News:

"Why do you call it soulriders?"
"Because we grind your souls, hopes, and dreams down ... and ride the wave."

Main Menu

The songs of Eva

Started by Anastasia, September 09, 2009, 03:58:41 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Anastasia

Also known as the bestiary. I'm going to post original creations/modified creatures here for your amusement and perusal. I may or may not post things at my discretion; this knowledge is pure OOC and I'll bust your balls for metagaming if you use it otherwise, so don't. First entry is below.

---

Valkyrie

Size/Type: Medium Outsider(Good, chaotic, angel)
Hit Dice: 9d8+36 (76 HP)
Initiative: +7
Speed: 30 ft, fly 60 ft(good)
Armor Class: 22 (+3 dex, +7 armor, +2 natural)
Base Attack/Grapple: +9/+14
Attack: Bastard Sword+16 (1d10+6+1d6)
Full Attack: Bastard Sword+16/+11
Space/Reach: 5ft/5ft
Special Attacks: Spell like abilities
Special Qualities: See Spirits, Damage Reduction 5/evil, immunity to cold and acid, resistance to electricity and fire 10, darkvision 60ft, tongues, aura of courage, divine grace.
Saves:    Fort +12, Ref +11, Will +10 (+4 vs poison)
Abilities: Str 20, Dex 17, Con 19, Int 12, Wis 15, Cha 15
Skills:   Class skills hit dice+3+ability mod.
Feats: Improved Initiative, Power Attack, Weapon Proficiency(Bastard Sword), Weapon Focus(Bastard Sword)
Alignment: Always Chaotic Good.
Gear: Bastard Sword+1, flaming, mithral breastplate+1
Challenge Rating: 8

See Spirits(Su)

Valkyries are able to see the spirits of the recently deceased. They can communicate with them and take them to Ysgard as approriate.

Spell like abilities(Sp)

At will-Holy smite(DC 16), heroism, bull's strength, plane shift. 1/day-Cure Critical Wounds. The save DCs are charisma based.

Aura of Courage(Su)

Valkyries are immune to fear. Any allies within sight of the valkyrie gain a +6 morale bonus to any saves against fear. This replaces the normal protective aura of angels.

Divine Grace(Su)

A valkyrie adds her charisma modifier as a bonus to all saving throws.

---

Valkyries are the servants of the Gods of Ysgard. In Norse myths they escort the dead to Valhalla or Ysgard; they fulfill this purpose as well as being divine servants. Known as paladins of the dead souls, valkyries are fearsome foes. Valkyries are viewed with respect and bemusement by other angels, who consider them closer to eladrin than proper angelic beings. This sentiment is not shared by the valkyries, which can occasionally lead to discord - or, what passes for discord amid angels.

Valkyries who advance by hit dice gain spell like abilities and the ability to smite evil as a paladin. Valkyries who advance by class prefer paladin, fighter or scout. Most valkyries transmigrate into a greater eladrin or angelic form by 14 hit dice, those that do not become Elder Valkyrie.

Valkyries hold disdain for all evil, but especially loathe necromancers and the defiliers of souls. As beings of good and chaos, they also have a special disdain for the devils of Baator. Valkyries relish battle and few will pass a chance up to battle any of the above foes.
<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
The sad truth is that a lot of the higher CR stuff in the SRD is of shaky power. Titans are a prime example of this; they're CR 21 but the power level doesn't really bear out. I'd been wanting to try beefing them up a touch and this was the perfect opportunity. Not that it would have mattered much, if you were foolish enough to fight you'd be splattered either way. Good thing it was in Ysgard, right? I'd call this more suitable to be CR 21.

Titan

Size/Type: Huge Outsider (Chaotic, Extraplanar)
Hit Dice: 20d8+280 (370 hp)
Initiative: +5
Speed: 40 ft. in half-plate armor (8 squares); base speed 60 ft.
Armor Class: 44 (-2 size, +19 natural, +11 +4 mithral half-plate armor, +2 dex, +4 deflection), touch 14, flat-footed 42
Base Attack/Grapple: +20/+50
Attack: Gargantuan +4 adamantine warhammer of speed +40 melee (4d6+30/19-20 ×3) or +3 javelin +22 ranged (2d6+19) or slam +34 melee (1d8+16)
Full Attack: Gargantuan +4 adamantine warhammer of speed +40/+40/+35/+30/+25 melee (4d6+30/19-20 ×3) or +3 javelin +26 ranged (2d6+19) or 2 slams +34 melee (1d8+16)
Space/Reach: 15 ft./15 ft.
Special Attacks: Oversized weapon, spell-like abilities
Special Qualities: Change shape, damage reduction 15/lawful and cold iron, darkvision 60 ft., spell resistance 32
Saves:    Fort +26, Ref +13, Will +21
Abilities: Str 47, Dex 21, Con 39, Int 21, Wis 28, Cha 32
Skills: Appraisal+30 Balance +7, Bluff +19, Climb +22, Concentration +37, Craft (any one) +28, Diplomacy +11, Disguise +7 (+9 acting), Heal +20, Intimidate +32, Jump +38, Knowledge (any one) +28, Listen +32, Perform (oratory) +30, Sense Motive +32, Search +28, Spellcraft +17, Spot +32, Survival +9 (+11 following tracks), Swim +16
Feats: Awesome Blow, Combat Expertise, Improved Critical(Warhammer), Improved Grapple, Improved Sunder, Power Attack, Quicken Spell-Like Ability (chain lightning)
Gear: +4 adamantine warhammer of speed, +4 mithral half plate, 10 +3 javelins, ring of freedom of movement, ring of protection+4, Periapt of proof against poison.
Alignment: Any chaotic.

Oversized Weapon (Ex)

A titan wields a great, two-handed warhammer (big enough for Gargantuan creatures) without penalty.

Spell-Like Abilities

At will—chain lightning (DC 27), charm monster (DC 25), cure critical wounds (DC 25), fire storm (DC 29), greater dispel magic, hold monster (DC 26), invisibility, invisibility purge, levitate, persistent image (DC 26); 3/day—etherealness, word of chaos (DC 26), summon nature's ally IX; 1/day—gate, maze, meteor swarm (DC 30). Caster level 20th. The save DCs are Charisma-based.

In addition, titans of good or neutral alignment can use the following additional spell-like abilities

At will—daylight, holy smite (DC 25), remove curse (DC 25); 1/day—greater restoration. Caster level 20th. The save DCs are Charisma-based.

Titans of evil alignment can use the following additional spell-like abilities

At will—bestow curse (DC 25), deeper darkness, unholy blight (DC 25); 1/day—crushing hand (DC 30). Caster level 20th. The save DCs are Charisma-based.

Change Shape (Su)

A titan can assume the form of any Small to Large sized humanoid. The titan retains its oversized weapon special attack regardless of form.

---

Titans are livers of life and enjoyers of revelry. They are blessed with great power and enjoy every day to the fullest. They love to wade into a fight and smash things with their warhammers, but are wise and canny enough to use their spell like abilities when needed. They are terrible foes to face.

Most titans are of chaotic good alignment and resides in Arborea or Ysgard. A smattering of chaotic neutral titans can be found in Ysgard and Limbo, while a few chaotic evil titans have sprung up and fallen into the Abyss and Pandemonium. Chaotic Good titans fit in well with eladrins, loving live and celebrating it every day. Chaotic Neutral titans are more about doing what feels right at the moment, often disregarding what will happen to others. Chaotic Evil titans pursue pleasure at the pain of others, often becoming terrible tyrants so that they can get all the bliss they feel they are entitled to.

All titans have a love of finery and jewelry. Their weapons and gear are all of the highest quality and quite showy. Titans who have their shinies stolen tend to hunt down the thief unless something catches their attention.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Here you go, the storm elemental. I was originally going to use a huge one, but while it mostly fit, it's Thunder and Lightning was 8d6 sonic and 16d6 electric. Yeah, that would splatter the shit outta you guys. Therefore I buffed up a large one instead. In retrospect I think I needed a small con boost to ensure it saw two rounds of combat, but c'est la vie. I tweaked up it's dex and natural armor a bit as well, by the way.

If I'd be doing this more hardcore, I would've included flyby attack and combat expertise.  Storm elementals are fun but the default feat selections are a fucking abortion.

Large Storm Elemental, 3rd level fighter.

Size/Type: Large Elemental(Air)
Hit Dice: 8d8+32+3d10+12+11 (106 HP)
Initiative: +6
Speed: 40ft, fly 80ft (perfect)
Armor Class: 21 (-1 size, +9 natural, +1 dodge, +2 dex) touch 12 flatfooted 18
Base Attack/Grapple: +9/+19
Attack: Slam+15 (2d6+6 and 1d8 lightning 19-20)
Full Attack: 2 slams+15
Space/Reach: 10ft/10ft
Special Attacks: Shock, Thunder and Lightning
Special Qualities: Air Mastery, damage reduction 5/-, darkvision 60ft, electrical and sonic healing, elemental traits.
Saves:    Fort +9, Ref +9, Will +3
Abilities: Str 22, Dex 15, Con 18, Int 6, Wis 11, Cha 11
Skills:   Listen+5, Spot+6
Feats: Dodge, Improved Initiative, Improved Natural Attack, Toughness, Weapon Focus(Slam), Improved Crit(Slam)
Alignment: Neutral

Air Mastery(Ex): Airborne creatures suffer -1 on attack and damage rolls against the storm elemental.

Shock(Su): Once per round as a free action, a storm elemental can deliver an electric shock to an opponent within 10 feet. This attack deals nonlethal electricity damage to living opponents(Fortitude DC 19 half). The save DC is constitution based.

Thunder and Lightning(Su): Once per minute as a full round action, a storm elemental can emit a blast of thunder coupled with a bolt of lightning. The thunder deals 4d6 sonic damage to all creatures within 60 feet of the storm elemental(DC 19 fort halves). The lightning is a 120 ft long line that deals 8d6 lightning damage(DC 19 ref halves). The save DCs are constitution based.

Electricity and Sonic Healing(Ex): Storm elementals take no damage from sonic and electricity. Instead, they heal 1 point of HP for every 3 points of this damage inflicted on them. The storm elemental can't heal HP by attacking itself.
<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

Here's the harpy bitch. She's a fighter 7 with boosted ability scores. Consider her a harpy hero, as Rat said. I had a ball playing with her completely over the top reactions as she tried to kill you. She wasn't mindless - she had good tactics and drilled decent ones into the stupid normal harpies. Most of her banter was trying to rile you up, but Adail outdid her.

She's based on Antenora's build from Balmuria. Flyby attack+longspear+good mobility is scary as hell.

Size/Type: Medium Monstrous Humanoid
Hit Dice: 7d8+35+7d10+35+14 (151 HP)
Initiative: +7
Speed: 20ft, fly 80ft (perfect)
Armor Class: 23 (+1 natural, +1 dodge, +3 dex, +6 armor, +2 shield)
Base Attack/Grapple: +14/+
Attack: Longspear+20 (1d8+8+1d6 19-20)
Full Attack: Longspear+20/+15/+10
Space/Reach: 5ft/5ft
Special Attacks: Captivating song
Special Qualities: Darkvision 60ft
Saves: Fort +12, Ref +10, Will +10
Abilities: Str 20, Dex 16, Con 20, Int 14, Wis 16, Cha 16
Skills: 17+stat modifier   
Feats: Power Attack, Improved Initiative, Flyby Attack, Dodge(B), Mobility(B), Improved Flyby Attack, Toughness, Improved Crit(Longspear), Improved Flier.
Alignment: Chaotic Evil
Gear: Studded Leather+3, Longspear+1 frost, Ring of Force Shield.
<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

#4
Yulia, courre favored soul 5.

Tiny Outsider (Good, Chaotic, Eladrin)
Hit dice: 7d8+7+7 (50 HP)
Initiative: +7
Speed: 20ft, fly 60ft (perfect)
Armor Class: 24 (+2 size, +5 dex, +4 natural, +3 armor) (+2 deflection vs evil)
Base attack/Grapple: +5/-5
Attack: Longbow+17 (1d4+1d6+1d4)
Full Attack:  Hahahaha.
Space/Reach: 2 1/2ft/0ft
Special Attacks: Spell-like abilities, spells.
Special Qualities: Alternate form, eladrin subtype, immunity to electricity and petrification, magic circle against evil, resistance to fire, acid and cold 10, tongues.
Saves: Fort+8, Ref+15, Will+8 (+4 vs poison)
Abilities: Str 6, Dex 24, Con 12, Int 12, Wis 10, Cha 15
Skills: Concentration+16, Diplomacy+10, Escape Artist+12, Heal+10, Hide+24, Knowledge(Religion)+6, Knowledge(The Planes)+6, Listen+5, Move Silently+16, Sense Motive+5, Spot+5, Survival+0 (+2 on other planes), Use Rope+7(+9 bindings).
Feats: Toughness(1), Augment Healing(3), Weapon Focus(Longbow)(FS3), Touch of Healing(6)
Gear: Tiny longbow+2, shocking and screaming; wooden holy symbol, mithral breastplate+1.
Alignment: Chaotic Good.

Spells:

Yulia casts as a 5rd level favored soul. (6th level for conjuration(healing) spells.)

Spell charges:

6/7/5

Spells known:

0: Create Water, Cure Minor Wounds, Detect Poison, Mending, Purify Food and Drink, Virtue 1
1: Bless, Cure Light Wounds, Lesser Vigor, Obscuring Mist, Resurgence.
2: Close Wounds, Cure Moderate Wounds, Lesser Restoration.

Spell-like abilities: At will-Dancing lights, detect evil, detect magic, faerie fire; 3/day-Magic missile, sleep. 1/day-haste. Caster level 5th. The save DCs are charisma based.

Alternate Form (Su)

A courre can assume the form of an incorporeal ball of light at will. This transformation counts as a standard action. In this form, the coure can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities and supernatural abilities. In this form, the coure has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A coure in this form can pass through solid objects, but not force effects, at will. While incorporeal, its attacks ignore natural armor, armor and shields, but deflection bonuses and force effects work normally against them. In this form, a courre always moves silently and cannot be heard with listen checks if it doesn't wish to be. While incorporeal, the courre sheds light if it wishes, providing illumination with any radius it wishes up to 30 feet. Changing the amount of light it sheds is a free action that the coure can perform once per round.

Magic Circle against Evil (Su)

A magic circle against evil effect always surrounds the courre, as the magic circle against evil spell, caster level 2nd.

Skills: Courres have a +4 racial bonus on hide and move silently checks.

Touch of Healing (Su)

As long as you have a conjuration (healing) spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration (healing) spell you have available to cast. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you've healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can't be healed by cure spells. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (healing) spells.

Notes:

Cure Light Wounds is 1d8+5+2. Cure Moderate Wounds is 2d8+6+4. Close Wounds is 1d4+5+4. Lesser Vigor is fast healing 1 for 15 rounds and +2 HP when first cast. Lesser Restoration is 1d4 ability damage to one score removed and +4 HP.
<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

Rogue, charging smite ACF paladin of freedom 10.

Size/Type: Medium Humanoid (Human)
Hit Dice: 10d10+40 (105 HP)
Initiative: +1
Speed: 30ft
Armor Class: 25 (+1 dex, +10 armor, +4 shield)
Base Attack/Grapple: +10/+15
Attack: Longsword+17 (1d8+7 19-20)
Full Attack: Longsword+17/+12 (1d8+7 19-20)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, smite evil 3/day, turn undead 8/day.
Special Qualities: Absolute freedom, aura of good, detect evil, divine grace, lay on hands(50 HP), aura of resolve, divine health, charging smite, remove disease 2/week.
Saves: Fort +16, Ref +9, Will +10
Abilities: Str 20, Dex 12, Con 18, Int 12, Wis 14, Cha 20   
Skills: Bluff+20, Concentration+17, Heal+15, Knowledge: Religion+14, Knowledge: Planes+14, Sense Motive+15.
Feats: Power Attack(H), Chaos Devotion(1), Knight of the Stars(3), Divine Might(6), Battle Blessing(9)
Alignment: Chaotic Good
Gear: Full Plate Armor+2, Longsword+2, Heavy Steel Shield+2.

Spells:

Rogue casts as a 10th level paladin of freedom. All of Rogue's spells are automatically quickened. The save DCs are 15+spell level.

Spell slots: 3/2

1: Protection From Evilx2, Divine Favor.
2: Bull's Strength, Eagle's Splendor.

Spell like abilities:

Always active-Freedom of Movement. At will: Dimension Door. Caster level 10th.

Absolute Freedom (Su)

Rogue is imbued with absolute freedom, which manifests as a freedom of movement spell active on him at all times. This magic allows him to move without penalty from his heavy armor.

Charging Smite (Su)

+2 per paladin level to smite damage on a charge, a missed smite is not used.
<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?

Carthrat

Tusky, Woolly Mammoth
Huge Animal
HD: 14d8+98 (161)
Initiative: 0
Speed: 40ft
AC: 17 (-2 size, -1 dex, +10 natural)
BaB/Grapple: +10/+30
Attack: Gore +20 (2d10+18)
Full Attack:
Slam +20 (2d6+12) and 2 stamps +18 melee (2d6+6)
or
Gore +20 (2d10+18)
Space/Reach: 15ft/10ft
Special Attacks: Improved Grab, Toss, Trample 2d8+18
Special Qualities: Low-Light Vision, Scent
Saves: Fort +18, Ref +8, Will +10
Abilities: Str 34, Dex 8, Con 25, Int 2, Wis 12, Cha 7
Skills: Listen +12, Spot +11
Feats: Alertness, Endurance, Improved Bull Rush, Multiattack, Power Attack

Improved Grab: To use this ability, a wolly mammoth must hit a Large or smaller opponent with a gore attack. If it gets a hold, it tosses it's opponent.

Toss: Woolly mammoths vigorously shake any creature caught in their tusks and fling it in a random direction. Resolve as a bull rush maneuver (+20 check mod), except there is no AoO opportunity. The woolly mammoth does not need to move with its foe. If the tosses victim beats the mammoth, he remains where he is and is no longer grappled. Tossed victims take impact damage on landing as if they had fallen a distance equal to the distance they were tossed.

Trample: As a full-round action, a woolly mammoth can move up to twice its speed and literally run over Large or smaller creatures. This attack deals 2d8+18 points of damage. Trampled opponents can make attacks of opportunity against the woolly mammoth at a -4 penalty. If they don't, they may attempt DC 29 Reflex saves for half damage.

Scent: A woolly mammoth can detect opponents within 30 feet. The exact location is not revealed until it is within 5 feet.
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Carthrat

Mecha-Mount

Size/Type: Large Construct
Hit Dice: 12d10+30 (105 hp)
Initiative: +1
Speed: 60ft, fly 90ft (average)
Armor Class: 23 (+12 natural, +1 dex)
Base Attack/Grapple: +9/+19
Attack: Hoof+14 (1d6+6)
Full Attack: 2 Hooves+14 (1d6+6)
Space/Reach: 10ft/10ft
Special Attacks: -
Special Qualities: Construct traits, low-light vision, darkvision 60ft, resistance to fire 10, damage reduction 10/adamantine.
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 22, Dex 13, Con -, Int -, Wis 10, Cha 10   
Skills:   -
Feats: -
Alignment: Neutral
Gear: -
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Anastasia


Serith, Smilodon Predator

Awakened Smilodon

Size/Type: Large Magical Beast (Augmented Animal)
Hit Dice: 18d8+54+18 (156 hp)
Initiative: +2
Speed: 40 ft.
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +13/+25
Attack: Claw +20 melee (2d4+8)
Full Attack: 2 claws +20 melee (2d4+8) and bite +20 melee (2d6+4 19-20 x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, pounce, rake 2d4+4, skirmish +1d6/+1 AC, evasion.
Special Qualities: Low-light vision, scent, immunity to cold.
Saves: Fort +14, Ref +13, Will +12
Abilities: Str 27, Dex 15, Con 17, Int 12, Wis 12, Cha 11
Skills:
Feats: Power Attack (1), Improved Natural Attack(Bite)(3), Improved Natural Attack(Claw)(6), Improved Critical(Bite)(9), Multiattack(12), Improved Multiattack(15), Toughness(18)

Augmented Critical (Ex)

A smilodon deals triple damage on a successful critical hit with it's bite attack.

Improved Grab (Ex)

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

Pounce (Ex)

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

Rake (Ex)

Attack bonus +19 melee, damage 2d4+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

Ami, Baatorian Fighter 10.

Size/Type: Medium Humanoid (Human)
Hit Dice: 10d10+40+10+6 (127 hp)
Initiative: +6
Speed: 30ft
Armor Class: 26 (+2 dex, +9 armor, +5 natural)
Base Attack/Grapple: +10/+15
Attack: Halberd+19 (1d10+12 19-20 x3)
Full Attack: Halberd +19/+14 (1d10+12 19-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Favored enemy(Chaotic outsiders+6, good outsiders+2, undead+2)
Special Qualities: Darkvision 60ft.
Saves: Fort +14, Ref +8, Will +9
Abilities: Str 20, Dex 14, Con 18, Int 12, Wis 16, Cha 16  
Skills:  Climb+18, Intimidate+16, Jump+18, Knowledge(Planes)+14, Profession(Soldier)+16
Feats: Toughness(H), Law Devotion(1), Weapon Focus(Halberd)(F1), Improved Initiative(F2), Devil's Favor(3), Weapon Specialization(Halberd)(F4), Devil's Stamina(6), Power Attack(F6), Improved Critical(F8), Devil's Sight(9), Melee Weapon Mastery(F10)
Epic Feats: -
Alignment: Lawful Evil

Diabolical Training (Ex)

Ami has been instructed in the art of war by the baatezu. She has had certain favored enemies drilled into her, allowing her to access them. However, she cannot choose which enemies she gets, her superiors do instead.

Gear:

Halberd+1, Axiomatic.

Breastplate+4, grants a +3 bonus to saving throws.

Notes:

Law Devotion: +4 to hit or AC for 1 minute per day, can shift each round as a free action. Starting is a swift action.

Devil's Favor: +2 bonus to 3 checks, saves or attacks per day.

Devil's Stamina: +2 hp per devil feat selected, once per day gain fast healing equal to the number of devil touched feats possessed for 5 rounds.

Devil's sight. Gain blindsight 30ft for 5 rounds 3/day. Swift action.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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