Characters and monsters

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

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Anastasia

#195
May get a few tweaks once I've done a few example creatures for it. Anyway, this is based on the behemoth creatures in the ELH, expanding on the concept a bit. They're big and hard to put down. I didn't get too fancy otherwise, it's basically is what it is.

Behemoths.

A rare type of animal grown to vast proportions as a result of magical experimentation. Through means not currently understood or reproduced, the animal's ability to draw in and store positive energy is expanded by an order of magnitude. Unlike normal, this does not result in the death of the animal, but instead it grows into a giant with unfettered and vast life energy.

- Elder Magi Tepen, retired scholar of Aurora.

Hardly! 500,000 gold is a pittance for the service provided. Finding an animal that can withstand the process is the works of decades, even with magical aid. I tell you that you're getting the best deal you'll ever get for a prospective transformation. You want to save money? Spend a century trying to find a specimen yourself. Each failed attempt will have you cleaning animal guts out of your laboratory. Did I mention that failed attempts end explosively?

- Cregar, Mercane Biologist.

It just wouldn't die! We kept hitting it, but the wounds healed faster than we could hurt it! Not amount of encouragement made up the difference. Master, listen it wasn't my fa-MASTER!

- Heldae, former succubus bard.

"What was the name of that wizard, the one who discovered Behemoths?"

"Hm? I'm sorry, repeat that, I was scribing a new spell rather than listening to you."

"..The wizard who discovered Behemoths. Who was he?"

"Explosive Luras. The title was deserved - the explosions were the purpose, he was the sort who liked killing animals by overloading them with positive energy. Behemoths were a happy accident, happier because he didn't survive it. Imagine that, his lab must have been so quiet afterwards."

"The weight of ages came with about 50 extra pounds of asshole, huh, Medi?"

"I never meant to come back. I'm within my rights to be grumpy about being woken up, Brani."

- Medi, lost sorcerer, to Brani, elder titan.


Creating a Behemoth

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

Size and Type

The base creature's size increases to Colossal. Type is unchanged.

Hit Dice and Hit Points

Increase all current and future hit dice to d12s. Increase the base creature's hit dice by 21.

Speed

The base creature's base speed doubles for all movement types.

Armor Class

Natural armor increases by +20.

Space/Reach

The base creature's space and reach is 30ft/30ft.

Special Attacks

A Behemoth retains all the special attacks of the base creature and gains the following special attack.

Wild Frenzy (Ex)

A Behemoth is full of life and energy, so much so that it can fall into a wild frenzy similar to a barbarian's rage. Treat this as the mighty rage of a 20th level barbarian with the following adjustments. The Behemoth's movement speed doubles while in a wild frenzy. The Behemoth may make an additional attack with all of its natural weapons when it makes a full attack. Additionally, the Behemoth is not fatigued when its wild frenzy ends and it can rage more than once per encounter.

Wild frenzy may be used a number of times per day equal to the base creature's hit dice divided by three.

Trample (Ex)

At will as a standard action, the Behemoth can trample Gargantuan or smaller creatures. This deals 8d8 damage + triple its Strength modifier. A trampled creature can either attempt an attack of opportunity at a -4 penalty or a Reflex save (DC 10 + 1/2 hit dice + Strength modifier) for half damage. The save DC is Strength based and includes a +8 racial bonus.

Special Qualities

A Behemoth retains all the special qualities of the base creature and also gains the following special qualities.

Fast Healing (Su)

The Behemoth gains fast healing equal to its hit dice + 100. If the base creature already has permanent fast healing, it stacks with this fast healing.

Unnatural Vigor (Su)

The Behemoth shrugs off wounds that would injure a lesser creature. If an attack deals damage equal or less than the Behemoth's hit dice + 50, the wound instantly heals in a surge of positive energy. There is no limit to the number of times the Behemoth can heal in this fashion. Healing in this fashion is instant and can prevent death.

Perfect Vitality (Su)

The overwhelming life energy of the Behemoth grants it immunity to effects that would injure its life force or prevent it from healing.

The Behemoth is immune to ongoing bleeding damage, such as from a bearded devil's infernal wound ability.

Damage that cannot be healed normally (such as vile damage) can be healed normally by the Behemoth.

The Behemoth is immune to ability damage, ability drain, negative energy damage and energy drain.

While not a true regenerator, the Behemoth can regrow lost limbs and extremities through its fast healing.

The Behemoth does not age and is biologically immortal, though it may still be slain through violence.

Abilities

In addition to the changes for size adjustment, increase from the base creature as follows: Str+4, Con+10.

Feats

The base creature gains toughness and epic toughness as bonus feats.
<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

Behemoth Cat

Notes:
Spoiler: ShowHide


This is a stress test of the behemoth template. It's to see how it stacks up with one of the weakest possible targets you could come up with for it. Does it produce an epic monster even under those circmstances?

Sorta.

The main attack of the behemoth is trample - 8d8+54 with DC 47 to negate. Frankly, it could be 49 or 53 if I did feats better, but those are mostly throwaways since it's a test. That's fine and works good for the primary attack of a low epic monster focused more on defense. The attack/full attack is weak, though, so it's relying on trample against most opponents. Defense barring saves is solid - while the AC isn't stunning, fast healing 122 and unnatural vigor means it's hard to damage it and make the damage stick. Saves are a concern and a concern for the template, but barring unrelated adjustments, I don't think this can easily be changed.

So more or less a success? There's flaws but manageable ones, so long as you don't mind mind-affecting them being an easy win option. Really, this is a problem inherent in animal type creatures and not just a problem of this template.



Size/Type: Colossal Animal
Hit Dice: 22d12+308+22+88 (566 hp)
Initiative: -2
Speed: 60ft
Armor Class: 34 (-8 size, -2 dex, +34 natural)
Base Attack/CMB/CMD: +16/+42/50
Attack: Claw+27 (6d6+18)
Full Attack: 2 claws+27 (6d6+18) and bite+21 (12d6+9)
Space/Reach: 30ft/30ft
Special Attacks: Trample, wild frenzy 7/day.
Special Qualities: Low-light vision, scent, fast healing 122, unnatural vigor (72 hp), perfect vitality.
Saves: Fort +26, Ref +10, Will +6
Abilities: Str 47, Dex 7, Con 38, Int 2, Wis 12, Cha 7 
Skills: Listen+28, Spot+28
Feats: Toughness(B), Weapon Focus(Claw)(1), Alertness(3), Improved Natural Attack(Claw)(6), Improved Natural Attack(Bite)(9), Power Attack(12), Improved Bull Rush(15), Awesome Blow(18)
Epic Feats: Epic Toughness(B), Epic Toughness(21)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Wild Frenzy (Ex)

A Behemoth is full of life and energy, so much so that it can fall into a wild frenzy similar to a barbarian's rage. Treat this as the mighty rage of a 20th level barbarian with the following adjustments. The Behemoth's movement speed doubles while in a wild frenzy. The Behemoth may make an additional attack with all of its natural weapons when it makes a full attack. Additionally, the Behemoth is not fatigued when its wild frenzy ends and it can rage more than once per encounter.

Wild frenzy may be used a number of times per day equal to the base creature's hit dice divided by three.

Trample (Ex)

At will as a standard action, the Behemoth can trample Gargantuan or smaller creatures. This deals 8d8+54 damage. A trampled creature can either attempt an attack of opportunity at a -4 penalty or a Reflex save (DC 10 + 1/2 hit dice + Strength modifier; DC 47) for half damage. The save DC is Strength based and includes a +8 racial bonus.

Unnatural Vigor (Su)

The Behemoth shrugs off wounds that would injure a lesser creature. If an attack deals damage equal or less than the Behemoth's hit dice + 50, the wound instantly heals in a surge of positive energy. There is no limit to the number of times the Behemoth can heal in this fashion. Healing in this fashion is instant and can prevent death.

Perfect Vitality (Su)

The overwhelming life energy of the Behemoth grants it immunity to effects that would injure its life force or prevent it from healing.

The Behemoth is immune to ongoing bleeding damage, such as from a bearded devil's infernal wound ability.

Damage that cannot be healed normally (such as vile damage) can be healed normally by the Behemoth.

The Behemoth is immune to ability damage, ability drain, negative energy damage and energy drain.

While not a true regenerator, the Behemoth can regrow lost limbs and extremities through its fast healing.

The Behemoth does not age and is biologically immortal, though it may still be slain through violence.


Gear: [spoiler]

A Behemoth cat has no treasure of its own.

<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

Serith, Behemoth Smilodon

Notes:
Spoiler: ShowHide


Test two. This one works a lot better with the template and should be fine. Melee's still an issue for its level, but that's expected. Not much to say, the template does what I hoped it did and will need to be battle tested for any refinements in the future.


Size/Type: Colossal Animal
Hit Dice: 30d12+450+30+180 (771 hp)
Initiative: +1
Speed: 80ft
Armor Class: 41 (-8 size, +1 dex, +37 natural, +1 dodge)
Base Attack/CMB/CMD: +22/+51/63
Attack: Bite+35 (6d6+21 x3)
Full Attack: Bite+35 (6d6+21 x3) and 2 claws+30 (4d6+10)
Space/Reach: 30ft/30ft
Special Attacks: Augmented critical, improved grab, pounce, rake, wild frenzy 10/day, trample.
Special Qualities: Scent, fast healing 130, unnatural vigor (80 hp), perfect vitality.
Saves: Fort +30, Ref +18, Will +23
Abilities: Str 52, Dex 12, Con 40, Int 2, Wis 14, Cha 6 
Skills: Listen+37, Spot+37
Feats: Toughness(B), Alertness(1), Ability Focus(Trample)(3), Iron Will(6), Dodge(9), Power Attack(12), Improved Natural Armor(15), Lightning Reflexes(18)
Epic Feats: Epic Toughness(B), Epic Ability Focus(Trample)(21), Epic Will(24), Epic Toughness(27), Epic Toughness(30)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Augmented Critical (Ex)

The Behemoth deals triple damage on a critical hit with its bite attack.

Improved Grab (Ex)

To use this ability, the Behemoth must hit with a bite or a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex)

If the Behemoth charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex)

A Behemoth gains two additional claw attacks against grappled foes or foes it pounces on (+30, 4d6+10 damage). Rake attacks are not subject to the usual -4 penalty for attacking with natural weapons in a grapple.

Scent (Ex)

A Behemoth can detect opponents within 30ft. The exact location is not revealed unless the creature is within 5ft.

Wild Frenzy (Ex)

A Behemoth is full of life and energy, so much so that it can fall into a wild frenzy similar to a barbarian's rage. Treat this as the mighty rage of a 20th level barbarian with the following adjustments. The Behemoth's movement speed doubles while in a wild frenzy. The Behemoth may make an additional attack with all of its natural weapons when it makes a full attack. Additionally, the Behemoth is not fatigued when its wild frenzy ends and it can rage more than once per encounter.

Wild frenzy may be used a number of times per day equal to the base creature's hit dice divided by three.

Trample (Ex)

At will as a standard action, the Behemoth can trample Gargantuan or smaller creatures. This deals 8d8+63 damage. A trampled creature can either attempt an attack of opportunity at a -4 penalty or a Reflex save (DC 10 + 1/2 hit dice + Strength modifier; DC 60) for half damage. The save DC is Strength based and includes a +8 racial bonus.

Unnatural Vigor (Su)

The Behemoth shrugs off wounds that would injure a lesser creature. If an attack deals damage equal or less than the Behemoth's hit dice + 50, the wound instantly heals in a surge of positive energy. There is no limit to the number of times the Behemoth can heal in this fashion. Healing in this fashion is instant and can prevent death.

Perfect Vitality (Su)

The overwhelming life energy of the Behemoth grants it immunity to effects that would injure its life force or prevent it from healing.

The Behemoth is immune to ongoing bleeding damage, such as from a bearded devil's infernal wound ability.

Damage that cannot be healed normally (such as vile damage) can be healed normally by the Behemoth.

The Behemoth is immune to ability damage, ability drain, negative energy damage and energy drain.

While not a true regenerator, the Behemoth can regrow lost limbs and extremities through its fast healing.

The Behemoth does not age and is biologically immortal, though it may still be slain through violence.


Gear: [spoiler]

A Behemoth Smilodon has no treasure of its own.
<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

#198
Soul Guardian

Fluff:
Spoiler: ShowHide


There are rare lantern archons who grow and mature, yet do not immediately advance to a new form or higher layer of Celestia. These archons are perched on the very end of childhood yet stay there, on the cusp of becoming mature and yet not. They find themselves somewhat disinterested in the happy games of other lantern archons and instead drift. Over time, most become drawn to the pools where the souls of new arrivals to Celestia emerge, and there they find a purpose as soul guardians.

These lantern archons fly about, helping protect the pools and the greater archons who work there, as well as learning palliative and calming spell-like abilities to aid the souls who arrive. In truth they are not needed, as the greater archons are more than capable of handling all of that. Yet as a child may help a mother in the kitchen to learn how to cook rather than feed a family, such do the soul guardians help the greater archons.


Notes:
Spoiler: ShowHide


- Soul guardians aren't impressive mechanically, but that's not really the point of them. They're mostly worldbuilding, though it's certainly possible PCs could encounter one. They aren't at every pool - there simply aren't that many of them - but it is a thing the DM can include for flavor.

- As Eb put it, they're the Maries of lantern archons.

- In all other aspects they're mildly boosted lantern archons. They're perfectly usable if you need a lantern archon with more punch, especially if you gestalt them wisely. I'd personally suggest skirmish and make them mobile, but you could go in a few directions.

- They have divine grace in part because otherwise they'd have 6, 6, 6 for saving throws. Amusing but since numerology is a thing in Balmuria, I figure it's best to sidestep that.



Size/Type: Small Outsider (Archon, Good, Lawful)
Hit Dice: 4d8+8 (27 hp)
Initiative: +6
Speed: Fly 70ft (perfect)
Armor Class: 21 (+1 size, +2 dex, +7 natural, +1 dodge)
Base Attack/CMB/CMD: +4/+0/13
Attack: Light ray+7 (2d6)
Full Attack: 2 light rays+7 (2d6)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities.
Special Qualities: Damage reduction 10/evil and magic, immunity to electricity and petrification, divine grace, darkvision 60ft, aura of menace, magic circle against evil, teleport, tongues.
Saves: Fort +8, Ref +8, Will +8 (+4 vs poison)
Abilities: Str 3, Dex 14, Con 14, Int 7, Wis 14, Cha 14 
Skills: Concentration+9, Diplomacy+9, Heal+9, Knowledge(Planes)+5, Knowledge(Religion)+5, Listen+9, Sense Motive+9, Spellcraft+5, Spot+9, Survival+9   
Feats: Improved Initiative(1), Dodge(3)
Epic Feats: -
Alignment: Lawful Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-aid, calm emotions, cure minor wounds, death ward, detect evil, continual flame, sheltered vitality, vision of heaven. Caster level 4th. The save DCs are 12 + spell level.

Aura of Menace (Su)

Will save DC 14 negates.

Light Ray (Ex)

A soul guardian's light ray deals 2d6 damage and overcomes any damage reduction.

Divine Grace (Su)

The protections of Mount Celestia shield soul guardians. This is identical to the paladin ability of the same name.


Gear: [spoiler]

Soul guardians cannot use much equipment or gear, but a few have ioun stones that grant a +2 enhancement bonus to a single ability score. Additionally, most have a small store of treasure and valuable things worth around 300 gold.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Yan-C-Bin's Ravens

Fluff and Notes:
Spoiler: ShowHide


- These ravens are grown by Yan-C-Bin in Raven's Nest, a fortress deep in Air. The purpose of them is not entirely clear, but they serve as a mighty force when the Prince of Elemental Evil in Air desires. However, they proved second best when pitted against two demipowers, resulting in their numbers being considerably trimmed down.

- These creatures use the stats for a hawk, apply the multi headed and behemoth templates then advance to 28 hit dice. Beyond that, they have a custom breath weapon to give them a little more spice.

- The ravens were seen in Balmuria 6. They did alright. I'd say a single one is around CR25, albeit that it can really spoil a party if they're not long on damage or ways to disable them.


Size/Type: Colossal Animal
Hit Dice: 28d12+420+28+56 (705 hp)
Initiative: +7
Speed: 20ft, fly 120ft (good)
Armor Class: 41 (-1 dex, -8 size, +40 natural)
Base Attack/CMB/CMD: +21/+49/58
Attack: Talons+33 (8d6+20)
Full Attack:Talons+33 (8d6+20) and 2 bites+33 (8d10+10)
Space/Reach: 30ft/30ft
Special Attacks: Wild frenzy, trample, double wind breath.
Special Qualities: Fast healing 128, unnatural vigor 78, perfect vitality, low light vision, darkvision 90ft.
Saves: Fort +29, Ref +15, Will +27 (does not fail fort on a natural 1)
Abilities: Str 50, Dex 9, Con 40, Int 2, Wis 14, Cha 6 
Skills: Spot+41, Listen+33
Feats: Toughness(B), Endurance(1), Steadfast Determination(3), Lightning Reflexes(6), Ability Focus(Double Wind Breath)(9), Improved Initiative(12), Improved Natural Armor(15), Improved Flight(18)
Epic Feats: Epic Toughness(B), Superior Initiative(21), Epic Ability Focus(Double Wind Breath)(24), Armor Skin(27)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Double Wind Breath (Ex)

At will as a standard action, the raven may emit a gust of wind from both beaks. This is a breath weapon, a line 120ft long, 30ft wide and 30ft in height. Any creature in it takes 12d6 damage and is knocked back 10ft per point of damage taken. A Reflex save (DC 49) halves the damage and negates the movement.

The save DC is Constitution based and includes a +4 racial bonus.

Wild Frenzy (Ex)

The raven is full of life and energy, so much so that it can fall into a wild frenzy similar to a barbarian's rage. Treat this as the mighty rage of a 20th level barbarian with the following adjustments. The raven's movement speed doubles while in a wild frenzy. The raven may make an additional attack with all of its natural weapons when it makes a full attack. Additionally, the raven is not fatigued when its wild frenzy ends and it can rage more than once per encounter.

Trample (Ex)

At will as a standard action, the raven can trample Gargantuan or smaller creatures. This deals 8d8 damage + triple its Strength modifier. A trampled creature can either attempt an attack of opportunity at a -4 penalty or a Reflex save (DC 10 + 1/2 hit dice + Strength modifier) for half damage. The save DC is Strength based and includes a +8 racial bonus.

Unnatural Vigor (Su)

The raven shrugs off wounds that would injure a lesser creature. If an attack deals damage equal or less than the raven's hit dice + 50, the wound instantly heals in a surge of positive energy. There is no limit to the number of times the raven can heal in this fashion. Healing in this fashion is instant and can prevent death.

Perfect Vitality (Su)

The overwhelming life energy of the raven grants it immunity to effects that would injure its life force or prevent it from healing.

The raven is immune to ongoing bleeding damage, such as from a bearded devil's infernal wound ability.

Damage that cannot be healed normally (such as vile damage) can be healed normally by the raven.

The raven is immune to ability damage, ability drain, negative energy damage and energy drain.

While not a true regenerator, the raven can regrow lost limbs and extremities through its fast healing.

The raven does not age and is biologically immortal, though it may still be slain through violence.

Skills

The raven has a +10 racial bonus to Spot and a +2 racial bonus to Listen and Search.



Gear:
Spoiler: ShowHide


The ravens do not have any treasure of their own, though when used for war, they wear special barding that grants a +12 armor 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

Guardian of the Felic Gate

Notes:
Spoiler: ShowHide


- The Guardian of the Felic Gate is a Grandchild of Jormugandr who settled into Sylica soon after its creation. He is an unusual one who values enchantments and other such magic and studies them in his free time. As Guardian of the Felic Gate, he oversees one of the main portals into Sylica.

- Mechanically the Guardian is an odd duck. He does what he likes rather than what's optimal for him. That's okay, he has a position and he upholds it well.

- The Guardian is rarely seen, as he has no reason to bother most travelers. Only ones that set off alarm bells get his attention. Hence being able to user Superior Invisibility at will.


Grandchild of Jormugandr 23//Beguiler 20/Rogue 3

Size/Type: Huge Outsider (Chaotic, Good)
Hit Dice: 23d8+230 (414 hp)
Initiative: +5
Speed: 30ft, burrow 20ft, fly 120ft (average)
Armor Class: 31 (-2 size, +5 dex, +18 natural)
Base Attack/CMB/CMD: +23/+39/54
Attack: Bite+35 (3d8+21 plus poison)
Full Attack: Bite+35/+30 (3d8+21 plus poison)
Space/Reach: 15ft/15ft
Special Attacks: Breath weapon, poison, sneak attack+2d6, cloaked casting (+2 DC/overcome SR), penetrating strike.
Special Qualities: Damage reduction 15/cold iron and epic, immunity to poison, resistance to cold and fire 20, darkvision 120ft, world serpent's blood, guardian of the felic gate, armored mage, trapfinding, evasion.
Saves: Fort +23, Ref +18, Will +15
Abilities: Str 38, Dex 20, Con 30, Int 19, Wis 15, Cha 12
Skills: Climb+40, Heal+28, Hide+31, Intimidate+27, Jump+40, Knowledge(Arcana)+30, Knowledge(Local: Ysgard)+30, Knowledge(Nature)+30, Knowledge(Religion)+30, Listen+50, Move Silently+31, Spot+50, Survival+28, Swim+40
Feats: Awesome Blow(B), Power Attack(1), Ability Focus(Poison)(3), Silent Spell(B5), Rapidstrike(6), Quicken Breath(9), Still Spell(B10), Virulent Poison(12), Deadly Poison(15), Alertness(18)
Epic Feats: Great Ability(Intelligence)(21)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Breath Weapon (Ex)

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

Poison (Ex)

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

World Serpent's Blood (Ex)

Grandchildren of Jormugandr have traces of their legendary grandfather's blood within them. They have maximum hit points per hit die.

Guardian of the Felic Gate (Su)

The Guardian of the Felic Gate is exactly what his name says he is. This bestows him several benefits to better allow him to see to his duty.

- Superior Invisibility at will as a free action, so long as he is within 1000ft of the Felic Gate.
- True Seeing, so long as he is within 1000ft of the Felic Gate.
- A + 20 competence bonus to Spot and Listen checks.


Gear: [spoiler]

The Guardian of the Felic Gate does not use gear nor collect treasure.
<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

#201
Imix, Prince of Evil Fire Creatures

Fluff:
Spoiler: ShowHide


Imix
Prince of Evil Fire Creatures, The Eternal Flame, Prince of Hellfire, Champion of Ebony Flames
Archomental
Symbol: A red diamond
Home Plane: The Elemental Plane of Fire
Alignment: Neutral Vile
Portfolio: Fire, destruction, passion, jealousy, corruption
Worshipers: Evil aligned fire elementals, efreet, fire genasi, fire giants, destroyers, pyromaniacs
Cleric Alignments: CE, LE, NE
Domains: Destruction, Envy, Evil, Fire, Passion, Pride, Strength
Favored Weapon: Tendril (Unarmed Strike)


Notes:
Spoiler: ShowHide


- Duskblade is one of those choices I went with because I feel it reasonably fulfills what I want Imix to be able to do. Namely, throw around a lot of fire and be a respectable melee combatant. It lets him do a lot of everything.

- Combatwise Imix slings out powerful spells while beating you to death. Watch out for smite and arcane strike, they let him hit harder than you'd expect. Being able to ignore fire resistance and immunity makes sure his damage gets through, too.

- Indomitable Flame is interesting, compare and contrast it with Resilient Ember on his son, Zaaman Rul. Both are flames that refuse to go out and accomplish it in different ways.

- Water weakness is an experiment in mixing up the elementals. He nulls cold, but instead can be heavily damaged by water if used properly.



Fire Elemental 49//Duskblade 49

Size/Type: Huge Elemental (Evil, Fire)
Divine Rank: 10
Hit Dice: 49d8+686+49+196 (1323 hp)
Initiative: +34
Speed: 100ft, fly 280ft (perfect)
Armor Class: 89 (-2 size, +16 dex, +10 divine, +25 natural, +15 deflection, +15 armor)
Base Attack/CMB/CMD: +49/+70/121
Attack: Tendril+86 (4d8+43 plus 3d8 fire)
Full Attack: 6 tendrils+86 (4d8+43 plus 3d8 fire)
Space/Reach: 15ft/15ft
Special Attacks: Burn, spell-like abilities, spells, arcane channeling, spell power+11, quick cast 9/day, divine blast 18/day (25d12), smite 10/day, channel fire 18/day (12d6; DC 37)
Special Qualities: Damage reduction 25/special, immunity to acid, cold and fire, spell resistance 84, fast healing 33, water weakness, darkvision 120ft, heat sense 100ft, divine traits, elemental traits, arcane attunement, armor mage (medium armor and heavy shield).
Saves: Fort +60, Ref +56, Will +50
Abilities: Str 49, Dex 43, Con 38, Int 40, Wis 38, Cha 41 
Skills: Balance+78, Bluff+77, Climb+81, Concentration+76, Craft(Alchemy)+77, Diplomacy+77, Hide+78, Intimidate+77, Knowledge(Arcana)+77, Knowledge(A&E)+77, Knowledge(Local:Fire)+77, Knowledge(Nature)+77, Knowledge(N&R)+77, Knowledge(Planes)+77, Knowledge(Religion)+77, Listen+76, Move Silently+78, Sense Motive+76, Spellcraft+77, Spot+76, Tumble+78
Feats: Diehard(B), Improved Initiative(B), Power Attack(1), Combat Casting(D2), Fiery Spell(3), Energy Substitution(Fire)(6), Whirlwind Attack(9), Combat Reflexes(12), Arcane Strike(15), Toughness(18)
Epic Feats: Superior Initiative(B), Epic Spell Capacity(21), Great Ability(Strength)(24), Automatic Quick Cast(D24), Pulverize(27), Automatic Quick Cast(D28), Improved Whirlwind Attack(30), Blinding Speed(D32), Epic Toughness(33), Great Ability(Strength)(36), Multiaction(D36), Fast Healing(39), Automatic Quick Cast(D40), Epic Toughness(42), Automatic Quick Cast(D44), Energy Resistance(Cold)(45), Improved Combat Reflexes(48), Automatic Quick Cast(D48)
Salient Divine Abilities: Automatic Metamagic(Energy Substitution(Fire)), Control Creatures(Fire Elementals), Divine Blast, Divine Fast Healing, Divine Fire Mastery, Elemental Might(Fire), Extra Domain(Envy), Extra Domain(Pride), Extra Domain(Strength), Extra Energy Immunity(Cold), Increased Damage Reduction, Increased Spell Resistance, Indomitable Flame, Indomitable Strength, Supreme Damage Reduction
Alignment: Neutral Vile

Racial powers:
Spoiler: ShowHide


Burn (Ex)

Those hit by Imix's melee attacks must succeed on a Reflex save (DC 48) or catch fire. The flame burns for 4d4 rounds. A creature on fire from Imix's attacks suffers 3d8 points of fire damage per round. A burning creature can put out the flames only by immersing themselves in water or taking 24 or more points of cold damage. Creatures that hit Imix with natural weapons or unarmed attacks are affected as if hit by him. The save DC is Constitution based.

Water Weakness (Ex)

Imix cannot withstand water as it quenches even his flames. Water damages him like acid does to a normal creature, dealing 1d6 points of damage per round of exposure. If he is fully immersed in water, he takes 10d6 points of damage per round of exposure. Spells and effects that deal damage through water, such as a tsunami spell or holy water, deal double damage to Imix.

Imix's immunity to acid does not prevent him from taking damage from water, even though it deals damage to him like acid does to a normal creature.

Damage Reduction (Su)

Imix's damage reduction is defeated by cold iron, epic and good-aligned weapons that also deal at least one point of cold damage. The weapon must be intelligent and animated by the soul of a water, ice or snow weird.


Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-blasphemy, bull's strength, burning hands, cause fear, confusion, clenched fist, contagion, create undead, crushing despair, crushing fist, desecrate, disguise self, disintegrate, dispel good, divine power, dominate monster, eagle's splendor, earthquake, elemental swarm (fire only), enlarge person, fire seeds, fire shield, fire storm, forbiddance, grasping hand, greater command, greater heroism, greater plane shift, greater spell immunity, greater teleport, harm, heroism, hideous laughter, hypnotism, incendiary cloud, inflict critical wounds, inflict light wounds, irresistible dance, limited wish, magic circle against good, magic jar, magic vestment, mass charm monster, mass inflict light wounds, mass reduce person, produce flame, protection from good, ray of enfeeblement, resist energy, righteous might, shatter, simulacrum, song of discord, spell immunity, stoneskin, storm of vengeance, summon monster 9 (evil only), touch of idiocy, unholy aura, unholy blight, vampiric touch, wall of fire, wish. Caster level 49th. The save DCs are 45 + spell level.

Alter Reality (Su)

Imix 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. Imix can use limited wish when doing so can help him promote fire, passion, corruption and strength. Note that in the situation where Imix 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)

Imix 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

Destruction: 10/day smite for +4 attack and +24 damage.
Envy: Spells that damage or drain ability scores or give negative levels are cast at +1 CL.
Evil: +1 bonus to the caster level of evil spells.
Fire: Channel fire.
Passion: 24 rounds/day act as if under a rage spell.
Pride: Diehard as a bonus feat.
Strength: 10/day gain a +24 enhancement bonus to Strength as a free action for 1 round.  (Net +4 str)

Divine Aura (Ex)

The save DC against Imix's divine aura is 35 and the radius is 1000ft.

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

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

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

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

Create Items: Imix can create any wondrous item with power related to flame, passion, destruction or pride; the maximum is 30,000 gold.

Portfolio Sense: Imix is aware of any act of fire, envy or passion that involves 500 or more people.



Duskblade powers:
Spoiler: ShowHide


Imix casts as a 49th level duskblade (caster level 50th for evil spells). The save DCs are 25 + spell level. His metamagic option is Fiery Spell (+1). All of Imix's spells are automatically energy substitution (fire) spells. All of Imix's 0 through 10th level spells are automatically quickened.

[6/day]0: Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
[10/day]1: Blade of BloodPHB2, Burning Hands, Resist Energy, Shocking Grasp, True Strike
[10/day]2: Dimension HopPHB2, Ghoul Touch, See Invisibility, Sure StrikePHB2
[10/day]3: Energy SurgePHB2, HaltPHB2, Protection from Energy, Vampiric Touch
[8/day]4: Channeled PyroburstPHB2, Dimension Door, Enervation, Toxic WeaponPHB2
[6/day]5: Chain Lightning, Disintegrate, Slashing DispelPHB2, Wave of Fatigue
[6/day]6: Black Ice TouchHome, Greater Dispel Magic, Swift EtherealnessPHB2, Waves of Exhaustion
[6/day]7: Greater Shout, Horrid Wilting, Meteor Swarm, Prismatic Spray
[6/day]8: Chain Dispel, Energy Drain, Magic Disjunction, Mass Hold Monster
[6/day]9: Apocalypse from the SkyBoVD, Disintegrating BurstHome, Foresight, Visage of the TarrasqueHome
[6/day]10: Corruptor's TouchHome, Energy ImmunityHome, HellballHome, Titan's SurgeHome
[6/day]11: Imix's Desiccating Aura*, Imix's WreathHome, Queen's DispleasureHome, Superb DispellingHome
[6/day]12: Disintegrating BlastHome, Imix's Burning ScreamHome, Mass Energy ImmunityHome, Mass Titan's SurgeHome
[2/day]13: Imix's TouchHome

* Due to Imix's nature, Imix treats this spell as being on the duskblade spell list.



Gear:
Spoiler: ShowHide


Imix's Wrath

While Imix rarely uses equipment, he has bolstered his own ability through several profane rituals. He enjoys a +10 enhancement bonus to his natural attacks, a +15 armor bonus to armor class and superior initiative as a bonus feat.

Should Imix wish it, he has access to almost any non epic treasure and some epic treasures in fireproof form. He sees these as beneath him and will only use them in the most dire of circumstances.



Custom Material: [spoiler]

Disintegrating Blast
Transmutation
Level: Duskblade 12, Sor/Wiz 12
Range: 100ft
Area: 100ft radius burst centered on you

This spell is identical to disintegrating burst, except as noted here. This spell can inflict a maximum of 60d6 damage (8d6 on a successful save).

Disintegrating Burst
Transmutation
Level: Duskblade 9, Sor/Wiz 9
Range: 20ft
Area: 20ft radius burst centered on you

This spell is identical to disintegrate, except as noted here. All creatures and unattended objects (except yourself and your familiar) are affected by a disintegrate spell. You do not need to make ranged touch attacks against the creatures in the burst, though spell resistance and the Fortitude saving throw still apply.

Corruptor's Touch
Enchantment/Evocation [Evil, Fire, Mind-Affecting]
Level: Corrupt 10
Components: V, S, Corrupt
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

Your touch blackens both the body and soul with hellfire. Your melee touch attack deals 20d6 points of fire damage to non-evil creatures as fire scorches their body. Additionally, these fires burn the target's soul, eliminating any goodness within them. The target is affected as if by a morality undone spell, except that that the effect is instantaneous and is thus permanent and unable to be dispelled or suppressed once in place. Immunity to mind-affecting protects against the alignment changing portion of this spell, but not the damage taken.

The target is aware of the alignment change and is able to act to reverse it, but doing so is difficult. A wish or miracle spell by a 21st level spellcaster is required and the spell must be cast on hallowed ground. As time passes, the target finds the changes increasingly pleasing and may cease to seek their previous alignment. Each week the target is under their new alignment, they must make a Will save (DC is equal to the DC of this spell) or fully embrace their new alignment.

Corruption Cost

2d6 points of Strength drain.

Imix's Desiccating Aura
Abjuration/Transmutation
Level: Sor/Wiz 11
Components: V, S, F
Casting Time: 1 standard action
Range: 10ft/level
Area: 10ft/level radius emanation, centered on you
Duration: 1 min/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No

This spell banishes water and other liquids within its area. Liquids of all types are dried up within the range of this spell (save for bodily fluids or other liquids inside of a creature) instantly. Creatures made of water, such as a water elemental, find this aura devastating. They suffer 20d6 points of damage per round they are within the aura. A successful Fortitude save halves the damage taken each round. This stops water-based attacks from penetrating into the area of this spell. For example, a tsunami spell that comes into the area of this spell would be instantly dried up and stopped.

Additionally, spells and spell-like abilities with the water descriptor are almost impossible to cast within the range of the spell. The caster must succeed on a Spellcraft check to do so with a DC equal to the spell's caster level + 20, otherwise the spell fails.

Imix's Burning Scream
Evocation [Fire, Sonic]
Level: Duskblade 12, Sor/Wiz 14
Components: V
Casting Time: 1 standard action
Range: 120ft
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

By casting this spell, you let out a shout that shatters creatures and causes them to burst aflame. All creatures within the cone take 25d6 points of sonic damage and 25d6 points of fire damage with a successful Fortitude save halving the damage taken. Creatures slain by this spell burst apart into flaming pieces which rapidly burn away to ash. This destroys any objects or equipment on the slain creature automatically (save for artifacts or things of similar power).

Imix's Touch
Evocation [Fire]
Level: Duskblade 13, Sor/Wiz 13
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Your hand is wreathed in blue-white flames, so hot that anything it touches is reduced to ash. A melee touch attack deals 1d12 points of fire damage per caster level (maximum 35d12), the fire damage from this spell ignores fire resistance and immunity.

The flames of this spell never go out naturally. The target continues to burn, suffering 1d12 points of fire damage each round, this fire damage also ignores fire resistance and immunity. A wish or miracle spell is needed to stop the flames, the caster must succeed on a caster level check to do so. The DC is 10 + the caster level of Imix's touch.

Imix's Wreathe
Transmutation [Fire]
Level: Duskblade 11
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

This spell wreathes you with intense flames. Your melee attacks deal an extra 6d8 points of fire damage, creatures that touch you or strike you with unarmed and natural attacks also take this damage. You take no damage from cold based attacks for the duration of the spell, additionally, you gain a +5 luck bonus to saving throws against cold based attacks that pierce immunity to cold (such as piercing cold spells).

Material Component

A small chip of volcanic glass or stone.

Titan's Surge
Transmutation
Level: Duskblade 10, Strength 10, Sor/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

By channeling the energy of a titan, you gain vast might. You gain a +14 enhancement bonus to Strength. Any weapon you wield deals damage as if it were two sizes larger (to a maximum of Colossal).

Material Component

A hair from a titan.

Mass Titan's Surge
Transmutation
Level: Duskblade 12, Strength 12, Sor/Wiz 12
Range: Close (25ft + 5ft 2/levels)
Targets: One or more creatures, none of which can be more than 30ft apart

This spell is identical to titan's surge, except as noted here.

INDOMITABLE FLAME
Prerequisite: Fire Domain, Pride Domain, Divine Fast Healing
Benefit: Imix is sublimely self-assured and prideful, which has only grown after his victory over Zaaman Rul. This confidence allows him to transcend injuries, making him almost impossible to put down. All damage except for cold damage or water damage (see Imix's water weakness special quality for more information) is nonlethal damage to Imix. Imix's fast healing heals nonlethal damage at rate ten times faster than usual, he heals 330 nonlethal damage each round. As Imix is immune to cold damage, piercing cold or similar measures are required to deal lethal cold damage to Imix.
<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

Beezlebub, Lord of the Seventh

Fluff:
Spoiler: ShowHide


Beezlebub
The Lord of the Flies, The Perfect One
Lord of the Seventh
Symbol: A white star rising over a pale green background
Home Plane: Malodomini, the 7th Hell
Alignment: Axiomatic Vile
Portfolio: Perfection, vermin, nobility, competition, seers
Worshipers: Perfectionists, vermin, blackguards, spies, rogues, oracles
Cleric Alignments: LE, NE
Domains: Competition, Evil, Law, Nobility, Oracle, Perfection, Pride, Trickery
Favored Weapon: Impeccable (Greatsword)



Notes:
Spoiler: ShowHide


- Beezlebub favors the Gates of Hell incarnation rather than the FC2 incarnation. As far as devils go, I find Beezlebub and Mephisto's incarnations in GoH many times more compelling than the FC2 versions (which I feel are some of the weakest in the book). In particular, Beezlebub's slug form simply doesn't work with how I run and portray Hell. Hell is all about its own meaningless glory, a glory that has to be upheld. That doesn't work with turning one of the Lords of the Nine, the greatest exemplar of Hell's power to the common devils, into a horrid slug. Additionally, I find that Beezlebub works better with a relatively pleasing appearance, all the better to contrast with his pride and ultimate failures.

- Speaking of, Beezlebub appears as a tall, beautiful solar with eyes like that of a fly's and a fly's wings. Vermin can be seen crawling across him at times, something that Beezlebub rarely seems to notice.

- Beezlebub's name has various spellings. Beelzebub is a common variant, as iz Baalzebul, Baalzebub and other variants meaning different things. Of course, which one(s) are right is a whole other thing.

- Beezlebub is an ugly, nasty opponent to fight. He flings epic level cleric magic while smashing, smiting and sneak attacking. It's a rough combo to deal with, one that demands you cover all your bases. Combine that with his defenses and you have a real brawl on your hands - improved mettle, improved evasion, super high Charisma and adding said Charisma to his saves twice means getting him to fail a save is really, really challenging.

- I don't use blackguard often, as I prefer to use variant paladins instead. In this case I find it to be an interesting twist on things and to better represent his fallen nature. He wasn't a born paladin of tyranny, he chose to become a monstrous blackguard. By the way, the conversion rules for trading in levels of paladin were not used here. With gestalt in play and retraining being an option in campaigns, I'd rather not deal with those.

- No spells this time, though a few Beezlebub-esque spells are coming in the spell booster soon.

- I don't have a lot to say otherwise about him. This was a long project, nearly two years without doing all the fine touches The vast majority of this was written way back then, so my thought processes are fairly removed from all of that now.


Fallen Solar 56//Rogue 10/Blackguard 46

Size/Type: Large Outsider (Evil, Fallen, Lawful)
Divine Rank: 14
Hit Dice: 10d8+46d10+1120 (1660 hp)
Initiative: +33; always goes first
Speed: 80ft, fly 240ft (perfect)
Armor Class: 105 (-1 size, +15 dex, +14 divine, +29 natural, +24 deflection, +14 armor)
Base Attack/CMB/CMD: +56/+78/127
Attack: Impeccable+106 (3d6+45 plus 1 vile plus 2d6 unholy plus 3d6 axiomatic and 1 negative level (6d6 and 2 negative levels on crit) plus 2 Strength damage 17-20 x2)
Full Attack: Impeccable+106/+101/+96/+91 (3d6+45 plus 1 vile plus 2d6 unholy plus 3d6 axiomatic and 1 negative level (6d6 and 2 negative levels on crit) plus 2 Strength damage 17-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Channel energy 27/day (22d6; DC 56), smite good 10/day, sneak attack+27d6, crippling strike, spells, spell-like abilities.
Special Qualities: Damage reduction 50/special, immunity to acid, cold, electricity, fire and poison, spell resistance 71, perfection aura, regeneration 49, lord of the flies, improved mettle, darkvision 120ft, low-light vision, tongues, cursed, summon devils, divine traits, trapfinding, improved evasion, penetrating strike, improved uncanny dodge, aura of evil, detect good, poison use, dark blessing, aura of despair, fiendish servant.
Saves: Fort +108, Ref +103, Will +106 (+4 vs petrification)
Abilities: Str 52, Dex 40, Con 50, Int 46, Wis 43, Cha 59
Skills: Balance+88, Bluff+138, Concentration+93, Diplomacy+138, Gather Information+101, Heal+88, Hide+88, Intimidate+101, Knowledge(All)+91, Listen+89, Move Silently+88, Perform(Song)+101, Perform(Wind Instruments)+101, Ride+88, Search+91, Sense Motive+89, Spellcraft+91, Spot+89, Swim+94, Tumble+88, Use Magic Device+97
Feats: Dark Speech(B), Power Attack(1), Cleave(3), Improved Sunder(6), Ability Focus(Bluff)(9), Ability Focus(Diplomacy)(12), Awesome Smite(15), Divine Might(18), Quicken Spell(39), Improved Initiative(42), Weapon Focus(Greatsword)(45), Vile Martial Strike(Greatsword)(48)
Epic Feats: Improved Sneak Attackx3(B), Lingering Damage(B), Sneak Attack of Opportunity(B), Epic Skill Focus(Bluff)(21), Epic Reputation(B13), Epic Skill Focus(Diplomacy)(24), Great Smiting(B16), Epic Divine Might(27), Improved Aura of Despair(B19), Persistent Divine Might(30), Improved Sneak Attack(B22), Epic Spell Capacity(33), Unholy Strike(B25), Epic Sunder(36), Widen Aura of Despair(B28), Improved Sneak Attack(B31), Vile Divine Might(B34), Improved Sneak Attack(B37), Vile Smite(B40), Energy Resistance(Electricity)(51), Vile Sneak Attack(B43), Vile Sunder(54), Improved Sneak Attack(B46)
Salient Divine Abilities: Alter Size, Area Divine Shield, Automatic Metamagic(Quicken), Battlesense, Divine Blast, Divine Glibness, Divine Skill Focus(Bluff), Divine Skill Focus(Diplomacy), Divine Sneak Attack, Divine Shield, Extra Domain(Competition), Extra Domain(Oracle), Extra Domain(Trickery), Extra Energy Immunity(Cold), Extra Energy Immunity(Electricity), Increased Damage Reduction, Mass Divine Blast, Perfect Defense, Perfection, Supreme Initiative
Alignment: Axiomatic Vile

Racial powers:
Spoiler: ShowHide


Beezlebub casts as a 56th level cleric with access to the Competition, Evil, Law, Nobility, Oracle, Perfection, Pride and Trickery domains (caster level 57th for evil and lawful spells). The save DCs are 26 + spell level. All of Beezlebub's spells are automatically quickened.

Unlike a normal fallen, Beezlebub has overcome the loss of seven spell levels. Additionally he uses his total hit dice to determine his spellcasting, unlike normal solars. Beezlebub never prepares spells, instead preferring to cast spontaneously.

[6/day]0:
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Damage Reduction (Ex)

Beezlebub's damage reduction is defeated by anarchic, epic, holy and silver weapons forged perfectly, which requires a DC 140 Craft (Weaponsmithing) check to do so.

Regeneration (Ex)

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

Lord of the Flies (Su)

At will as a free action on his turn, Beezlebub can surround himself with a thick cloud of flies. This grants him several benefits.

Beezlebub gains total concealment while surrounded by the swarm. Beezlebub is not hindered by the swarm in any way and can see normally in spite of it. Blindsight or similar extra-sensory means of perception overcome this concealment.

Creatures that are adjacent to Beezlebub at the beginning of his turn are ravaged by the swarm around him. They suffer 12d6 points of damage with no saving throw. Additionally, they must succeed on a DC 65 Fortitude save or be nauseated for one round.

Beezlebub can have the cloud form into a swarm to attack creature. Treat this as a hellwasp swarm with 700 hit points that deals 12d6 points of damage with its swarm ability and the DC for its distraction ability is 65. So long as the cloud is an actual swarm, Beezlebub loses the other benefits of this ability. Using this ability is a free action. If the swarm is destroyed, Beezlebub can have a new cloud surround him as a free action on his next turn.

The save DCs are Constitution based and include a +7 racial bonus.

Perfection Aura (Su)

Beezlebub demands perfection and he gets it from his minions, no matter the price to them. All allied creatures within 700ft of Beezlebub in combat automatically maximize all damage rolls they make. Any natural 1 rolls on a d20 are treated as being a natural 2 roll instead. This is treated as if the creature rolled a 2 instead of a 1 in all ways, including avoiding automatic failure for rolling a natural 1, if applicable.

This power comes with a price. Any creature that benefits from this power suffers 1 point of Constitution damage at the end of their turn, or at the end of their next turn if they benefit from it when it is not their turn. This damage cannot be prevented by any known magic or immunities. If the creature lacks a Constitution score, they take Charisma damage instead.

Creatures with divine rank are not affected by this aura, with the exception of creatures that serve Beezlebub. Beezlebub himself does not benefit from this aura.

This replaces a normal Lord of the Nine's Aura of Hell.

Cursed (Ex)

Beezlebub 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.

Summon Devils (Su)

Beezlebub may summon up to 56 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


Spell-Like Abilities

Always active: detect chaos, detect good, true seeing. At will: augury, blasphemy, calm emotions, chasing perfection, commune, confusion, corrupt weapon, create undead, demand, desecrate, dictum, discern lies, disguise self, dispel chaos, dispel good, divination, divine favor, divine power, eagle's splendor, enthrall, false vision, forbiddance, foresight, geas/quest, glove of invulnerability, greater command, greater heroism, greater plane shift, greater prying eyes, greater scrying, greater spell immunity, greater teleport, greater visage of the deity, heroism, hold monster, hypnotism, identify, invisibility, irresistible dance, legend lore, magic circle against chaos, magic circle against good, magic vestment, mass charm person, mass reduce person, miracle, mislead, moment of prescience, nondetection, order's wrath, prayer, protection from chaos, protection from good, regenerate, remove fear, repulsion, righteous might, screen, scrying, shield of law, spell immunity, storm of vengeance, summon monster 9 (lawful evil only), time stop, true seeing, unholy aura, unholy blight, zeal, zealot pact

Alter Reality (Su)

Beezlebub 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. Beezlebub can use wish when doing so can help him promote perfection, competition and seers. Note that in the situation where Beezlebub 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)

Beezlebub 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:

Competition: +1 bonus to opposed checks.
Evil: +1 caster level to evil spells.
Law: +1 caster level to lawful spells.
Nobility: 14/day as a standard action, inspire allies with a +2 morale to attacks, damage, ability checks and skill checks. Lasts 24 rounds.
Oracle: +2 caster level to divinations.
Perfection: 14/day take 20 on a check in the time it takes to make a single check.
Pride: Diehard as a bonus feat.
Trickery: Add bluff, disguise and hide to cleric class skills.

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

Beezlebub does not automatically fail on a natural attack roll or saving throw roll of 1. He automatically receives a 20 on any check he makes.

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

Remote Communication: As a standard action, Beezlebub 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 smooth, powerful baritone. In this case, anyone within earshot can hear it or understand the message.

Create Items: Beezlebub can create any wondrous item with power related to perfection, future telling and pride the maximum is 200,000 gold.

Portfolio Sense: Ilmater is aware of any act of perfection, competition or seers.



Rogue powers:
Spoiler: ShowHide


Sneak Attack (Ex)

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

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

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

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

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

Trapfinding (Ex)

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

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

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

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

Evasion (Ex)

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

Uncanny Dodge (Ex)

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

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

Improved Uncanny Dodge (Ex)

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

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

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

Crippling Strike (Ex)

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



Blackguard powers:
Spoiler: ShowHide


Beezlebub casts as a 46th level blackguard (caster level 47th for lawful and evil spells) with access to the Competition, Evil, Law, Nobility, Oracle, Perfection, Pride and Trickery domains (caster level 57th for evil and lawful spells). The save DCs are 34 + spell level. All of Beezlebub's spells are automatically quickened.

Beezlebub never prepares spells, instead preferring to cast spontaneously.

[8/day]1:
[8/day]2:
[8/day]3:
[8/day]4:
[7/day]5:
[7/day]6:
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[7/day]8:
[6/day]9:
[5/day]10:

Aura of Evil (Ex)

The power of a blackguard's aura of evil (see the detect evil spell) is equal to his class level plus his cleric level, if any.

Detect Good (Sp)

At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.

Poison Use (Ex)

Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Dark Blessing (Su)

A blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.

Smite Good (Su)

Once a day, a blackguard of 2nd level or higher may attempt to smite good with one normal melee attack.

He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. If a blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.

At 5th level, and again at 10th level, a blackguard may smite good one additional time per day.

Aura of Despair (Su)

Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.

Sneak Attack (Ex)

This ability, gained at 4th level, is like the rogue ability of the same name. The extra damage increases by +1d6 every third level beyond 4th (7th and 10th). If a blackguard gets a sneak attack bonus from another source the bonuses on damage stack.



Gear:
Spoiler: ShowHide


Impeccable

Triel was given this trumpet long ago to spread the glories of the Heavens. His voice was music and his trumpet only made the most glorious sounds, the least of which could save a soul. When he was accursed and cast down into Hell, it is said the trumpet shattered into hundreds of pieces (it is often said it was 777 or 999 pieces, but the truth of this is not known). Unperturbed, Beezlebub gathered the pieces and reforged it into Impeccable, imbuing it with a twisted echo of the power it once had.

Impeccable has two different forms, that of a trumpet and that of a greatsword. Changing between the forms is a free action that can be done once per round. When Impeccable appears as a gleaming silver trumpet, it shines and radiates its own luster. Those who examine it closely and succeed on a DC 70 Spot check notice that the trumpet is full of cracks and that the luster is little more than a trick of the light. When transformed into a greatsword, it has the same cracks that can be noticed in the same way.

In trumpet form, Impeccable can be blown to sound beautiful and profane music. This requires a DC 70 Perform (Wind Instruments) check. When blown, all creatures who hear it and are within 700ft must make a DC 70 Will save or change alignment to lawful evil. This change is permanent and pleasing to the victims, as they see their previous beliefs as flawed and worthless. Such creatures look up to Beezlebub as an example of perfection and strive to emulate him as well as worship him. Protection from mind-affecting abilities does not protect against this, though they do grant a +7 circumstance bonus to the saving throw. Lawful evil creatures and mindless creatures are immune, as are deities. This change can only be reversed by a wish or miracle spell that succeeds on a DC 70 caster level check or by a deity who uses alter reality and succeeds on an opposed rank check against Beezlebub.

In greatsword form, Impeccable is a greatsword+14, keen and axiomatic power. It has no particular powers beyond this, most of Impeccable's power is tied to the trumpet form.

Unlike most artifacts, Impeccable can be sundered. A DC 70 Knowledge (Planes) check reveals this. Creatures who succeed on the DC 70 Spot check to notice the cracks in Impeccable get a +7 circumstance bonus to the check if they haven't attempted it yet, while those that have get a second attempt without the bonus. Impeccable has a hardness of 70 and 210 hit points. If Impeccable is destroyed by sundering, the weapon shatters into hundreds of pieces around Beezlebub. He can reassemble them into Impeccable with seven rounds of time to do so. Once reassembled, it has its full hit points restored and functions normally. He needs all the pieces to be able to do so, however, the pieces are indestructible and float on the surface of any liquid. If pieces of Impeccable or lost or otherwise taken away, Beezlebub can sense their location unless in the realm of a deity who succeeds on an opposed rank check against him.

Beezlebub eschews most other equipment, but he usually uses a pair of bracers of armor+14. Should he desire, he has a vast store of treasure and magical items to draw on. This covers all non-epic magical items, most epic ones and several artifacts. A foe that humiliates and infuriates Beezlebub will prompt him to tap into these and increases his deadliness many times over.


Custom Material: [spoiler]

Vile Divine Might [Divine, Epic, Vile]
Prerequisite: Divine Might, cha 25
Benefit: The extra damage from your divine might ability is vile damage.

Vile Sunder [Epic, Vile]
Prerequisite: Epic Sunder, Vile Martial Strike, cha 25
Benefit: Objects that you damage or destroy by sundering are more difficult to repair. Objects that are damaged or destroyed by your sunder can only be repaired within an area that has been consecrated or hallowed. Additionally, the Craft DC to repair the item increases by a number equal to your hit dice. If magic is used to repair the item (including using item creation feats), the caster must succeed on a caster level check with a DC equal to your hit dice to repair the item, otherwise the spell fails.

Vile Sneak Attack [Epic, Vile]
Prerequisite: Sneak attack+6d6, any one of Vile Martial Strike, Vile Ki Attack or Vile Natural Attack
Benefit: The extra damage from your sneak attack is vile damage.

Perfection Domain

Granted Power: Once per day you may take 20 on a skill check or ability check in the time it takes to make a single check. This doesn't allow you to take 20 on skills that don't allow it or when circumstances would prevent it.

Perfection Domain Spells

1: Corrupt Weapon
2: Eagle's Splendor
3: Divine Power
4: Spell Immunity
5: True Seeing
6: Chasing Perfection
7: Globe of Invulnerability
8: Greater Spell Immunity
9: Miracle

PERFECT DEFENSE
Prerequisite: Perfection
Benefit: Beezlebub's defense's are as close to perfect as he can make them, granting him several benefits.

Beezlebub gains improved evasion and improved mettle.

A natural 20 on an attack roll against Beezlebub is not treated as an automatic success. If the attack is still a hit, proceed as normal. If the attack is not a hit, instead reroll the attack with a +20 bonus to determine if it hits or misses. If the attack misses but another natural 20 is rolled, reroll again with an additional +20 bonus (for a total of +40). This continues so long as natural 20s are rolled that do not hit Beezlebub, in which case an additional +20 bonus is added each time, or until a roll that is not a natural 20 is determined, at which point a hit or miss is determined as normal. For the sake of critical threats when multiple rolls are made due to a natural 20 not being an automatic hit, only the last roll is used to determine if the attack is a critical threat.

PERFECTION
Prerequisite: Perfection domain, cha 45
Benefit: Beezlebub prides himself in achieving the utmost possible. After all, if he is perfect, he can demand nothing less of himself. Beezlebub gets the maximum possible result on any roll he makes, just like a greater deity. This includes rolling to check for automatic success or critical threats, as he does not automatically receive them. Additionally, Beezlebub automatically confirms any critical threat he makes.

However, his perfection does not come without a price. When Beezlebub fails an attack roll against a creature or loses an opposed check against another creature, the cognitive dissonance of his failure shakes him. This inflicts a -7 penalty to all rolls Beezlebub makes for 1 minute. Unlike normal penalties, this includes rank checks.  Multiple failures do not stack, however, the duration does stack. For example, if Beezlebub fails 3 attack rolls in a full attack, he would suffer the penalty for 3 minutes instead of 1. If in the next round he fails an opposed check against another creature, another minute would be added to the duration.
<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

Savin, Wanderer of Alicia

Fluff:
Spoiler: ShowHide


Background

Savin is an only child born to an unremarkable family in Elfsander. He was a bright child but a shiftless one, forever possessed of a fierce disinterest in honest work. His parents grew weary of this, electing to force Savin into a seaman's apprenticeship. In this he learned the ways and means of the sea. Yet Savin was no great sailor or worker, a fact that put him in the ire of the first mate. The first mate demanded the utmost from each of the sailors, something Savin found disagreeable. This lead to many an unpleasant encounter between Savin and the first mate. This spawned a deep animosity between the two. In time this lead to a vicious fight, one that the first mate won. The first mate called this mutiny and marooned Savin on the nearest islet.

Here Savin laid on the bare rocks. He had little water, no food and even less hope. He wasted away on that wind swept, rocky islet. He slept a sleep of parched pain and disturbing dreams. His dreams were strange symbols, twisting lights and incomprehensible words. On the third day of his marooning Savin awoke in a frenzy. He sprung to his feet, waved his hands like a madman and chanted those alien words. To his amazement, the Weave responded. Dancing lights and ghost sounds exploded around the island, a tremendous display. It was one so great that it drew the attention of a passing ship.

This ship was from Balmuria. In his recovery Savin was regaled with stories of the Crimson Guard. He was fascinated by them, most of all by the stories of Saint Alicia. There was something about her that drew him. The stories painted her as having a superior sense of purpose, serving many things - including the Weave. Stories of magic and the Gods returning to the world convinced Savin that his sudden magical aptitude had a reason, just as Alicia's works had a reason. When the ship returned to Balmuria Savin immediately busied himself in learning more. There he found the nascent church of Saint Alicia. He found the dogma pleasing and interpreted it to his own ends. A shiftless wandering that yet served a greater purpose appealed to Savin. He thus took his lessons of Alicia's dogma to heart and began to walk the world.

Since then, Savin has wandered from the jungles to the Southern Confederation. He is not the most devout or the most energetic of Alicia's flock, nor does he have any skill in divine miracles. But he spreads her words and supports those with the talent to become heroes. He styles himself a wanderer of Alicia, lingering just long enough to spread her word before resuming his aimless journey.

Appearance

Savin is a typical elf. He is a little over five feet tall and slender. His hair is a brown that is prematurely going gray - a rarity amid elves. It makes him appear older than he is. He wears sturdy traveler's clothes designed for warmth and durability, supple leather gloves, a simple diadem of iron and soft padded armor beneath it. In more cosmopolitan areas he is unremarkable and blends in, while in other areas his heritage stands out.

Personality

Savin has the graceful, almost feminine traits that many male elves possess. Yet it does not seem unusual on him, but entirely fitting. Despite this he is no great talker. He likes to talk but is easily overshadowed by others. That's just as well for him, since he prefers to laze while assessing things around him. He is quick to assert that divine providence is holding his hand, and if action is needed, great results will come from him.

Relations

Savin and his parents are not close. He holds them no great ill will, but they have been swept up in Pallanth's culture war. They have embraced a natural lifestyle fully, living like animals in the wild. His only visit was a brief one, as seeing his parents dirty, nude and unwashed was enough to convince him that he wants no part of that. He avoids the elven lands now, having no further interest in that conflict. Beyond family, Savin has a loose but wide ranging network of friends and Alicia's faithful throughout the regions he wanders in. He is close friends with another wanderer, Lady Jane Kesper. Lady Kesper is responsible for tracking down deserters from the Kelaran war effort. While Savin doesn't particularly approve or care about that, the two have a natural if vitriolic chemistry.

Relationships are something that eludes Savin. Being a wanderer is not a state that encourages that. He has had a few romantic encounters, one of which lead to a half elven son in the Desert Fiefdoms. Savin is not aware of this child.

Savin counts anything evil as his enemy, but in a casual way. He does not go out of his way to foil them, but feels obligated to do so when he comes across them.


Notes:
Spoiler: ShowHide


- I did Savin a long time ago, sometime around B1r's prep if I recall. He's slightly adjusted for posting here.

- Savin's meant to show a fleshed out view of a worshiper of Alicia. He's not the best fit for her in a lot of ways, but he's found a niche and works with it. Not every worshiper a deity gets is a personality match to them, after all.


Mariner 5/Fortune Blade 4//Duskblade 9

Size/Type: Medium Humanoid (Elf)
Hit Dice: 9d8+9+9 (62 hp)
Initiative: +7
Speed: 30ft
Armor Class: 20 (+7 dex, +3 armor)
Base Attack/CMB/CMD: +9/+10/27
Attack: Imith+18 (1d6+2 15-20 x2)
Full Attack: Imith+18/+13 (1d6+2 15-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Dirty strike+1d4, spell blade(2nd), power spell+2, spells, arcane channeling.
Special Qualities: Immunity to sleep, low-light vision, sailor lore, seamanship+2, back to back+1, arcane attunement, armored mage(medium+heavy shields), quick cast 1/day, spell power+2.
Saves: Fort +7, Ref +10, Will +8 (+2 vs enchantment)
Abilities: Str 12, Dex 25, Con 12, Int 18, Wis 14, Cha 9
Skills: Balance+21, Climb+15, Concentration+13, Jump+13, Knowledge(Arcana)+16, Knowledge(Religion)+10, Listen+14, Profession(Sailor)+16, Spellcraft+16, Spot+14, Swim+13, Tumble+19, Use Rope+19
Feats: Toughness(1), Weapon Focus(Rapier)(M1), Combat Casting(D2), Combat Expertise(3), Improved Trip(M5), Weapon Finesse(6), Improved Critical(Rapier)(FB1), Arcane Strike(9)
Epic Feats: -
Alignment: Chaotic Good (Chaotic Neutral tendencies)

Mariner powers:
Spoiler: ShowHide


Sailor Lore (Ex)

A mariner picks up a lot of knowledge by listening to local gossip in various ports of call or from the sea stories of shipmates. A mariner may make a special sailor lore check with a bonus equal to his mariner level + his Intelligence modifier to see whether he knows some relevant information about local people or history, far away places, or strange superstitions. This check will not necessarily reveal true information, as much of the time the mariner heard it from someone who heard it from a friend, who heard it from a guy, etc. The mariner may not take 10 or 20 on this check; this sort of knowledge is essentially random. The DM will determine the DC of the check by referring to the accompanying table.

Seamanship (Ex)

A mariner gains the listed bonus as a competence bonus to all Balance, Climb, and Profession (sailor) checks.

Dirty Strike (Ex)

A mariner is adept at maneuvers such as hitting below the belt, head butts, sucker punches, and other opportunistic tricks. Starting at 2nd level, a mariner may choose to make a single melee attack on his turn as a full round action that deals an additional +1d4 points of damage. This bonus increases to +2d4 at 6th level, +3d4 at 10th level, +4d4 at 14th level, and +5d4 at 18th level. The additional damage caused by a dirty strike is the same kind of damage as the weapon used in the attack; a 2nd-level mariner that uses a club to make a dirty strike deals an additional +1d4 bludgeoning damage, for example, and if the damage dealt by the attack is nonlethal damage, the additional damage is also nonlethal. This ability has no effect on creatures without a discernable anatomy or that are immune to critical hits, such as constructs, oozes, plants, or undead. Additional damage from a dirty strike is not multiplied if the mariner scores a successful critical hit.

Back-to-Back (Ex)

A mariner is trained in fighting alongside his shipmates in cramped and crowded conditions, especially against superior numbers. Starting at 4th level, whenever a mariner is adjacent to an ally and using the fighting defensively or total defense combat options or the Combat Expertise feat, he gains a +1 dodge bonus to his AC. This bonus increases to +2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level. He loses this bonus if he is denied his Dexterity bonus to AC or if he or his ally moves more than 5 ft. away.


Fortune Blade powers:
Spoiler: ShowHide


Spellblade (Sp)

Whenever you confirm a critical hit, magical energy courses through your veins and into your blade. This causes extra effects whenever you confirm a critical hit. When this happens, you may choose any arcane spell you have memorized (if you cast as a wizard) or know (if you cast as a sorcerer). This spell instantly activates, taking effect on the target. This spell resolves as normal, including saving throws and spell resistance. Spells that require an attack roll(s) to hit do not need to do so, nor are these spells counted as being critical hits. This spell does not count as being used - you do not use any components, spell charges are not consumed and a memorized spell is not lost.

The spell in question must be able to target the victim normally, such as charm person, magic missile or sleep. Alternately, it may be an area, burst or radius effect, with the victim at the center of it. You gain no special protections against the spell in this case. You cannot use a spell that would not be able to center itself on a living creature as a valid target, such as wall of force or a summon monster spell. You may not use a spell for spellblade that has a material component that costs more than 1 gold piece.

At 2nd level you can have a 0 or 1st level spell occur when you confirm a critical hit. This level rises by 1 every 2 levels. At 4th level you may use a 2nd level spell, at 6th level you may use a 3rd level spell and so on.

A spell cast through a critical hit and spellblade is a free action. A spell that takes more than 1 round to cast cannot be cast through spellblade.

Creatures immune to critical hits are not subject to them against you. However, if you land a critical threat on one, you may resolve it as normal. Confirming the threat allows spellblade to trigger as normal, though no other aspects of a critical hit occur.

You may not use metamagic on a spell cast by spellblade. Metamagic that is applied automatically, such as the automatic metamagic epic feat or certain class features, functions as normal.

Power Spell (Ex)

When you confirm a critical hit and cast a spell through spellblade, you gain a +2 bonus to the caster level. At 9th level this bonus rises to +4.


Duskblade powers:
Spoiler: ShowHide


Savin casts as a 9th level duskblade.

Arcane Attunement (Sp)

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

Armored Mage (Ex)

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

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

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

Arcane Channeling (Su)

Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.

Quick Cast (Ex)

Beginning at 5th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less.

You can use this ability twice per day at 10th level, three times per day at 15th level, and four times per day at 20th level.

Spell Power (Ex)

Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level.


Gear:
Spoiler: ShowHide


Savin carries Imith, a rapier+1 that can automatically confirm a critical hit in exchange for dealing 10% of Savin's maximum points to himself (currently 6 hit points). A formerly cursed weapon, the curse was broken but the blade still sips the life force of the wielder.

Beyond that, Savin wears bracers of armor+3, gloves of dexterity+4, a circlet of intelligence+2 and carries several potions of cure moderate or cure serious wounds on him at any time.
<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

Leporas, Consuming Hunger

Fluff:
Spoiler: ShowHide


Leporas was once a dire tiger tainted by a cruel wizard. The blood of yugoloths was forced into his veins, transforming him into a fiendish horror. Before Leporas could be further altered, the mage's sanctum was devoured by the fiend known as The Father. Leporas was partially consumed as well, but the conflicting yugoloth and demonic energies within him mutated. He became a horror unique unto himself, caring only to eat, consume and feast. Leporas grew massively fat from his endless eating, head after head emerging from its bloated body.

After The Father was sealed away, Leporas was banished to the Abyss. There the dire tiger continued to feast, wandering the endless horrors. He has occasionally been taken as a prize or pet, but is rarely harmed and always manages an escape, no matter the odds. A more intelligent creature might suspect the hand of a demon lord or the Abyss itself in his fortunes, but Leporas only cares about his next meal. He consumes any beings he comes on, demons or otherwise. He has a particular preference towards celestials.


Notes:
Spoiler: ShowHide


- Shit happens. That's the Abyss in a nutshell and Leporas is a fine example of it. He's nothing but a desire and hunger, destroying and devouring because that's what he is now. Reason ultimately falters before indulging his desires. Others mean nothing to him except as a source of food.

- Mechanically Leporas is somewhere in the low 20s for CR? He's really swingy due to the nature of his bites. He can go from a normal full attack to a pounce with more attacks than you want to think about it, all depending on the size of his prey. I'd put him at 25 if I had to and leave it at that.



Dire Tiger 16/Half Fiend 4/Multiheaded Creature 11/Poisonous 1//Fighter 32

Size/Type: Huge Outsider (Chaotic, Evil)
Hit Dice: 32d10+544+32+64 (960 hp)
Initiative: +13
Speed: 50ft, fly 50ft (average)
Armor Class: 44 (-2 size, +5 dex, +24 natural, +1 dodge, +1 ws, +5 armor)
Base Attack/CMB/CMD: +32/+45/62
Attack: Bite+53 (4d6+27 plus 1 con plus poison plus consumption))
Full Attack: 12 bites+53/+47/+42/+37 (4d6+27 plus 1 con plus poison plus consumption) and 2 claws+41 (2d6+5) and 2 rakes+41 (2d8+5)
Space/Reach: 15ft/15ft
Special Attacks: Improved grab, pounce, rake 2d8+5, smite good 1/day, spell-like abilities, poison, consumption.
Special Qualities: Damage reduction 25/cold iron, epic and good, immunity to poison, resistance to acid, cold, fire and electricity 30, spell resistance 42, low light vision, darkvision 120ft, scent, limited reach.
Saves: Fort +35, Ref +17, Will +29
Abilities: Str 32, Dex 20, Con 44, Int 7, Wis 12, Cha 12
Skills: Listen+58, Move Silently+40, Search+55, Spot+58
Feats: Combat Reflexes(B), Improved Initiative(B), Multiattack(1), Weapon Focus(Bite)(F1), Endurance(F2), Steadfast Determination(3), Weapon Specialization(Bite)(F4), Improved Natural Weapon(Bite)(6), Dodge(F6), Melee Weapon Mastery(Piercing)(F8), Strong Stomach(9), Greater Weapon Focus(Bite)(F10), Rapidstrike(Bite)(12), Toughness(F12), Greater Weapon Specialization(F14), Ability Focus(Poison)(15), Power Attack(F16), Improved Rapidstrike(Bite)(18), Weapon Supremacy(Bite)(F18), Mobility(F20), Virulent Poison(21), Deadly Poison(24)
Epic Feats: Superior Initiative(F22), Epic Weapon Focus(Bite)(F24), Epic Weapon Specialization(Bite)(F26), Epic Ability Focus(Poison)(27), Spellcasting Harrier(F28), Epic Toughness(30), Penetrate Damage Reduction(Cold Iron)(F30), Penetrate Damage Reduction(Silver)(F32)
Alignment: Chaotic Evil

Racial powers:
Spoiler: ShowHide


Spell-like abilities

3/day-darkness, poison, unholy aura. 1/day-blasphemy, contagion, desecrate, horrid wilting, summon monster 9 (evil only), unhallow, unholy blight. The save DCs are 11 + spell level.

Improved Grab (Ex)

To use this ability, a dire tiger must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex)

If a dire tiger charges, it can make a full attack, including two rake attacks.

Poison (Ex)

1d8/2d8 Constitution damage, DC 51 Fortitude negates. The save DC is Constitution based.

Limited Reach (Ex)

Due to the huge, bloated size of Leporas, he cannot fully employ its bite attacks against most opponents. Against small or smaller creatures, he may only apply one head's bites. He can apply up to two heads on medium creatures, four on large creatures, eight on huge creatures and all of them on gargantuan or larger creatures.

Consumption (Su)

Like The Father that caused his mutation, Leporas gains strength from devouring flesh. He heals one half the damage of each successful bite attack. Hit points in excess of his maximum are gained as temporary hit points. Temporary hiit points gained in this way last for up to one hour. Temprary hit points gained in this manner stack with one another, and Leporas has no limit to the number of temporary hit points he can have safely.


Gear: [spoiler]

Leporas does not wear gear. However, he absorbs magical items he consumes and has gained several bonuses from them. He benefits from a +6 enhancement bonus to natural armor, a +5 armor bonus to armor class and +2 resistance bonus to saving throws. Additionally, his bites are treated as +6 weapons with the wounding special property.
<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

Tyler Burnar, Golden Inquisitor of Seira.

Fluff:
Spoiler: ShowHide


Background

Tyler Burnar is the third child of Burnar family from northern Kesse. He grew up with the advantages of prosperity and a good family. He took to his studies in particular, learning of the centuries of bitter, bloody wars between Kesse, Evrai and Sanaxt. These endless tragedies gnawed at his heart, yet what could be done? His studies of history revealed that war was the ultimate fate of Kesse, in the past, in the present and in the future. He realized there was no point in resisting the inevitable flow of events.

Tyler's acceptance did not last long. The death of King Denegran and the subsequent demises of Prince Kort, Prince Albert and Princess Armanda rocked Kesse. War seemed inevitable - until she came. A golden dragon princess in the form of a human, who brought a message of peace to Kesse. This message spoke to Tyler. It inspired him to leave his family and head to the capital, where the first movements of Seira's church were forming. He joined immediately, becoming a founding member of Seira's faith.

Since that day, Tyler has settled into the role of church inquisitor. He has a knack at rooting out corruption, something Kesse has far too much of. His long career has earned him accolades and friendships. These long works have done much to support Seira's church and guide it through its early growth pains. His main works have been with helping spread peace and acceptance throughout the three kingdoms. It has been a long struggle with no end in sight. While the main cities are under direct influence and slowly tamed through order, rural areas resist the message. While tragedies do continue there, steady progress is made in reducing them. Tyler has come to accept that real peace will take more than his lifetime. This has not lessened his hope, but instead reaffirmed it. For the first time the bloody wars of centuries have a chance to be forgotten.

Due to his spellcasting ability and seniority, Tyler is often assigned unusual or difficult tasks. From transporting a random traveler to Arborea to ensuring the freedom of the ocean free cities, Tyler's free time is filled with these tasks.

Appearance

Tyler Burnar is a stout human, all muscles fading into middle aged bulk. He is a few inches past six feet tall and a bushy shock of brown/gray hair with a matching beard. He wears thick furs and heavy clothes when seeing to peaceful religious duties. When going out into the countryside, he favors a well made set of full plate armor, shield and short sword. The armor suits his appearance well, making him appear as a wizened old master of the battle field.

Personality

Tyler Burnar is plain spoken, homey and direct. He has little use for double speak or innuendo. He has a blocky directness that matches his appearance. He's quick to assess the situation and quicker to act - something that doesn't match his appearance at all. Long years of experience have impressed on him the need to take control of a situation. After all, if he's controlling things, then he can make sure nothing goes horribly wrong. Things have a way of going horribly wrong in Kesse.

Relationships

Tyler is close to his extended family of brothers, sisters, in laws, nieces, nephews and so forth. He has steered several of them into Seira's faith and is personally mentoring Valam Burnar, a promising nephew in his novitiate. He has many friends in Kesse and a few in the surrounding kingdoms. He is an old friend of Valar the Conqueror, the two having grown close in the decades of helping the region along. The two men share the easy bonds of camaraderie and trust each other with their lives.

Tyler is married to Elaza Burnar. They have several children and a strong, stable family. The only blight on it is a decade-old wound. The sixth and last child of the couple died of crib death. They have overcome this tragedy - despite not knowing the roots of it.

There are many who Tyler considers enemies, from those who want to continue the old, tired ways of war to Shar's black church. The last in particular is most passionate on both sides, as Tyler has participated in the extermination of several Sharran cults. He has seen the horrors the Lady of Loss brings and is devout in ensuring she never again gains sway in Kesse. His fervor has not gone without reply. Unknown to all, an agent of Shar was able to snuff the life of his sixth child. It was mistaken as crib death and an attempt at resurrection failed. While his heart was pained, Tyler was ultimately able to accept and recover from the tragedy. He quietly rejected the despair in his heart and healed, rather than falling into misery as the Sharrans hoped.

Combat

Tyler is a slow moving hunk of iron and clerical might in battle. He wades right into the front lines, confident in steel and faith protecting him. He rarely attacks in melee, preferring spells instead. If he knows he must engage in melee, he will prepare Righteous Might and Divine Favor before wading into battle. Tyler is not the strongest of Seira's clerics and knows this. He does not overdo it and is more than willing to retreat.



Notes:
Spoiler: ShowHide


- Tyler's a meaty, defensive cleric that's tricky to take down at his power level. He makes an interesting take on an inquisitor, at least to me.

- Anyway, he's posted here to show a random worshiper of Seira, albeit fleshed out and developed.


Cleric 5/Church Inquisitor 5//Fighter 10

Size/Type: Medium Humanoid (Human)
Hit Dice: 10d10+20+10 (82 hp)
Initiative: -1
Speed: 20ft, 30ft without armor
Armor Class: 34 (-1 dex, +15 armor, +8 shield, +2 sacred)
Base Attack/CMB/CMD: +10/+12/31
Attack: Golden Fang+13 (1d6+3 19-20 x2)
Full Attack: Golden Fang+13/+8 (1d6+3 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spells, channel energy 10/day (3d6; DC 15).
Special Qualities: Detect evil, inquisition domain, immunity to charm and compulsions, pierce illusion, pierce disguise, armor of god(+8), resistance to fire 10.
Saves: Fort +7, Ref +1, Will +15
Abilities: Str 15, Dex 8, Con 14, Int 19, Wis 25, Cha 17   
Skills: Bluff+16, Concentration+15, Diplomacy+18, Knowledge(Arcana)+17, Knowledge(Religion)+17, Listen+20, Sense Motive+22, Spellcraft+17, Spot+20
Feats: Negotiator(1), Apt Learner(Bluff and Sense Motive)(H), Toughness(F1), Shield Specialization(F2), Extra Turning(3), Shield Ward(F4), Empower Spell(6), Heavy Armor Optimization(F6), Easy Metamagic(Empower Spell)(9), Greater Heavy Armor Optimization(F10)
Epic Feats: -
Alignment: Lawful Good

Cleric powers:
Spoiler: ShowHide


Tyler Burnar casts as a 10th level cleric with access to the Hope, Inquisition and Knowledge domains.

Domain powers

Hope: Grants a +4 to any one attack roll, skill check or saving throw once per day as the domain power. This must be declared before you make the roll.
Inquisition: +4 bonus to dispel checks.
Knowledge: All knowledge skills are cleric class skills, +1 caster level for divinations.


Church Inquisitor powers:
Spoiler: ShowHide


Detect Evil (Sp)

A church inquisitor can use detect evil at will as a spell-like ability.

Immune to Charms (Ex)

A church inquisitor of 2nd level or higher is immune to all enchantment (charm) spells and effects.

Pierce Illusion (Su)

At 3rd level, the church inquisitor gains the supernatural ability to penetrate illusions and disguises at will. Whenever an inquisitor sees an illusion or disguise spell of any sort, he immediately makes a Will save to see through it. The inquisitor need not interact with or touch the illusion, visual contact is enough to give the Will save.

Pierce Disguise (Ex)

The inquisitor has a +4 competence bonus on Spot checks against the Disguise skill.

Immune to Compulsions (Ex)

A church inquisitor of 5th level or higher is immune to all compulsion spells and effects.


Fighter powers:
Spoiler: ShowHide


Armor of God (Su)

As an immediate action, you can reduce your base Will save to +0 and gain a bonus to your Armor Class equal to the amount of the reduction. This effect lasts until the beginning of your next turn. Armor of god is a supernatural ability.


Gear:
Spoiler: ShowHide


Tyler wields Dragon's Fang, a shortsword+1 that grants a +2 sacred bonus to armor class when drawn. He is also blessed with the Armor and Shield of the Order of the Golden Knights, full plate+5, fire resistance and a heavy steel shield+5, respectively. Beyond that he wears the Ring of the Agile Mind, which grants a +4 enhancement bonus to Intelligence, Wisdom and Charisma.
<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

Quaruts

Notes:
Spoiler: ShowHide


- Quaruts get an upgrade in Balmuria due to them having a campaign specific roll. One that's quite important, thus they're beefed up for it.

- Fundamentally, a quarut is easy to kill IF you somehow get shots at it. As it always goes first, can't be surprised and has three chronomantic spells to fling a round, this is easier said than done. Low HP does that, though the respectable AC helps. The real problem with fighting a quarut is that they have access to chronomancy and you don't, which lets them cheat outrageously compared to what a typical PC can do. As you'll only fight them if you're fucking around and trying to skirt or ignore the Temporal Compact, this isn't a concern for normal PCs.

- Most quarut fights are over before the opponent realizes they've begun. This is by hook or by crook, as a quarut is just as inclined to time travel and gently nudge someone away from what would get them killed rather than execute their opponents. When you factor politics into it by the various Keepers of the Temporal Compact, it's relatively rare for quaruts to take lives. They're an insurance policy as much as anything else.

- Most of their nastiest power comes from free chronomancy, though not a lot of it is posted. I try not to put too much at a time, but I'll bundle up some of what I wrote for this and post it later.



Size/Type: Large Construct (Lawful)
Hit Dice: 26d10+26+104 (390 hp)
Initiative: +5; always goes first
Speed: 40ft, fly 100ft (perfect)
Armor Class: 66 (-1 size, +5 dex, +26 natural, +9 insight, +1 dodge, +16 armor)
Base Attack/CMB/CMD: +26/+40/65
Attack: Slam+47 (4d6+28)
Full Attack: 2 slams+47 (4d6+28)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, gaze of time, keeper of time.
Special Qualities: Damage reduction 20/adamantine and anarchic, resistance to acid, cold, electricity, fire and sonic 30, spell resistance 40, fast healing 15, constructed toughness, temporal mastery, insights of time, temporal immunity, construct traits.
Saves: Fort +17, Ref +22, Will +26
Abilities: Str 36, Dex 20, Con -, Int 24, Wis 28, Cha 28
Skills: Appraise+45, Concentration+38, Diplomacy+47, Knowledge(Arcana)+45, Knowledge(Local: Mechanus)+45, Knowledge(Nature)+45, Knowledge(Planes)+45, Knowledge(Religion)+45, Listen+47, Sense Motive+47, Spellcraft+45, Spot+47, Survival+47
Feats: Toughness(B), Power Attack(1), Combat Expertise(3), Improved Sunder(6), Improved Trip(9), Dodge(12), Ability Focus(Gaze of Time)(15), Irresistible Gaze(18)
Epic Feats: Epic Toughness(B), Epic Toughness(21), Epic Ability Focus(Gaze of Time)(24)
Alignment: Lawful Neutral

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-dictum, order's wrath, shield of law. Caster level 26th. The save DCs are 19 + spell level.

Gaze of Time (Su)

As a standard action, a quarut may use a gaze attack on all creatures within 30ft. Any creature able to see the quarut must succeed on a DC 46 Fortitude save or instantly age to the venerable age category. A change in this manner causes the loss of Strength, Dexterity and Constitution as usual but does not grant the increases to Intelligence, Wisdom and Charisma that normally come with aging. Constructs and undead are immune to this ability, as are creatures that are naturally immortal, such as outsiders. The save DC is Wisdom based and includes a +6 racial bonus.

A creature aged by this ability dies of old age in 1d6+6 months. A quarut can revert a creature affected this back to their previous age at will.

Keeper of Time (Sp)

As a swift action, a quarut may cast any chronomancy spell of 10th level or lower as a spell-like ability. As they are created to serve the Keepers of the Temporal Compact, quaruts are exempt from the restrictions to chronomancy from the Temporal Compact.

Constructed Toughness (Ex)

A quarut gains Toughness and Epic Toughness as bonus feats. It gets maximum hit points per hit die.

Temporal Mastery (Ex)

As guardians of time and space, quaruts are granted incredible power. A quarut is never surprised, it may act in a surprise round as normal. They always act first in combat, winning initiative unless they choose otherwise or facing an opponent with the supreme initiative salient divine ability. A quarut has three swift actions per round.

Insights of Time (Ex)

A quarut processes time far faster than other creatures, which grants it tremendous boons in combat. A quarut gains its Wisdom modifier as an insight bonus to attack rolls, weapon damage rolls, armor class, saving throws and skill checks.

Temporal Immunity (Ex)

A quarut is completely immune to chronomancy, save those it casts itself, those cast by a superior (including Keepers of the Temporal Compact as well as their servants) or those cast by a deity. A quarut is immune to haste and slow spells unless it desires to to be affected, as well as spells such as temporal stasis. Any time stop cast within 500ft of a quarut allows the quarut to act in the time stop as if they cast it themselves, allowing the quarut and the caster of time stop to affect each other as normal. Quaruts are immune to time paradoxes and temporal revision; killing or affecting a quarut in the past has no effect on it in the present.

At the DM's discretion, the quarut is immune to any effect similar to chronomancy that is not explicitly mentioned here.


Gear: [spoiler]

Quaruts have full plate+8, ghost touch built into them. Due to superior construction, this armor has no maximum dexterity cap, arcane spell failure or armor check penalty. Quaruts otherwise use equipment they are assigned or find in the field as appropriate. Most focus on improving their hit points or saving throws.
<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

Mystra and the deities of Dweomerheart do not need to tend to every small problem themselves. While they have myriad celestials and spirits to aid them, they also choose to empower a select few creatures as Dweomer Watchers. These watchers are akin to detectives, ensuring that none misuse the Weave or use it unsafely within Dweomerheart. The template can be placed on any character who can manage 7th level arcane spells, so that while high level, it's not a template aimed entirely at epic level characters. Anyway, it's not the most mechanically heavy or potent template, but something Mystra gives out to those who serve her in this way.

At some point soon - though not immediately because I have other projects, I'd like to do an NPC who is a dweomer watcher. This is building towards the future.

The level adjustment is a guesstimate, I may change it once I do some math in the future.  Likewise, it's possible I tweak this template once I make an NPC or two who uses it.


Dweomer Watchers

Dweomer Watchers are arcane spellcasters who patrol Dweomerheart and ensure all is well with the magic there. They are agents of Mystra who focus on stopping forbidden uses of magic as well as make sure magic is not used unsafely.

Creating a Dweomer Watcher

"Dweomer Watcher" is an acquired template that can be added to any creature who can cast 7th level arcane magic.

Size and Type

The base creature's size and type are unchanged.

Special Attacks

A Dweomer Watcher retains all the special attacks of the base creature and gains the following special attack.

Spell-Like Abilities

Always active-greater arcane sight. At will-greater dispel magic. Caster level equals the base creature's hit dice.

Arcane Power (Ex)

The Dweomer Watcher's arcane magic is overwhelmingly powerful. They gain a +3 bonus to the save DCs and caster levels of any arcane spells they cast. This applies to the spell-like abilities granted by this template.

Special Qualities

A Dweomer Watcher retains all the special qualities of the base creature and also gains the following special qualities.

Mystra's Shield (Ex)

Dweomer Watchers are immune to spells of 6th level or lower. They gain a resistance bonus to saving throws against spells, spell-like abilities and supernatural abilities equal to their Intelligence modifier (if a wizard or similar Intelligence based spellcaster) or Charisma (if a sorcerer or similar Charisma based spellcaster).

Steady Concentration (Ex)

A Dweomer Watcher has seen many strange and difficult situations, granting them nearly unshakeable concentration. They gain a +5 competence bonus to Concentration checks.

Abilities

The base creature's Intelligence (if a wizard or similar Intelligence based spellcaster) or Charisma (if a sorcerer or similar Charisma based spellcaster) increases by 4.

Level Adjustment

+3
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Beyalhut Titan

Fluff:
Spoiler: ShowHide


It is said that Beyalhuts are the hammer which Mechanus uses to pound down chaos in its many forms. Yet sometimes a mere hammer is not enough. Rather than a hand held hammer to push down a nail, you need a sledge hammer to tear down an entire wall. When slaad grow so troublesome and out of control that normal measures will not suffice, a Beyalhut Titan may be dispatched to crush them all. These massive titans loom over other Inevitables, the result of centuries of careful crafting and resources. They are made to be a response of overwhelming force when slaad require it. A Beyalhut Titan is a terrible opponent to face, deployed with great care and used wisely.

Unlike normal Beyalhuts, Titans are smarter and more prone to developing a personality. While still somewhat dim, they are more than capable of growing. Personalities almost always veer towards the aggressive and destructive, for they know what they are and what they are to do.

The standard use for them is to drop them alone amid a vast infestation of slaad and come back in a few days once all the slaad are destroyed or fled. They fight alone most of the time, as few things can hope to oppose it.

Almost all Beyalhuts that develop any personality at all take the Prosecutor epic prestige class.



Notes:
Spoiler: ShowHide


- These titans are some of the nastiest tools Mechanus has. They're powerful and direct for sure, but also they're specialized tools. They're used wisely and with caution, rather than thrown around to solve any old problem. They're also not used against slaad lords, as they may even come close to giving them a good fight, but lose to the vast variety any such creature has.

- Beyalhut Titans use the DC 70 epic skill usage of climb to climb through thin air. They don't have a fly speed for that reason.

- Sometimes the DM wants to make a giant robot. What can I say?



Size/Type: Colossal Construct (Lawful)
Hit Dice: 50d10+50+300+80 (930 hp)
Initiative: +0
Speed: 120ft, climb 120ft
Armor Class: 54 (-8 size, +52 natural)
Base Attack/CMB/CMD: +37/+55/65
Attack: Right fist+60 (12d6+29 plus 2d6 axiomatic plus paralysis plus order's wrath)
Full Attack: Right fist+60 (12d6+29 plus 2d6 axiomatic plus paralysis plus order's wrath) and left fist+60 (12d6+29 plus 2d6 axiomatic plus binding plus slow) and headbutt+60 (16d6+39 plus 2d6 axiomatic plus dictum)
Space/Reach: 30ft/30ft
Special Attacks: Enchanted body, energy beam, slayer of slaad.
Special Qualities: Damage reduction 30/adamantine and epic, fast healing 50, darkvision 120ft, constructed toughness, immunity to magic, ambidextrous, strong counters, construct traits.
Saves: Fort +19, Ref +22, Will +21
Abilities: Str 50, Dex 10, Con -, Int 8, Wis 16, Cha 12
Skills: Climb+81, Intimidate+54, Listen+56, Move Silently+53, Spot+56
Feats: Combat Reflexes(B), Toughness(B), Deft Opportunist(1), Power Attack(3), Improved Sunder(6), Improved Bull Rush(9), Awesome Blow(12), Supernatural Instincts(15), Improved Overrun(18)
Epic Feats: Epic Toughness(B), Epic Sunder(21), Epic Bull Rush(24), Dire Charge(27), Armor Skin(30), Epic Toughness(33), Epic Overrun(36), Epic Fortitude(39), Epic Reflexes(42), Epic Will(45), Epic Toughness(48)
Alignment: Lawful Neutral

Racial powers:
Spoiler: ShowHide


Enchanted Body (Su)

A Beyalhut Titan's body is enchanted to bestow powerful secondary effects to the creatures it strikes. The caster level of spells from this ability is 50.

Right Fist: Affected as if by a hold monster and order's wrath spell (DC 60).
Left Fist: Affected as if by a dimensional anchor and slow spell (DC 60).
Headbutt: Affected as if by a dictum spell (DC 60).

Additionally, a Beyalhut Titan can deal non-lethal damage with its natural attacks, suffering no penalty to the attack roll. When dealing non-lethal damage, any damage it deals is non-lethal. It can change between lethal and non-lethal damage as a free action.

Finally, the natural attacks of a Beyalhut Titan count as +9 weapons as well as axiomatic weapons.

The save DCs are Strength based.

Energy Beam (Su)

As a standard action, a Beyalhut Titan can emit a torrent of powerful energy in a line 800ft long, 100ft wide and 50ft tall. This deals 50d10 points of damage to all non-lawful creatures within the line (Reflex DC 60 halves). Chaotic creatures within the beam are also slowed (Will DC 60 to negate). The save DC is Strength based.

Ambidextrous (Ex)

Beyalhut Titans are naturally skilled at fighting with any and all parts of its body. It suffers no penalty to attack rolls with secondary natural weapons and adds its full Strength modifier to damage with them (1.5 times with its headbutt).

Immunity to Magic (Ex)

A Beyalhut Titan is immune to any spell or supernatural ability with the following exceptions. A rusting grasp spell deals 1d12 points of damage per caster level with no save. Spells with the lawful descriptor heal 10 points of damage per level of the spell. For example, a dictum spell would heal a Beyalhut Titan 70 hit points.

Constructed Toughness (Ex)

A Beyalhut Titan gains toughness and epic toughness as bonus feats. It has maximum hit points per hit die.

Strong Counters (Ex)

A Beyalhut Titan uses Strength instead of Dexterity to determine the extra attacks of opportunity they get with the Combat Reflexes feat. It may use Strength in place of Dexterity to qualify for any feats that require combat reflexes as a prerequisite.

Slayer of Slaad (Su)

Slaad and other chaotic neutral outsiders are in grave danger against a Beyalhut Titan. It gains a +5 axiomatic bonus to attack and damage rolls against chaotic neutral outsiders and chaotic neutral natives of Limbo. It deals maximum damage against such creatures.


Gear: [spoiler]

Beyalhut Titans carry no equipment.
<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

Some monsters stand alone on their own merits. This is one of them.

Blame Alicia.


Giant Bee

Size/Type: Large Magical Beast
Hit Dice: 6d10+6 (46 hp)
Initiative: +4
Speed: 10ft, fly 60ft (good)
Armor Class: 20 (-1 size, +4 dex, +7 natural)
Base Attack/CMB/CMD: +6/+12/26
Attack: Stinger+11 (1d12+5 plus poison plus stinger 19-20 x2)
Full Attack: Stinger+11 (1d12+5 plus poison plus stinger 19-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Poison.
Special Qualities: Low-light vision, darkvision 60ft, stinger.
Saves: Fort +6, Ref +9, Will +2
Abilities: Str 21, Dex 19, Con 13, Int 3, Wis 11, Cha 11   
Skills: Move Silently+15, Spot+9
Feats: Ability Focus(Poison)(1), Weapon Focus(Stinger)(3), Alertness(6)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Poison (Ex)

1d4/1d4 Constitution damage, DC 20 Fortitude negates. The save DC is Constitution based and includes a +1 racial bonus.

Stinger (Ex)

A giant bee's stinger is its most deadly weapon. When a creature is struck by its stinger, the stinger breaks off into the wound. As long as the stinger is stuck in the creature, they are at constant risk for being poisoned. If not yet affected by the giant bee's poison, they must repeat the save each round. Additionally, removing the stinger is traumatic, causing an additional 1d6 points of damage to the creature, unless removed by a character who succeeds on a DC 20 Heal check.

A giant bee that loses its stinger cannot use its stinger attack, though it does not die. A stinger regrows over 1d8 days. A bee without its stinger retreats or resorts to using its body as a crude weapon by crashing into its enemies (1d4+5 damage, -4 penalty to the attack roll).



Gear: [spoiler]

Giant bees carry no treasure. However, an intact stinger from a giant bee is worth approximately 100 gold to an alchemist or a poisonsmith. The stinger must not have been used, a stinger taken from a wounded creature is contaminated and worthless.
<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?