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Miscellaneous NPCs

Started by Anastasia, April 17, 2018, 04:16:40 PM

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Anastasia

For NPCs who may show up but aren't tied to any one node.
<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

#1
Commander Hellman Oberuth

Fighter 37//Ranger 5/Occult Slayer 5/Dwarven Defender 27

Size/Type: Medium Humanoid (Human)
Hit Dice: 10d10+27d12+555+37+296 (1313 hp)
Initiative: +23
Speed: 90ft, fly 180ft (perfect)
Armor Class: 81 (+6 dex, +9 dodge, +11 armor, +9 shield, +6 deflection, +6 natural, +1 ws, +15 con, +8 insight)(+2 sacred vs evil outsiders)
Base Attack/CMB/CMD: +37/+50/95
Attack: Tears+64 (1d8+45 19-20 x3)
Full Attack: Tears+64/+59/+54/+49 (1d8+45 19-20 x3)
Space/Reach: 5ft/15ft
Special Attacks: Favored enemy(evil outsiders+4, humanoid(goblinoids)+2, outsider (beyond)+8), vicious strike, impossible strike.
Special Qualities: Damage reduction 15/-, wild empathy, solitary hunting, weapon bond, mind over magic, auravision, nondetection cloak, blank thoughts, defensive stance 14/day, improved uncanny dodge, trap sense+6, mobile defense, regeneration 55, impossible step.
Saves: Fort +38, Ref +25, Will +37 (+3 vs spells and slas)
Abilities: Str 38, Dex 22, Con 40, Int 14, Wis 11, Cha 12 
Skills: Acrobatics+29, Bluff+12, Climb+25, Diplomacy+20, Handle Animal+12, Heal+7, Intimidate+14, Knowledge(Arcana)+17, Knowledge(Dungeoneering)+12, Knowledge(Local:Balmuria)+42, Knowledge(Nature)+42, Knowledge(Planes)+42, Knowledge(Religion)+13, Perception+40, Ride+12, Sense Motive+14, Spellcraft+13, Survival+11, Swim+41
Feats: Negotiator(B), Apt Learner(K:A and Spellcraft)(H), Weapon Focus(Longsword)(1), Improved Initiative(F1), Track(R1), Dodge(F2), Power Attack(R2), Toughness(3), Endurance(R3), Weapon Specialization(Longsword)(F4), Combat Expertise(R4), Shield Specialization(6), Shield Ward(F6), Melee Weapon Mastery(Slashing)(F8), Steadfast Determination(9), Greater Weapon Focus(Longsword)(F10), Strong Stomach(12), Greater Weapon Specialization(Longsword)(F12), Allied Defense(F14), Enduring Life(15), Improved Combat Expertise(F16), Lasting Life(18), Weapon Supremacy(Longsword)(F18), Combat Reflexes(F20)
Epic Feats: Great Ability(Constitution)(21), Epic Weapon Focus(Longsword)(F22), Great Ability(Strength)(24), Epic Weapon Specialization(Longsword)(F24), Epic Toughness(DD15), Spellcasting Harrier(F26), Great Ability(Constitution)(27), Epic Toughness(F28), Great Ability(Strength)(30), Epic Toughness(DD20), Dire Charge(F30), Superior Initiative(F32), Great Ability(Strength)(33), Epic Toughness(F34), Bulwark of Defense(DD25), Great Ability(Dexterity)(36), Penetrate Damage Reduction(Cold Iron)(F36)
Alignment: Lawful Neutral (Lawful Good tendencies)

Racial powers:
Spoiler: ShowHide


Regeneration (Ex)

Through means unknown, the lich Sylian has empowered Oberuth to be indestructible to any known means. This grants him regeneration 25. The means of defeating this regeneration are not known. Additionally, Oberuth no longer ages or suffers penalties for aging. He has maximum hit points per hit die.

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

Impossible Step (Ex)

Oberuth's movement speed is tripled. He can move without passing through the intervening space, simply appearing where he aims to go. This must be a location he could reach normally.

Additionally, Oberuth can fly with perfect maneuverability and a speed equal to double his land movement speed (after the above tripling). He ignores any need for solid ground as well as gravity.

This ability allows Oberuth to move and still maintain a defensive stance.

Impossible Strike (Ex)

Oberuth's reach is tripled. He can attack any creature within his reach without going through the intervening space, his attack simply strikes where he aims it to (an attack roll is still required as normal). He threatens all squares within his reach. Due to his ability to strike and ignore the intervening space, cover and concealment are ineffective against Oberuth. Any such defense that relies on a barrier or similar between the target and Oberuth does not apply. This includes walls spells, a prismatic sphere or even warped space.

This doesn't apply against armor, personal spells such as mage armor or shields. It only applies to external barriers, it's not a method to get around armor.


Ranger powers:
Spoiler: ShowHide


Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Solitary Hunting (Ex)

Your favored enemy bonus also applies to your attack rolls.


Occult Slayer powers:
Spoiler: ShowHide


Weapon Bond (Su)

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

Mind over Magic (Su)

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

Vicious Strike (Ex)

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

Auravision (Su)

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

Nondetection Cloak (Su)

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

Blank Thoughts (Ex)

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


Defender powers:
Spoiler: ShowHide


Defensive Stance (Ex)

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

Uncanny Dodge (Ex)

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

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

Trap Sense (Ex)

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

Improved Uncanny Dodge (Ex)

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

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

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

Mobile Defense (Ex)

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


Gear:
Spoiler: ShowHide


Tears

This adamantine longsword+7 is the crystallization of a warrior's sheer determination to endure through his problems and past this. When wielded, it grants the wielder their Constitution modifier as a bonus to armor class, as well as immunity to ability penalties, ability damage and ability drain to Constitution. The wielder may use Constitution in place of Dexterity for initiative checks.

This weapon has a critical multiplier of x3, one higher than a normal longsword. This is the result of epic skill usages for Craft (Weaponsmithing).

Tears is a minor artifact.

Blood and Sweat

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

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

Blood and sweat is a minor artifact.

Balmuria's Crest

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

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

In addition this, Oberuth uses the following gear.

Amulet of Health+12 set with a Dusty Rose Ioun Stone+8.
Gauntlets of Ogre Strength+12
Cloak of Resistance+6
Ring of Protection+6 and Natural Armor+6
<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

Pollyanna

Fighter 10/Order of the Bow Initiate 21//Rogue 21/Cleric of Helm 5/Knight of the Mist 5

Size/Type: Medium Outsider (Lawful)
Hit Dice: 10d8+80+21d8+168+31+62 (498 hp)
Initiative: +13
Speed: 50ft, fly 50ft (good)
Armor Class: 44 (+6 deflection, +9 dex, +12 armor, +7 natural) (20% miss chance, 50% against incorporeal)
Base Attack/CMB/CMD: +31/+39/76
Attack: Whispermyst+51 (1d8+30 plus 11d6 sneak attack and 2 str damage plus 3d6 lawful and 1 negative level(+9d6 and 3 negative levels on critical) 19-20 x3)
Full Attack: Whispermyst+51/+51/+46/+41/+36 (1d8+30 plus 11d6 sneak attack and 2 str damage plus 3d6 lawful and 1 negative level(+9d6 and 3 negative levels on critical) 19-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Mist strike, turn undead 9/day(7d6, DC 23), spell-like abilities, sneak attack+11d6, penetrating strike, crippling strike, spells, ranged precision+11d8.
Special Qualities: Darkvision 60ft, blindsight 120ft, immunity to energy drain, ability damage and ability drain, resistance to cold 10, damage reduction 15/anarchic, spell resistance 41, duty, shield of mists, trapfinding, improved evasion, improved uncanny dodge, opportunist, slippery mind, close combat shot, extended precision.
Saves: Fort +21, Ref +22, Will +19
Abilities: Str 27, Dex 29, Con 26, Int 20, Wis 22, Cha 23 
Skills: Balance+43, Climb+42, Craft(Bowmaking)+39, Diplomacy+40, Disable Device+39, Escape Artist+43, Hide+43, Knowledge(Religion)+39, Listen+40, Move Silently+43, Search+40, Spot+40, Swim+42, Tumble+43, Use Rope+43
Feats: Point Blank Shot(H), Precise Shot(1), Rapid Shot(F1), Weapon Focus(Longbow)(F2), Improved Initiative(3), Weapon Specialization(Longbow)(F4), Manyshot(6), Improved Rapidshot(F6), Combat Reflexes(F8), Improved Critical(Longbow)(9), Ranged Weapon Mastery(Piercing)(F10), Toughness(12), Greater Weapon Focus(Longbow)(OoBI4), Woodland Archer(15), Sharp-Shooting(OoBI6), Deadeye(18), Law Devotion(C1)
Epic Feats: Improved Combat Reflexes(21), Opportunistic Shot(OoBI13), Combat Insight(24), True Strike(OoBI16), Sneak Attack of Opportunity(27), Improved Opportunistic Shot(OoBI19), Epic Toughness(30)
Alignment: Lawful Neutral

Racial powers:
Spoiler: ShowHide


Spell-like abilities

At will-etherealness, greater plane shift, obscuring mists. Caster level 31st. The save DCs are 16 + spell level.

Mist Strike (Su)

Due to the Knight of the Mists being exposed to otherworldly, ghostly vapors, it can strike the insubstantial as easily as the material. It may ignore the miss chance caused by incorporeal creatures. This applies to all modes of attack the base creature possesses.

Duty (Su)

A Knight of the Mist is bound to the Well of Souls and may not leave without permission. While in the Well of Souls, treat the Knight of the Mist as if under a constant dimensional anchor effect.

Shield of Mists (Ex)

Mists constantly surround and protect the Knight of the Mist, granting it concealment at all times and a 20% miss chance. This miss chance rises to 50% against incorporeal creatures.


Rogue powers:
Spoiler: ShowHide


Sneak Attack

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

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.

Penetrating Strike (Ex)

When you flank an enemy and successfully attack that enemy, you may apply half of your sneak attack damage.

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

Improved Evasion (Ex)

This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Opportunist (Ex)

Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue's attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.

Slippery Mind (Ex)

This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.


Order of the Bow Initiate powers:
Spoiler: ShowHide


Ranged Precision (Ex)

As a standard action, an initiate may make a single precisely aimed attack with a ranged weapon, dealing an extra 1d8 points of damage if the attack hits. When making a ranged precision attack, an initiate must be within 30 feet of his target. An initiate's ranged precision attack only works against living creatures with discernible anatomies. Any creature that is immune to critical hits (including undead, constructs, oozes, plants, and incorporeal creatures) is not vulnerable to a ranged precision attack, and any item or ability that protects a creature from critical hits (such as armor with the fortification special ability) also protects a creature from the extra damage.

Unlike with a rogue's sneak attack, the initiate's target does not have to be flat-footed or denied its Dexterity bonus, but if it is, the initiate's extra precision damage stacks with sneak attack damage. Treat the initiate's ranged precision attack as a sneak attack in all other ways.

The initiate's bonus to damage on ranged precision attacks increases by +1d8 every two levels.

An initiate can only use this ability with a ranged weapon for which he has taken the Weapon Focus feat.

Close Combat Shot (Ex)

At 2nd level, an initiate can attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity.

Extended Precision (Ex)

A 10th-level Order of the Bow initiate's senses and feel for "the shot" become so attuned that he may make ranged precision attacks (and sneak attacks, if he has the ability) at a range of up to 60 feet.


Cleric powers:
Spoiler: ShowHide


Pollyanna casts as a 5th level cleric with access to the Strength domain. Her spell DCs are 16 + spell level.

0: Create Water, Cure Minor Wounds, Light, Mending, Virtue.
1: (Enlarge Person), Blessed Aim, Cure Light Wounds, Divine Favor, Grave Strikex2
2: (Bull's Strength), Divine Insight, Silence, Spiritual Weaponx2.
3: (Magic Vestment), Magic Circle against Chaos, Prayer.


Gear: [spoiler]

[Weapon]Whispermyst: Longbow+7, axiomatic power. This bow does not need arrows, instead creating them out of mist every time the bow is fired.
[Armor]Phantasm: Breastplate+7, sizing. This breastplate was once worn by the Lord of the Wild Hunt before it was immersed in the power of the mists of Uatu. It's fey magics were transformed, yet it is still not entirely of this world or any other. It is partially composed of powerful mists and perfectly flexible. As such, it has no armor check penalty, maximum dexterity cap or arcane spell failure. The armor bonus it provides applies to touch AC and CMD.
[Neck]Amulet of Natural Armor+7: +7 enhancement bonus to natural armor.
[Torso]Belt of Magnificence+6: +6 enhancement bonus to all ability scores.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#3
Empress Sulia

Fluff:
Spoiler: ShowHide


Empress Sulia
Martyr's Mother, Empress of Love
Demigoddess
Symbol: A shining white star over a beheaded body
Home Plane: Brightwater
Alignment: Chaotic Good
Portfolio: Love, martyrs, sacrifice
Worshipers: Martyrs of love, good aligned royalty and nobility, bards
Cleric Alignments: CG, CN, NG
Domains: Chaos, Charity, Good, Nobility, Suffering
Favored Weapon: Sacred Sacrifice (Quarterstaff)

Empress Sulia is the guardian of those who sacrifice themselves in the name of love. She watches over those who sacrifice time, money, blood and especially their lives so that true love can bloom.  She carries those brave souls to rest within Brightwater, honoring their sacrifice for all of eternity.

Empress Sulia is still young by the reckoning of the powers, having risen several centuries ago. She does not have a large clergy, often taking an interest on what she does have and trying to draw out the maximum from them. Combined with her focus, much of the clergy does not reach their later years. As a result her clergy often deals with her directly, but turns over so much that the net effect is minimal.

Martyrdom is what Empress Sulia values above all else. To sacrifice to en sure love is the highest honor, worthy of being blessed seven times. These are the true nobility, those who deserve to rule with compassion and self-sacrifice. To this she promotes nobility to those that are worthy, making her an object of veneration with some nobles and an object of scorn with others.  Despite this she encompasses nobility, the nobility earned through a pure and just heart.

Suliates are unusually well organized for a chaotic faith, having sorted temples with a defined hierarchy. They are often joined or a subsect of temples to Sune, using noble titles to show rank. The lowest clergy is known as a baronet, with the greatest known as the Princes and Princesses of the Empress.  They dress well, often to the noble part they claim. Many have a weakness for the fine life and living when not spreading the faith directly. Those that adventure favor filigreed and decorated armors.

History/Relationships

It is said that in a faraway realm Empress Sulia ruled over a prosperous empire.  She poured her love into it, traveling the realm and seeing to it's prosperity in the name of Sune. With her was her closest friend and true love, a court magician. The Emperor, a cold man who knew little of love, grew jealous of Sulia's deeds. On their triumphant return he accused both of them of grievous crimes and infidelity, condemning them to the headman's axe. Bravely did Sulia face her fate. There was no fear in her heart, only love for her people and her lover. Her last words were a whispered prayer that Lady Firehair see over her people. With courage and love she faced the greatest question, her head rolling in the dirt.

Death was not the end, but a reward. Her service elevated her, so that he work would not be done. Empress Sulia was reborn at Sune's side, tending to those who martyr themselves in the name of love. Her relationship with Sune is of a a daughter looking up to her mother, while she gets along with Sharess as best friends. She has cordial relations with the rest of Brightwater, in particular with Lliira. The joy Lliira brings pleases Sulia, while Lliira  respects that Sulia's protection of those who would die so others can be joyous.

Ilmater and Empress Sulia are similar, both representing much the same thing. As of now the two have not come to conflict or a resolution. It is said Empress Sulia adores Ilmater and wishes to ease the suffering he carries for others. If Ilmater returns these feelings is not known, but the nearness of their portfolios and divine competition prevents any simple answers. If the two become wed together, such a marriage would deeply ally the House of the Triad and Brightwater. Such would inevitably bring great change and reactions all across Creation.

Empress Sulia gets along well with both Alicia Reynes and Syala, two similar minor powers. They are friends, working together with Sulia acting as a mentor to the neophyte powers.

Dogma

Love is the true emotion that brings out nobility. Be willing to give body, heart and soul to ensure that love spreads. There is no greater good than to sacrifice so that love blossoms. In the spilled blood of a martyr can be seen the hope of those who live through the martyr's gift. Do not be afraid of death or suffering, for it is only temporary. The true nobility embraces sacrifice, proving themselves worth of special station. Exalt those who have the strength to pursue this path and do them honor.

Temples and Clergy

Suliates form elaborate temples centered around love, with defined noble hierarchy and often in union with a temple of Sune.  These temples honor martyrs of love while preparing others for the opulent yet difficult and demanding life following Empress Sulia. The Bleeding Temples are a group of knights in her name, augmented by paladins of freedom and bards.


Notes:
Spoiler: ShowHide


- If you're familiar with her previous build, she's been considerably reworked. As I did her stat blocks years ago and she was one of the first deities I worked out, she had a lot of issues.

- Empress Sulia hits hard, takes hits and repeats. She has a nice vicious cycle of taking suffering and returning it to those who bestow it. Her cleric casting gives her the durability and boosts she needs to excel in this role.

- Sulia's spells aren't done. She gets double the normal amount due to one of her SDAs. I'll fill those in when more spells are available.



Favored Soul 35//Noble 35

Size/Type: Medium Outsider (Chaotic, Good)
Divine Rank: 4
Domains: Chaos, Charity, Good, Nobility, Suffering
Hit Dice: 35d8+385+35+70 (770 hp)
Initiative: +14
Speed: 60ft, fly 290ft (perfect)
Armor Class: 75 (+12 dex, +4 divine, +21 natural, +16 deflection, +2 sacred, +10 armor)
Base Attack/CMB/CMD: +26/+37/81
Attack: Sacred Sacrifice+51 (1d6+27 plus 2d6 holy)
Full Attack: Sacred Sacrifice+51/+46/+41/+36 (1d6+27 plus 2d6 holy)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, channel energy 19/day (17d6; DC 43)
Special Qualities: Damage reduction 20/epic, evil and cold iron, immunity to acid and electricity, resistance to fire and sonic 30, resistance to cold 20, spell resistance 50, divine traits, favor+8, inspire confidence 9/day, coordinate+8, inspire greatness (9 allies), fast healing 3
Saves: Fort +48, Ref +49, Will +50
Abilities: Str 32, Dex 35, Con 32, Int 37, Wis 36, Cha 42
Skills: Acrobatics+54, Appraise+55, Bluff+58, Diplomacy+58, Heal+55, Intimidate+58, Knowledge(Arcana)+55, Knowledge(Geography)+55, Knowledge(History)+55, Knowledge(Nature)+55, Knowledge(N&R)+55, Knowledge(Planes)+55, Knowledge(Religion)+55, Perception+55, Perform(Dance)+58, Perform(Oratory)+58, Perform(Song)+58, Perform(Wind Instruments)+58, Sense Motive+55, Spellcraft+55, Stealth+54, Use Magic Device+58
Feats: Toughness(1), Power Attack(H), Combat Reflexes(3), Weapon Focus(Quarterstaff)(FS3), Divine Might(6), Empower Spell(9), Extend Spell(12), Weapon Specialization(Quarterstaff)(FS12), Melee Weapon Mastery(Bludgeoning)(15), Extra Spell(18), Jaela's Gambit(21), Quicken Spell-Like Ability(Holy Word)(24)
Epic Feats: Group Aid(B), Improved Favor(B), Inspire Nobility(B), Lasting Aid(B), Noble's Ego(B), Epic Spell Capacity(FS23), Great Ability(Charisma)(N24), Aligned Damage Reduction(Evil)(FS26), Epic Toughness(27), Fast Healing(N28), Armor of Faith(FS29), Epic Divine Might(30), Armor Skin(FS32), Great Ability(Charisma)(N32), Persistent Divine Might(33), Sacred Spell(Holy Word)(FS35)
Salient Divine Abilities: Bonus Domain(Charity), Bonus Domain(Suffering), Divine Blast, Divine Noble, Divine Shield, Eldritch Knowledge, Gift of Life, Mother of Martyrdom
Alignment: Chaotic Good

Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-aid, animate objects, bane, bear's endurance, bestow curse, blade barrier, chaos hammer, cloak of chaos, create food and water, demand, discern lies, dispel evil, dispel law, divine favor, energy drain, enervation, enthrall, feeblemind, geas/quest, goodberry, greater command, greater teleport, harm, heroes feast, holy aura, holy smite, holy word, horrid wilting, imbue with spell ability, magic circle against evil, magic circle against law, magic vestment, magnificent mansion, mass cure light wounds, mass heal, protection from evil, protection from law, refuge, shatter, storm of vengeance, summon monster 9 (chaotic good creatures only), waves of exhaustion, word of chaos. Caster level 34th. The save DCs are 36 + spell level.

Alter Reality (Su)

Empress Sulia exerts a considerable measure of control over reality itself, and her presence can command the very essence of the world around her. This warping of reality manifests in a number of ways. Empress Sulia can use limited wish when doing so can help her to reward martyrdom, relieve suffering or promote nobility. Note that in the situation where Empress Sulia and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Domain powers:
Chaos: +1 bonus to the caster level of chaotic spells.
Charity: 3/day, sacrifice 34 hp and give an ally the same as temp HP. Regain at end of duration.
Good: +1 bonus to the caster level of good spells.
Nobility: 3/day as a standard action, inspire allies with a +2 morale to attacks, damage, ability checks and skill checks. Lasts 13 rounds.
Suffering: 3/day make a melee touch attack, bestows a -2 penalty to Str and Dex. Lasts 1 minute.

Divine Aura (Ex)

The save DC against Empress Sulia's divine aura is 26 and the radius is 30ft.

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

Checks: Empress Sulia gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

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

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

Remote Communication: As a standard action, Empress Sulia can speak to any of her own worshipers, and to anyone within two miles from a site dedicated to her, or within two miles from a statue or other likeness of her. The creature being contacted can receive a telepathic message that only it can hear. Alternately, her voice can be heard as the regal voice of an empress. In this case, anyone within earshot of the sound can hear it.

Create Items: Empress Sulia can create any wondrous item with power related to sacrifice or love; the maximum is 4,500 gold.

Portfolio Sense: Empress Sulia is aware of any act of martyrdom, nobility or the relief of suffering that involves 1,000 or more people.


Favored Soul powers:
Spoiler: ShowHide


Empress Sulia casts as a 35th level favored soul (caster level 36th for spells with the good or chaotic descriptor, caster level 37th for holy word). The save DCs are 23 + spell level. Empress Sulia's metamagic options are Extend Spell (+1) and Empower Spell (+2). Her Eldritch Knowledge salient divine ability grants her double the normal number of spells known per level.

[6/day]0: AmanuensisSC, Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Glowing WaterHome, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Summon Holy SymbolCC, Tinder SparkHome, Virtue 2
[10/day]1: Bless, Command, ConvictionSC, Cure Light Wounds, Detect Undead, Entropic Shield, InhibitSC, Lesser VigorSC, Remove Fear, Sanctuary, SignSC, Vision of HeavenBoED
[10/day]2: Aid, Calm Emotions, Close WoundsSC, Cure Moderate Wounds, Divine InsightSC, Divine ProtectionSC, Eagle's Splendor, Healing LorecallSC, Hold Person, Lesser Restoration, Shield Other, Status
[10/day]3: Create Food and Water, Cure Serious Wounds, Daylight, Dispel Magic, DowndraftSC, Invisibility Purge, Mass AidSC, Mass ConvictionSC, Mass Lesser VigorSC, Spark of LifeSC, VigorSC, Weapon of ImpactSC
[10/day]4: Assay Spell ResistanceSC, CastigateSC, Cure Critical Wounds, Death Ward, Dimensional Anchor, Divine Power, Freedom of Movement, PanaceaSC, Restoration, SustainBoED, Wall of ChaosSC, Wall of GoodSC
[9/day]5: Atonement, Death ThroesSC, Flame Strike, Greater VigorSC, Hallow, Mark of Justice, Mass Cure Light Wounds, Mass SanctuarySC, Righteous Might, Summon Bralani EladrinSC, True Seeing, Zone of RespiteSC
[9/day]6: Banishment, Bolt of GlorySC, CometfallSC, Greater Dispel Magic, Heal, Heroes Feast, Lucent LanceSC, Mass Bear's Endurance, Mass Cure Moderate Wounds, Mass Eagle's Splendor, Vigorous CircleSC, Zealot PactSC
[9/day]7: Fortunate FateSC, Greater Plane ShiftSC, Greater Restoration, Greater Scrying, Holy StarSC, Mass Cure Serious Wounds, Mass RestorationSC, Mass Spell ResistanceSC, Planar BubbleSC, Radiant AssaultSC, Regenerate, Renewal PactSC
[9/day]8: Antimagic Field, Dimensional Lock, Earthquake, Fierce Pride of the BeastlandsSC, Fire Storm, Heat DrainSC, Mass Cure Critical Wounds, Mass Death WardSC, Wall of Greater Dispel MagicSC, Greater Planar Ally
[8/day]9: Awaken ConstructSC, End to StrifeBoED, Etherealness, Gate, Mass Heal, Miracle, Righteous ExileFC2, Sublime RevelryBoED, Summon Elemental MonolithSC, Summon GolemPHB2, Summon Monster 9, Undeath's Eternal FoeSC
[8/day]10: Celestial ValorHome, Curse of InadequacyHome, EclipseHome, Energy ImmunityHome, Mass Freedom of MovementHome, Mass Superior VigorHome, Miracle of HealthHome, Miracle of UncursingHome, Naeys' Life FontHome 3
[8/day]11: Latha's SunmantleHome, Kiss of the MartyrHome, Mass RegenerateHome, Mass Wall of Greater Dispel MagicHome, Moonlight RevelationHome, Shardread WeaponHome, Summon PlanetarHome, Superb DispellingHome, 4
[8/day]12: Beauty TriumphantHome, Burst of GloryHome, Legion's GateHome, Noble's DemandHome, Sensual BlessingHome, Wrath of the HeavensHome 6
[7/day]13: Greater Fire StormHome, Instant RegenerationHome, Lliira's JoyHome, Mass Energy ImmunityHome, Mass ResurrectionHome, Morwel's BlessingHome, Wall of Superb DispellingHome, 5
[5/day]14: Antimagic ZoneHome, Avenging Angel's StrikeHome, DreamscapeHome, Greater Divine PowerHome, Radiant StormHome, Summon SolarHome, Swept into ImmolationHome. Thunderous VoiceHome

BoED - Book of Exalted Deeds
CC - Complete Champion
FC2 - Fiendish Codex 2
Home - Homebrew
PHB2 - Player's Handbook 2
SC - Spell Compendium



Gear:
Spoiler: ShowHide


Sacred Sacrifice

This blessed weapon was given to Empress Sulia from Sune as a gift of friendship and affection. It functions as a quarterstaff+7, holy. Whenever Empress Sulia is struck by an attack while in Jaela's gambit, she gains a +2 bonus to attack rolls, weapon damage rolls, saving throws and armor class. This bonus stacks with itself to a maximum of +8. These bonuses last for one minute.

Bracers of The Martyr

These bracers are delicately covered in platinum patterns, showing the sacrifice of various famous martyrs throughout history. They function as bracers of armor+10. When Empress Sulia uses any of her spell-like abilities from the Suffering or Nobility domain, the bracers enhance them to be treated as maximized.


Custom Material: [spoiler]

Glowing Water
Evocation [Light]
Level: Clr 0, Drd 0
Casting Time: 1 standard action
Range: Touch
Target: Water touched; up to a maximum of 1 gallon
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

This spell causes a unattended pool, bowl, vial or other small body of water to glow with a faint light. You may choose the color of the light and it sheds light equal to a candle. This spell functions on holy water but not on other liquids besides water.

This spell is used in certain religious rituals to make holy water more visually appealing.

Tinder Spark
Evocation [Fire]
Level: Clr 0, Drd 0, Sor/Wiz 0
Casting Time: 1 standard action
Range: 10ft
Target: One pile of wood or similar kindling
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Tinder spark creates a few tiny sparks of fire. This is not enough to harm a creature or anything it possesses. However, firewood (or similar things) can be set on fire. Wet wood or similar things that would make burning difficult prevent this spell from working.

This spell is used as an emergency fire starter by adventuring spellcasters, especially those who are not gifted at survival.

Mass Superior Vigor
Conjuration (Healing)
Level: Clr 10, Drd 10
Duration: 10 rounds + 1 round/level (max 55 rounds)

This spell functions like mass lesser vigor, except as noted here. This spell grants fast healing 8.

Noble's Demand
Enchantment (Compulsion) [Mind-Affecting]
Level: Nobility 12

This spell functions as demand, except as noted here. The target suffers a -4 penalty to the Will save against the suggestion aspect of this spell. A creature may be commanded (via the suggestion aspect of the spell) with a suggestion that is obviously harmful act, though they do not suffer the -4 penalty in this case.

A creature that makes the Will save against an obviously harmful act is thereafter immune to that suggestion.

DIVINE NOBLE
Prerequisite: Noble level 20th
Benefit: The deity gains Group Aid, Improved Favor, Inspire Nobility, Lasting Aid and Noble's Ego as bonus feats. The deity's may affect ten times the normal amount of creatures with coordinate, inspire confidence, inspire greatness and inspire nobility.

MOTHER OF MARTYRDOM
Prerequisite: Suffering Domain, cha 30
Benefit: Empress Sulia was empowered by death, becoming far more than mortal. In her eternity as a deity she has learned to harness this power. If Empress Sulia is slain, do not make a rank check to destroy her. Any effect to hold her, such as trap the soul, is automatically dispelled. Instead, her body instantly fades away into white light. One round later a star of pure white appears 100 feet above her point of death. Empress Sulia is reborn in that light, recovering all hit points, spell charges, resources and removing all undesirable conditions on her. She acts as normal that round. Empress Sulia gains the benefit of this power once per day.

However, such power is not without risk. If Empress Sulia is slain again within 24 hours, she is exceptionally vulnerable. If slain outside of Brightwater, the time of her reformation and banishment is doubled, as are any other consequences of her demise. If she is slain in Brightwater by a non-divine creature, the creature is treated as being divine rank 0 for the sake of destroying her. This allows a check to destroy Sulia; the relevant check is 1d20 vs 1d20+7. Should Empress Sulia be slain again by a deity or power, they gain a +4 bonus to the rank check to destroy her.
<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

Debonah, Guardian of Love

Solar 35//Chaos Monk 1/Fighter 34

Size/Type: Large Outsider (Angel, Chaotic, Good, Psionic)
Hit Dice: 34d10+1d8+525 (873 hp)
Initiative: +11
Speed: 50ft, fly 150ft (good)
Armor Class: 73 (-1 size, +11 dex, +21 natural, +18 wis, +1 ws, +5 deflection, +8 armor)
Base Attack/CMB/CMD: +35/+45/90
Attack: Cupid's Arrow+65 (2d6+35 x3) or unarmed strike+43 (1d8+9)
Full Attack: Cupid's Arrow+65/+65/+65/+60/+55/+50 (2d6+35 x3) or unarmed strike+43/+38/+33/+28 (1d8+9)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, psionics, inspire love, flailing strike(1d4-1).
Special Qualities:  Damage reduction 25/cold iron, epic and evil, darkvision 120ft, low light vision, immunity to acid, cold and petrification, regeneration 20, resistance to electricity and fire 20, spell resistance 48, tongues, protective aura, lines of love.
Saves: Fort +39, Ref +35, Will +42
Abilities: Str 29, Dex 32, Con 40, Int 28, Wis 46, Cha 33   
Skills: Acrobatics+49, Autohypnosis+53, Bluff+49, Craft(Bowmaking)+47, Craft(Trapmaking)+47, Craft(Weaponsmithing)+47, Diplomacy+49, Disable Device+47, Escape Artist+49, Intimidate+49, Knowledge(A&E)+47, Knowledge(History)+47, Knowledge(Nature)+47, Knowledge(Planes)+47, Knowledge(Psionics)+47, Knowledge(Religion)+47, Perception+56, Psicraft+47, Sense Motive+56, Survival+56, Swim+47
Feats: Words of Creation(B), Zen Archery(1), Improved Unarmed Strike(CM1), Improved Grapple(CM1), Point-Blank Shot(F1), Psionic Shot(3), Precise Shot(F2), Rapidshot(F4), Greater Psionic Shot(6), Manyshot(F6), Ability Focus(Inspire Love)(9), Improved Rapidshot(F8), Far Shot(F10), Overchannel(12), Improved Precise Shot(F12), Talented(15), Weapon Focus(Longbow)(F14), Weapon Specialization(Longbow)(F16), Ranged Weapon Mastery(Piercing)(18), Greater Weapon Focus(Longbow)(F18), Greater Weapon Specialization(F20), Weapon Supremacy(Longbow)(24)
Epic Feats: Epic Manifesting(21), Epic Weapon Focus(Longbow)(F22), Epic Weapon Specialization(Longbow)(F24), Epic Zen Archery(27), Distant Shot(F26), Epic Rapidshot(F28), Epic Ability Focus(Inspire Love)(30), Swarm of Arrows(F30), Great Ability(Wisdom)(33), Uncanny Accuracy(F32), Legendary Wrestler(F34)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-detect evil, detect snares and pits, discern lies, see invisibility, true seeing. At will-aid animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite, imprisonment, invisibility (self only), lesser restoration, power word stun, remove curse, remove disease, remove fear, resist energy, summon monster vii, speak with dead, waves of fatigue. 3/day-blade barrier, earthquake, heal, mass charm monster, permanency, resurrection, waves of exhaustion. 1/day-greater restoration, power word blind, power word stun, prismatic spray, miracle. Caster level 35th. The save DCs are 26 + spell level.  Any of Debonah's always active abilities may be dispelled, but she can reactive them as a free action on her turn.

Powers

Debonah manifests as a 35th level psychic warrior. The save DCs are 28 + power level.

Power Points: 742

[1 pp]1: Force ScreenA, Grip of IronA, Offensive PrescienceA, VigorA
[3 pp]2: Dissolving TouchA, Dissolving WeaponA, Hustle, Wall Walker
[5 pp]3: Empathic FeedbackA, Greater Concealing Amorpha, Ubiquitous Vision
[7 pp]4: ImmovabilityA, Psionic Dimension Door, Psionic Freedom of Movement
[9 pp]5: Adapt Body, Oak BodyA, Psychofeedback
[11 pp]6: Breath of the Black DragonA, Personal Mind Blank, Suspend Life
[13 pp]7: Energy Conversion, Psionic Moment of Prescience
[15 pp]8: Debonah's Physical AwakeningA, Psionic Greater Teleport
[17 pp]9: Debonah's Mental Awakening, Genesis, Reality Revision
[21 pp]10: Heavenly Glory

A - Power can be augmented.

Regeneration (Ex)

Debonah takes normal damage from cold iron, epic and evil aligned weapons, and from spells or effects with the evil descriptor.

Change Shape (Su)

Debonah can assume the form of any Small or Medium humanoid.

Lines of Love (Su)

As a free action, Debonah can see the lines of love. These manifest as red lines that reach from the heart of a creature towards those that they love. Debonah is able to discern romantic red (scarlet red lines), familial love (crimson red lines), the love of close friends (vermillion red lines), raw attraction-based love with no base in deeper feelings (lust red lines) and other types of love (auburn red lines).

The thickness of the lines corresponds to the degree of affection, with thicker cords signifying a stronger affection. Those that feel more than one type of love towards another have lines that band the different colors in proportion to the loves they feel. Returned loves connect to the other person, with another strand from that person going to the other. Unreturned loves wither and fade away just before they reach the object of their affection. Spurned loves or loves that inspire disdain or disgust cause a dull, blood red aura around the end of the crumbling line. In addition, loves caused by magic and other unnatural means appear unstable and shaky, allowing mental influence to be noticed.

Debonah does not need to see the other person to determine whom the creature she looks at loves, nor do they need to be close or even alive. Merely looking at the strings allows Debonah to know whom the affection is directed towards, though she must see the other person to determine if the affection is returned.

This sight is fully effective against all creatures, save for those protected by mind blank and greater magic that foils divinations. Debonah only uses the lines of love when she's not distracted with something else, as she finds them rather consuming.

Inspire Love (Su)

As one of the Guardians of Love, Debonah can inspire pure, true love in any creature she sees. As a standard action, Debonah may attempt to inspire love in up to ten creatures. She chooses the type of love she wishes to bestow from the types in lines of love (romantic, familial, close friends, raw attraction and other) and each target must make a DC 48 Will save or immediately feel that love to all other creatures targeted. They are aware they are in love but not that they have been enchanted, unless Debonah chooses to allow them to be aware. A creature that already feels that type of love to another of the targeted creatures is unaffected by that part of Inspire Love, save that they are now aware of that love if they were not previously so. The duration of Inspire Love can be 1 hour, 1 day or permanent at Debonah's discretion.

Inspire love cannot be dispelled, though a properly worded wish or miracle spell can end the effect. The natural drift of feelings over time can also slowly change the love felt or end it altogether, though the nature of those affected is to maintain the bonds created.

Unlike Villisa, Debonah embraces using her powers. She admits that her power would be problematic in other hands, but she has been entrusted with this power by Sune. With her wisdom she is able to use them correctly and for great good. Debonah believes that uniting two people in happiness is worthwhile, even if they needed the help of her powers. In any case, Debonah finds two suitable subjects and enchants them for a week or a month. If after that week or month of watching all looks well, she'll make it permanent.

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


Gear:
Spoiler: ShowHide


Cupid's Arrow

Cupid's Arrow is a red longbow with a heart motif, imbued with potent magic that allows Debonah to channel her inspire love ability. It is pleasing to the eye of all who see it. This is in spite of the rather gaudy colors, as the magic within encourages others to see it fondly.

Cupid's Arrow is a longbow+7. Whenever Debonah makes an attack (including each arrow in a full attack), she may instead choose to fire a special invisible arrow. This attack resolves as normal, except that it deals no damage. Unless the target sees Debonah fire and can see invisible objects, they are not even aware they were hit. If Debonah hits two or more targets in a single round with the invisible arrows, she may use her inspire love ability as a free action. This affects only those that were hit that round and they make the Will save with a -7 penalty. Failure results in permanent romantic love for any other creature struck by the arrows that round.

Beyond this, Debonah prefers not to trust armor. She's been in more than one circumstance where difficulties arose when she was wearing nothing at all. She does wear a ring of protection+5, a toe ring that grants a +7 resistance bonus to saving throws and a bellybutton piercing that functions as bracers of armor+8.

In addition, Debonah has a +8 enhancement bonus to Constitution and Wisdom. This was the result of a powerful ritual one of her lovers wrought for her.


Custom Material: [spoiler]

Epic Rapidshot [Epic]
Prerequisite: Rapidshot, Improved Rapidshot, dex 25
Benefit: When you use your rapidshot attack, you get a second extra attack. The attack is at your highest base attack bonus and follows all the rules for Rapidshot.

Epic Zen Archery [Epic]
Prerequisite: Zen Archery, wis 23
Benefit: You may apply your Wisdom modifier place of your Strength modifier for ranged attack damage rolls.

Debonah's Mental Awakening
Clairsentience
Level: Psychic Warrior 9
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min/level
Power Points: 17

This power awakens your mind and allows it to process information far faster than usual. This turns your a dynamo in battle, outpacing everyone else. You gain a +6 insight bonus to attack rolls, weapon damage rolls and armor class for the duration of this power.

Debonah's Physical Awakening
Psychometabolism (Healing)
Level: Psychic Warrior 8
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 15

When you invoke this power, your body's supernatural healing accelerates many times over. Your fast healing or regeneration (or both, if applicable) triples. For example, fast healing 10 becomes fast healing 30. Additionally, you heal 4 points of ability damage each round to each ability score that has been damaged, as well as recover from fatigue and exhaustion.

The benefits of this spell only apply if you have permanent fast healing or regeneration, such as a racial ability or the fast healing feat. If you do not have permanent fast healing or regeneration, you cannot select this power.

Augment

For every additional 10 power points you spend, you increase the multiplier to your fast healing or regeneration by 1 (quadruple, quintuple and so on).

Heavenly Glory
Psychometabolism [Good, Light]
Level: Psychic Warrior 10
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 21

When a celestial manifests heavenly glory, they temporarily destroy the barrier between themselves, the outer world and the pure Good they are connected to. This results in several effects as they are overtaken by powers beyond even them.

Firstly, they glow with intense light. This light is strong light equivalent to strong sunshine that reaches 700ft in all directions from the manifester. Areas of supernatural darkness are countered by this light. Effects of 8th level or less are suppressed and this power's light is unaffected. Effects of 9th level or higher are countered and counter the light of this power, allowing natural light conditions to prevail.

Secondly, any evil creature within the light or struck by the celestial's attacks takes 7d6 points of damage. Each round of exposure to the light or attack deals an additional 7d6 damage.

Thirdly, this light impedes any spell or power with the evil descriptor. The caster must succeed on a Spellcraft check (if a spell or a spell-like ability) or a Psicraft check (if a power or a psi-like ability); the DC is 49 + the celestial's Wisdom modifier. If the check fails, the spell is countered. If the spell has an equivalent good spell (such as unholy blight to holy smite, a summon monster spell to summon evil creatures to a summon monster spell to summon good creatures), the equivalent spell is cast instead.

Spells and powers changed in this way adjust to harm the caster or other evil creatures. For example, a converted unholy blight targeted on innocent creatures would become a holy smite targeted on the caster. Creatures summoned or called by spells changed in this manner are hostile to the creature that summoned them and attack the caster.

Finally, good creatures within the light cannot be reduced below one hit point. Good creatures at zero hit points to -9 hit points automatically stabilize. They cannot be reduced below their current hit points as long as they are within the light.

Manifesting this power is extremely hazardous to the manifester. The barrier between the celestial and pure Good is not meant to be destroyed, unless the celestial is to merge with a plane or deity. When this power ends, the celestial takes 10 points of ability burn to all six ability scores. This cannot reduce an ability score below 1. Additionally, they are unable to manifest powers of 7th level or higher for 1d4 days.

This power can only be selected by an outsider with the good subtype. If this power is somehow manifested by a creature without the good subtype, the power fails with no 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

Zaaman Rul, Prince of Good Fire Creatures

Fluff:
Spoiler: ShowHide


Zaaman Rul
Prince of Good Fire Creatures, The Ember Excellency, The Flame of Purity, The Resilient Ember
Archomental
Symbol: An orange Z
Home Plane: The Elemental Plane of Fire
Alignment: Neutral Exalted
Portfolio: Fire, purification, cleansing
Worshipers: Good aligned fire elementals, fire genasi, paladins, ash purifiers
Cleric Alignments: CG, LG, NG, N
Domains: Community, Fire, Good, Purification
Favored Weapon: Courageous (Longsword)


Fire Elemental 36//Fighter 20/Pious Templar 16

Size/Type: Large Elemental (Fire, Good)
Divine Rank: 4
Hit Dice: 36d10+396+36+360+72 (1224 hp)
Initiative: +24
Speed: 80ft, fly 240ft (perfect)
Armor Class: 81 (+16 dex, +4 divine, +10 deflection, +18 natural, +1 ws, +1 dodge, +11 shield, +10 armor)
Base Attack/CMB/CMD: +36/+49/102
Attack: Courageous+76 (3d12+41 plus 2d8 fire 19-20 x2)
Full Attack: Courageous+76/+71/+66/+61 (3d12+41 plus 2d8 fire 19-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Burn, spell-like abilities, smite 4/day, spells, channel fire energy 13/day(9d6; DC 29).
Special Qualities: Damage reduction 17/-, spell resistance 51, immunity to fire and electricity, vulnerability to cold, darkvision 120ft, divine traits, mettle, armor of God+11, resolute+18, fast healing 24, heatsense 30ft.
Saves: Fort +36, Ref +47, Will +35  (+5 vs cold based abilities)
Abilities: Str 36, Dex 43, Con 33, Int 31, Wis 32, Cha 32 str/int/cha     
Skills: Balance+59, Climb+56, Concentration+54, Diplomacy+56, Intimidate+54, Knowledge(Arcana)+54, Knowledge(Local:Fire)+54, Knowledge(Nature)+54, Knowledge(Planes)+54, Knowledge(Religion)+54, Listen+53, Ride+59, Sense Motive+53, Spellcraft+54, Spot+53, Tumble+59
Feats: Improved Initiative(B), Weapon Finesse(B), True Believer(1), Weapon Focus(Longsword)(F1), Power Attack(F2), Shield Specialization(3), Shield Ward(F4), Weapon Specialization(Longsword)(6), Toughness(F6), Melee Weapon Mastery(Slashing)(F8), Ability Focus(Burn)(9), Greater Weapon Focus(Longsword)(F10), Combat Expertise(12), Greater Weapon Specialization(Longsword)(F12), Slashing Flurry(15), Maximize Spell-Like Ability(Fire Storm)(18), Weapon Supremacy(Longsword)(F18), Combat Reflexes(F20), Dodge(PT3), Mobility(PT4), Quicken Spell-Like Ability(Fire Storm)(27), Spring Attack(PT8)
Epic Feats: Epic Weapon Focus(Longsword)(21), Epic Weapon Specialization(Longsword)(24), Epic Quicken Spell-Like Ability(Fire Storm)(30), Epic Maximize Spell-Like Ability(Fire Storm)(33), Damage Reduction(PT13), Improved Weapon Finesse(36), Epic Toughness(PT16)
Salient Divine Abilities: Divine Fast Healing, Divine Fire Mastery, Divine Weapon Focus(Longsword), Divine Weapon Mastery, Divine Weapon Specialization(Longsword), Elemental Might(Fire), Extra Domain(Community), Resilient Ember
Alignment: Neutral Exalted

Racial powers:
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Burn (Ex)

Those hit by Zaaman Rul's melee attacks must succeed at a Reflex save (DC 41) or catch fire. The flame burns for 3d4 rounds. A creature on fire from Zaaman Rul's attacks suffers 2d8 points of fire damage per round. A burning creature can put out the flames only by immersing themselves in water or taking 16 or more points of cold damage. Creatures that hit Zaaman Rul with natural weapons or unarmed attacks are affected as if hit by him. The save DC is Constitution based.


Divine powers:
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Spell-Like Abilities

At will-aid, blade barrier, bless, burning hands, castigate, dance of the unicorn, deific vengeance, dispel evil, elemental swarm(fire only), fire seeds, fire shield, fire storm, fires of purity, greater teleport, greater visage of the deity, heroes feast, holy aura, holy smite, holy word, incendiary storm, mage's magnificent mansion, magic circle against evil, mass heal, nimbus of light, prayer, produce flame, protection from evil, recitation, refuge, resist energy(fire or cold only), righteous wrath of the faithful, status, sunburst, summon monster 9(good creatures only), telepathic bond, tongues, wall of fire. Caster level 36th. The save DCs are 34 + spell level.

Alter Reality (Su)

Zaaman Rul exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. This warping of reality manifested in a number of ways. Zaaman Rul can use limited wish when doing so could help him promote purification through fire, good aligned fire beings and the overthrow of evil within Fire. Note that in the situation where Zaaman Rul and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Domain powers:

Community: Calm emotions 4/day, +2 Diplomacy.
Good: +1 bonus to the caster level of good spells.
Fire: Channel fire energy.
Purification +1 bonus to the caster level of all abjuration spells.

Divine Aura (Ex)

The save DC against Zaaman Rul's divine aura is 23 and the radius is 30ft.

Immunities: Zaaman Rul 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. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: Zaaman Rul gains a divine bonus equal to his divine rank on all skill checks, ability checks and caster level checks.

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

Communication: Zaaman Rul can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within one mile of himself per divine rank.

Remote Communication: As a standard action, Zaaman Rul can speak to any of his own worshipers, and to anyone within one mile per rank away from a site dedicated to him, or within one mile per rank away from a statue or other likeness of him. The creature being contacted can receive a telepathic message that only it can hear. Alternately, his voice can be heard from any fire source within 30ft of a worshiper, including any fire spells cast by his faithful. In this case, anyone within earshot of the sound can hear it.

Create Items: Zaaman Rul can create any wondrous item with power related to fire based purification or good; the maximum is 4,500 gold.

Portfolio Sense: Zaaman Rul is aware of any act of sacred, fiery purification or righteousness that involves 1,000 or more people.



Fighter powers:
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Armor of God (Su)

As an immediate action, Zaaman Rul may reduce his Will save by 11 and gain a +11 bonus to armor class. This lasts until the beginning of his next turn.

Resolute (Su)

As an immediate action, Zaaman Rul may reduce his base attack bonus by 18 and gain a +18 bonus to Will saves. This lasts until the beginning of his next turn.



Pious Templar powers:
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Zaaman Rul casts as a 10th level pious templar (caster level 16th, caster level 17th for spells with the good descriptor or abjurations).  The save DCs are 20 + spell level.

1: Divine Favor, Lesser Restorationx4
2: Resist Energyx3, Shield Otherx2
3: Magic Circle Against Evilx2, Remove Blindness/Deafness, Remove Curse
4: Death Ward, Holy Sword, Restoration

Mettle (Ex)

A pious templar's special blessing allows her to shrug off magical effects that would otherwise harm her. If a pious templar makes a successful will or fortitude saving throw that would normally  reduce the spell's effect, she suffers no effect from the spell at all. Only those spells with a saving throw entry of will partial, fortitude half or similar entries can be negated through this ability.

Smite (Su)

Once per day, a pious templar of 2nd level or higher may make a single melee attack with a +4 attack bonus and a damage bonus equal to her pious templar level(if she hits). The pious templar must declare the smite before making the attack. Starting at 6th level, a pious templar can smite twice per day and at 10th level, three times per day.

If a pious templar has a smite evil or smite ability(for being a paladin or a cleric with the Destruction domain) already, she can use the ability one extra time per day(two extra times at 7th level). The attack bonus does not increase, but the damage bonus is based on the character's combined level(pious templar level plus cleric or paladin level).


Gear:
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Courageous

Courageous was recovered from the stomach of a great wyrm pyroclastic dragon that Zaaman Rul overcame. When he touched it, the old sword was cleared of rust and made whole once more. Since that day, Zaaman Rul has kept Courageous at his side.

Courageous is a large longsword+7 that deals 3d12 points of fire damage. All allied creatures within 300ft of Zaaman Rul gain immunity to fear as long as he holds Courageous. Allies with the fire subtype also gain a +3 morale bonus to attack rolls, weapon damage rolls and armor class.

Everflame

This wreath of flame was given to Zaaman Rul after his disastrous defeat at the Battle of the Plains of Burnt Dreams. It is a gift from the mysterious phoenix that breathed life back into the archomental. When Zaaman Rul wishes, it takes the form of a heavy steel shield, composed of cracking flame and boiling basalt.

Everflame is a heavy steel shield+8, cold warding. Any cold damage the holder suffers is non-lethal damage. The shield also grants spell resistance 40 against spells or spell-like abilities with the cold descriptor, though Zaaman Rul's natural spell resistance overlaps with this, as well as a +5 bonus to saves against cold-based spells and abilities.

In addition, Zaaman Rul wears bracers of armor+10 when expecting a serious battle. While he has access to far more treasure, he prefers to rely on his own abilities unless he is facing grave opposition, such as Imix, Eblis or the Sultan of the Efreet.


Custom Material:
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Epic Quicken Spell Like Ability [Epic]
Prerequisites: Quicken Spell Like Ability, cha 25
Benefit: Choose an ability to which you have selected quicken spell like ability for. You may use this spell like ability as a swift action an unlimited amount of times per day.
Special: You can gain this feat multiple times. It's effects do not stack, choose a different qualifying spell each time.

Epic Maximize Spell Like Ability [Epic]
Prerequisites: Maximize Spell Like Ability, cha 23
Benefit: Choose an ability to which you have selected empower spell like ability for. You may empower this spell like ability an unlimited amount of times per day.
Special: You can gain this feat multiple times. It's effects do not stack, choose a different qualifying spell each time.

Improved Weapon Finesse [Epic]
Prerequisite: Weapon Finesse, dex 25
Benefit: You may use any one handed weapon with weapon finesse as well as a light weapon. You may use your dexterity modifier instead of your strength modifier for damage.
Normal: You may only use weapon finesse with a light weapon, a rapier, whip or spiked chain of your size category. You use your strength modifier to determine damage.

ELEMENTAL MIGHT
Prerequisites: Access to an elemental domain, such as earth, wind, fire or water.
Benefit: Choose an elemental domain that you have access to. The elemental damage matched to your domain is irresistible. Any of your attacks, spells, supernatural powers or magical items used directly by yourself ignore any elemental resistance or immunity to your chosen element. Against another deity a rank check is required to bypass immunity or resistance.
Notes: The following elements and energy types are linked: fire and fire damage, air and electricity damage, water and cold damage and earth and acid damage.

RESILIENT EMBER
Prerequisite: Con 31, Divine Fast Healing
Benefit: Zaaman Rul was rejuvenated by a phoenix after his crushing defeat on the Plain of Burnt Dreams. This touch enhanced his own resiliency and granted him even greater reserves of stamina. Zaaman Rul gains bonus hit points equal to his Charisma modifier times his hit dice. This stacks with the bonus hit points he gains for having a high Constitution modifier.
Special: The exact prerequisites for this ability are not clear. It is though that the phoenix's intervention is key to it, but the details are not clear.
<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

#6
Queen
The Wood Mother
Demigoddess
Symbol: A green crown on a white background
Home Plane: The Queendom
Alignment: Chaotic Good
Portfolio: Sillim, the lost, the forgotten, mutants, perseverance, healing
Worshipers: Sillim, lillend, mutants, half bloods, healers
Cleric Alignments: CG, LN, NG
Domains: Chaos, Courage, Endurance, Good, Healing
Favored Weapon: Lifewood (Longsword)

Lillend 45//Ranger 10/Focused Hunter 35

Size/Type: Large Outsider (Chaotic, Good)
Divine Rank: 2
Domains: Chaos, Courage, Endurance, Good, Healing
Hit Dice: 45d8+405+45+180 (990 hp)
Initiative: +15
Speed: 80ft, fly 240ft (perfect)
Armor Class: 75 (+34 natural, +12 armor, +16 deflection, +1 dodge, +2 divine) (favored enemy bonus applies to AC)
Base Attack/CMB/CMD: +45/+60/87
Attack: Lifewood+66 (2d6+25 plus +6/6d6 vs favored enemies 17-20 x3) (deals max damage vs favored enemies)
Full Attack: Lifewood+66/+61/+56/+51 (2d6+25 plus +6/6d6 vs favored enemies 17-20 x3) (deals max damage vs favored enemies)
Space/Reach: 10ft/10ft
Special Attacks: Constrict 2d6+12, improved grab, spells, spell-like abilities, favored enemy (evil outsiders+35, undead+17, dragons+17, constructs+17, elemental+17, chaotic outsiders+17, plant+17, vermin+17, fey+17, giants+17), greater dispelling shot, fatal strike, bane, divine blast 19/day (17d12)
Special Qualities: Damage reduction 30/axiomatic, cold iron, epic and evil, immunity to acid, fire and poison, spell resistance 80, darkvision 120ft, wild empathy, solitary hunting, woodland stride, swift tracker, evasion, favored fearlessness, hunter's skill 11/day, favored freedom, bardic music (all, inspire courage+22), fast healing 22
Saves: Fort +46, Ref +46, Will +46 (+9 vs favored enemies)
Abilities: Str 34, Dex 29, Con 28, Int 26, Wis 28, Cha 42 everything but dex   
Skills: Acrobatics+59, Appraise+58, Bluff+66, Diplomacy+66, Heal+59, Knowledge(A&E)+58, Knowledge(Arcana)+58, Knowledge(Dungeoneering)+58, Knowledge(Local:Queendom)+58, Knowledge(Nature)+58, Knowledge(Planes)+58, Knowledge(Religion)+58, Perception+59, Perform(Dance)+66, Perform(Roots)+66, Perform(Song)+66, Sense Motive+59, Stealth+59, Use Magic Device+66
Feats: Dodge(1), Track(R1), Power Attack(R2), Toughness(3), Endurance(R3), Improved Favored Enemy(6), Improved Sunder(R6), Song of the Heart(9), Snowflake Wardance(12), Favored Power Attack(F2), Combat Expertise(15), Hunter's Insight(F6), Improved Combat Expertise(18), Favored Dodge(F10)
Epic Feats: Group Inspiration(B), Lasting Inspiration(B), Music of the Gods(B), Rapid Inspiration(B), Reactive Countersong(B), Epic Spell Capacity(21), Bane of Enemies(F13), Inspire Excellence(24), Epic Favored Dodge(F16), Epic Inspiration(27), Epic Toughness(F19), Great Ability(Strength)(30), Improved Favored Enemy(F22), Pulverize(33), Improved Favored Enemy(F25), Epic Sunder(36), Improved Favored Enemy(F28), Epic Toughness(39), Improved Favored Enemy(F31), Epic Inspiration(42), Improved Favored Enemy(F34), Improved Favored Enemy(45)
Salient Divine Abilities: Divine Armor Mastery, Divine Bard, Divine Blast, Divine Fast Healing, Divine Shield, Increased Spell Resistance
Alignment: Chaotic Good

Gear:
Spoiler: ShowHide


Lifewood

This sword was drawn by Queen from the Roots of the Queendom and is radiant with the vibrant energies of rebirth. It is a large rootwood longsword+7, all bane and keen. It has a x3 critical multiplier.

Root Guardian

This breastplate+7 is of unknown origins, but it protects Queen well. It counts as light armor.


Notes: [spoiler]

Snowflake Wardance is used once melee is committed to, assuming it doesn't look like a one round victory.
<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?