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

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Anastasia

Radiance elementals are pretty straightforward. They never got added to 3.0/3.5 as far as I'm aware, so I'm mostly taking the concept and filling it in a bit.

Radiance (Ex)

Any creature within the given radius of a radiance quasi-elemental radiance must succeed on a Fortitude save each round or go blind. A creature must save when they first enter the radius of the radiance and then at the beginning of their turn each round they are in it. A creature blinded by radiance is blind for as long as they stay in the area of the radiance and 1d4 rounds after. The save DC is Constitution based.

Immunity to Light (Ex)

A radiance quasi-elemental is immune to any spell with the light descriptor, or any ability that functions primarily through light, such as the cone of light breath weapon of a radiant dragon. A radiance quasi-elemental cannot be blinded.

Small Radiance Quasi-Elemental

Size/Type: Small Elemental (Fire)
Hit Dice: 2d8 (13 hp)
Initiative: +2
Speed: 20ft, fly 40ft (perfect)
Armor Class: 16 (+1 size, +2 dex, +2 natural, +1 dodge)
Base Attack/CMB/CMD: +1/+0/13
Attack: Slam+4 (1d4)
Full Attack: Slam+4 (1d4)
Space/Reach: 5ft/5ft
Special Attacks: Radiance.
Special Qualities: Darkvision 60ft, immunity to fire, immunity to light, vulnerability to cold, elemental traits.
Saves: Fort +0, Ref +5, Will +0
Abilities: Str 10, Dex 14, Con 10, Int 4, Wis 11, Cha 11 
Skills: Listen+5, Move Silently+7, Spot+5 
Feats: Weapon Finesse(B), Dodge(1)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Radiance (Ex)

20ft radius; DC 11 Fortitude negates.

Immunity to Light (Ex)

A radiance quasi-elemental is immune to any spell with the light descriptor, or any ability that functions primarily through light, such as the cone of light breath weapon of a radiant dragon. A radiance quasi-elemental cannot be blinded.


Gear: [spoiler]

Radiance quasi-elementals do not carry any equipment. Occasionally one finds a shiny object that reflects light well and keeps it, this can be anything from the worthless to the priceless.
<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

Medium Radiance Quasi-Elemental

Size/Type: Medium Elemental (Fire)
Hit Dice: 4d8+4 (27 hp)
Initiative: +7
Speed: 20ft, fly 40ft (perfect)
Armor Class: 17 (+3 dex, +3 natural, +1 dodge)
Base Attack/CMB/CMD: +3/+4/17
Attack: Slam+6 (1d6+1)
Full Attack: Slam+6 (1d6+1)
Space/Reach: 5ft/5ft
Special Attacks: Radiance.
Special Qualities: Darkvision 60ft, immunity to fire, immunity to light, vulnerability to cold, elemental traits.
Saves: Fort +2, Ref +7, Will +1
Abilities: Str 12, Dex 16, Con 13, Int 4, Wis 11, Cha 11 
Skills: Listen+7, Move Silently+10, Spot+7 
Feats: Weapon Finesse(B), Dodge(1), Improved Initiative(3)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Radiance (Ex)

30ft radius; DC 13 Fortitude negates.

Immunity to Light (Ex)

A radiance quasi-elemental is immune to any spell with the light descriptor, or any ability that functions primarily through light, such as the cone of light breath weapon of a radiant dragon. A radiance quasi-elemental cannot be blinded.


Gear: [spoiler]

Radiance quasi-elementals do not carry any equipment. Occasionally one finds a shiny object that reflects light well and keeps it, this can be anything from the worthless to the priceless.
<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

#212
Large Radiance Quasi-Elemental

Size/Type: Large Elemental (Fire)
Hit Dice: 8d8+16 (66 hp)
Initiative: +8
Speed: 20ft, fly 40ft (perfect)
Armor Class: 18 (-1 size, +4 dex, +4 natural, +1 dodge)
Base Attack/CMB/CMD: +6/+8/23
Attack: Slam+9 (2d6+2)
Full Attack: 2 slams+9 (2d6+2)
Space/Reach: 10ft/10ft
Special Attacks: Radiance.
Special Qualities: Damage reduction 5/-, darkvision 60ft, immunity to fire, immunity to light, vulnerability to cold, elemental traits.
Saves: Fort +4, Ref +10, Will +2
Abilities: Str 14, Dex 19, Con 15, Int 6, Wis 11, Cha 11 
Skills: Hide+15, Listen+11, Move Silently+15, Spot+11
Feats: Weapon Finesse(B), Dodge(1), Improved Initiative(3), Ability Focus(Radiance)(6)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Radiance (Ex)

50ft radius; DC 18 Fortitude negates.

Immunity to Light (Ex)

A radiance quasi-elemental is immune to any spell with the light descriptor, or any ability that functions primarily through light, such as the cone of light breath weapon of a radiant dragon. A radiance quasi-elemental cannot be blinded.


Gear: [spoiler]

Radiance quasi-elementals do not carry any equipment, but often carry things of glass that interest them, especially enchanted glass.
<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

#213
Huge Radiance Quasi-Elemental

Size/Type: Huge Elemental (Fire)
Hit Dice: 16d8+48+16 (158 hp)
Initiative: +10
Speed: 20ft, fly 60ft (perfect)
Armor Class: 19 (-2 size, +6 dex, +4 natural, +1 dodge)
Base Attack/CMB/CMD: +12/+18/35
Attack: Slam+16 (2d8+4)
Full Attack: 2 slams+16 (2d8+4)
Space/Reach: 15ft/15ft
Special Attacks: Radiance.
Special Qualities: Damage reduction 5/-, darkvision 60ft, immunity to fire, immunity to light, vulnerability to cold, elemental traits.
Saves: Fort +8, Ref +16, Will +5
Abilities: Str 18, Dex 23, Con 17, Int 6, Wis 11, Cha 11 
Skills: Hide+25, Listen+19, Move Silently+25, Spot+19
Feats: Weapon Finesse(B), Dodge(1), Improved Initiative(3), Ability Focus(Radiance)(6), Toughness(9), Combat Reflexes(12), Mobility(15)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Radiance (Ex)

60ft radius; DC 23 Fortitude negates.

Immunity to Light (Ex)

A radiance quasi-elemental is immune to any spell with the light descriptor, or any ability that functions primarily through light, such as the cone of light breath weapon of a radiant dragon. A radiance quasi-elemental cannot be blinded.


Gear: [spoiler]

Radiance quasi-elementals do not carry any equipment. Huge radiance quasi-elementals hoard anything that reflects and intensifies their light, from glass to shiny metal to anything else.
[/quote]
<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

#214
Greater Radiance Quasi-Elemental

Size/Type: Huge Elemental (Fire)
Hit Dice: 21d8+63+21 (208 hp)
Initiative: +11
Speed: 20ft, fly 60ft (perfect)
Armor Class: 24 (-2 size, +7 dex, +8 natural, +1 dodge)
Base Attack/CMB/CMD: +15/+22/40
Attack: Slam+21 (3d8+5)
Full Attack: 2 slams+21 (3d8+5)
Space/Reach: 15ft/15ft
Special Attacks: Radiance.
Special Qualities: Damage reduction 10/-, darkvision 60ft, immunity to fire, immunity to light, vulnerability to cold, elemental traits.
Saves: Fort +9, Ref +19, Will +6
Abilities: Str 20, Dex 25, Con 17, Int 6, Wis 11, Cha 11 
Skills: Hide+31, Listen+24, Move Silently+31, Spot+24
Feats: Weapon Finesse(B), Dodge(1), Improved Initiative(3), Ability Focus(Radiance)(6), Toughness(9), Combat Reflexes(12), Mobility(15), Improved Natural Attack(Slam)(18), Spring Attack(21)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Radiance (Ex)

80ft radius; DC 25 Fortitude negates.

Immunity to Light (Ex)

A radiance quasi-elemental is immune to any spell with the light descriptor, or any ability that functions primarily through light, such as the cone of light breath weapon of a radiant dragon. A radiance quasi-elemental cannot be blinded.


Gear:
Spoiler: ShowHide


Radiance quasi-elementals do not carry any equipment with one exception. Many will find or create a single weapon of glass or similar material that reflects their light. This weapon functions as a normal steel weapon in all aspects so long as the elemental holds it.
<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

#215
Elder Radiance Quasi-Elemental

Size/Type: Huge Elemental (Fire)
Hit Dice: 24d8+72+24 (231 hp)
Initiative: +12
Speed: 20ft, fly 60ft (perfect)
Armor Class: 25 (-2 size, +8 dex, +8 natural, +1 dodge)
Base Attack/CMB/CMD: +18/+26/45
Attack: Slam+25 (3d8+6)
Full Attack: 2 slams+25 (3d8+6)
Space/Reach: 15ft/15ft
Special Attacks: Radiance.
Special Qualities: Damage reduction 10/-, darkvision 60ft, immunity to fire, immunity to light, vulnerability to cold, elemental traits.
Saves: Fort +10, Ref +21, Will +7
Abilities: Str 22, Dex 27, Con 17, Int 6, Wis 11, Cha 11 
Skills: Hide+35, Listen+27, Move Silently+35, Spot+27
Feats: Weapon Finesse(B), Dodge(1), Improved Initiative(3), Ability Focus(Radiance)(6), Toughness(9), Combat Reflexes(12), Mobility(15), Improved Natural Attack(Slam)(18), Spring Attack(21)
Epic Feats: Epic Ability Focus(Radiance)(24)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Radiance (Ex)

100ft radius; DC 31 Fortitude negates.

Immunity to Light (Ex)

A radiance quasi-elemental is immune to any spell with the light descriptor, or any ability that functions primarily through light, such as the cone of light breath weapon of a radiant dragon. A radiance quasi-elemental cannot be blinded.


Gear: [spoiler]

Radiance quasi-elementals do not carry any equipment with one exception. A few will find or create a single weapon of glass or similar material that reflects their light. This weapon functions as a steel +5 flaming and brilliant energy weapon in all aspects so long as the elemental holds it. When another creature holds it, it functions only as a +1 flaming weapon.
<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

#216
Radiance Quasi-Elemental Monolith

Size/Type: Gargantuan Elemental (Fire)
Hit Dice: 36d8+180+36+72 (450 hp)
Initiative: +16
Speed: 20ft, fly 60ft (perfect)
Armor Class: 29 (-4 size, +8 dex, +14 natural, +1 dodge)
Base Attack/CMB/CMD: +27/+42/61
Attack: Slam+34 (6d6+11)
Full Attack: 2 slams+34 (6d6+11)
Space/Reach: 20ft/20ft
Special Attacks: Radiance.
Special Qualities: Damage reduction 15/-, darkvision 60ft, immunity to fire, immunity to light, vulnerability to cold, elemental traits.
Saves: Fort +16, Ref +25, Will +13
Abilities: Str 32, Dex 27, Con 21, Int 12, Wis 15, Cha 17
Skills: Balance+47, Hide+47, Knowledge(Local:Radiance)+50, Knowledge(Nature)+40, Listen+41, Move Silently+47, Spot+41
Feats: Weapon Finesse(B), Dodge(1), Improved Initiative(3), Ability Focus(Radiance)(6), Toughness(9), Combat Reflexes(12), Mobility(15), Improved Natural Attack(Slam)(18), Spring Attack(21)
Epic Feats: Epic Ability Focus(Radiance)(24), Epic Toughness(27), Superior Initiative(30), Epic Combat Reflexes(33), Epic Skill Focus(Knowledge(Local:Radiance))(36)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Radiance (Ex)

120ft radius; DC 39 Fortitude negates.

Immunity to Light (Ex)

A radiance quasi-elemental is immune to any spell with the light descriptor, or any ability that functions primarily through light, such as the cone of light breath weapon of a radiant dragon. A radiance quasi-elemental cannot be blinded.


Gear: [spoiler]

Radiance monoliths rarely carry gear or possessions, believing them the tool of lesser creatures.
<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

Primal Radiance Quasi-Elemental

Size/Type: Colossal Elemental (Fire)
Hit Dice: 40d8+280+40+80 (720 hp)
Initiative: +26
Speed: 40ft, fly 120ft (perfect)
Armor Class: 46 (-8 size, +18 dex, +25 natural, +1 dodge)
Base Attack/CMB/CMD: +30/+49/78
Attack: Slam+40 (8d6+18)
Full Attack: 2 slams+40 (8d6+18)
Space/Reach: 30ft/30ft
Special Attacks: Radiance, primal magic.
Special Qualities: Damage reduction 25/-, spell resistance 48, darkvision 60ft, immunity to fire, immunity to light, vulnerability to cold, improved evasion, elemental traits.
Saves: Fort +19, Ref +36, Will +19
Abilities: Str 32, Dex 46, Con 25, Int 14, Wis 17, Cha 19
Skills: Balance+61, Hide+61, Intimidate+47, Knowledge(Local:Radiance)+55, Knowledge(Nature)+45, Listen+46, Move Silently+61, Spot+46
Feats: Weapon Finesse(B), Dodge(1), Improved Initiative(3), Ability Focus(Radiance)(6), Toughness(9), Combat Reflexes(12), Mobility(15), Improved Natural Attack(Slam)(18), Spring Attack(21)
Epic Feats: Improved Weapon Finesse(B), Epic Ability Focus(Radiance)(24), Epic Toughness(27), Superior Initiative(30), Epic Combat Reflexes(33), Epic Skill Focus(Knowledge(Local:Radiance))(36), Epic Will(39)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Radiance (Ex)

240ft radius; DC 43 Fortitude negates.

Immunity to Light (Ex)

A radiance quasi-elemental is immune to any spell with the light descriptor, or any ability that functions primarily through light, such as the cone of light breath weapon of a radiant dragon. A radiance quasi-elemental cannot be blinded.

Primal Magic (Sp)

This functions as the ability of the same name by other primal elementals, except that the primal radiance quasi-elemental uses light descriptor spells.



Gear: [spoiler]

Primal radiance quasi elementals are capable of using treasure when they wish, though mostly only store it away instead.
<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

#218
Elyssa, 58 HD Homuculus of Gond

Fluff:
Spoiler: ShowHide


The earliest days of Creation saw matters great and small decided. Questions were asked and answered by the Incarnations, all to guide the divine in the task they would oversee for all time. In these times, the divine often sought to influence the Incarnations to advance their portfolios and strive towards the Answer. In these times the Incarnations were not yet distant to Creation, making it a simple matter for any deity to be heard out by one or all of them.

In one particular case, Gond came to consider how mortals reproduced. It is a messy, inefficient affair. Certainly with its charms, yet should not children get a better lot than the whims of chance for how they develop? Of course they should. Thus Gond reasoned that what better way insure better children than to build them yourself? To prove this point, Gond took a homuculus and improved it. He poured power, effort and ability into it. He went so far as to connect his essence to her, which allowed her to grow vastly beyond the potential of any other homuculus.

Thus was a homuculus transformed from a misshapen lump of flesh into a young child. A daughter of no older than ten years, a small and sprightly thing unlike him - save for her mane of coppery red hair and the same excited smile Gond has whenever he shows off a new project. With a gentle touch to her head he imbued true life into her, a miracle that made her both a construct and a living thing. He named her Elyssa and bid her to go play, which she did, a playroom full of the most wonderful toys prepared. All was well, for Gond wanted a simple child with no concerns other than playing. She was an example, after all.

As Elyssa played and laughed, Gond smiled. There was no way the Incarnations could deny the genius of his idea now. The advantages were too obvious to deny, a child build to last, a way for mortals to grow and yet without the random follies of birth to harm or even ruin a life before it began. Thus assured and confident of his success, Gond sought the Incarnations and they came to him. Loudly and proudly did Gond explain his plan, smiling all the while as they watched Elyssa play.

Yet they did not agree.

The way of life and the unpredictable nature of growth is too important, the Incarnation of Chaos declared.

This is not our desire or our plan, the Incarnation of Law agreed.

This shall not be, the Incarnation of Balance concurred.

As one, the Three Incarnations spoke: This shall not be. Put this thing away and return to your duties, Wonderbringer, and speak not of this again to us.

Downcast after his failure and standing alone afterwards, Gond regarded Elyssa as she played. She was not a failed project and yet she had not sufficed. His work would only be slowed and distracted by such a dau - by such a thing. His purpose was to build and create towards an Answer. Yes, he would build her a simple demiplane to live in forever. A realm of childlike happiness undisturbed by any. He took his hammer in hand and - !

"Daddy, I wanna use the hammer too!"

Elyssa came to Gond and hugged him, looking up at him with a smile.  "I wanna build, Daddy!"

Gond paused, a moment of complete shock. He had built her as an example, nothing more. She had toys to play with, Gond told her.

"I don't wanna play with toys. I wanna use the hammer like Daddy. I wanna make things!"

Slowly Gond lowered his hammer. This thin - no, his daughter wanted to learn the ways of the forge, as is only proper.

Then teach her, the Incarnation of Chaos declared. Gond looked up in surprise as before him was the Incarnation of Chaos.

Your nature is to create and you have made a choice. She is your true daughter now, The Incarnation decreed before the Incarnation was gone once more.

He never put Elyssa away after all.



Notes:
Spoiler: ShowHide


- Elyssa has DvR0. While not explicitly said in the text, it's implied that the Incarnation of Chaos did this at the end of the fluff piece, which is true. She's never cared to advance, but she has the potential if she ever changed her mind. Really a class feature shouldn't get DvR, but the Incarnations do what they want.

- Gond has the Improved Homuculus feat, which I allowed to continue progression into epic levels as is.

- Trapfinding was a small, ad hoc addition since she should be able to manage traps with her skill set. Her damage reduction, fast healing, living construct and Gond's lessons are much the same.

- In essence, Elyssa is all about beating things up with a big hammer. Between her poison, her deafening ambush feat and subduing strike, she's good at defeating an opponent without killing them. That's her normal MO and she isn't a killer. Word of advice: Don't push it too far and make her into one. Gond will have words for you, ones you're exceedingly unlikely to survive. Better yet, don't fight her. There's no good outcome when you attack a deity's child.

- On another note, Elyssa is a mini-Gond mechanically. Gond's coming up soon I think, I'm going to rebuild him a bit and get him out. All the hard work's done, it's just adjustments now.

- Finally, Elyssa's gear section notes she can call equipment to herself. I'd assume she has virtually anything sort of a specific artifact available to her. It's meant to be broad and open, since summarizing the treasures of someone with these resources is difficult enough as it is.



Size/Type: Small Outsider
Divine Rank: 0
Hit Dice: 58d10+812+10+58+232 (1692 hp)
Initiative: +20
Speed: 80ft, fly 210ft (perfect)
Armor Class: 88 (+1 size, +12 dex, +32 natural, +13 deflection, +15 armor, +5 luck)
Base Attack/CMB/CMD: +58/+77/117
Attack: Elyssa's Hammer+90 (6d10+50 plus 5d6 sneak attack plus poison x4)
Full Attack: Elyssa's Hammer+90/+90/+85/+80/+75 (6d10+50 plus 5d6 sneak attack plus poison x4)
Space/Reach: 5ft/5ft (20ft with hammer)
Special Attacks: Poison, sneak attack+5d6.
Special Qualities: Damage reduction 30/adamantine and epic, spell resistance 73, evasion, fast healing 30, low-light vision, darkvision 120ft, living construct, construct traits, gond's lessons, improved homuculus abilities, trapfinding, divine traits.
Saves: Fort +53, Ref +51, Will +50
Abilities: Str 50, Dex 35, Con 38, Int 32, Wis 32, Cha 37
Skills: Appraise+72, Balance+73, Concentration+75, Craft(Alchemy)+72, Craft(Armorsmithing)+72, Craft(Blacksmithing)+72, Craft(Carpentry)+72, Craft(Gemcutting)+72, Craft(Leatherworking)+72, Craft(Pottery)+72, Craft(Shipbuilding)+72, Craft(Stonemasonry)+72, Craft(Trapmaking)+72, Craft(Weaponsmithing)+72, Diplomacy+74, Gather Information+74, Heal+72, Knowledge(All)+72, Listen+72, Search+72, Spellcraft+72, Spot+72, Swim+81, Use Magic Device+74
Feats: Deafening Strike(1), Versatile Craftsman(3), Toughness(6), Power Attack(9), Improved Initiative(12), Ability Focus(Poison)(15), Virulent Poison(18), Deadly Poison(21), Subduing Strike(54)
Epic Feats: Epic Ability Focus(Poison)(24), Epic Toughness(27), Blinding Speed(30), Multiaction(33), Great Ability(Strength)(36), Pulverize(39), Fast Poison(42), Deadly Poison(45), Epic Toughness(48), Death Poison(51), Superior Initiative(57)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Poison (Ex)

Injury, Fortitude DC 69, initial damage sleep for 1 minute and 1d12 Str, secondary damage sleep for 1 hour and 4d12 Str. The save DC is Constitution based and includes a +8 racial bonus. This is an epic poison. The secondary damage occurs in one round rather than one minute. If the secondary save is failed, it repeats until it is passed or the target is reduced to 0 Strength.

Living Construct (Ex)

Elyssa began life as Gond's homunculus. Over time he poured more power into her, granting her independence and her own personality. Over time the two saw each other as father and daughter. In the fullness of time Gond changed Elyssa's body, granting it life combined with the benefits of being a construct. Elyssa has a soul and a Constitution score, as well as all outsider traits. She also retains all construct traits. For the sake of effects, Elyssa counts as either an outsider or a construct, whichever is more favorable to her.

Gond's Lessons (Ex)

Elyssa can create magical items of any kind as if she possessed the appropriate item creation feats as well as any needed spells to create those items. This extends to psionic items as well as epic magical items of all kinds. She is not able to create artifacts, however, without Gond's help.

Improved Homuculus Abilities (Ex)

Elyssa has selected evasion, sneak attackx5 and strongx10.

Trapfinding (Ex)

This ability is identical to the rogue ability of the same name.


Gear:
Spoiler: ShowHide


Elyssa's Hammer

This big smith's hammer was made for Gond for Elyssa, and over the eons has been vastly upgraded by both of them. It appears as a well worn hammer, but can protrude all sorts of things, change shapes and altogether do things completely unanticipated by appearances alone.

Elyssa's Hammer functions as a small heavy mace+10 that deals a base of 6d10 damage, can deal bludgeoning, piercing or slashing damage and has a critical multiplier of x4. Creatures struck by the hammer are covered in a burst of Elyssa's own poison, drawn directly and safely from her body, causing them to be affected by it. In combat the shaft of the weapon can expand greatly, granting Elyssa a reach of 20ft. Unlike a reach weapon, she threatens all squares in her range and is able to use Elyssa's Hammer against adjacent foes. Elyssa can wield this weapon without penalty no matter what the reach of it is.

As a swift action, Elyssa can have the hammer spray a cloud of concentrated healing potions, mimicking the effect of a mass heal spell (CL 58th, restores 580 hit points to each creatures affected) with a radius of 30ft, with Elyssa in the center of the radius.

As a standard action, Elyssa's Hammer can mimic any spell from a staff of fiery power or a staff of planar might, the caster level is 58th. Unlike a staff, these can be mimicked at will and there is no charges or limits to the number of times these spells can be used. The save DCs are 40 + spell level.

As a full round action, Elyssa's Hammer can be activated to become a vast wall of iron, hammer head opening up to spew a iron from a reserve deep within. Treat this as a wall of iron cast with a caster level of 58 and a quadrupled area of effect. Elyssa can shape the wall into any form she sees fit when she uses this ability. For example, she can make a sphere of iron if she prefers or decorate a normal wall of iron as she wishes. The only limitations are her Craft check, she cannot do something she cannot succeed on a Craft check for. If the wall is fully destroyed or Elyssa wills it, the wall vanishes and Elyssa's Hammer reappears in her hand, unharmed.

Elyssa's Armor

This armor is an experimental chain weave that clings and sinks into Elyssa's skin, providing her full mobility and the protection of armor all together. Elyssa's Armor grants a +15 armor bonus to armor class. It has no weight, no maximum dexterity bonus, no armor check penalty and no arcane spell failure. It grants Elyssa the benefits of a freedom of movement, haste and death ward spell at all times (caster level 58th) through a constant administration of magical energy within her body.

This armor also tracks Elyssa's health. If Elyssa is reduced to 1/4th or less of her maximum hit points (432 hp), the armor opens out, letting out tiny, contained bursts of sound that cause an earsplitting shriek. All creatures within a mile can hear this shriek. While the shriek has no mechanical effect, Gond can hear this shriek no matter where in Creation he is. He instantly knows where Elyssa is and what the situation around her, as well as who or what injured her. This shriek ignores silence effects of all kinds, except those from 16th level or higher spells. If the situation causes Gond to personally intervene (be in person or through an avatar), he gains the benefits of a rage spell for the rest of the encounter and with none of the drawbacks normally associated with the spell.

Additionally, charms and talismans woven into the armor's chains grant Elyssa a +5 luck bonus to armor class and saving throws.

Beyond these, Elyssa has an array of incredibly powerful and diverse magical and mundane items. She can call them to her hand from anywhere in Creation as a swift action.



Custom Material: [spoiler]

Versatile Craftsman [General]
Prerequisite: Craft 5 ranks
Benefit: Pick a number of Craft categories equal to your Intelligence bonus (minimum 1). For the purpose of making Craft checks, you are treated as having a number of ranks in those skills equal to the highest number of ranks you have in any Craft category. You cannot change these categories once you have picked them, but your score in them automatically increases if you later add additional ranks in your highest ranked Craft category. You gain new categories of your choice if your Intelligence bonus permanently increases. In addition, you gain a +2 bonus on a combined Craft check when using two or more forms of Craft at the same time, such as creating an alchemist's sword. In such cases, add the bonus to the higher of your two Craft skill modifiers.

Fast Poison [Epic]
Prerequisites: Virulent Poison, Blinding Speed
Benefit: Your poison deals secondary damage one round after infection, instead of one minute.

Relentless Poison [Epic]
Prerequisite: Deadly Poison
Benefit: If the victim of your poison fails it's secondary save against your poison, it must save again in another minute or again suffer secondary damage from the poison. This continues until the victim is incapacitated, killed or passes a saving throw against the poison.
Special: If you possess the fast poison feat, the time between saves is reduced to one round.

Death Poison [Epic]
Prerequisite: Virulent Poison, Deadly Poison, Fast Poison, Relentless Poison.
Benefit: Your poison can now damage creatures otherwise immune to poison. Such creatures are affected, but they gain a +5 bonus to any saving throws to resist the poison and any damage or negative effects are halved. Magic such as delay poison is still effective.
<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

Elemental Harmony Template

Creatures of elemental harmony are the result of Seira Aryn's deep research into harmonizing the elements. They are balanced between all four elements and have reached a state of enlightenment as a result.

Creating an Elemental Harmony Creature

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

Size and Type

The base creature's size and type are unchanged.

Speed

An elemental harmony creature can fly at the base creature's land speed (perfect maneuverability) and swim at the base creature's land speed.

Special Attacks

An elemental harmony creature retains all the special attacks of the base creature and also gains the following special abilities.

Elemental Energy (Ex)

The elemental harmony creature's command of the elements is without peer, replacing one with the other easily. A number of times a day equal to the base creature's Constitution modifier, they may change a spell, spell-like ability or supernatural ability that deals acid, cold, electricity or fire damage to one of the other listed types of damage. For example, a fireball could be changed to deal cold damage instead of fire damage. Any relevant descriptors for a spell or spell-like ability change appropriately. For example, a fireball changed to deal cold damage would lose the fire descriptor and gain the cold descriptor.

Elemental Tempest (Su)

Three times per day as a standard action, the elemental harmony creature can emit a burst of raw elemental power. This is a 20ft radius burst that has a range of 100ft. This deals 1d6 points each of acid, cold, electricity and fire damage. This damage rises by 1d6 for each type of damage for every four hit dice the base creature has.

Special Qualities

An elemental harmony creature has all the special qualities of the base creature, plus the following special qualities.

Elemental Grace (Su)

An elemental harmony creature is never hindered or harmed by the air, earth, fire and water dominant traits of a plane. When in a quasi-elemental or para-elemental plane, this applies to the positive and negative dominant traits as well. Treat this as an avoid planar effects spell with a caster level equal to the base creature's hit dice.

Elemental Harmony (Ex)

An elemental harmony creature is balanced between all the elements and threatened by none of them. They gain immunity to acid, cold, electricity and fire damage.

Abilities

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

Level Adjustment

+4
<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

DM note for clarity: These don't replace prismatic dragons, but are similar to them in some degrees.

Prismatic Dragon Template

Prismatic dragons are the result of Seira Aryn's research into draconic perfection. Rather than seek enlightenment through balance, the dragons follow Seira's lead down a fresh path to perfection approved by Io.

Creating a Prismatic Dragon

"Prismatic Dragon" is an acquired template that can be added to any creature of the dragon type with at least 21 hit dice (referred to hereafter as the base creature).

Size and Type

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

Special Attacks

A prismatic dragon retains all the special attacks of the base creature and also gains the following special abilities.

Spell-Like Abilities

At will-hypnotic pattern, rainbow pattern. 3/day-sunbeam (Adult), sunburst (Old), prismatic wall (Ancient), prismatic sphere (Great wyrm). Caster level equal to the base creature's hit dice. The save DCs are Charisma based. The abilities are gained upon reaching the indicated age category of the base creature.

Prismatic Breath (Su)

A prismatic dragon has two breath weapons on top of any breath weapon the base creature has. One is a prismatic spray in the shape of a cone. This cone is as normal for a dragon of its size, not the size of the spell. The second is known as the Fivefold Breath. Five separate breath weapons are exhaled at once, each one matching that of a chromatic dragon. Each breath weapon uses d8s and deals damage equal to one half of the chromatic dragon's hit dice. The save DCs are Constitution based.

Special Qualities

A prismatic dragon has the special qualities of the base creature, plus the following special qualities.

Prismatic Immunities (Ex)

Prismatic dragons cannot be harmed by any light, including spells with the light descriptor, searing light, and the various prismatic (sphere, spray, wall) spells. In addition, they are immune to any spell or effect that causes blindness. Prismatic dragons are immune to sleep and paralysis effects.

Prismatic Cloak (Su)

A prismatic dragon is protected by a shield of shimmering light similar to a cloak of chaos that provides a deflection bonus to its AC. The deflection bonus is equal to the dragon's Charisma bonus.

Damage Reduction (Ex)

A prismatic dragon's damage reduction changes from the base creature's. It can now only be bypassed by epic, adamantine weapons that are colorless. If the base creature did not have damage reduction, it gains damage reduction 10/epic, adamantine weapons that are colorless. If the base creature's damage reduction was below 10, it becomes 10.

Regeneration (Ex)

A prismatic dragon gains regeneration equal to its hit dice divided by three. A prismatic dragon takes lethal damage from weapons that successfully defeat its damage reduction.

Abilities

Increase from the base creature as follows: Int +4, Wis +4, Cha +4.

Level Adjustment

+4
<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

Shining Watcher

Fluff:
Spoiler: ShowHide


Imagine your entire life being defined by an overwhelming, mind numbing hunger. You always try and sate it but fail. Fights, battles. Pain. You can't stop the need to devour. Then one battle you're cast to a place of light and life - a place that should overwhelm and destroy you in time. Yet for reasons unknown to all, it does not. You adapt and adjust. The energies of this realm soak into you and as you float there, for the first time ever, you're not so hungry. Not so hungry, less hungry, not hungry. Not hungry! Sated! Your mind can begin to think of things beyond food for the first time ever. You grow there, grow far beyond any of your kin. You think, you learn, you become wise. You realize one thing above anything else: This is the best fate you could imagine, but it only lasts so far as you stay in this realm, this Positive Energy Plane.

So you hide, you watch, you grow. You become mighty and yet keep yourself hidden in the deepest parts of the plane, so that none know of you. You aren't sure when people couldn't remember you anymore. You don't know why in all truth, but it protects you even more. So long as you stay here, stay quiet, stay secret. You'll never go back to being hungry again. No one will know, no one will try and manipulate you, try and turn you to them and lead you to a life of being hungry again.

In time you grow wise and learned in the ways of this plane, manipulating the energies of it with a trivial ease. You know in your bones you could be far more mighty than almost any other creature in Creation, but you can't. You can't go back to the hunger. So you stay hidden, you stay alone, you stay isolated. You stay able to think. All you know is this: If any find you they will try and use you. You're too powerful to be ignored. Should any try to take you, you will defend yourself. For your sake most of all, but for the sake of others who will be hurt or killed by you. The light here is life and the Positive Energy Plane is everything to you. You won't go without a fight.


Notes:
Spoiler: ShowHide


- Some stat blocks are a self contained story. This is one of those.

- One way to make the tarrasque worse: Advance it, make it a paragon as well as an epic level healer. Suffice to say, putting this one down for good takes some effort. Something like refreshment is simply broken on a creature like the tarrasque as well. I don't think the spell is broken overall, just horribly abusable with top tier regeneration. To be fair, there's a few ways to break regeneration and that's not the worst. I wouldn't use/allow refreshment to work like that in those cases, except in the highest optimization campaigns.

- A tarrasque paragon is frightening. One that fluked into overcoming its hunger became one, having mastered something intrinsic to their race. An intelligent, collected mega tarrasque is a nightmare to oppose, pure and simple. Toss in massive healing and unless you have deity level offense and then some, putting it down is impossible.

- The Shining Watcher could be considered something too strange and eldritch to be known or knowable, at least in the campaign world. You simply can't remember it under normal circumstances, which vastly limits the people who know of it - both good and bad. Not all that know of it want it to leave the Positive Energy Plane, after all, though at least a few would love to use it to their advantage.



Tarrasque 68//Paragon 12/Healer 56

Size/Type: Colossal Outsider (Good)
Hit Dice: 68d20+1632+68+408+816 (4284 hp)
Initiative: +14
Speed: 40ft, fly 40ft (perfect)
Armor Class: 126 (-8 size, +6 dex, +87 natural, +22 luck, +6 deflection)
Base Attack/CMB/CMD: +68/+101/145
Attack: Bite+99 (6d8+64 plus improved grab plus 8d6 on crit 15-20 x5)
Full Attack: Bite+99 (6d8+64 plus improved grab plus 8d6 on crit 15-20 x5) and 2 horns+99 (2d10+64 plus 2 Con) and 2 claws+99 (2d12+64) and tail slap+99 (4d8+64 plus knockdown)
Space/Reach: 30ft/30ft
Special Attacks: Augmented critical, frightful presence, improved grab, knockdown, overwhelming power attack, rush, swallow whole, trample, wounding, spells, channel energy 9/day (28d6+41; DC 45), positive energy ray (1d4+6).
Special Qualities: Vast power, carapace, regeneration 100, fast healing 83, damage reduction 45/epic, spell resistance 82, immunity to fire, poison, disease, energy drain, ability damage, ability drain, stunning, dazing, mind affecting, resistance to acid, cold, electricity and sonic 50, scent, mettle, paragon's fortune, positive energy aura, healing hands(+41), aura of protection, effortless healing, lingering healing, unicorn companion, panacea infinite/day, overflowing energy, emergency healing 8/day, life's caress, true calling, hidden watcher, bonded, crowned.
Saves: Fort +80, Ref +62, Will +69
Abilities: Str 61, Dex 22, Con 58, Int 10, Wis 37, Cha 22
Skills: Diplomacy+77, Heal+97, Knowledge(Local:Positive Energy Plane)+71, Listen+94, Spellcraft+71, Spot+94 
Feats: Power Attack(B), Cleave(1), Great Cleave(3), Combat Reflexes(6), Improved Initiative(9), Toughness(12), Skill Focus(Heal)(H2), Improved Critical(Bite)(15), Improved Natural Attack(Bite)(18), Multiattack(21), Improved Multiattack(24)
Epic Feats: Superior Initiative(27), Epic Toughness(30), Epic Toughness(33), True Panacea(H23), Epic Toughness(36), Extra Emergency Healing(H26), Spellcasting Harrier(39), Absolute Healing(H29), Great Ability(Wisdom)(42), Epic Spell Capacity(H32), Great Ability(Wisdom)(45), Epic Ability Focus(Heal)(H35), Great Ability(Wisdom)(48), Extra Emergency Healing(H38), Great Ability(Wisdom)(51), Armor Skin(H41), Great Ability(Wisdom)(54), Armor Skin(H44), Great Ability(Wisdom)(57), Armor Skin(H47), Overwhelming Critical(Bite)(60), Armor Skin(H50), Devastating Critical(Bite)(63), Armor Skin(H53), Armor Skin(66), Armor Skin(H56)
Alignment: Neutral Good

Racial powers:
Spoiler: ShowHide


Vast Power (Ex)

The tarrasque possesses a degree of might unknown to lesser creatures. It uses d20s for all hit dice, adds its Strength modifier to its saving throws, gains maximum HP per hit die and uses double its full Strength modifier to determine its damage all its natural weapons.

Augmented Critical (Ex)

The tarrasque's bite threatens a critical hit on a natural attack roll of 18-20, dealing quadruple damage on a successful critical hit. On a successful critical hit, the tarrasque's bite also severs a limb. The tarrasque may choose which limb to sever.

Overwhelming Power Attack (Ex)

The tarrasque deals two points of damage for each point of attack it sacrifices with power attack. This stacks to 3 for 1 in the event the tarrasque uses an attack that already gets a 2 to 1 return on power attack.

Frightful Presence (Ex)

The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 40 Will save or become panicked, remaining in that condition as long as they remain with 60ft of the tarrasque. The save DC is Charisma based and includes a +8 racial bonus.

Improved Grab (Ex)

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

Wounding (Ex)

The horns of the tarrasque deal jagged wounds that do not cease bleeding, causing 4 points of Constitution damage per successful hit.

Knockdown (Ex)

A creature struck by the tarrasque's tail slap must make a DC 60 Fortitude save or be knocked prone. The save DC is Strength based and includes a +8 racial bonus.

Rush (Ex)

Once per minute, the normally slow-moving tarrasque can move at a speed of 300ft.

Swallow Whole (Ex)

The tarrasque can try to swallow a grabbed opponent of Gargantuan or smaller size by making a successful grapple check. Once inside, the opponent takes 4d10+22 points of crushing damage plus 4d10+22 points of acid damage per round from the tarrasque's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque's digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque's gullet can hold 2 Gargantuan, 8 Huge, 32 Large, 128 Medium or 512 Small or smaller creatures.

Carapace (Ex)

The tarrasque's armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones and even magic missile spells. There is a 60% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature's spell resistance.

Regeneration (Ex)

No form of attack deals lethal damage to the tarrasque. The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature's full normal hit points +10. The tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem's cursed wound ability.

The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 and using a wish or miracle spell to keep it dead. The caster must succeed on a DC 68 caster level check as well.

If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

Trample (Ex)

As a full round action, the tarrasque can move up to triple its speed and literally run over any opponents at least one size category smaller than itself. This deals 8d10+44 damage, with a Reflex save DC 60 for half damage. This may be used in conjunction with its rush ability. The save DC is Strength based and includes a +8 racial bonus.

Skills

The tarrasque has a +10 racial bonus on Listen and Spot checks.

Paragon's Fortune (Su)

A paragon is in tune with a greater destiny, one that protects it as it excels. Three times per day as an immediate action, the paragon may negate any one source of damage or negative condition. This prevents any and all damage from it, as well as any other effects. Conditions that endure past one round (such as being immersed in lava or in an unearthly cold environment) are only negated for one round.

Hidden Watcher (Su)

The Shining Watcher is hidden by a cloak of anathemic secrecy. Any who see or learn of it forget about it within 1 round of doing so, once they no longer see it or learn of it. Natives of the Positive Energy Plane are not subject to this, nor are creatures with more than 20 levels in the healer base class. As a side effect of this ability, the Shining Watcher is treated as being under a mind blank spell (caster level 68th).

Bonded (Sp)

There is one desire the Shining Watcher holds above all else: The desire to never leave the Positive Energy Plane. He gains the benefit of a dimensional anchor spell at all times, caster level 68th. If dispelled, it can be reactivated by the Shining Watcher as a free action on his turn.

Crowned (Ex)

The Shining Watcher has long served the aims of the Positive Energy Plane, even if events and his own preference prevent him from becoming an archomental or something similar to it. In turn the magic of the Positive Energy Plane protects him. The Shining Watcher is treated as having divine rank 0, though he has no actual divine rank.


Healer powers:
Spoiler: ShowHide


Shining Watcher casts as a 56th level healer. The save DCs are 23 + spell level.

Healing Hands (Ex)

Whenever a healer casts a spell that cures hit point damage or channels energy, she adds her Wisdom modifier plus one half of her healer level(Minimum 1) to the amount of damage healed. For instance, if a 5th-level healer with an 18 Wisdom casts cure light wounds, she cures 1d8+5 points of damage normally, plus an additional 6 points of damage. This bonus applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.

Channel Energy (Su)

As the cleric ability of the same name. Note that a healer applies her bonus from healing hands to the total of her channeling dice. For example, a 5th level healer with a Wisdom score of 18 channels energy for 3d6+6 points of positive energy healing/damage.

Skill Focus (Heal)

A healer's focused training grants her this bonus feat at 2nd level. If she already has that feat, she may choose a different one.

Aura of Protection (Su)

At 3rd level, a healer's devotion protects her from surrounding violence. So as long as she remains true to her cause, enemies will feel a supernatural aversion to harm her. A healer emanates a permanent aura that causes an effect identical to the sanctuary spell, with a save DC equal to 10 + one half the healer's class level + the healer's Wis modifier. Once an attacking creature succeeds on the saving throw, or is victim to a healer's attack, the effect is suppressed for the creature for the next 24 hours.

Effortless Healing (Ex)

At 5th level, a healer has learned to cast spells of the healing subschool with minimal effort. She may cast such spells without provoking attacks of opportunity. This ability applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.

Lingering Healing (Su)

When casting a spell of the healing subschool, the healer's power continues to restore the target after her touch. For a number of rounds equal to her healer class level, the target gains fast healing equal to the healer's wisdom modifier. This overlaps with fast healing provided by non-permanent sources, such as vigor.

Panacea (Su)

At 10th level, the healer may remove negative afflictions when casting a spell from the healing subschool or channeling energy. She may do so a number of times per day equal to her Wisdom modifier. This ability functions as a panacea spell, save that it does not restore extra hit points from the final function of panacea. If the spell or channel energy affects multiple targets, the Healer may affect up to three. If she wishes to affect more in that casting, she may consume another daily use to affect another three targets, and so on for as many targets and uses of panacea she has.

Overflowing Energy (Ex)

At 12th level, the healer has absorbed so much positive energy that she is immune to the ravages of negative energy. The healer is now immune to negative energy damage, such as that from a inflict light wounds or harm spell.

Emergency Healing (Su)

At 14th level, the healer can call on the life energy within her to affect a sudden surge of restoration in a split second. A number of times per day equal to her Wisdom modifier divided by 3 (Minimum 1), the healer may cast any spell of the healing subschool as an immediate action.

Life's Caress (Su)

At this late stage of a healer's career, her entire being is suffused with so much positive energy that she shrugs off negative levels. The healer is now immune to negative levels, such as from an enervation spell or the attacks of certain undead.

True Calling (Ex)

So great is the healer's devotion to restoration that even death recedes from her call. When attempting to resurrect the dead, she adds a +50% bonus to the resurrection chance roll. She may exceed the normal caps for a resurrection roll, to a maximum of one hundred. In addition, creatures revived by the healer are not subject to changes from being brought back.

Brilliant Apotheosis (Ex)

At 20th level, the endless flow of life energy in the healer has changed her from her mortal roots into a creature of pure energy. The healer gains the vivacious creature template from the Planar Handbook. The healer does not become incorporeal, which means she does not lose her natural armor bonus, attacks relying on physical touch are not impeded, and she does not lose her Strength score. She gains all other benefits from the template, plus she may disable her positive energy aura as a free action and does not take Strength damage for keeping it suppressed. In addition, she gains the good subtype.



Gear:
Spoiler: ShowHide


The tarrasque carries no gear. However, its natural attacks have a +14 enhancement bonus. This is a natural occurrence due to the potency of the tarrasque.


Custom Material: [spoiler]

Mass Resurrection
Conjuration (Healing)
Level: Clr 13, Hlr 12
Range: Close (25ft + 5ft 2/levels)
Targets: 1 creature/level

This spell is identical to resurrection, except as noted here. The same restrictions on resurrection apply to mass resurrection.

Roots of Life
Conjuration/Transmutation (Healing)
Level: Hlr 14
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 min/level and instantaneous; see text
Saving Throw: None
Spell Resistance: No

This spell connects the target to the Positive Energy Plane and floods the creature with positive energy. The target gains fast healing 30 and a +4 bonus to Constitution. If the target is middle aged or older, they regain any lost Strength, Dexterity and Constitution from aging for the duration of the spell.

The fast healing and bonus to Constitution end when this spell ends. However, any Strength, Dexterity or Constitution restored from aging does not, this change is permanent. This does further prevents additional penalties as the target grows older, though this does nothing to stop any other effects of aging and the target still dies when their time is up.

This spell was created by the Shining Watcher, with the removal of the drawbacks of aging being an unintended side effect.
<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

Radiant Phantasms

Fluff:
Spoiler: ShowHide


When a creature dies from absorbing too much energy in the Positive Energy Plane, an imprint of them is made on the plane. A small psychic backlash, a memory of what they looked like and little else. In time this memory materializes into a glowing phantasm of light. This phantasm resembles the slain creature, an unintelligent phantasm that operates on a few passing instincts and little else. They seek out living creatures to touch, to heal and spread more positive energy.

While these creatures are technically outsiders, they have no soul at all. They are phantasms surviving purely on the energies of the Positive Energy Plane, those that leave it swiftly perish. While perhaps unsettling, these creatures are ultimately little danger to anyone who has any familiarity with them, or who is a native of the Positive Energy Plane.



Notes:
Spoiler: ShowHide


- There's little to say here. The concept is clear, they are what they are. Even a phantasm of something past is only so dangerous in a place spilling with life - so long as you're prepared or a native, anyway.



Size/Type: Medium Outsider (Incorporeal)
Hit Dice: 12d8+60 (132 hp)
Initiative: +6
Speed: Fly 60ft (good)
Armor Class: 18 (+6 dex, +2 deflection)
Base Attack/CMB/CMD: +12/+12/30
Attack: Touch+18 (4d8+12 healing)
Full Attack: 2 touches+18 (4d8+12 healing)
Space/Reach: 5ft/5ft
Special Attacks: Radiant touch.
Special Qualities: Fast healing 10, spell resistance 20, bound phantasm, mindless.
Saves: Fort +13, Ref +14, Will +8
Abilities: Str -, Dex 23, Con 20, Int -, Wis 11, Cha 15 
Skills: -
Feats: -
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Touch (Su)

The touch of a Radiant Phantasm does not harm creatures, but instead heals 4d8 points of damage, +1 per hit die of the Radiant Phantasm. Healing in excess of the target's maximum hit points become temporary hit points, identical to exposure to the Positive Energy Plane. Spells such as avoid planar effects do not protect a creature from this tongue. This is a touch attack.

Bound Phantasm (Ex)

A Radiant Phantasm is an echo, soulless and powered only by the Positive Energy Plane. One that leaves the Positive Energy Plane fades away and dies within 1d4 rounds. Returning to the Positive Energy Plane before then saves its life.



Gear: [spoiler]

Radiant Phantasms sometimes seem to carry weapons or armor, but these are merely projections of light. Otherwise they carry no treasure at all.
<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

#223
The Infinite Shadow

Fluff:
Spoiler: ShowHide


The bravest, greatest heroes take the fight to Shar herself. Those heroic souls find that their first foe is not Sharrans or horrors, nor Shar herself. The first foe is Shadow itself, an infinite tide of shadows to be held at bay. The Infinite Shadow is the malice and hatred of Shar, a poison that infected Shadow itself. It a being that sees all and hates all, a being dedicated to the destruction of all life.

It is an endless tide of great shadows. Any who seek to challenge Shar in her domain must be able to handle such a terrible opponent with ease to have any hope to reach the Lady of Loss. It is not a foe that can be defeated, merely held at bay and endured. Those heroes who prove to be greater in bravery than strength find the many hands of the Infinite Shadow drag them into eternity, an eternity of service to Shar as another shadow.



Notes:
Spoiler: ShowHide


- This is merely the beginning. Shar has many and myriad defenses, you fought a few. This is one you fought constantly on your assault on Shadow.

- Fundamentally, the Infinite Shadow is a competence check. Can you stop ability drain and negative levels, and can this protection last the entire adventure in Shadow? Should you answer no, you almost certainly perish. It is also a test of endurance. Epic D&D characters rarely lack for offense, endurance can be another matter. There's no way to stop the Infinite Shadow, only slay the bodies created and endure the constant assault.



Size/Type: Medium Undead (Evil, Incorporeal)
Hit Dice: 35d12+175 (595 hp)
Initiative: +12
Speed: Fly 30ft (perfect)
Armor Class: 34 (+12 dex, +5 deflection, +7 dodge)
Base Attack/CMB/CMD: +35/+35/63
Attack: Touch+47 (10d6 plus 1d12 str and con drain plus 6 negative levels)
Full Attack: Touch+47 (10d6 plus 1d12 str and con drain plus 6 negative levels)
Space/Reach: 5ft/5ft
Special Attacks: Create spawn.
Special Qualities: Infinite shadow, allvision, superior shadow, bound.
Saves: Fort +17, Ref +29, Will +17 (+50 competence vs illusions)
Abilities: Str -, Dex 35, Con -, Int 3, Wis 11, Cha 20 
Skills: Knowledge(Local:Shadow)+34, Listen+103, Spot+103, Survival+38
Feats: Dodge(1), Mobility(3), Flyby Attack(6), Improved Flyby Attack(9), Skill Focus(Spot)(12), Skill Focus(Listen)(15), Alertness(18)
Epic Feats: Epic Skill Focus(Spot)(21), Epic Skill Focus(Listen)(24), Epic Dodge(27), Epic Dodge(30), Epic Dodge(33)
Alignment: Neutral Vile

Racial powers:
Spoiler: ShowHide


Infinite Shadow (Ex)

The Infinite Shadow is part of Shadow itself, a manifestation of the corrupted nature of the plane. It is infinite, as unending as Shadow is. While it is a part of Shadow, it is able to manifest bodies across Shadow and control them all, with each one using these stats.

The Infinite Shadow exists in every part of Shadow (save areas Shar herself bars it from) and its manifestation cannot be stopped on any part of Shadow, save for the previous exception. It can manifest bodies at will at any time, with no limit to the number of bodies it can manifest at a time. Every body the Infinite Shadow manifests has the full powers described in this stat block.

A destroyed body vanishes. The Infinite Shadow can immediately create another body to replace the destroyed body if it wishes. Every body acts independently of the other bodies. The Infinite Shadow is able to control all the bodies it creates with full ability and no particular strain. The destruction of a body causes no harm to the Infinite Shadow. The Infinite Shadow cannot be affected through a body it creates, nor can other bodies it creates be affected through another body it creates. A body that is affected by a condition unfavorable to, such as a mind affecting spell, is instantly destroyed by the Infinite Shadow and replaced with a fresh body free of the unfavorable condition.

Generally, the Infinite Shadow instantly regenerates bodies and assaults foes from all directions, Shar's first line of attack against invaders to Shadow. It is a steady and relentless opponent and often attacks with as many separate instances as possible at once, so long as it does not get in the way of other allies. It only makes one attack roll against each opponent per round, but uses the most favorable position to make the attack, such as to flank an opponent.

Allvision (Ex)

The Infinite Shadow sees all parts of Shadow it can manifest on. It gains a +50 competence bonus to Listen and Spot checks as a result of this. It sees life energy as the Lifesense feat all across Shadow as well. The Infinite Shadow sees invisible creatures due to the many perspectives it has, and automatically gets a a saving throw to disbelieve an illusion on first seeing it. This saving throw benefits from a +50 competence bonus. Finally, no creature can use shadows or darkness to hide from the Infinite Shadow. Such attempts automatically fail.

Create Spawn (Su)

Any living creature slain by the Infinite Shadow immediately rises as a shadow. For every three hit dice the creature had in life, the shadow starts with one additional hit die. The newborn shadow is under Shar's control.

Superior Shadow (Ex)

The Infinite Shadow has a good base attack bonus (as a fighter) and all three of its saves are good saves. It gets maximum hit points per hit die and adds its Charisma modifier to the hit points it gets from each hit die. The Infinite Shadow is immune to anti magic field, dead magic areas and similar effects.

Bound (Ex)

The Infinite Shadow is part of Shadow and cannot leave it by any means. This includes any bodies it creates.


Gear: [spoiler]

The Infinite Shadow uses on gear and keeps no 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

A little thing that came from B6.

Mage-Wanderer of Shaundakul Template

Mage-Wanderers of Shaundakul are elite mages in the service of Shaundakul. They do his will across the roads and planes. They are one part evangelist, one part problem solver and one part sage. They are given powers suitable for this and to see that Shaundakul's will is done.

Creating a Mage-Wanderer of Shaundakul

"Mage-Wanderer of Shaundakul" is an acquired template that can be added to any creature who can cast 7th level arcane spells and worships Shaundakul (referred to hereafter as the base creature).

Size and Type

The base creature's size and type are unchanged.

Armor Class

The base creature gains a dodge bonus to armor class equal to their hit dice divided by five.

Special Qualities

A Mage-Wanderer of Shaundakul retains all the special qualities of the base creature and also gains the following special abilities.

Arcane Sight (Sp)

The base creature gains the ability to discern magic, as this is integral to their duties. They may cast arcane sight at will as a spell like ability. Caster level equals the base creature's hit dice.

Damage Reduction (Su)

The base creature gains damage reduction 10/magic.

Freedom of the Paths (Su)

The Mage-Wanderer of Shaundakul benefits from a freedom of movement spell at all times, with a caster level equal to the base creature's hit dice.

Road's Graces (Su)

The graces of the road teach the Mage-Wanderer of Shaundakul how to avoid deadly attacks. The base creature gains the evasion special quality, identical to the monk ability of the same name. If the base creature already has evasion, they gain improved evasion instead.

Shaundakul's Jaunt (Sp)

At times the Mage-Wanderer of Shaundakul will need to travel swiftly. They can use greater teleport twice per day as a spell-like ability. Additionally, once per week as a spell-like ability, they may cast gate. Caster level equals the base creature's hit dice.

Spell Resistance

The base creature gains spell resistance equal to 13 + the base creature's hit dice.

Traveling Mage's Absorption (Su)

Over the years, a Mage-Wanderer of Shaundakul is saturated with many planar energies, which grants them some power over magic. Whenever a spell fails to penetrate the base creature's spell resistance, they can absorb the energies to empower themselves. They gain a 10ft bonus to movement speed. Additionally, for every three spell levels of the spell, the base creature gains a +1 bonus to the DC of the next arcane spell they cast. Multiple bonuses do not stack, only use the highest. Both bonuses last until the end of the creature's turn, or until expended for the bonus to arcane spells.

Traveling Mage's Insight (Su)

The Mage-Wanderer of Shaundakul is a repository of arcane knowledge and teachings, which grants them insight into the arcane. This gives them a +10 insight bonus to Knowledge (Arcana) and Spellcraft checks. This extends to teaching others, they gain a +10 bonus to any skill checks to teach others arcane magic or theories.

Special Qualities

A Mage-Wanderer or Shaundakul has all the special qualities of the base creature, plus the following special qualities.

Saves

The base creature gains a +5 insight bonus to saving throws against spells and spell-like abilities.

Abilities

Increase from the base creature as follows: Dex+2, Con+2, Int+2.

Level Adjustment

+4
<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?