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

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Anastasia

A ruin swarm is a swarm that has increased in size ten-fold or more compared to a normal swarm. This is caused by a spark of power. The exact spark varies, but it can be anything to exposure to ambient magical energies, divine intervention, circumstances continually forcing swarms together until a hive mind forms or myriad other causes. A ruin swarm is a massive entity, hundreds of thousands to millions of creatures banded together into one whole.

In short, ruin swarms are gigantic swarms with a hive mind. They are named for the heavy destruction they tend to cause before being defeated. Most ruin swarm hive minds are hostile, though this varies depending on what composes the swarm. Generally, unless the base creature is unusually disposed to friendliness or good-aligned behavior, the resulting ruin swarm will be hostile.

This template is meant to create huge swarms with room for further customization. Consider this template a base to make a normal swarm epic and add things as you see fit.

Creating a Ruin Swarm

"Ruin Swarm" is an acquired template that can be added to any swarm (referred to hereafter as the base creature).

Size and Type

The base creature's type and size does not change.

Hit Dice and Hit Points

Increase the base creature's hit dice by 20. Apply the changes for increased hit dice as normal.

Armor Class

The base creature gains a dodge bonus to armor class equal to 1/4 of its total hit dice. This results from the superior coordination a ruin swarm's hive mind provides.

Attacks

Increase the base creature's swarm damage by 5d6 in addition to any gain from increased hit dice. If the base creature does not deal damage in this way, it does not gain the ability to do so.

Space/Reach

Increase the base creature's space to 100ft. The base creature's reach remains unchanged.

Special Attacks

Blinding (Ex)

Any creature that begins its turn with a ruin swarm in its space is blinded for one round. In addition, a ruin swarm is so thick to be virtually impenetrable. Blindsense, blindsight, mindsight and other such abilities are blocked by a ruin swarm's blindness. This is caused by the massive deluge of creatures overwhelming these means of perception.

Ruinous Potency (Ex)

The ruin swarm gains a +5 bonus to the save DC of any of its racial abilities, including abilities granted by this template. If the ruin swarm somehow has non-racial abilities, this bonus does not apply to them.

Special Qualities

Blindsight (Ex)

A ruin swarm has blindsight 300ft. A ruin swarm's blindsight is not inhibited by its blinding ability.

Hive Mind (Ex)

Ruin swarms are hive-minds and thus have a minimum intelligence of 3. However, a ruin swarm may not gestalt.

Ruin Swarm (Ex)

A ruin swarm takes up 100ft worth of squares. It is ten times bigger than a typical swarm. Some ruin swarms may be bigger than this. A ruin swarm's exact size can be found under its space/reach entry. The squares taken up can be in any shape, though it must be a contiguous shape.

Fast Healing (Ex)

A ruin swarm has fast healing equal to triple its hit dice. This is from the hive mind's ability to control its losses and attract new members.

Damage Reduction (Su)

Ruin swarms have damage reduction 15/epic. For every 5 hit dice the ruin swarm has over 25 hit dice, increase this damage reduction by 5 points.

Abilities

Increase from the base creature as follows: Str+4, Dex+10, Con+10, Int+2(minimum 3), Wis+2, Cha+4

Alignment

If the base creature's intelligence 3 or higher, often any lawful. If the swarm already has a non-neutral alignment or alignment subtype, those override this.

Additional Powers

A ruin swarm may have additional powers. These are based on whatever circumstances created the ruin swarm. Adding additional powers is not mandatory, but instead a way to customize a particular ruin swarm. A few samples are listed below.

Sorcery

This ruin swarm casts spells as a sorcerer equal to 1/2 of its total hit dice. Increase the base creature's Charisma score by an additional ten points. For the sake of spells it casts, the ruin swarm counts itself as one creature. A ruin swarm may not move on rounds where it casts a spell due to the focus involved.

This is the result of ruin swarms created as a result of exposure to magical energies.

Divine Judgment

This ruin swarm is created by a deity to destroy something that has offended it. Increase the base creature's swarm damage by 3d6 in addition to the bonuses granted from this template. If this is a creature, the ruin swarm's swarm ability ignores damage reduction of all types, except for impenetrable damage reduction. If this is an object, building or similar thing, the ruin swarm's swarm ability can deal damage to objects and ignores the first twenty points of hardness an object has.

Once this ruin swarm has achieved its mandated goals, it disperses without further incident.

Magicproof

The ruin swarm radiates an antimagic aura. This aura extends to any squares the ruin swarm occupies and 20ft in all directions from it. This is identical to the antimagic field spell in all other respects. The ruin swarm's racial abilities are exempt from this aura, including abilities granted from this template.

This is the result of the swarm being created by a great disruption in the Weave.

Epic Swarm Damage

A swarm's damage from its swarm attack rises by 1d6 at 26 hit dice and every 5 levels thereafter. This continues the pre-epic pattern.

Swarm Accessories

Note: As feats require an intelligence score of 1 or higher, this assumes a hive mind or other method of swarm intelligence. As such, these are reserved for intelligent swarms.

Epic Swarm Attack [Epic]
Prerequisite: Improved Swarm Attack
Benefit: Increase the damage dice of your swarm ability by one die size. This is otherwise identical to improved swarm attack and stacks with it.

Improved Distraction [General]
Prerequisite: Swarm subtype, distraction ability
Benefit: When a creature successfully saves against your distraction ability, they are sickened for 1 round. Creatures with mettle or similar abilities are not subject to being sickened.

Improved Swarm Attack [General]
Prerequisite: Swarm subtype
Benefit: Increase the damage dice of your swarm ability by one die size. For a typical swarm, this increases them from a d6 to a d8. For instance, a 7 hit dice swarm would deal 2d8 instead of 2d6 damage.

Swarm Flow [General]
Prerequisite: Swarm subtype, Dodge, dex 17
Benefit: By momentarily scattering, you can effectively dodge attacks. Once per round as an immediate action, you may break apart to avoid any one attack or effect. This must be an effect that targets or includes you, such as a torch being used to attack you or a fireball cast at you. Doing so negates the attack, but nullifies your swarm damage and distraction abilities for 2 rounds. This ends at the end of the your second turn after using this ability.

Swarm's Focus [General]
Prerequisite: Swarm subtype, Improved Swarm Attack
Benefit: At the start of the your turn, you may choose to deal your swarm damage to a single creature that shares a square with you. This includes any secondary effects, such as poison, but not distraction.
<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

This is a bog-standard ruin swarm. No customization is used except for scaling up the bat swarm's wounding ability. This is meant to show how a basic swarm is upgraded by this template.

I personally imagine this swarm as under the command of a vampire lord, who uses it as a tool of mass terror when his edicts are defied.


Ruin Swarmed Bat Swarm

Changelog: Fixed AC, which did not use the proper dex bonus.

Size/Type: Diminutive Animal (Swarm)
Hit Dice: 23d8+161+23 (287 hp)
Initiative: +8
Speed: 5ft, fly 40ft (good)
Armor Class: 27 (+4 size, +8 dex, +5 dodge)
Base Attack/CMB/CMD: +17/-/-
Attack: Swarm (10d8)
Full Attack: Swarm (10d8)
Space/Reach: 100ft/0ft
Special Attacks: Distraction, wounding, blinding, ruinous potency.
Special Qualities: Blindsight 300 ft, immune to weapon damage, low-light vision, swarm traits, hive mind, ruin swarm, fast healing 69, damage reduction 15/epic.
Saves: Fort +20, Ref +23, Will +12
Abilities: Str 7, Dex 26, Con 24, Int 6, Wis 16, Cha 8
Skills: Hide+35, Listen+36, Move Silently+35, Spot+36
Feats: Ability Focus(Distraction)(1), Toughness(3), Alertness(6), Lightning Reflexes(9), Improved Swarm Attack(12), Swarm's Focus(15), Iron Will(18)
Epic Feats: Epic Ability Focus(Distraction)(21)
Alignment: Lawful Neutral

Racial powers: [spoiler]

Distraction (Ex)

Any living creature that begins its turn with a swarm in its space must succeed on a DC 39 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Wounding (Ex)

Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 33 Heal check or the application of a cure spell or some other healing magic that succeeds on a DC 23 caster level check.

Blinding (Ex)

Any creature that begins its turn with a ruin swarm in its space is blinded for one round. In addition, a ruin swarm is so thick to be virtually impenetrable. Blindsense, blindsight, mindsight and other such abilities are blocked by a ruin swarm's blindness. This is caused by the massive deluge of creatures overwhelming these means of perception.

Ruinous Potency (Ex)

The ruin swarm gains a +5 bonus to the save DC of any of its racial abilities, including abilities granted by this template. If the ruin swarm somehow has non-racial abilities, this bonus does not apply to them.

Blindsight (Ex)

A ruin swarm has blindsight 300ft. A ruin swarm's blindsight is not inhibited by its blinding ability.

Hive Mind (Ex)

Ruin swarms are hive-minds and thus have a minimum intelligence of 3. However, a ruin swarm may not gestalt.

Ruin Swarm (Ex)

A ruin swarm takes up 100ft worth of squares. It is ten times bigger than a typical swarm. Some ruin swarms may be bigger than this. A ruin swarm's exact size can be found under its space/reach entry. The squares taken up can be in any shape, though it must be a contiguous shape.

Skills

A bat swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.
<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

#107
Marie, Proxy of Alicia Reynes

Notes and fluff:
Spoiler: ShowHide


- Marie is Alicia Reynes' familiar. During Alicia's mortal life, she at first eschewed a familiar. Once she joined the Crimson Guard, Alicia studied further and learned the arts of summoning a celestial familiar. Her only surprise was that she got a courre eladrin instead of a lantern archon - by her patron Mystra's personal intervention, no less. Mechanically, Mystra's intervention overrode the normal restriction of a LG character being unable to select a CG courre.

- One of Marie's driving goals is to rise in the celestial hierarchy. As Alicia's familiar, she's undergone a massive amount of adventures and has seen much. While she's gained one hit die (due to a special situation), she's not fundamentally risen above the rank of courre. Nonetheless, she holds great authority in Sylica and no small amount of power. She's done and grown enough to transmigrate into the form of a tulani or even a solar, yet she stays a courre since she's Alicia's familiar. Funny how those things work out.

- Magical savant is a suitable proxy power for Alicia's proxy, as she offers the magic domain. It basically makes Marie a mini-mage on demand. It's a substitute for salient divine ability, as none of Alicia's SDAs really suit Marie.

- Marie's intelligence is higher than Alicia's, thanks to the int bonuses familiars get and the enhancement bonus from divine rank zero. It's not a big deal but it is amusing.


Courre eladrin familiar of Alicia with the proxy template.

Size/Type: Tiny Outsider (Chaotic, Eladrin, Good)
Hit Dice: 3d8+18 (454 hp, uses 80% of Alicia's hp)
Initiative: +13
Speed: 40ft, fly 160ft (perfect)
Armor Class: 54 (+2 size, +13 dex, +21 natural, +8 deflection)
Base Attack/CMB/CMD: +30/+32/63
Attack: Thunderstrike+50 (1d4+9 plus 1d6 electricity plus 1d4 sonic)
Full Attack: Thunderstrike+50/+45/+40/+35 (1d4+9 plus 1d6 electricity plus 1d4 sonic)
Space/Reach: 0ft/0ft
Special Attacks: Spell-like abilities.
Special Qualities: Alternate form, change shape, damage reduction 10/epic, immunity to electricity and petrification, magic circle against evil, resistance to acid and cold 10, spell resistance 49, tongues, darkvision 60ft, divine traits, improved evasion, empathic link, deliver touch spells, speak with master, magical savant, Alica's watch.
Saves: Fort +31, Ref +31, Will +26
Abilities: Str 18, Dex 36, Con 22, Int 32, Wis 21, Cha 26
Skills: Bluff+45, Concentration+43, Craft(Painting)+48, Diplomacy+45, Intimidate+45, Knowledge(Arcana)+48, Knowledge(Nature)+48, Knowledge(Planes)+48, Knowledge(Religion)+48, Listen+42, Perform(Oratory)+45, Sense Motive+42, Spellcraft+48, Spot+42, Tumble+50
Feats: Deceptive Illumination(1), Constant Guardian(3)
Epic Feats: -
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-dancing light, detect evil, faerie fire, silent image. 3/day-magic missile, sleep. 1/day-antimagic field, greater dispel magic, might of the planetar, mind blank. Caster level 34th. The save DCs are 18 + spell level.

Change Shape (Su)

Marie can take the form of any Small or Medium humanoid.

Alternate Form (Su)

As a swift action, Marie can take the form of an incorporeal globe of light. This form sheds light as a torch and can fly. She can't use her arrow attacks in this form, but can use all of her supernatural and spell-like abilities.

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).

Magical Savant (Sp)

As a standard action at will, Marie may emulate any arcane spell of up to 6th level. Caster level 34th, the save DCs are 18 + spell level.

This ability replaces the salient divine ability a typical proxy is given.

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.

Skills

Marie has a +4 racial bonus to Hide and Move Silently checks.


Gear [spoiler]

Marie carries thunderstrike with her when she goes out, a tiny +5 longbow with the shock and screaming properties. While she seldom carries other treasures, as a deity's familiar, she has access to almost anything Alicia wishes to give her. If she is going into a dangerous situation, she is often granted powerful defensive items.

However, her greatest defense is being with others, as she is fundamentally a familiar and a supporter rather than a direct combatant. In most situations, her main 'equipment' is Antenora, Latha, Alicia or other allies from Sylica.
<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

Fluff and notes:
Spoiler: ShowHide


In ages past, a primal air elemental was summoned to the Prime Material. It defeated the wizard who sought to control it and set forth to bring Air to the world. With the world's elements in danger of unbalance, a hero confronted the primal elemental. He tricked the elemental into a portal leading deep below ground. Here the elemental was caged and slain by collapsing the cave.

Trapped within the earth, the air elemental's remnants were not able to disperse properly. Instead, thousands and thousands of elementites sprung up within the cracks and crevasses of the cave-in. Over the ages these elementites wore down the earth with wind's erosive power, allowing them to unite. This union was the birthing ground of this ruin swarm, and with that power, it was able to escape the cavern and return to the skies above. Now free of its prison, the ruin swarm desires to gather more elementites to itself, to grow further. Its dim intellect has focused on the idea that enough elementites will fix what is wrong with it. Namely, it will transform the swarm into a primal air elemental.

This backstory is utilized to give the ruin swarm several powers. It gets evasion and primal magic from its elemental sire. These are both degraded, but are both useful powers. A spell-slinging, evasion enjoying swarm is patently unfair. Consume translates its sole purpose into mechanics, giving it a way to pursue its quest for restoration. In addition its racial powers are buffed up numberwise to better suit an epic creature. Blind+distract+trip is a vicious three hit combo. A prone, blind and nauseated character stuck within the ruin swarm is in all sorts of trouble.

Also note that this swarm is bigger than a typical ruin swarm. Primal elementals tend to be mountainous, so this shouldn't surprise anyone. In fact, this is tied into the ruin swarm's consume ability.


Ruined Swarmed Air Elementite Swarm

Size/Type: Tiny Elemental (Air, Swarm)
Hit Dice: 27d8+135 (256 hp)
Initiative: +18
Speed: Fly 80ft (perfect)
Armor Class: 32 (+2 size, +10 dex, +1 natural, +9 dodge)
Base Attack/CMB/CMD: +20/-/-
Attack: Swarm (11d10)
Full Attack: Swarm (11d10)
Space/Reach: 150ft/0ft
Special Attacks: Air mastery, distraction, trip, blinding, ruinous potency, primal magic, consume.
Special Qualities: Darkvision 120ft, swarm traits, elemental traits, blindsight 300ft, fast healing 81, damage reduction 15/epic, evasion.
Saves: Fort +13, Ref +24, Will +9
Abilities: Str 14, Dex 30, Con 20, Int 4, Wis 13, Cha 21
Skills: Listen+33, Spot+33, Survival+31
Feats: Alertness(1), Improved Initiative(3), Dodge(6), Swarm Flow(9), Improved Distraction(12), Ability Focus(Distraction)(15), Improved Swarm Attack(18)
Epic Feats: Superior Initiative(21), Epic Swarm Attack(24), Epic Dodge(27)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Air Mastery (Ex)

Airborne creatures take a -4 penalty to attack and weapon damage rolls against an air elementite swarm.

Distraction (Ex)

DC 35 Fortitude negates.

Trip (Ex)

An air elementite swarm can attempt to trip any opponents (+35 CMB modifier) in its spaces as a free action without provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the air elementite swarm.

Blinding (Ex)

Any creature that begins its turn with a ruin swarm in its space is blinded for one round. In addition, a ruin swarm is so thick to be virtually impenetrable. Blindsense, blindsight, mindsight and other such abilities are blocked by a ruin swarm's blindness. This is caused by the massive deluge of creatures overwhelming these means of perception.

Ruinous Potency (Ex)

The ruin swarm gains a +5 bonus to the save DC of any of its racial abilities, including abilities granted by this template. If the ruin swarm somehow has non-racial abilities, this bonus does not apply to them.

Blindsight (Ex)

A ruin swarm has blindsight 300ft. A ruin swarm's blindsight is not inhibited by its blinding ability.

Hive Mind (Ex)

Ruin swarms are hive-minds and thus have a minimum intelligence of 3. However, a ruin swarm may not gestalt.

Ruin Swarm (Ex)

A ruin swarm takes up 100ft worth of squares. It is ten times bigger than a typical swarm. Some ruin swarms may be bigger than this. A ruin swarm's exact size can be found under its space/reach entry. The squares taken up can be in any shape, though it must be a contiguous shape.

Primal Magic (Sp)

As a primal air elemental with a maximum spell level of 6th.

Consume (Ex)

This ruin swarm is capable of consuming lesser air elementite swarms. It may apply its swarm damage against other air elementite swarms. If the elementite swarm is reduced to zero hit points in this manner, it is consumed and added to the ruin swarm.

For each swarm consumed, the ruin swarm recovers hit points equal to devoured swarm's hit dice*3. For example, a 7 hit dice swarm would restore 21 hit points.

For every 5 swarms consumed, the ruin elemental's space increases by 5ft. 

For every 100 swarms consumed, the ruin elemental gains one hit die. If it manages to reach 40 hit dice (1300 swarms), it will be reborn as a primal air elemental.
<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

#109
Lady Sanzha, former Padisha of the Marid

Fluff and notes:
Spoiler: ShowHide


- Lady Sanzha is a former Padisha of the Marid. During her rule, Imix swelled in power and created Imix's Cauldron. Seeking to prevent Fire dominating Water, Sanzha managed to seal the Cauldron and hand Imix a defeat. However, such a deed was not without a price, as the fallen Eblis ultimately interfered. She was sealed away herself and lost her voice until she was freed by Seira Aryn, who sought the power of the Cauldron. Since then, she has cooperated with Seira and aided Seira's studies into elemental harmony.

- Sanzha's appeared in B1 and B3, the latter of which was the main aid to Afina studying elemental unison within herself. Her true goals and desires are somewhat opaque, but she seems loyal to Seira. It is known that she lost a great deal of power since her sealing, only a little of which has returned. The lords of the genies (such as the Grand Sultan of the Efreet and the Padisha of the Marid) have divine rank and hit dice to match, so a 'mere' 26 hit dice is a great setback for her.

- The lords of the genies tend to rotate every so often. It's the same office occupied by different people. This is more akin to how planar lords work than true deities. When Sanzha lost the throne, another rose to take her place. Still, having held the office for a time entitles Sanzha to be treated as divine rank zero now. Really, there's various entities like Sanzha about, the losers and unlucky of divine politics. Sanzha mostly got unlucky, for the record. In comparison, proper deities tend to be eternal and everlasting.

- Sanzha is a bard due to her long period of sealing. One of her few joys there was a piano and she focused a great deal of her energies into playing it. This also explains why she has skill focus and epic skill focus for it. She may replace some bard levels with a prestige class in the future, but right now she's concentrating on recovery rather than diversification. She has a long ways to go.

- Speaking of bard, Sanzha's bard spellcasting is something of an afterthought for her. Those powers are relatively new to her, so she's still feeling out what she wants from them.



Marid 26//Bard 26

Size/Type: Medium Outsider (Water)
Hit Dice: 26d8+208 (416 hp)
Initiative: +16
Speed: 30ft, swim 160ft
Armor Class: 45 (+12 dex, +15 natural, +8 armor)
Base Attack/CMB/CMD: +26/+35/57
Attack: Padisha's Glory+41 (1d8+19 plus 2d6 anarchic x3)
Full Attack: Padisha's Glory+41/+36/+31/+26 (1d8+19 plus 2d6 anarchic x3)
Space/Reach: 5ft/5ft
Special Attacks: Drench, channel water 14/day(12d6; DC 34), spell-like abilities.
Special Qualities: Damage reduction 15/epic, resistance to acid, cold, electricity and fire 30, water mastery, regal power, maharaja of the waves, cauldron research, telepathy 200ft, bardic music, bardic knowledge, countersong, fascinate, inspire courage+5, inspire competence, mass suggestion, inspire greatness, song of freedom, inspire heroics.
Saves: Fort +27, Ref +31, Will +28
Abilities: Str 29, Dex 34, Con 26, Int 27, Wis 25, Cha 33   
Skills: Appraise+37, Bluff+40, Climb+38, Concentration+37, Craft(Alchemy)+37, Diplomacy+40, Knowledge(Arcana)+37, Knowledge(Nature)+37, Knowledge(N&R)+37, Knowledge(Planes)+37, Knowledge(Religion)+37, Listen+36, Perform(Oratory)+40, Perform(Keyboard Instruments)+53, Sense Motive+36, Spellcraft+37, Spot+36, Swim+46
Feats: Iron Will(1), Improved Initiative(3), Water Devotion(6), Rapid Swimming(9), Swim-by Attack(12), Power Attack(15), Skill Focus(Perform: Keyboard instruments)(18)
Epic Feats: Superior Rapid Swimming(21), Music of the Gods(B23), Epic Ability Focus(Perform: Keyboard Instruments)(24), Epic Spell Capacity(B26)
Alignment: Chaotic Neutral

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-see invisibility. At will-create water, control water, detect evil, detect good, gaseous form, greater invisibility, plane shift, purify food and drink, solid fog, water breathing. 1/day-wish. Caster level 26th. The save DCs are 21 + spell level.

Drench (Ex)

Sanzha's presence puts out torches, campfires, lanterns and other sources of fire that are large sized or smaller. Any nonmagical fire is automatically put out, magical sources of fire are treated as being dispelled (+23 check modifier).

Unlike lesser creatures, Lady Sanzha may choose to suppress this ability as she sees fit. She may be selective with it as she pleases.

Water Mastery (Ex)

Lady Sanzha gains a +4 bonus to attack and damage rolls if both her and her opponent are touching water. If the opponent or Lady Sanzha is touching the ground, she takes a -4 penalty on attack and damage rolls.

Regal Power (Ex)

Lady Sanzha was once the Padisha of the Marid. While the large majority of her power from that time has been lost, she retains a few fragments of it. Lady Sanzha gains maximum hit points per hit die. She is treated as having divine rank zero for the sake of effects, though she has no actual divine rank.

Maharaja of the Waves (Ex)

Lady Sanzha may channel energy that destroys fire and bolsters water. This is identical to a cleric's channel energy, except that it deals damage to creatures with the fire subtype and heals creatures with the aquatic or water subtype. These may be used to fuel her water devotion feat.

Cauldron Research (Ex)

Lady Sanzha has worked with Seira Aryn's Cauldron and its efforts to obtain elemental harmony. He research has granted her a great deal of knowledge as well as several concrete benefits.

Lady Sanzha gains a +10 competence bonus to Knowledge checks relating to elementals and the various elemental planes. She gains resistance to acid, cold, electricity and fire 30. She is capable of using spells with the fire descriptor, something beyond water elementals and most other maridi.


Bard powers:
Spoiler: ShowHide


Lady Sanzha casts as a 26th level bard. The save DCs are 21 + spell level.

[4/day]0: Detect Magic, Flare, Mage Hand, Mending, Prestidigitation, Summon Instrument
[7/day]1: Cure Light Wounds, Detect Secret Doors, Grease, Identify, Silent Image
[7/day]2: Alter Self, Blur, Heroism, Shatter, Tongues
[7/day]3: Confusion, Glibness, Haste, Phantom Steed, Slow
[6/day]4: Dimension Door, Hallucinatory Terrain, Rainbow Pattern, Shadow Conjuration, Zone of Silence
[6/day]5: Greater Dispel Magic, Mislead, Persistent Image, Shadow Evocation, Song of Discord
[6/day]6: Analyze Dweomer, Irresistible Dance, Greater Scrying, Veil
[6/day]7: Greater Shadow Conjuration, Heal, Sequester, True Seeing
[3/day]8: Greater Shadow Evocation, Scintillating Pattern, Summon Monster 8

Bardic Knowledge (Ex)

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

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

Bardic Music

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

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

Countersong (Su)

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

Fascinate (Sp)

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

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

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

Inspire Courage (Su)

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

Inspire Competence (Su)

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

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

Suggestion (Sp)

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

Making a suggestion doesn't count against a bard's daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard's level + bard's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Inspire Greatness (Su)

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

Song of Freedom (Sp)

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

Inspire Heroics (Su)

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

Mass Suggestion (Sp)

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


Gear: [spoiler]

Padisha's Glory

This cold iron trident has fallen a great ways from what it once was. It was formerly one of Sanzha's favored weapons as Padisha of the Marid, but much of its power has been lost. However, it has been somewhat reinvigorated by Lady Sanzha's studies at The Cauldron. It is a well made trident with pearl inlays along the hilt and blades, enspelled so that this does not make the weapon difficult to use.

Padisha's Glory is a cold iron trident+6, anarchic. It may be wielded in water with no penalties. It may also be used as a staff of the waves with 10 charges per day, these charges refill each day at dawn. Lady Sanzha may use any of the spells provided by this as if they were on her bard spell list.

Finally, three times per day as a swift action, Lady Sanzha may surround this weapon with a field of elemental energy. She may choose acid, cold, electricity or fire damage. Once chosen, Padisha's Glory deals an extra 2d6 points of that type of elemental damage for 1 minute. This power is new to the weapon and a result of The Cauldron's research into elemental harmony.

Aquian

This elegant dress is Lady Sanzha's preferred clothing. It functions as a bracers of armor+8 and cloak of protection+5. It also grants her resistance 30 to acid, cold, electricity and fire damage.

Lady Sanzha also wears earrings that grant her a +8 enhancement bonus to Charisma and a +4 enhancement bonus to her other ability scores.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Courre Swarm

Courre swarms are a rarity. The erratic eladrins are not naturally suited to working together like this. As such, a courre swarm only forms under duress or great danger. This is most commonly seen when a greater fiend is caught in Arborea and no greater eladrin are around. Otherwise, they are occasionally formed as the result of great pranks or the suggestion of a powerful eladrin noble. It's known that Faerinaal is fond of courre swarms, often to spice up events or to provide an unorthodox fighting force.

In combat, a courre swarm favors swooping in to pummel (swarm) whatever has earned its ire while throwing out magic. The courre make a decent effort at being coordinated and military, but it comes off as childish antics combined with liberal infighting and arguing. More than one fiend has met a humiliating end while the courre argue over which strategy is the most heroic.


Size/Type: Tiny Outsider (Chaotic, Eladrin, Good, Swarm)
Hit Dice: 15d8+15+15 (165 hp)
Initiative: +7
Speed: 20ft, fly 60ft (perfect)
Armor Class: 24 (+2 size, +7 dex, +4 natural, +1 dodge)
Base Attack/CMB/CMD: +15/-/-
Attack: Swarm (3d8)
Full Attack: Swarm (3d8)
Space/Reach: 10ft/0ft
Special Attacks: Magic missile barrage, sleep salvo.
Special Qualities: Alternate form, immunity to electricity and petrification, magic circle against evil, resistance to acid 10 and cold 10, tongues, courre cheer.
Saves: Fort +10, Ref +16, Will +9
Abilities: Str 6, Dex 24, Con 12, Int 12, Wis 10, Cha 14
Skills: Bluff+20, Concentration+19, Diplomacy+20, Hide+25, Knowledge(Planes)+19, Listen+18, Move Silently+25, Perform(Song)+20, Sense Motive+18, Spot+18, Survival+18, Tumble+25, Use Rope+25
Feats: Dodge(1), Mobility(3), Improved Flight(6), Swarm's Flow(9), Toughness(12), Improved Swarm Attack(15)
Epic Feats: -
Alignment: Chaotic Good

Racial powers: [spoiler]

Alternate Form (Su)

A courre swarm can assume the form of a countless incorporeal balls of light at will. This transformation counts as a standard action. In this form, the courre swarm can only be harmed by other incorporeal creatures, magic weapons, spells, spell-like abilities and supernatural abilities. 0In this form, the courre swarm has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A courre swarm in this form can pass through solid objects, but not force effects, at will. While incorporeal, its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. In this form, a courre swarm always moves silently and cannot be heard with Listen checks if it doesn't wish to be. While incorporeal, the courre swarm sheds light if it wishes, providing illumination with any radius it wishes up to 30 feet. Changing the amount of light it sheds is a free action that the courre swarm can perform once per round.

Magic Missile Barrage (Su)

A courre swarm is capable of sending out an unbelievable amount of magic missiles at once. As a standard action three times per day, the courre swarm can fire a fearsome barrage of missiles. This inflicts 7d4+7 points of damage to all creatures within 50ft of the courre swarm. These missiles strike as magic missiles and have all the properties of them. This is a disorganized burst of magic and doesn't distinguish between friend or foe.

Sleep Salvo (Su)

A courre swarm can overwhelm a single target with a concentrated burst of sleep magic. This ability is a standard action to use and may be used three times per day. This functions as sleep, except that it can affect up a creature of up to 15 hit dice(DC 19 Will negates). The save DC is Charisma based.

Courre Cheer (Ex)

Courre are notorious for being cheerful and happy. An entire swarm of them is akin to a stampede of happiness, crowned by rambunctious songs. A courre swarm can use inspire courage as a 15th level bard. Unlike greater eladrin, a courre swarm is limited to only inspire courage.

Magic Circle Against Evil (Su)

A courre swarm is surrounded by a constant magic circle against evil effect with a caster level of 15th.
<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

There's hints of why and what Nassrapk is about amid the general slaad weirdness. As much as there's any meaning to what a slaad does. See if you can find the various hidden messages littered throughout this post.

Fluff:
Spoiler: ShowHide


Background

- Eggs are tasty. Nassrapk came from one.
- Demons are tasty. Nassrapk ate a lot of them.
- Magic makes the colors that screams splendid.
- Magic is not enough. Learned more magic by reversing the electrical charge of death slaad.
- Ate a lot more eggs. Blended into magic. It worked good.
- Magic's done but still hungry. Are you tasty?

Appearance

By 5390, it was clear to everyone that the Lystadian Divine Imperium had reached an impasse. With the war in the east at a stalemate due to the failed efforts to dislodge Sir Axyal's Griffriders and geographical realities limiting growth in other directions, the long assayed problems of the empire came to the for. In particular, serious flaws in structure, taxation and political organization all contributed to the Ten Year's Trouble.

In no way should any be unequal to another! Let those that preach the lies of the castes be cast out! Brothers and sisters, the light of Tyr guide us in our holy mission. We swear an oath this day to renounce our titles and live amid the common man. For we have no need of prisons made of gold and prestige, for the true rewards await beyond the veil of this life! All those who will never again lie in idle repose while the common make labors for scraps, step forward! If your hearts are true and you cast aside the corrupt comforts of this life, toss your mantles into the flames!

Grigs? Yeah, I know them. They're a type of fey, real small ones. No, there not much of a danger. They're Seelie pranksters through and through, just leave a spare change of clothes a ways behind you and you're fine. They have magic fiddles that make you dance, but as long as they don't think you're an enemy, they won't do anything besides pranks. Yeah, one of those fireballs should do it. Stay calm, be patient and group them together.

What profit is it? WHAT PROFIT IS IT? Profit is the profit of profit! My friend, you can never have enough profit. The more you profit, the better you're off. It's a game and everyone plays it cut-throat. As long as you make profit and stay alive, you can keep going. Keep making more profit and keep winning. Anyone from stablehand to merchant lord will try and take your profit, so don't let them. They'll leave you alone and cold, nothing but rags and tears to fortify you through the cold winter nights. My friend, that is the profit.

Help you? It'll cost you. Feel that? It's your dignity pissing away down your leg. All dressed like a knight and now you have to beg me for help! If you want help, start by helping yourself. Run home and hide, you aren't a hero. There's no such thing, only people like me that make problems go away. Now get! You're one problem down and the next one's gonna get violent. Get! Your Momma's waiting for you!

Indigo is a disgusting color. Indigo is a disgusting color. Indigo is a disgusting color. Indigo is a disgusting color. Indigo is a disgusting color. Indigo is a disgusting color. Indigo is a disgusting color. Indigo is a disgusting color. Indigo is a disgusting color. Indigo is a disgusting color. Indigo is a disgusting color.

Time, space, distance and forever. Where did these things come from? Where are they taking us? Why can't we get off? I want a refund. I've always wanted a refund. The tyranny of time and space is too much to bear. It's why I ate them, so they wouldn't have to bear it any more. Happiness is when time and space aren't felt, like they're gone. Isn't that a wonderful dream, children?

End.

Personality

To break all the clocks you have to be faster than the clocks but the clocks are faster because they're always moving and never slow down so they're always faster and faster is bad since it's critical to be faster as only the fastest can reach the beautiful stony goal that drives us all and that has been denied in the light of forever and tomorrow and yesterday but not the day after if we're just faster and faster and fastest we can change our fate and become what we were always meant to be.

It is because we must love ourselves.

Combat

To Whom It May Concern

When rounded edges become sharp, a defense previously employed is crunchily. First it is confirmed that yellow cherries taste like the unseen cuirass, followed by sampling the future dippings in advance and finally a rigorous application of chaos. There after the only solution is a shattering one, complimented by the same in eardrums. Removing the game pieces from the throne is acceptable under duress. If the past is inferior to the future, then the summoning of minions is sanctioned; however, they must be purple and never yellow.

Sincerely,

Nassrapk


Nassrapk, slaad wild mage.

White Slaad 28//Wizard 10/Wild Mage 18

Changelog: Adjusted saves up by one, as they weren't right. Fixed save DC of stun, which was two low. Added spells.

Size/Type: Large Outsider (Chaotic)
Hit Dice: 28d8+364+28+56 (580 hp)
Initiative: +8
Speed: 40ft, fly 80ft (perfect)
Armor Class: 40 (+8 dex, +23 natural, -1 size)
Base Attack/CMB/CMD: +28/+42/60
Attack: Claw+40 (3d12+13 plus stun)
Full Attack: 2 claws+40/+35/+30/+25 (3d12+13 plus stun) and bite+35 (4d12+6 plus 8d4 and ongoing damage)
Space/Reach: 10ft/10ft
Special Attacks: Chaos spittle, spell-like abilities, summon slaad, stun, weaponbreaker, spells, wildstrike.
Special Qualities: Fast healing 15, damage reduction 20/epic, cold iron and lawful, alternate form, immunity to sonic, resistance to acid, cold, fire and electricity 20, darkvision 120ft, spell resistance 36, favor of chaos, summon familiar, wild magic, random deflector 6/day, student of chaos, chaotic mind, reckless dweomer.
Saves: Fort +27, Ref +22, Will +21
Abilities: Str 36, Dex 26, Con 37, Int 25, Wis 25, Cha 25
Skills: Autohypnosis+38, Concentration+43, Climb+43, Craft(Possibilities)+38, Listen+38, Knowledge(Arcana)+38, Knowledge(A&E)+38, Knowledge(History)+38, Knowledge(Local:Limbo)+38, Knowledge(Planes)+38, Profession(Detective)+38, Profession(Psychologist)+38, Profession(Revisionist Metronome)+38, Profession(Zoologist)+38, Spellcraft+38, Spot+38, Truespeak+38, Tumble+39, Use Magic Device+38
Feats: Improved Sunder(B), Power Attack(1), Scribe Scroll(W1), Ability Focus(Stun)(3), Empower Spell(W5), Magical Aptitude(6), Rapidstrike(9), Reach Spell(W10), Toughness(12), Improved Natural Attack(Bite)(15), Improved Rapidstrike(18)
Epic Feats: Epic Ability Focus(Stun)(21), Epic Toughness(24), Epic Spell Capacity(WM14), Epic Sunder(27), Tenacious Magic(Cloak of Chaos)(WM18)
Alignment: Anarchic Neutral

Racial powers:
Spoiler: ShowHide


Spell-like abilities

Always active-detect law, see invisibility. At will-animate objects, chaos hammer, cloak of chaos, deeper darkness, dispel law, disintegrate, fear, fireball, greater dispel magic, greater teleport, identify, improved invisibility, magic circle against law, plane shift, power word blind, shatter, word of chaos. 1/day-true seeing. 1/week-wish. Caster level 28th. The save DCs are 17 + spell level.

Stun (Ex)

Any creature struck by the white slaad's claw attack must make a DC 43 fortitude save or be stunned for 1d8 rounds. A creature must save each time it is struck by the white slaad's claws, but a creature that is already stunned cannot be stunned again. The save DC is Strength based.

Chaos Bite (Ex)

The white slaad's bite attack deals an extra 8d4 points of damage. For the next 8 rounds, the victim takes an additional 4d4 points of damage. This effect can be neutralized by dispel chaos.

Chaos Spittle (Ex)

A white slaad can spit a glob of pure chaos. This is a ranged touch attack with a range of 80ft. This chaos deals 16d4 points of damage on impact and an additional 8d4 points of damage for the next 8 rounds. This affect can be neutralized by dispel chaos.

Weaponbreaker (Ex)

White slaad gain Improved Sunder as a bonus feat as well as an additional +8 bonus to CMB when they attempt a sunder combat maneuver. This bonus stacks with the bonus granted by Improved Sunder. In addition, a white slaad's natural weapons are treated as adamantine weapons, ignoring hardness less than 20 and bypassing damage reduction/adamantine.

Alternate Form (Su)

A white slaad can assume the form of any Small, Medium or Large humanoid.

Summon Slaad (Sp)

A white slaad may summon 4d4 red, blue, green, gray or death slaad. It may choose which type it wishes to summon, but there is a 35% chance that it will instead summon one of the other four types. Determine which type appears by rolling 1d4.

Favor of Chaos (Su)

A white slaad is constantly under the protection of chaos. Each round on its turn, it rolls 1d12. If the result is an odd number, add it as a bonus to attack rolls. If the result is an even number, add it as a bonus to armor class. The bonus of this ability does not stack with the bonuses of the chaos devotion feat.


Wizard powers:
Spoiler: ShowHide


Nassrapk casts as a 28th level wizard (caster level 25 + 1d6). The save DCs are 17 + spell level. Nassrapk's metamagic options are Empower Spell (+2) and Reach Spell (+2).

[4/day]0: Chaos Ripplex4Home
[6/day]1: Protection from Lawx3, Sandalphon's Unerring Projectilex3Home
[6/day]2: Nassrapk's Scoldingx4Home, Soul of Anarchyx2DM
[6/day]3: Magic Circle Against Law, Reach Protection from Lawx5
[6/day]4: Scramble Portalx3SC, Wall of Chaosx3SC
[5/day]5: Prismatic Touchx5Home
[5/day]6: Empowered Orb of AcidSC, Empowered Orb of ColdSC, Empowered Orb of ElectricitySC, Empowered Orb of FireSC, Empowered Orb of SoundSC
[5/day]7: Planar Bubblex5SC
[5/day]8: Reach Superior Resistancex5Home
[4/day]9: Maw of Chaosx4SC
[4/day]10: Summon Monster Xx4Home
[4/day]11: Dire WinterHome, Epic Mage ArmorHome, Power of the HuntressHome, Shape SoulHome
[2/day]12: Empowered Hellballx2Home

DM - Dragon Magic
Home - Homebrew
SC - Spell Compendium



Wild Mage powers:
Spoiler: ShowHide


Wild Magic

A wild mage casts spells differently from any other arcane spellcaster. She reduces her caster level by 3 for all spells she casts from now on. However, every time she casts a spell, her use of wild magic adds 1d6 to her adjusted caster level. For example, an 8th-level sorcerer/1st-level wild mage has a base caster level of 6th, not 9th, but her actual caster level varies from 7th to 12th for every spell she casts. Caster level affects all level-based variables of a spell, including spell penetration checks.

Random Deflector (Su)

At 2nd level and higher, a wild mage has the ability to protect herself from certain attacks with this ability. Using this ability is an immediate action (see page 86), which means that a wild mage activates it when it is not her turn. When activated, the random deflector lasts until the beginning of the wild mage's next turn. The random deflector redirects ranged attacks, ranged touch attacks, and individually targeted spells (spells designating the wild mage as the sole target, but not area spells striking an area in which she happens to be the sole target) so that they instead attack or affect a random target within 20 feet of the wild mage. A wild mage includes herself and her allies among the possible new targets. Any creature targeted by a deflected attack is attacked or affected normally, so an attack roll is made normally against the new target's AC, the new target receives a saving throw if a spell or effect allows one, and so on. A wild mage can use this ability once per day at 2nd level, two times per day at 5th level, and three times per day at 8th level.

Student of Chaos (Ex)

Whenever a wild mage of 3rd level or higher uses a magic item that offers a randomly determined effect (such as a bag of tricks or rod of wonder), she can roll twice and choose between the two results. If a random roll is made only once to determine the nature or contents of a device (for example, a robe of useful items or an iron flask), a wild mage gains no special advantage.

Chaotic Mind (Su)

When a wild mage reaches 6th level, the power of chaos infuses her mind. She gains immunity to confusion and insanity spells and effects, and she is shielded by a continuous nondetection effect (as the spell).

Reckless Dweomer (Su)

At 9th level and higher, a wild mage knows how to spontaneously convert her own spell energy into random, unpredictable results. As a standard action, she can eliminate a prepared spell or spell slot of at least 1st level to create an effect similar to that of activating a rod of wonder. The character's student of chaos ability (see above) applies when she uses her reckless dweomer ability. See page 237 of the Dungeon Master's Guide for details on the rod of wonder.

Wildstrike (Sp)

At 10th level, a wild mage gains the ability to make a wildstrike once per day. A wildstrike affects a single creature within 60 feet, surrounding the creature in an aura of shimmering rainbow colors for 2d6 rounds. Spell resistance applies, but the target receives no saving throw. While a wildstrike is in effect, there is a 50% chance each time the affected creature casts a spell or uses a spell-like ability that its intended action fails. Instead, the creature rolls as if it had activated a rod of wonder (see page 237 of the Dungeon Master's Guide).


Gear:
Spoiler: ShowHide


Nassrapk carries no gear. By unknown means anything akin to a rod in shape or design can be used by him as a greater rod of metamagic. Nassrapk may choose the type of metamagic applied each time. No matter how many rod-like objects he handles, he can only invoke this power eight times per day.


Custom Material: [spoiler]

Chaos Ripple
Evocation [Chaotic]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates a tiny ripple of chaotic energies around the target, this requires a ranged touch attack roll. Success deals 1 point of damage to the creature. If the target creature is of lawful alignment, this damage rises to 2 points of damage, while creatures of chaotic alignment take no damage.

Nassrapk's Scolding
Evocation [Chaotic, Sonic]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude halves
Spell Resistance: Yes

Nassrapk's scolding creatures a blast of powerful noise that loudly berates the target. This beratement deals 5d4 points of sonic damage to the target and renders them deafened for 1d4 rounds. A successful Fortitude save halves the damage and negates the deafening. If the target creature is of lawful alignment, they suffer a -4 penalty to the Fortitude save, while creatures of chaotic alignment gain a +4 bonus to the Fortitude save.
<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

#112
This template covers promoted mortals and other creatures who gain the favor of the Court of the Stars. It's a template that can be put on almost anything, so it has tremendous flexibility. Compared to the Authorities of Celestia, it offers many more powers. However, Authorities of Celestia are already high ranking celestials or are transformed into them before being granted that position. So the new Authority already has a wealth of powers to draw on and isn't in need of many more. Succinctly, Celestia integrates the creature into its hierarchy and grants them power that way, while Arborea gives them some customized powers and lets them go do what they wish.

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

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


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

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

Creating an Eladrin Hero

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

Size and Type

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

Speed

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

Armor Class

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

Attacks

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

Full Attacks

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

Damage

See the table below for slam damage for eladrin heroes.

Special Attacks

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

Spell-Like Abilities (Sp)

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

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

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

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

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

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

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

Special Qualities

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

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

Hero of the Story (Su)

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

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

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

QuoteBehind the Curtain: Hero of the Story

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

Morwel's Gift

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

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

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

Alternate Form (Su)

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

Abilities

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

Alignment

Always chaotic good.

Table 1: Slam attack damage



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

Table 2: Energy resistance and damage reduction



   
   
   
   
   
   
Hit diceCold and fire resistanceDamage reduction
1-55Damage reduction 5/magic
6-1010Damage reduction 10/evil and magic
11-2010Damage reduction 15/cold iron, evil and magic
21-3020Damage reduction 20/cold iron, epic and evil
31+30Damage reduction 25/cold iron, epic and evil
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#113
Lady Honeydip, Eladrin Hero

Fluff:
Spoiler: ShowHide


Lady Honeydip is a Knight of the Stars, an elite soldier serving the heavenly Court of the Stars. Born of normal pixie stock, she displayed an uncommon affinity to warfare, eventually leaving her forest and family to hone her craft. In her travels she met a ghaele eladrin who tutored her in the art of war and as she grew more devoted to righteousness under his training, how to submit herself to the will of the Court of the Stars. Honeydip grew in her chosen craft, gaining renown enough to be invited to the Court of the Stars. Once there she joined the fairy-tale realm, serving as a knight to Queen Morwel.

In later times she devoted herself to the crusade to save the eladrin children of Androlynne, the lost generation. In the outrageous wildflower fields of Androlynne she proved herself to be one of the best warriors and tacticians in the conflict. She was promoted to general and came to lead one of the main flanks of the defenses of Androlynne.

When the Dark Six affair came to a head with the Crimson Guard, Lady Honeydip availed herself to aid their cause in casting down the Neverborn and his liches. She joined them on the final assault to Bleak Rendor, being present when the Crimson Guard slew the Neverborn. Thereafter she returned to the Court of Stars, where she rests from her centuries long toil in Androlynne, a victorious champion returning to the joy and gratitude of the eladrin. For in that battle the stolen eladrin children of Androlynne had been freed and Pale Night's scheme was laid low.

Recently, Lady Honeydip was visited by Queen Morwel herself. This visit transformed her into an eladrin hero - something, that despite leaving the fey cycle behind, she cannot regret. There is a fragment of Morwel's visit that she fails to recall, yet thinking about it calms her fears and settles her spirit.


Notes:
Spoiler: ShowHide


- Honeydip is from Balmuria 1. She's mentioned in passing in the FC1's description of the Androlynne situation, this takes the name and runs with it. I don't believe there's stats or anything but a mention of her name, so everything beyond that is new. Beyond that, this shows off the eladrin hero template. It's designed to make creatures into unique eladrin.

- The flavor block mentions that Honeydip can't recall part of her meeting with Queen Morwel. That's not unusual for those that meet the Faerie Queen. In this case it's intentional, as Morwel revealed much of the truth about her role as Titania. She then took the memory from Honeydip, but left the assurance that she wasn't abandoning the cycle at all. It's a roundabout way of relieving fey angst. That's an unusual step to take but Honeydip earned it.

- Honeydip is a marshal who can also fight. She' s a supporting leader rather than a fighter, though some of the SLAs she got from the eladrin hero template help with that. Relatedly, Honeydip's hair and change shape abilities were gained before she got the eladrin hero template and are unrelated to it.

- I presume bonded armor's progression continues into epic.


Pixie 4/Marshal 25//Fighter 29 with the eladrin hero template

Size/Type: Small Outsider (Chaotic, Eladrin, Good)
Hit Dice: 29d10+261+29+58 (493 hp)
Initiative: +15
Speed: 20ft, fly 60ft (good)
Armor Class: 50 (+1 size, +11 dex, +1 dodge, +5 natural, +6 shield, +12 armor, +4 insight)
Base Attack/CMB/CMD: +29/+31/57
Attack: Fairywind+54 (1d4+28 17-20 x2)
Full Attack: Fairywind+54/+49/+44/+39 (1d4+28 17-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities.
Special Qualities: Damage reduction 20/cold iron, epic and evil, immunity to electricity and petrification, resistance to cold and fire 20, spell resistance 44, darkvision 60ft, low light vision, greater invisibility, tongues, hero of the story, morwel's gift(divine grace), alternate form, change shape, hair, auras, grant move action 6/day, bonded armor, fast healing 3.
Saves: Fort +38, Ref +34, Will +30 (+4 vs poison)
Abilities: Str 17, Dex 32, Con 28, Int 24, Wis 24, Cha 39 
Skills: Bluff+49, Concentration+41, Diplomacy+52, Handle Animal+49, Intimidate+49, Knowledge(A&E)+39, Knowledge(Local: Androlynne)+39, Knowledge(Nature)+39, Knowledge(Planes)+39, Listen+41, Spot+41, Survival+39, Swim+35
Feats: Dodge(B), Weapon Finesse(B), Knight of Stars(1), Improved Initiative(F1), Weapon Focus(Shortsword)(F2), Protection Devotion(3), Weapon Specialization(Shortsword)(F4), Skill Focus(Diplomacy)(M1), Mobility(6), Spring Attack(F6), Melee Weapon Mastery(Piercing)(9), Greater Weapon Focus(Shortsword)(F10), Bounding Assault(12), Improved Critical(Shortsword)(F12), Greater Weapon Specialization(Shortsword)(F14), Toughness(15), Combat Expertise(F16), Improved Combat Expertise(18), Weapon Supremacy(Shortsword)(F18), Rapid Blitz(F20)
Epic Feats: Final Blitz(21), Epic Weapon Focus(Shortsword)(F22), Improved Weapon Finesse(24), Epic Weapon Specialization(F24), Epic Toughness(F26), Fast Healing(27), Lasting Aura(M23), Multiaura(F28)
Alignment: Chaotic Exalted

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-detect evil, detect law. At will-chaos hammer, cone of cold*, haste, holy aura, holy word, holy smite, greater plane shift, greater teleport, magic missile, mass heal, word of chaos. 1/day-dancing lights, detect chaos, detect good, detect thoughts, dispel magic, entangle, lesser confusion, miracle, permanent image. Caster level 29th. The save DCs are 24 + spell level.

*Empowered, as if by the Empower Spell-Like Ability feat.

Hero of the Story (Su)

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

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

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

Morwel's Gift

Lady Honeydip enjoys the divine grace ability of a 27th level paladin of freedom. As Lady Honeydip fought to protect the lost eladrin children of Androlynne, Queen Morwel now protects her.

Like a normal paladin of freedom, should Lady Honeydip cease to uphold the virtues of the Court of the Stars and chaotic good, this protection will be lost.

Alternate Form (Su)

Lady Honeydip's alternate form is identical to that of a courre eladrin, except that evil creatures within 30ft of her must make a Will save (DC 40) or be confused for 1 round. The save is made at the start of a creature's turn and the confusion wears off just before the beginning of the creature's next turn. The save DC is Charisma based and includes a +2 racial bonus.

Change Shape (Su)

Lady Honeydip may assume the form of any Small or Medium humanoid.

Hair (Ex)

Lady Honeydip's hair is possessed by a spirit of chaos, which allows it several functions. As a result of this, her hair can change length in seconds and is about as hard as steel. Her hair has several modes of operation, she may set or change its function once per round as a swift action.

Arm

Lady Honeydip may use her hair as an extra arm. It may grasp objects and manipulate things, though it lacks the power to effectively wield a weapon or shield.

Shield

Alternately, Lady Honeydip may use her hair as a shield. Doing so grants her a +6 shield bonus to armor class. This is her default setting for it and is factored into the statblock above.

Daggers

In this mode, Lady Honeydip's hair splits into two dagger-like extensions. Treat these as secondary natural weapons that deal a base of 1d3 piercing damage and have a critical hit threat range of 19-20.

Grapple

Lady Honeydip's hair may grapple one target within 10ft as a swift action. Unlike with normal grapples, Lady Honeydip uses her Dexterity modifier instead of her Strength modifier to determine her CMB. Lady Honeydip is not considered to be grappling while doing so, though if she moves more than 10ft from the target, the grapple automatically ends.

Cocoon

Finally, Lady Honeydip may cover herself completely with her hair. She may take no other actions while doing so, but gains a +12 shield bonus to armor class and she gains damage reduction 15/-.


Marshal powers:
Spoiler: ShowHide


Lady Honeydip manifests auras as a 25th level marshal.

Minor Auras (+14): Accurate Strike, Art of War, Determined Caster, Motivate Charisma, Motivate Dexterity, Motivate Intelligence, Motivate Strength, Motivate Wisdom
Major Auras (+5): Motivate Ardor, Motivate Attack, Motivate Care, Motivate Urgency, Resilient Troops

Grant Move Action (Ex)

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

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

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


Gear:
Spoiler: ShowHide


Fairywind

This short sword was once something different. It was formerly a longspear wielded by Lady Honeydip during her duties as a commanding general of Androlynne's eladrin protection efforts. After the eladrin children were freed, Lady Honeydip retired to the Court of Stars to rest. During this time, Queen Morwel visited to bestow her thanks to Lady Honeydip and her relentless efforts in Androlynne. This is where Lady Honeydip was taken into Queen Morwel's dream and made into an eladrin hero. During this, Queen Morwel touched Fairywind and it became a shortsword, with a promise that it would serve Lady Honeydip better as that.

Fairywind is a small shortsword+7, anarchic and holy. Whenever Fairywind lands a successful hit, the wielder can choose to have it emit a gust of fey energy. This manifests as a wind that hurls the target 1d6*10ft in a direction of the wielder's choice. Further, the target is confused for 1d6 rounds. A successful DC 36 Will save negates the confusion while a DC 36 Fortitude save negates being hurled back.

Nav's Breastplate

This armor was made by an fey smith who values grace above all, and was then further enchanted by the eladrin of the Court of Stars. It appears as gold-embossed armor with green highlights, as well as a curvy, pleasing shape that fits the body flatteringly.

Nav's Breastplate is a small breastplate+7 that also grants a +6 enhancement bonus to Dexterity and Charisma. It has no armor check penalty and only 5% arcane spell failure, as well a no maximum dexterity cap. However, it only functions for eladrin and those with the Knight of Stars feat. Other creatures find it is a small breastplate+3 with no other special powers.

Lady Honeydip also wears an amulet of health+6 and a silver tiara that functions as a circlet of persuasion.
<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

The Branded, guards of the Grand Sultan's harem

Fluff and notes:
Spoiler: ShowHide


The branded are the guardians of the Grand Sultan's harem. They first and foremost protect the women within from external threats, while ensuring that the purity of harem is not compromised. Informally, they are also deeply involved in palace politics. They control access to the members of the harem and their various suites of rooms. Any power play or assassination within the harem is doomed to fail unless the branded support it. This functions as desired by the Grand Sultan, so long as those women who he is particularly fond of are not assassinated.

This duty is high prestige and is mostly filled by the sons of influential efreeti. A few do make it into the branded on account of merit, but this is uncommon. Serving in the branded is seen as a chance for an efreet to earn distinction politically and martially. Those who fail at this role are quietly killed or sent home, depending on how powerful the branded's patron is. A successful branded is in line for a promotion into the high officer corps of the Grand Sultan's military if they are from a noble background. Those that made it to the branded on merit are instead promoted into the branded's leadership.

Variant branded may substitute another base class instead of fighter. The devoted defender levels don't change, so this is not a posting for spellcasters. Any class with a religious bend, such as blackguard or cleric, are likewise forbidden from the branded. The intense mental and magical conditioning that creates a branded leaves no room for a patron besides the Grand Sultan.

For the sake of balance, it's best to assume allied defense shenanigans don't stack with one another. Since the bonuses from CE is a dodge bonus and it's technically two different sources, they stack. You can get up to all sorts of shenanigans by abusing this. I'd personally rule that CE/allied defense overlaps, even if it's from multiple different people.


Efreet 18//Fighter 8/Devoted Defender 10

Changelog: Just some minor math corrections.

Size/Type: Large Outsider (Fire)
Hit Dice: 8d10+10d12+108 (228 hp)
Initiative: +10
Speed: 20ft, fly 40ft (perfect)
Armor Class: 35 (-1 size, +5 dex, +10 natural, +1 dodge, +10 armor)
Base Attack/CMB/CMD: +18/+28/45
Attack: Scimitar+34 (1d8+22 plus 1d6 fire 18-20 x2)
Full Attack: Scimitar+34/+29/+24/+19 (1d8+22 plus 1d6 fire 18-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Change size, heat, spell-like abilities.
Special Qualities: Change shape, darkvision 60ft, immunity to fear, fire and mind-affecting, plane shift, telepathy 100ft, vulnerability to cold, branded, status, armor class bonus(+5), harm's way, defensive strike+4, deflect attack+4.
Saves: Fort +17, Ref +17, Will +14
Abilities: Str 29, Dex 23, Con 22, Int 14, Wis 17, Cha 17 
Skills: Concentration+27, Diplomacy+24, Gather Information+24, Hide+27, Intimidate+24, Knowledge(Arcana)+23, Knowledge(N&R)+23, Knowledge(Planes)+23, Listen+26, Move Silently+27, Search+23, Sense Motive+24, Spellcraft+23, Spot+26
Feats: Improved Initiative(B), Mindsight(1), Weapon Focus(Scimitar)(F1), Dodge(F2), Combat Reflexes(3), Weapon Specialization(Scimitar)(F4), Alertness(6), Mobility(F6), Melee Weapon Mastery(Slashing)(F8), Deceptive Scimitar(9), Combat Expertise(12), Improved Combat Expertise(15), Allied Defense(18)
Epic Feats: -
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-detect chaos, detect evil, detect good, detect law, see invisibility. At will-detect magic, produce flame, pyrotechnics, scorching ray. 3/day-invisibility, wall of fire (DC 16). 1/day-grant up to three wishes (to nongenies only), gaseous form, permanent image, true seeing. Caster level 18th. The save DCs are Charisma-based.

Branded (Su)

The branded as so named for the elaborate changes that are wrought on them when they enter the Grand Sultan's service. These enchantments render the branded unable to lie to the Grand Sultan and any who act with his explicit authority. Further mental changes render the branded immune to mind-affecting and fear effects. These modifications turn off the sexuality of the branded, ensuring that the purity of the harem is maintained.

Most branded become fanatics of the highest order, completely devoted to branded, the Grand Sultan and the harem, in that order.

Status (Su)

A branded is aware of the status of any member of the Grand Sultan's harem and any other branded within 500ft. This functions as a status spell except as noted here. The branded is finely aware of the health of each person he detects, as follows. Unharmed (100% hit points), wounded (99-50% hit points), gravely wounded (49%-25% hit points), critical (24%-1% hit points) and dying (0 to -9 hit points).

Change Size (Sp)

Twice per day, the branded can magically change a creature's size. This works just like an enlarge person or reduce person spell (the branded chooses when using the ability), except that the ability can work on the branded. A DC 22 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Heat (Ex)

The branded's red-hot body deals 1d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.

Change Shape (Su)

A branded can assume the form of any Small, Medium, or Large humanoid or giant.


Devoted Defender powers:
Spoiler: ShowHide


Armor Class Bonus (Ex)

The devoted defender concentrates on defense, both for herself and her charge. She receives this dodge bonus to AC as a result of that focus. This only applies when the devoted defender is protecting her charge.

Harm's Way (Ex)

Beginning at 1st level, the devoted defender may elect to place herself in the path of danger in order to protect her single charge. Any time that you are within 5 feet of your charge, and your charge suffers an attack, you may switch places with your charge and receive the attack in his place. You must declare this before the attack roll is made. You select your charge when you roll initiative, and it is a free action to do so. You may not change your charge for the duration of that combat.

Defensive Strike (Ex)

You can make an attack of opportunity against any adjacent opponent who attacks your charge in melee. You gain a +1 bonus to this attack for every two levels after 2nd.

Deflect Attack (Ex)

Beginning at 3rd level, the devoted defender can attempt to parry a melee attack against her charge. She must be within 5 feet of her charge to attempt this and holding a melee weapon or shield to deflect the attack. Once per round when your charge would normally be hit with a melee weapon, you may make a Reflex saving throw against DC 20. (If the melee weapon has a magic bonus to attack, the DC increases by that amount.) You gain a competence bonus to your Reflex save as indicated on the chart. If you succeed, you deflect the blow as a free action. You must be aware of the attack beforehand and not flat-footed.


Gear:
Spoiler: ShowHide


Each branded wields a scimitar+5. When the branded uses the combat expertise feat with this scimitar, the bonus to armor class gained also applies as a circumstance bonus to saving throws. They also use mithral breastplates+5, greater cold resistance and boots of speed.
<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

Branded Captains

Fluff and notes:
Spoiler: ShowHide


Those skilled branded that distinguish themselves and are not snatched up for military service elsewhere get promoted within. They undergo decades of diplomatic, leadership and tactical training. The end result is a branded captain. They command squads of six branded and are in charge of a suite of rooms. Any assassination or other dirty pool has to be approved by the captain overseeing the area. They report to colonels that oversee several captains, who in turn report to the Grand Vizier of the palace.

Generally, branded captains oversee the defenses in battle from the middle, personally protecting targets. The branded will form a box with the harem members in the middle along with the branded captain. This allows for the captain's auras and the branded's allied defense abilities to work with each other, as well as providing several chances to deflect attacks. As the elite of the elite, they are expected to excel in everything they do in their duties.

Branded captains that impress are promoted to colonel. If the Grand Sultan is personally impressed, he may instead offer them a minor title as an opportunity to join the nobility. This is a demotion in most ways, but it opens up many opportunities for them. While most nobles treat a risen branded with haughty contempt, few underestimate the skills of one who was able to last for thousands of years in the thick of palace intrigue. Note that most branded have trouble taking this offer, as they are so blindly devoted to the Grand Sultan that leaving his service is unthinkable. Having the strength of will to take that opportunity is seen as a final test to join the nobility.


Efreet 20//Fighter 8/Devoted Defender 10/Marshal 2

Size/Type: Large Outsider (Fire)
Hit Dice: 8d10+10d12+2d8+108 (250 hp)
Initiative: +10
Speed: 20ft, fly 40ft (perfect)
Armor Class: 38 (-1 size, +5 dex, +11 natural, +1 dodge, +10 armor, +2 deflection)
Base Attack/CMB/CMD: +20/+31/50
Attack: Scimitar+37 (1d8+24 plus 1d6 fire 18-20 x2)
Full Attack: Scimitar+37/+32/+27/+22 (1d8+24 plus 1d6 fire 18-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Change size, heat, spell-like abilities.
Special Qualities: Change shape, darkvision 60ft, immunity to fear, fire and mind-affecting, plane shift, telepathy 100ft, vulnerability to cold, branded, status, armor class bonus(+5), harm's way, defensive strike+4, deflect attack+4, auras.
Saves: Fort +18, Ref +18, Will +15
Abilities: Str 30, Dex 23, Con 22, Int 14, Wis 17, Cha 17 
Skills: Concentration+29, Diplomacy+29, Gather Information+26, Hide+29, Intimidate+26, Knowledge(Arcana)+25, Knowledge(N&R)+25, Knowledge(Planes)+25, Listen+28, Move Silently+29, Search+25, Sense Motive+26, Spellcraft+25, Spot+28
Feats: Improved Initiative(B), Mindsight(1), Weapon Focus(Scimitar)(F1), Dodge(F2), Combat Reflexes(3), Weapon Specialization(Scimitar)(F4), Alertness(6), Mobility(F6), Melee Weapon Mastery(Slashing)(F8), Deceptive Scimitar(9), Combat Expertise(12), Improved Combat Expertise(15), Allied Defense(18), Skill Focus(Diplomacy)(M1)
Epic Feats: -
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-detect chaos, detect evil, detect good, detect law, see invisibility. At will-detect magic, produce flame, pyrotechnics, scorching ray. 3/day-invisibility, wall of fire. 1/day-grant up to three wishes (to nongenies only), gaseous form, permanent image, true seeing. Caster level 20th. The save DCs are 13 + spell level.

Branded (Su)

The branded as so named for the elaborate changes that are wrought on them when they enter the Grand Sultan's service. These enchantments render the branded unable to lie to the Grand Sultan and any who act with his explicit authority. Further mental changes render the branded immune to mind-affecting and fear effects. These modifications turn off the sexuality of the branded, ensuring that the purity of the harem is maintained.

Most branded become fanatics of the highest order, completely devoted to branded, the Grand Sultan and the harem, in that order.

Status (Su)

A branded is aware of the status of any member of the Grand Sultan's harem and any other branded within 500ft. This functions as a status spell except as noted here. The branded is finely aware of the health of each person he detects, as follows. Unharmed (100% hit points), wounded (99-50% hit points), gravely wounded (49%-25% hit points), critical (24%-1% hit points) and dying (0 to -9 hit points).

Change Size (Sp)

Twice per day, the branded can magically change a creature's size. This works just like an enlarge person or reduce person spell (the branded chooses when using the ability), except that the ability can work on the branded. A DC 23 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Heat (Ex)

The branded's red-hot body deals 1d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.

Change Shape (Su)

A branded can assume the form of any Small, Medium, or Large humanoid or giant.


Devoted Defender powers:
Spoiler: ShowHide


Armor Class Bonus (Ex)

The devoted defender concentrates on defense, both for herself and her charge. She receives this dodge bonus to AC as a result of that focus. This only applies when the devoted defender is protecting her charge.

Harm's Way (Ex)

Beginning at 1st level, the devoted defender may elect to place herself in the path of danger in order to protect her single charge. Any time that you are within 5 feet of your charge, and your charge suffers an attack, you may switch places with your charge and receive the attack in his place. You must declare this before the attack roll is made. You select your charge when you roll initiative, and it is a free action to do so. You may not change your charge for the duration of that combat.

Defensive Strike (Ex)

You can make an attack of opportunity against any adjacent opponent who attacks your charge in melee. You gain a +1 bonus to this attack for every two levels after 2nd.

Deflect Attack (Ex)

Beginning at 3rd level, the devoted defender can attempt to parry a melee attack against her charge. She must be within 5 feet of her charge to attempt this and holding a melee weapon or shield to deflect the attack. Once per round when your charge would normally be hit with a melee weapon, you may make a Reflex saving throw against DC 20. (If the melee weapon has a magic bonus to attack, the DC increases by that amount.) You gain a competence bonus to your Reflex save as indicated on the chart. If you succeed, you deflect the blow as a free action. You must be aware of the attack beforehand and not flat-footed.


Marshal powers:
Spoiler: ShowHide


The branded projects auras as a 2nd level marshal.

Minor Auras (+3): Motivate Dexterity
Major Auras (+1): Motivate Care


Gear:
Spoiler: ShowHide


Each branded wields a scimitar+5. When the branded uses the combat expertise feat with this scimitar, the bonus to armor class gained also applies as a circumstantial bonus to saving throws. They also use mithral breastplates+5, greater cold resistance and boots of speed. In addition, branded captains are given black sash that grants them light fortification and a +2 deflection bonus to armor class.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#116
Faces of Loss, Favored Shadows of Shar

Fluff and notes:
Spoiler: ShowHide


Faces of Loss are shadows that have gained Shar's favor. They are touched by the Lady of Loss, gaining profane powers to terrorize the living. They are assassins and shock troops, used to eliminate mortal threats, aid powerful servants of Shar and protect holy sites of the Sharran faith. Unlike normal shadows, Faces of Loss are intelligent and malicious killers. They favor surprise attacks, slaughtering foes in one swoop and passing into solid matter to prevent counter attacks. They then watch former enemies rise as greater shadows under it's command, while many of it's enemies cannot even lift a finger to oppose the Face of Loss.

Faces of Loss often gestalt as fighters and rogues.  A handful explore other options, such as swashbuckler or blackguard. They favor classes with good base attack bonus advancement over other features. Faces of Loss are never wizards, sorcerers, clerics or other casters. The only exception is favored souls, a few extremely vile shadows have become favored souls of Shar.


Size/Type: Medium Undead (Incorporeal)
Hit Dice: 18d12+72 (193 hp)
Initiative: +7
Speed: Fly 80ft (perfect)
Armor Class: 28 (+7 dex, +4 deflection, +1 dodge, +6 profane)
Base Attack/CMB/CMD: +9/+9/36
Attack: Incorporeal touch+16 (1d8*1.5 Str drain)
Full Attack: Incorporeal touch+16 (1d8*1.5 Str drain)
Space/Reach: 5ft/5ft
Special Attacks: Create spawn, face of loss, strength drain.
Special Qualities: Darkvision 60ft, incorporeal traits, resistance to positive energy 10, shadow jump, shar's favor, undead traits, unholy toughness.
Saves: Fort +12, Ref +19, Will +20
Abilities: Str 0, Dex 25, Con 0, Int 12, Wis 16, Cha 19 
Skills: Bluff+25, Hide+28, Intimidate+25, Knowledge(Local:Plane of Shadow)+22, Knowledge(Religion)+22, Listen+24, Move Silently+28, Sense Motive+24, Spot+24
Feats: Empowered Ability Damage(1), Lifesense(3), Flyby Attack(6), Toughness(9), Ability Focus(Face of Loss)(12), Positive Energy Resistance(15), Dodge(18)
Epic Feats: -
Alignment: Neutral Vile

Racial powers:
Spoiler: ShowHide


Create Spawn (Su)

Any humanoid reduced to zero Strength by a Face of Loss becomes a greater shadow under the control of its killer 1 round later.

Face of Loss (Su)

Those that fight the Faces of Loss must withstand their own losses to do so. All creatures within 60ft of a Face of Loss sees it with the agonized face of a lost loved one or friend. Any creature that does must make a Will save (DC 29) or be overwhelmed with feelings of despair. They believe they have failed their friend and cursed them to eternal unlife. This despair makes them unable to take any action against the Face of Loss, as they are certain they will only make it worse. This includes attacking the Face of Loss, helping allies that are fighting the Face of Loss, turning undead or any other helpful action at the DM's discretion. Those that pass the will save are momentary unsettled, but suffer no other effects. A creature that succeeds on the saving throw is immune to that Face of Losses Face of Loss ability for 24 hours.

Creatures attacked by the Face of Loss are allowed a second saving throw against this ability. In addition, any creature who sees the Face of Loss slay a living creature also receive a second saving throw. A victim is allowed as many secondary saves as the Face of Loss provokes, though they may only make one per round. Creatures that have never suffered loss, such as an innocent child or certain celestials, are immune to this ability. Instead of a lost one's face, they only see emptiness in place of the shadow's face. True Seeing does not bypass this ability, but it does grant a +4 circumstance bonus to the will save to resist Face of Loss.

The save DC is Charisma based and includes a +4 racial bonus. This is a mind-affecting ability.

Shadow Jump (Su)

A Face of Loss can travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A Face of Loss can jump up to a total of 160 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Shar's Favor (Su)

The touch of Shar grants the Faces of Loss Shar's personal protection. This is treated as a +6 profane bonus to armor class and saving throws.

Strength Drain (Su)

The touch of a Face of Loss deals 1d8 points of Strength drain to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.

Unholy Toughness (Ex)

A Face of Loss applies its Charisma bonus times its hit dice as a bonus to hit points, just as a living creature applies it's constitution bonus times its hit dice as a bonus to hit points.


Gear: [spoiler]

Faces of Loss carry no gear and accrue no treasure, save for rare instances where they are given powerful magic items by Sharrans or Shar herself.
<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

#117
Akil bin Faheem, Emir of the Flametongued and Special Diplomat of the Crimson Firebrand

Fluff:
Spoiler: ShowHide


Background

Akil bin Faheem was born in the antiquity of Fire. He was one of many children of an efreeti chieftain, one of several petty kings before the establishment of the Grand Sultan's empire. The young Akil was nearly invisible by virtue of being far from the first-born. As such, he was left to develop as he saw fit. Akil was a bright and gregarious child who quickly established a comfortable position for himself amid his peers. This lead to confidence and to being noticed; soon enough Akil was placed with the adult diplomats.

Diplomacy amid the efreeti was rudimentary in those days. The act of negotiations was often merely the prelude to violence, a chance for the one side to capitulate and become little more than slaves to the other. Here Akil took to it naturally, learning to make himself strong and disguise it in webs of silken words and tangling promises. In time his tribe grew greatly, conquest after conquest greatly enriching the tribe and Akil in particular. Once Akil reached his majority, he was the most influential efreet in the tribe save for his father and his eldest brother. The assassin that took his father and eldest brother's lives came soon after. This paved the way for Akil to become the next chieftain.

For several centuries Akil bin Faheem enriched himself and his tribe at the expense of any tribe that got in his way. Most were laid low by his words alone, and those that were not found Akil had a core of steely, boiling violence. Beneath his polished exterior was the nature of a killer, ready to take over when diplomacy failed. No tribe could stand against Akil's power. He established his tribe as one of the greatest within Fire, which lasted until the rise of the Crimson Firebrand.

Where the Crimson Firebrand came from is not known, but he took control of a small tribe and began winning incredible victories over much larger forces. Any tribe in his way fell with a calamitous speed before the Firebrand's advance. Akil took notice of this upstart and decided to meet him personally. A meeting was arraigned through the Mercane, who had already come to trade with the races of Fire. Akil strode into the meeting chamber. He was intent on wresting control of the conversation immediately, looking to bury the Crimson Firebrand then and there. Yet when Akil laid eyes on the young efreet, all his words shriveled and his mouth stayed closed. Instead, it was the Crimson Firebrand who took the initiative.

The Crimson Firebrand spoke of a city of basalt, obsidian and flames crowned with domes of brass. This City of Brass would be the seat of power for all efreeti and the throne of an empire that would come to dominate all of Fire. The efreeti would rise as the rightful rulers of Fire, all other races serving them as slaves. Many times Akil sought to speak, to impose his own will on the Crimson Firebrand or to do anything. But he could not. All Akil could do is listen until the end, spellbound to the core. When the Crimson Firebrand finished, Akil knew he was defeated. He could resist the Crimson Firebrand, yet he knew that he and his tribe would be overcome, ground into sparks and forgotten in the past of Fire. Instead he knelt before the Crimson Firebrand and offered his entire tribe and all his wealth, all for the honor of being an adviser to the young warlord.

Akil's tribe passed into memory, most of his tribesman becoming slave-soldiers to the Crimson Firebrand. Akil stayed at the Crimson Firebrand's side as the rest of the tribes formed the Alliance of the Bonfires and the War of the Fiery Heart began. In the course of the war Akil distinguished himself as one of the Crimson Firebrand's greatest servants. Akil lead grand armies to victory in the Crimson Firebrand's name, all while establishing alliances within and beyond Fire. He was at the Crimson Firebrand's side when the leaders of the Alliance of the Bonfires were executed, the establishment of the City of Brass was declared and when the Crimson Firebrand took the title of Grand Sultan.

For his loyal service, Akil was granted the title of emir. During the ensuing centuries, several contingents of baatezu came to explore the new-found City of Brass. It fell to Akil to deal with them. Here Akil found kindred souls more than interested in a profitable alliance; Akil had no compunctions about establishing a mutually beneficial slave trade, as his former tribesmen could attest to, while the devils found Akil's black morals suitable to their tastes. This lead to a long series of diplomatic meetings which lead to the Treaty of Flamesky. This treaty was a smashing success for both sides - a rare case of mutually beneficial evil - and secured Akil's place near the top of the Grand Sultan's court.

When the Crimson Firebrand was assassinated (an event that Akil believes to be a ruse and with some evidence to support him) and a new Grand Sultan emerged, Akil's place was briefly threatened. However, the diabolical ties Akil had cultivated gave him more than sufficient means to politically defend himself. With so many powerful devils willing to support Akil and having some sway due to the Treaty of Flamesky, his position was unassailable. This was not without a price, as since that time Akil has been seen as little more than a baatezu lapdog. He is secure in his place as one of the most powerful emirs, yet every other emir and most other nobles oppose any of his efforts to gain more power.

Akil bin Faheem deals with any and all matters relating to efreeti and devil cooperation. His long life and diabolical dealings has bestowed his name with power. Akil is a common word used in spells binding devils, particularly by those who wish to curry Hell's favor with bribes. Efreeti and efreeti trained bards invoke his names in the chant for spells such as tongues and glibness. Akil is sometimes mistaken by mortal scholars as a pit fiend or even a Duke of Hell. A few scholars also suspect he may have been the creator of the factotum's arts, though this is not a view held widely.

Appearance

Akil bin Faheem almost always smiles. He usually appears jovial, though the more perceptive notice the smile is the fake smile of a politician. He is a little over eight feet tall. While he is not flabby, he lacks the sharp definition many efreeti have. His black hair is kept short and his eyes appear as little more than chips of obsidian floating in a pool of lava. Akil favors various elaborate outfits of red and gold, all of which match with his Mantle of the Flametongued. He sometimes wears a turban, or if expecting a battle, a conical helmet; Akil prefers to go bare headed the majority of the time.

Most people, mortal or immortal, that see Akil immediately think of a politician. The wise and the holy tend to see past that, catching the slight glint of sharp teeth in that smile, the predatory gleam in his eye, the curl of his fingers towards Razalim's hilt and smell the lingering scent of brimstone around him. While it is not unheard of for an efreet to smell of brimstone naturally, the smell of it on Akil brings to mind the diabolical.

Personality

The Emir of the Flametongued is a oily-smooth man who greets all he meets with a smile. He acts to put those he is dealing with at peace, preferring to come off as a rich playboy prince. He weaves flattery with insightful metaphors and similes when he speaks, looking to dazzle conversational partners with his turn of phrase.

To those below him (and thus servants) he spares little more than commands. He never threatens with his commands and they often sound like requests. Those that do not instantly obey find themselves punished most severely; the routine punishment is for the other servants to drag the defiant one out of sight and beat them to death or disfigurement, depending on how valuable the servant is. Akil never bothers to openly show disapproval. Even if a servant or underling angers him to the point of execution, he will take their head with a pleasant smile on his face.

To those equal to him or otherwise worth his time, he engages them in civilized conversation, his veneer warm as he seems to pay attention to everything they say. He will spend hours leisurely chatting with such people, all while they luxuriate in the full flower of efreeti wealth. He prefers to listen and make reactive remarks, guiding the conversation in ways that benefit him. The purpose of this is to gather information and learn about his guests, for this is the first step of successful diplomacy. He keeps this up even with those he loathes, as knowledge is power and more power allows him to better use diplomacy to force his will onto others.

When dealing with the Grand Sultan, Lords of the Nine and other entities that outrank him, Akil is the picture of deferential grace. Nonetheless, he is not afraid to speak up when he feels it may benefit him, no matter the propriety of it. While respectful, he does not allow those above him to think him nothing more than another minion. At the same time, he is happy to offer gifts and tribute to such figures, going out of his way to do so. In all, he cultivates the air of a competent, confident and powerful prince that sees himself equal to the highest rulers. The only exception to this is to Belial and Eblis due to past incidents with them. He avoids both whenever possible and keeps his mouth shut around them.

Relations

Akil bin Faheem has never married and has no surviving family. He does have a few lovers at any one time, usually slaves that catch his eye. These women are treated well enough as befitting an efreeti prince's concubines. Akil does not grow close to any of them, using them instead to sate his various desires. Within a century he tires of each one and opts to dispose of them. Precautions are taken to ensure that no children result from his kept women. Akil has no desire for a child or a possible heir, having no interest in the distraction and viewing the child as a weakness to be exploited.

It is safe to say that Akil has many acquaintances, working partners and contacts. His basic nature and his political isolation ensues he has no real friends. He spends the majority of his time dealing with devil diplomats, and neither side is so gullible to think of friendship. Nonetheless, he has a strong working relationship with Hasalur, the pit fiend diplomat currently serving as imperial ambassador of the Ruby Division; the Ruby Division is Hell's diplomatic division dealing with Fire and the efreeti in particular. Both are masterful wordsmiths and meetings between the two involve a great deal of verbal repartee. As large amounts of formal and informal information must pass to Akil, they work together frequently. So far Akil has dominated the relationship, as Hasalur has held this post for less than a decade and is still sorting his division out. Hasalur has no interest in serious maneuvering until he has his own affairs in order.

Beyond the routine devil diplomats of the Ruby Division, Akil often entertains the nobility of Hell when they come to visit. He is familiar with several Dukes of Hell and a handful of Archdukes. In addition, Akil has met several past and current Lords of the Nine. His relations with them vary considerably but a few are of special note.

Akil's relationship with Eblis is strained. While the Fallen's status in Hell is that of an outcast, there is nonetheless need for various diabolical factions to occasionally deal with him. Akil's position as the Emir of the Flametongued means that many of these secretive communications fall to him to deliver. This is made difficult for the fact that Eblis terrifies Akil. When they first met, Akil spoke at length about Eblis' virtues, seeking to curry favor with the Fallen. Eblis merely stared at him throughout and intimidated Akil to the point that his speech faltered. Eblis turned to the Grand Sultan and made it clear that he has no time for useless sycophants; these pathetic things are best slaughtered, burned and destroyed like mortals. This left Akil with a deep-rooted fear of the Nemesis of the Heavens.

In contrast, Belial is fond of Akil. The honeyed words of the efreeti diplomat won Belial's favor and therein Akil found the downside of Belial's favor. The sheer, beautiful agony Belial gave Akil as a gift was indescribable. The sadistic and loving nature of the Lord of the Fourth utterly sickens Akil. Belial's affinity for pain is all wrong to the efreeti prince, pointless suffering that has no role in his proper politics. Akil defers any business from the Fourth Hell to underlings whenever possible as a result of this. This has not lessened Belial's fondness of the emir; throughout the years, Akil has needed to fend off several invitations to visit Phlegethos. So far Akil has managed to avoid a second meeting with Belial.

Past Fire Akil has few true allies. He is known in many courts at least in passing and has contacts with them. None are deep contacts, as he is in too deep with the devils to be seen as anything but an extension of baatezu policy.

Akil can count the Heavens as a unified enemy against him. His diplomacy has resulted in millions of slaves passing into Baator's meatgrinder and the continued tilt of Fire towards evil. His sins count beyond reckoning and have done much to further poison Fire.

Zaaman Rul, Prince of Elemental Good in Fire, considers Akil an enemy that must be overcome before Fire is purified. While he has made a few attempts to eliminate the emir, so far they have been unsuccessful. There has been a series of low level retaliations between the two sides. This is limited by Zaaman Rul's own weak base of support and Akil seeming it as a low priority. Akil claims he has little time to deal with Imix's child. In truth, he simply doesn't view Zaaman Rul as a serious threat. Zaaman Rul's defeat on the Plain of Burnt Dreams is well known to Akil, causing him to dismiss the Archomental.

Lliira finds him distasteful and orders her clergy to oppose him when his workings cross paths with hers. Lliira does not have many dealings in Fire and Akil does not directly meddle in the Prime Material often, so this conflict seldom sees direct hostilities. When it does erupt, it tends to be between powerful servants who cross paths with one another. These conflicts tend to be short, violent and lethal.

Grandfather Time holds a special enmity towards Akil, as the emir took one of his adopted grandchildren into slavery. Unfortunately, Grandfather Time's duties as a keeper of the Temporal Compact prevent him from acting. Should this limitation ever be removed, it is likely Akil will die or cease to exist altogether. Akil is not aware of this enmity.

Combat

Akil views violence as natural continuation of diplomacy. When words and flattery fail, the sword will ensure triumph. As such, Akil has no compunctions about entering combat. He is no fool and prefers to allow slaves to slay lesser threats and wear down greater threats when possible. He does not hesitate to enter into melee, trusting his considerable defenses to keep him unharmed.

Against weak opponents, Akil opts to overwhelm them with a charging, full power attack strike. Stragglers and those who attempt to flee are slain by blasts of emir's fire. Akil prefers to take prisoners when possible, for interrogation or slavery as fitting. The typical fate of a prisoner is sale to the baatezu, immersion into the Styx and then integration into a Blood War front line unit. As a matter of politics, Akil will not subject an efreet to this fate.

Stronger opponents result in a variable strategy. Akil prefers to rush down and quickly defeat the weakest looking opponent. Past the first round, Akil will generally aim to kill those who have the greatest ability to wound him. He relies on power attack and combat expertise in equal numbers, perfectly offset by inspiration on each attack. Each round he will shift those numbers to suit the tempo and priorities of the combat. Against foes who last against this or those Akil suspects will, he instead relies on utterdark, hellball, emir's fire and summons.

If Akil is faced with opponents he cannot defeat, is reduced to less than half his hit points or otherwise dislikes an aspect of the battle, he will escape with his plane shift racial power or a scroll of gate. Should escape be off the table, Akil goes all-in with offense and tries to defeat his opponents faster than he can be defeated. His recent acquisition of Razalim has only cemented this, as he refuses to believe he will be another victim to Razalim's curse.


Notes:
Spoiler: ShowHide


- Akil's story is as much about Fire and various facets of the efreeti as it is about him. He serves as a look into the history of the efreet and their diabolical ties. It's worth noting that mentions of the other genie races are avoided on purpose, as Akil cast his lot with the devils instead.

- The Crimson Firebrand is one of the Grand Sultan's titles from the Manual of the Planes. In the context of the efreet, it generally refers to the first Grand Sultan. While all the Grand Sultans hold that title, when you use that title, it's understood that you're talking about the first and greatest Grand Sultan. It predates the creation of the City of Brass and was the first sultan's title as he rose up and unified the efreet. By the way, the grand sultan's real name isn't mentioned on purpose, as few if any know it. Akil doesn't, as by the time he encountered the Crimson Firebrand, that was the only name he was known by.

- The truth about the Crimson Firebrand is something Akil would like to know. He has reasons to suspect that the Firebrand's assassination was a setup and that he still lives. Unfortunately, further information eludes him. For all that he forged the efreet and created the City of Brass so long ago, precious little information about him persists.

- In a related matter, each of the rulers of the genies (efreet, dao, marid and djinn) have a ruler that has divine rank, one that serves as lord and power over them. They're closer to planar lords in that they're replacible, moreover, there's fairly common (by planar standards and the standards of the powers) turnover in those offices. Somehow it always seems to work out that way.

- As far as mechanics go, Akil is a capable factotum with a focus on melee combat. He does well enough at it and uses his factotum flexibility to open up options. He's fairly straightforward.


Efreet 38//Factotum 10/Martial Factotum 28

Changelog: Minor math corrections. Added a notes section with some discussion about aspects of Fire and the efreet.

Size/Type: Large Outsider (Fire)
Hit Dice: 10d8+28d10+380 (740 hp)
Initiative: +30
Speed: 60ft, fly 80ft (perfect)
Armor Class: 77 (-1 size, +10 dex, +32 natural, +16 int, +10 armor)(50% miss chance)
Base Attack/CMB/CMD: +38/+52/88
Attack: Razalim+73 (1d8+41 plus 4d6 on crit and slowed for 1 round on crit 15-20 x3)
Full Attack: Razalim+73/+68/+63/+58 (1d8+41 plus 4d6 on crit and slowed for 1 round on crit 15-20 x3)
Space/Reach: 10ft/10ft
Special Attacks: Change size, heat, spell-like abilities, emir's fire, inspiration(22/encounter), arcane dilettante(4 spells), improved cunning strike, opportunistic piety(19/day), cunning weapons.
Special Qualities: Change shape, darkvision 120ft, damage reduction 20/cold and epic, spell resistance 53, immunity to fire, resistance to cold 100*, fast healing 30*, plane shift, telepathy 200ft, vulnerability to cold, sultan's blood, cunning insight, cunning knowledge, trapfinding, improved brains over brawn, improved cunning defense, cunning move, cunning focus, cunning toughness, cunning breach, cunning dodge.
Saves: Fort +45, Ref +45, Will +43
Abilities: Str 37, Dex 31, Con 30, Int 43, Wis 27, Cha 33
Skills: Appraise+57, Bluff+81, Concentration+51, Decipher Script+57, Diplomacy+96, Disable Device+57, Forgery+57, Gather Information+81, Intimidate+81, Knowledge(Arcana)+57, Knowledge(Local: City of Brass)+57, Knowledge(N&R)+57, Knowledge(Planes)+57, Knowledge(Religion)+57, Listen+49, Perform(Act)+55, Profession(Slaver)+49, Search+57, Sense Motive+51, Sleight of Hand+67, Spot+49, Use Magic Device+51
Feats: Improved Initiative(B), Weapon Focus(Scimitar)(1), Skill Focus(Diplomacy)(3), Heat Aura(6), Heat Haze(9), Negotiator(12), Power Attack(MF3), Font of Inspiration(15), Combat Expertise(MF6), Improved Critical(Scimitar)(18), Staggering Critical(MF9), Improved Combat Expertise(21)
Epic Feats: Overwhelming Critical(MF13), Great Ability(Intelligence)(24), Devastating Critical(MF16), Heat Cloak(27), Improved Cunning Knowledge(MF19), Epic Skill Focus(Diplomacy)(30), Improved Cunning Insight(MF22), Epic Reputation(33), Epic Font of Inspiration(MF25), Searing Body(36), Dire Charge(MF28)
Alignment: Lawful Vile

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-detect magic, gaseous form, greater invisibility, meteor swarm, mirage arcana, permanent image, produce flame, pyrotechnics, scorching ray, wall of fire. 3/day-grant up to three wishes (to nongenies only).

Change Size (Sp)

At will, Akil bin Faheem can magically change a creature's size. This works just like an enlarge person or reduce person spell (Akil bin Faheem chooses when using the ability), except that the ability can work on Akil bin Faheem. A DC 40 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Heat (Ex)

Akil bin Faheem's red-hot body deals 6d6 points of extra fire damage whenever he hits in melee, or in each round he maintains a hold when grappling.

Change Shape (Su)

Akil bin Faheem can assume the form of any Small, Medium, or Large humanoid or giant.

Emir's Fire (Su)

Akil bin Faheem can emit a tremendous blast of fire that resembles the fireballs of mages but is far superior. This is identical to the spell fireball, except that it deals 38d6 fire damage, has a save DC of 40 and has an area of a 60ft radius spread. This ability can be used at will.

Sultan's Blood (Su)

Akil bin Faheem has drank the blood of the Grand Sultan, granting him great power and authority. He is treated as divine rank 0 for the sake of effects, though he has no actual divine rank.


Factotum powers:
Spoiler: ShowHide


Inspiration (Ex)

The factotum is a dabbler, a professional explorer who plunders a wide variety of fields to find the tools he needs to survive. He reads through tomes of arcane magic to gain a basic understanding of spells. He offers prayers to a variety of deities to gain their blessings. He observes warrior stances and exercises to understand the art of fighting. But while a factotum learns many paths, he masters none of them. Rather than train in a given field, he masters all the basics and manages to pull out something useful when the situation is desperate enough. To represent this seemingly random body of knowledge, a factotum gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level.

Cunning Insight (Ex)

Before making an attack roll, damage roll, or saving throw, you can spend 1 inspiration point to gain a competence bonus on the roll equal to your Intelligence modifier. Cunning insight does not require an action, and you can use it as often as you wish during your turn or others' turns—provided that you have the inspiration points to spend. Because this ability provides a competence bonus, it does not stack with itself.

Cunning Knowledge (Ex)

When making a check involving a skill in which you have at least 1 rank, you can spend 1 inspiration point to gain a bonus on the check equal to your factotum level. You can use this ability once per day for a particular skill. For example, if you use cunning knowledge to gain a bonus on a Hide check, you cannot use the ability to improve other Hide checks for the rest of the day, though you can use it on different skills.

Trapfinding (Ex)

You can use the Search skill to locate traps with a DC higher than 20, and you can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature (PH 50).

Arcane Dilettante (Sp)

At 2nd level, you gain a vague understanding of magic. You know that with a few weird hand gestures and an array of grunts and bizarre words, you can conjure up something that looks like a spell. By spending 1 inspiration point, you can mimic a spell as a spell-like ability.

At the start of each day, choose a number of spells from the wizard/sorcerer spell list based on your factotum level.  You can choose one spell at 2nd level, and you gain additional spells as shown on the table.  You can select any wizard/sorcerer spell up to that level, but you can only prepare one spell of your maximum level. Your caster level equals your factotum class level. The save DCs are intelligence based.

Once you have used a spell, you cannot use it again until you have rested for 8 hours. After resting for this time, you can choose new spells and lose any unused spells from the previous day, though you can select the same spell on consecutive days. You cannot select the same spell more than once during the same day. You must provide the material components as usual.

Brains over Brawn (Ex)

At 3rd level, you gain your intelligence bonus as a modifier on strength checks, dexterity checks, and skill checks based on strength and dexterity, such as jump, hide, move silently and so on.

Cunning Defense (Ex)

You study your opponents and learn to anticipate their attacks. Starting at 3rd level, you can spend one inspiration point to gain your intelligence bonus as a dodge bonus to armor class against one opponent for one round. Using this ability is a free action. You can use this ability even while using medium or heavy armor. You can use this ability multiple times to gain a bonus against different opponents, but you cannot use it more than once per turn on a single foe.

Cunning Strike (Ex)

Starting at 4th level, you can spend 1 inspiration point to gain 1d6 sneak attack. When determining if you can SA something that has uncanny dodge, use your factotum level as your rogue level.

Opportunistic Piety (Su)

Factotums are legendary for the number of holy symbols, lucky trinkets, and blessed items they keep handy. As the saying goes, there are no atheists in the dungeon. Starting at 5th level, you can spend 1 inspiration point to channel divine energy as a standard action. You can use this energy to heal injuries, harm undead, or turn undead. At 5th level, you can use this ability a number of times per day equal to 3 + your Wisdom bonus (if any). You gain one extra daily use of this ability at 10th level, 15th level, and 20th level. You cannot use opportunistic piety if you have exhausted your daily uses, even if you have inspiration points left to spend.

If you use this ability to heal injuries, you channel positive energy to heal a living creature of a number of points of damage equal to twice your factotum level + your Int modifier. The energy will also deal the same amount of damage to undead targets.

If you use this ability to turn undead, you act as a cleric of a level equal to your factotum level. No matter what your alignment, you cannot control undead—your understanding of divine magic is too rudimentary.

Cunning Move (Su)

Through pure inspiration you can manage a quick burst of magical movement. By spending 3 inspiration points you can teleport 10 feet per factotum level. Using this ability is a move action that does not provoke AoOs.


Martial Factotum powers:
Spoiler: ShowHide


Cunning Focus (Ex)

A 1st level martial factotum may apply the bonus from weapon focus to any weapon to which she is proficient with. This does not apply to any other feat.

Cunning Toughness (Ex)

At second level, a martial factotum may use her depth of martial knowledge and rudimentary spellcasting to supercharge her body with energy. As a swift action, the martial factotum can spend 2 points of inspiration to gain temporary hit points equal to her intelligence modifier plus her martial factotum plus her factotum level. These temporary hit points last for one minute.

Improved Cunning Strike (Ex)

A martial factotum that reaches 4th level that uses Cunning Strike gains 1d8 points of sneak attack damage instead of 1d6.

Cunning Breach (Ex)

This ability functions as the factotum ability of the same name, except that it costs 1 point of inspiration to use and only applies to damage reduction.

Cunning Dodge (Ex)

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

Cunning Weapons (Ex)

A martial factotum of 7th level or higher can temporarily emulate weapon properties into her own weapons. As a free action when the martial factotum declares an attack, she may apply any weapon property to her attack. This lasts until the start of the martial factotum's next turn and costs a number of inspiration points equal to the weapon's enhancement bonus cost. For example, emulating flaming would cost 1 point of inspiration, while adding holy would cost 2 points. This affects all the weapons the martial factotum uses for the duration.

Epic weapon properties cannot be emulated with this ability.

Improved Cunning Defense (Ex)

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

Improved Brains over Brawn (Ex)

A master martial factotum learns to apply her formidable intellect to how she fights. The martial factotum may use her Intelligence modifier in addition to her Strength or Dexterity modifier on weapon attack rolls and weapon damage rolls. This does not stack with the bonus to attack or damage rolls from Cunning Insight.


Gear:
Spoiler: ShowHide


Razalim

This large scimitar is an early work by Kassim of the Honored Flame. Legends say that a tongue was used as the base of the blade. There's disagreement on if it was the tongue of a charismatic red dragon, a pit fiend or both. Regardless, the tongue was tossed into a boiling vat of silver mined deep in Fire, then superheated so that the tongue and metal turned into a cloud of smoke. Kassim breathed in the smoke and blew it out, pounding it into the shape of a scimitar.

Razalim appears as one smooth piece of silver polished into the shape of a scimitar. The blade has no indents, nicks or signs of wear on it anywhere. When the blade is examined closely, light and shadows form indistinct patterns across it. These patterns are hypnotic, able to enthrall weak-willed creatures.

Razalim is a large scimitar+6. Any creature of 20 or less hit dice that views Razalim must make a DC 48 Will save or be hypnotized by the blade. Such creatures take no actions save to watch Razalim. This effect lasts as long as the creature can see Razalim or until the wielder of Razalim attacks them. During this time, anything the bearer of Razalim says is treated as a suggestion, as the spell with a save DC of 48. Creatures that succeed on the initial saving throw are immune to Razalim's hypnotic powers for 24 hours. There is no limit to the number of creatures that can be hypnotized by Razalim at any one time, so long as they can all see the scimitar. Creatures with 21 or more hit dice are not at risk of hypnosis, but must make the same Will save or be distracted by scimitar. This inflicts a -4 penalty on attack rolls against the wielder, as well as a -4 penalty to armor class against attacks with Razalim. Both types of hypnosis are mind-affecting effects.

In addition to the above powers, Razalim grants a +25 competence bonus to bluff, diplomacy, gather information and intimidation checks. Razalim counts as silver for the sake of bypassing damage reduction, but does not inflict the -1 penalty to damage that alchemical silver does.

In spite of its great power, it is said that Razalim is cursed. Akil is not the first owner of Razalim; he took it from the treasury of a fellow emir he successfully discredited and assassinated. It is said that until the destined hand holds Razalim that all who possess it will come to ruin. The truth of the matter is supported by history, as several powerful efreeti nobles and emirs have held Razalim before suffering grievous misfortune. Further, Kassim has refused to take the blade back when offered and will not speak of it.  In spite of this, various divinations have not discerned a curse on Razalim.

Akil's political position has become isolated in recent centuries. Nevertheless, he refuses to bow to a curse, believing that he is the destined hand and that his setbacks are but weaklings jealous of his powerful position and diabolical ties. He keeps Razalim on his belt at all times, constantly caressing the blade's hilt.

Mantle of the Flametongue

This mantle is golden red, woven in a repeating pattern that resembles flames. It is the symbol of Akil's office of special diplomat, a gift from the first Grand Sultan, the Crimson Firebrand, long ago. In the eons since, it has been imbued with a tremendous amount of magic to bolster the wearer. The costs of these enchantments would bankrupt entire mortal nations.

The Mantle of the Flametongue grants the following bonuses to the wearer.

* Functions as bracers of armor+10
* Functions as an amulet of natural armor+8
* Functions as a cloak of resistance+8
* Functions as a headband of intellect+12
* Functions as a belt of magnificence+6.
* Grants a +15 competence bonus to bluff, diplomacy, gather information and intimidation checks. This overlaps with the bonus from Razalim.
* Bestows a +9 luck bonus to saving throws.
* Increases the damage of the efreet burn ability by 2d6.
* Increases all modes of movement by 40ft.
* Fast healing 30.
* Resistance to cold 100.
* True seeing, always active (CL 27).
* Mind blank, always active (CL 27).
* Allows the following spells to be cast as spell-like abilities at will with a caster level of 27th: Devil's Ego, Devil's Eye, Greater Teleport, Hellfire Storm, Summon Monster 9 (Lawful Evil creatures only).
* Allows the following spell to be cast as a spell-like abilities once per day with a caster level of 27th: Hellball, Utterdark.

This mantle cannot be removed from the wearer by any means, save for the wearer willingly removing it. If the wearer is slain, the mantle may be taken. Creatures who wear the mantle besides Akil bin Faheem explode into a bonfire. They take 20d6 points of searing fire damage per round. Akin bin Faheem can call this mantle to him as a standard action. Treat this as a greater teleport effect. This ability does not function across planes. A DC 60 Use Magic Device check can fool the cloak for 24 hours and allow it to be used safely.

These enchantments have been provided by efreeti and devil spellcasters. In addition to the massive cost involved, it's said that each enchantment entailed the gift of 9,999 slaves to Baator. Each enchantment would have been enough to damn Akin bin Faheem's soul countless times over. The evil of what he did pervades this mantle, causing it to radiate overwhelming evil.

In addition, Akil bin Faheem carries several throwing daggers+9, returning on his person. He keeps scrolls of Gate and Mass Heal at hand, as well as other spell scrolls or items as appropriate.
<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

#118
Belial, Lord of the Fourth

Notes:
Spoiler: ShowHide


- No flavor block here, as his flavor isn't different from the FC2/Gates of Hell.

- I went with Gates of Hell having Belial be a fallen rather than a native devil. This is rather needed with GoH's fallen vs true devils politics amid the nobles of Hell. I don't view it as mattering much overall. Belial's a monstrous pervert no matter where he came from. It doesn't meaningfully impact most of his flavor. I favor the Gates of Hell version since it has more freedom to deal with the subject matter Belial represents. To be honest, Belial creeps me out and disgusts me, so I won't be going any further into it than that.

- FC2 suggests the knowledge domain for Belial. I can see where they're coming from with it, but it feels extraneous to the core concept. I decided not to have him take that domain and instead focus on more visceral and relevant domains.

- Belial's offense centers around direct damage, stunning, disablement and domination. Being wracked with pain or entranced into being a thrall of the Lord of the Fourth is a constant danger when doing battle with him. It all tends to mix together into one repulsive whole. Pain leads to domination, domination leads to pain and both lead to a mental breakdown where one can only love Belial.

- Meanwhile, Belial's defense is all about high hit points, regeneration and immunity to non-lethal damage. Belial doesn't have the flashy defensive tricks most deities and powers have for defense, but instead he can literally take an infinite amount of pain. So long as you can't beat his damage reduction or hit him with holy magic. Of course, dealing damage to him is likely to make him stronger, since Agonized Fist enables quickened sadism and masochism.


Fallen Solar 49//Monk 49

Belial
Master of Pain and Suffering, The Dark Light
Lord of the Fourth
Symbol: An angel immersed in a lake of fire on a black background
Home Plane: Phlegethos, the 4th Hell.
Alignment: Lawful Vile
Portfolio: Pain, suffering, fire, sadism, domination, perversity
Worshipers: Sadists, torturers, deviants, pyromaniacs
Cleric Alignments: LE, LN, NE
Domains: Domination, Evil, Fire, Law, Lust, Pain, Suffering
Favored Weapon: Forever Embraced (Trident)

Size/Type: Large Outsider (Evil, Fallen, Lawful)
Divine Rank: 9
Hit Dice: 46d8+3d10+1029+49+392 (1868 hp)
Initiative: +24
Speed: 240ft, fly 400ft (perfect)
Armor Class: 102 (-1 size, +15 dex, +9 divine, +18 deflection, +24 natural, +18 wis, +9 monk)
Base Attack/CMB/CMD: +49/+76/146
Attack: Forever Embraced+81 (2d6+32 plus 2d6 axiomatic 19-20 x4)
Full Attack: Forever Embraced+81/+81/+81/+76/+71/+66 (2d6+32 plus 2d6 axiomatic 19-20 x4)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, belial's revelation, channel fire 21/day(12d6; DC 40), ki strike(magic, lawful, adamantine), gift of pain 11/day, agony fist 49/day(DC 62), divine blast 21/day(27d12).
Special Qualities: Damage reduction 40/anarchic, epic, good and silver, darkvision 120ft, low light vision, heatsense 90ft, immunity to acid, fire and poison, protective aura, regeneration 32, resistance to cold 30, spell resistance 64, tongues, cursed, aura of hell, divine traits, summon devils, endure fire, purity of body, wholeness of body(98 hp), abundant step, body of agony, mastery of the stunning fist, timeless body, tongue of the sun and moon, empty body, perfect self.
Saves: Fort +69, Ref +63, Will +66 (+4 vs petrification, +2 vs enchantment)
Abilities: Str 45, Dex 40, Con 52, Int 36, Wis 47, Cha 47
Skills: Balance+76, Bluff+79, Climb+78, Concentration+82, Diplomacy+79, Escape Artist+76, Gather Information+79, Heal+79, Intimidate+81, Knowledge(Arcana)+74, Knowledge(Dungeoneering)+74, Knowledge(History)+74, Knowledge(Local: Hell)+74, Knowledge(Nature)+74, Knowledge(N&R)+74, Knowledge(Planes)+74, Knowledge(Religion)+74, Listen+79, Perform(Dance)+79, Profession(Torturer)+79, Sense Motive+79, Spellcraft+74, Spot+79, Tumble+76, Use Rope+76
Feats: Dark Speech(B), Spell Focus(Enchantment)(B), Greater Spell Focus(Enchantment)(1), Improved Unarmed Strike(M1), Stunning Fist(M1), Combat Reflexes(M2), Pain Touch(3), Ability Focus(Stunning Fist)(6), Improved Trip(M6), Empower Spell(9), Maximize Spell(12), Power Attack(15), Toughness(18), Corrupt Spell(30), Jaela's Gambit(36)
Epic Feats: Epic Spell Capacity(21), Blinding Speed(M23), Epic Spell Focus(Enchantment)(24), Improved Combat Reflexes(M26), Epic Ability Focus(Stunning Fist)(27), Improved Stunning Fist(M29), Epic Toughness(M32), Epic Trip(33), Axiomatic Strike(M35), Improved Stunning Fist(M38), Intensify Spell(39), Epic Toughness(M41), Enhance Spell(42), Epic Toughness(M44), Improved Metamagic(45), Epic Toughness(M47), Improved Metamagic(48)
Salient Divine Abilities: Agony Fist, Alter Size, Automatic Metamagic(Corrupt Spell), Control Creatures(Fallen Celestials), Divine Blast, Divine Fire Mastery, Divine Spell Focus(Enchantment), Domination Magic, Elemental Might(Fire), Extra Domain(Fire), Extra Domain(Lust), Extra Domain(Suffering), Govern the Children(Fallen Celestials), Mass Divine Blast
Alignment: Lawful Vile

Racial powers:
Spoiler: ShowHide


Belial casts as a 42nd level cleric (caster level 49th, caster level 58th for caster level checks). The save DCs are 28 + spell level (36 +  spell level for enchantment). All of Belial's spells are automatically corrupted. His metamagic options are Empower Spell (+1), Maximize Spell (+1), Enhance Spell (+2) and Intensify Spell (+5)

[6/day]0: Cure Minor Wounds, Detect Magic, Detect Poison, Light, Resistance, Virtue
[10+1/day]1: (Angry Ache), Cure Light Woundsx2, Deathwatchx2, Divine Favorx2, Inflict Light Woundsx2, Slow Consumptionx2BoVD
[10+1/day]2: (Produce Flame), Belial's Nimbusx2SC, 1BoneblastBoVD, Cure Moderate Woundsx2, Infernal Woundx2SC, Inflict Moderate Woundsx2, Wither LimbBoVD
[9+1/day]3: (Wrack), BlindsightSC, Cure Serious Woundsx2, DarkfireSC, Flesh RipperBoVD, Inflict Serious Woundsx4
[9+1/day]4: (Wall of Fire), Cure Critical Woundsx2, Damning Darknessx2BoVD, Inflict Critical Woundsx2, Maximized Flesh Ripper, Poisonx2
[9+1/day]5: (Maximized Order's Wrath), Flame Strikex3, Morality Undonex2BoVD, Parboilx2Sand, Symbol of Painx2
[8+1/day]6: (Pox), Blade Barrier, Greater Dispel Magicx2, Healx2, Maximized Parboilx2, Thousand NeedlesBoVD
[7+1/day]7: (Enhanced Maximized Unholy Blight), Empowered Maximized Flame Strikex2, Greater Restoration, Regeneratex2, Withering PalmSC, Wretched BlightBoVD
[7+1/day]8: (True Domination), Antimagic Field, Fire Storm, Intensified Flesh Ripper, Maximized Wretched Blightx4
[7+1/day]9: (Empowered Maximized Fire Storm), Empowered Maximized Wretched Blightx2, Gate, Mass Healx2, Spread of Savageryx2BoVD
[7+1/day]10: (Belial's MercyHome), Curse of Inadequacyx2Home, Empowered Energy Drainx4, Enhanced Intensified Flesh Ripperx2
[6+1/day]11: (Empowered Enhanced Maximized Fire Storm), Mass Regeneratex3Home, Superb Dispellingx3Home
[6+1/day]12: (Enhanced Intensified Flame Strike), Empowered Enhanced Maximized Fire Stormx2, Nerve Overloadx2Home, Sensual Blessingx2Home
[6+1/day]13: (Intensified Incendiary Cloud), Darkfire Impalementx3Home, Maximized Nerve Overloadx3
[6+1/day]14: (Mass Monstrous ThrallHome), Enhanced Intensified Wretched Blightx2, Intensified Energy Drainx2, Maximized Darkfire Impalementx2
[5+1/day]15: (FirescapeHome), Empowered Maximized Darkfire Impalementx2, Enhanced Maximized Nerve Overloadx3
[5+1/day]16: (Maximized Firescape), Enhanced Maximized Darkfire Impalementx2, Mass Nerve Overloadx3Home
[2+1/day]17: (Empowered Maximized Firescape), Maximized Mass Nerve Overloadx2

1 - As Balor Nimbus

BoVD - Book of Vile Darkness
Home - Homebrew
Sand - Sandstorm
SC - Spell Compendium

Regeneration (Ex)

Belial takes normal damage from anarchic, epic, holy and silvered weapons or from spells with the good descriptor.

Cursed (Ex)

Belial has betrayed all he once stood for and has an unsettling nature about him. Belial suffers a –2 penalty on Diplomacy checks when interacting with good creatures, but gains a +2 bonus on all Intimidate checks.

Belial's Revelation (Su)

Belial can reveal the utter depths of his depravity to creatures. This revelation breaks the mind of all but the strongest, turning them into little more than shells seeking pleasure and pain. As a standard action, Belial can focus his attention on a creature within 400ft. The creature needs to be able to see or hear Belial for this power to be effective, telepathy or divine communication are sufficient for this ability. This focus reveals the full depths of Belial's twisted desires to the creature, immersing them in unspeakable fantasies.

The creature must make a Will save (DC 10 + 1/2 hit dice + Charisma modifier + divine rank; DC 61). Failure results in the creature taking 4d8 points of Intelligence, Wisdom and Charisma drain. A creature reduced to zero in any ability score by this attack results in its mind being broken by the horror. The creature is stunned for 4 rounds. Thereafter, its alignment shifts to lawful evil (if not already) and the ability drain is restored. The creature then seeks to indulge in the various vile acts it saw from the revelation, this is now its only desire and reason to exist. 

This condition can be removed in two ways. A wish or miracle spell while the creature is stunned from the revelation negates any further effects. The ability drain remains, further, this ability drain is treated as vile and must be cured on consecrated grounds. Once the creature has shifted to lawful evil, restoration is much more difficult. A wish or miracle spell can still reverse the changes, but a DC 61 caster level check is required. Alternately, a deity can negate these changes with an opposed rank check against Belial.

A creature that successfully saves against this ability is sickened for one round and suffers 4 points of Intelligence, Wisdom and Charisma damage. These changes are the result of directly assaulting the creature's spirit. As such, various protections against ability damage, ability drain, stunning, sickening or mind-affecting do not protect against this ability. Belial must succeed on an opposed rank check to affect a deity with this ability.

Aura of Hell (Ex)

The presence of Belial is so vile that it causes lesser beings to cower or pay homage to the might of his evil. All within 900 feet of Belial must succeed in a Will save(DC 10 + 1/2 hit dice + Charisma modifier + divine rank; DC 61). Those who succumb to the evil Belial represents suffer one of the two following effects as determined by Belial (who can change the effect, or discontinue it, as a free action):

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

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

Summon Devils (Su)

Belial may summon up to 49 hit dice of devils or lawful evil fallen celestials three times per day. Alternately, he can call the same another three times per day. Finally, once per day, he may call a Duke of Hell in his service. The Duke is aware of the situation but must answer the summons.


Divine powers:
Spoiler: ShowHide


Always active-detect chaos, detect good, magic circle against good. At will-angry ache, bane, bear's endurance, bestow curse, burning hands, calm emotions, charm monster, charm person, clairaudience/clairvoyance, command, create undead, blasphemy, desecrate, dictum, dispel chaos, dispel good, dominate person, elemental swarm(fire only), energy drain, enervation, enthrall, eternity of torture, fire seeds, fire shield, fire storm, feeblemind, geas/quest, greater command, greater plane shift, greater teleport, harm, hold monster, horrid wilting, incendiary cloud, invisibility, liquid pain, magic circle against chaos, mass charm monster, mass suggestion, monstrous thrall, order's wrath, pox, produce flame, protection from chaos, protection from good, refuge, resist energy, sadism, scrying, shield of law, suggestion, summon monster 9(lawful evil only), symbol of pain, symbol of persuasion, sympathy, thousand needles, true domination, unholy aura, unholy blight, wall of fire, wave of pain, waves of exhaustion, wrack. Caster level 49th. The save DCs 47 + spell level.

Alter Reality (Su)

Belial 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. Belial can use limited wish when doing so can help him promote perversity, pain and suffering. Note that in the situation where Belial and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Inflict Wounds (Su)

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

Domain powers:

Domination: Spell focus(enchantment) as a bonus feat.
Evil: +1 caster level to evil spells.
Fire: Turn water creatures 21/day.
Law: +1 caster level to lawful spells.
Lust: 9/day as a free action gain a +24 enhancement bonus to charisma for one round. Net +5.
Pain: 9/day heal damage from successful attack against an enemy, up to 24 hp.
Suffering: Pain touch 9/day, touch attack that inflicts -2 str/dex for one minute.

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

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

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

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

Create Items: Belial can create any wondrous item with power related to perversity or pain; the maximum is 30,000 gold.

Portfolio Sense: Belial is aware of any act of perversity, suffering or agony that involves 500 or more people.


Monk powers:
Spoiler: ShowHide


Endure Fire (Su)

Once per day as a free action when taking fire damage, the Agonized Fist may revel in the pain of the flames. They burn the monk and yet do not truly harm him. The monk may treat that occurrence of fire damage as non-lethal damage.

At 5th level and every 3 levels thereafter, the Agonized Monk gains another daily use of Endure Fire.

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.

Gift of Pain (Sp)

A 9th level Agonized Monk can use sadism or masochism once per day as a spell like ability. His caster level equals his monk level. He may choose which to cast each time he uses this ability, he is not restricted to one or the other. Non-lethal damage from Endure Fire counts as damage for masochism.

At 13th level and every four levels thereafter, the Agonized Monk gains another daily use of sadism or masochism.

At 14th level, the Agonized Monk may use this ability as a swift action.

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).

Body of Agony (Ex)

At 13th level, an Agonized Monk becomes immune to non-lethal damage of all types. They still feel pain from this damage and take superficial injuries, but no true damage is done. Non-lethal damage from Endure Fire still counts for the sake of masochism, even though the Agonized Monk takes no damage.

Master 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.

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.

Perfect Self (Ex)

At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.


Gear:
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Forever Embraced

The origins of Forever Embraced are unclear. Belial favored unarmed strikes before his fall and did not carry a trident, nor did he carry one in his time in Hell before the overthrow of Adrammelek. It appeared soon after Belial's rise to Lord of the Fourth. Details remain elusive, as Belial and his servants seem to mistake anyone asking about it as demanding they experience the lovely torments of Phlegethos. As such, only speculation exists to the origins of Forever Embraced.

It is generally accepted that Forever Embraced being made of hellforge iron is meaningful. Adrammelek was banished for bringing the taint of chaos to Phlegethos, leading to speculation that the trident represents Belial's dedication to order. In particular, hellforge iron weapons excel at demonslaying. While a practical choice for many devils embroiled in the Blood War, there is relatively little need for Belial to have such a weapon. This has caused many scholars of Hellish affairs to assume that it is a direct statement against the failures of the previous Lord of the Fourth.

Forever Embraced is a hellforge iron trident covered in sharp hooks. It is coated in Belial's dried blood, as the trident is capable of piercing his flesh. Belial regularly caresses Forever Embraced as well as rubbing it all over his body. It is a large hellforge iron trident+7, keen and returning. It has a x4 critical hit multiplier (x7 against demons) and a range increment of 40ft. The trident can be used for flurry of blows, to deliver stunning fist/agony fist attacks and any other special monk abilities that require unarmed strikes.

Any wound from Forever Embraced does not heal properly. The injury heals and the wound vanishes, yet the pain does not fade. It instead intensifies into an eternal ache that torments Belial's victim. A creature wounded by Forever Embraced that thereafter heals the damage (the means of healing is irrelevant) must make a DC 55 Fortitude save. Success allows the pain of the wound to fade and spares the creature further suffering. Failure results in intense pain in the healed wounds. This pain is permanent, constant and unrelenting, inflicting a -4 penalty to attack rolls, armor class and saving throws. This stacks with the penalty from Agony Fist, as well further injures from Forever Embraced. Creatures immune to pain or that do not feel pain are immune to this ability. A wish or miracle spell that succeeds on a DC 55 caster level check can end this pain, as can a deity who succeeds on an opposed rank check against Belial.

As a side effect of Belial's own masochistic tendencies, Forever Embraced has gained the ability to inflict lethal damage to the Lord of the Fourth. Injuries from Forever Embraced count as lethal damage to Belial, these overcome his regeneration and damage reduction.

Belial carries no other gear with him, preferring to go unclad or in exotic outfits. He tends to neglect his defenses as he wants to feel pain. Nonetheless, he does have a great deal of treasure to draw on as a Lord of the Nine. He'll draw on it for particularly interesting challenges or against opponents that intrigue him.


Custom Material:
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Darkfire Impalement
Evocation [Fire]
Level: Clr 13
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 50ft cube
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You invoke the essence of darkfire, causing the area to be filled with needles made of solid darkfire. All creatures within the area of effect take 35d6 points of fire damage.

Darkfire is invisible to normal sight. Creatures who are currently seeing with darkvision, have the ability to see in darkness(such as devils) or are under true seeing can see the darkfire. Creatures who cannot see the darkfire suffer a -4 penalty to the Reflex save and lose the benefit of evasion and improved evasion, if they have those abilities.

Firescape
Evocation/Abjuration [Fire]
Level: Sor/Wiz 15, Fire 15
Components: V, S, M/DF
Casting Time: 10 minutes
Range: Anywhere within the area to be warded
Area: Up to 200 square ft/level (S)
Duration: 1 day/level (D)
Saving Throw: See text
Spell Resistance: No

This spell is used to ward strongholds for creatures native to fiery climates. The ward protects 200 square feet per caster level. The warded area can be as much as 20 feet high and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them; you must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area.

Heat

The entire warded area is superheated. This heat is pleasant to creatures native to fiery climates such as fire elementals and devils. Any creature not immune to fire takes 25d6 points of fire damage per round within the area. The warded building is not affected by this heat, nor are items carried by creatures immune to fire.

Airless

The tremendous heat consumes oxygen fast, making it impossible for creatures that are not of fire to breathe. Creatures that are not immune to fire cannot breathe within the warded area. They risk suffocation as normal for a lack of oxygen. Creatures immune to fire find it easy to breathe and suffer no difficulties.

Water and Cold Repellant

Creatures with the water or cold subtypes find it difficult to enter the warded area. They must succeed on a Will save to do so. A creature that fails this save may not enter the warded area for 24 hours. A creature that succeeds on the save may enter as it pleases for 24 hours.

Water and Cold Suppression

Spells and spell-like abilities with the water or cold descriptors are almost impossible to cast within. A Spellcraft check (DC 60) is required to successfully cast those spells within the warded area. Even if the spell is successfully cast, it suffers a -5 penalty to caster level. A spell reduced to a caster level of zero or lower fizzles.

Dimensional Locking

In addition to the above defenses, the entire area is treated as being under a dimensional lock spell.

The entire warded area radiates overwhelming evocation and abjuration. The effects are resistant to most dispelling magic, requiring superb dispelling or greater to remove. A successful superb dispelling brings down the entire ward.

Material Components

A hunk of brimstone, a silver rod and a burning fire.

Mass Monstrous Thrall
Enchantment (Compulsion) [Mind-Affecting]
Level: Domination 14
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature/level; no two of which can be more than 100ft apart
Duration: Permanent
Saving Throw: Will negates; see text
Spell Resistance Yes

This spell functions as monstrous thrall except as noted here. The penalty to Will saves is increased to -8. This spell penetrates defensive spells and spell-like abilities of 12th level or lower, such as protection from evil and mind blank. A creature protected must still save, but they do not suffer the -8 penalty. Such spells do not suppress the domination once established. Your control of dominated creatures extends across planes.

Mass Nerve Overload
Transmutation
Level: Clr 16
Components: V
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature/level; no two of which can be more than 50ft apart
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance

This spell functions as nerve overload, except that it can deal a maximum of 45d8 damage.

Nerve Overload
Transmutation
Level: Clr 12
Components: V
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

You utter a fervent prayer that cause the target's nerves to go berserk. This causes unbelievable pain to the target, dealing 1d8 points of damage per caster level (maximum 30d8) and stunning them for 4 rounds. A successful Fortitude save negates the stunning but does not reduce the damage taken. Creatures without nerves or who do not feel pain are immune to this spell.

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.

AGONY FIST
Prerequisite: Pain Domain, Stunning Fist, Pain Touch, Improved Stunning Fist, wis 37
Benefit: The merest touch from Belial can inspire overwhelming pain. When Belial successfully stuns an opponent with Stunning Fist, they are stunned for four rounds and then nauseated for four rounds. These effects bypass normal protections against stunning. Only creatures that cannot feel pain are immune to the stunning caused by Agony Fist. In addition, the target is forevermore wracked with pains after the stunning and nausea passes. They suffer a -4 penalty to attack rolls, armor class and saving throws. This penalty is permanent unless reversed by a wish or miracle spell that succeeds on a DC 62 caster level check, a deity who succeeds on an opposed rank check against Belial or by Belial willingly ending the pain. This ability replaces the stunning and nausea from stunning fist and pain touch.

DOMINATION MAGIC
Prerequisite: Domination domain, Divine Spell Focus(Enchantment), cha 35
Benefit: Belial's magic causes incredible pain that breaks the mind and makes creatures serve him. Any creature that suffers damage from Belial's spells or spell-like abilities must make a Will save (DC 10 + 1/2 hit dice + Charisma modifier + divine rank + Spell Focus(Enchantment) feats/SDA bonuses; DC 68) or fall under Belial's influence. Such creatures are controlled completely by Belial, this lasts until the end of Belial's next turn. Until that time, the creature acts as Belial sees fit and cannot resist. Directing the creature is automatic for Belial and does not count as an action. Should Belial spend his next turn focusing on the bond (a full round action), the duration of this domination becomes permanent. Such domination may only be removed by a wish or miracle spell that succeeds on a DC 68 caster level check, a deity who succeeds on an opposed rank check against Belial or by Belial willingly releasing the domination. Belial can keep a maximum of four creatures permanently dominated (temporary dominations do not count) in this fashion. Should he dominate a fifth, the creature who has been dominated the longest is freed of the effect. This is a mind-affecting, compulsion ability.

<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

#119
Levistus, Rogue Aspect of the Lord of the Fifth

Note: The creature described here is a renegade aspect of Levistus. The true Levistus is locked away in Stygia and beyond the reach of any, save Asmodeus. The deity information block refers to the true Levistus while the stats after refer to the renegade aspect.

Fluff:
Spoiler: ShowHide


Background

Avatars and aspects are an extension of a deity's will, used to interact with lesser creatures and travel in the mortal world. They do not possess free will, yet this rule has been broken by Levistus. Levistus's aspect has taken on a life of his own and now works to his own ends; indeed, he now conspires against the imprisoned Lord of the Fifth.

When Levistus was sealed away by Asmodeus, he had an aspect attending to business within Carceri. The sealing severed the connection between aspect and master, which rendered the aspect nothing more than a mindless shell. It should have immediately returned to Levistus and been imprisoned with the Prince of Stygia. Instead, the aspect was pulled back by Carceri at the same time as the seal attempted to take him. The prison plane would not relinquish a chance to capture a prime inmate. Yet as the two inexorable forces fought over the aspect, the impossible happened. The aspect, which by all rights should have been reduced to a mindless shell, acted of its own will and betrayed both. It opened a portal and escaped, eluding both forces.

The aspect, which calls itself Levistus and will be referred to as such from hereon, was now fully aware. He was no longer connected to the true Levistus and only a shadow of the might of the Prince of Stygia. Nevertheless, he was still a powerful being and capable of growing stronger. He has all the memories of Levistus, and while he did not believe himself the true Levistus, was not in the least bit disturbed by that.  His connection to Levistus was gone, only leaving the memories of the Lord of the Fifth and fragments of his divine might.

In the aftermath of this, Levistus was furious. Yet the main target of his anger was not Asmodeus, who had sealed the true Levistus away. His fury was not directed to the other Lords of the Nine, who had worked against him time and time again, nor was it aimed at the lesser peerages of Hell. His wrath was focused on the true Levistus. The fool's murder of Bensozia had cost the true Levistus everything, a foolhardy betrayal of Hell's order. He would have revenge on not just Hell, but the blundering idiot now imprisoned within Stygia.

To enact his revenge, Levistus realized that he needed power, both external and internal. He first focused on his own abilities, spending time in a place no devil would willingly choose to live in - Limbo. There he spend years training and progressed from a mere student of dueling to a grand master. His improvement was swift, perhaps fueled by the betrayal against his own diabolical nature. He then went on to travel the planes. Levistus established bases, obtained treasures and gained allies that he always betrayed in the end.

Levistus's allies are bewitched by sweet words and agreeable promises, all before being betrayed and subjected to his devour mind ability. The same pattern emerged countless time over the eons, a secret trail of back-stabs left in his wake. Each one follows the familiar story arc of a riches to ruin tragedy. His new ally would prosper greatly with Levistus' aid, all before being betrayed near the zenith of success. Levistus uses the carefully nurtured hubris of the ally to effectively betray him, trapping the ally in a situation where a duel with Levistus is the only option. This climatic duel ends with the defeat of the ally and Levistus devouring the ally's mind.

Recently, Levistus has cemented his power base enough to begin the next phase of his plan. He has traveled about Creation as a dashing gentleman devil, set on spreading the worship of Levistus. Not the true Levistus, but his own worship. Each stop has resulted in the birth of a new cult of Levistus. His goal is to steadily gain worship, in time he believes that worship to the true Levistus will come to him instead. He will become a deity able to carve his own desires in Creation. As he is already divine, he is confident that Ao will not accurse him as a hunefer. After all, he will be receiving worship directed to a legitimate power.

Levistus believes that once he becomes a deity and obtains all of the true Levistus's worship, that the imprisoned fool will be forever forgotten within Stygia. He will be yet another lost and tormented soul within the Styx. This will be his ultimate revenge on the fool that threw away his freedom and it will set the stage for his triumph over the rest of Hell. His worship will rise and he will have the power to defy Asmodeus. Once he does, he will remove his banishment from Hell, storm the pit and devour the minds of the Lords of the Nine one by one. With the memories of the first eight Lords and his own power, not even Asmodeus will be able to stop him. He will devour the mind of the Lord of the Ninth and become the supreme king of Hell.

This plan has shown early promise. Worship has allowed Levistus to regain the domains and spell-like abilities of the Lord of the Fifth, as well as part of the true Levistus' psionic power. Levistus eagerly awaits the day where his dreams become reality.

Appearance

Levistus is the dapper image of a dashing gentleman. His coal black hair is slicked back and he wears blue and white finery. He has matching black eyes and a neatly trimmed goatee. A sheathed rapier is always at his belt. He finishes his outfits with large, feathered hats. He makes a point not to wear jewelry beyond a single (non-magical) signet ring, as he believes jewelry doesn't match the image he prefers to cultivate. This changes when Levistus expects battle; in those cases, he wears enough enchanted jewelry, clothing and equipment to resemble a remarkably prosperous and powerful adventurer.

Those who study Levistus' appearance for a long time or who are exceptionally observant may notice that his teeth resemble those of sharks. Those that notice that find that Levistus appears far more menacing. He brings to mind a shark on the hunt and his words have ill portends. Mortals find this distracting to the point of forgetting everything else that is going on. Greater creatures can endure this, but still find the knowledge weighs heavily on them. It constantly comes to mind, disrupting thought and causing promising trains of thought to be lost.

Personality

Levistus is a charming fellow. He is refined and has excellent manners, coming off as a learned gentleman of action. He engages people in conversation around his exploits, telling riveting tales of his own derring-do. These tales entertain and enthrall, allowing the listener to forget everything and lose themselves in a story. Afterwards, he works them smoothly, making friends and impressing the ladies. The last in particular, for he well enjoys their company.

Beneath this polished facade lies a predator. Levistus rarely tips his hand towards this, instead working his wiles on his prey. For at heart he desires nothing more than to rip the memories from all he meets and devour them. He is a hopeless glutton of the mind. Levistus sees others as resources to be exploited and then consumed, even when it would be in his better interests otherwise. He has repeatedly hurt his own cause by consuming valuable allies, ones who would be more useful intact.

Relations

It is obvious that Levistus has no immediate family. He does not consider the true Levistus as a parental figure nor does he have any need for such, coming into his new life fully mature. However, his love of women has resulted in myriad half-fiend children left in his wake. These children are noted for fish-like features, an affinity for cold and a gluttonous nature. Levistus pays little mind to them, usually gone before they are born. He has underlings keep loose tabs on them; he expects them to betray him, as it's only natural, and this is acceptable so long as they don't turn towards good. Those that do are mercilessly exterminated by a Levistus lead strike force. He does not risk escalation by sending weaker servants, instead he relies on a single, irresistible strike that is meant to annihilate the wayward child.

Levistus is generally unknown to the nobles of Hell. Bel is aware of him from before his rise to Lord of the First, but has no interest in dealing with him. There is only one fate for traitors to Baator's military machine; however, he has kept this knowledge to himself. He has loose plans to frame an enemy with connections to this Levistus at the right time, the knowledge is hoarded as a trump card. With Levistus's reputation as a traitor, the proper framing can make a connection damning indeed. Levistus knows that Bel knows, and has properly deduced the reasons why Bel has not informed the rest of Hell. Levistus made several new strongholds across the planes after this realization, to ensure safe retreat is available should he be used as a scapegoat.

Beyond that, only Asmodeus knows of Levistus. He felt and saw the aspect tear away, as it was his power that imprisoned the true Levistus. This was the rarest of rare things for the Lord of the Ninth, a genuinely unanticipated event. He has intensely watched Levistus since then. Levistus' growth into a being separate from the true Levistus intrigues the Lord of the Ninth, while his desire to seek revenge against the true Levistus delights and amuses Asmodeus. He has allowed Levistus to exist on these grounds. While there are a few reasons to be cautious of the aspect, Asmodeus has woven him into his plans. Many of Levistus' adventures have been subtly influenced by Asmodeus, using him as a powerful agent to advance lawful evil. The Lord of the Ninth considers him an unofficial Archduke of Hell in this capacity.

Past this, Levistus has few allies or enemies. Those he deals with are inevitably subjected to devour mind and he chooses his targets carefully. He is relatively unknown and makes an effort to stay that way for now. Still, a few entities have quiet ties to the renegade aspect.

Levistus has made peaceful contact with Olhydra, Prince of Elemental Evil in Water. The two have little use for one another, as Olhydra prefers demons. Nonetheless the two maintain polite diplomacy so they can stay out of each other's way on Water. In return for Olhydra's tolerance, Levistus has taught the Archomental several diabolical secrets centered around the Styx. Conversely, Ben-Hadar is not aware of Levistus. Istishia does know of Levistus; when Levistus first set up a lair within Water, a primal water elemental came to greet him and serve at Istishia's behest. It is an unhidden spy protected from Levistus' devour mind, yet Levistus can do nothing about it. To dismiss or slay it would be an insult to the Water Lord, one he can ill afford.

Combat

Levistus only fights when it is to his advantage. His entire life has been defined from his separation from the power of the true Levistus, so he only risks combat under carefully set conditions. This is routinely a duel against a single opponent. His strategy is simple. He engages his enemy head on in an honorable, face to face sword duel, trading full attacks. He fights defensively to gain a massive bonus to armor class, relying on that to keep him unharmed. His blows are not the most accurate, but they weaken, disable and ultimately erode the target to total defeat. Fighting Levistus in a duel is much like fighting the Styx, with each blow sapping away some of the opponent's vigor.

Against duelists that are outmatched, Levistus attempts elaborate combat maneuvers to impress any bystanders. He will do these even if fighting alone, for her greatly enjoys playing the role of a swashbuckler. Disarms, trips and dirty tricks are all employed. Many of these provoke attacks of opportunity, but with his defenses, he sees it as another chance to elegantly parry his opponent's strikes. He draws these battles out long enough to assert his complete superiority before finishing his foe off.

When facing an opponent that can match him, Levistus takes the fight seriously. He goes full defense and is content to settle in for a long battle. These instances are rare and he savors them to the utmost. He tries to encourage his opponent to match him in wild feints, insane maneuvers and acrobatic combat. Should Levistus be reduced to less than half his hit points, be clearly losing the duel or should it reach a long stalemate, Levistus dips into his spell-like abilities. He is not so honorable as to risk actual defeat and will use his spell-like abilities, summon devils and use all his powers should a duel turn against him.

Should Levistus be forced to battle on terms not of his own choosing, he is a vicious duelist who holds nothing back. He prepares before battles by casting unholy aura, shield of law and mind blank. Generally, he will have a few scrolls with powerful spells to further boost his attack ability. If he has time before the battle, he will call Amea, a 30 hit dice gelugon summoner who serves him, as well as a 10 hit dice erinyes. The erinyes summons 20 lemures as fodder (Levistus' presence is sufficient to ensure the summon succeeds and has the maximum result) while Amea summons more devils then invokes various summoning spells. Meanwhile, Levistus casts elemental swarm each round, garnering large water elementals to aid and establishing the possibility of free reinforcements later. This lasts until the battle is joined.

At this point Levistus stays back, flinging his horrid wilting, acid fog and summon monster 9 spell-like abilities. Amea continues to summon while his servants whittle down the forces against Levistus. Levistus holds nothing back and will summon further as needed. He engages in melee only as a last resort. While he is good at holding his own, an enemy able to forcefully lay a hand on him in this situation means his plans have gone gravely awry.


Notes:
Spoiler: ShowHide


Levistus. He's an interesting fellow, but let's face it. He's not getting out unless he's the absolute focus of a campaign. For all his power as a Lord of the Nine, there's no reason to bother stating him out. So I cheated. His aspect has gone rogue in the way only the aspect of a deity of betrayal could. While the aspect is no match for the true Levistus, he is a powerful and active force for lawful evil outside of Hell.

The Levistus here is based on the FC2's portrayal. There are aspects of the Gates of Hell's Leviathan in play, but this aspect is primarily the devil duelist presented in the the canon material. I really like both the FC2's and GoH's takes on Levistus/Leviathan. I leave open the possibility that the true Levistus is different from this rogue aspect, as the aspect has had eons to grow into a unique being. Notes are as follows.

- Levistus's FC2 domains are Cold, Evil, Trickery and War. I retained Cold and swapped Trickery for Treachery. I view Trickery for Treachery to be merely refining the type of trickery Levistus favors. The one I don't get is War. Yeah, Levistus is a betraying son of a bitch, but he's not really a warmonger. He's a backstabber, a betrayer. War feels like jamming him into an SRD domain that doesn't quite fit on inspection. Bel's someone who should have the War domain, as is Tempus and Red Knight. Levistus isn't. The rest of his domains were chosen based on the flavor synthesis from the FC2 and GoH versions.

- Duelist has been revised for Balmuria. The revision can be found in the homebrew topic.

- Levistus settles for being an excellent defensive dueler. Fighting him is a battle of attrition. He won't score a lot of hits against a worthy foe, but his strikes will count for a hell of a lot. Ability damage, negative levels and bad status on critical hits all lead to a slow path to victory. His style resembles the Styx eroding the memories from a creature that falls in. Each strike takes something from the victim. Otherwise he makes a good boss type with SLAs, summons and a few other tricks. But he's not an offensive juggernaut and isn't going to win most battles quickly.

- Conversely, if he ever gets the psionics of the true Levistus, he'll go way up on the power scale. He'd be a 36th level psion(telepath) if that happens. The attack bonuses would make him much nastier, let alone all the other tricks he can pull out.

- The true Levistus gets psion manifesting from his racial hit dice. It's 9/10 progression per ten levels. The manifesting the aspect might gain may not precisely match what the true Levistus has.


Levistus
Prince of Stygia, Traitor of Stygia
Lord of the Fifth
Symbol: A black cauldron filled with chunks of ice
Home Plane: Stygia, the 5th Hell
Alignment: Axiomatic Vile
Portfolio: Amnesia, water, betrayal, mind, consumption
Worshipers: Betrayers, traitors, duelists, telepaths, gluttons
Cleric Alignments: LE, LN, NE
Domains: Cold, Evil, Gluttony, Law, Mind, Treachery, Water
Favored Weapon: Stygian Rapier (Rapier)

Devil 40//Swashbuckler 6/Rogue (Feat Variant) 4/Duelist 30

Size/Type: Medium Outsider (Devil, Evil, Lawful, Psionic)
Divine Rank: 0
Hit Dice: 36d10+4d8+440 (832 hp)
Initiative: +33
Speed: 60ft, fly 200ft (perfect), swim 100ft
Armor Class: 82 (+15 dex, +15 natural, +13 deflection, +15 int, +2 dodge, +12 armor)
Base Attack/CMB/CMD: +40/+51/106
Attack: Stygian Rapier+61 (1d6+35 plus 3d6 unholy and 1 negative level (9d6 and 3 negative levels on crit) plus 2 wis plus 7d6 precise strike plus 2 str on precise strike plus 1d6 deadly strike plus 4d6 on critical hit plus slow 3 rounds on critical hit plus confusion 3 rounds on critical hit (DC 41) 15-20 x3)
Full Attack: Stygian Rapier+61/+56/+51/+46 (1d6+35 plus 3d6 unholy and 1 negative level (9d6 and 3 negative levels on crit) plus 2 wis plus 7d6 precise strike plus 2 str on precise strike plus 1d6 deadly strike plus 4d6 on critical hit plus slow 3 rounds on critical hit plus confusion 3 rounds on critical hit (DC 41) 15-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, devour mind, aura of hell, insightful strike, precise strike+7d6, crippling strike.
Special Qualities: Damage reduction 30/anarchic, epic, good and silver, immunity to cold, fire and poison, resistance to acid 30, spell resistance 55, see in darkness, summon devils, telepathy 500ft, banishment, psionic, divine traits, grace+10, trapfinding, evasion, trapsense+1, uncanny dodge, enhanced mobility, acrobatic charge, improved reaction+10, canny defense, elaborate parry, superior mobility.
Saves: Fort +42, Ref +65, Will +41
Abilities: Str 32, Dex 41, Con 33, Int 40, Wis 31, Cha 36 
Skills: Appraise+58, Balance+58, Bluff+58, Diplomacy+58, Climb+54, Disable Device+58, Escape Artist+58, Forgery+58, Gather Information+56, Hide+58, Intimidate+56, Knowledge(Arcana)+58, Knowledge(Nature)+58, Knowledge(N&R)+58, Knowledge(Planes)+58, Knowledge(Psionics)+58, Knowledge(Religion)+58, Move Silently+58, Listen+53, Perform(Dance)+56, Perform(Oratory)+56, Sense Motive+55, Spellcraft+58, Spot+53, Swim+54, Tumble+58, Use Magic Device+56, Use Rope+58
Feats: Dark Speech(B), Mindsight(1), Weapon Finesse(S1), Deadly Defense(3), Dodge(6), Mobility(R1), Einhander(R2), Combat Expertise(9), Improved Feint(R4), Improved Critical(Rapier)(12), Power Attack(15), Staggering Critical(18), Deflect Arrows(D9), Weapon Focus(Rapier)(21), Improved Disarm(33), Improved Initiative(36)
Epic Feats: Overwhelming Critical(D13), Epic Reflexes(24), Devastating Critical(D16), Improved Weapon Finesse(27), Exceptional Deflection(D19), Stygian Critical(30), Infinite Deflection(D22), Spell Parry(D25), Superior Initiative(D28), Improved Precise Strike(39)
Salient Divine Abilities: -
Alignment: Axiomatic Vile

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-detect chaos, detect good. At will-acid fog, bestow curse, bite of the king, blasphemy, brain spider, calm emotions, chill metal, chill touch, comprehend languages, cone of cold, control water, control weather, create food and water, create undead, death knell, desecrate, detect thoughts, dictum, discern lies, dispel chaos, dispel good, fog cloud, eagle's splendor, elemental swarm(water only), eyebite, glibness, goodberry, greater plane shift, greater teleport, heroes feast, hold monster, horrid wilting, ice storm, imprisonment, lesser telepathic bond, magic circle against chaos, magic circle against good, magic jar, mind blank, obedient avalanche, obscuring mist, order's wrath, polar ray, probe thoughts, protection from chaos, protection from good, shield of law, sleet storm, stone to flesh, summon monster 9(lawful evil only), superior dispelling, symbol of persuasion, telepathic bond, trap the soul, undetectable alignment, unholy aura, unholy blight, vampiric touch, vortex of teeth, wall of ice, water breathing, weird. 1/day-wish. Caster level 40th. The save DCs are 33 + spell level.

Psionic (Ex)

Levistus has some fragments of psionic powers from the true Levistus. He is treated as a psionic character and has a power point reserve equal to a 36th level psion. However, he does not currently have any psionic abilities.

Banishment (Ex)

As a result of the true Levistus being imprisoned with Stygia and his own unusual means of awakening, Levistus cannot enter Hell by any means. This is similar to the banishment certain outcast devils and Archdukes of Hell suffer from.

Devour Mind (Su)

Levistus is able to consume the mind and knowledge of defeated foes. He may place his hands on the head of a helpless character as a full round action. This provokes attacks of opportunity, a successful one that deals damage to Levistus interrupts Devour Mind and ruins the attempt. Otherwise, the target must make a DC 48 Will save; the target may take this save even if being helpless would normally render them unable to. A target that succeeds on this save takes 2d6 points of Intelligence damage from mental trauma. If this damage reduces the target to zero Intelligence, they are treated as having failed the save. A creature that succeeds on the save and is not reduced to zero Intelligence is immune to Devour Mind for 24 hours.

A target that fails this save has its memories taken by Levistus. Levistus gains every memory the creature had in perfect clarity and can draw on them at will. In addition, stealing memories invigorates Levistus. He heals 5 hit points per hit die of the target. The target is left an amnesiac shell, reduced to mental childhood. These memories can only be regained in one of three ways.

Levistus may choose to give the memories back. This is a free action for him. If he does, he loses all of the target's memories and the target regains them and recovers in one round. A wish or miracle spell can restore the memories, though it requires a DC 48 caster level check. If this is successful, Levistus loses the memories but is aware of who regained them and who cast the spell to seize them. Finally, a deity can restore the memories by an opposed rank check against Levistus. In this case, Levistus loses the memories but does not know which deity took them back.

A target shorn of memories loses all knowledge and is little more than a child. It must learn how to do everything all over again. Such creatures develop as normal, save for a marked tendency towards lawful evil actions. They retain any class levels and hit dice they had but may need to relearn how to use various powers they possess.

Mindless creature are immune to this ability, as are deities of rank 1 or higher. Any creature immune to the effects of the Styx is also immune to this ability; however, creatures that serve Levistus may find this immunity to unexpectedly fail. There is a single exception to this rule; Lords of the Nine, Archdukes and Dukes of Hell are not immune to Devour Mind. If the devil has divine rank, they are allowed an opposed rank check to negate this ability. Levistus gains a +5 bonus to that rank check and his target does not gain any strata bonuses against him. The cause of this exception is unclear. Levistus believes it will be a key part of his revenge, while the few others who know of it suspect it has to do with Levistus's role as a traitor.

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

Aura of Hell (Ex)

The presence of Levistus is so vile that he causes lesser beings to cower or pay homage to the might of his evil. All within 900 feet of Levistus must succeed in a Will save (DC 10 + 1/2 hit dice + Charisma modifier + divine rank; DC 43). Those who succumb to the evil Levistus represents suffer one of the two following effects as determined by him (who can change the effect, or discontinue it, as a free action):

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

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

Summon Devils (Su)

Levistus may summon up to 40 hit dice of devils three times per day. Alternately, he can call the same another three times per day.

Domains (Ex)

The aspect of Levistus has managed to tap into some of the divine power of the true Levistus. He gains access to the domain powers and the spell-like abilities of his domains. These function as a deity's.

Cold: Turn fire creatures 16/day.
Evil: +1 caster level to evil spells.
Gluttony: Free action to increase size as if by enlarge person, up to 20 rounds/day.
Law: +1 caster level to lawful spells.
Mind: +2 bonus to bluff, diplomacy and sense motive.
Treachery: 1/day deal an extra 10d6 sneak attack damage to a flatfooted target.
Water: Turn fire creatures 16/day.


Swashbuckler powers:
Spoiler: ShowHide


Grace (Ex)

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

Insightful Strike (Ex)

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


Rogue powers:
Spoiler: ShowHide


Trapfinding

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

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

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

Evasion (Ex)

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

Trap Sense (Ex)

At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her 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 to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex)

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

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


Duelist powers:
Spoiler: ShowHide


Enhanced Mobility (Ex)

When wearing no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.

Acrobatic Charge (Ex)

A duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.

Improved Reaction (Ex)

At 2nd level, a duelist gains a +2 bonus on initiative checks.

At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.

Canny Defense (Ex)

When not wearing armor or using a shield, a duelist adds her Intelligence bonus (if any) to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Grace (Ex)

At 4th level, a duelist gains an additional +1 competence bonus on all Reflex saving throws. This ability functions for a duelist only when she is wearing no armor and not using a shield.

This bonus increases to +2 at 7th level and +3 at 10th level. If you possess the grace class feature from swashbuckler, the bonuses stack. Add them together to determine your total competence bonus to Reflex saves.

Precise Strike (Ex)

At 5th level, a duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll.

A duelist's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 10th level, the extra damage on a precise strike increases to +2d6.

Crippling Strike (Ex)

This ability functions as the rogue special ability of the same name, except that it applies to precise strike.

Elaborate Parry (Ex)

At 7th level and higher, if a duelist chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for each level of duelist she has.

Deflect Arrows

At 9th level, a duelist gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon.

Superior Mobility (Ex)

When wearing no armor and not using a shield, a duelist does not provoke attacks of opportunity for moving. She can enter and leave threatened squares without risk.


Gear:
Spoiler: ShowHide


Stygian Rapier

This rapier is a replica of a weapon owned by the true Levistus. It does not have the potency of that weapon, but it is nonetheless a powerful blade. It is a rapier+5, unholy power. The blade is made of stygian ice, but it is far superior than normal specimens of it. This rapier does not melt in temperatures above freezing and has no risk of taking damage on a successful attack. The Wisdom (or Constitution) damage is automatic rather than requiring a save DC.

Levistus has a great deal of treasure beyond this. He has collected it from victims of his betrayals and uses much of it. He wears bracers of armor+12 and his finery is enchanted to give a +5 bonus to Reflex saves. He carries a dagger+6, icy blast that also functions as a greater rod of metamagic, piercing cold. He also has a bag of holding with an extensive selection of scrolls centered around healing. He has a great deal of other treasure he can draw on as situations warrant. Unlike some powerful entities, Levistus does not hesitate to use any and all of it to the extreme. Being cut off from true power has sharpened his survival instincts to a razor edge.


Custom Material: [spoiler]

Stygian Critical [Epic]
Prerequisites: Overwhelming Critical, Staggering Critical, str 23
Benefit: When you confirm a critical hit with a weapon for which you have the Improved Critical feat, the target is also slowed for 3 rounds. This overlaps (does not stack) with the benefits from the Staggering Critical feat. In addition, the target must make a Will save (DC 10 + 1/2 your hit dice + Strength modifier) or be confused for 3 rounds as well due to sudden, brief amnesia.
<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?