a number of ways. Erathaol can use limited wish when doing so can help him promote wisdom for the future, knowledge and the glory of Mount Celestia. Note that in the situation where Erathaol 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)

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

Domain powers:
Fate: Gain uncanny dodge.
Generosity: 7/day maximize any conjuration (healing) you cast.
Good: +1 caster level to good spells.
Knowledge: +1 caster level to divinations.
Law: +1 caster level to lawful spells.
Oracle: +2 caster level to divinations.
Time: Improved initiative as a bonus feat.

Divine Aura (Ex)

The save DC against Erathaol's divine aura is 29 and the radius is 700ft.

Immunities: Erathaol is immune to polymorphing, petrification, or any other attack that alters his form. Any shape-altering powers she might have function normally on himself. He is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). He are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to these, Erathaol is immune to effects that imprison or banish him. 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: Erathaol gains a divine bonus equal to his divine rank on all skill checks, ability checks and caster level checks.

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

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

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

Create Items: Erathaol can create any wondrous item with power related to divination and wisdom; the maximum is 30,000 gold.

Portfolio Sense: Erathaol is aware of any act of messages, holy patience and perseverance that involves 500 or more people.


Archivist powers:
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Erathaol casts as a 43rd level archivist (caster level 44th for spells with the good or lawful descriptor). The save DCs are 28 + spell level (32 + spell level for conjurations). All of Erathaol's spells are automatically empowered, maximized and twinned. Erathaol's metamagic options are Quicken Spell (+0), Delay Spell (+1), Repeat Spell (+1), Enhance Spell (+2) and Intensify Spell (+5)

Erathaol has knowledge of any spell with the good or lawful descriptor, summonings, divinations and spells relating to time. He routinely alters his spell list each day and tailors it to the day's anticipated tasks.  As such, no firm spell list is provided.

Dark Knowledge (Ex)

Three times per day, an archivist can draw upon his expansive knowledge of monsters, granting his allies benefits against the creatures they face. Doing this counts as a move action. The secrets of dark knowledge pertain only to aberrations, elementals, magical beasts, outsiders, or undead. An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three archivist levels (4/day at 3rd level, 5/day at 6th level, and so forth).

Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the archivist's dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature.

The archivist's dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature's presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.

Tactics

The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. For example, an archivist confronted by corruption eaters who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.

Puissance

Starting at 5th level, the archivist can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the archivist gain a +1 bonus on saving throws against the affected creature's abilities. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.

Foe

Starting at 8th level, an archivist can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.

Dread Secret

By speaking aloud a dread secret of the target creature, an archivist of 11th level or higher can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the archivist succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the archivist succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the archivist can choose to daze the target instead of stunning it).

Foreknowledge

Starting at 14th level, an archivist can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the archivist gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.

Lore Mastery (Ex)

Upon reaching 2nd level, an archivist gains a +2 bonus to all Decipher Script checks and to all checks of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed. At 7th, 13th, and 17th level, the archivist can choose an additional Knowledge skill on which to gain the +2 bonus.


Cosmic Descryer powers:
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Superior Planar Summoning (Ex)

Beginning at 1st level, the cosmic descryer can increase the power of any of the following spells-elemental swarm, gate, greater planar ally, greater planar binding, summon monster 9, or summon nature's ally 9-to affect or summon outsiders of 4 Hit Dice higher than the spell's normal limit or conjure creatures with 4 Hit Dice of advancement. Every four levels thereafter, the cosmic descryer can increase the number of extra Hit Dice by 4.

Naturalization (Ex)

Starting at 2nd level, the cosmic descryer develops a natural affinity for one plane that she has visited. She chooses a plane she has visited. While on that plane, she is treated as being a native of that plane. She is immune to the natural conditions and traits of that plane unless she chooses otherwise. She may use her own alignment or the alignment of the plane (if any) for effects that target while on the plane. For example, a neutral evil cosmic descryer who chooses Arborea could have her alignment count as good and chaotic or evil for effects while on Arborea. She may choose which applies to her for each effect. At 7th level and every 5 levels thereafter, the cosmic descryer may choose another plane to gain these benefits on.

Enduring Gate (Su)

Starting at 3rd level, as a full-round action, the cosmic descryer can make any casting of the gate spell remain for a full day, rather than disappearing after 1 round per caster level. Every three levels thereafter, the cosmic descryer can increase the duration of gate by one additional day.

Cosmic Connection (Su)

At 4th level, the cosmic descryer may join with the massive energy of the multiverse once per day, plus one additional time per day every five levels thereafter. The cosmic descryer can remain connected for a number of minutes equal to his or her class level. While connected, the character is immune to critical hits, is a native on any plane he or she visits, and can use dimension door at will as a 20th-level caster. The cosmic descryer can draw off excess energy from the multiverse itself to increase his or her effective caster level or enhance any attack roll, saving throw, skill check, or ability check. Drawing off excess energy from the multiverse is dangerous, and it deals the cosmic descryer 10 points of damage for each +1 bonus applied to a single roll or +1 caster level on a single spell.


Gear:
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Forewarned

This quarterstaff is ivory white and looks slender, delicate and well made. One end tapers to ribbed tips and the other to a feathery end that vaguely resembles a mace. It is said this weapon is a paradox, taken from a time that no longer exists or ever existed. Legend says that it represents knowledge of what could have been and what may come to be. It may well be the key to all the knowledge of Celestia and perhaps even the glorious realm of Chronias.

Forewarned functions as a quarterstaff+7. It grants Erathaol guidance to what is about to happen, granting him a +7 insight bonus to armor class and Reflex saves. It has the ability to cast spells as a staff of divination and a staff of planar might. All spells cast this way are treated as quickened (even if the spell would normally have a casting time too long for quickening) and extended. Forewarned has unlimited charges.

Chronos Sapientia

Erathaol favors rich blue and purple robes, inlaid with arcane runes stitched with silver thread and sewn with pearls. These robes are a creation of his own, made through seven centuries of devoted spellcasting and invocations.

Chronos Sapientia grants a +14 armor bonus to armor class. It allows Erathaol to take a normal round's actions during a surprise round instead of only a standard action. This ability extends to any allies within 70ft of Erathaol that can also act in the surprise round. Chronos Sapientia grants full immunity to any spell that would slow or stop Erathaol, such as slow, temporal stasis or time stop. Any time stop or similar effect cast within Erathaol's presence may be negated at his option, or he may choose to act normally during the effect. If he chooses to act normally, treat the battle as normal except that Erathaol and the caster are are the only ones able to act. They are able to affect each other fully during the time stop.

Contingency

Erathaol always has a special contingency active. It triggers when he is reduced to 25% or fewer hit points. Erathaol is targeted with a heal spell, except that it restores 700 hit points. He is targeted by a focused superb dispelling, except that it only affects spells of Erathaol's choice. Finally, 7 maximized and empowered summon monster 9 spells are immediately cast. Treat these as being cast by Erathaol. He may choose the creatures summoned and they act immediately.


Custom Material:
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Automatic Summoning
Conjuration (Summoning) [See Text]
Level: Brd 15, Clr 15, Sor/Wiz 15
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels); see text
Effect: One summoned creature and magical auras; see text
Duration: 1 round/level; see text
Saving Throw: None
Spell Resistance: No

Automatic summoning summons monsters just like summon monster 9. It counts as summon monster 9 for the sake of effects and abilities. However, unlike summon monster 9, it creates magical aura around the squares the spell summoned monsters into. Each round on the caster's turn, the summons repeat and new monsters are summoned. This requires no concentration or effort on the part of the caster, nor does it remove the previously summoned monsters.  This repeats every round until the end of the spell's duration.

The creatures summoned are the same as the first batch of creatures summoned. They appear in the same square (or the closest unoccupied square if that square is occupied) and otherwise as as normal for summoned creatures.

Automatic summoning can be dispelled by targeting any of the squares where the summons appear. This stops any further summonings but does not remove creatures that have already been summoned. They last for the normal duration of the spell, until slain or separately dispelled.

Arcane Material Component

A tiny bag and a small (not necessarily lit) candle.

Greater Foresight
Divination
Level: Drd 15, Knowledge 15, Sor/Wiz 15
Components: V, S, M
Casting Time: 1 standard action
Range: Personal or touch
Target: See text
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

This spell functions as foresight, except as noted here. This spell is much more powerful than foresight, the insight bonus to armor class and Reflex saves increases to +7; this spell also grants a +7 insight bonus to initiative.

In addition, you get glimpses of future threats against yourself or the subject of the spell. Once per round as a free action, you may mimic the effects of a divination spell, but you may only ask questions about threats to yourself within the duration of greater foresight and 2 hours afterwards. This mimicked divination bypasses normal protections against divinations, including mind blank, but epic spells and divine abilities foil it.

Greater Web of Generosity
Divination/Necromancy [Good]
Level: Clr 18, Community 18

This spell is identical to web of generosity, except as noted here. Greater web of generosity works across planar boundaries, allows spells of up to 9th level to be cast through the link and also provides a telepathic bond between the caster of the spell and the subjects. This telepathic bond functions across planar boundaries as well.

Web of Generosity
Divination/Necromancy [Good]
Level: Clr 13, Community 13
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: 1 creature touched/3 levels
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

Web of generosity functions as greater status, except that spells of up to 6th level may be cast through the link. In addition, the caster may choose to sacrifice his own life energy to rejuvenate the subjects of this spell. As a standard action, the caster may choose to take damage. This may be any amount of damage up to the caster's current hit points minus one. Each subject of the spell (besides the caster) heals hit points equal to the damage taken by the caster. This damage cannot be prevented or redirected, though the damage may be healed normally.

Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane. If a subject leaves the plane, or if it dies, the spell ceases to function for it.

This spell was developed by Erathaol and is not well known outside of Venya, except for a handful of servants of Sealtiel and Ilmater.

Epic Master of Knowledge [Epic]
Prerequisite: Master of Knowledge, int 23
Benefit: You gain a +4 bonus to all knowledge checks. This stacks with the bonus from master of knowledge, skill focus and other such bonuses.

DIVINE PRECOGNITION
Prerequisites: Divine Rank 6, Supreme Initiative, Time Domain
Benefit: The deity is able to see into the immediate future, allowing them to react before a deed is committed. The deity is allowed a surprise round before any normal combat begins. The deity cannot be surprised and may act in a surprise round. In a battle where more than one deity has this ability, they all act in the surprise round.

DIVINE SUMMONER
Prerequisites: Able to cast summon monster 9 or summon nature's ally 9, Augment Summonings
Benefit: The creatures the deity summons with spells and spell-like abilities are empowered above normal creatures. They gain a sacred (if the deity is good or neutral) or profane (if the deity is evil) bonus to Strength and Constitution equal to the deity's divine rank. The deity may summon creatures as a standard action instead of a full round or one round action.
<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

#46
Erathaol Summon 1: 39 hit dice celestial elephants.

Erathaol summons 7 of these at a time with summon monster 9 spells. These elephants are promptly commanded to stampede over his foes and generally keep them occupied. While not any great talent at offensive attacks, they can keep opponents distracted and clog up the battlefield.

Incidentally, Erathaol trains his own elephants for summoning. Most of his summons are creatures he's imported and bred in secluded places in Venya. Those ranks he has in handle animal result from that. His talents as a seer allow him to breed creatures extremely well.

Note: This assumes further progression for the celestial template: Up to 15/epic, resistance 20 and uncapped spell resistance progression.


Size/Type: Huge Magical Beast
Hit Dice: 39d8+429+39+312 (956 hp)
Initiative: +0
Speed: 40ft
Armor Class: 15 (-2 size, +7 natural)
Base Attack/CMB/CMD: +29/+50/60
Attack: Gore+46 (2d8+28)
Full Attack: Slam+46 (2d6+19) and 2 stamps+44 (2d6+9) or gore+46 (2d8+28)
Space/Reach: 15ft/15ft
Special Attacks: Trample 2d8+28, smite evil 1/day.
Special Qualities: Darkvision 60ft, low-light vision, scent, damage reduction 15/epic, resistance to acid, cold and electricity 20, spell resistance 44.
Saves: Fort +29, Ref +18, Will +19
Abilities: Str 48, Dex 10, Con 32, Int 3, Wis 13, Cha 7
Skills: Listen+58, Spot+45
Feats: Alertness(1), Iron Will(3), Endurance(6), Skill Focus(Listen)(9), Toughness(12), Ability Focus(Trample)(15), Power Attack(18)
Epic Feats: Epic Will(21), Epic Skill Focus(Listen)(24), Epic Toughness(27), Epic Ability Focus(Trample)(30), Epic Toughness(33), Epic Toughness(36), Epic Toughness(39)
Alignment: Lawful Good

Racial powers:
Spoiler: ShowHide


Trample (Ex)

Reflex DC 53 halves. The save DC is Strength based.

Smite Good (Su)

1/day, +20 damage to an attack against an evil creature.
<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

Erathaol Summon 2: 40 hit dice celestial dire bears

These creatures are summoned by Erathaol's summon nature's ally 9 spell (through his archivist spellcasting). Regular dire bears are a 6th level summon for summon nature's ally, but Erathaol has discovered how to apply the celestial template to these summons as a mere 7th level summon (versus 8th level for summon monster). In any case, he summons 7 of these at a time to surround and grapple opponents.

Size/Type: Large Magical Beast
Hit Dice: 40d8+400+40+320 (940 hp)
Initiative: +1
Speed: 40ft
Armor Class: 17 (-1 size, +1 dex, +7 natural)
Base Attack/CMB/CMD: +30/+50/61
Attack: Claw+49 (2d6+19 plus improved grab)
Full Attack: 2 claws+49 (2d6+19 plus improved grab) and bite+44 (2d8+9)
Space/Reach: 10ft/10ft
Special Attacks: Improved grab, smite evil 1/day.
Special Qualities: Darkvision 60ft, low-light vision, scent, damage reduction 15/epic, resistance to acid, cold and electricity 20, spell resistance 45.
Saves: Fort +28, Ref +19, Will +19
Abilities: Str 49, Dex 13, Con 30, Int 3, Wis 12, Cha 10
Skills: Listen+46, Spot+46
Feats: Alertness(1), Endurance(3), Run(6), Toughness(9), Weapon Focus(Claw)(12), Power Attack(15), Improved Natural Attack(Claw)(18)
Epic Feats: Epic Toughness(21), Epic Prowess(24), Epic Toughness(27), Epic Prowess(30), Epic Toughness(33), Epic Prowess(36), Epic Toughness(39)
Alignment: Lawful Good

Racial powers: [spoiler]

Improved Grab (Ex)

To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Smite Good (Su)

1/day, +20 damage to an attack against an evil creature.
<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

#48
Pistis Sophia, the Ascetic

Notes:
Spoiler: ShowHide


- The only change from canon is that Pistis Sophia also represents the power of the mind and psionics. Self perfection leads to that path, she is one of the few powers in Creation that deal with psionics at all. She stands on her own merits and is self-sufficient.

- One could make some cutting remarks that the one woman in the Hebdomad is barely at woman at all, but completely sexless and chaste. On consideration, with what Pistis Sophia represents, it was the safest option they had. The BoED had to step lightly around any sexuality (such as Gwynharwyf also being Morwel's consort, compare that to the treatment Faerinaal got) that wasn't completely vanilla, so having a full woman or man have her role would be problematic. While Pistis Sophia isn't sexual at all, nudity simply falls under that umbrella in our culture. Oddly enough, the BoED has a few cases of tasteful nudity, so I dunno.

- Monk and psionics make a great combination for self enlightenment and self sufficiency. Pistis Sophia replaces the normal cleric casting a member of the Hebdomad gets in exchange for psion manifesting. Should Pistis Sophia perish and another archon rise to take up that role, they may not get the same two disciplines as she has. Speaking of, her disciplines are represented closer to being cleric domains. This is intentional and unique to her. There's no mechanical difference, she can select psionics from both disciplines.

- At heart, Pistis Sophia is an overgrown take on the popular monk/psychic warrior combination. She can fight battles with one or the other's skill set entirely, mix them or even use her various salient divine abilities. A power of her level never lacks for options. Her psion manifesting past level 9 is largely a placeholder. The simple truth is that I don't use psionics much, so epic psionics are woefully underdeveloped. Creating several dozen unique epic powers is beyond the scope of this stat block. I plan to return to epic psionics sooner or later. Assuming I do, I'll add to her list then. By the way, her two epic powers are eyeballed for level.

- Pistis Sophia is the rock of the Hebdomad. She is stable, serene and always there to offer long walks through the misty valleys of Solania. She makes a superb therapist and can help the stormiest soul find serenity in meditation. Many high ranking celestials and even the Hebdomad come to her when troubled. She does not solve the internal problems of others but instead opens the way for them to do so on their own. She lets others see the truth so that they may come to terms with it and accept it.

- Pistis Sophia is on good terms with most every other deity and power of good and some of neutrality. She routinely offers her insights when needed most and has helped many a visitor through a long walk in Solania. She takes special pains to stay in touch with all the notable epic manifesters in the Heavens, as those with the gift of psionics are relatively rare in Creation.

- Chastity and sexuality in Creation are an interesting subject. Normal sex isn't a sin in Creation and chastity has no special virtue merely for abstaining from it. The concept of holy chastity is about self control and self mastery. Pistis Sophia is all about self perfection and being able to stand complete. It is the wisdom to see past your needs and desires to the greater truth. Celestials such as Belial didn't fall for merely indulging in the carnal, but allowing it to transform them into something horrible. They lost themselves in their lusts and lost their self control. Likewise, Torm lost himself into rage, just as poisonous a folly as the sins of the flesh.

Despite the normal meaning of chastity and Pistis Sophia's unsubtle genderlessness, chastity could be better be called self control. Good is all about morals, controls and limits. Evil lacks those and does horrible things without those limits. Chastity is a selflessness, the ability to put oneself above wants. Law's take on self control is Pistis Sophia. Compare and contrast with Arborea's typical take on self control; namely, none so long as it's consensual and not inherently wicked.

Self control in Arborea is about knowing your individual limits and staying within them, while doing what you please. In Celestia, a good soul is taught to further learn how to control themselves for the greater understanding, while in Arborea a soul is assumed to find that limit on their own. In that, chastity and self control in Celestia leads closer to the singular ideal of the archons and Chronias. In Arborea, chastity and self control lead to a greater understanding of the individual spirit and the freedom-loving goodness within. In light of that, Pistis Sophia's chaotic counterpart is Sharess.


Pistis Sophia
The Ascetic, Lady of Unhidden Truths
Fourth of the Hebdomad
Symbol: A white field banner
Home Plane: Solania, 4th layer of Mount Celestia
Alignment: Axiomatic Exalted
Portfolio: Ascetism, purity, truth, psionics
Worshipers: Monks, truthseekers, psionic-users
Cleric Alignments: LG, NG
Domains: Celestial, Chastity, Good, Law, Meditation, Mind, Truth
Favored Weapon: Unarmed Strike

Throne Archon 56//Monk 56

Size/Type: Large Outsider (Archon, Good, Lawful, Psionic)
Divine Rank: 14
Hit Dice: 56d8+1120 (1568 hp)
Initiative: +32
Speed: 260ft, fly 420ft (perfect)
Armor Class: 119 (-1 size, +18 dex, +14 divine, +29 natural, +17 deflection, +20 wis, +11 monk, +1 dodge)
Base Attack/CMB/CMD: +56/+86/163
Attack: Unarmed Strike+100 (8d12+30 plus 2d6 axiomatic plus 4d6 holy plus ravage (DC 58, 1d6/2d6 dex) 18-20 x2)
Full Attack: Unarmed Strike+100/+100/+100/+100/+95/+90/+85 (8d12+30 plus 2d6 axiomatic plus 4d6 holy plus ravage (DC 58, 1d6/2d6 dex) 18-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Psionics, spell-like abilities, penitentiary gaze, ki strike(epic, lawful, adamantine), stunning fist 56/day(DC 85, +2 DC and staggered +1 round vs evil), divine blast 20/day (31d12), smite evil 14/day.
Special Qualities: Damage reduction 45/anarchic, epic, evil, slashing and silver, spell resistance 71, immunity to acid, cold, electricity, fire, petrification and sonic, aura of menace, indelible imprint, protective aura, summon archons, tongues, darkvision 120ft, divine traits, improved evasion, slow fall(any), purity of body, wholeness of body(112 hp), diamond body, abundant step, mastery of the stunning fist, timeless body, tongue of the sun and moon, empty body.
Saves: Fort +75, Ref +74, Will +75 (+4 racial vs poison, +2 vs enchantment)
Abilities: Str 40, Dex 46, Con 51, Int 52, Wis 50, Cha 45
Skills: Autohypnosis+93, Balance+91, Climb+88, Concentration+93, Diplomacy+96, Escape Artist+91, Gather Information+94, Handle Animal+90, Heal+93, Hide+91, Intimidate+94, Jump+180, Knowledge(All)+94, Listen+93, Move Silently+91, Psicraft+94, Ride+91, Search+94, Sense Motive+121, Spot+93, Survival+93, Swim+88, Tumble+91
Feats: Words of Creation(B), Combat Reflexes(1), Improved Unarmed Strike(M1), Stunning Fist(M1), Deflect Arrows(M2), Ability Focus(Stunning Fist)(3), Touch of Golden Ice(6), Improved Disarm(M6), Improved Natural Attack(9), Sanctify Ki Strike(12), Fist of the Heavens(15), Holy Ki Strike(18), Intuitive Attack(24), Jaela's Gambit(27), Psionic Fist(36), Greater Psionic Fist(39)
Epic Feats: Exceptional Deflection(B), Infinite Deflection(B), Keen Strike(B), Reflect Arrows(B), Righteous Strike(B), Epic Manifesting(21), Improved Stunning Fist(M23), Blinding Speed(M26), Improved Stunning Fist(M29), Improved Intuitive Attack(30), Improved Stunning Fist(M32), Epic Ability Focus(Stunning Fist)(33), Improved Stunning Fist(M35), Improved Stunning Fist(M38), Improved Stunning Fist(M41), Epic Disarm(42), Improved Stunning Fist(M44), Psionic Crush(45), Improved Stunning Fist(M47), Multiaction(48), Energy Resistance(Sonic)(M50), Holy Strike(51), Improved Stunning Fist(M53), Epic Reputation(54), Improved Stunning Fist(M56)
Salient Divine Abilities: Alter Form, Alter Size, Area Divine Shield, Battlefield Decimation Strike, Clearsight, Divine Blast, Divine Blessing(Intelligence), Divine Blessing(Wisdom), Divine Celerity, Divine Monk, Divine Shield, Extra Domain(Celestial), Extra Domain(Meditation), Extra Energy Immunity(Electricity), Extra Energy Immunity(Fire), Extra Energy Immunity(Sonic), Increased Damage Reduction, Mass Divine Blast, Power of Truth, Strike of Humility, Sunder and Disjoin
Alignment: Axiomatic Exalted

Racial powers:
Spoiler: ShowHide


Pistis Sophia manifests as a 56th level psion. She has access to the psychometabolism and telepathy disciplines. 

Power points: 2749

[1 pp]1: Call to Mind, Force ScreenA, Inertial ArmorA, Offensive PrecognitionA, Offensive PrescienceA, VigorA
[3 pp]2: Constrictor's Touch, Empathic TransferA, Swarm of CrystalsA, Zone of AlertnessA
[5 pp]3: Heavy EarthA, Hostile Empathic TransferA, TouchsightA
[7 pp]4: Empathic FeedbackA, Psionic Freedom of Movement, Telekinetic ManeuverA, Trace TeleportA
[9 pp]5: Celestial ConduitA, Crystal Body, Ectoplasmic Shambler, Mind Probe
[11 pp]6: Psionic DisintegrateA, Psionic Restoration, PsychometryA
[13 pp]7: Divert Teleport, Energy WaveA, Psionic Moment of Prescience
[15 pp]8: Psionic Mind Blank, Matter Manipulation, True Metabolism
[17 pp]9: Affinity Field, Psionic Etherealness, Psionic HealA, Timeless Body 2
[21 pp]10: Mistdawn CrystalA 2
[24 pp]11: 3
[27 pp]12: Ascetic's Awakening 2
[30 pp]13: 3
[33 pp]14: 3
[36 pp]15: 3
[39 pp]16: 3
[42 pp]17: 3
[45 pp]18: 3
[48 pp]19: 3
[51 pp]20: 3
[54 pp]21: 3

A - Power can be augmented.

Penitentiary Gaze (Su)

Any nonlawful good creature within 30 feet of Pistis Sophia that meets her eyes must succeed on a Will saving throw (DC 55) or temporarily fall under her influence. Such a being becomes filled with remorse over the distance his life's actions have taken him from the ideals of law or goodness (even if such distance would ordinarily make him proud). The intensity of the remorse (and the relevant game effect) varies depending upon the creature's alignment. Compare the victim's alignment to the chart below, adding any game effects that apply. This ability's save DC is Charisma-based.

The victim is free to act (even to attack Pistis Sophia) while under the effects of the penitentiary gaze. The effects persist each round until the victim makes a successful Will saving throw. Pistis Sophia can disable or enable this ability as a free action. The gaze cannot be disabled during the same round in which it was enabled (and vice versa).

Law/Chaos Axis

Neutral: The victim is beset by religious visions in which angelic legions berate him for straying from the true path of law and goodness. As a result, he becomes fatigued.

Chaotic: Blistering mental hellscapes scald the victim's consciousness, causing so much psychological damage that the victim becomes exhausted.

Good/Evil Axis

Neutral: Pangs of self regret over past evil deeds result in blood-red psychosomatic blisters and boils. The victim takes 30 points of damage.

Evil: The victim's guilt and misery creates a psychosomatic meltdown that results in painful rashes and explosive skin abrasions. The victim takes 60 points of damage.

Aura of Menace (Su)

DC 62 Will negates, -4 morale penalty to armor class, attacks and saves for one day. Creatures that succeed on the saving throw are immune to Pistis Sophia's Aura of Menace for 24 hours. The save DC is Charisma based and includes a +7 sacred bonus.

Indelible Imprint (Su)

When one of the Celestial Hebdomad is slain, the dying paragon releases holy energy to brand its murderer for all time. The instant the paragon dies, all creatures within 700ft who have dealt damage to the paragon within the past day must make a Will save (DC 77). Those that succeed suffer no other effect. Those that fail receive an unsightly rune on their face that marks them as the murderer of a member of the Hebdomad to any lawful good outsider. They automatically fail any bluff, diplomacy or intimidate checks against lawful good outsiders. These outsiders will take any means to capture or slay the branded creature. Lawful good outsiders who attempt to bring a creature bearing the Indelible Imprint to justice enjoy a +7 sacred bonus to all attack rolls, saving throws, armor class, checks and ability scores for as long as they battle the branded creature. This results from the direct intercession of Mount Celestial and the Hebdomad through the outsider.

This mark may only be removed by a wish or miracle cast by a 49th level spellcaster or a deity who succeeds on an opposed rank check against the slain paragon.

Deities are not immune to the Indelible Imprint, but are allowed an opposed rank check to negate it when the paragon dies. If the deity fails this check and then fails the saving throw, they cannot remove it with their own power. The save DC is set and does not draw on any ability score.

Summon Archons (Su)

Pistis Sophia may call up to 56 hit dice of archons or lawful good angels three times per day. Alternately, she can call the same another three times per day. Finally, once per day, she may attempt to call one of the other Hebdomad. The other member of the Hebdomad is not obligated to answer and they are automatically aware of the circumstances surrounding Pistis Sophia.


Divine powers:
Spoiler: ShowHide


Always active-detect chaos, detect evil. At will-aid, antimagic field, astral projection, blessed sight, blade barrier, brain spider, break enchantment, call faithful servants, calm emotions, comprehend languages, consecrate, detect thoughts, dictum, discern lies, dispel evil, dispel evil, find the path, force shapechange, gate, greater plane shift, greater teleport, heavenly lightning, heavenly lightning storm, hold monster, holy aura, holy smite, holy word, illusion purge, interposing hand, lesser planar ally, lesser restoration, lesser telepathic bond, locate object, magic circle against chaos, magic circle against evil, magic vestment, mass true seeing, mind blank, order's wrath, owl's wisdom, probe thoughts, protection from chaos, protection from evil, repulsion, see invisibility, shield of faith, shield of law, spell immunity, spell resistance, summon monster 9 (lawful good only), telepathic bond, tongues, true seeing, vision, vision of heaven, weird, zone of truth. Caster level 56th, caster level 57th for good or lawful spells. The save DCs are 51 + spell level.

Alter Reality (Su)

Pistis Sophia 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. Pistis Sophia can use wish when doing so can help her promote truth, revelations, purity and the glory of Mount Celestia. Note that in the situation where Pistis Sophia 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)

Pistis Sophia 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 1/day, +4 to hit and +28 to damage.
Chastity: 14/day dispel a single spell on you as if by dispel magic with a +56 modifier.
Good: +1 caster level to good spells.
Law: +1 caster level to lawful spells.
Meditation: 14/day add empower to a spell for free.
Mind: +2 bluff, diplo and sense motive checks.
Truth: +1 divinations caster level, +26 bonus to sense motive.

Divine Aura (Ex)

The save DC against Pistis Sophia's divine aura is 41 and the radius is 14000ft.

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

Pistis Sophia 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: Pistis Sophia can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within fourteen miles of herself.

Remote Communication: As a standard action, Pistis Sophia 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 her calm, clear natural voice. In this case, anyone within earshot of the sound can hear it.

Create Items: Pistis Sophia can create any wondrous item with power related truth or purity; the maximum is 200,000 gold.

Portfolio Sense: Pistis Sophia is aware of any act of ascetism, truth, purity or of the power of the mind.


Monk powers:
Spoiler: ShowHide


Flurry of Blows (Ex)

When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2 or x 1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can't use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Evasion (Ex)

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

Ki Strike (Su)

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

Slow Fall (Ex)

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

Purity of Body (Ex)

At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.

Wholeness of Body (Su)

At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.

Improved Evasion (Ex)

At 9th level, a monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Body (Su)

At 11th level, a monk gains immunity to poisons of all kinds.

Abundant Step (Su)

At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).

Diamond Soul (Ex)

At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.

Mastery of the Stunning Fist (Ex)

Your mastery of the art of the stunning fist lets you weave it into your blows like an artist painting a canvas. You may designate any number of attacks in a round as stunning fist attempts. Each one consumes a daily use of stunning fist as usual. You may only use target an individual creature once per round with stunning fist, however. In addition, the save DC of your stunning fist attempts rises by 1.

Timeless Body (Ex)

Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.

Tongue of the Sun and Moon (Ex)

A monk of 17th level or higher can speak with any living creature.

Empty Body (Su)

At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level 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 monk level.


Gear:
Spoiler: ShowHide


Pistis Sophia wears nothing and carries no gear with her. Her unarmed strikes are treated as having a +10 enhancement bonus due to her Divine Monk salient divine ability.


Custom Material: [spoiler]

Ascetic's Awakening
Psychometabolism [Good]
Level: Psion/Wilder 12
Display: Mental, Visual
Manifesting Time: 1 round
Range: Touch
Target: Non-evil mortal touched
Duration: 1 min/level
Power Points: 27

You evoke a direct connection to the foggy hills of Solania and expose the target to the glory of Pistis Sophia. This causes the target to undergo an immediate metamorphosis. The target's skin becomes sky blue as they become vaguely feminine in features. They are possessed by a powerful calm and appear completely serene. The target is immune to effects that would induce negative emotions within her, such as fear, rage, crushing despair or similar effects. In addition to this, Ascetic's Awakening grants the following benefits to the target.

- +4 insight bonus to all ability scores.
- A +7 insight bonus to armor class.
- True seeing, as per psionic true seeing.
- The target gains the following powers as psi-like abilities with a manifester level equal to his hit dice: Constrictor's Touch, Empathic Transfer, Celestial Conduit, Psionic Heal and Timeless Body. Each ability may only be used once for the duration of this power.

This power is taxing on the target. They are exhausted once the duration expires.

For the sake of this ability, a mortal is any creature that is not an outsider, undead, elemental, construct or fey.

Mistdawn Crystal
Metacreativity (Creation)
Level: Psion/Wilder 10
Display: Auditory, Material and Visual
Manifesting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: Crystal shard
Duration: Instantaneous
Saving Throw: Will partial; see text
Power Resistance: No
Power Points: 21

When you manifest this power, a sleek and sharp crystal shard appears in your hand. It appears to be a misty white with rays of yellow sunshine peeking through. You throw it at a target in range, this requires a ranged touch attack roll. A creature struck by the Mistdawn Crystal takes xd6+x points of piercing damage. The creature struck must make a Will save. Failure results in them finding themselves in a misty mountain valley. They may wander as they please, but are unable to escape the valley by any means. In truth the creature is trapped in a mental prison and is treated as blinded. While the creature's vision is fooled, their other senses are unaffected. This blindness is not normal blindness but a form of mental delusion and is thus not subject to cure blindness/deafness or similar cures. A creature so afflicted is permanently blinded unless they receive the benefits of a wish, miracle or reality revision spell or power.

Augment

For every additional power point you spend, this power's damage increases by 1d6+1.
For every 2 additional power points you spend, this power's save DC increases by 1.

Psionic Heal
Psychometabolism (Healing)
Level: Egoist 9
Display: Material
Manifesting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Power Resistance Yes (harmless)
Power Points: 17

Psionic Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 170 hit points.

Psionic Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.

Augment

For each additional power point you spend, the hit points recovered by this spell increase by 10.

Improved Intuitive Attack [Epic, Exalted]
Prerequisite: Intuitive Attack, wis 19
Benefit: With a simple weapon of your size or a natural weapon, you may use your Wisdom modifier instead of your Strength modifier on weapon damage rolls.

Psionic Crush [Epic, Psionic]
Prerequisite: Greater Psionic Fist, str 21, base attack bonus+21
Benefit: When you use your psionic fist feat, you also deal damage to the target's power point reserve. They take damage to their power point reserve equal to the damage the attack dealt. For example, an attack that deals 50 points of damage also deals 50 points of power point damage.

BATTLEFIELD DECIMATION STRIKE
Prerequisite: Divine Celerity, Divine Monk
Benefit: As a standard action, the deity may make a single melee attack against all creatures within its movement range. The deity does not provoke attacks of opportunity to do so, nor does the deity seem to move. This is resolved as one attack, hitting and missing different creatures as normal. The deity may exclude creatures as she sees fit.

STRIKE OF HUMILITY
Prerequisite: Sunder and Disjoin, Divine Monk, Truth Domain
Benefit: Pistis Sophia is capable of destroying the symbols of greed and insecurity she rejects. As a standard action, Pistis Sophia may make a single melee attack against a target. If this attack successfully deals damage, the target must make a Fortitude save (DC 10 + 1/2 hit dice + Wis modifier + divine rank; DC 71). If the Fortitude save is failed, all equipment, magical items, clothing and gear on or being used by the target are treated as being disintegrated. Any illusory effects on the target are dispelled and the target is forced into its natural form if it is not already in it. Artifacts are not subject to being destroyed by Strike of Humility. Pistis Sophia must succeed on an opposed rank check to affect another deity with this ability. A Strike of Humility may also be a Stunning Fist attempt. Resolve the Strike of Humility and any destroyed equipment before the Stunning Fist attempt.
<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

#49
Spark Hunters

The Spark Hunters are an elite squad of hamatula that serve Asmodeus. When a mortal must simply be eliminated for the sake of the King of Hell's plans, they are the executioner's blade. They are not his strongest servants by far - a Nessian Pit Fiend alone is worth many Spark Hunters - but it is a prestigious position and meant to deal with mortal problems on a mortal scale. Generally speaking, the Spark Hunters deal with mortal problems and the Ashmaida deal with immortal problems. Both are used wisely and in suitable situations, as Asmodeus is no fool. The failure of his elite units reflects poorly on his own prestige, after all.

The command structure of the Spark Hunters are cells of 9 members. There are six common members (detailed here), two elite members and one commander. There is no rank above commander, as they are directly commanded by Asmodeus or his personal thralls (Aesmadeva, Martinet and so forth). It is suspected there is 81 Spark Hunters in total or some multiple of 81, such as 3 or 9. It is commonly suggested that there are only 6 of them, but this is a misunderstanding of the command structure and nothing more.

Note that the Spark Hunters use the revised mortal hunter prestige class in the homebrew topic. Condemn mortal is a particularly important ability for them.

The Spark Hunters are mentioned in the Book of Vile Darkness.


Hamatula 18//Ranger 8/Mortal Hunter 10

Size/Type: Medium Outsider (Devil, Evil, Lawful)
Hit Dice: 8d8+10d10+144 (243 hp)
Initiative: +8
Speed: 30ft
Armor Class: 35 (+8 dex, +17 natural)
Base Attack/CMB/CMD: +18/+27/45
Attack: Claw+27 (3d8+9 plus improved grab) or longbow+31 (1d8+14 plus 2d6 unholy plus 2d6 axiomatic x3)
Full Attack: 2 claws+27 (3d8+9 plus improved grab) or rapid shot longbow+31/+31/+26/+21/+16 (1d8+14 plus 2d6 unholy plus 2d6 axiomatic x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, hunter's mark, barbed defense, impale, summon devil, improved grab, favored enemies(humanoid(human)+4, humanoid(elves)+2), mortal hunting+5, spells, smite mortals 2/day, mortalbane shout, condemn mortals.
Special Qualities: Damage reduction 15/good and silver, immunity to fire and poison, resistance to acid and cold 10, spell resistance 29, darkvision 60ft, see in darkness, telepathy 100ft, wild empathy, solitary hunting, woodland stride, swift tracker, detect mortals, change shape, dark gift, spurn mortal magic, claws of the overfiend.
Saves: Fort +19, Ref +19, Will +15 (+6 vs mortal magic)
Abilities: Str 28, Dex 27, Con 27, Int 18, Wis 18, Cha 22
Skills: Bluff+27, Climb+30, Concentration+29, Diplomacy+27, Gather Information+27, Hide+29, Intimidate+27, Knowledge(Dungeoneering)+25, Knowledge(Nature)+25, Knowledge(Planes)+25, Listen+27, Move Silently+29, Sense Motive+25, Spot+27, Survival+25, Swim+30
Feats: Alertness(1), Track(R1), Rapid Shot(R2), Mortalbane(3), Endurance(R3), Point-Blank Shot(R4), Power Attack(6), Manyshot(R6), Precise Shot(R8), Favored Power Attack(9), Improved Rapid Shot(12), Mindsight(15), Darkstalker(18)
Epic Feats: -
Alignment: Axiomatic Vile

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-hold monster, greater teleport, major image, order's wrath, plane shift, scorching ray, unholy blight. 1/day-wretched blight. Caster level 18th. The save DCs are 16 + spell level (18 + spell level vs mortals).

Hunter's Mark (Su)

A creature hit by a Spark Hunter finds themselves marked as quarry. Each hit increases the Spark Hunter's mortal hunting bonus by 1 against that creature as well as inflicts a -1 penalty to all saving throws the creature makes against a Spark Hunter's abilities. This stacks with each hit to a maximum of +9. These marks resemble the holy symbol of Asmodeus (a nine-fold pentagram) and can be removed by a break enchantment or greater spell. Otherwise, the marks fade in 9 days.

This ability replaces a standard hamatula's fear special attack.

Impale (Ex)

A Spark Hunter deals 27 points of piercing damage to a grabbed opponent with a successful grapple check. The damage bonus from mortal hunting applies to this ability, including any bonuses from Hunter's Mark.

Improved Grab (Ex)

To use this ability, a Spark Hunter must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can impale the opponent on its barbed body.

Summon Devil (Sp)

Twice per day a Spark Hunter can summon 3d6 bearded devils, 2d6 barbed devils or 1d6 erinyes. Once per day a Spark Hunter can attempt to summon another Spark Hunter with a 50% chance of success. This ability is the equivalent of a 9th level spell.

Barbed Defense (Su)

Any creature striking a Spark Hunter with handheld weapons or natural weapons takes 27 points of piercing and slashing damage. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.


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.

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.


Mortal Hunter powers:
Spoiler: ShowHide


Spark Hunters cast as 10th level mortal hunters. The save DCs are 16 + spell level(18 + spell level vs mortals).

[4/day]1: Charm Person, Detect Good, Protection from Good, Unnerving GazeBoVD
[4/day]2: Detect Thoughts, Evil EyeBoVD, Magic Circle Against Good, See Invisibility
[3/day]3: Nondetection, Scrying, Vile LanceBoVD
[2/day]4: Call NightmareBoVD, Locate Creature

BoVD - Book of Vile Darkness

Detect Mortals (Su)

A 1st level mortal hunter can use detect mortals at will. This ability duplicates the effect of detect undead, except that mortals are detected. Caster level equals the mortal hunter's hit dice.

Mortal Hunting (Ex)

A mortal hunter gains a bonus against mortals due to its extensive study of them and training in the proper combat techniques. The mortal hunter gains a +1 bonus on attack and damage rolls against mortals and the same bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against mortals. At 3rd, 5th, 7th and 9th level, the mortal hunter's bonus associated with mortals goes up by +1. This bonus stacks with a ranger's favored enemy bonus.

Change Shape (Su)

A 2nd level mortal hunter gains the ability to change into the shape of any Small, Medium or Large humanoid. This works as the change shape special quality.

Dark Gift (Su)

By the unholy power within the mortal hunter, its spell-like abilities are harder to resist. The save DCs of all of its spells and spell-like abilities gain a +2 profane bonus when used against mortals.

Smite Mortals (Su)

Once per day at 4th level and twice per day at 8th level, a mortal hunter may attempt to smite mortals. This works as the paladin ability of the same name, except that it only affects mortals. The mortal hunter adds his Charisma bonus to the attack roll and his mortal hunter level to the damage roll. If the mortal hunter possess smite good from another class, such as blackguard, those class levels stack with mortal hunter to determine the total bonus damage.

Spurn Mortal Magic (Su)

A 5th level mortal hunter applies its Charisma modifier (if positive) as an additional bonus on all saving throws against spells and spell-like abilities used by mortals.

Claws of the Overfiend (Ex)

At 6th level, a mortal hunter's natural weapons become more effective. They are treated as one size category larger to determine damage. This stacks with the improved natural attack feat.

Mortalbane Shout (Su)

An 8th level mortal hunter can, once per day, emit a shout that stuns for 1d4 rounds all mortals within 50 feet who fail a Fortitude save (DC 10 + Charisma modifier + 1/2 hit dice).

Condemn Mortal (Su)

At 10th level, a mortal hunter's victims risk being dragged down to the Lower Planes if slain by the mortal hunter. Any mortal slain (reduced to -10 or less hit points or otherwise killed, but not petrified, affected by trap the soul or similar circumstances) by the mortal hunter must immediately make a Will save (DC 10 + Charisma modifier + 1/2 hit dice) or have its soul plunge into the Lower Plane the mortal hunter originates from. Such a mortal soul becomes the property of the mortal hunter or his superior.

A mortal lost to this fate cannot be raised or resurrected by any means, even a wish or miracle. They can only be freed by a proper quest into the Lower Planes to free the soul from whomever owns it. If successfully freed, the mortal soul immediately travels to its normal afterlife and can thereafter be resurrected as normal.

A mortal hunter can choose to deactivate or activate this power as a free action.


Gear:
Spoiler: ShowHide


Each Spark Hunter is given a longbow+5, unholy and axiomatic. In addition, a Spark Hunter on a mission is given up to 200,000 gold in equipment suitable to the task. There is no guarantee that the Spark Hunter will be given this much. The gear given is determined by the research and auguries of the Order of the Lie and is generally chosen well.
<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

#50
Spark Hunter, Elite

The elite Spark Hunters are essentially mild upgrades of the basic Spark Hunters. They are stronger but not fundamentally different. They are usually seen with a handful of regular Spark Hunters for more difficult quarries. They're best treated as Spark Hunters+1, used when a target needs a little more force to go down, rather than a different strategy altogether.

Hamatula 22//Ranger 10/Mortal Hunter 12

Size/Type: Medium Outsider (Devil, Evil, Lawful)
Hit Dice: 10d8+12d10+198 (313 hp)
Initiative: +8
Speed: 30ft
Armor Class: 35 (+8 dex, +17 natural)
Base Attack/CMB/CMD: +22/+31/49
Attack: Claw+31 (3d8+9 plus improved grab) or longbow+36 (1d8+14 plus 2d6 unholy plus 2d6 axiomatic x3)
Full Attack: 2 claws+31 (3d8+9 plus improved grab) or rapid shot longbow+36/+36/+31/+26/+21 (1d8+14 plus 2d6 unholy plus 2d6 axiomatic x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, hunter's mark, barbed defense, impale, summon devil, improved grab, favored enemies(humanoid(human)+6, humanoid(elves)+2, humanoid(dwarves)+2), mortal hunting+8, spells, smite mortals 3/day, mortalbane shout, condemn mortals.
Special Qualities: Damage reduction 15/epic, good and silver, immunity to fire and poison, resistance to acid and cold 20, spell resistance 33, darkvision 120ft, see in darkness, telepathy 200ft, wild empathy, solitary hunting, woodland stride, swift tracker, evasion, detect mortals, change shape, dark gift, spurn mortal magic, claws of the overfiend.
Saves: Fort +21, Ref +20, Will +16 (+6 vs mortal magic)
Abilities: Str 28, Dex 27, Con 28, Int 18, Wis 18, Cha 22
Skills: Bluff+31, Climb+34, Concentration+34, Diplomacy+31, Gather Information+31, Hide+33, Intimidate+31, Knowledge(Dungeoneering)+29, Knowledge(Nature)+29, Knowledge(Planes)+29, Listen+31, Move Silently+33, Sense Motive+29, Spot+31, Survival+29, Swim+34
Feats: Alertness(1), Track(R1), Rapid Shot(R2), Mortalbane(3), Endurance(R3), Point-Blank Shot(R4), Power Attack(6), Manyshot(R6), Precise Shot(R8), Favored Power Attack(9), Improved Rapid Shot(12), Mindsight(15), Darkstalker(18)
Epic Feats: Epic Mortal Hunting(21)
Alignment: Axiomatic Vile

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-fireball, hold monster, greater teleport, major image, order's wrath, plane shift, scorching ray, unholy blight, wall of fire. 3/day-blasphemy, unholy aura, wretched blight. Caster level 22nd. The save DCs are 16 + spell level (18 + spell level vs mortals).

Hunter's Mark (Su)

A creature hit by a Spark Hunter finds themselves marked as quarry. Each hit increases the Spark Hunter's mortal hunting bonus by 1 against that creature as well as inflicts a -1 penalty to all saving throws the creature makes against a Spark Hunter's abilities. This stacks with each hit to a maximum of +9. These marks resemble the holy symbol of Asmodeus (a nine-fold pentagram) and can be removed by a break enchantment or greater spell. Otherwise, the marks fade in 9 days.

This ability replaces a standard hamatula's fear special attack.

Impale (Ex)

A Spark Hunter deals 36 points of piercing damage to a grabbed opponent with a successful grapple check. The damage bonus from mortal hunting applies to this ability, including any bonuses from Hunter's Mark.

Improved Grab (Ex)

To use this ability, a Spark Hunter must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can impale the opponent on its barbed body.

Summon Devil (Sp)

Twice per day a Spark Hunter can summon 3d6 bearded devils, 2d6 barbed devils or 1d6 erinyes. Once per day a Spark Hunter can summon another Spark Hunter. This ability is the equivalent of a 9th level spell.

Barbed Defense (Su)

Any creature striking a Spark Hunter with handheld weapons or natural weapons takes 36 points of piercing and slashing damage. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.


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.

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex)

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

Evasion (Ex)

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


Mortal Hunter powers:
Spoiler: ShowHide


Spark Hunters cast as 10th level mortal hunters(caster level 12th). The save DCs are 16 + spell level(18 + spell level vs mortals).

[4/day]1: Charm Person, Detect Good, Protection from Good, Unnerving GazeBoVD
[4/day]2: Detect Thoughts, Evil EyeBoVD, Magic Circle Against Good, See Invisibility
[3/day]3: Nondetection, Scrying, Vile LanceBoVD
[2/day]4: Call NightmareBoVD, Locate Creature

BoVD - Book of Vile Darkness

Detect Mortals (Su)

A 1st level mortal hunter can use detect mortals at will. This ability duplicates the effect of detect undead, except that mortals are detected. Caster level equals the mortal hunter's hit dice.

Mortal Hunting (Ex)

A mortal hunter gains a bonus against mortals due to its extensive study of them and training in the proper combat techniques. The mortal hunter gains a +1 bonus on attack and damage rolls against mortals and the same bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against mortals. At 3rd, 5th, 7th and 9th level, the mortal hunter's bonus associated with mortals goes up by +1. This bonus stacks with a ranger's favored enemy bonus.

Change Shape (Su)

A 2nd level mortal hunter gains the ability to change into the shape of any Small, Medium or Large humanoid. This works as the change shape special quality.

Dark Gift (Su)

By the unholy power within the mortal hunter, its spell-like abilities are harder to resist. The save DCs of all of its spells and spell-like abilities gain a +2 profane bonus when used against mortals.

Smite Mortals (Su)

Once per day at 4th level and twice per day at 8th level, a mortal hunter may attempt to smite mortals. This works as the paladin ability of the same name, except that it only affects mortals. The mortal hunter adds his Charisma bonus to the attack roll and his mortal hunter level to the damage roll. If the mortal hunter possess smite good from another class, such as blackguard, those class levels stack with mortal hunter to determine the total bonus damage.

Spurn Mortal Magic (Su)

A 5th level mortal hunter applies its Charisma modifier (if positive) as an additional bonus on all saving throws against spells and spell-like abilities used by mortals.

Claws of the Overfiend (Ex)

At 6th level, a mortal hunter's natural weapons become more effective. They are treated as one size category larger to determine damage. This stacks with the improved natural attack feat.

Mortalbane Shout (Su)

An 8th level mortal hunter can, once per day, emit a shout that stuns for 1d4 rounds all mortals within 50 feet who fail a Fortitude save (DC 10 + Charisma modifier + 1/2 hit dice).

Condemn Mortal (Su)

At 10th level, a mortal hunter's victims risk being dragged down to the Lower Planes if slain by the mortal hunter. Any mortal slain (reduced to -10 or less hit points or otherwise killed, but not petrified, affected by trap the soul or similar circumstances) by the mortal hunter must immediately make a Will save (DC 10 + Charisma modifier + 1/2 hit dice) or have its soul plunge into the Lower Plane the mortal hunter originates from. Such a mortal soul becomes the property of the mortal hunter or his superior.

A mortal lost to this fate cannot be raised or resurrected by any means, even a wish or miracle. They can only be freed by a proper quest into the Lower Planes to free the soul from whomever owns it. If successfully freed, the mortal soul immediately travels to its normal afterlife and can thereafter be resurrected as normal.

A mortal hunter can choose to deactivate or activate this power as a free action.


Gear:
Spoiler: ShowHide


Elite Spark Hunters each have the same longbow+5, unholy and axiomatic as a normal Spark Hunter. In addition, the maximum gold value of any equipment given to them for their mission is 250,000 gold. An elite Spark Hunter's gear is always perfectly chosen to enhance its odds of success.
<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

#51
Spark Hunter, Commander

Commanding Spark Hunters. They are nasty customers who exist to kill mortals that interfere with Hell's agenda. They excel at this and lead the Spark Hunters in seeing to this task. They generally stay away and use ranged attacks combined with smite mortal to quickly maximize the penalties from hunter's mark, while its subordinates attempt to finish the task in close. Should one need to fight in close, it takes advantage of barbed defense and tries to impale its opponent.

Hamatula 27//Ranger 10/Mortal Hunter 17

Size/Type: Medium Outsider (Devil, Evil, Lawful)
Hit Dice: 10d8+17d10+270 (412 hp)
Initiative: +9
Speed: 30ft
Armor Class: 45 (+9 dex, +17 natural, +9 armor)
Base Attack/CMB/CMD: +22/+31/49
Attack: Claw+41 (3d8+15 plus improved grab) or longbow+41 (1d8+16 plus 2d6 unholy plus 2d6 axiomatic x3)
Full Attack: 2 claws+41 (3d8+15 plus improved grab) or rapid shot longbow+41/+41/+36/+31/+26 (1d8+16 plus 2d6 unholy plus 2d6 axiomatic x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, hunter's mark, barbed defense, impale, summon devil, improved grab, favored enemies(humanoid(human)+6, humanoid(elves)+2, humanoid(dwarves)+2), mortal hunting+13, spells, smite mortals 4/day, mortalbane shout, condemn mortals.
Special Qualities: Damage reduction 20/epic, good and silver, immunity to fire and poison, resistance to acid and cold 20, spell resistance 38, darkvision 120ft, see in darkness, telepathy 200ft, hunter's authority, wild empathy, solitary hunting, woodland stride, swift tracker, evasion, detect mortals, change shape, dark gift, spurn mortal magic, claws of the overfiend.
Saves: Fort +24, Ref +23, Will +19 (+7 vs mortal magic)
Abilities: Str 30, Dex 29, Con 30, Int 20, Wis 20, Cha 24
Skills: Bluff+37, Climb+40, Concentration+40, Diplomacy+37, Gather Information+37, Hide+39, Intimidate+37, Knowledge(Dungeoneering)+35, Knowledge(Nature)+35, Knowledge(N&R)+35, Knowledge(Planes)+35, Listen+37, Move Silently+39, Sense Motive+35, Spot+37, Survival+35, Swim+40
Feats: Alertness(1), Track(R1), Rapid Shot(R2), Mortalbane(3), Endurance(R3), Point-Blank Shot(R4), Power Attack(6), Manyshot(R6), Precise Shot(R8), Favored Power Attack(9), Improved Rapid Shot(12), Mindsight(15), Darkstalker(18)
Epic Feats: Epic Mortal Hunting(21), Epic Spell Capacity(24), Return Mortal Magic(MH14), Epic Mortal Hunting(27)
Alignment: Axiomatic Vile

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-fireball, hold monster, greater teleport, major image, mass hold monster, order's wrath, plane shift, scorching ray, unholy blight, wall of fire. 3/day-blasphemy, unholy aura, wretched blight. Caster level 27th. The save DCs are 17 + spell level (19 + spell level vs mortals).

Hunter's Mark (Su)

A creature hit by a Spark Hunter finds themselves marked as quarry. Each hit increases the Spark Hunter's mortal hunting bonus by 3 against that creature as well as inflicts a -3 penalty to all saving throws the creature makes against a Spark Hunter's abilities. In addition, the creature suffers a -3 penalty to Intelligence and Wisdom. These penalties stack with each hit to a maximum of +9 or -9. These marks resemble the holy symbol of Asmodeus (a nine-fold pentagram) and can be removed by a break enchantment or greater spell. Otherwise, the marks fade in 9 days.

This ability replaces a standard hamatula's fear special attack.

Hunter's Authority (Su)

The commanders of the Spark Hunters are elite agents of Asmodeus and are bestowed with the authority to command lesser devils. As a full round action, it may reveal this authority as a nine-fold pentagram appearing atop its forehead. Treat this as a charm monster effect (caster level 27th; DC 39) that only affects devils. A devil's spell resistance does not apply against this effect.

Devils of noble rank are immune to this charm, though they are still aware of the commander's rank.

The save DC is Charisma based and includes a +9 profane bonus.

Impale (Ex)

A Spark Hunter deals 45 points of piercing damage to a grabbed opponent with a successful grapple check. The damage bonus from mortal hunting applies to this ability, including any bonuses from Hunter's Mark.

Improved Grab (Ex)

To use this ability, a Spark Hunter must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can impale the opponent on its barbed body.

Summon Devil (Sp)

Twice per day a Spark Hunter can summon 3d6 bearded devils, 2d6 barbed devils or 1d6 erinyes. Once per day a Commander Spark Hunter can summon another 1d6 Spark Hunters and 1d2 Elite Spark Hunters. This ability is the equivalent of a 10th level spell.

Barbed Defense (Su)

Any creature striking a Spark Hunter with handheld weapons or natural weapons takes 45 points of piercing and slashing damage. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.


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.

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex)

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

Evasion (Ex)

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


Mortal Hunter powers:
Spoiler: ShowHide


Commander Spark Hunters cast as 17th level mortal hunters. The save DCs are 16 + spell level (18 + spell level vs mortals).

[4/day]1: Charm Person, Detect Good, Protection from Good, Unnerving GazeBoVD
[4/day]2: Detect Thoughts, Evil EyeBoVD, Magic Circle Against Good, See Invisibility
[4/day]3: Nondetection, Scrying, Vile Lancex2BoVD
[3/day]4: Call NightmareBoVD, Locate Creature
[3/day]5: Dominate Person, Fiendish QuickeningBoVD, Sending
[2/day]6: Wave of Painx2BoVD

BoVD - Book of Vile Darkness

Detect Mortals (Su)

A 1st level mortal hunter can use detect mortals at will. This ability duplicates the effect of detect undead, except that mortals are detected. Caster level equals the mortal hunter's hit dice.

Mortal Hunting (Ex)

A mortal hunter gains a bonus against mortals due to its extensive study of them and training in the proper combat techniques. The mortal hunter gains a +1 bonus on attack and damage rolls against mortals and the same bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against mortals. At 3rd, 5th, 7th and 9th level, the mortal hunter's bonus associated with mortals goes up by +1. This bonus stacks with a ranger's favored enemy bonus.

Change Shape (Su)

A 2nd level mortal hunter gains the ability to change into the shape of any Small, Medium or Large humanoid. This works as the change shape special quality.

Dark Gift (Su)

By the unholy power within the mortal hunter, its spell-like abilities are harder to resist. The save DCs of all of its spells and spell-like abilities gain a +2 profane bonus when used against mortals.

Smite Mortals (Su)

Once per day at 4th level and twice per day at 8th level, a mortal hunter may attempt to smite mortals. This works as the paladin ability of the same name, except that it only affects mortals. The mortal hunter adds his Charisma bonus to the attack roll and his mortal hunter level to the damage roll. If the mortal hunter possess smite good from another class, such as blackguard, those class levels stack with mortal hunter to determine the total bonus damage.

Spurn Mortal Magic (Su)

A 5th level mortal hunter applies its Charisma modifier (if positive) as an additional bonus on all saving throws against spells and spell-like abilities used by mortals.

Claws of the Overfiend (Ex)

At 6th level, a mortal hunter's natural weapons become more effective. They are treated as one size category larger to determine damage. This stacks with the improved natural attack feat.

Mortalbane Shout (Su)

An 8th level mortal hunter can, once per day, emit a shout that stuns for 1d4 rounds all mortals within 50 feet who fail a Fortitude save (DC 10 + Charisma modifier + 1/2 hit dice).

Condemn Mortal (Su)

At 10th level, a mortal hunter's victims risk being dragged down to the Lower Planes if slain by the mortal hunter. Any mortal slain (reduced to -10 or less hit points or otherwise killed, but not petrified, affected by trap the soul or similar circumstances) by the mortal hunter must immediately make a Will save (DC 10 + Charisma modifier + 1/2 hit dice) or have its soul plunge into the Lower Plane the mortal hunter originates from. Such a mortal soul becomes the property of the mortal hunter or his superior.

A mortal lost to this fate cannot be raised or resurrected by any means, even a wish or miracle. They can only be freed by a proper quest into the Lower Planes to free the soul from whomever owns it. If successfully freed, the mortal soul immediately travels to its normal afterlife and can thereafter be resurrected as normal.

A mortal hunter can choose to deactivate or activate this power as a free action.


Gear:
Spoiler: ShowHide


Commanding Spark Hunters are given special equipment to own rather than variable equipment like their lesser kin. They each have a longbow+6, unholy and axiomatic. It may use its smite mortals ability with ranged attacks from this bow. They wear bracers of armor+9 that can be invoked as a swift action to cast mislead three times per day. Finally, each wears a pendant that grants a +5 enhancement bonus to its natural attacks and a +2 bonus to the save DC of its mortal hunter abilities.

In addition, a commander may have up to 150,000 gold in additional equipment should it be needed. Should it not be needed, it is likely to have such as consumable items in case of emergency.
<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

#52
Raziel is a fiery crusader and also a patron of healing. I like that the Hebdomad's grand crusader also sees to the injured and maimed after the crusades. This addition to his flavor is based on the BoED mentioning him seeing to hospitals within Mertion. He's not overwhelmingly different otherwise. For Raziel, a crusade doesn't end until all the warriors are healed. He isn't just about smiting evil, but seeing to the recovery of those who follow that path.

Raziel
The Firestar, Great Father of Crusades
Fifth of the Hebdomad
Symbol: A field of fire with a horizontal longsword in the middle
Home Plane: Mertion, 5th layer of Mount Celestia
Alignment: Axiomatic Exalted
Portfolio: Holy war, crusades, restoration of warriors, purification through fire
Worshipers: Paladins, fists of Raziel, good-aligned warriors, healers
Cleric Alignments: LG, NG
Domains: Courage, Fire, Good, Healing, Law, Protection, War, Zeal
Favored Weapon: Holy Crusader (Longsword)

Solar 58//Paladin 58

Changelog: Cleaned up some wording issues with axiomatic smite and enhance mount. Replaced planar turning with heavenly turning. Same idea, just adapted to the various turn undead changes and made an exalted feat. Swapped imbued healing for explosive spell. Added fire subtype, which was a small oversight. Added cleric and paladin spells.

Size/Type: Large Outsider (Archon, Fire, Good, Lawful)
Divine Rank: 14
Hit Dice: 58d10+1276 (1856 hp)
Initiative: +29
Speed: 80ft, fly 240ft (perfect)
Armor Class: 125 (-1 size, +15 dex, +14 divine, +31 natural, +21 deflection, +19 armor, +16 shield)
Base Attack/CMB/CMD: +58/+94/140
Attack: Holy Crusader+107 (2d6+57 plus 2d6 holy plus 2d6 axiomatic plus 3d6 holy and 1 negative level (9d6 and 3 negative levels on crit) plus 3d6 axiomatic and 1 negative level (9d6 and 3 negative levels on crit) plus 2d6 bleed plus 4d6 on crit plus cower on crit(DC 60 Will) plus 1d4+1 str damage on crit vs evil(DC 60 Fort) 17-20 x3)
Full Attack: Holy Crusader+107/+102/+97/+92 (2d6+57 plus 2d6 holy plus 2d6 axiomatic plus 3d6 holy and 1 negative level (9d6 and 3 negative levels on crit) plus 3d6 axiomatic and 1 negative level (9d6 and 3 negative levels on crit) plus 2d6 bleed plus 4d6 on crit plus cower on crit(DC 60 Will) plus 1d4+1 str damage on crit vs evil(DC 60 Fort) 17-20 x3)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, smite evil/chaos 18/day, channel energy 28/day (28d6 plus 3d6, DC 58), divine blast 24/day (35d12).
Special Qualities: Damage reduction 40/anarchic, epic, evil and silver, spell resistance 73, immunity to acid, cold, electricity, fire and petrification, aura of menace, indelible imprint, protective aura, summon archons, tongues, darkvision 120ft, low-light vision, regeneration 114, divine traits, detect evil, divine grace, lay on hands(1218 hp), aura of courage, divine health, special mount, remove disease 18/week, firesense 140ft.
Saves: Fort +102, Ref +95, Will +99 (+4 racial vs poison)
Abilities: Str 52, Dex 41, Con 54, Int 48, Wis 48, Cha 52 
Skills: Appraise+94, Balance+90, Concentration+97, Diplomacy+100, Escape Artist+90, Handle Animal+96, Heal+94, Intimidate+100, Knowledge(All)+94, Listen+94, Perform(Oratory)+100, Perform(Song)+100, Profession(Healer)+94, Profession(General)+94, Ride+90, Search+94, Sense Motive+94, Spellcraft+94, Spot+94, Survival+94, Use Magic Device+96
Feats: Weapon Focus(Longsword)(B), Words of Creation(B), Axiomatic Smite(1), Power Attack(3), Battle Blessing(6), Resounding Blow(9), Quell the Profane(12), Divine Might(15), Divine Shield(18), Awesome Smite(24), Divine Defiance(27), Improved Critical(Longsword)(30), Combat Reflexes(33), Extra Turning(36), Purify Spell(39), Consecrate Spell(42), Holy Warrior(45), Explosive Spell(48), Exalted Turning(51), Empower Turning(54), Quicken Turning(57)
Epic Feats: Great Smiting(B), Improved Aura of Courage(B), Widen Aura of Courage(B), Epic Spell Capacity(21), Epic Reputation(P23), Crush Demon(P26), Holy Strike(P29), Spectral Strike(P32), Overwhelming Critical(P35), Devastating Critical(P38), Axiomatic Strike(P41), Epic Divine Might(P44), Persistent Divine Might(P47), Armor Skin(P50), Enhance Mount(P53), Heavenly Turning(P56)
Salient Divine Abilities: Alter Form, Alter Size, Area Divine Shield, Automatic Metamagic(Purify Spell), Battlesense, Divine Armor Mastery, Divine Blast, Divine Fire Mastery, Divine Paladin, Divine Shield,  Elemental Might(Fire), Extra Domain(Courage), Extra Domain(Healing), Extra Domain(War), Extra Energy Immunity(Electricity), Gift of Life, Lay Quest, Mass Divine Blast, Sunder and Disjoin, Wound Enemy
Alignment: Axiomatic Exalted

Racial powers:
Spoiler: ShowHide


Raziel casts as a 58th level cleric with access to the Courage, Fire, Good, Healing, Law, Protection, War and Zeal domains (caster level 59th for spells with the good or lawful descriptor or spells of the healing subschool). The save DCs are 29 + spell level. All of Raziel's spells are automatically purified. Raziel's metamagic options are Consecrate Spell (+1) and Explosive Spell (+2).

[6/day]0: Create Water, Guidance, Mending, Read Magic, Resistance, Virtue.
[10+1/day]1: (Burning Hands), Blessx2, Cure Light Woundsx2, Divine Inspirationx2BoED, Remove Fearx2, Sanctuaryx2
[10+1/day]2: (Cure Moderate Wounds), Aidx2, Consecratex2, Cure Moderate Woundsx2, Ease Painx2BoED, Spiritual Weaponx2
[10+1/day]3: (Cloak of Bravery), Cure Serious Woundsx2, Hammer of Righteousnessx4BoED, Inspired Aimx2BoED, Invisibility Purgex2
[9+1/day]4: (Spell Immunity), Death Wardx2, Divine Powerx2, Freedom of Movementx2, Remove Fatiguex2BoED, Sunmantlex2BoED
[9+1/day]5: (Valiant Fury), Crown of Flamex3BoED, Flame Strikex6
[8+1/day]6: (Fire Seeds), Healx3, Touch of Adamantinex3BoED, Vengence Halox2BoED
[8+1/day]7: (Greater Heroism), Greater Restorationx3, Rain of Embersx3BoED, Righteous Smitex2BoED
[7+1/day]8: (Lion's Roar), Antimagic Fieldx2, Dimensional Lockx2, Fire Stormx3
[7+1/day]9: (Mass Cloak of Bravery), Gatex3, Miracle, Storm of Vengeancex3
[7+1/day]10: (Mass Valiant FuryHome), Celestial ValorHome, Energy ImmunityHome, Explosive Fire Stormx3, Miracle of HealthHome, Miracle of UncursingHome
[7+1/day]11: (True Meteor SwarmHome), Consecrated Explosive Fire Stormx4, Martyr's KissHome, Mass RegenerateHome, Tyr's SensesHome
[6+1/day]12: (Greater Fire StormHome), Legion's Gatesx3Home, Wrath of the Heavensx3Home
[6+1/day]13: (Consecrated Greater Fire Storm), Greater Fire Stormx2, Mass Energy Immunityx3Home, Web of GenerosityHome
[6+1/day]14: (Explosive Greater Fire Storm), Raziel's Zealx4Home, Thunderous Voicex2Home
[6+1/day]15: (FirescapeHome), Feed the Infernox3Home, Final Penancex3Home
[5+1/day]16: (Perfect Energy ImmunityHome), Perfect Energy Immunityx5
[5+1/day]17: (Perfect Energy Immunity), Domiel's Spread of Lifex2Home, Rain of Purificationx3Home
[5+1/day]18: (Firescape), Consecrated Rain of Purificationx2, Mass Raziel's Zealx3Home
[5+1/day]19: (Explosive Greater Fire Storm), Explosive Rain of Purificationx5
[4+1/day]20: (Firescape), Field of Rejuvenationx4Home
[4+1/day]21: (Explosive Greater Fire Storm), Field of Restorationx4Home
[2+1/day]22: (Warrior's Boon), Warrior's Boonx2Home

BoED - Book of Exalted Deeds
Home - Homebrew

Regeneration (Ex)

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

Aura of Menace (Su)

DC 67 Will negates, -4 morale penalty to armor class, attacks and saves for one day. Creatures that succeed on the saving throw are immune to Raziel's Aura of Menace for 24 hours. The save DC is Charisma based and includes a +7 sacred bonus.

Indelible Imprint (Su)

When one of the Celestial Hebdomad is slain, the dying paragon releases holy energy to brand its murderer for all time. The instant the paragon dies, all creatures within 700ft who have dealt damage to the paragon within the past day must make a Will save (DC 77). Those that succeed suffer no other effect. Those that fail receive an unsightly rune on their face that marks them as the murderer of a member of the Hebdomad to any lawful good outsider. They automatically fail any bluff, diplomacy or intimidate checks against lawful good outsiders. These outsiders will take any means to capture or slay the branded creature. Lawful good outsiders who attempt to bring a creature bearing the Indelible Imprint to justice enjoy a +7 sacred bonus to all attack rolls, saving throws, armor class, checks and ability scores for as long as they battle the branded creature. This results from the direct intercession of Mount Celestial and the Hebdomad through the outsider.

This mark may only be removed by a wish or miracle cast by a 49th level spellcaster or a deity who succeeds on an opposed rank check against the slain paragon.

Deities are not immune to the Indelible Imprint, but are allowed an opposed rank check to negate it when the paragon dies. If the deity fails this check and then fails the saving throw, they cannot remove it with their own power. The save DC is set and does not draw on any ability score.

Summon Archons (Su)

Raziel may call up to 58 hit dice of archons or lawful good angels three times per day. Alternately, he can call the same another three times per day. Finally, once per day, he may attempt to call one of the other Hebdomad. The other member of the Hebdomad is not obligated to answer and they are automatically aware of the circumstances surrounding Raziel.


Divine powers:
Spoiler: ShowHide


Always active-detect chaos, detect evil, true seeing. At will-aid, antimagic field, blade barrier, bless, burning hands, calm emotions, cloak of bravery, commune, consecrate, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, dictum, dismissal, dispel chaos, dispel evil, divine power, elemental swarm(fire only), fire seeds, fire shield, fire storm, flame strike, foresight, greater cloak of bravery, greater dispel magic, greater heroism, heal, helping hand, heroes feast, heroism, hold monster, holy aura, holy smite, holy word, incendiary storm, lion's roar, magic circle against chaos, magic circle against evil, magic vestment, magic weapon, mass cure critical wounds, mass cure light wounds, mass heal, mind blank, miracle, order's wrath, power word blind, power word stun, prismatic sphere, produce flame, protection from chaos, protection from energy, protection from evil, regenerate, remove fear, repulsion, resist energy, sanctuary, shield of law, shield other, spell immunity, spell resistance, spiritual weapon, summon monster 9(lawful good only), valiant fury, wall of fire. Caster level 58th, caster level 59th for good, healing or lawful spells. The save DCs are 55 + spell level.

Alter Reality (Su)

Raziel exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. This warping of reality manifests in a number of ways. Raziel can use wish when doing so can help him promote crusades, holy war and the glory of Mount Celestia. Note that in the situation where Raziel 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)

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

Domain powers:

Courage: +4 morale vs fear aura for allies. (Obsolete with aura of courage)
Fire: Turn water creatures 24/day.
Good: +1 caster level to good spells.
Healing: +1 caster level to healing spells.
Law: +1 caster level to lawful spells.
Protection: 14/day, touch and grant +29 resistance bonus to next save.
War: Free weapon focus(longsword).
Zeal: Take 20 14/day without increasing time needed.

Divine Aura (Ex)

The save DC against Raziel's divine aura is 45 and the radius is 14000ft.

Immunities: Raziel is immune to polymorphing, petrification, or any other attack that alters his form. Any shape-altering powers he might have function normally on himself. He is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). He are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to these, Raziel is immune to effects that imprison or banish him. 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: Raziel gains a divine bonus equal to his divine rank on all skill checks, ability checks and caster level checks.

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

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

Create Items: Raziel can create any wondrous item with power related crusades, war or healing; the maximum is 200,000 gold.

Portfolio Sense: Raziel is aware of any act of holy war, protection or fiery purification.


Paladin powers:
Spoiler: ShowHide


Raziel casts as a 58th level paladin with access to the Courage, Fire, Good, Healing, Law, Protection, War and Zeal domains (caster level 59th for spells with the good or lawful descriptor or spells of the healing subschool). The save DCs are 31 + spell level. All of Raziel's paladin spells are automatically purified and quickened. Raziel's metamagic options are Consecrate Spell (+1) and Explosive Spell (+2).

[9/day]1: Blaze of LightHoB, Lesser Restoration, LionheartSC, Rhino's Rushx3SC, Silvered Weaponx2SC, Warning ShoutSC
[8/day]2: Delay Poison, Divine Insightx2SC, Divine Presencex2CC, Fell the Greatest FoeSC, Knight's MoveSC, ZealSC
[8/day]3: Righteous Furyx3SC, Smite Hereticx3BoED, Undead Bane Weaponx2SC
[8/day]4: Break Enchantment, CastigateSC, Divine Retaliationx2PHB2, Favor of the Martyrx2SC, Meteoric StrikePHB2, Neutralize Poison
[8/day]5: Dancing Bladex2PHB2, Divine Retributionx2CC, 1, Life's Gracex2SC, Renewed Vigorx2PHB2
[7/day]6: Healx7
[7/day]7: Holy Starx3SC, Lion's Roarx2SC, Rejuvenating Lightx2CC
[7/day]8: Antimagic Fieldx3, Celestial Valorx2Home, Mass Death Wardx2SC
[7/day]9: Blinding GloryBoED, Mass Healx6
[6/day]10: Mass Valiant Furyx6Home
[6/day]11: True Meteor Swarmx6Home
[6/day]12: Greater Fire Stormx6Home
[6/day]13: Consecrated Greater Fire Stormx6
[3/day]14: Explosive Greater Fire Stormx3

1 - Raziel's divine retribution deals fire damage and Strength damage.
BoED - Book of Exalted Deeds
CC - Complete Champion
HoB - Heroes of Battle
Home - Homebrew
PHB2 - Player's Handbook 2
SC - Spell Compendium

Detect Evil (Sp)

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

Smite Evil (Su)

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

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

Divine Grace (Su)

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

Lay on Hands (Su)

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

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

Aura of Courage (Su)

Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex)

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

Turn Undead (Su)

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

Special Mount (Sp)

Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see below). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin's class level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the paladin's mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.

Remove Disease (Sp)

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


Gear:
Spoiler: ShowHide


Holy Crusader

This cold iron longsword is said to be forged from iron harvested from souls liberated from Dispater's Iron Tower, quenched in the headwaters of the River Oceanus and left to lie in the light of Chronias for seven centuries. More knowledgeable sources know that this is a subtle lie put forth by Cyric. Higher ranking archons go to considerable lengths to discredit this lie whenever they find it. Moreover, servants of Dispater treat it with scorn and seek to correct this falsehood - as well as the servants of Bane, for reasons that are unclear but likely tie into the shared disdain the two deities hold for one another. The reasons behind this lie are unknown and Cyric has done nothing to acknowledge it.

The truth is that Holy Crusader is one of two twin blades. At the dawn of time, Tyr and Raziel sought weapons suitable for the first paladins - themselves. It is said that the two journeyed far and wide, seeking the holiest of holy places. In time they saw much and found many sacred swords, but none were right. No sword seemed worthy or right in their hands. Raziel grew wrathful as the search continued, yet Tyr stayed calm. The Maimed God instead sat down and focused his mind. Softly he called for Raziel to join his will with Tyr's own. Together they focused their sacred vows into material form. From this two blades were created, Justicar and Holy Crusader. Justicar is a sword of justice, dedicated to upholding all that is right in Creation. Tyr claimed this blade for his own. Holy Crusader is a sword of crusades, the summation of the Holy Mountain's will to defeat the hordes of evil. Raziel claimed this blade for his own and it has been at his side ever since.

It is known that holy avengers and holy devastators are patterned on the two blades. Indeed, it is said that both swords can give birth to these weapons, though the details of this are unclear and likely tied to the powers of the two deities.

Holy Crusader is a cold iron longsword+14, holy power and axiomatic power. It grants spell resistance 70 and damage reduction 21/epic and evil to all allies within 70ft. As a free action once per round, Raziel may use it to cast greater dispel magic with a +58 check modifier. At Raziel's option, any time a spell with the evil descriptor is dispelled by Holy Crusader, the creature the spell was cast on is consumed by holy flames. These flames deal 1d6 points of damage per level of the spell dispelled. Spells not cast on creatures do not trigger this ability.

Majesty

Raziel wears a majestic mithral breastplate into battle. It is red with a black stripe down the center and carved with tiny reliefs of angels. This armor's originates from the forges of Jovar and was forged by a legendary celestial. Accounts differ on which celestial gave form to this armor. The most commonly mentioned are Sealtiel, Eblis and Torm are all suggested. Strangely enough, Lliira's name occurs as well. Why isn't clear, as she has no ties to Mount Celestia nor any reason to create such an artifact. In reality, no one angel created Majesty. In fact, no angel had a role in forging it.

In truth, righteous paladins and heroes are known to come visit the Firestar for council. When each paladin first met Raziel, he would take them to an unremarkable lump of mithral. He would invite them each to strike it with a forge hammer and anoint with with holy waters from the healing springs of Mertion, all while telling of their heroic deeds and what they sought wisdom for. After 77,777 years and the stories of 77,777 paladins had been told Raziel took the beaten lump to his chest. It spread out over his body, forging itself into Majesty. It is armor tempered in the hard won wisdom and glories of legendary paladins.

Majesty is a mithral breastplate+14. The stories that forged the armor created an absolute belief within it that Good would never falter and always triumph. Attacks, spells and abilities that count as evil, have the evil descriptor or are otherwise powers of darkness only have half potency against Raziel. He only takes half damage, the duration of negative effects is halved, penalties are halved and so on. The blessings of healing water and the promises of redemption told in the stories empower the armor further, tripling Raziel's rate of regeneration while worn.

Raziel's Shield

This nameless shield is enchanted with potent protective magics. It seemingly has no story to it beyond simply being Raziel's shield. If this is a story of its own or if there is a story to it is not known. In any case, it functions as a heavy steel shield+14.


Custom Material: [spoiler]

Field of Rejuvenation
Conjuration (Healing)
Level: Clr 20, Drd 20
Components: V, S, DF
Casting Time: 1 round
Range: 1 mile/level radius centered on the caster
Targets: All allied creatures within the radius
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

All creatures affected by this spell gain fast healing 10 for the duration of this spell.

Field of Restoration
Conjuration (Healing)
Level: Clr 21, Drd 22
Components: V, S, DF
Casting Time: 1 round
Range: 1 mile/level radius centered on the caster
Targets: All allied creatures within the radius
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

All creatures affected by the spell are greatly restored. They gain the benefits of a greater restoration spell. They instantly recover lost extremities as by a regenerate spell and recover from any other negative condition as if targeted by a heal spell (except for recovering hit points).

Feed the Inferno
Abjuration/Transmutation [Fire]
Level: Clr 15, Drd 15
Components: V, S
Range: Medium (100ft + 10ft/level)
Target: 150ft radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By casting feed the inferno, the caster transforms dispelled magic into the essence of fire. This spell is identical to the area dispel of greater dispel magic with a maximum dispel check of +50. For each spell dispelled by feed the inferno, the caster's melee attacks deal an extra 1d6 points of fire damage for the next 2 rounds (maximum 15d6). A caster with the fire subtype may instead choose to feed on this energy and heal 10 hp per spell dispelled; doing so negates the bonus fire damage from this spell.

Greater Fire Storm
Evocation [Fire]
Level: Clr 13, Drd 12, Fire 12
Casting Time: 1 standard action

This spell functions as fire storm, except as noted here. This spell deals 1d6 points of fire damage per caster level, to a maximum of 35d6.

Rain of Purification
Evocation [Fire, Good]
Level: Sanctified 17
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cylinder (250ft radius, 500ft high)
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes

This spell results in a deluge of burning white-blue fireballs to saturate the area of effect. Each round, this deals 40d8 points of damage to evil creatures within the area of the spell. Half of this damage is fire damage, while the other half is caused by divine power and thus not subject to fire resistance or immunity. Creatures that are in the area of this spell for more than one round are subject to damage each round. Such creatures must make a separate Reflex save each round.

Creatures that take damage from this spell suffer a -7 penalty to attack rolls, saving throws and the caster level of any spells or spell-like abilities with the evil descriptor for 7 days. This penalty can be ended early with a wish or a miracle spell that succeeds on an opposed caster level check against the caster of this spell.

Sacrifice

1d4 points of Strength drain.

Mass Raziel's Zeal
Transmutation [Good]
Level: Clr 18
Targets: One or more living creatures, no two of which can be more than 30ft apart

Thsi spell functions as Raziel's zeal, except as noted here.

Mass Valiant Fury
Transmutation
Level: Courage 10
Targets: One or more living creatures, no two of which can be more than 30ft apart

This spell functions as valiant fury, except as noted here. The morale bonus to Strength and Constitution increases to +6.

Perfect Energy Immunity
Abjuration
Level: Clr 16, Drd 16, Protection 16, Sor/Wiz 16

This spell works as energy immunity, except that it provides immunity to all five types of energy damage (acid, cold, electricity, fire and sonic).

Raziel's Zeal
Transmutation [Good]
Level: Clr 14
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

By casting Raziel's Zeal, you fill the target with a tireless desire to crusade against evil. The target's body burns with zealotry, so much so that they are surrounded by a halo of flames. This flame does not burn anything and sheds light equivalent to the noon sun in a 500ft radius. The zealous flames within the target grant a great deal of power as well. The target is immune to cold, fear, fire and mind-affecting abilities. They also gain a +7 morale bonus to all ability scores.

Warrior's Boon
Transmutation
Level: Clr 22, War 22
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

Warrior's boon empowers a warrior to wage devastating war and gives several benefits. Any equipment the target carries or touches is affected as if by a greater magic weapon or magic vestment spell with a maximum enhancement bonus of +14. The target's critical threat range increases by 1 (for example, a 18-20 threat weapon becomes 17-20), this stacks with improved critical or keenness and applies after they increase the weapon's threat range. Any critical threats the target makes are automatically confirmed. The target's weapon attacks ignore concealment and cover, including total. Once per round as a free action, the target can gain a +20 insight bonus to any one attack roll.  The target gains a +7 bonus to attack rolls and weapon damage rolls.

Finally, the target gains the following feats for the duration of the spell: combat expertise, combat reflexes, improved combat expertise, improved combat reflexes, power attack.

Axiomatic Strike [Axiomatic, Epic]
Prerequisite: Ability to smite chaos, cha 25
Benefit: Any weapon you wield is treated as an axiomatic weapon (is lawfully-aligned and deals an extra 2d6 points of damage against creatures of chaotic alignment). This ability stacks with similar abilities.

Epic Divine Might [Divine, Epic]
Prerequisite: Divine Might, cha 21
Benefit: When you use Divine Might, you deal twice your charisma modifier as bonus damage.

Heavenly Turning [Epic, Exalted]
Prerequisite: Exalted Turning, cha 25
Benefit: When you channel positive energy, you treat evil outsiders as undead. They take damage from your turning, even if they would normally heal from positive energy.

Persistent Divine Might [Divine, Epic]
Prerequisite: Divine Might, cha 21
Benefit: When you use Divine Might, it lasts for a number of rounds equal to your charisma modifier.

Enhance Mount [Epic]
Prerequisite: Special Mount
Benefit: Your special mount gains a +2 bonus to Strength and Constitution, as well as a +1 bonus to attack rolls and armor class.
Special: You may select this feat more than once. Its effects stack.
<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

#53
The Red Knight

Fluff:
Spoiler: ShowHide


If you want basic information on the Red Knight, go read her Faiths and Pantheons writeup. Better yet, dig up the 2nd edition's Powers and Pantheons. The writeup in there is an expanded version of the 3rd edition writeup. I'll be touching on a few more points of interest for her.

Demons

Yes, demons hate everyone and everything. They have an infinite capacity to hate, loathe and despise. Yet when the Red Knight comes up, they seem to find new and exceedingly vitriolic ways to hate. Demons consider the Red Knight to be nothing more than a whorish devil, an erinyes playing at being a warrior. The constant plans, strategies and tactics are indistinguishable from diabolic tactics in the Blood War to the typical demon. Her early crusade against Balum cemented this opinion and it has not changed in the eons since then. The Red Knight cares little for their hate, instead aiding those who use sound tactics and strategy against demons.

She has particular strife with Fraz Urb'Luu, Demon Prince of Deception. The cause for this hatred is unclear, but it is generally accepted that the Red Knight initiated hostilities. She has been silent on the cause of it, as have the auguries and divinations. Fraz Urb'Luu's skill at deception and lies is not automatically opposed to the Red Knight; in fact, lies and deceptions are a part of skilled warfare. As such, some greater plan is assumed by the sages. Perhaps the defeat of Fraz Urb'Luu will grant the Red Knight greater dominion on this aspect of warfare.

Devils

It's inconceivable for a devil to pay homage to any force beyond the Lords of the Nine or the Peerages of Hell. Devils are wholly consumed with the perfect iron order of Baator. In spite of this, many older and wiser devils deeply respect the Red Knight. As the goddess of planning and tactics, she represents the essence of Baator's warplans against the Abyss. Her defeat of the Demon Lord Balum is worthy of praise, moreso as several devils participated in the Red Knight's crusade. These devils did nothing but laud the Red Knight's skills during debriefing, something that did not go unnoticed by Hell's hierarchy. While many view her as ethically soft and misguided, none disrespect her skills.

It's worth noting that the Dark Eight have several schemes to both draw the Red Knight to lawful evil and have her supplant Tempus as the God of Warfare. Such would be a tremendous boon to Baator and a cosmic approval of their tactics over the hordes of the Abyss. The Red Knight is naturally aware of these plans and quietly foils them. While the Red Knight appreciates many of the diabolical plans and battles of the Blood War, she has no interest in serving Baator. She finds the efforts of the Dark Eight offensive - and has once made her displeasure known to a previous Zapan, who did not survive his chastisement. That the Red Knight slew this Zapan is not known to the Dark Eight, and thus their schemes continue.

It is said that Asmodeus and the Red Knight are both aware, and aware that they are aware, and making contingency plans about the other being aware that they are aware...and so forth and so on. Asmodeus would indeed like to make her bend the knee to him, but is content to leave her unchallenged. In the event Tempus is ever destroyed or dethroned, the Red Knight taking over would be to order's advantage, even if she makes no further move towards Baator. In truth, both are aware of each other's plans for each other and make countermeasures accordingly. Though neither would easily admit it, they find it an enjoyable past time. In the rare cases that a devil comes to venerate the Red Knight, the two engage in a grand game of chess with the offending devil as the prize.

Gond

Gond is no warrior, but the Red Knight cultivates a warm relationship with him. After all, what strategist does not dream of a new weapon to decimate their foes? She seeks to harvest the stable creations of the Wonderbringer and apply them to practical warfare. Likewise, Gond sees this as a chance for practical field testing for many of his inventions. As such, they get along well - with the one proviso that the Red Knight does not spread the means of creating his new works without his permission.

Sune

Tempus finds Sune to be a flighty and unworthy foe, even if what she represents is at odds with war. It can be safely said that the Red Knight agrees with this. While her heart is not made of stone and lead, she is strident in her disdain of Sune. This exceeds the quiet disregard that Tempus holds for Sune and is an active dislike. She has spoken out against Lady Firehair on more than one occasion, cold, calm and venomous in her words. In return, Sune freely implies and states that the Red Knight is a frigid woman who has filled her heart with steely armor, and hates her because she is afraid of her own beauty and femininity.

There is a grain of truth to Sune's accusations. In many cultures women do not serve as warriors, but instead only chase past-times that Sune would approve of. The Red Knight has seen many promising warriors, generals and commanders lost due to never having a chance to realize their talent. This cements the Lady of Strategy's disdain for Sune, as often the stereotypical female role robs warfare of capable generals. But the large majority of her disdain does come from simply representing incompatible ideals - that and the fact the Red Knight is not willing to ignore her like Tempus.

Waukeen

The Golden Lady and the Red Knight are strange friends on first glance. War disrupts commerce; dead customers can buy nothing more. In spite of this, both have learned to appreciate how they compliment each other. War is good for business and can clear away stagnant economic conditions, serving as a panacea and setting up periods of prosperity in the aftermath. Likewise, an army is tied to its logistical chain, and merchants can enhance and ease logistics. Far better to be on good terms with them than have them oppose your army - even if it takes opening the purse strings. As a result, both powers have been known to work together when it is to their advantage. They often disagree and have mismatching temperaments, but they endure and have formed a genuine friendship.


Notes:
Spoiler: ShowHide


- The Red Knight is fairly straightforward. She's a masterful strategist who wins battles through maneuvers, flanking and other such things. There's not a lot to say about her.

- Queen's Move is something that could become far more powerful in time. At the least, should she ever become a lesser deity or higher, it'll stop her from provoking AoOs altogether. Her weapon is a gift from Tempus and her armor is the symbol of a great victory, but the Queen's Move hasn't had that chance to grow in yet.

- I'm fond of the Red Knight. She's fun to write for, a real go-getter that isn't afraid to start something if it's in her best interests. She's more than capable of taking care of herself, and if something somehow manages to catch her in a bad pinch, Tempus sees her as a daughter. That unspoken threat mitigates a lot of serious efforts, since attacking a greater deity's family is incredibly suicidal. Divine alliances in general discourage going after deities lightly, this one just happens to be a little more fervent than usual.


The Red Knight
The Lady of Strategy, the Grandmaster of the Lanceboard
Demigoddess
Symbol: Red knight chess piece with stars for eyes
Home Plane: Warrior's Rest
Alignment: Lawful Neutral
Portfolio: Strategy, planning, tactics
Worshipers: Fighters, gamesters, monks, strategists, tacticians
Cleric Alignments: LE, LG, LN
Domains: Competition, Law, Nobility, Planning, War
Favored Weapon: Checkmate (Longsword)

Marshal 37//Fighter 10/Tactical Soldier 27

Changelog: Fixed a typo that had her at 35 HD instead of 37 HD, only the HD listing was wrong. Fixed attack rolls, which were off by one. Ditto with damage rolls. Fixed fort saves, which were one too high. Traded out cavalry charger for trample due to prereq issues. Reformatted how her auras are organized her marshal tab. Slightly revised the wording of checkmate's CMB/CMD bonus for clarity.

Size/Type: Medium Outsider (Lawful)
Divine Rank: 4
Hit Dice: 37d10+555 (925 hp)
Initiative: +26
Speed: 60ft, fly 200ft (perfect)
Armor Class: 89 (+10 dex, +4 divine, +19 natural, +11 deflection, +12 insight, +14 armor, +9 shield)
Base Attack/CMB/CMD: +37/+76/116
Attack: Checkmate+75 (1d8+35 plus 4d6 on crit 17-20 x3)
Full Attack: Checkmate+75/+70/+65/+60 (1d8+35 plus 4d6 on crit 17-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, offensive strike, unbalancing blow, reciprocal strike.
Special Qualities: Damage reduction 20/bludgeoning, epic and silver, immunity to fire and sonic, spell resistance 52, divine traits, minor auras+11, major auras+7, grant move action 9/day, evasion, battlesense, flanker, interpose, defensive shield, delayed cleave.
Saves: Fort +49, Ref +45, Will +36
Abilities: Str 36, Dex 31, Con 40, Int 35, Wis 30, Cha 32
Skills: Appraise+56, Bluff+59, Concentration+59, Craft(Armorsmithing)+56, Craft(Weaponsmithing)+56, Diplomacy+62, Gather Information+59, Handle Animal+55, Heal+54, Intimidate+59, Knowledge(Geography)+56, Knowledge(History)+56, Knowledge(Planes)+56, Knowledge(Religion)+56, Knowledge(Tactics)+68, Listen+54, Ride+54, Sense Motive+54, Spot+54, Survival+54
Feats: Extend Spell(B), Weapon Focus(Longsword)(B), Power Attack(1), Combat Reflexes(H), Cleave(F1), Skill Focus(Diplomacy)(M1), Combat Expertise(F2), Improved Combat Expertise(3), Mounted Combat(F4), Ride-By Attack(6), Spirited Charge(F6), Trample(F8), Improved Bull Rush(F10), Improved Trip(12), Improved Sunder(F12), Sidestep(TS2), Improved Disarm(15), Improved Critical(Longsword)(18), Weapon Specialization(Longsword)(21), Melee Weapon Mastery(Slashing)(24), Shield Specialization(27), Shield Ward(30)
Epic Feats: Gloom Aura(B), Lasting Aura(B), Multiaura(B), Radiant Aura(B), Widen Aura(B), Overwhelming Critical(M23), Devastating Critical(TS23), Dire Charge(M26), Legendary Rider(TS26), Epic Reputation(M29), Spellcasting Harrier(TS29), Blinding Speed(M32), Epic Disarm(TS32), Shield Barrier(33), Epic Sunder(M35), Epic Trip(TS35), Shield Evasion(36)
Salient Divine Abilities: Battlesense, Bonus Domain(Law), Bonus Domain(Nobility), Divine Armor Mastery, Divine Marshal, Divine Shield, Increased Damage Reduction, Mistress of Tactics
Alignment: Lawful Neutral

Racial powers:
Spoiler: ShowHide


Spell-like abilities

At will-augury, blade barrier, calm emotions, clairaudience/clairvoyance, deathwatch, demand, detect scrying, dictum, discern lies, dispel chaos, divine favor, divine power, enthrall, flame strike, foresight, geas/quest, greater command, greater scrying, greater teleport, greater visage of the deity, heroes' feast, hold monster, magic circle against chaos, magic vestment, magic weapon, moment of prescience, order's wrath, power word blind, power word stun, prayer, protection from chaos, regenerate, remove fear, repulsion, righteous might, shield of law, spiritual weapon, status, storm of vengeance, summon monster 9 (lawful only), time stop, zeal, zealot pact. Caster level 37th. The save DCs are 35 + spell level.

Alter Reality (Su)

The Red Knight 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. The Red Knight can use limited wish when doing so can help her promote strategy, intelligent warfare and planning. Note that in the situation where the Red Knight 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:
Competition: +1 bonus to opposed rolls.
Law: +1 caster level to lawful spells.
Nobility: 4/day as a standard action, inspire allies with a +2 morale to attacks, damage, ability checks and skill checks. Lasts 11 rounds.
Planning: Extend spell as a bonus feat.
War: Weapon Focus(Longsword) as a bonus feat.

Divine Aura (Ex)

The save DC against the Red Knight's divine aura is 25 and the radius is 40ft.

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

The Red Knight does not automatically fail on a natural attack roll or saving throw roll of 1.

Communication: The Red Knight can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within seven miles of herself.

Remote Communication: As a standard action, the Red Knight 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 calm, meditative tone. In this case, anyone within earshot of the sound can hear it.

Create Items: The Red Knight can create any wondrous item with power related to strategy or tactics; the maximum is 4,500 gold.

Portfolio Sense: The Red Knight is aware of any act of strategy, tactics and planning that involves 1,000 or more people.


Marshal powers:
Spoiler: ShowHide


The Red Knight manifests auras as a 37th level marshal. She knows all major and minor auras.

Minor Auras(+11): All.
Major Auras(+7): All.

Grant Move Action (Ex)

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

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

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


Tactical Soldier powers:
Spoiler: ShowHide


Flanker (Ex)

A tactical soldier can flank enemies from seemingly impossible angles. She can designate any adjacent square as the square from which flanking against an ally is determined (including the square where she stands, as normal). She may designate the square at the beginning of her turn or at any time during her turn. The designated square remains her effective square for flanking until she is no longer adjacent to it or until she chooses a different square (at the start of one of her turns). The character can even choose a square that is impassable or occupied.

Interpose (Ex)

A tactical soldier gains this ability, usable three times per day, at 3rd level. When an enemy threatens her in melee and makes a successful attack against an adjacent ally of hers, the tactical soldier may take the damage (and other effects) of the blow as if she had been hit instead.

Defensive Shield (Ex)

Starting at 4th level, whenever a tactical soldier fights defensively, she provides up to two adjacent allies with a +2 dodge bonus to Armor Class, though their attack rolls do not take the normal —4 penalty (but her attack rolls still do).

Offensive Strike (Ex)

Starting at 5th level, in times of urgency a tactical soldier can lower all her defenses to make a very aggressive attack. When making an offensive strike, the tactical soldier gains a +4 bonus on melee attack rolls and damage rolls for 1 round. Until her next turn, however, she is wide open to physical and magical attacks. All successful attack rolls made against the tactical soldier are automatic threats, and all saving throws the tactical soldier makes against spells automatically fail.

Delayed Cleave (Ex)

Starting at 7th level, if the last creature a tactical soldier hit in melee is dropped by someone other than her, and the tactical soldier still threatens that creature's square, she may make a cleave attack as an attack of opportunity. All normal restrictions on cleave attempts and attacks of opportunity apply.

Unbalancing Blow (Ex)

Starting at 8th level, a tactical soldier can use a full-round action to make a strategic melee attack against an enemy. If the attack succeeds, in addition to dealing regular damage, the blow unbalances the target so much that it provokes attacks of opportunity from creatures threatening its square. This ability works only on creatures up to one size category larger than the tactical soldier.

Reciprocal Strike (Ex)

A 10th-level tactical soldier can make an attack of opportunity (subject to normal restrictions) against a foe that successfully attacks an ally of the soldier and deals damage. She can use this ability three times per day.


Gear:
Spoiler: ShowHide


Checkmate

Checkmate appears to be a metallic, ruby-red colored longsword of superb make and craftsmanship. It catches the light and glistens with it, and if you look long into the reflections, scenes of past battles and gambits can be seen. Checkmate was a gift from Tempus to the Red Knight and is a crystallized memento of eons of past wars. It is a longsword+6 that grants the Red Knight a +10 bonus to CMB checks (and thus CMD as well).

Castling

Castling is a blood red set of full plate armor. It appears in pristine condition, no matter how many battles it sees. It is said that the Red Knight was once mortal and was promoted to divinity by Tempus. According to this legend, the Red Knight went to the fiercest war in all Creation to hone her new divine powers. She joined the Blood War on the side of law and soon led a small, pan-order crusade into the Abyss. She won many victories against overwhelming odds, eventually laying siege to the castle of Balum, Demon Lord of the Hordes. With three masterful gambits she outmaneuvered his hordes of demons, circumvented the defenses around his castle and forced him into single combat. In a tremendous battle the Red Knight laid Balum low. With a single swing of Checkmate she shattered his castle and body apart, forever slaying the demon.  In the wake of this victory, the power of order and the Red Knight transformed the shattered castle and tore it away from the Abyss. It became a suit of armor and has been worn by the Red Knight since.

Castling is glassteel full plate armor+6, heavy fortification. The gauntlets of the armor are locked gauntlets, preventing the Red Knight from being disarmed. Castling imbues the Red Knight with the endurance of a fortress, granting her a +4 bonus to Constitution. Castling prevents the Red Knight from being moved (such as by a bull rush) unless she wishes to be moved.

Queen's Move

Queen's Move is a ruby red shield that the Red Knight favors. Nothing of its legend is known, and there is curiously little lore surrounding it. It bears the standard of the Red Knight and functions as a heavy steel shield+6. It grants the benefits of the Mobility feat to the Red Knight and any mount she rides, except that the dodge bonus to armor class is doubled.

As a deity, the Red Knight has access to far more treasure should she require it. She favors items that increase her already formidable armor class, attacks and combat maneuvers.


Custom Material: [spoiler]

Epic Trip [Epic]
Prerequisite: Improved Trip, str 23
Benefit: You gain a +6 bonus on the CMB check you make to trip your opponent, as well as a +6 bonus to CMD to resist being tripped. This stacks with the bonus from Improved Trip. When you deal damage to a creature you tripped with your extra attack from Improved Trip, they must make a Fortitude save (DC 10 + 1/2 hit dice + strength modifier) or be unable to move or rise from being prone for one round. They may still act otherwise.

DIVINE MARSHAL
Prerequisite: Marshal level 20th
Benefit: The deity gains Gloom Aura, Lasting Aura, Multiaura, Radiant Aura and Widen Aura as bonus feats. The deity knows all major and minor marshal auras.

MISTRESS OF TACTICS
Prerequisite: Planning and War domains, Battlesense, int 31
Benefit: The Red Knight is said to know every plan, strategy and tactic in Creation. This insight grants her full knowledge of any plans she desires to know, including those used against her. This allows her to apply her Intelligence modifier as an insight bonus to attack rolls, weapon damage rolls, initiative checks, armor class and knowledge(tactics) checks. Any foe that the Red Knight attacks in melee is considered to be flanked for her attacks and the attacks of any allies she commands.
<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

Tor Salinus, the Brine Dragon

Fluff:
Spoiler: ShowHide


Ah, Tor Salinus. At this time, he makes sustained mining operations in Salt more expensive than they're worth. But I assure you that I have committees looking into the situation; in the meanwhile, let's discuss your proposed branch office in Dis. I would suggest the services of several erinyes, who can be rented at a reasonable price, of course.

- Dispater, Lord of the Second to Amsel of the Gray Sol mercane trading house.

Now that one, that one is mine. Hah, it's lead me on some wonderful hunts in Salt. It's like hunting an overgrown fish, only this one fights back. He fights rather like a devil with the sheer hate of a demon propelling his actions. One day I'll get him, unless you think you can? I'll be impressed if you come back with his head.

- The Red Knight, discussing her favorite hunts with a newly risen favored servant. The servant was soon after slain on Salt and banished from that plane for 100 years.

Yeah, I know Salt. Did one tour there, lasted two days before that damned dragon found us. Came out of the fucking ceiling like it wasn't there, and before we even can raise a sword, he'd torn half of our forces apart and turned most of the rest into dried up corpses. Only one that made it out. If you're thinking about going, no amount of gold's worth trying to get to those crystal veins. But you're probably some damn fool who thinks he can manage it, eh?

- Mason Borman, retired dwarf bodyguard.

Peace, my faithful servant. Do not be afraid. I know what you want to ask, that you wish to know why I reject your mission to Salt. Tor Salinus stays within his kingdom of salt and dust, while there are so many other threats that reach out to menace the righteous. For now, allow Tor Salinus his empty realm. Everything in its right time and its right place. Now is the time to oppose the actively wicked.

- Erathaol the Seer, to the Authority of the Armies.

The beast is said to be hundred of feet long and wide. Reports of coloration vary and are difficult to ascertain, for Tor Salinus is surrounded by a lattice-work of sharp crystal veins. He wears them like an outer layer of armor, with an inner layer of hardened salt joined by his own scales.

- A quote from the Dragon Codex, a study of famous dragons.

Notes:
Spoiler: ShowHide


- Tor Salinus is a great wyrm sand dragon with various enhancements. He's deadly in part of that and in part because Salt gives him a massive homefield advantage. He uses hit and run tactics and never sticks around to be attacked - come out of the salt, attack, and glide back in before anyone can react to him. Alternately, the various claustrophobic passages and tunnels within Salt are simple for him to collapse. Foes that are too dangerous or trifling don't even see him as he causes them to be buried under tons of salt.

- It's worth noting that Tor Salinus hates any form of life or unlife. He slaughters the undead as much as the living. Simply put, Tor Salinus cannot stand other creatures. He's spent countless lifetimes slaughtering everything in Salt, from the last archomental on down. He's closer to being a force of nature than anything else. In spite of this, he is still a hyper intelligent alpha predator. He's a monster but he's still a dragon.


Sand Dragon 40//Fighter 40

Changelog: Lots of tweaks, as the previous version was something of a beta on top of being old.

Size/Type: Colossal Dragon
Hit Dice: 40d12+520+40+400 (1440 hp)
Initiative: +10
Speed: 30ft, burrow 20ft, fly 150ft (clumsy), salt glide 240ft
Armor Class: 72 (-8 size, +2 dex, +53 natural, +1 dodge, +4 shield, +10 armor)
Base Attack/CMB/CMD: +40/+72/89
Attack: Bite+56 (4d8+36 plus 3d6 dessication)
Full Attack: Bite+56/+51/+46/+41 (4d8+36 plus 3d6 dessication) and 2 claws+56 (4d6+24 plus 3d6 dessication) and 2 wings+56 (2d8+24 plus 3d6 dessication) and tail slap+56 (4d6+48 plus 3d6 dessication)
Space/Reach: 30ft/30ft
Special Attacks: Breath weapon, dessication, frightful presence, spell-like abilities, spells.
Special Qualities: Tremorsense 240ft, damage reduction 20/epic, immunity to ability damage, ability drain, cold, energy drain, fire and force, salt glide 240ft, salt vision, crystal veins, regeneration 10, lifesense 300ft, master of salt, darkvision 120ft, low-light vision, spell resistance 48.
Saves: Fort +37, Ref +30, Will +30
Abilities: Str 58, Dex 15, Con 36, Int 22, Wis 22, Cha 30
Skills: Appraise+49, Balance+45, Concentration+56, Hide+45, Intimidate+53, Knowledge(Arcana)+49, Knowledge(Local:Salt)+49, Knowledge(Nature)+49, Knowledge(Planes)+49, Knowledge(Religion)+49, Listen+49, Move Silently+45, Spellcraft+49, Spot+49, Survival+49, Use Magic Device+53
Feats: Blind-Fight(B), Eschew Materials(B), Clinging Breath(1), Power Attack(F1), Improved Initiative(F2), Lingering Breath(3), Combat Reflexes(F4), Multiattack(6), Improved Bull Rush(F6), Awesome Blow(F8), Improved Multiattack(9), Toughness(F10), Rapidstrike(Bite)(12), Dodge(F12), Mobility(F14), Arcane Strike(15), Spring Attack(F16), Improved Rapidstrike(Bite)(18), Bounding Assault(F18), Rapid Blitz(F20), Quicken Spell(24)
Epic Feats: Great Strength(21), Superior Initiative(F22), Spellcasting Harrier(F24), Epic Toughness(F26), Automatic Metamagic(Quicken Spell)(27), Armor Skin(F28), Automatic Metamagic(Quicken Spell)(30), Epic Toughness(F30), Armor Skin(F32), Automatic Metamagic(Quicken Spell)(33), Epic Toughness(F34), Epic Reflexes(36), Armor Skin(F36), Epic Toughness(F38), Pulverise(39), Epic Toughness(F40)
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


At will-choking salt, dispel water, haboob, saltstorm, superb dispelling, wall of salt. Caster level 40th. The save DCs are 20 + spell level.

Spells

Tor Salinus casts as a 20th level sorcerer with access to the Thirst Domain. The save DCs are 20 + spell level. All of Tor Salinus' spells are automatically quickened.

In addition, Tor Salinus has the following spells active all day and should be assumed to be pre-cast: Mind Blank, Salt Armor and Superior Resistance. The following spells are cast before any battle Tor Salinus engages in, if possible: Shield, Bite of the Werebear. The stat block above includes the bonuses for these spells.

Spells known:

[6/day]0: Acid Splash, Arcane Mark, Detect Magic, Mage Hand, Mending, Prestidigitation, Ray of Frost, Resistance, Touch of Fatigue.
[9/day]1: Parching TouchSand, NerveskitterSC, Obscuring Mist, Shield, SunstrokeSand, True Strike.
[9/day]2: DesiccateSand, Eagle's Splendor, False Life, Ghoul Touch, Mirror Image, Web.
[8/day]3: Tormenting ThirstSand, Displacement, Haste, Protection From Energy, Vampiric Touch.
[8/day]4: Dispel WaterSand, Dimensional Anchor, Enervation, Fire Shield, Greater Invisibility.
[8/day]5: Blight, Cone of Cold, Feeblemind, Flesh to SaltSand, Mass DesiccateSand.
[8/day]6: Symbol of ThirstSand, Chain Lightning, Superior Resistance, True Seeing.
[7/day]7: VitrifySand, Bite of the Werebear, Greater Scrying, Greater Teleport
[7/day]8: Horrid Wilting, Breath Weapon AdmixtureSC, Mind Blank, Salt ArmorHome.
[7/day]9: Energy Drain, Mage's Disjunction, Time Stop, Wish.

Home - Homebrew
Sand - Sandstorm
SC - Spell Compendium

Breath Weapon (Su)

Once every 1d4 rounds, Tor Salinus can breath a 60ft cone of salt and negative energy. This deals 26d6 dessication damage and 7 negative levels. A DC 43 Reflex save halves the damage and negative levels. The save DC is Constitution based.

Salt Glide (Ex)

Tor Salinus can glide through Salt as easily as a fish swims through water. His burrowing leaves behind no tunnel or hole, nor does it create ripples or other signs of his presence. A move earth spell cast on an area containing Tor Salinus flings him back 30ft, stunning him for 1 round unless he succeeds on a DC 15 Fortitude save.

Salt Vision (Ex)

Tor Salinus can see through salt as if it was transparent. This includes any natural terrain within Quasi-Elemental Plane of Salt. Natural terrain in Salt does not block his line of sight or line of effect for his abilities and spells.

Crystal Veins (Ex)

A lattice of Salt's crystal veins cover Tor Salinus' body, presenting a formidable defense. The crystals shred apart any force spell or effect directed at Tor Salinus, rendering him immune to force damage. He destroys effects with the force descriptor by touching or passing through them. Should he pass through one, he is not impeded by it nor is he damaged by it as it is destroyed.

Any creature that strikes Tor Salinus with a melee or natural weapon (but not reach weapons) suffers 5d10 points of slashing damage from the sharp crystals. Creatures that take damage in this way must make a DC 43 Reflex save. Failure results in an additional effect from the table below. Roll 1d10 to determine the effect. The damage on the table below is addition to the base 5d10 points of slashing damage. If the creature does not have the anatomy listed, they take an extra 5d10 points of slashing damage instead.

1-2: 10d10 points of slashing damage and the creature's right leg is severed.
2-4: 10d10 points of slashing damage and the creature's left leg is severed.
5-6: 10d10 points of slashing damage and the creature's right arm is severed.
7-8: 10d10 points of slashing damage and the creature's left arm is severed.
9: 20d10 points of slashing damage, creature's body is bisected at the hips and both legs are lost.
10: 40d10 points of slashing damage, creature's body is messily shredded. All limbs are lost.

Weapons that strike Tor Salinus take the same 5d10 points of slashing damage, though they are not subject to any further effects. Epic magic weapons and artifacts are immune to this damage. The damage bypasses a weapon's hardness and is dealt each time the weapon strikes Tor Salinus.

Finally, the crystal veins around Tor Salinus are enchanted to absorb energy damage. Any non-sonic source of energy damage (acid, cold, electricity, fire) that that deals a base of 30 or more damage causes remnants of that energy to gather in the crystal veins. The energy swirls around Tor Salinus for 10 rounds and grants him a potent defense. He gains resistance 30 to that energy during this time. If exposed to a different qualifying type of energy damage during this time, the previous element discharges in a burst of power, dealing 10d6 points of damage in a 100ft radius around Tor Salinus. The damage type matches the energy type discharged. A DC 43 Reflex save halves this damage. Tor Salinus is not affected by this damage.

The crystal veins are vulnerable to sonic damage. If Tor Salinus suffers 100 points of sonic damage in a single attack, the veins shatter. The shrapnel from this deals 20d6 points of slashing damage to Tor Salinus and any creature within 100ft. A DC 43 Reflex save halves this damage. The shrapnel destroys any force based effects or spells within the radius.  Once broken, the crystal veins slowly heal over 10 minutes. During this time, all benefits from crystal veins are lost.

The save DC is Constitution based.

Regeneration (Ex)

No forms of damage deal lethal damage to Tor Salinus while within Salt. When outside of Salt his regeneration is ineffective.

Lifesense (Su)

Tor Salinus notices and locates living creatures within 300 feet, just as if he possessed the blindsight ability. He also senses the strength of their life force automatically, as if he had cast deathwatch.

Master of Salt (Ex)

Long ago, Tor Salinus slaughtered and devoured the archomental of Salt. Since then there has been no archomental to claim Salt, only the endless rampages of Tor Salinus.  His single-minded purpose has shaped and been shaped by Salt in that time. While not a true archomental, he does gain certain benefits from his near rulership of Salt.

- Maximum hit points per hit die.
- He is treated as divine rank 0 for the sake of effects, though he has no actual divine rank.
- Tor Salinus does not need to eat, sleep or breathe.
- He gains access to the thirst domain. He gains the spells from that domain as bonus spells to his sorcerer spells known.
- Tor Salinus can shape the salt around him freely, as if using alter reality. The maximum range of this is 1000ft.

Desiccation (Ex)

Tor Salinus deals an extra 3d6 points of desiccation damage on each natural attack he makes.


Gear:
Spoiler: ShowHide


Tor Salinus has no need for gear against the vast majority of his foes. The rare foe who escapes and comes back for a second round, or who shows himself to be extremely dangerous before the first battle, will provoke Tor Salinus to use his three Ioun Stones.

Dusty Rose Prism: +6 insight bonus to armor class.
Pink and Pale Blue Rhomboid: +4 insight bonus to constitution and strength.
Lavender and Green Ellipsoid: Absorbs 8th level or lower magic.

Tor Salinus can safely be assumed to have access to any non-epic item and several epic items, as well as a few artifacts. If pushed that far, Tor Salinus will not hesitate to use them.


Custom Material: [spoiler]

Salt Armor
Conjuration (Creation) [Force]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

This spell conjures up salt as hard as iron, covering your body in it. This protection grants you a +10 armor bonus to armor class.

Material Component

A handful of salt
<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

#55
Ty-h'kadi

Fluff:
Spoiler: ShowHide


- Ty-h'kadi is mentioned in Dragon 353 as an ally of Chan. He is the lord of the storm elementals and possessed of a fearsome rage. It often consumes him and only Chan can bring him out of it. Frenzied Berserker was a slam dunk based on that. He is allied with Chan. In most situations, a creature such as he would fall towards evil. At the least, he would fit better with Yan-C-Bin than Lady Chan. However, Air's tilt towards Good is as every bit strong as Fire's tilt towards Evil.

- Archomentals that aren't an elemental prince of Good or Evil tend to be obscure at best. The elemental planes have many things that are simply alien to those not native to them. Few mortals would be aware of him and fewer yet worship him.

- Long ago, Ty-h'kadi was a powerful storm elemental in the service of Talos. He rose to the rank of proxy and ultimately chose to forge his own path. The details of this are unknown, but storm elementals are closer aligned to Air than Talos as a result of it. Ty-h'kadi rules them as a king and god, as much as any of them care about such a thing. As a result, he is often conflated or mistaken for Talos. The fact that he once served Talos is largely unknown and forgotten. He's close to being a mere aspect or proxy of Talos in spite of his desire to stand alone. Only the intervention of Akadi has stopped Talos from reclaiming his wayward servant. Talos has enough on his plate to let it lie for a few eons.


Notes:
Spoiler: ShowHide


- On one side, Ty-h'kadi is an overgrown storm elemental. That's to be expected. His other side is pure barbarian/frenzied berserker SMASH. He goes up and wails on his enemies until they die. He's straight-forward there. If he has prep time, he has a few buff spells-likes, summons and can get a big pile of temporary hit points. He's not dumb, and while he prefers to rage, is capable of fighting tactically should the situation require it. He's also perfectly willing to retreat and fight another day. Both of those go out the window if he's in a rage or frenzy.

- Ty-h'kadi goes light on gear. He just doesn't care about it as an elemental and as a deity. He does use artifacts Chan gives him on occasion and the bracers of armor were a gift from Akadi. He's willingly let countless millions of gold in treasure plummet away into Air, simply because he doesn't care about it.

- Beyond Chan, Talos and Akadi, Ty-h'kadi is obscure. Lady Gwynharwyf of the Court of Stars is familiar with him, as they share interests. He doesn't care for Renbuu, as he finds his art boring and Renbuu finds his storms offensive. Tyr and Bahamut both personally know him and dislike him, though not enough to open hostilities. To them, picking a fight with a neutral archomental over mere personal dislike isn't worth it.


Ty-h'kadi
Lord of the Storms, Prince of Thunder and Lightning, Unstoppable Fury
Archomental
Symbol: A black stormcloud with lightning striking down from it
Home Plane: Stormgard, Palace of Storms
Alignment: Chaotic Neutral
Portfolio: Storms, storm elementals, fury
Worshipers: Storm elementals, lunatics, frenzied berserkers
Cleric Alignments: CE, CN, CG
Domains: Air, Chaos, Destruction, Storm, Windstorm, Wrath
Favored Weapon: Stormwrath (Falchion)

Storm Elemental 37//Barbarian 10/Frenzied Berserker 27

Size/Type: Gargantuan Elemental (Air, Chaotic)
Divine Rank: 2
Hit Dice: 37d12+444+37+148 (1073 hp)
Initiative: +9
Speed: 130ft, fly 320ft (perfect)
Armor Class: 53 (-4 size, +7 dex, +21 natural, +2 divine, +7 deflection, +10 armor)
Base Attack/CMB/CMD: +37/+63/87
Attack: Stormwrath+61 (4d6+46 plus 3d6 electricity (6d6 on crit) 15-20 x2)
Full Attack: Stormwrath+61/+56/+51/+46 (4d6+46 plus 3d6 electricity (6d6 on crit) 15-20 x2) or rage and frenzy Stormwrath+71/+71/+66/+61/+56 (4d6+66 plus 3d6 electricity (6d6 on crit) 15-20 x2)
Space/Reach: 15ft/15ft
Special Attacks: Shock, thunder and lightning, rage 3/day, frenzy 13/day, inspire frenzy 11/day, turn earth 10/day, smite 2/day.
Special Qualities: Elemental traits, air mastery, damage reduction 20/-, darkvision 120ft, electricity and sonic healing, spell resistance 72, divine traits, improved uncanny dodge, trap sense+2, fearsome gaze, supreme cleave, deathless frenzy, improved power attack, greater frenzy, tireless frenzy, supreme power attack, airsense 20ft.
Saves: Fort +40, Ref +27, Will +26
Abilities: Str 50, Dex 25, Con 34, Int 22, Wis 23, Cha 24
Skills: Balance+49, Craft(Storms)+48, Hide+49, Intimidate+73, Knowledge(Arcana)+48, Knowledge(Local: Air)+48, Knowledge(Nature)+48, Knowledge(Planes)+48, Listen+48, Move Silently+49, Spot+48, Survival+48
Feats: Power Attack(1), Cleave(3), Destructive Rage(6), Intimidating Rage(9), Diehard(FB1), Great Cleave(12), Combat Reflexes(15), Toughness(18), Reckless Rage(21)
Epic Feats: Mighty Frenzy(FB13), Great Strength(24), Deathless Body(FB16), Great Strength(27), Damage Reduction(FB19), Spellcasting Harrier(30), Epic Toughness(FB22), Pulverize(33), Terrifying Rage(FB25), Epic Toughness(36)
Salient Divine Abilities: Divine Air Mastery, Elemental Might(Air), Extra Domain(Air), Extra Domain(Destruction), Extra Domain(Windstorm), Increased Spell Resistance
Alignment: Chaotic Neutral

Racial powers:
Spoiler: ShowHide


Shock (Su)

Once per round as a free action, Ty-h'kadi can deliver an electrical shock to a single opponent within 30 feet. This deals 20d4 points of electricity damage and allows a DC 46 Fortitude save for half damage. The save DC is Constitution based and includes a +6 racial bonus.

Thunder and Lightning (Su)

Once per round as a full round action, Ty-h'kadi can unleash a blast of thunder and peal of lighting. The thunder deals 20d6 points of sonic damage to all creatures within 120ft of Ty-h'kadi. The lightning is a 240ft long line that deals 32d6 points of electricity damage. The thunder allows a DC 46 Fortitude save to half and the lightning allows a DC 46 Reflex save to halve. The save DCs are Constitution based and include a +6 racial bonus.

Air Mastery (Ex)

Airborne foes take a -4 penalty on attack and damage rolls against Ty-h'kadi.

Electricity and Sonic Healing (Ex)

Ty-h'kadi takes no damage from sonic and electricity damage. He instead heals damage equal to the damage that would otherwise be inflicted. Damage in excess of his maximum hit points is gained as temporary hit points. These temporary hit points last for 1 hour. Ty-h'kadi can absorb up to three times his maximum hit points in temporary hit points with any further excess being lost.


Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-arc of lightning, air walk, animate objects, binding winds, bull's strength, call lightning, chain lightning, chaos hammer, cloak of chaos, cloudwalkers, contagion, control weather, control winds, disintegrate, dispel law, earthquake, elemental swarm(air only), entropic shield, gaseous form, greater shout, greater teleport, greater whirlwind, gust of wind, harm, ice storm, inflict critical wounds, inflict light wounds, mage's transformation, magic circle against law, mass inflict light wounds, obscuring mist, protection from law, rage, rhino's rush, righteous might, shatter, shout, sleet storm, song of discord, storm of vengeance, summon monster 6(air creatures only), summon monster 9(chaotic only), whirlwind, wind wall, word of chaos. Caster level 37th. The save DCs are 29 + spell level.

Alter Reality (Su)

Ty-h'kadi exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. This warping of reality manifested in a number of ways. Ty-h'kadi can use limited wish when doing so could help him promote storms, rage and lightning. Note that in the situation where Ty-h'kadi 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:

Air: Turn earth creatures 10/day.
Chaos: +1 caster level to chaotic spells.
Destruction: 2/day smite for +4 hit and +18 damage.
Storm: Resistance to electricity 5. Irrelevant.
Windstorm: Rain/snow don't inhibit your sight or movement, treated as one size category larger against winds.
Wrath: 2/day -13 Wisdom for +6 Strength. Lasts 13 rounds.

Divine Aura (Ex)

The save DC against Ty-h'kadi's divine aura is 20 and the radius is 30ft.

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

Checks: Ty-h'kadi gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

Ty-h'kadi does not automatically fail on a natural attack roll or saving throw roll of 1.

Communication: Ty-h'kadi can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within one mile of himself per divine rank.

Remote Communication: As a standard action, Ty-h'kadi can speak to any of his own worshipers, and to anyone within one mile per rank away from a site dedicated to him, or within one mile per rank away from a statue or other likeness of him. The creature being contacted can receive a telepathic message that only it can hear. Alternately, his voice can be heard on any magical or non-magical wind. In this case, anyone within earshot of the sound can hear it.

Create Items: Ty-h'kadi can create any wondrous item with power related to storms or wrath; the maximum is 4,500 gold.

Portfolio Sense: Ty-h'kadi is aware of any act of storms or fury that involves 1,000 or more people.


Barbarian powers:
Spoiler: ShowHide


Rage (Ex)

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

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

Uncanny Dodge (Ex)

At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Trap Sense (Ex)

Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Improved Uncanny Dodge (Ex)

At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Fearsome Gaze (Ex)

You gain a +4 bonus on Intimidate checks and can use Strength instead of Charisma as your key ability for Intimidate. You and your target must be within 60 feet and must be able to see one another.

Damage Reduction (Ex)

At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.


Frenzied Berserker powers:
Spoiler: ShowHide


Frenzy (Ex)

A frenzied berserker can enter a frenzy during combat. While frenzied, she gains a +6 bonus to Strength and, if she makes a full attack action, gains a single extra attack each round at her highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, she also takes a –4 penalty to Armor Class and takes 2 points of nonlethal damage per round. A frenzy lasts for a number of rounds equal to 3 + the frenzied berserker's Constitution modifier.

To end the frenzy before its duration expires, the character may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues. The effects of frenzy stack with those from any rage ability the character may have.

At 1st level, the character can enter a frenzy once per day. Thereafter, she gains one additional use per day of this ability for every two frenzied berserker levels she acquires (but she can't use the ability more than once in any encounter). The character can enter a frenzy as a free action. Even though this takes no time, she can do it only during her turn, not in response to another's action. In addition, if she takes damage from an attack, spell, trap, or any other source, she automatically enters a frenzy at the start of her next action, as long as she still has at least one daily usage of the ability left. To avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save (DC 10 + points of damage taken since her last action) at the start of her next turn.

While frenzied, the character cannot use any Charisma, Dexterity, or Intelligence based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells, drink potions, activate magic items, or read scrolls. She can use any feat she has except Combat Expertise, item creation feats, or metamagic feats. She can use her special ability to inspire frenzy (see below) normally. During a frenzy, the frenzied berserker must attack those she perceives as foes to the best of her ability. Should she run out of enemies before her frenzy expires, her rampage continues. She must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target's or her own).

When a frenzy ends, the frenzied berserker is fatigued (–2 penalty to Strength and Dexterity, unable to charge or run) for the duration of the encounter. If the character is still under the effect of a rage ability, the fatigued condition does not apply until the rage ends—at which point the character is exhausted, not merely fatigued.

Supreme Cleave (Ex)

At 2nd level and higher, a frenzied berserker can take a 5-foot step between attacks when using the Cleave or Great Cleave feat. She is still limited to one such adjustment per round, so she cannot use this ability during a round in which she has already taken a 5-foot step.

Deathless Frenzy (Ex)

At 4th level and higher, a frenzied berserker can scorn death and unconsciousness while in a frenzy. As long as her frenzy continues, she is not treated as disabled at 0 hit points, nor is she treated as dying at –1 to –9 hit points. Even if reduced to –10 hit points or less, she continues to fight normally until her frenzy ends. At that point, the effects of her wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects such as slay living or disintegrate.

Improved Power Attack (Ex)

Beginning at 5th level, a frenzied berserker gains a +3 bonus on her melee damage rolls for every –2 penalty she takes on her melee attack rolls when using the Power Attack feat (or +3 for every –1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the normal effects of Power Attack.

Inspire Frenzy (Su)

Beginning at 6th level, a frenzied berserker can inspire frenzy in her allies while she herself is frenzied. When she uses this ability, all willing allies within 10 feet of her gain the benefits and the disadvantages of frenzy as if they had that ability themselves. The frenzy of affected allies lasts for a number of rounds equal to 3 + the frenzied berserker's Constitution modifier, regardless of whether they remain within 10 feet of her. A frenzied berserker gains one additional use of this ability per day for every two additional frenzied berserker levels she acquires, though the ability is still usable only once per encounter.

Greater Frenzy (Ex)

Starting at 8th level, the character's bonus to Strength during a frenzy becomes +10 instead of +6.

Supreme Power Attack (Ex)

A 10th-level frenzied berserker gains a +2 bonus on her melee damage rolls for every –1 penalty she takes on her melee attack rolls when using the Power Attack feat (or +4 for every –1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the effects of Power Attack or Improved Power Attack.

Tireless Frenzy (Ex)

A 10th-level frenzied berserker no longer becomes fatigued after a frenzy, though she still takes the nonlethal damage for each round it lasts.


Gear:
Spoiler: ShowHide


Stormwrath

Stormwrath is not a sword. It is a jagged lightning bolt that Ty-h'kadi favors for combat. The magic of the archomental gives it a solid edge and the sharpness of honed steel.

Stormwrath is a gargantuan falchion+6, lightning blast and keen. It grants a +5 bonus to attack rolls against opponents in metal armor, made of metal or the like. As Stormwrath is nothing more than a lightning bolt, it cannot be sundered or broken. Ty-h'kadi can call Stormwrath to his hand as a free action.

Ty-h'kadi also uses bracers of armor+10.
<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

Proxies. If you're not familiar with 3rd edition's take on them, information can be found here. If you're not familiar with them at all, they came from 2nd edition Planescape. Proxies are divinely empowered servants able to speak with the deity's authority and go places the deity cannot. Sigil's the big one, though I imagine they're used all over.

Since Sigil doesn't exist in Balmuria, I chose to keep 3rd edition's interpretation of proxies being divinely empowered servants. I went with DvR0 instead of allowing deities to shuffle around divine ranks, which is not something I cared for. Anyway, this template allows a deity to boost favored servants, but at some risk. Aspects of this template have been seen in other stat blocks.


Proxy

Proxies are the most favored servants of a deity, ones who can speak with the deity's authority. They act on behalf of their patron when the deity is too busy or for matters that do not deserve the deity's personal attention. A deity may have as many proxies as divine ranks, though they may have less or none at all. Proxies are generally powerful outsiders or epic mortals, though any creature with 21 or more hit dice can be a proxy.

This template must be bestowed or taken away in person or at a holy site of the deity. Doing so takes a full-round action on the deity's part.

Creating a Proxy

"Proxy" is an acquired template that can be added to any creature (referred to hereafter as the base creature) who has at least 21 hit dice. The base creature must serve the deity who wishes to bestow proxy status on them. Creatures with pre-existing divine rank are not eligible for this template.

A proxy has divine rank 0. They gain all the powers and privileges that divine rank 0 grants. A summary of the abilities divine rank 0 grants is below.

- Outsider type with any appropriate alignment subtypes. Undead do not change type.
- Maximum hit points per hit die.
- Boosted speed as according to a table based on size, see the divine rules for this table.
- A natural armor bonus of +15 that overlaps with preexisting natural armor.
- Charisma modifier to armor class as a deflection bonus.
- Damage reduction 10/epic.
- Immunity to aging and its related effects, cannot die from age. Do not need to eat, sleep or breathe.
- Can only be permanently slain by an opposed rank check in your home plane.
- Immunity to polymorph, petrification, form altering, energy drain, ability drain, ability damage and mind affecting. A rank check can overcome these immunities.
- Spell resistance equal to 15 + hit dice.
- Charisma modifier as a resistance bonus to saving throws.
- +10 enhancement bonus to all ability scores.

Voice of the Deity (Su)

The proxy speaks with the authority of the deity. They gain a +20 circumstance bonus to any Charisma based checks against followers of that deity. In addition, the proxy's word has the weight of the deity's own. The proxy may pass judgment on the faithful, grant atonement, excommunicate the wayward and even take and process the souls of the deity's followers. For the sake of what this may accomplish, consider it the equivalent of a miracle spell (caster level equals the base creature's hit dice).

Salient Divine Ability (Su)

The base creature's patron may choose to give them access to any one salient divine ability they have. The base 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.

Deity's Watch (Su)

A deity is always aware of a proxy's status. The deity is immediately aware of any harm that comes to the proxy, including negative conditions and status. This ability functions anywhere except divine realms (except the deity's own, of course). A deity who detects a proxy in great danger may act as they see fit, including up to sending an avatar to aid them.

Supplementary Material

Ex-Proxies

It is possible for a proxy to fall out of favor, be replaced or merely be given the position temporarily. A proxy that loses this template remains an outsider with the appropriate alignment subtypes, but loses all other powers of this template. If the proxy's alignment has changed, its alignment subtypes change to match.

If the base creature is still in good standing with its deity, then it suffers no penalties. It may even retain a few abilities from the divine rank 0 template if the deity is pleased with them, though this is solely at the deity's discretion. This is most common when the base creature is meant to be a temporary proxy, as some deities use this as a way to reward powerful mortals and then ease them into the afterlife afterwards.

If the base creature is not in good standing with its deity, it may be subject to various penalties. These vary from deity to deity, but the fall of a servant worthy of proxy status is a steep one. The betrayal of a such a servant is rare and usually provokes divine wrath to fall on them. Being smote and slain out of hand is distinctly possible, and even those that are not killed may suffer under heavy curses.

Non-Epic Proxies

It is possible for a deity to bestow this template on a creature of less than 21 hit dice. However, doing so burns away their soul, as they are unable to withstand unison with the immense power the deity represents. For each day that such a creature has this template, they take 2d12 points of damage. This damage cannot be prevented or healed in any way, the hit point loss is permanent. A creature reduced to zero hit points by this is consumed, soul used up to the last. The creature is beyond even a deity's recall and is forever lost to oblivion.

A non-epic proxy who reaches 21 hit dice while a proxy suffers no further damages and the hit point loss may be healed normally. Likewise, an ex-proxy who reaches 21 hit dice may heal the lost hit points normally. A non-epic proxy who ceases to be a proxy still retains outsider status and any appropriate alignment subtypes. It is not, however, able to retain any other benefits, even if in good standing with its deity.

Familiars, Animal Companions and Special Mounts

A deity may bestow proxy status to the deity's familiar, animal companion, special mount or similar class feature. They need not meet the hit dice prerequisite, as they are already connected to and supported by the deity. Likewise, they are not subject to the rules in non-epic proxies, above, even if they have less than 21 hit dice. The familiars, animal companions, special mounts or similar creatures of creatures without divine rank are never eligible for this template, even if they would qualify (such as being the familiar of a spellcaster with 21 or more hit dice).

Becoming an outsider does not affect the creature's bond with the deity nor does it disrupt it, even if proxy status is revoked. This overrides any text in the class feature's description that would say otherwise.

Dangers of Proxies

While proxies are powerful servants, there are risks that make them best used wisely. The proxy carries a small spark of the deity's own power within them. It is possible for this spark to be stolen by the acts of another deity if they slay the proxy, this requires a successful opposed divine rank check against the deity. Alternately, a rogue proxy that manages to learn the right secrets may be able to prevent its former patron from reclaiming the spark from them.

In either case, a deity that loses the power given to a proxy suffers a -1 penalty to all rolls. The loss of multiple proxy's powers stacks. Stolen sparks may be used in several ways. It may be perverted over time into one compatible with the deity that stole it. This grants the deity a  +1 bonus to all rolls. Multiple converted sparks stack to a maximum of the deity's divine rank. Alternately, the deity may use it to power an extra proxy above and beyond their normal maximum. Finally, the deity may consume the spark to permanently negate a -1 penalty from a lost spark.  A consumed spark is forevermore part of the deity and cannot be recovered.

It is also said that a stolen spark may be used in rituals against the deity and his followers. The exact details are unknown, but at the least, using a stolen spark as a focus for a ritual would inflict a -10 penalty to the saving throws of the deity or any of the deity's followers.

Customized Proxies

Deities are capable of customizing this template to make proxies that better fit them. The deity may replace voice of the deity, salient divine ability and deity's watch with abilities roughly equivalent to them. A deity may add additional powers as well, doing so requires the proxy to count as two proxies and grants an additional three abilities. These abilities may be whatever the deity sees fit and should be in line with the other powers of this template.

Proxies and Spiritual Wounds

Proxies are treated as avatars for the sake of spiritual wounds. Namely, they do not create them. They are able to deal with the Prime Material without consequence unless they choose otherwise.
<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

#57
Primal Air Elemental

Fluff:
Spoiler: ShowHide


Primal elementals are the apex of elementals, a class above even the elemental monoliths. Unlike the elemental monoliths, primal elementals are born as such and never advance from lesser elementals gaining power. They are created by the elemental planes and are commanded only the supreme elemental deity of each plane. They are rarely known to mortals, who generally assume elemental monoliths are supreme amid the creatures of the Inner Planes.

Ecology

As creatures that do not need to eat, breath or sleep, primal elementals have no desire for food. They live outside of the food chain of their respective planes. They are more intelligent than their elemental kin, yet are the least social of any of them. They avoid contact with lesser elementals whenever possible. What interactions they do have are with archomentals, the elemental gods or powerful entities that can contact or contract them. While primal elementals possess incredible power, they are softer spoken than their kin. They understand diplomacy as well as intimidation and generally avoid conflict.

Should they deal with a lesser elemental, they will conclude the business as soon as possible. They issue commands to them and these commands are always followed to the lesser elemental's full ability. Those few lesser elementals that intentionally disturb a primal elemental rouse their wrath, resulting in a quick and violent end for that lesser elemental. This is one of the few things known to arise the wrath of a primal elemental.

Creatures capable of contacting or contracting the elemental are dealt with carefully. Primal elementals have a tenuous understanding of matters not related to their element and are thus cautious. Those who offer the right incentives - usually the great advancement of the elemental's element over its opposing type, such as promoting water over fire - will find a primal elemental who will deal with them.

Archomentals find primal elementals obedient only so far as what they desire promotes their element. Attempts draw primal elementals into matters of good, evil or other things unimportant to the elements results in a refusal and sometimes a fight. This usually results in a subdued or slain primal elemental, yet they refuse to bend on this issue. This includes primal elementals who serve an archomental directly by order of an elemental god. The fact that primal elementals can stand up to even archomentals makes these conflicts rare.

The elemental deities (Kossuth, Akadi, Grumbar and Istishia) command the primal elementals. These mighty beings are their kings and lords, as the primal elementals answer only to them. All of the curious behavior of primal elementals comes from the commands of the elemental gods. The primal elementals are charged with oversight over the most fundamental aspects of their planes. They manage and control things that are alien save to the elementals and natives of their elemental planes. To do this perfectly, they must be free of the contamination of good, evil, law, chaos or other factors that have bled into the elemental planes. As such, primal elementals exist in a form of stasis by the will of the elemental gods. They are unable to advance or grow stronger, yet are free of any chance of being contaminated with outside forces.

Environment

Primal elementals are found in places of great elemental power within their plane. They are seldom seem unless a being threatens harm to these locations. Even lesser elementals of the opposing type will be directly ignored, though the primal elemental will summon lesser elementals to deal with them for the affront. Primal elementals encountered outside of these places are always on some manner of business or contract.

Typical Physical Characteristics

Primal elementals are colossal sized elementals. They tower over other elementals and grow larger as they get older.

Alignment

Always neutral. Primal elementals are unable to change alignment by command of the elemental gods.

Advancement

As a result of commands placed on them, primal elementals are unable to advance. They are incapable of gaining further hit dice or levels. This restriction is only lifted if they gain divine rank 1 or higher, such as becoming an archomental or similar station. It's worth noting that there is no known archomental that is also a primal elemental. Generally, archomentals are drawn from elder elemental stock or rarely from elemental monoliths.

Gestalt

Primal elementals completely favor classes and prestige classes that fit the perceptions of the element. For example, a fire elemental may take barbarian for its flaming hot anger while an earth elemental may take fighter and dwarven defender to excel at being a foe as tough as the mountains.


Notes:
Spoiler: ShowHide


- Primal elementals are from the ELH. As written in there, they have the problem of being intensely boring opponents. They're like the other elementals, no new tricks save spell resistance and gigantic numbers. These statblocks are meant to add a few more wrinkles while toning down the absurd hit dice bloat they operate under. They get improved evasion/mettle to make their good save even better, improved racial abilities and primal magic.

- Primal magic offers amazing versatility. Fighting a primal elemental isn't just a slugfest, you'll be facing a potent elemental spell each round. How powerful this is depends on the elemental in question. Canny primal elementals will learn or develop buff spells as well as potent means of directly attacking opponents. A properly prepared primal elemental doesn't need gear, because the versatility of primal magic is meant fill that need. Relatedly, primal elementals are good sources of non-standard or customized spells of the elemental's element.

- Note that gestalt means most primal elementals will have +40 BAB instead of +30. Their to hit numbers are low for the hit dice otherwise.


Primal Air Elemental

Changelog: Added a token gear section and slightly reworded a bit of the fluff.

Size/Type: Colossal Elemental (Air)
Hit Dice: 40d8+320+40+80 (760 hp)
Initiative: +27
Speed: Fly 200ft (perfect)
Armor Class: 49 (-8 size, +19 dex, +25 natural, +3 dodge)(10% miss chance)
Base Attack/CMB/CMD: +30/+49/78
Attack: Slam+41 (8d6+19)
Full Attack: 2 slams+41 (8d6+19)
Space/Reach: 30ft/30ft
Special Attacks: Air mastery, primal magic, whirlwind.
Special Qualities: Damage reduction 25/-, spell resistance 48, darkvision 120ft, improved evasion, elemental traits.
Saves: Fort +20, Ref +37, Will +21
Abilities: Str 32, Dex 49, Con 26, Int 14, Wis 17, Cha 19
Skills: Balance+62, Diplomacy+47, Hide+62, Intimidate+47, Listen+46, Sense Motive+46, Spot+46, Tumble+62
Feats: Improved Initiative(B), Weapon Finesse(B), Combat Reflexes(1), Flyby Attack(3), Combat Expertise(6), Improved Natural Attack(Slam)(9), Iron Will(12), Dodge(15), Mobility(18), Improved Flyby Attack(21), Toughness(24)
Epic Feats: Improved Weapon Finesse(B), Superior Initiative(B), Blinding Speed(27), Epic Will(30), Epic Toughness(33), Epic Dodge(36), Self Concealment(39)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Air Mastery (Ex)

Airborne creatures take a -6 penalty on attack and damage rolls against a primal air elemental.

Primal Magic (Sp)

As a swift action, a primal elemental can cast any spell of 13th level or lower that has a descriptor that matches the elemental's affinity. That is, a primal fire elemental can cast spells with the fire descriptor while a primal earth, air and water elementals can cast spells with the earth, air or water descriptors, respectively. Spells cast in this way have a DC equal to 10 + 1/2 the primal elemental's hit dice + Charisma modifier and a caster level equal to their hit dice. Casting a spell with this ability never provokes an attack of opportunity, as it is a primal display of elemental mastery rather than a proper spell that creates openings.

Whirlwind (Su)

A primal air elemental may take the form of a whirlwind like its lesser kin, but more powerful than what they manifest. It has the following changes:

The size of the whirlwind may be up to 15ft at its base, 90ft at its top and 150ft wide.

The whirlwind deals 6d8 points of damage to creatures and requires a DC 49 Reflex save to avoid the damage, being held suspended in the whirlwind or to escape. The save DC is Dexterity based, instead of Strength based.

The concentration check to cast within the whirlwind is 45 + spell level. The penalty to Dexterity is -8 and the penalty to attack rolls is -4.

Improved Evasion (Ex)

This ability functions as the monk ability of the same name.


Gear:
Spoiler: ShowHide


Primal air elements do not care about equipment. They may hold a trinket or two with powers related to the winds, should one catch their attention.
<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

#58
Primal Earth Elemental

Size/Type: Colossal Elemental (Earth)
Hit Dice: 40d8+360+40+160 (880 hp)
Initiative: -2
Speed: 50ft
Armor Class: 47 (-8 size, -2 dex, +47 natural)
Base Attack/CMB/CMD: +30/+58/66
Attack: Slam+42 (8d6+30)
Full Attack: 2 slams+42 (8d6+30)
Space/Reach: 30ft/30ft
Special Attacks: Earth mastery, primal magic, push.
Special Qualities: Damage reduction 28/- spell resistance 48, darkvision 120ft, improved mettle, earth glide, elemental traits.
Saves: Fort +33, Ref +10, Will +21
Abilities: Str 51, Dex 6, Con 28, Int 14, Wis 17, Cha 19
Skills: Climb+63, Diplomacy+47, Intimidate+47, Jump+71, Listen+46, Search+45, Sense Motive+46, Spot+46
Feats: Power Attack(1), Endurance(3), Steadfast Determination(6), Improved Natural Attack(Slam)(9), Great Fortitude(12), Improved Bull Rush(15), Awesome Blow(18), Toughness(21)
Epic Feats: Epic Toughness(24), Damage Reduction(27), Great Ability(Strength)(30), Pulverize(33), Epic Fortitude(36), Epic Toughness(39)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Earth Mastery (Ex)

An earth elemental gains a +6 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Primal Magic (Sp)

As a swift action, a primal elemental can cast any spell of 13th level or lower that has a descriptor that matches the elemental's affinity. That is, a primal fire elemental can cast spells with the fire descriptor while a primal earth, air and water elementals can cast spells with the earth, air or water descriptors, respectively. Spells cast in this way have a DC equal to 10 + 1/2 the primal elemental's hit dice + Charisma modifier and a caster level equal to their hit dice. Casting a spell with this ability never provokes an attack of opportunity, as it is a primal display of elemental mastery rather than a proper spell that creates openings.

Earth Glide (Ex)

A primal earth elemental may glide through the earth like its lesser kin. Unlike them, it may move through metal freely.

Push (Ex)

A primal earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's CMB checks. A primal elemental triples the distance he bull rushes an opponent as well as tripling the distance he can knock an opponent with his awesome blow feat.

Improved Mettle (Ex)

If a primal earth elemental succeeds on a Fortitude or Will save that allows a reduced effect on a successful save, it takes no effect at all. If it fails the save, it takes the reduced effect, as if it had passed the save normally.


Gear:
Spoiler: ShowHide


Primal earth elementals care nothing for equipment or gear. Sometimes they may have enchanted gemstones or metal equipment, but this is uncommon.
<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

#59
Primal Fire Elemental

Size/Type: Colossal Elemental (Fire)
Hit Dice: 40d8+320 (640 hp)
Initiative: +25
Speed: 120ft
Armor Class: 45 (-8 size, +17 dex, +25 natural, +1 dodge)
Base Attack/CMB/CMD: +30/+49/77
Attack: Slam+39 (8d6+17 plus 12d6 fire)
Full Attack: 2 slam+39 (8d6+17 plus 12d6 fire)
Space/Reach: 30ft/30ft
Special Attacks: Burn, primal magic.
Special Qualities: Damage reduction 25/-, spell resistance 48, darkvision 120ft, improved evasion, immunity to fire, elemental traits.
Saves: Fort +20, Ref +41, Will +21
Abilities: Str 32, Dex 45, Con 26, Int 14, Wis 17, Cha 19
Skills: Balance+60, Diplomacy+47, Intimidate+47, Jump+90, Listen+46, Sense Motive+46, Spot+46, Tumble+60
Feats: Improved Initiative(B), Weapon Finesse(B), Combat Reflexes(1), Iron Will(3), Dodge(6), Mobility(9), Spring Attack(12), Lightning Reflexes(15), Bounding Assault(18), Improved Natural Attack(Slam)(21), Searing Spell-Like Ability(Primal Magic)(24), Suppress Weakness(27), Overcome Weakness(30)
Epic Feats: Improved Weapon Finesse(B), Superior Initiative(B), Epic Searing Spell-Like Ability(Primal Magic)(33), Epic Will(36), Epic Reflexes(39)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Burn (Ex)

A primal fire elemental sets its foes ablaze like its lesser kin. It functions as the burn of lesser elementals except as noted. It inflicts an extra 12d6 points of fire damage per natural attack and the save DC to resist being set on fire is 47 and is Dexterity based, not Constitution based. Finally, a creature set on fire by a primal fire elemental takes 3d6 points of fire damage per round instead of 1d6 points of fire damage.

Primal Magic (Sp)

As a swift action, a primal elemental can cast any spell of 13th level or lower that has a descriptor that matches the elemental's affinity. That is, a primal fire elemental can cast spells with the fire descriptor while a primal earth, air and water elementals can cast spells with the earth, air or water descriptors, respectively. Spells cast in this way have a DC equal to 10 + 1/2 the primal elemental's hit dice + Charisma modifier and a caster level equal to their hit dice. Casting a spell with this ability never provokes an attack of opportunity, as it is a primal display of elemental mastery rather than a proper spell that creates openings.

Improved Evasion (Ex)

This ability functions as the monk ability of the same name.


Gear:
Spoiler: ShowHide


Fire elementals do not use gear, as most of it burns up on them. One might use fire-immune equipment if they come on it, but this is not common.
<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?