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Started by Anastasia, December 10, 2009, 03:24:53 AM

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Anastasia

Pollyanna's done. Notes below.

- Converting her was tricky, but I ultimately kept to classes. Gestalt does her build a world of favors, as she was trying to do too much before. She's able to do everything well instead of most things passably. I think she's gained the most from the conversion.

- 5 levels of cleric is a dip at this level of power. While she's not under the divine design rules to limit small dips, a few levels in cleric gives her useful options and versatility.

- Knight of the Mist is a template related to the Well of Souls. Part of it is noted in her racial powers section, though not all of it is for varying reasons. If something doesn't quite make sense, like her turning, just assume that's behind it.

- Her actual build is pretty fearsome. With infinite AoOs, able to AoO from up to 60ft away and Sneak Attack of Opportunity, Pollyanna lays down the beatings and battlefield control. I figure it helps keep people on Demedais or at least harassed if they try to hit and run on him. It's a shame Spellcasting Harrier specifies melee attacks.


Pollyanna

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

Size/Type: Medium Outsider (Augmented Human, 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 +28, Ref +30, Will +22
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(Between the Mortal Coil, the House of the Triad and the Well of Souls only), obscuring mists.

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

#346
Ah Antenora. Remember when I said Pollyanna's build gains the most from gestalt? I lied. Let's put it this way, Antenora's possible damage output is in a spoiler box at the bottom; scraping 4 digits was entirely possible before I removed Great Smiting. That's why she has Armor Skin so much, there wasn't much else I could give her and the AC is good. Ironically she ended up with a better AC than Donald and Latha; I'm not happy about that from a design standpoint but she's an anomaly.

She doesn't look that strong if you just look at her attack column. You have to get into her wheelhouse of being an evil outsider, or at least evil, for Antenora to reach her potential. Check out the maths section at the end for details on the insanity.


Antenora Reynes

Erinyes 9/Ranger 1/Hellreaver 22//Paladin 32

Size/Type: Medium Outsider (Good, Lawful)
Hit Dice: 32d10+288 (468 hp)
Initiative: +13
Speed: 30ft, fly 110ft (perfect)
Armor Class: 67 (+9 dexterity, +27 natural, +12 armor, +1 dodge, +7 deflection)
Base Attack/CMB/CMD: +32/+42/62
Attack: Black Horn Spear+49 (1d8+22 19-20 x2)
Full Attack: Black Horn Spear+49/+44/+39/+34 (1d8+22 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Entangle, spell-like abilities, favored enemy(evil outsiders+2), furious strike(+12/+8d6), call to judgment, divine retribution, smite evil 9/day, turn undead 16/day(15d6; DC 37), spells, charging smite.
Special Qualities: Damage reduction 15/epic, evil and silver, immunity to fire, resistance to acid and cold 20, spell resistance 40, darkvision 120ft, see in darkness, telepathy 200ft, speak with plants and animals, holy fury, divine succor(70 points), improved divine resolve, improved divine shield, mettle, heroic sacrifice, detect evil, divine grace, lay on hands(416 hp), aura of courage, divine health, remove disease 9/week.
Saves: Fort +43, Ref +44, Will +41
Abilities: Str 30, Dex 28, Con 28, Int 14, Wis 22, Cha 36
Skills: Concentration+44, Craft(Metalworking)+37, Diplomacy+48, Escape Artist+43, Hide+43, Listen+41, Knowledge(Planes)+37, Knowledge(Religion)+37, Move Silently+43, Perform(Song)+68, Sense Motive+41, Spot+41, Survival+41, Use Rope+43.
Feats: Dodge(B), Mobility(B), Mindsight(1), Improved Flier(3), Flyby Attack(6), Power Attack(9), Favored Power Attack(12),  Battle Blessing(15), Track(R1), Divine Might(18), Extra Smiting(Paladin)(Mist), Improved Initiative(24)
Epic Feats: Dire Charge(21), Armor Skin(P23), Spread Holy Fury(H14), Armor Skin(P26), Blinding Speed(27), Armor Skin(H18), Armor Skin(P29), Multiaction(30), Armor Skin(H22), Armor Skin(P32)
Alignment: Axiomatic Exalted (Lawful Exalted tendencies)

Racial powers:
Spoiler: ShowHide


At will: Discern Lies, Holy Smite, Detect Magic, Greater Dispel Magic, Vision of Heaven. 2/day: Remove Curse, Remove Disease, Remove Fear. 1/day: Blade Barrier, Align Weapon, Flame Strike, Heal. DC 23 + spell level. The DCs are charisma based. Caster level 32nd.

Entangle (Ex)

Antenora carries a stout rope some 100 feet long that entangles opponents of any size as an animate rope spell (caster level 32nd). Antenora can hurl her rope 30 feet with no range penalty. Typically, Antenora entangles incorporeal creatures or particularly mobile ones. 

Smite Evil(Su)

Once per day Antenora can make a normal melee attack to deal extra damage equal to her HD (+20; maximum of +20) against an evil foe.


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. Antenora has chosen evil outsiders as her favored enemy.

Speak with Animals and Plants (Sp)

You can use speak with animals and speak with plants, as the spells (Caster level 1). You can use any combination of these effects up to three times per day.


Paladin powers:
Spoiler: ShowHide


Spells

Antenora casts as a 32nd level paladin.

1: Divine Favorx7.
2: Divine Insightx3, Undetectable Alignmentx3
3: Righteous Furyx6
4: Death Wardx3, Restorationx3

Aura of Good (Ex)

The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. Note that being a good aligned outsider gives her an overwhelming aura already, this is essentially overlapping with it.

Smite Evil (Su)

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus on all saving throws.

Lay on Hands (Su)

Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su)

Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex)

At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Turn Undead (Su)

When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Remove Disease (Sp)

At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).


Hellreaver powers:
Spoiler: ShowHide



Holy Fury (Ex)

When you face your enemies, a raging anger fills your mind. Avenging divine power surges through you, allowing you to generate magical effects. Entering this state is a free action. While in a holy fury, your melee attacks are good aligned. You also gain immunity to fear effects.

In addition, you gain a number of holy fury points equal to your hellreaver level plus your charisma modifier. You spend these points to activate many of your hellreaver class abilities. Antenora has 16 holy fury points.

You can use holy fury once per encounter. It lasts until the end of the encounter.

Furious Strike (Su)

As a swift action, you can spend 1 holy fury point to pour divine energy into your weapon. Your blade crackles with a divine aura that is baneful to your foes. You gain a +6 bonus and deal an extra 3d6 points of damage on your next attack. These bonuses apply only to an attack that targets an evil creature. If you accidentally use furious strike against a creature that is not evil, or your attack misses, the furious strike has no effect, but the holy fury point is still spent.

Divine Succor (Su)

Just as your divine power can slay evil creature, it can also mend wounds suffered by the just.  As a swift action, you can spend 1 holy fury point to heal 30 points of damage.  You can apply this healing to yourself or any good aligned creature within 20 feet.

Improved Divine Resolve (Su)

From 3rd level on you can draw upon your fury to push aside the effect of a spell cast by your foes, a monster's poison and so forth. As an immediate action, you can spend 2 holy fury points to gain a +4 bonus to your next saving throw. You must use this before the saving throw is determined. (Houserule for an NPC)

Improved Divine Shield (Su)

When you attain 3rd level, you can focus your divine power into a shield that knocks aside a foe's attac with a mighty shout. As an immediate action, you can spend 2 holy fury points to gain a +4 bonus to your AC against the next attack you face. You must use this before the attack role is determined. (Houserule for an NPC)

Mettle (Ex)

Beginning at 4th level, if you make a successful fortitude or will save that would normally reduce(rather than negate) a spell's effect, you suffer 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.

Heroic Sacrifice (Su)

From 5th level on, as a swift action, you can voluntarily take 2 points of constitution damage to fully replenish your holy fury points.

Call to Judgment (Su)

With your foe near defeat, you cry out to the gods for justice. Gleaming white chains appear around your enemy, preventing it from using dimensional travel.

At 6th level and beyond, as a swift action, you can spend 3 holy fury points to charge your weapon with divine power. If your next melee attack hits an evil outsider, the target suffers the effects of a dimensional anchor spell, with a caster level equal to your hellreaver level. Note that spell resistance does not apply, as this is a supernatural effect.


Gear:
Spoiler: ShowHide


[Weapon] Black Horn Spear: Longspear+7, mighty smiting keen evil outsider bane/fiercebane valorious.
[Armor] Golden Armor: This armor was forged in Jovar long ago, recovered from the lair of a Far Realm twisted abomination. Breastplate+7, no armor check penalty, arcane spell failure or maximum dexterity cap.
[Slotless]White Dress: Grants a 50ft bonus to Antenora's fly speed.

[Head]Ribbon of Disguise: Alter self as the spell, at will.
[Neck]Amulet of Endurance: +6 enhancement bonus to natural armor and constitution.
[Wrists]Bracers of Wrathful Smiting: +2 hit/damage bonus on a smite attack.
[Ring 1]Ring of Beauty: +10 enhancement bonus to charisma, +25 competence bonus to perform checks.
[Ring 2]Ring of Protection+7: +7 deflection bonus to armor class.
[Torso]Belt of Giant Strength+8: +8 enhancement bonus to strength.
[Feet]Boots of the Battle Charger: 2/day, can charge as a standard action instead of a full round action. In addition, these boots grant a +6 enhancement bonus to dexterity.

[Reserve Weapon]Ghost Rope: 2/day, this rope can be used with Antenora's Entangle ability against an incorporeal target. It ignores the normal incorporeal miss chance and if the Entangle is successful, the incorporeal creature is rendered corporeal as long as its' entangled.

Math:
Spoiler: ShowHide


Pasting this from IRC, where I did it segment by segment to illustrate how things go. This assumes an evil outsider since that's her focus. The majority of her tricks work on just an evil target, but she loses some boosts. This is with her having Great Smiting x2.

> +49 base. +12 furious strike to +61.
> +61 base. +13 smite evil to +74.
> +74 base. +2 bracers of wrathful smiting to +76.
> +76 base. +2 mighty smiting to +78.
> +78 base. +2 evil outsider bane to +80.
> +80 base. +2 charge to +82.
> +82 base. +1 blinding speed to +83.
> +83 base. +3 divine favor to +86.
> +86 base. +2 righteous fury to +88.
> +88 in her wheelhouse. Ow. -32 for PA is +56, which is hittable against most foes and can easily be cut back a bit. For the sake of overkill let's do -32.

With two swift actions per round, I feel having a few buffs up is reasonable. +56 is a little low for her level, but I went with it to make a point about her damage.

> Base damage is 1d8+22.
> +2 for favored enemy, 1d8+24
> +8d6 for furious strike, 1d8+24+8d6
> +160 for smite evil, 1d8+184+8d6. (I'm ruling Great Smite only multiplies the base smite damage and not charging smite. RAW it's a bit unclear the way the two abilities are written.)
> +13 for divine might, 1d8+197+8d6
> +2 for bracers of wrathful smiting, 1d8+199+8d6.
> +2 for mighty smiting, 1d8+201+8d6
> +2 for evil outsider bane, 1d8+203+8d6
> +2d6 for evil outsider bane, 1d8+203+8d6+2d6
> +3 divine favor, 1d8+206+8d6+2d6
> +3 righteous fury, 1d8+209+8d6+2d6
> +96 power attack, 1d8+305+8d6+2d6
> x3 valorious and dire charge, 3d8+915+8d6+2d6

You can boost that up to 5d8+1525+8d6+2d6+3d10 on a crit. Yeaaaaah. The total comes to 3d8+693+8d6+2d6 without Great Smiting. Polly is doing 350 at most if all her arrows hit and sneak attack gets through, Latha's somewhere around 200ish with a high level spell, Donald's around 300 with a full attack and Amaryl's around 500 on an optimal target and full hits. While the context of each is different and they have unique fighting styles, I strongly suspect Antenora's broken on the basis of her overwhelming damage output.

As an aside, Amaryl may be broken, but I think her +40 base to hit with manyshot limits her well enough. Could be wrong, especially since can buff herself a bunch.

I digress. The point is that I'd tone down Antenora's build if I were playing this seriously. No Great Smiting, and either Charging Smite or Favored Power Attack might potentially go. I'm not going to alter her any further right now, I want to see how everyone else turns out before applying the nerf bat.

Also, her damage would get insane if you ruled Great Smiting multiplies the boost from Charging Smite. Try 5d8+2115+8d6+2d6+3d10 for laughs.
<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

#347
Alicia. Holy hell did this take some work, mostly in the epic spell department. Notes below.

- Paladin 11 is to make sure she gets full BAB. I had it 10/10/14 beforehand.

- Divine paladins have insane saving throws. Charisma focus plus charisma to saves twice leads to horrible things. I'm okay with this, a divine paladin should have near-unbeatable saving throws.

- Familiar Spell x2 is a placeholder, as Alicia couldn't qualify for any epic metamagic or much of anything else. The sorc list of bonus feats is a bit scanty.

- Sunlance was developed for Latha but I didn't post it at the time. Volcanic Genesis was designed for Seira but I haven't statted her out yet. I figure she shared it with Alicia. I'm aware Mirror's Mimicry is broken on paper. I suspect it works a little better in play since the images get toasted quickly.

- A few odds and ends from Alicia's old sheet were trimmed. Things like reversed euyale and sacred cleansing. Undead Bane may be converted to an SDA later.


Alicia Reynes
Queen of the Battlefield, The Righteous Avenger, Saint Alicia
Quasipower
Symbol: Black queen chess piece viewed from above
Home Plane: Sylica
Alignment: Lawful Exalted
Portfolio: Magic, battle, justice, perseverance
Worshipers: Warriors, guards, spellswords, gishes, adventurers
Cleric Alignments: LG, NG, CG
Domains: War, Magic, Good
Favored Weapon: Bonds (Falchion)

Sorcerer 34//Paladin 11/Spellsword 10/Sacred Exorcist 13

Size/Type: Medium Outsider(Good)
Divine Rank: 1
Hit Dice: 11d10+100+23d8+240+34 (568 hp)
Initiative: +11
Speed: 60ft, fly 200ft (good)
Armor Class: 62 (+1 divine, +13 deflection, +16 natural, +10 dex, +12 armor)
Base Attack/CMB/CMD: +34/+46/80
Attack: Bonds+59 (2d4+25 plus 2d6 holy plus 4d6 banestrike plus 3d6 holy and 1 negative level(plus 9d6 and 3 negative levels on a critical hit) plus 2d6 evil outsider bane plus 13 fire 15-20 x3)
Full Attack: Bonds+59/+54/+49/+44 (2d4+25 plus 2d6 holy plus 4d6 banestrike plus 3d6 holy and 1 negative level(plus 9d6 and 3 negative levels on a critical hit) plus 2d6 evil outsider bane plus 13 fire 15-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Spells, smite evil 3/day, turn undead 16/day(10d6; DC 33), charging smite, channel spell 5/day, multiple channel spell,
Special Qualities: Divine traits, damage reduction 15/epic, evil and silver, immunity to electricity and cold, spell resistance 49, fast healing 3, familiar, detect evil, divine grace, lay on hands(130 hp), aura of courage, divine health, charging smite, remove disease 2/week, ignore spell failure 30%, chosen foe+4(evil outsiders), consecrated presence.
Saves: Fort +61, Ref +53, Will +60
Abilities: Str 35, Dex 31, Con 31, Int 27, Wis 30, Cha 37
Skills: Bluff+51, Concentration+48, Craft(Painting)+46, Diplomacy+51, Intimidate+51, Knowledge(Arcana)+46, Knowledge(Nature)+46, Knowledge(Planes)+46, Knowledge(Religion)+46, Listen+48, Perform(Oratory)+48, Sense Motive+48, Spellcraft+46, Spot+48, Tumble+48
Feats: Weapon Focus(Falchion)(B), Apt Learning(Tumble and Diplomacy)(H), Power Attack(1), Eschew Materials(S1), Celestial Bloodline(3), Still Spell(S5), Arcane Strike(6), Divine Might(9), Silent Spell(S10), Improved Critical(Falchion)(12), Toughness(SS2), Flyby Attack(15), Chain Spell(S15), Exalted Familiar(18), Explosive Spell(S20)
Epic Feats: Epic Spell Capacity(21), Spell Stowaway(Wish)(S23), Overwhelming Critical(Falchion)(24), Ignore Material Components(S26), Devastating Critical(Falchion)(27), Familiar Spell(S29), Fast Healing(30), Familiar Spell(S32), Holy Strike(33)
Salient Divine Abilities: Banestrike, Divine Armor Mastery, Divine Blast, Divine Shield, Mistress of the Duel
Alignment: Lawful Exalted (Neutral Exalted tendencies)

Divine traits:
Spoiler: ShowHide


Spell-like abilities

At will-Aid, antimagic field, blade barrier, dispel evil, dispel magic, divine power, flame strike, foresight, greater teleport, holy aura, holy smite, holy word, identify, imbue with spell ability, magic aura, magic circle against evil, magic disjunction, magic vestment, magic weapon, power word blind, power word stun, protection from evil, protection from spells, spell resistance, spell turning, spiritual weapon, summon monster 9(good creatures only). Caster level 34th. The save DCs are 33 + spell level.

Alter Reality (Su)

Alicia 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 manifested in a number of ways. Alicia can use limited wish when doing so could help her battle evil, promote the blending of might of arms and magic, and conduct holy war. Note that in the situation where Alicia 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:

Good: +1 bonus to the caster level of good spells.
Magic: - (Irrelevant due to being a full leveled sorcerer.)
War: Free weapon focus with your chosen weapon(Falchion).

Divine Aura (Ex)

The save DC against Alicia's divine aura is 24 and the radius is 10ft.

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

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

Communication: Alicia can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within one mile of herself per divine rank.

Remote Communication: As a standard action, Alicia can speak to any of her own worshipers, and to anyone within one mile per rank away from a site dedicated to her, or within one mile per rank away from a statue or other likeness of her. The creature being contacted can receive a telepathic message that only it can hear. Alternately, she may contact her faithful with telepathy, speaking directly into their mind.

Create Items: Alicia can create any wondrous item with power related to war, good or magic; the maximum is 4,500 marks.

Portfolio Sense: Alicia is aware of any act of righteous battle or justice that involves 1,000 or more people.


Sorcerer powers:
Spoiler: ShowHide


Alicia casts as a 34th level sorcerer.

6/10/9/9/9/9/8/8/8/8/7/7/7/7/3

0: Amanuensis, Caltrops, Detect Poison, Light, Mage Hand, Mending, Message, Prestidigitation, Stick.
1: Critical Strike, Feather Fall, Light of Lunia, Magic Missile, Shield, Shock and Awe, True Strike.
2: Alter Self, Daylight, Deflect, Knock, Mirror Image, Resist Energy, Whirling Blade.
3: Analyze Portal, Greater Magic Weapon, Magic Circle Against Evil, Major Image, Mass Snake's Swiftness, Sleet Storm.
4: Enervation, Greater Invisibility, Perfect Summons, Rainbow Pattern, Ray Deflection, Voice of the Archon.
5: Dismissal, Moonbow, Sending, Telekinesis, Telepathic Bond, Wall of Force.
6: Antimagic Field, Fires of Purity, Greater Dispel Magic, Imbue Familiar With Spell Ability, Probe Thoughts.
7: Greater Teleport, Limited Wish, Might of the Planetar, Planar Bubble, Radiant Assault.
8: Dimensional Lock, Divert Teleportation, Greater Arcane Fusion, Mind Blank, Sunburst.
9: Gate, Meteor Swarm, Summon Monster 9, Unbinding, Wish.
10: Celestial Valor, Energy Immunity, Naeys' Life Font, Shield of Sylica.
11: Epic Mage Armor, Might of the Solar, Sunlance, Volcanic Genesis.
12: 4
13: Mirror's Mimicry 3
14: Radiant Storm 2

Familiar

Marielle the courre eladrin.


Paladin powers:
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Alicia casts as an 11th level paladin. She may spontaneously cast any of her domain spells.

1: Divine Favorx2, Lesser Restorationx3.
2: Divine Protection, Shield Otherx2, Stabilizex2
3: Cure Moderate Wounds, Remove Blindness/Deafness, Remove Curse

Detect Evil (Sp)

At will, a paladin can use detect evil, as the spell.

Smite Evil (Su)

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su)

Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su)

Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex)

At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Turn Undead (Su)

When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Charging Smite (Su)

When you charge and make a smite attack, you deal an additional 2 points of damage per paladin level.

Remove Disease (Sp)

At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).


Spellsword powers:
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Ignore Spell Failure (Ex)

Starting at 1st level, a spellsword's hard work pays off. He can ignore part of the arcane spell failure chance caused by wearing armor. He subtracts the value from this ability from any arcane spell failure his armor causes.

Channel Spell (Sp)

At fourth level a spellsword can channel any spell she can cast into his melee weapon. Using this ability requires a move action, and the spellsword uses up the prepared spell or spell slot just as if he had cast the spell. The channelled spell affects the next target the spellsword successfully attacks with her weapon (spell resistance and saving throws still apply). Even if the spell normally only affects an area, or is a ray, it affects only the target. A spellsword can channel her spells into only one weapon at a time. Spells channelled into a weapon are lost if not used in eight hours.

Multiple Channel Spell (Sp)

A 10th level spellsword can channel two spells into his melee weapon, using a move action to channel each one. Both channelled spells affectt he next target the spellsword successfull attacks with his weapon, in the order they were placed into the weapon. As with the channel spell class feature, saving throws and spell resistance applies normally. Each time a spellsword uses multiple channel spell, two of his five channel spell uses per day are expended.


Sacred Exorcist powers:
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Chosen Foe (Ex)

A sacred exorcist designates either undead or outsiders as her chosen foe. Extensive study and special training in the proper techniques for combating this foe gives the sacred exorcist a +1 competence bonus on Bluff, Intimidate, Listen, Sense Motive, and Spot skill checks and caster level checks to overcome any spell resistance of the chosen foe. At 4th level the bonus increases to +2, and at 8th level it increases to +3.

Turn Undead (Su)

Sacred exorcists can turn undead as clerics do. If a sacred exorcist has this ability from another class, her class levels stack to determine her effective turning level.

Detect Evil (Sp)

At will, a sacred exorcist of at least 2nd level can use detect evil as a spell-like ability.

Dispel Evil (Sp)

Beginning at 4th level, a sacred exorcist can use dispel evil as a spell-like ability once per week. At 7th level, she can use this ability twice per week. At 10th level, she can use it three times per week.

Consecrated Presence (Su)

At 5th level and higher, a sacred exorcist is surrounded by an aura of positive energy that extends 20 feet from her presence. This aura duplicates the effects of a consecrate spell, but it moves with the sacred exorcist. If the sacred exorcist enters an area affected by a desecrate spell, both effects are negated while the sacred exorcist remains in the area. If the sacred exorcist is the target of a desecrate spell, her aura is suppressed for the duration of the desecrate spell.

Holy Aura (Sp)

A sacred exorcist of 8th level or higher can use holy aura once per day as a spell-like ability.


Gear:
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Bonds

This falchion was forged in Sylica, putting in metal some of the deep friendships that aided Alicia in her long quest. Bonds is a falchion+7, holy power and evil outsider bane. For each of Jessica, Marie, Antenora, Latha or Syala within 30ft while wielding bonds, Alicia gains a +2 insight bonus to armor class. These bonuses stack with each other.

Holy War

Holy War was gifted to Alicia by Latha, created using ancient techniques of smithing handed down from Celestia. It was forged with metals and minerals alive with the energies of the purification of Sylica. It functions as a breastplate+7. This armor has a maximum dexterity cap of 12, no arcane spell failure and only -2 armor check penalty. The gems in the armor provide sacred power to conduct just war, granting Alicia a +2 sacred bonus to strength. By drawing on the magic within the gems, Alicia can consecrate  and purify(as the metamagic feats) one spell or spell-like ability per day, with no increase in casting time or spell level.

In addition, Alicia possesses a considerable amount of other treasure useful in battle. She carries a portable hole with her, using it to withdraw items and gird herself as appropriate. For most battles she wears bracers of heartfelt blows and a ring of freedom of movement. Alicia is not above using much more treasure and equipment when circumstances dictate.


Custom material:
Spoiler: ShowHide


Celestial Valor
Abjuration [Good]
Level: Sor/Wiz 10, Glory 10.
Components: V, S.
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature/level.
Duration: 1 min/level
Saving Throw: None.
Spell Resistance: No.

Your words of magic fill those that hear them with deep wellsprings of righteous bravery. Each target of this spell gains a +8 sacred bonus to saving throws against fear and any emotion based effect that would sap the will to fight, such as calm emotions or crushing despair. In addition, celestial valor grants a +4 sacred bonus to attack rolls, weapon damage rolls, armor class and saving throws. Finally, any weapon they use counts as a holy weapon for the duration, granting 2d6 extra damage against evil targets. This does not stack if the weapon already has the holy special property.

Energy Immunity
Abjuration
Level: Clr 10, Drd 10, Sorc/Wiz 10
Components: V, S.
Casting Time: 1 standard action.
Range: Touch.
Target: Creature touched.
Duration: 24 hours.
Saving Throw: None.
Spell Resistance: No.

This abjuration grants a creature and its equipment complete immunity to one of the five energy types-fire, cold, electricity, acid or sonic. Energy immunity only absorbs hit point damage, so side effects such as deafening from sonic attacks or immobilized in ice by an ice spell still apply.

Energy immunity overlaps with protection from energy and resist energy. As long as it is in place, the other spells absorb no damage.

Shield of Sylica
Abjuration
Level: Clr 10, Sor/Wiz 10
Components: V, S, M, special.
Casting Time: 24 hours.
Range: Touch
Target: Creature touched.
Duration: Permanent.
Saving Throw: None.
Spell Resistance No.

Intoning a prayer to the two goddesses of Sylica, you channel the harmony of balance between law and chaos. With this blessing you are of both law and chaos and yet with neither at the same time, granting you special protections against attacks that rely on it. You are immune to any spell that has the lawful or chaotic descriptor, such as order's wrath, word of chaos and so forth. You are immune to damage relying on law or chaos, such as the extra damage from an anarchic or axiomatic weapon.

Material Components

An opal from the Opal Mountain of Sylica and a gold nugget from the streams of the Wychwood of Sylica, both of no less than 10,000 marks value.

Special

This spell must be cast in a place of harmony between law and chaos.

Might of the Solar
Transmutation
Level: Sor/Wiz 11
Components: V, S, M.
Casting Time: 1 standard action.
Range: Personal.
Target: You.
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Calling on the majesty of the celestial host, you imbue your body with a spark of the near-divine energy that empowers Solars. You gain a +18 enhancement bonus to strength, dexterity and constitution. You also gain a +14 enhancement bonus to natural armor. Your natural attacks and weapons are filled with sacred power, allowing you to treat any attack you make as a bane attack against the target; adding a +2 bonus to hit and damage, as well as 2d6 points of damage.

In addition you gain the benefits of the improved initiative and power attack feats.

Material Component

The feather of a solar.

Sunlance
Evocation [Light]
Level: Drd 11, Sor/Wiz 11, Sun 11
Components: V, S, M.
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Reflex partial; see text.
Spell Resistance: Yes; see text.

Calling on Lathander's glow, the caster summons a 10ft long lance of pure solar energy. This lance hurtles from the caster and requires a ranged touch attack. On success it deals 1d6 points of damage per caster level(Maximum 30d6) A creature to which sunlight is harmful or unnatural takes double damage. A second later the lance explodes into a burst of radiance. This burst is treated as a sunburst spell with a doubled area(160ft). The area is centered on the target and the target is also affected by the sunburst normally.

There is no saving throw against the sunlance's primary damage and a reflex save is allowed as normal with the secondary sunburst effect. For the sake of evasion, the sunlance's primary damage is not negated on a successful reflex save, only the sunburst damage. Spell resistance is allowed on the lance and the sunburst.

Material Component

A hunk of sunstone.


Volcanic Genesis
Evocation [Fire]
Level: Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action.
Range: Long (400ft + 40ft/level)
Target: One 20ft patch of solid ground.
Duration: 1 round/level.
Saving Throw: See text.
Spell Resistance: No.

When you cast this spell, you point at a segment of ground 20ft in radius, which promptly crumbles away and reveals a vein of boiling magma a mere 20ft below. If any creatures are standing on the ruptured hole and are small enough to fall through, they must make a reflex save or plummet into the magma below. Creatures who fall in are treated as being immersed in lava, taking 20d6 points of fire damage per round.

Each round this revealed hole causes various effects, as noted below.

1st round: Black, sulfurous gasses escape from the rupture. This miasma spreads in a radius of 10ft per caster level and reaches 30ft high at all points. This is treated as obscuring mist, hampering visibility as per that spell. Due to the thickness of the gas, wind of less than hurricane force cannot disperse it. A hurricane force wind will disperse the gas in one round. Further, the superheated, toxic gasses are damaging. Any creature within these gasses takes 5d6 points of fire damage and is nauseated. A successful fortitude save halves the fire damage and reduces the nausea to sickened.

2nd round: With a rumble, great bursts of flaming volcanic rock erupt out of the newborn volcano. These pummel an radius of 10ft per caster level around the hole, dealing 10d6 points of fire damage and 10d6 points of bludgeoning damage to all creatures within the radius. A successful reflex save halves this damage.

3rd round: A wave of magma bursts out from the hole, spreading out in a 20ft radius around the volcano. This deals 20d6 points of fire damage to any creature within the radius, with a reflex save to halve this damage. Further, it melts the ground below, expanding the radius of the volcano's hole by a like amount.  Any creature on this ground must make a reflex save for fall into the magma below.

4th round and beyond: At the 4th round the 2nd round effects repeat, and on the 5th round the 3rd round effects repeat. Adjust the affects accordingly as the radius of the volcanic hole expands. This pattern continues until the duration expires.

After the duration expires, the hole vanishes and any magma or flaming rock on the ground cools as normal. The gasses dissipate within 10 minutes, though a strong wind or greater will disperse them in one round.

Mirror's Mimicry
Illusion (Figment)
Level: Sor/Wiz 13
Components: V, S, F.
Casting Time: 1 standard action.
Range: Personal.
Target: You.
Duration: 1 round/level.
Saving Throw: None.
Spell Resistance: No.

This spell functions as mirror image; however, you sacrifice a small part of your life force to render the images partially real. For each image created you take 8 points of damage. This damage cannot be prevented in any way, and if it is redirected, the spell fails.

Each round, every image may take a standard action. They may perform any action you are capable of. Each image may take a separate action and your normal actions are not constrained. Due to only being partially real, everything is only half-effective. The attack rolls of your mirror images are half of yours, the save DCs are halved, durations are halved, damage is halved, and so forth and so on. The images may not target themselves with beneficial abilities, nor can they effectively heal themselves. However, they can heal the caster or buff him as normal. Any resources used by the mirror images are expended as normal, despite only being half effective.

Focus

A polished mirror engraved with your true name and an image of your true face. This must be of the highest craftsmanship and worth at least 20,000 marks.

MISTRESS OF THE DUEL
Benefit: Alicia is a gifted natural at deciphering the attack patterns of her enemies. Within second she can master a combat, turning it to her advantage and confounding her foes. Every round after the first, Alicia gains a cumulative +2 insight bonus to all rolls concerning an opponent she is in battle with, while her opponent suffers a cumulative -2 penalty to all rolls concerning Alicia. Thus if Alicia has been in battle with two pit fiends for three rounds, the modifiers would be +4/-4 respectively. If a Cornugon enters battle on the third round, then Alicia would gain a +2/-2 advantage over it on the fourth round, while the Pit Fiends would be on +6/-6. The benefits of this ability remain in place as long as combat lasts, but end if Alicia and her opponent are seperated for more than three rounds, and must start again if battle is rejoined. his ability caps at +6/-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

#348
Eudard. His build was simple, since he's similar to Zaaman Rul. It's not his fault, I designed him first. He's just unlucky since he can't compare to an Archomental. Notes as follows.

1. His AC is a little low, especially for a shield user. He chose to buff his damage reduction, hit points and shield defenses over raw armor class. Oftentimes at this level, epic toughness is a better overall deal than armor skin. It does depend on the build, and the nature of epic feats let you buff whichever part of your defenses you feel needs it.

2. Battlescarred paladin is nice. It's damage reduction at the same speed as a barbarian; barbarians get more class features so I figure this is fair enough. If you're going to stick with paladin levels, you may as well get something for it.

3. Yes, Eudard's gear is a homage to Cecil's final equipment in Final Fantasy 4. Considering what his storyline was and how he dealt with it, the reference is quite fitting. I was playing with this back in Balmuria 1; between this and the Well of Souls, the flavor is there for this gear. All of his gear besides his sword was generic or a Deme loaner, so I took some creative liberties. Yes, everything is on a 3-6-9 numerical organization. The Triad likes 3s.

4. Shield Barrier could be a non-epic feat depending on your tastes. Goodness knows shield users need the boost. Shield Evasion is probably an epic feat; it stretches the rules as it is by offering evasion. One of the rules of epic feat design is, barring feats that build on class abilities for epic, you don't give out class abilities with feats. I think it's reasonably justifiable based on the chain of feats. Shield Ward lets you apply your shield to CMD and touch AC, and Shield Barrier lets you apply it to reflex saves. I feel it's a reasonable continuation of the theme.


Eudard

Paladin 29//Fighter 6/Pious Templar 16/Triadic Knight 7

Size/Type: Medium Humanoid (Human)
Hit Dice: 29d10+203+29+116 (512 hp)
Initiative: +9
Speed: 30ft, fly 50ft (perfect)
Armor Class: 51 (+17 armor, +9 shield, +1 dex, +6 deflection, +8 natural)
Base Attack/CMB/CMD: +29/+39/69
Attack: Lightning Crash+51 (1d8+23 plus 3d6 lightning (6d6 lightning on a critical) 19-20 x2)
Full Attack: Lightning Crash+51/+46/+41/+36 (1d8+23 plus 3d6 lightning (6d6 lightning on a critical) 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Smite evil 7/day, turn undead 11/day (13d6; DC 29), spells, smite(pious templar) 7/day, shout, threefold smite.
Special Qualities: Aura of good, detect evil, divine grace, lay on hands(203 hp), aura of courage, divine health, battlescarred paladin, remove disease 8/week, mettle, damage reduction 16/-, hands of Ilmater, shield other, eyes of Tyr, discern lies, vigilance of Helm.
Saves: Fort +35, Ref +33, Will +30
Abilities: Str 30, Dex 20, Con 24, Int 18, Wis 22, Cha 26
Skills: Concentration+39, Diplomacy+40, Handle Animal+40, Heal+38, Knowledge(Planes)+36, Knowledge(Religion)+36, Sense Motive+38, Swim+42
Feats: True Believer(H), Protection Devotion(1), Improved Initiative(F1), Weapon Focus(Longsword)(F2), Endurance(3), Weapon Specialization(Longsword)(F4), Divine Might(6), Toughness(F6), Steadfast Determination(9), Melee Weapon Mastery(Slashing)(PT3), Shield Specialization(PT4), Battle Blessing(12), Shield Ward(PT8), Initiate of Helm(15), Power Attack(18)
Epic Feats: Great Charisma(21), Epic Toughness(P23), Great Strength(24), Holy Strike(P26), Damage Reduction(PT13), Shield Barrier(27), Epic Toughness(P29), Armor Skin(PT16)
Alignment: Lawful Good

Paladin powers:
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Spells

Eudard casts as a 29th level paladin. His spell DCs are 17 + spell level. All of Eudard's paladin spells are quickened.

5/5/5/5

1: Bless, Cure Light Wounds, Divine Favorx2, Warning Shout.
2: Divine Insightx2, Warning, Zone of Truthx2
3: Force Ward, Mace of Odo, Righteous Furyx3/
4: Death Wardx2, Restorationx3

Aura of Good (Ex)

The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)

At will, a paladin can use detect evil, as the spell.

Smite Evil (Su)

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su)

Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su)

Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex)

At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Turn Undead (Su)

When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Battlescarred Paladin (Ex)

You gain damage reduction 1/-.  At level 8 it rises to damage reduction 2/- and rises by another point every three levels thereafter. (11, 14, 17, 20, 23, ect.)

Remove Disease (Sp)

At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).


Pious Templar powers:
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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).


Triadic Knight powers:
Spoiler: ShowHide


Hands of Ilmater (Su)

At 2nd level and higher, you can no longer become nauseated or sickened.

Shield Other (Sp)

Starting at 3rd level, you can use a shield other effect once per day; your caster level is equal to twice your class level. Triadic knights often call this ability "martyr's embrace."

Eyes of Tyr (Su)

At 4th level and higher, you can no longer become dazzled or blinded (except by physical damage to your eyes).

Discern Lies (Sp)

At 5th level, you become able to use a discern lies effect once per day; your caster level is equal to twice your class level. Triadic knights often call this ability "judge's insight."

Vigilance of Helm (Su)

You are never-resting in your vigilance. You are now immune to sleep effects.

Shout (Sp)

At 7th level, you can use shout once per day; your caster level is equal to twice your class level. Triadic knights often call this ability "lion's roar."

Threefold Smite (Su)

At 7th level, you can combine three smite evil attempts in a single attack. Doing this costs you three of your daily smite evil attempts; if you don't have at least three such attempts remaining, you can't use this ability. Making a threefold smite requires a full-round action and triples the bonus on damage rolls (but not on attack rolls) normally applied with a smite evil attack. For example, a 5th-level paladin/7th-level  Triadic knight would deal an extra 36 points of damage (three times his effective smite evil level of 12th).


Gear:
Spoiler: ShowHide


[Weapon]Lightning Crash: A gift from risen Talos, this longsword crackles with lightning. It is a longsword+6, lightning blast. It is of limited intelligence, having scores of int 6, wis 6 and cha 6. Once per round as a full around action, it may emit a chain lightning effect(Caster level
21st, save DC 30).
[Armor]Crystal Armor of the Triad: This armor is crafted of crystals said to be from the Well of Souls. This is full plate+9. Three times per day it may be invoked as a full round action to use greater plane shift(Caster level 21st).
[Shield]Crystal Eye: This shield was found deep in a forgotten temple of Helm, engraved with a crystal eye of of Helm. Is is a heavy steel shield+6. Three times per day as a swift action, Eternal Eye may emit a 60ft cone of light. This light renders all within the range visible - as if everyone who can see has the benefit of true seeing. This benefit lasts for 3 minutes.

[Head]Crystal Helmet of the Triad: This helmet grants a +6 deflection bonus to armor class. Three times per day it may invoke a greater teleport effect as a full round action.
[Neck]Amulet of Natural Armor+6: +6 enhancement bonus to natural armor.
[Wrists]Crystal Gauntlets of the Triad: These gauntlets grant a +3 sacred bonus to attack and damage rolls. Three times per day, as a free action on the wearer's turn, the gauntlets may be invoked to grant his weapons the ghost touch ability for three rounds.
[Torso]Belt of Magnificence+6: +6 enhancement bonus to ability scores.


Custom material:
Spoiler: ShowHide


Shield Barrier [Epic]
Prerequisites: Shield Specialization, Shield Ward.
Benefit: You may apply your shield bonus to armor class as a bonus to reflex saves.

Shield Evasion [Epic]
Prerequisites: Shield Barrier, dex 19
Benefit: Whenever you are using a shield, you are treated as having the evasion special quality.
<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

#349
Jessica.

I don't have a lot to say with her. The style choices are obvious. Of note...let's see. Fighter 1 was to loosen up her feat crunch and ensure she gets full BAB. I redid her gear since it was largely prosaic and boring.

In the years between Balmuria 1 and Balmuria 2, Jessica has completed her transition into a full outsider. She is a spirit who attends her sister, the goddess Alicia. When she goes out she goes out in stealth, striking down evil and enacting Alicia's will. Few know her outside of Alicia's inner circle, but she's happy with that. Her reward waits for her every time she comes home to her friends, family, husband and children.

I would imagine Roald is an honored petitioner. He has some similarities to Josa insofar as they use food as a medium for magic. If I were to stat him, I'd use expert as the baseline and spent the other side of the gestalt on custom powers to manage his baking. Unlike Josa, his work is fully based around restoration and recovery.

Perfect Wight may get a revision from me soon. It'll be a small one, adding BAB and upgrading greater invisibility to superior invisibility. That's all that's really needed. It's not a bad idea for a class, but greater invisibility is badly dated and played out by now. Superior invisibility makes the class more worthwhile to bother with and upgrades the power nicely for epic.


Jessica Reynes

Rogue 29//Fighter 1/Spellthief 10/Hellbreaker 10/Perfect Wight 8

Size/Type: Medium Outsider (Good)
Hit Dice: 1d10+10+28d6+280 (398 hp)
Initiative: +18
Speed: 30ft, fly 60ft (good)
Armor Class: 45 (+14 dex, +4 natural, +5 dodge, +8 armor, +4 deflection) (10% miss chance)
Base Attack/CMB/CMD:+29/+31/64
Attack: Gentle Serenity+49 (1d6+20 plus 1d6 nonlethal plus 15d6 sneak attack plus 2 str damage 15-20 x2)
Full Attack: Gentle Serenity+49 (1d6+20 plus 1d6 nonlethal plus 15d6 sneak attack plus 2 str damage 15-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Sneak attack+15d6, crippling strike, steal spell(5th), steal energy resistance 10, spells, steal spell-like ability(make ruling that these stack), neutralize spell-like ability, steal supernatural ability, spell-like abilities
Special Qualities: Trapfinding, improved evasion, penetrating strike, improved uncanny dodge, defensive roll, skill mastery, detect magic, spellgrace+1, absorb spell, arcane sight, mantle of darkness, telepathic static, stowaway, foil summoning, plane hop, greater invisibility 2/day, improved legerdemain 2/day, incorporeal 2/day, shadow form 1/day, resistance to all elements 30, magic circle against evil, damage reduction 15/evil and epic.
Saves: Fort +33, Ref +41, Will +26 (+4 vs poison)
Abilities: Str 14, Dex 39, Con 30, Int 15, Wis 16, Cha 14
Skills: Balance+46, Bluff+34, Disable Device+34, Escape Artist+46, Gather Information+34, Hide+66, Knowledge(Planes)+34, Move Silently+66, Listen+35, Search+34, Sense Motive+35, Spot+35, Tumble+46, Use Magic Device+34, Use Rope+46
Feats: Combat Expertise(H), Improved Feint(1), Weapon Finesse(F1), Undo Resistance(3), Sacred Strike(6), Improved Initiative(9), Darkstalker(12), Dodge(15), Quicken Spell-Like Ability(Greater Invisibility(18)
Epic Feats: Self Concealment(21), Improved Weapon Finesse(24), Epic Dodge(R24), Epic Dodge(PW5), Great Dexterity(27), Lingering Damage(R28)
Alignment: Neutral Exalted

Racial powers:
Spoiler: ShowHide


Spell-like abilities: At will-Calm emotions, detect magic, greater dispel magic, greater plane shift. 3/day- Greater invisibility, bless weapon. Caster level 29th.

Magic Circle Against Evil (Su)

Jessica is surrounded by a magic circle against evil, with a caster level equal to her hit dice. If it is dispelled, she can reactivate it as a free action on her turn.


Rogue powers:
Spoiler: ShowHide


Sneak Attack (Ex)

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

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

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

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

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

Trapfinding

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.

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.

Penetrating Strike (Ex)

Whenever you flank a creature that is immune to extra damage from sneak attacks, you still deal extra damage equal to half your normal sneak attack dice. This benefit does not apply against creatures that cannot be flanked, nor against foes that are otherwise denied their dexterity bonus to AC or flat-footed but not flanked.

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.

Defensive Roll (Ex)

The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.

Skill Mastery

The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Jessica has chosen hide, move silently, disable device, tumble and escape artist.


Spellthief powers:
Spoiler: ShowHide


Jessica casts as a 10th level spellthief.

2/2

1: Animate Rope, Golem Strike, Shield, True Strike.
2: Knock, Mirror Image, See invisibility.

Steal Spell (Su)

A spellthief can siphon spell energy away from his target and use it himself. A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from his target. If the target is willing, a spellthief can steal a spell with a touch as a standard action.

The target of a steal spell attack loses one 0-level or 1st-level spell from memory if she prepares spells ahead of time, or one 0-level or 1st-level spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. A spellthief can choose which spell to steal; otherwise, the DM determines the stolen spell randomly. If a spellthief tries to steal a spell that isn't available, the stolen spell (or spell slot) is determined randomly from among those the target has available.

For example, a 1st-level spellthief who uses this ability against a 1st-level sorcerer could choose to steal magic missile. Assuming the sorcerer knew that spell, a successful steal spell attack would eliminate one 1st-level spell slot and temporarily prevent her from casting magic missile. If the same spellthief stole magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell (but wouldn't lose any other magic missile spells she might also have prepared).

After stealing a spell, a spellthief can cast the spell himself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. A spellthief can cast this spell even if he doesn't have the minimum ability score normally required to cast a spell of that level. The spellthief must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell. Alternatively, a spellthief of 4th level or higher can use the stolen spell power to cast any spellthief spell that he knows of the same level or lower (effectively, this gives the spellthief one free casting of a known spell). A spellthief must cast a stolen spell (or use its energy to cast one of his own spells) within 1 hour of stealing it; otherwise, the extra spell energy fades harmlessly away.

As a spellthief gains levels, he can choose to steal higher-level spells. At 4th level, he can steal spells of up to 2nd level, and for every two levels gained after 4th, the maximum spell level stolen increases by one (up to a maximum of 9th-level spells at 18th level).

At any one time, a spellthief can possess a maximum number of stolen spell levels equal to his class level (treat 0-level spells as 1/2 level for this purpose). For instance, a 4th-level spellthief can have two stolen 2nd-level spells, or one 2nd-level spell and two 1st-level spells, or any other combination of 0-level, 1st-level, and 2nd-level spells totaling four levels. If he steals a spell that would cause him to exceed this limit, he must choose to lose stolen spells sufficient to reduce his total number of stolen spell levels to no more than his maximum.

A spellthief can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect. For example, a spellthief of 6th level or higher could steal a wizard's empowered magic missile, but only if he specifically chose to steal empowered magic missile. If he chose to steal an unmodified magic missile, he couldn't steal an empowered magic missile, a silent magic missile, or any other metamagic form of the spell. A spellthief couldn't steal an empowered magic missile from a sorcerer, since the sorcerer applies metamagic effects upon casting and thus has no prepared empowered magic missile spell.

This ability works only against spells. It has no effect on psionic powers or spell-like abilities (but see the steal spell-like ability class feature, below).

Detect Magic (Sp)

A spellthief of 2nd level or higher can use detect magic a number of times per day equal to his Charisma bonus, if any (minimum 1). His caster level is equal to his spellthief class level.

Spellgrace (Su)

A spellthief of 2nd level or higher gains a +1 competence bonus on his saves against spells. This bonus improves to +2 at 11th level and to +3 at 20th level.

Steal Spell Effect (Su)

Beginning at 2nd level, a spellthief can siphon an active spell effect from another creature. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain the effect of a single spell affecting the target. If the target is willing, a spellthief can steal a spell effect with a touch as a standard action.

The spellthief can choose which spell effect to steal; otherwise, the DM determines the stolen spell effect randomly. If a spellthief tries to steal a spell effect that isn't present, the stolen spell effect is determined randomly from among those currently in effect on the target. A spellthief can't steal a spell effect if its caster level exceeds his class level + his Charisma modifier.

Upon stealing a spell effect, a spellthief gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the spell's duration expires, whichever comes first). If the spell effect's duration hasn't expired by this time, the spell effect returns to the creature that originally benefited from it.

A spellthief can steal the effect of a spell only if the spell could be cast on him by the original caster. For example, a spellthief couldn't gain the effect of an animal growth spell (unless the spellthief is of the animal type) or the effect of a shield spell (since that spell's range is personal). If a spellthief tries to steal the effect of a spell not allowed to him, the effect is still suppressed on the original target of the spell for 1 minute per spellthief class level.

This ability does not work on spell effects that are immune to dispel magic (such as bestow curse).

Steal Energy Resistance (Su)

Beginning at 3rd level, a spellthief can siphon off some or all of a target's resistance to an energy type (acid, cold, electricity, fire, or sonic). A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead temporarily gain resistance 10 to an energy type to which his target is resistant (or immune). If the target is willing, a spellthief can steal energy resistance with a touch as a standard action.

Simultaneously, the target creature's resistance to that energy type is reduced by 10 (to a minimum of 0). A creature with immunity to an energy type retains that immunity.

If his target has more than one type of resistance to energy, a spellthief can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target. If a spellthief chooses to steal a type of resistance that the target doesn't possess, the stolen type of resistance is determined randomly from those possessed by the target.

The resistance a spellthief gains from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires.

A spellthief can use this ability multiple times, but its effects do not stack unless they apply to different types of energy. For example, throughout a long combat, a spellthief might use this ability to gain resistance to fire and resistance to cold, but he could not use it twice on a creature that is resistant to fire to gain twice as much resistance to fire (nor to reduce the creature's resistance to fire by twice as much).

At 11th level, a spellthief can steal resistance 20 to an energy type by using this ability, and at 19th level he can steal resistance 30 to an energy type.

Steal Spell-Like Ability (Su)

At 5th level and higher, a spellthief can use a sneak attack to temporarily steal a creature's spell-like ability. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain one use of one of the target's spell-like abilities. If the target is willing, a spellthief can steal a spell-like ability with a touch as a standard action.

This spell-like ability can originate from the target's class, race, template, or any other source, and can be of any level up to a maximum of one-third the spellthief's class level. A spellthief can select a specific spell-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the spellthief can't steal the ability. If the target can't use its ability at the present time (such as a summoned demon's summon ability), the spellthief can't steal it.

A spellthief can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if it were being used by the original possessor of the ability. A spellthief must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the spellthief uses the ability (or until the minute elapses), the target cannot use the stolen ability.

Absorb Spell (Su)

Beginning at 7th level, if a spellthief makes a successful save against a spell that targets him, he can attempt to absorb the spell energy for later use. This ability affects only spells that have the spellthief as a target, not effect or area spells. A spellthief can't absorb a spell of a higher spell level than he could steal with his steal spell ability (see above).

To absorb a spell that targets him, a spellthief must succeed on a level check (1d20 + spellthief class level) against a DC of 10 + the spell's caster level. Failure indicates that the spell has its normal effect. Success means that the spellthief suffers no effect from the spell and can cast the spell later (or use its energy to cast one of his own spells known) as if he had stolen the spell with his steal spell ability. His normal limit of total spell levels stolen still applies.

At 20th level or higher, a spellthief can choose to use the stolen spell energy as an immediate action, either to recast the original spell or to cast one of his own spells known using the stolen spell energy.

Arcane Sight (Sp)

Beginning at 9th level, a spellthief can use arcane sight as a swift action a number of times per day equal to his Charisma modifier (minimum 1). His caster level is equal to his spellthief class level.


Hellbreaker powers:
Spoiler: ShowHide


Mantle of Darkness (Ex)

You can make hide checks in any kind of darkness, even when observed by creatures that can see in darkness.

Telepathic Static (Su)

Beginning at 1st level, you emit a field of psychic chatter out to a range of 20 feet, negating the telepathy ability of all creatures within range. In addition, divination spells and spell-like abilities cast or used in the area are impeded. The use divination magic, a caster must succeed on a spellcraft check (DC + the level of the spell). If the check fails the spell or spell-like ability does not function but is still lost as a prepared spell, spell slot or daily use. If the check succeeds, the spell functions normally. You can suppress this ability for 1 round as a free action.

Steal Spell-like Ability (Su)

Starting at 2nd level, you can use a sneak attack to temporarily steal a creature's spell-like ability. If you hit an opponent with a sneak attack, you can choose to forgo 2d6 dice of sneak attack damage and instead gain one use of one of the target's spell-like abilities. If the target is willing, you can steal a spell-like ability with a touch as a standard action(you do not need to damage a willing target).

This spell-like ability can originate from teh target's class, race, template or any other source, and can be of any spell level up to a maximum of 1/2 your class level. You can select a specific spell-like ability to borrow; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have eat least one such use left, or you can't steal the ability. If the target can't use its ability(Such as a summoned devil's summon ability), you can't steal it. If you steal and use an ability with limited uses per day, your use of the ability also counts as one use for the target creature.

You can use a stolen spell-like ability once. For all purposes(caster level, save DC and so on), treat the spell-like ability as if the creature whose ability you stole were using it. You must use the stolen spell-lik ability within 1 minute of acquiring it, or it is lost. Until you use the ability(or until 1 minute elapses), the target cannot use the stolen ability. If you have a similar ability, such as the spellthief's steal spell-like ability, you can steal two spell-like abilities at once, but each is subject to its respective spell level restriction. Once you have stolen a spell-like ability, you cannot use neutralize spell-like ability until you have used the stolen ability.

Stowaway (Su)

From 4th level on, you can hitch a ride on a conjuration(teleportation) spell or spell-like ability cast or used within 30 feet of you. If the target is unwilling, you must succeed on a level check with a DC of 10 + the caster level of the effect as an immediate action. If the target is willing, this ability functions automatically. When the spell is cast, you appear wherever the caster appears, in the same position you were at the time of the spell's casting. If this would force you to appear in a solid object, you appear in the nearest open available space If the conjuration spell has variable results, such as teleport, you suffer the same effect as the caster.

Neutralize Spell-like Ability (Su)

Beginning at 5th level, you can the ability to neutralize one of a target's spell-like abilities. This ability functions like the steal spell-like ability class feature, except you do not gain the ability to use the spell-like ability. Instead, you prevent the target from using the ability for a number of rounds equal to your class level. You cannot use this ability while holding a stolen spell-like ability. You can neutralize any number of spell-like abilities.

Foil Summonings (Su)

At 7th level, your telepathic static intensifies so that you also impede conjuration(calling) and conjuration(summoning) spells and spell-like abilities within 20 ft. See telepathic static for details.

Steal Supernatural Ability (Su)

From 8th level on, you can steal supernatural abilities. This ability functions like the steal spell-like ability class feature. While in possession of a stolen spell-like or supernatural ability, you cannot use steal spell-like ability, steal supernatural ability, or neutralize spell-like ability again until you lose access to the stolen ability (by discharging it or after 1 minute, whichever comes first).

Plane Hop (Sp)

At 10th level, you can use plane shift as an immediate action once per day. This ability functions like the spell, but it has a range of personal and a target of you.


Perfect Wight powers:
Spoiler: ShowHide


Greater Invisibility (Su)

Starting at 1st level, the perfect wight gains the benefit of greater invisibility once per day, plus one additional time per day every five levels thereafter. The greater invisibility is as the spell cast by a 20th-level caster.

Improved Legerdemain (Su)

A perfect wight can perform the following class skills at a range of 30 feet: Disable Device, Open Lock, Sleight Of Hand, and Search. If desired, the perfect wight can take 10 on the check. Any object manipulated during the skill check must weigh 100 pounds or less. Alternatively, the perfect wight can use improved legerdemain to make one melee sneak attack against any creature within 30 feet. The perfect wight executes the sneak attack (or death attack, if applicable) as if attacking from a flanking position. If the attack is successful, the victim is dealt the appropriate sneak attack damage despite the fact that the perfect wight and his or her weapon do not physically cross the intervening distance. A perfect wight can use improved legerdemain once per day at 2nd level, plus one additional time per day every five levels thereafter.

Incorporeal (Su)

At 3rd level, the perfect wight can become incorporeal once per day, plus one additional time per day every five levels thereafter. A perfect wight can remain incorporeal for a number of rounds equal to 20 + his or her perfect wight level. As an incorporeal creature, the perfect wight can be harmed only by other incorporeal creatures, +1 or better magic weapons, and spells, spell-like abilities, and supernatural abilities. He or she is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, the perfect wight has a 50% chance to ignore any damage from a corporeal source (except for force effects or attacks made with ghost touch weapons). An incorporeal perfect wight has no natural armor but has a deflection bonus equal to his or her Charisma modifier (always at least +1, even if his or her Charisma score does not normally provide a bonus). An incorporeal perfect wight can pass through solid objects at will, but not force effects. His or her attack ignores natural armor, armor, and shields, although deflection bonuses and force effects work normally against it. An incorporeal perfect wight moves silently and cannot be heard with Listen checks if he or she doesn't wish to be. While incorporeal, the perfect wight has no Strength score, so his or her Dexterity modifier applies to both melee and ranged attacks.

Shadow Form (Su)

At 4th level, the perfect wight can take shadow form once per day, plus one additional time per day every five levels thereafter. The perfect wight's shadow form lasts 1 minute per level of the prestige class. While in shadow form the perfect wight is incorporeal (see above), is immune to critical hits, and can fly at a speed of 100 feet (good). The perfect wight can also use the substance of his or her own shadow to enhance his or her effective level on any attack roll, check, or saving throw. Drawing power from his or her own shadow form deals the perfect wight 7 points of damage for each +1 bonus on a single roll or +1 effective level for any other single use.


Gear:
Spoiler: ShowHide

[Weapon]Gentle Serenity: Rapier+6, keen merciful. Whenever this weapon successfully deals non-lethal damage on a strike, the target must make a DC 28 will save or be affected as if by calm emotions spell(Caster level 21st.)
[Armor]Sashes of Shadow: These black silk sashes cover the wearer's body in constant, semi-solid shadow. This provides a +8 armor bonus to armor class and a +20 competence bonus to hide and move silently checks.

[Neck]Tear of Sylica: This white and green gemstone was found by Roald one day when he went looking in the wilds of Sylica for ingredients. The origins of it are unclear, but it's magic is not. It grants a +8 enhancement bonus to constitution and dexterity.
[Ring 1]Ring of Greater Universal Energy Resistance: Resistance 30 to all elements.
[Ring 2]Ring of Defense+5: +5 deflection bonus to armor class and +5 resistance bonus to saving throws.

[Expendable]3 of Roald's biscuits. Each biscuit functions as a heal spell when consumed. (Caster level 20th.)

<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

#350
No comments here, he took forever. Feedback welcome as always.

Zquujaj
The Traitor, Knight of the Pale Mother
Demon Lord
Symbol: The severed body of a Pit Fiend, cut into 6 pieces, against a white field.
Home Plane: Androlynne, 471st layer of the Abyss.
Alignment: Anarchic Vile.
Portfolio: Hatred, genocide, revenge.
Worshipers: Blood War soldiers serving the Abyss, mass murderers, vengeance seekers.
Cleric Alignments: CE, NE.
Domains: Chaos, Evil, Hatred, War.
Favored Weapon: Natural Attacks.

Pit Fiend 50//Barbarian 25/Marshal 25

Size/Type: Large Outsider (Chaotic, Evil)
Divine Rank: 1
Hit Dice: 25d12+375+25d8+375+50+100 (1400 hp)
Initiative: +15
Speed: 90ft, fly 240ft (average)
Armor Class: 80 (+25 natural, +18 armor, +1 divine, +13 deflection, +14 dex, -1 size)
Base Attack/CMB/CMD: +50/+74/112
Attack: Claw+77 (2d8+36)
Full Attack: 2 claws+77/+72/+67/+62 (2d8+36) and 2 wings+76 (2d6+26) and bite+76 (4d6+26 and poison and disease) and tail slap+76 (2d8+26 and improved grab)
Space/Reach: 10ft/30ft
Special Attacks: Constrict 2d8+50, improved grab, spell-like abilities, summon demon, mighty rage 7/day, auras, grant move action 6/day.
Special Qualities: Damage reduction 25/epic, good and cold iron, damage reduction 6/-, darkvision 120ft, see in darkness, immunity to fire, electricity and poison, resistance to acid and cold 40, regeneration 13, spell resistance 65, telepathy 200ft, divine traits, fast movement, improved uncanny dodge, trap sense+8, tireless rage.
Saves: Fort +56, Ref +58, Will +63 (+4 vs enchantment, +6 vs lawful magic)
Abilities: Str 50, Dex 38, Con 41, Int 41, Wis 37, Cha 37 
Skills: Balance+68, Bluff+67, Climb+74, Concentration+69, Diplomacy+67, Disguise+67, Hide+64, Intimidate+67, Jump+98, Knowledge(Arcana)+69, Knowledge(Local: Androlynne)+69, Knowledge(Local: Avernus)+69, Knowledge(Nature)+69, Knowledge(Nobility and Royalty)+69, Knowledge(Planes)+69, Knowledge(Religion)+69, Listen+67, Move Silently+68, Search+67, Sense Motive+67, Spellcraft+69, Spot+67, Survival+67, Swim+74, Tumble+68, Use Magic Device+68, Use Rope+68
Feats: Weapon Focus(Claw)(B), Dark Speech(B), Multiattack(1), Improved Multiattack(3), Power Attack(6), Instantaneous Rage(9), Iron Will(12), Rapid Strike(Claws)(15), Improved Rapid Strike(Claws)(18), Skill Focus(Diplomacy(M1), Toughness(39)
Epic Feats: Great Strength(21), Pulverize(24), Incite Rage(B24), Blinding Speed(27), Armor Skin(30), Epic Will(33), Embrace of the Pale Mother(36), Epic Toughness(42), Lasting Aura(45), Widen Aura(48), Multiaura(M23)
Salient Divine Abilities: Banestrike(Lawful Outsiders), Devil Genocide, Extra Domain(Hatred), Knight of the Pale Mother, Wound Enemy.
Alignment: Anarchic Vile

Racial powers:
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Constrict (Ex)

Zquujaj deals 2d8+50 points of damage with a successful grapple check.

Disease (Su)

A creature struck by a Zquujaj's bite attack must succeed on a DC 50 Fortitude save or be infected with a vile disease known as warp touch (incubation period immediate, damage special; see BoVD). The save DC is Constitution-based.

Improved Grab (Ex)

To use this ability, Zquujaj must hit with his tail slap attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity.

If he wins the grapple check, he establishes a hold and can constrict.

Poison (Ex)

Injury, Fortitude DC 50, initial damage 1d6 Con, secondary damage 2d6 Con. The save DC is Constitution-based.

Summon Demons (Ex)

Six times per day Zquujaj may summon up to 60 hit dice of demons. This may be any combination that equals fifty hit dice, but no one monster may have more than 30 hit dice. Zquujaj prefers balors and obyriths when he summons.

Regeneration (Ex)

Zquujaj takes normal damage from good-aligned, epic cold iron weapons, and from spells or effects with the good or lawful descriptor.


Divine powers:
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Spell-like abilities: At will-Animate objects, antipathy, bestow curse, blade barrier, blasphemy, chaos hammer, cloak of chaos, create undead, desecrate, dispel good, dispel law, divine power, doom, flame strike, forbiddance, foresight, greater dispel magic, greater teleport, invisibility, magic circle against good, magic circle against law, magic weapon, magic vestment, mass hold monster, persistent image, power word blind, power word stun, protection from good, protection from law, righteous might, scare, shatter, song of discord, spiritual weapon, storm of vengeance, summon monster 9(chaotic evil creatures only), unholy aura, unholy blight, word of chaos. Caster level 50th. The save DCs are 34 + spell level.

Alter Reality (Su)

Zquujaj 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. Zquujaj can use limited wish when doing so could help him promote the destruction of devils, genocide or acts of grand hatred. Note that in the situation where Zquujaj 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.
Evil: +1 bonus to the caster level of evil spells.
Hatred: Choose one opponent. Against that opponent you gain a +2 profane bonus on attack rolls, saving throws, and Armor Class for 1 minute. This supernatural ability is usable once per day as a free action.
War: Free Martial Weapon Proficiency with deity's favored weapon (if necessary) and Weapon Focus with the deity's favored weapon.

Divine Aura (Ex)

The save DC against Zquujajl's divine aura is 24 and the radius is 10ft.

Immunities: Zquujaj is immune to polymorphing, petrification, or any other attack that alters her 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: Zquujaj gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

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

Communication: Zquujaj 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, Zquujaj 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 the cracking bone and tearing flesh of a devil being butchered. In this case, anyone within earshot of the sound can hear it.

Create Items: Zquujaj can create any wondrous item with power related to hatred and war; the maximum is 4,500 marks.

Portfolio Sense: Zquujaj is aware of any act of war, hatred or genocide that involves 1,000 or more people.


Barbarian powers:
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Fast Movement (Ex)

A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn.

Rage (Ex)

A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).

A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.

Uncanny Dodge (Ex)

At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Trap Sense (Ex)

Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Improved Uncanny Dodge (Ex)

At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) 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 level a rogue must be to flank the character.

Damage Reduction (Ex)

At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Greater Rage (Ex)

At 11th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.

Indomitable Will (Ex)

While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

Tireless Rage (Ex)

At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage.

Mighty Rage (Ex)

At 20th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2.


Marshal powers:
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Auras (Ex)

The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time.

Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn.

Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.

Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself ) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.

A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains access to new auras, as indicated on Table: The Marshal.

All bonuses granted by a marshal's auras are circumstance bonuses that do not stack with each other.

Minor Auras: Art of War, Determined Caster, Force of Will, Master of Tactics, Motivate Dexterity, Motivate Strength, Over the Top, Watchful Eye.

Major Auras: Motivate Ardor, Motivate Attack, Motivate Urgency, Resilient Troops, Steady Hand.

Grant Move Action (Ex)

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

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

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


Gear:
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While Zquujaj carries no weapon with him, his natural weapons are ensorcelled with a +6 enchantment bonus.

Baatorian Mail

During his assault on Avernus, Zquujaj stumbled on an ancient Baatorian. In a cataclysmic battle that shattered the Devil's Spire mountain range, Zquujaj overcame the fiend. Thereafter he had its scales flayed, it's remnants desecrated to chaos and crafted into a suit of armor. This unique suit of armor is treated as light armor, granting a +18 armor bonus, no armor check penalty and a maximum dexterity cap of 18. The powers of law within the armor are broken, now shielding the wearer from lawful magic. It grants a +6 profane bonus to saving throws against any spell with the lawful descriptor.

Circlet

Zquujaj wears a simple circlet. It naturally avoids notice; only creatures who succeed on a DC 60 spot check or have true seeing active even notice it is worn. Those that do glimpse a plain, stone wrought circlet of a dull white color before finding themselves disinterested and feeling it is best not studied. If this is ignored, the circlet can be noticed to slowly twist into itself, turning into a non-connecting, endless line of non-euclidean geometry. Those that spend one round studying the circlet like this are sickened for 6 minutes(no save) and filled with an absolute knowledge that the circlet must be destroyed. If checked for auras, the circlet radiates overwhelming evil and chaos.

The circlet has no known name, though Zquujaj has stated it was a gift from Pale Night. When worn it allows Zquujaj's body to partially ignore the limits of rational space and geometry. His reach is tripled due to this effect. Six times per day as an immediate action, Zquujaj may call on the circlet to cast dimension door, with a caster level of 60. Calling on this ability twists Creation around him. There is a 10% chance that when used anywhere but the Abyss that this will create a portal to a random layer of the Abyss. This portal appears where Zquujaj was standing before the dimension door effect. This portal is permanent until sealed, further, the area within 600 feet of the portal is treated as being unhallowed. On opening, 6d20 hit dice of random demons, fiendish monsters and other Abyss creatures come through the portal and again every hour thereafter. The exact type of demon depends on the layer in question.

A portal created in this way must be destroyed in a specific manner. The grounds must be hallowed to counter-act the unhallow effect, before seven good-aligned casters cast holy word and then dimensional lock. The casters must form a perfect circle around the portal and cast the two spells in sequence. Alternately, 14 lawful-aligned casters may cast dictum and then dimensional lock to seal the portal. They do not need to dispel the unhallow effect, though it remains once the portal is closed.


Custom material:
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Embrace of the Pale Mother [Epic, Vile, Anarchic]
Prerequisite: Iron Will, Epic Will, wis 29, must have Pale Night as a patron.
Benefit: Pale Night has gifted you with a glimpse of what lies beyond her ever-shifting vale. Through impossible willpower you have survived, mind forever twisted beyond mortal comprehension. You are immune to mind-effecting abilities of all types. In addition you now see flashes of the truth behind things. Once per day as a swift action on your turn, you may gain the benefits of a true seeing spell. This lasts for 6 minutes with a caster level equal to your hit dice.

Lasting Aura [Epic]
Prerequisite: Intimidate 12 ranks, must know at least 3 major marshal auras.
Benefit: When you use an aura power, its affects linger on your allies even after they leave the aura's range. You use this feat as a free action whenever you project an aura. Allies within range who can hear you gain the aura's effects for as long as you maintain the aura and they remain within range, but they continue to benefit for 1 minute after the aura's effects end or they move out of range. Allies that enter the aura's range after you project it still gain the aura's benefits, but it has no lingering effect on them (though you can use this feat again to project a new lingering aura that affects them).

Widen Aura [Epic]
Prerequisite: Lasting Aura.
Benefit: Your aura can affect all allies within 120 feet (including yourself) who can hear you.
Normal: Your aura can affect all allies within 60 feet (including yourself) who can hear you.

Multiaura [Epic]
Prerequisite: Cha 25, Lasting Aura.
Benefit: You can maintain up to two minor auras and one major aura simultaneously. Activating a minor aura remains a swift action, so you still need 2 rounds to activate two minor auras. Your second minor aura activated must be of a different aura than one that is already active.
Normal: You can maintain one minor and one major aura simultaneously.

KNIGHT OF THE PALE MOTHER
Prerequisite: Embrace of the Pale Mother, patron Pale Night.
Benefit: Zquujaj is a chosen champion of Pale Night, raised up into the madness. All of his genocidal fury against devil-kind has been focused into a roaring insanity, a force that can propel the demonic hordes to victory against Bel. Through this pure force of hate all devils who view Zquujaj risk falling into howling insanity at the unchecked chaos he represents.

Any devil who sees Zquujaj must immediately make a will save (DC 10 + 1/2 hd + charisma modifier + divine rank; DC 49) or be rendered insane, as per the spell insanity. There is no limitation on distance, though the creature must be able to clearly see Zquujaj and make out his features. This ability strikes through scrying and similar long ranged magical sight, though the caster gains a +5 circumstantial bonus to the saving throw. A devil who is insane for 6 hours must make another will saving throw or shift one step closer to chaotic evil. This repeats until the insanity is cured or the devil's alignment becomes chaotic evil. At that point the devil is permanently insane, unable to be cured by any means short of a wish or miracle from a 30th level caster. Such devils attack other devils indiscriminately, caring for nothing but the extermination of its former kin.

This ability is mind-affecting, though normal precautions do not work. Any spell or magical item that protects a devil from mind-affecting abilities risks being overcome and rendered useless. Zquujaj is allowed a special opposed caster level check to overcome any such effect; his caster level is equal to his hit dice. If Zquujaj wins this check, the effect is instantly dispelled and those it protected are immediately subject to this ability. If he does not, the effect works as normal. Zquujaj is allowed a rank check to bypass divine immunities against mind effecting abilities as normal against divine targets. Protective magic that does not protect any devils is unaffected by this ability. However, if it comes to protect a devil, it is immediately subject to being dispelled.

Lawful, non-devil outsiders are disturbed and sickened on viewing Zquujaj, but are otherwise unaffected. Good aligned creatures of any type are likewise upset. This has no mechanical effect, it is merely a side effect of Pale Night's touch on Zquujaj.

In addition to the above, this ability causes Zquujaj to be counted as an obyrith for the sake of effects.

This is a mind affecting ability. A devil that successfully saves cannot be affected again by Knight of the Pale Mother for 24 hours.

DEVIL GENOCIDE
Prerequisite: Banestrike(Lawful Outsiders)
Benefit: Such is Zquujaj's fury that he cares nothing but for the extermination of devils. His banestrike ability no longer affects non-devil lawful outsiders, such as archons. The bonus to hit against devils from banestrike increases to +6 and the extra damage dice increase to +6d6. Any devil that is successfully damaged by an attack that benefits from banestrike must immediately make a fortitude saving throw (DC 10 + 1/2 hd + strength modifier + divine rank; DC 56) or suffer 6 negative levels. Unlike normal negative levels, these negative levels are immediately permanent. No secondary saving throw is allowed to remove them.
<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?