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The Halls of the Vanquished

Started by Anastasia, October 01, 2010, 05:28:30 PM

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Anastasia

Name says it all. He died fast but was buffed up.

The asshole with Yuria's scythe.

Fighter 8//Barbarian 8

Buffs factored in: Rage, Bear's Endurance, Mage Armor.

Size/Type: Medium Humanoid(Human)
Hit Dice: 8d12+80+8 (126 hp)
Initiative: +5
Speed: 40ft
Armor Class: 13  (+1 dex, -2 rage, +4 armor)
Base Attack/CMB/CMD: +8/+12/23
Attack: Scythe+18 (2d4+14 19-20 x4)
Full Attack: Scythe+18/+13 (2d4+14 19-20 x4)
Space/Reach: 5ft/5ft
Special Attacks: Rage 3/day
Special Qualities: Fast movement, improved uncanny dodge, trap sense+2, damage reduction 1/-.
Saves: Fort +16, Ref +3, Will +15
Abilities: Str 24, Dex 12, Con 30, Int 8, Wis 8, Cha 10   
Skills: 11+ability modifier.
Feats: Endurance(H), Steadfast Determination(1), Power Attack(F1), Weapon Focus(Scythe)(F2), Toughness(3), Weapon Specialization(F4), Iron Will(6), Improved Initiative(F6), Melee Weapon Mastery(F8)
Epic Feats: -
Alignment: Neutral Evil.

Gear:

Yuria's scythe(Scythe+1, keen)
Gauntlets of Ogre Power+2.
<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

Archers! I tended to vary them a little bit person by person, this was just the base statblock. That was far easier than doing a dozen unique sheets.

Default archer cultist

Fighter 2//Rogue 2

Size/Type: Medium Humanoid(Human)
Hit Dice: 2d10 (15 hp)
Initiative: +4
Speed: 30ft
Armor Class: 18 (+4 dex, +4 armor)
Base Attack/CMB/CMD: +2/+4/18
Attack: Longbow+9 (1d8+2 plus 1d6 sneak attack x3)
Full Attack: Rapid Shot+7/+7 (1d8+2 plus 1d6 sneak attack x3)
Space/Reach: 5ft/5ft
Special Attacks: Sneak attack+1d6
Special Qualities: Trapfinding, evasion.
Saves: Fort +3, Ref +7 Will +1
Abilities: Str 14, Dex 18, Con 10, Int 10, Wis 12, Cha 10   
Skills: 5+ability modifier.
Feats: Point Blank Shot(H), Precise Shot(1), Rapid Shot(F1), Weapon Focus(Longbow)(F2)
Epic Feats: -
Alignment: Neutral Evil

Gear:

Longbow
30 arrows
Chain Shirt
<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

Skeletons normally have no charisma, this is toying with changing that. I avoided unholy toughness, as I wanted them to be interesting but not too HP laden.

Blackbones of Shar.

Size/Type: Medium Undead (Evil)
Hit Dice: 4d12 (32 hp)
Initiative: +3
Speed: 50ft
Armor Class: 16 (+3 dex, +3 natural)
Base Attack/CMB/CMD: +2/+5/18
Attack: Claw+8 (1d4+6 and 1 vile)
Full Attack: 2 claws+8 (1d4+6 and 1 vile)
Space/Reach: 5ft/5ft
Special Attacks: Vile touch.
Special Qualities: Damage reduction 5/bludgeoning and good, darkvision 60ft, immunity to cold, undead traits.
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 16, Dex 16, Con 0, Int 0, Wis 10, Cha 17   
Skills: -
Feats: -
Epic Feats: -
Alignment: Neutral Evil

Vile Touch (Su)

A Blackbones of Shar has a touch that is infused with malicious, seeking evil. It gains it's charisma modifier as a profane bonus to attack and damage rolls. In addition, it deals an additional point of vile damage with each successful natural attack.
<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

#33
I needed a project to keep me occupied while I was sick.

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

Favored Soul 24/Heartwarder 10//Noble 34

Size/Type: Medium Outsider (Chaotic, Good)
Divine Rank: 2
Hit Dice: 34d8+272+34 (578 hp)
Initiative: +10
Speed: 60ft, fly 230ft (good)
Armor Class: 63 (+8 dex, +2 divine, +17 natural, +15 deflection, +1 dodge, +10 armor.)
Base Attack/CMB/CMD: +27/+33/69
Attack: Sacred Sacrifice+45 (1d6+26 plus 2d6 holy)
Full Attack: Sacred Sacrifice+45/+40/+35/+30 (1d6+26 plus 2d6 holy)
Space/Reach: 5ft/5ft
Special Attacks: Spells, inspire confidence 9/day, spell-like abilities, turn undead(18/day, 17d6).
Special Qualities: Resistance to fire 20, resistance to cold and sonic 10, damage reduction 15/epic and cold iron, spell resistance 49, immunity to electricity and acid, charisma increase, heart of passion, lips of rapture, voice of a siren, tears of Evergold, bonus class skill, favor+9, coordinate+8, inspire greatness(8 allies), divine traits.
Saves: Fort +47, Ref +44, Will +44
Abilities: Str 20, Dex 26, Con 26, Int 27, Wis 26, Cha 41   
Skills: Appraise+47, Concentration+47, Bluff+56, Diplomacy+66, Gather Information+56, Heal+47, Intimidate+56, Knowledge(Arcana)+47, Knowledge(Geography)+47, Knowledge(Nobility and Royalty)+47, Knowledge(Planes)+47, Knowledge(Religion)+47, Listen+47, Perform(Oratory)+56, Sense Motive+47, Spellcraft+47, Spot+47
Feats: Dodge(H), Mobility(1), Spell Focus(Enchantment)(3), Weapon Focus(Quarterstaff)(FS3), Toughness(6), Sacred Boost(9), Power Attack(12), Weapon Specialization(Quarterstaff)(FS12), Melee Weapon Mastery(15), Extra Spell(18), Quicken Spell-Like Ability(Holy Word)(21), Combat Reflexes(24), Robilar's Gambit(27), Hold the Line(33)
Epic Feats: Epic Spell Capacity(FS24), Epic Ability Focus(Diplomacy)(N24), Epic Favor(N28), Improved Combat Reflexes(30), Epic Coordinate(N32)
Salient Divine Abilities: Bonus Domain(Suffering), Divine Shield, Eldritch Knowledge, Gift of Life, Mother of Martyrdom, Possess Mortal.
Alignment: Chaotic Good

Divine abilities:
Spoiler: ShowHide


Spell-Like Abilities

At will-Aid, animate objects, bane, bear's endurance, bestow curse, blade barrier, chaos hammer, cloak of chaos, demand, discern lies, dispel evil, dispel law, divine favor, energy drain, enervation, enthrall, feeblemind, geas/quest, greater command, greater teleport, harm, holy aura, holy smite, holy word, horrid wilting, magic circle against evil, magic circle against law, magic vestment, protection from evil, protection from law, repulsion, shatter, storm of vengeance, summon monster 9(Chaotic Good creatures only), waves of exhaustion, word of chaos. Caster level 34th. The save DCs are 37 + spell level.

Alter Reality (Su)

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

Domain Powers:

Chaos: +1 bonus to the caster level of chaotic spells.
Good: +1 bonus to the caster level of good spells.
Suffering: You can use a pain touch twice per day. Make a melee touch attack against a living creature, which bestows on that creature a -2 penalty to Strength and Dexterity for 1 minute on a successful attack. This ability does not affect creatures that have immunity to extra damage from critical hits.
Nobility: Once per day as a standard action, you can inspire allies, giving them a +2 morale bonus on saving throws, attack rolls and damage rolls, ability checks, and skill checks. Allies must be able to hear you speak for 1 round. This effect lasts a number of rounds equal to your Charisma bonus (minimum 1 round).

Divine Aura (Ex)

The save DC against Empress Sulia's divine aura is 27 and the radius is 20ft.

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

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

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

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

Remote Communication: As a standard action, Empress Sulia 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, her voice can echo from above, like the order of a great queen. In this case, anyone within earshot of the sound can hear it.

Create Items: Empress Sulia can create any wondrous item with power related to nobility, good or martyrdom; the maximum is 4,500 marks.

Portfolio Sense: Empress Sulia is aware of any act of martyrdom or protective love that involves 1,000 or more people.


Favored Soul powers:
Spoiler: ShowHide


Empress Sulia casts as a 34th level favored soul(35th for good or chaotic spells). She may spontaneously cast any of her domain spells.

Spell charges:

6/10/10/10/9/9/9/9/8/8/8/8/7/7/4

0: All. Literally I think, since she gets 18 orisons.
1: Bless, Command, Conviction, Cure Light Wounds, Detect Undead, Entropic Shield, Inhibit, Lesser Vigor, Remove Fear, Sanctuary, Sign, Vision of Glory.
2: Aid, Calm Emotions, Close Wounds, Cure Moderate Wounds, Divine Insight, Divine Protection, Eagle's Splendor, Healing Lorecall, Hold Person, Lesser Restoration, Shield Other, Status.
3: Create Food and Water, Cure Serious Wounds, Daylight, Dispel Magic, Downdraft, Invisibility Purge, Mass Aid, Mass Conviction, Mass Lesser Vigor, Spark of Life, Vigor, Weapon of Impact.
4: Assay Spell Resistance, Castigate, Cure Critical Wounds, Death Ward, Delay Death, Dimensional Anchor, Divine Power, Freedom of Movement, Panacea, Restoration, Wall of Chaos, Wall of Good.
5: Atonement, Death Throes, Flame Strike, Greater Vigor, Hallow, Mark of Justice, Mass Cure Light Wounds, Mass Sanctuary, Righteous Might, Summon Bralani Eladrin, True Seeing, Zone of Respite.
6: Banishment, Bolt of Glory, Cometfall, Greater Dispel Magic, Heal, Heroes Feast, Lucent Lance, Mass Bear's Endurance, Mass Cure Moderate Wounds, Mass Eagle's Splendor, Vigorous Circle, Zealot Pact.
7: Ethereal Jaunt, Fortunate Fate, Greater Plane Shift, Greater Restoration, Greater Scrying, Holy Star, Mass Cure Serious Wounds, Mass Restoration, Mass Spell Resistance, Planar Bubble, Radiant Assault, Regenerate.
8: Antimagic Field, Dimensional Lock, Earthquake, Fierce Pride of the Beastlands, Fire Storm, Heat Drain, Mass Cure Critical Wounds, Mass Death Ward, Wall of Greater Dispel Magic, Greater Planar Ally.
9: Etherealness, Gate, Greater Visage of the Deity, Mass Heal, Miracle, Sublime Revelry, True Resurrection, Undeath's Eternal Foe.
10: Eclipse, Mass Freedom of Movement, Miracle of Health, Naeys' Life Font, 2
11: Kiss of the Martyr, Mass Regenerate, Summon Planetar, 3
12: Beauty Triumphant, Wrath of the Heavens 4
13: Morwel's Blessing, 5
14: Radiant Storm, Summon Solar, 2


Heartwarder powers:
Spoiler: ShowHide


Charisma Increase (Ex)

A heartwarder gains a +1 bonus to charisma at level 1, and another +1 every odd level thereafter. (3, 5, 7, 9.)

Heart of Passion (Ex)

At 2nd level a Heartwarder invokes such passionate belief in whatever she does or says that she can sway the thoughts of the most rigid critic. This translates into a +2 bonus to all charisma based skills.

Lips of Rapture (Su)

At 4th level, the heartwarder's kiss bestows a state of bliss on the recipient, conferring a +2 morale bonus to attack rolls, weapon damage rolls, saves and checks. This ability lasts 5 rounds and can be used a number of times a day equal to your charisma modifier.  The only downside to a heartwarder's kiss is that it also afflicts a daze spell on the target(A normal saving throw negates, as if the heartwarder had cast daze.)

Voice of a Siren (Su)

A heartwarder's voice is so enticing that she weakens the ability of her foes to resist her spells. She gains the benefits of greater spell focus(Enchantment) and spell penetration, but only on spells that have a verbal component.

Tears of Evergold (Su)

Once a week, a heartwarder can cry tears from the sacred pool of Evergold. If the tears are collected, they serve as a potion of love and can be used by the Sunite faith as holy water.


Noble powers
Spoiler: ShowHide


Bonus Class Skill (Ex)

At 1st level, a noble may designate any one cross-class skill as a class skill. Empress Sulia has chosen Spot.

Favor (Ex)

The noble has the ability to call in favors from those he knows. By making a favor check, the noble can call upon contacts to gain important information without going through the time and trouble of a Gather Information check. Favors can also be used to acquire the loan of equipment or documents from influential acquaintances.

To call in a favor, the noble makes a favor check. Roll a d20 and add the character's favor bonus (+1 at 1st level, +2 at 3rd level, and so on). The DM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 25 for highly dangerous, expensive, or illegal favors. The noble can't take 10 or take 20 on this check, nor can he retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to circumvent an adventure should always be unavailable to the character, regardless of the results of a favor check.

A noble can try to call in a favor a number of times in a week of game time that's equal to half his noble levels, rounded down (minimum one). So a 1st-level noble can attempt to call in a single favor per week, while a 7th-level noble can attempt to call in favors as many as three times from different contacts.

The DM should carefully monitor the noble's use of favors to ensure that this ability isn't abused. The success or failure of a mission shouldn't hinge on the use of a favor, and calling in favors shouldn't replace good roleplaying or the use of other skills. The DM may disallow any favor deemed to be disruptive to the campaign.

Inspire Confidence (Ex)

Beginning at 2nd level, a noble can use oratory to inspire confidence in allies, bolstering them and improving their chances of success. An ally must listen to and observe the noble for a full round for the inspiration to take hold. The effects last for 5 rounds. The noble can inspire a number of allies equal to half his noble levels, rounded up.

An ally inspired with confidence gains a +2 morale bonus on saving throws and a +1 morale bonus on attack and weapon damage rolls.

The noble can't inspire confidence in himself. The ability only aids his allies.

Coordinate (Ex)

A noble has a knack for getting people to work together. When the noble can aid others and give directions, he provides a bonus to the task at hand by making an aid another check. This bonus is in addition to the normal aid another bonus of +2, and it increases as the noble gains levels. Therefore, the noble provides a total +3 bonus at 4th level (+2 aid another bonus, +1 cooperation bonus), a +4 bonus at 8th level, and so on.

This ability can't be used to assist in combat.

Inspire Greatness (Ex)

Beginning at 11th level, a noble can inspire greatness in an ally, granting extra fighting capability. This works similar to inspire confidence, except it affects but a single ally. An ally inspired with greatness gains +2d6 temporary hit points, a +2 competence bonus on attacks, and a +2 moral bonus on saving throws.

The effect lasts for 5 rounds. The noble can inspire greatness once per day. For every three levels beyond 11th, the noble can inspire greatness in one additional ally.

The noble can't inspire greatness in himself. The ability only aids his allies.

Gear:
Spoiler: ShowHide


Sacred Sacrifice

This blessed weapon was given to Empress Sulia from Sune, as a gift of friendship and affection. It functions as a holy quarterstaff+7.  When wielding Sacred Sacrifice, Empress Sulia may use her charisma modifier in place of her strength modifier for damage rolls. Further, whenever Empress Sulia is struck by a melee attack while in Robilar's Gambit, she gains a +2 bonus to attack rolls, weapon damage rolls, saves and armor class. This bonus stacks with itself to a maximum of +6. These bonuses last for one minute.

Bracers of The Martyr.

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

In addition to these, Sulia has access to all the wealth of a character of her level. When going into combat, she is not above gathering more items to increase her power.


Spells and feats:
Spoiler: ShowHide

Beauty Triumphant
Transmutation
Level: Clr 12, Sorc/Wiz 12
Components: V, S, M
Casting Time: 1 standard action.
Range: Personal.
Target: You.
Duration 1 minute/level.
Saving Throw: Will negates(Charm effect only)
Spell Resistance: No.

With this spell, you call on the beauty of Sune. You gain a +10 enhancement bonus to charisma. Any creature within 60ft that sees you and would be attracted to you must make a will save. Failure means they fall hopelessly in love with you. Treat them as fanatic towards you, listening to every word you speak as gospel truth. Unlike most effects, this is not a mind-effecting or charm ability; it is the drawn out beauty that causes this, not any magic on the part of the spell.

In addition your beauty manifests as a palpable force, granting you your charisma modifier as a deflection bonus to armor class.

Martyr's Kiss
Abjuration
Level: Clr 11
Components: V, S, M
Casting Time: 1 full-round action.
Range: Touch.
Target: Creature touched.
Duration: 1 hour/level.
Saving Throw: Special; see text.
Spell Resistance: No.

This spell protects a martyr to be, making them a dynamic force in a dramatic sacrifice. They gain a +10 sacred bonus to attack rolls, weapon damage rolls, caster level checks, armor class and saving throws. The target of the spell does not automatically fail a saving throw on a natural 1. Further, reducing his hit points to 0 or less does not incapacitate the target of the spell at all, nor does being reduced to -10 or lower hit points cause the death of the character. They are immune to petrification, imprisonment, temporal stasis or any other attempt to imprison or bind them.

At the end of the duration, when the target is slain, if this spell is successfully dispelled or as a standard action when the target desires, his body explodes in a titanic burst of holy light. This deals damage equal to your current hit points + 50 to all targets within 40ft of you. A fortitude save halves this damage. Obviously, this explosion kills you if you are not already dead. Dying in this matter bypasses regeneration and other similar abilities, as the body is completely destroyed.

This spell functions only on willing targets who are aware of what the spell does. If forced on a target or they are not aware of how it works, Kiss of the Martyr fails.

Material Component

A pair of tears shed at the completion of the spell, one by the caster and one by the target.

Mass Freedom of Movement
Abjuration
Level: Clr 10, Drd 10
Range: Close (25ft + 5ft 2/levels)
Target: One or more creatures, no two of which can be more than 30 ft apart

This spell functions as Freedom of Movement, except as noted above.

Mass Regenerate
Conjuration(Healing)
Level: Clr 11
Range: Close (25 ft + 5 ft)
Targets: One or more creatures, no two of which can be more than 30 ft apart/2 levels)

This spell functions like regenerate, except as noted. In addition, it restores 8d8 points of damage +1 per caster level (Maximum +50).

Morwel's Blessing
Conjuration(Healing)
Level: Clr 13
Components: V, S, F.
Casting Time: 1 standard action
Ranger: 40ft
Area: All creatures within a 40ft radius centered on you.
Duration: Instantaneous.
Saving Throw: None
Spell Resistance: No

By chanting ancient Words of Creation passed down by Queen Morwel of the eladrin, you cleanse your allies physically and spiritually. A shower of glittering stardust descends over the area, settling on the area and healing them. All dirt and grime is removed from them and any equipment in the area. Any creature in the radius is healed, as if by a mass heal spell. Any negative magics on the targets are treated as being targeted by dispel magic(maximum +30).

Focus

A perfect sphere of crystallized starlight polished smooth with holy water, worth no less than 15,000 marks.

Radiant Storm
Evocation[Light]
Level: Clr 14, Sor/Wiz 14
Component: V, S, F.
Casting Time: 1 full round action.
Range: Long (400ft + 40ft/level)
Area: 20ft bursts
Duration: Instantaneous.
Saving Throw: Will partial.
Spell Resistance: Yes.

Radiant Storm causes multiple Radiant Assaults to explode within the range of the spell. The caster gets one Radiant Assault per three caster levels. Each one appears where the caster desires within the range of the spell. Multiple Radiant Assaults may not overlap, though creatures that occupy more than one square can be caught in more than one assault. Each assault requires a separate saving throw and spell resistance check to resist.

In addition, each assault deals 1d6 damage per caster level, to a maximum of 40d6. All other effects are as Radiant Assault.

Focus

The eye of any outsider with 20 or more hit dice.

Summon Planetar
Conjuration(Summoning)[Good]
Level: Clr 11
Components: V, S, DF
Casting Time: 1 round.
Range: Close (25ft + 5ft 2/levels)
Effect: 1 summoned planetar.
Duration: Concentration; up to 1 round/level + 1 round.
Saving Throw: None.
Spell Resistance: No.

This spell summons a Planetar from the Heavens Above. It appears where you designate and acts immediately, on your turn. It understands your speech, regardless of language, and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action.

Summon Solar

Conjuration(Summoning)[Good]
Level: Clr 14
Components: V, S, DF
Casting Time: 1 round.
Range: Close (25ft + 5ft 2/levels)
Effect: 1 summoned solar.
Duration: Concentration; up to 1 round/level + 1 round.
Saving Throw: None.
Spell Resistance: No.

This spell summons a Solar from the Heavens Above. It appears where you designate and acts immediately, on your turn. It understands your speech, regardless of language, and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action.

Wrath of the Heavens
Evocation[Electricity]
Level: Clr 12, Sorc/Wiz 12
Components: V, S.
Casting Time: 1 swift action.
Range: Long (400 + 40ft/level)
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: Fortitude half.
Spell Resistance: Yes.

Wrath of the Heavens is designed to show the displeasure of the Gods in a striking, sudden manner. With a single word of condemnation and pointing at the target, a lightning bolt from above crashes into the target. This lightning bolt deals 20d10 points of damage. Half of this damage is electricity damage and the other half is divine damage. In addition, if the fortitude save is failed, the target is struck blind and deaf.

Despite the lightning bolt striking from above, a clear sky is not needed to cast this spell. It may even be cast inside or underground.

---

Epic Favor [Epic]
Prerequisites: Favor+4
Benefit: You gain a +2 bonus to your favor score and you may call in an additional favor per week.
Special: You may select this feat more than once. Its benefits stack.

Epic Coordinate [Epic]
Prerequisites: Coordinate+3
Benefit: You gain a +2 bonus to your coordinate score.
Special: You may select this feat more than once. Its benefits stack.


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

However, such power is not without risk. If Empress Sulia is slain again within 24 hours, she is exceptionally vulnerable. If slain outside of Brightwater, the time of her reformation and banishment is doubled, as are any other consequences of her demise. If she is slain in Brightwater by a non-divine creature, the creature is treated as being Divine Rank 0 for the sake of destroying her. This allows a check to destroy Sulia; the relevant check is 1d20 vs 1d20+7. Should Empress Sulia be slain again by a God or Power, they gain a +4 circumstantial bonus to the rank check to destroy her.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

I was bored again and I like doing epic level work. Notes on Zaaman Rul's design are as follows:

- Archomentals use the established deity template. While there are some tweaks, why change a system that works?

- I used an Elder Fire Elemental as the base creature for Zaaman. That means 24 elemental HD, but this isn't such a big deal when it's gestalt. The main problem is figuring out what the base creature should be. I figured that was the best choice, Elemental Monoliths and Primal Elementals have even more HD bloat.

- Fighter felt obvious for Zaaman Rul, as he's that type in attitude and style. Pious Templar fits the other side well. I find him thinking of all of Fire as his temple to be a good fit for flavor, plus it's damage reduction stacks with his innate reduction and the damage reduction feats he's taken. Also, I didn't want to do another full caster so soon after Empress Sulia.

- Yes, he lacks a fly speed. Greater Visage of the Deity covers this.

- Rul's AC and attack are rather high for someone of his station. I'm fine with this for two reasons. One, he's a fighter who's taken everything from piddling weapon focus to divine weapon mastery. Two, Archomentals have certain limitations compared to deities, so a little extra punch is desired.

- I took some liberties with his skills due to his elemental hit dice. To be honest, I'm of the opinion that deities should get leeway with class skills, so that they better fit it's responsibilities and portfolio.

- Weapon Specialization from Pious Templar was traded in for a bonus feat. Standard trade for a class bonus feat that you already possess.

- I wanted to make some epic shield feats, but it didn't end up going that way. Ah well.

- Being able to throw around two maximized, quickened fire storms per round gives Zaaman Rul's offense a huge bump. Anyone who fights him really wants evasion or good enough spell resistance to stop his magic.

- Elemental Lord is an essential SDA. It covers how deities can ignore elemental resistance and immunity for parts of their portfolio. I toyed with making this an innate power of Archomentals, but there are also elemental deities, so why not use something that both of them can use. By the way, the Elemental Lord SDA needs a re-write. It's not entirely clear as written, but doing so is a low priority.

- Burn is mildly upgraded; it's based off the Primal Fire Elemental's Burn.

- I'm happy with how he turned out. Let me know what you think!


Zaaman Rul
Prince of Good Fire Creatures, The Ember Excellency, The Flame of Purity, The Resilient Ember.
Archomental
Symbol: Flames burning away impurity and filth or a fire-orange Z.
Home Plane: The Elemental Reality of Fire.
Alignment: Neutral Exalted.
Portfoilo: Good aligned fire and fire based purification.
Worshipers: Fire genasi, celestial fire elementals, sun giants.
Cleric Alignments LG, NG, CG, N.
Domains: Fire, Good, Purification.
Favored Weapon: Courageous (Longsword)

Zaaman Rul is one of the Archomentals of Fire. Known as the Prince of Elemental Good, he opposes evil within Fire at every turn. His greatest fury is saved for Imix, his father and the murderer of his mother, Bristis Pel. He is at a grave disadvantage within Fire, as Imix, Eblis, the Sultan of the Efreet and other powerful figures of evil dominate his homeland.

The Prince of Good Fire Creatures sees Fire as his temple and holy ground; he will not rest until he has purged it of evil to the last. The means to do so are not within the bounds of Fire. Indeed, most of his allies are from realms removed from Fire. Nonetheless, he tirelessly crusades to purity Fire. His allies include Sunnis and Entemoch, Chan, Seira Aryn and Raziel. Further, he has cultivated ties to the Court of Stars, which has resulted in several eladrin joining his cause.

Zaaman Rul is about 14 feet tall. He has short, straight black hair and eyes, both the color of coal. A hint of kindness gleams within his eyes, catching the attention of those who parley with him and sparking hope within them. Beyond that he wears little, preferring a leather kilt, a wreath of flame around his body and a sheathed longsword.


Elder Fire Elemental 24/Pious Templar 12//Fighter 36

Size/Type: Large Elemental (Fire, Good)
Divine Rank: 3
Hit Dice: 36d10+396+36 (792 hp)
Initiative: +27
Speed: 80ft
Armor Class: 73 (+16 dex, +18 natural, +3 divine, +7 deflection, +9 shield, +1 weapon supremacy, +1 dodge, +9 armor, -1 size)
Base Attack/CMB/CMD: +36/+52/90
Attack: Courageous+73 (3d12+40 plus 2d8 fire 17-20 x2) or slam+56 (2d8+20 plus 2d8 fire)
Full Attack: Courageous+73/+68/+63/+58 (3d12+40 plus 2d8 fire 17-20 x2) or 2 slams+56 (2d8+20 plus 2d8 fire)
Space/Reach: 10ft/10ft
Special Attacks: Burn, spell-like abilities, smite 3/day
Special Qualities: Damage reduction 27/-, divine traits, immunity to poison, stunning, paralysis, flanking, critical hits and sleep, darkvision 60ft, immunity to fire and electricity, vulnerability to cold, spell resistance 51, mettle, fast healing 23.
Saves: Fort +44, Ref +49, Will +34
Abilities: Str 35, Dex 42, Con 32, Int 20, Wis 24, Cha 25   
Skills: Balance+58, Concentration+53, Diplomacy+49, Knowledge(Arcana)+47, Knowledge(Local: Fire)+47, Knowledge(Planes)+47, Knowledge(Religion)+47, Listen+49, Sense Motive+49, Spot+49, Tumble+58
Feats: Improved Initiative(B), Weapon Finesse(B), Iron Will(1), Weapon Focus(Longsword)(F1), Power Attack(F2), True Believer(3), Weapon Specialization(Longsword)(F4), Words of Creation(6), Shield Specialization(F6), Shield Ward(F8), Melee Weapon Mastery(Slashing)(9), Greater Weapon Focus(F10), Ability Focus(Burn)(12), Greater Weapon Specialization(F12), Combat Expertise(F14), Combat Reflexes(15), Improved Critical(Longsword(F16), Maximize Spell-Like Ability(Fire Storm)(18), Weapon Supremacy(F18), Dodge(F20), Quicken Spell-Like Ability(Fire Storm)(24), Toughness(PT3), Mobility(PT4), Spring Attack(PT8)
Epic Feats: Epic Weapon Focus(Longsword)(21), Epic Weapon Specialization(F22), Damage Reduction(F24), Dire Charge(F26), Epic Quicken Spell-Like Ability(Fire Storm)(27), Damage Reduction(F28), Epic Maximize Spell-Like Ability(Fire Storm)(30), Improved Weapon Finesse(F30), Penetrate Damage Reduction(Silver)(F32), Blinding Speed(33), Damage Reduction(F34), Multiaction(36), Superior Initiative(F36)
Salient Divine Abilities: Battlesense, Divine Fast Healing, Divine Fire Mastery, Divine Weapon Focus(Longsword), Divine Weapon Mastery, Divine Weapon Specialization(Longsword), Elemental Lord.
Alignment: Neutral Exalted

Divine powers:
Spoiler: ShowHide


Spell-like abilities: At will-Aid, blade barrier, burning hands, castigate, dance of the unicorn, deific vengeance, dispel evil, elemental swarm(fire only), fire seeds, fire shield, fire storm, fires of purity, greater teleport, greater visage of the deity, holy aura, holy smite, holy word, incendiary storm, magic circle against evil, nimbus of light, produce flame, protection from evil, recitation, resist energy(fire or cold only), righteous wrath of the faithful, sunburst, summon monster 9(good creatures only), wall of fire. Caster level 36th. The save DCs are 30 + spell level.

Alter Reality (Su)

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

Domain powers:

Good: +1 bonus to the caster level of good spells.
Fire: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Purification +1 bonus to the caster level of all abjuration spells.

Divine Aura (Ex)

The save DC against Zaaman Rul's divine aura is 20 and the radius is 30ft.

Immunities: Zaaman Rul 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.

Note that a rank check is not allowed to bypass immunities from Zaaman Rul's Elemental type, even if it is also protected by his divine status.

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

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

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

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

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

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


Racial powers:
Spoiler: ShowHide


Burn (Ex)

Those hit by Zaaman Rul's melee attacks must succeed at a Reflex save (DC 41) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by Zaaman Rul's slam attack, and also catch fire unless they succeed at a Reflex save. The DC is Constitution-based.

Further, Zaaman Rul deals an extra 2d8 points of fire damage on every successful melee attack.


Pious Templar powers:
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Spells

Zaaman Rul casts as a 12th level pious templar. He may spontaneously cast any of his domain spells.

1: Cure Light Woundsx2, Divine Favorx2.
2: Divine Insight, Flame of Faith, Undetectable Alignment, Zone of Truth.
3: Prayerx2, Righteous Furyx2.
4: Holy Sword, Restoration.

Mettle (Ex)

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

Smite (Su)

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

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


Gear:
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Courageous

Zaaman Rul's favored weapon is an ancient longsword recovered from the stomach of a great wyrm pyroclastic dragon. It is treated as a large longsword+7 that deals a base damage of 3d12 fire damage. The fire damage from Courageous ignores resistance and immunity, dealing normal damage to any creature. The extra fire damage from Zaaman Rul's Burn ability stacks with the base damage of Courageous, but it does not gain the ability to bypass fire immunity. (However, it does gain the benefits of the Elemental Lord salient divine ability, as normal.)

Everflame

This wreath of flame was given to Zaaman Rul after his disastrous defeat at the Battle of the Plains of Burnt Dreams. It is a gift from the mysterious phoenix that breathed life back into the Archomental. When Zaaman Rul wishes, it takes the form of a heavy steel shield, composed of cracking flame and boiling basalt. Everflame is a heavy steel shield+6, cold warding.

In addition, Zaaman Rul wears bracers of armor+9 when expecting a serious battle. While he has access to far more treasure, he prefers to rely on his own abilities unless he is facing grave opposition, such as Imix, Eblis or the Sultan of the Efreet.


Custom material[spoiler]

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

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

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

Multiaction [Epic]
Prerequisites: Improved Initiative, Blinding Speed, dex 25
Benefit: You gain another swift action per round. This may be spent paying for an immediate action, leaving you with one swift action to use that round or you may take two swift actions in the same round.
Special: This feat replaces multispell.

ELEMENTAL LORD
Prerequisites: Elemental Domain(Such as earth, wind, fire or water), divine mastery of the matching element.
Benefit: Choose an elemental domain that you have the salient divine ability to. The elemental damage matched to your domain is irresistible. Any of your attacks, spells, supernatural powers or magical items used directly by yourself ignore any elemental resistance or immunity to your chosen element. Against another deity a rank check is required to bypass immunity or resistance.
Notes: For example, Zaaman Rul ignores fire resistance and immunity on any target, save for another deity. A rank check determines if this power is effective against another deity. A deity may select this ability more than once, each time choosing a qualifying element.
A deity with this ability is treated as having the appropriate resistance and immunity bypassing metamagic for the sake of qualifying for feats or prestige classes. (Searing Spell, Piercing Cold, ectera)
<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?