Characters and monsters

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

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Anastasia

#120
Amea, high summoner of Levistus

Fluff:
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Amea is a gelugon in the service of the rogue aspect of Levistus. He was one of Levistus's court wizards before the Lord of the Fifth was sealed. During this time he incurred the wrath of the barregons, only his position kept him safe. With Levistus sealed away, Amea decided it was well time to seek safer planes. He escaped to Water through a portal deep in the Styx and wandered for an age. Eventually he discovered the rogue aspect of Levisus and chose to serve him. Since that time, his life has been a balance of serving Levistus, back-stabbing any upstarts that sought his position and preventing Levistus from devouring his mind.

Amea is a cold creature that is devoted to what he believes the Styx represents. He cares nothing for others and sees beauty in a mind devoured by the Styx (or Levistus, who he views as the natural king of the Styx). He desires to see all other living creatures consumed in mind and soul, reduced to empty shells that will be trained to docilely serve law and evil. Free will is an abomination, a disgusting larval stage that must be properly overcome before a creature is right. He savors the art of summoning for the same reasons, as by his command mighty creatures can do naught but serve him.

Besides his long enmity with the barregons, Amea has a personal loathing of Shar. He views her as a lunatic that takes a good thing much too far. Oblivion of the mind is a needed step towards total submission to Baator, not an end of itself. To Amea, Shar is nothing more than an unchecked cancer that must one day be excised.

Notes:
Spoiler: ShowHide


Amea was mentioned in Levistus's stat block. The fluff below describes him well enough, most of what I have to say is mechanics based. Notes as follows.

- Gelugons not being innately immune to cold is an odd design choice. I'm reminded of this every time I work on one. Amea happens to be. Pure DM fiat here.

- ____ is a hell of a weapon. Amea isn't the best suited to exploit it, but it's what he has. It may have more powers than what is described here, whatever the hell it is.

- Summon Elemental Monolith is too good to be a 9th level spell. Now I know things like wish and time stop are stronger. That's not the point I'm making. The point I'm making is that it shatters the power curve summons are based on before this. I'd personally push it back to a 10th level spell. A 100 gp cost doesn't begin to balance it. Working around that makes 10th/epic level spells difficult, since you have to compare it to those over HDed monstrosities. I'm not going to houserule it as much as ignoring it as far as designing other spells go. So that's a thing.

- I debated about making SMX. By epic, I think summons should behave differently. This is reflected by spells like Summon Stygian Chilblain. Toolkit SM monsters start to get out of line as well as being intensely difficult to balance. The first SM that has something like planetars or other full casters gives the typical spellcaster an entire new layer of flexibility. Anyway, there's still enough design space to make SMX, but I wouldn't make an SMXI.

- Amea's mental partition is one of those cute personalized spells. You can imagine the shenanigans he gets up to it with summons, especially summon elemental monolith+twin spell. I personally assume most epic casters have a personal spell (or two, or three, or four...) that makes them distinctive. That one is Amea's and enables his summoning shenanigans. Compare and contrast to the craziness someone like Erathaol can do with summons.


Gelugon 30//Conjurer 20/Master Specialist 10

Size/Type: Large Outsider (Devil, Evil, Lawful)
Hit Dice: 30d8+330 (570 hp)
Initiative: +5
Speed: 40ft, swim 80ft
Armor Class: 52 (-1 size, +5 dex, +18 natural, +20 armor)
Base Attack/CMB/CMD: +30/+37/52
Attack: ____+40 (2d6+14 plus slow x3) or claw+35 (1d10+6)
Full Attack: ____+40/+35/+30/+25 (2d6+14 plus slow x3) plus bite+30 (2d6+3) and tail+30 (3d6+3)
Space/Reach: 10ft/10ft (20ft with spear)
Special Attacks: Slow, spell-like abilities, summon devil, stygian summons, spells.
Special Qualities: Damage reduction 20/epic, good and silver, immunity to cold, fire and poison, resistance to acid 20, spell resistance 41, regeneration 11, darkvision 120ft, see in darkness, student of the styx, telepathy 200ft, enhanced summoning(+4 dispel DC, +4 str/con), expanded spellbook, minor school esoterica, caster level increase+2, moderate school esoterica, major school esoterica.
Saves: Fort +32, Ref +26, Will +27
Abilities: Str 23, Dex 21, Con 33, Int 36, Wis 22, Cha 30
Skills: Balance+38, Bluff+43, Climb+39, Concentration+44, Decipher Script+44, Diplomacy+43, Hide+38, Intimidate+43, Knowledge(Arcana)+44, Knowledge(Dungeoneering)+44, Knowledge(Geography)+44, Knowledge(N&R)+44, Knowledge(Nature)+44, Knowledge(Planes)+44, Knowledge(Religion)+44, Listen+38, Move Silently+38, Spellcraft+47, Spot+38, Swim+38
Feats: Spell Focus(Conjuration)(1), Augmented Summonings(W1), Beckon the Frozen(3), Fiendish Summoning Specialist(6), Extend Spell(9), Snowcasting(12), Icy Calling(15), Twin Spell(18), Skill Focus(Spellcraft)(MS1), Greater Spell Focus(Conjuration)(MS3), Mindsight(21), Quicken Spell-Like Ability(Greater Teleport)(24)
Epic Feats: Epic Spell Capacity(27), Epic Quicken Spell-Like Ability(Greater Teleport)(30)
Alignment: Lawful Vile

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-cone of cold, fly, greater teleport (self plus 50 pounds of objects only), ice storm, persistent image, polar ray, unholy aura, wall of ice. Caster level 30th. The save DCs are Charisma based.

Slow (Su)

A hit from Amea's spear induces numbing cold. The opponent must succeed on a DC 36 Fortitude save or be affected as though by a slow spell for 2d6 rounds. The save DC is Constitution based.

Summon Devil (Sp)

Three times per day, Amea can summon 20 lemures, 6 bearded devils, 8 bone devils or 2 ice devils. This ability is the equivalent of a 9th level spell.

Regeneration (Ex)

Amea takes normal damage from epic, good and silvered weapons and from spells or effects with the good descriptor.

Stygian Summons (Su)

Amea's summons are twisted by the power of the Styx, horrors of filthy water and corruption. Any creature Amea summons or calls with his summon devils ability, spells or spell-like abilities has the Styx-corrupted template. Amea sacrificed his fear aura ability to the Styx when he learned this ability.

Student of the Styx (Ex)

Through long study and meditation, Amea has learned many secrets of the River Styx. He gains the following abilities.

- The ability to breathe water as a naturally aquatic creature does.
- A swim speed equal to double his land movement speed.
- Immunity to the effects of the Styx.
- A +5 profane bonus to attack rolls, weapon damage rolls, checks, armor class and saving throws when in immersed in the Styx or within 50ft of it.


Wizard powers:
Spoiler: ShowHide


Amea casts as a 30th level conjurer(caster level 32nd for conjurations). He has given up access to evocation and necromancy. The save DCs are 23 + spell level (25 + spell level for conjuration). His metamagic options are Extend Spell (+1) and Twin Spell (+4).

The following spells last 24 or more hours and are taken into account in the stat block above: Epic Mage Armor, Superior Resistance.

[4/day]0: Acid Splash, Detect Magic, Open/Close, Prestidigitation.
[8+1/day]1: (Summon Monster 1), Feather Fall, Grease, Mount, Protection from Chaos, Shieldx2, Silent Image, True Strike
[7+1/day]2: (Summon Monster 2), Obscuring Snowx2FB, See Invisibilityx2, Summon Swarmx2, Touch of Idiocy
[7+1/day]3: (Summon Monster 3), Arctic HazeFB, Magic Circle Against Good, Protection from Energy, Sleet Storm, Summon Monster 3x3
[7+1/day]4: (Summon Monster 4), Black Tentacles, Ice ShipFB, Ice WebFB, Minor Creation, Solid Fog, Summon Monster 4x2
[7+1/day]5: (Summon Monster 5), Blackwater TentacleSW, Dismissal, FlowsightSW, Ice ShapeFB, Major Creation, Summon Monster 5x2
[6+1/day]6: (Summon Monster 6), Freezing GlanceFB, Greater Heroismx4, Superior ResistanceSC
[6+1/day]7: (Summon Monster 7), Ice CastleFB, Insanity, Mass Invisibilityx2, Summon Drownedx2Home
[6+1/day]8: (Icy ClawDoF), FimbulwinterFB, Mind Blankx2, Trap the Soulx3
[6+1/day]9: (Greater Dragon AllySC), Energy Drain, Magic Disjunctionx2, Planar NavigationSW, Summon Elemental MonolithCA, Wish
[5+1/day]10: (Summon Monster 10Home), Summon Monster 10x2, Summon Stygian Chilblainx3Home
[5+1/day]11: (Epic Mage ArmorHome), Extended Summon Monster 10x2, Superb Dispellingx3Home
[5+1/day]12: (Legion's GatesHome), Extended Amea's Mental Partitionx2Home
[2+1/day]13: (Twinned Summon Elemental Monolith), Twinned Summon Elemental Monolithx2



Master Specialist powers:
Spoiler: ShowHide


Expanded Spellbook (Ex)

When you reach 2nd level, you can add one spell of your chosen school to your spellbook. The spell can be of any level that you can cast, and it is in addition to the normal spells gained when increasing your level.

You can add another spell of your chosen school to your spellbook at 5th and at 8th level.

Minor School Esoterica (Ex)

At 4th level, your unflagging focus on your chosen school opens your mind to new possibilities and grants you the first taste of the unique skills of a master specialist. You gain an ability from those below based on your chosen school.

Conjuration: Any creature you summon or call appears with extra hit points equal to your caster level.

Caster Level Increase (Ex)

Upon reaching 6th level, add 1 to your caster level whenever you cast a spell of your chosen school. At 9th level, you instead add 2 to your caster level.

Moderate School Esoterica (Ex)

At 7th level, your long study of your chosen school leads to a breakthrough. You gain an ability from those below based on your chosen school. Each ability is triggered automatically when you cast a spell from your chosen school and lasts for a number of rounds equal to the spell's level.

Conjuration: Dispel checks made against your conjuration spells treat your caster level as if it were 5 higher than normal.

Major School Esoterica (Ex)

At 10th level, your knowledge of your chosen school reaches its peak. You gain an ability from those below based on your chosen school; each one can be used three times per day.

Conjuration: You can cast a conjuration spell with a casting time of 1 standard action as a swift action.


Gear:
Spoiler: ShowHide


____

____ is a spear or spear like o_ject. It is said to have ___n im__rsed Stygia's waters for untold eons by the ________s. __ ___ stol__ __ Amea, __ ___ ____  _________ ___ enmit_ between them. ____ i_ _ ________ __ ___ tr_e ____ ___ ___ cause u_holy_ _iracl_s. ____ ____ __ ____. ____ __ impo_sib_e to a__ur_tly _escribe due to t_e ______ _f the S_y_.

____ is a longspear+5. Any creature struck by it that has ever visited the Styx, been exposed to Styx water (regardless of passing or failing any saving throws) or otherwise touched by the power of the Styx is at grave risk from the weapon. Any successful attack roll with ____ threatens a critical hit against them. Three times per day as a standard action, ____ may be invoked to wipe the memories from a target. The target is allowed a DC 45 Will save to negate and must be within 500ft of the wielder. This functions like being exposed to the waters of the Styx (MoP 86) and protection against the Styx protects against this effect. In addition, this ability counts as being exposed to power of the Styx for the sake of further attacks from ____.

Amea wears a crown of black ice that grants him a +10 enhancement bonus to Constitution, Intelligence and Charisma. He carries with him greater metamagic rods of maximize and piercing cold when expecting combat, as well as 6 doses of an elixir that functions as a heal spell (restores 200 hp per dose). If Amea is expecting battle, he has a enchanted pouch full of scrolls. Treat this as a handy haversack that can hold up to 200 scrolls.


Custom Material:
Spoiler: ShowHide


Summon Monster X
Conjuration (Summoning) [See text for Summon Monster I]
Level: Clr 10, Sor/Wiz 10

This spell functions like summon monster I, except that you can summon one creature from the 10th-level list, 1d3 creatures of the same kind from the 9th-level list, or 1d4+1 creatures of the same kind from a lower-level list.



   
   
   
   
   
   
   
   
   
   
MonsterAlignment
Celestial Dire Polar BearLG
Angel, Astral DevaNG
Eladrin, GhaeleCG
Unicorn, Celestial ChargerCG
Devil, IceLE
Fiendish Kraken1NE
Fiendish Monstrous Scorpion, ColossalNE
Demon, GlabrezuCE
Fiendish RoperCE

Amea's Mental Partition
Transmutation
Level: Sor/Wiz 11
Component: V, S, M
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 min/level

By casting Amea's mental partition, you divide your mind up so you can concentrate on many things at once. When you cast this spell, you may maintain concentration on a number of spells and effects (such as wall of fire or some bardic music abilities) equal to your Intelligence modifier + 1. Doing so is a free action and you may take other actions as if you were not concentrating. You also gain a +20 bonus on concentration checks for the duration of this spell, due to your enhanced mental facilities.

This spell is draining and renders you exhausted when it ends. If you are immune to exhaustion, you take 10d6 points of damage instead.

Material Component

A dried, preserved bit of brain fragment from an ant or other hive-mind creature.

Summon Drowned
Conjuration (Summoning) [Evil]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Effect: One summoned drowned
Duration: Concentration, up to 1 round/level +1 round
Saving Throw: None
Spell Resistance: No

This spell summons a drowned, a type of undead that causes creatures around it to drown.  It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your 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. A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.

You are immune to the summoned drowned's drowning aura for the duration of the spell.

Summon Stygian Chilblain
Conjuration (Summoning) [Cold, Evil, Lawful]
Level: Sor/Wiz 10
Component: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Effect: One summoned stygian chilblain
Duration: Concentration, up to 1 round/level + 1 round
Saving Throw: None
Spell Resistance: No

You summon a stygian chilblain, a particularly unpleasant variety of chilblain. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your 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. A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.


Summons Summary: [spoiler]

Summons gain the following benefits.

+12 Str, +12 Con, +2 Cha. +4 of this is enhancement, Icy Calling also provides an overlapping +4 enhancement to Str/Con.

+4 DC to attempts to dispel them. +5 more for +9 if cast a conjuration spell within a certain time limit, see moderate school esoterica.

Cold subtype (immune cold, vulnerable to fire).

Maximum hit points per hit die if summoned in areas of extreme cold or colder.

Extra hit points equal to caster level (+32).

+4 natural armor if large or smaller, +8 natural armor if huge or larger.

Erosion of the mind special attack.

Damage reduction x/-, with x equal to 1/2 hit dice. Stacks with other permanent sources of damage reduction/-.

Fast healing equal to 1/2 hit dice.

Immunity to the Styx and water breathing.
<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

#121
Creatures that Amea summons are affected by this template. It exists beyond him, as occasionally unlucky souls are changed by creatures such as barregons or marraenoloths. How useful this template is directly corresponds to how useful erosion of the mind is to the base creature. +3 LA is a guesstimate.

Note that this template can be applied to almost anything. The Styx isn't picky and it's not a template you'll acquire by accident.


Styx-Corrupted Creature

Inhuman and vile rituals can infuse a creature with the power of the Styx, making them little more than an extension of the river. They have darkened features, greasy hair and always drip black water. Fingers, toes and extremities occasionally dissolve into foul water before reforming moments later. When they speak, they sound like a drowning man struggling to cough water out of his lungs.

Creating a Styx-Corrupted Creature

"Styx-corrupted" is an acquired template that can be added to any creature of nongood alignment (referred to hereafter as the base creature).

Armor Class

Natural armor increases by +4 if large or smaller and by +8 if huge or larger.

Special Attacks

A Styx-corrupted retains all the special attacks of the base creature and gains the following special attack.

Erosion of the Mind (Su)

The attacks of a Styx-corrupted dissolve the memories and identity of those they strike. The base creature's natural attacks (including unarmed strikes) deal 1 point of vile Intelligence damage per successful strike. Each strike steals away a few memories from the target, with the effects intensifying as it comes closer to zero Intelligence. A creature reduced to zero Intelligence by this ability is treated as having been exposed to the Styx (MoP 86). Creatures immune to the effects of the Styx are immune to the Intelligence damage from this ability.

Special Qualities

A Styx-corrupted has all the special qualities of the base creature, plus the following special qualities.

Aquatic Form (Ex)

The body of a Styx-corrupted is as much water as flesh. It gains damage reduction/-, with the exact value equal to one half of its hit dice. For example, a 10 hit dice creature gains damage reduction 5/-. This stacks with other permanent sources of damage reduction.

Fast Healing (Ex)

The base creature's wounds now fill with greasy black water and heal immediately. It gains fast healing equal to one half of its hit dice. If the base creature already has fast healing, use the better value.

Styxian Body (Ex)

The Styx-corrupted is immune to the effects of the Styx. It is immune to the effects of the Styx and gains the ability to breath water if it previously lacked it.

Abilities

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

Alignment

Always evil (any).

Level Adjustment

+3
<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

#122
Stygian Chilblain

Stygian chilblains were once normal chilblains. They came to dwell within Stygia at the behest of Levistus, who sought powerful defenders for the local branches of the Styx. The chilblain were subject to terrible eugenics programs and a life of constant loss, routinely immersed in the Styx. Ultimately, generations of empty shells produced superior specimens, ones who overcame the emptiness of the Styx and became kin to the devils.

Stygian chilblains serve across Stygia as thralls of greater devils such as barregons and gelugons. While powerful, they are not intelligent enough to compete in politics against greater devils. This condemns most to servitude in Stygia. A few have escaped this fate throughout the ages; it is known that there is a colony of stygian chilblains in Caina under Mephistopheles' protection, as well as several who have ended up in the Paraelemental Plane of Ice, other lower planar branches of the Styx or in Auril's divine realm.


Size/Type: Large Outsider (Cold, Evil, Lawful)
Hit Dice: 21d8+168 (256 hp)
Initiative: +8
Speed: 40ft, fly 80ft (perfect), swim 80ft
Armor Class: 37 (-1 size, +4 dex, +24 natural)
Base Attack/CMB/CMD: +15/+28/42
Attack: Tail slap+26 (6d6+18 plus 3d6 cold)
Full Attack: Tail slap+26/+21 (6d6+18 plus 3d6 cold) and 4 claws+26 (1d8+6 plus 3d6 cold)
Space/Reach: 10ft/10ft
Special Attacks: Breath weapon, cold aura, frost touch, stygian stare, spell-like abilities.
Special Qualities: Damage reduction 20/epic, good and silver, immunity to cold, paralysis and poison, spell resistance 30, fast healing 10, vulnerability to fire, darkvision 120ft, telepathy 200ft, styx adaptations.
Saves: Fort +20, Ref +16, Will +15
Abilities: Str 34, Dex 19, Con 26, Int 10, Wis 16, Cha 21
Skills: Climb+33, Concentration+31, Hide+27, Intimidate+28, Listen+26, Move Silently+27, Spot+26, Swim+33
Feats: Improved Initiative(B), Snowrunner(B), Mindsight(1), Multiattack(3), Power Attack(6), Rapidstrike(Tail Slap)(9), Improved Multiattack(12), Ability Focus(Breath Weapon)(15), Improved Natural Attack(Tail Slap)(18), Recover Breath(21)
Epic Feats: -
Alignment: Lawful Evil

Racial powers: [spoiler]

Spell-Like Abilities

At will-detect fire, frostburn, frostfell slide, ice storm, lesser frostburn, modify memory, unholy blight, wall of ice. 3/day-blasphemy, cone of cold, mass frostburn, wall of coldfire. 1/day-mindrape. Caster level 21st. The save DCs are Charisma based.

Breath Weapon (Su)

60ft cone of coldfire, damage 15d6 frostburn, Reflex DC 30 half. Living creatures that fail the save must make a DC 30 Fortitude save or be blinded for 2d6 rounds. A stygian chilblain may use its breath weapon at will, but must wait 1d4-1 rounds between uses.

The save DC is Constitution based.

Cold Aura (Ex)

A stygian chilblain radiates intense cold in a 20ft radius. Any creature within 20ft of the stygian chilblain takes 3d6 frostburn damage at the beginning of its turn.

Frost Touch (Ex)

The stygian chilblain's natural attacks deal an extra 3d6 points of cold damage with each successful hit.

Stygian Stare (Su)

As a standard action, a stygian chilblain can attempt to steal the memories and identity of a single creature within 30ft. The target must succeed on a DC 30 Will save or be affected as if by a feeblemind spell. The target is also rendered amnesiac, as if exposed to waters from the Styx. Creatures immune to the effects of the Styx are also immune to this ability.

The save DC is Charisma based and includes a +5 racial bonus.

Styx Adaptations (Ex)

Stygian chilblains have been specially bred and augmented to thrive in the Styx. They are able to breathe water as easily as air. A stygian chilblain is immune to the effects of the Styx.
<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

#123
Yemimah, The Lost Chalice

Fluff:
Spoiler: ShowHide


Background

Yemimah is the daughter of Torm and an unknown mother. The details of her conception, the identity of her mother and her life before she was kidnapped are unclear. What is known is that she was kidnapped on her second birthday, right under Torm's nose. How this happened is another mystery, though most sources hold Cyric responsible. Those that blame others lay it at the feet of Mask, patron of thieves, or Shar, goddess of entropy. There is no universal agreement on who took Yemimah nor has the Triad clarified this matter.

The truth is that the Triad is not entirely certain who stole her. While some evidence points to Cyric, he has gone out of his way to deny any involvement in the matter. Cyric is one of the greatest liars in Creation, so his denials cannot be trusted. However, the steps he has taken to show his innocence are extreme, to the point where it raises questions to why he wants to wash his hands of this affair so strongly. The mere fact that Yemimah was stolen from the House of the Triad is stunning and points towards the actions only the greatest evils in Creation could achieve. Moreover, who stole her is relatively unimportant, since the Triad is aware of where Yemimah is now - Dis, as a guest of Dispater, Lord of the Second.

The Triad has since championed efforts to liberate Yemimah. Before his fall, Torm focused a good deal of his personal energies into retrieving her. Unfortunately, Dispater's iron defenses are perhaps the greatest in Creation, and his efforts were stymied. The rest of the Triad has matched this effort as they consider Yemimah family. The Hebdomad and other organizations of Good have joined in to further help towards her salvation. This includes the Knights of the Chalice, a holy order made to serve her and quickly re-purposed towards liberating the stolen goddess.

Soon after her kidnapping, Yemimah was taken to Dis in utter secrecy. The Lost Chalice was raised in total seclusion within the Iron Tower of Dispater. Here she lives a lonely life, only visited by a select few: Dispater, nine brachina handmaidens gifted to her from the Iron Duke and finally the secretive comings of Aesmadeva, the Grim Fiend.

Yemimah's handmaidens are at her beck and call; they are her friends, tutors, teachers and ladies in waiting. As for Dispater, every nine days he visits without fail. The two pass hours in conversation, amusements and other such things. She has been schooled in the virtues of lawful evil, with the end goal of converting her to a thrall of Baator.

Dispater's best efforts have failed. Eons have passed, Yemimah has endured her captivity with the unshakable endurance and the unbreakable strength Dispater's iron represents. She has taken iron as one of her own totems, as clad in steel as the Lord of the Second. Through patient ages, Yemimah has learned the fine art of verbal fencing, logic and debate. From these have come mastery of how to mislead, manipulate and deceive. She has utterly defeated any arguments her handmaidens can produce and can argue Dispater to a standstill. The two have spent millenia arguing over law and evil, with neither able to break the others will.

Deep within the Iron Tower, Yemimah lives as an honored guest and prisoner of the Lord of the Second. She has spent ages in decadent baatezu luxury worthy of a Duke of Hell. Here she passes the time surrounded by wealth sufficient to drown entire mortal worlds in gold, all hers if she but agrees to Dispater's demands. More will come her way, for Dispater has promised her all the treasures of Dis if she but submits.

The divine is not so easily distorted. Yemimah has vowed to endure until she is once more free. She has adapted her nature to thrive in her captivity while still maintaining what she is. She has become a trickster wrapped in iron, all to protect the core of good within her soul.

Appearance

The Lost Chalice appears as a smaller than average solar. She is radiant with light, her hair woven sunshine and her eyes windows to glories that cause lesser beings to weep. Six wings of light come from her back. In recent times these wings have manifested bands of steel gray light within them. Yemimah always looks happy even when she feels miserable. She has a massive wardrobe of rich clothing, gifts to her from Dispater. She also wears iron bracers that project steel gray armor of light over her body on command and carries a beautiful greatsword with her. These are also gifts from the Lord of the Second, replicas of the equipment Torm made for her for when she grew up.

Personality

Yemimah carries the air of a dignified, gracious and happy queen. She moves with a grace that demands to be called regal, bestowing smiles often as she engages those she meets in verbal wordplay. She makes intensely complicated allusions, metaphors and logic as she speaks, routinely connecting thoughts together to form a verbal maze of absolute order. These mazes intend to trick her conversational partners into agreeing with what she believes. She has used these techniques to expose the emptiness of evil and show the proper path from it to good.

Yemimah's meetings with Dispater can go for hours, with discussions part of a greater whole of conversation that stretches back to the first time they met. She is more playful with her handmaidens, able to see through any lies they make to her. She is kind and considerate to them, knowing well that here mere presence causes them constant pain, even if they are too well trained to ever show it. Yemimah refuses to allow her captivity to break her spirit, for she was born complete. She waits with the iron conviction her totem and faith in good provide.

There are two exceptions to this. When Aesmadeva visits her, Yemimah uncloaks the steel within her soul. She resists the offers he bears from the Lord of the Ninth with all the strength iron can lend her. She has correctly ascertained that the Grim Fiend has no meaningful free will of his own, as he has fully submitted to the wishes of Asmodeus in all ways. Unlike all of Hell, this insight allows her to see what awaits anyone who submits to Baator. There are no word games with Aesmadeva, no diplomacy and no negotiation. She rejects him out of hand each time, chastising him to seek the glory of Chronias and to take his master with him.

The other exception is if heroes ever reach Yemimah in a rescue attempt. She has planned to hold nothing back if they do, and will do anything that is not against her morals to escape; she is prepared to beg should it be needed. She will promise anything with her power as a member of the Triad should she be freed. Should she return to the House of the Triad, there is little that she cannot grant.

Relations

Yemimah's relations are understandably limited. She fondly remembers those left behind in the House of the Triad, treasured memories kept close to her heart. She remembers Torm the most of all. She mourns his fall and has the utmost faith he will find his way once more. If not, once she is freed, she will personally set out to save him.

Yemimah's relationship with Dispater is complicated. He is a father figure to her, her best friend and something she loathes all wrapped together. He is a surrogate father, a kindly friend who takes good care of her, something repulsive wrapped in flesh and a symbol of all that is wrong in Creation. In spite of this she has become fond of the charming fiend. She fears leaving Dispater behind, as he is as much a father to her as Torm is. She knows that she is the only real point of light in his life and the only chance to save his soul. For all her divine wisdom tells her it is a futile dream, she has vowed to one day redeem Dispater. If his words, magic and power could be properly directed into worthwhile pursuits, Creation as a whole would benefit. Dreams of Dispater joining her in Celestia occupy her mind in idle moments, an intoxicating daydream she cannot rid herself of.

Dispater is likewise fond of Yemimah. He has come to see her as a daughter that he never had. Her adoption of iron into her portfolio pleased him greatly. When at last he convinces her to put aside this foolish pursuit of righteousness, he intends to unleash her on his court as his adopted daughter, heir and second in command. A goddess serving in his court would give him more prestige than any other Lord of the Nine, save Asmodeus. The metaphysical gains would be enormous, and the energies of defeating what Yemimah represents would greatly empower Dispater. All of this would make Dis far greater than it is now. Such a scheme bearing fruit may well give Dispater the power, if not the will, to challenge Asmodeus himself. At the least, his position will become unassailable by the Lord of the Ninth, an event that would radically alter the political landscape of Hell forever. The Iron Duke dreams of a day that he will be even safer than he is now, secure from the legions of enemies he sees every day.

The nine brachina that serve as Yemimah's handmaidens are her only other companions. They are submissive to her, at first as instructed by Dispater, and later because Yemimah had completely defeated what they represented. They are her friends and docile servants, repelled by what Yemimah represents and routinely injured by her mere presence. Nonetheless, Dispater's orders keep them there and his intervention allows them to endure. The handmaidens cannot help but to be fond of Yemimah in spite of this, beaten down over the ages by the will of the goddess.

Beyond them, the only other creature the Lost Chalice has ever met in Dis is Aesmadeva. He has come to her six times over her imprisonment and has vowed to come thrice more. Each time he bears offers from Asmodeus, promising more each time if she merely submits to the Lord of the Ninth's will and betrays Dispater. She is too insightful to accept, knowing that whatever path is offered will only lead deeper into Hell. Left unsaid is the fact that betraying Dispater in such a way disgusts her. So far the Grim Fiend has left empty handed and shows no signs of forcing the matter. The fact that Aesmadeva has penetrated the Iron Tower's defenses would be cause for alarm, were Dispater aware of it. Dispater is unaware of these visits and Yemimah finds herself unable to speak of them. She intellectually knows this must be the work of Asmodeus, but cannot bring herself to overcome it. She has managed to make herself aware of it through pure will and endurance, yet she cannot overcome this final barrier.

Asmodeus does not believe Dispater will ever succeed in breaking Yemimah's will. Nonetheless, the mere possibility of of a goddess joining Dispater's court is cause for action. He has begun a scheme, a series of offers to Yemimah that will culminate in a ninth offer with all of Hell's allure, authority and prestige behind it. Should the goddess accept this offer, Asmodeus will gain control over her and secure his rule even further. Should this offer fail, he will simply arrange for mortal dupes to free Yemimah and put Dispater's scheme to nines.

Merely taking Yemimah by force is not Asmodeus's style; further, Yemimah may well stand with Dispater and defend him. The Lost Chalice's will and purity are intense enough to give Asmodeus pause. There is no doubt that Asmodeus could defeat Yemimah without any great difficulty, but what she represents is a will capable of defying Baator's strongest demands. A goddess of Good standing with Dispater to defy him is politically unpalatable and personally unacceptable to the Lord of the Ninth. He greatly enjoys where Dispater is - suffering in eternal, unquenchable paranoia and serving to represent the unbreakable defenses of Hell. There is the smallest inkling that if pushed perhaps Dispater will do the unthinkable in desperation; he will listen to the bond he has with Yemimah, see the truth of his endless, meaningless, pointless toil and grasp towards what she embodies.

Combat

Yemimah has no real combat experience. In spite of this, she was born knowing how to use her powers to the utmost. She has backed up this knowledge with countless studies of combat, practice with her handmaidens and discussions with Dispater. This has lead to a preference for defensive combat. She relies on her spell-like abilities and spells to boost her combat abilities as high as they can go, particularly her defenses. Should she ever be in real combat, she fights and holds nothing back. She will use her strongest abilities to overwhelm foes while others crumble against her iron-like defenses.


Notes:
Spoiler: ShowHide


-Yemimah's an adaption of the Knights of the Chalice flavor from various splatbooks. It's changed up to fit into Balmuria.

- Yemimah's mother as well as who kidnapped her can be deduced from previous Balmuria games. Her mother's not too hard but the latter's tough.

- It's worth explicitly mentioning that Yemimah isn't well known. The Triad doesn't advertise that she's kidnapped, it's not information that's useful to be known. Likewise, it's not well known in Hell. On the few occasions that someone's alluded to it to (or outright asked) Dispater, he has denied everything. This can be implied by the flavor block, but I couldn't find a good place to lay that explicitly down.

- Knight of the Chalice is a prestige class that was created when Yemimah was born. Even as a newborn child, Yemimah was capable of teaching it to others. It was taught to mortals meant to serve her as she took her place in Creation. These mortals were the first Knights of the Chalice. As noted, the order's mission was changed to rescuing Yemimah.

- Yemimah is powerful but highly limited. She isn't meant to be a rank 1 deity. Her captivity has prevented her from growing further.

- Should Yemimah ever return to Celestia, it will be interesting to see how she integrates her new aspects into the Triad. Metal is no great concern, but trickery will be more difficult. In time, the Knight of the Chalice prestige class may change to reflect how Yemimah has adapted to life in Dis.

- Both Yemimah and Dispater have impossible dreams regarding the other. It's worth noting that either achieving those dreams would have massive impacts, as it would involve overcoming everything the other represents. Ironically, either would mess up Asmodeus something fierce.

- Finally, Dispater's stat block should have mentioned Yemimah. The joys of doing largely self-contained stat blocks. Oh well.


Yemimah
The Lost Chalice, The Stolen Goddess
Demigoddess
Symbol: A golden chalice encrusted with rubies
Home Plane: House of the Triad (currently Dis)
Alignment: Lawful Good
Portfolio: The lost, liberation, hope, endurance, iron
Worshipers: N/A+knights of the chalice; see text. In theory, the lost, travelers, prisoners, paladins, knights of the chalice
Cleric Alignments: LG, LN, NG
Domains: Endurance, Good, Law, Metal, Trickery
Favored Weapon: Salim-Etal (Greatsword)

Solar 30//Paladin 10/Knight of the Chalice 20

Size/Type: Medium Outsider (Angel, Good, Lawful)
Divine Rank: 1
Hit Dice: 30d10+480 (780 hp)
Initiative: +11
Speed: 60ft, fly 200ft (perfect)
Armor Class: 76 (+1 dex, +1 divine, +17 deflection, +25 natural, +22 armor)
Base Attack/CMB/CMD: +30/+45/82
Attack: Salim-Etal+52 (2d6+28 plus 3d6 axiomatic and one negative level (6d6 axiomatic and two negative levels on crit) 19-20 x2)
Full Attack: Salim-Etal+52/+47/+42/+37 (2d6+28 plus 3d6 axiomatic and one negative level (6d6 axiomatic and two negative levels on crit) 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, smite evil 7/day, turn undead 20/day (4d6; DC 33), fiendslaying +7/+7d6, censure demons 10/day.
Special Qualities: Damage reduction 30/epic, evil and silver, darkvision 120ft, low light vision, immunity to acid, cold and petrification, protective aura, regeneration 19, resistance to electricity and fire 20, spell resistance 45, tongues, banish chaos, social insight, loosened morals, divine traits, aura of good, detect evil, divine grace, lay on hands(170 hp), divine health, aura of courage, special mount, remove disease 2/day, courage of heaven, consecrated casting, holy aura.
Saves: Fort +66, Ref +60, Will +71 (+7 vs Will saves from evil outsiders)
Abilities: Str 38, Dex 31, Con 42, Int 30, Wis 40, Cha 44
Skills: Bluff+95, Concentration+50, Diplomacy+51, Hide+44, Intimidate+51, Knowledge(All)+44, Listen+49, Move Silently+44, Perform(Oratory)+51, Ride+44, Search+44, Sense Motive+93, Spellcraft+44, Spot+49
Feats: Weapon Focus(Warhammer)(B), Words of Creation(B), Skill Focus(Sense Motive)(1), Power Attack(3), Extra Smiting(P4), Skill Focus(Bluff)(6), Extra Smiting(P8), Deceptive Spell(9), Invisible Spell(12), Iron Will(15), Cumbrous Will(18)
Epic Feats: Improved Banishment(B), Epic Spell Capacity(21), Widen Courage of Heaven(KC13), Epic Skill Focus(Sense Motive)(24), Armor Skin(FC16), Epic Skill Focus(Bluff)(27), Armor Skin(KC19), Epic Will(30)
Salient Divine Abilities: Automatic Metamagic(Deceptive Spell), Divine Skill Focus(Bluff), Divine Skill Focus(Sense Motive), Extra Domain(Metal), Extra Domain(Trickery)
Alignment: Lawful Good

Racial powers:
Spoiler: ShowHide


Yemimah casts as a 27th level cleric with access to the Endurance, Good, Law, Metal and Trickery domains (caster level 28th for good and lawful spells). The save DCs are 25 + spell level. All of Yemimah's spells are automatically deceptive. Yemimah's metamagic option is Invisible Spell (+0).

[6/day]0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Mending, Resistance
[9+1/day]1: (Disguise Self), Command, Detect Chaos, Entropic Shieldx2, Obscuring Mist, Sanctuaryx2, Shield of Faith
[9+1/day]2: (Heat Metal), Bear's Endurance, Delay Poison, Hold Person, Make Whole, Resist Energyx3, Silence, Undetectable Alignment
[9+1/day]3: (Refreshment), Cure Serious Woundsx2, Invisibility Purgex2, Magic Circle Against Chaosx2, Obscure Object, Protection From Energyx2
[8+1/day]4: (Rusting Grasp), Death Wardx2, Dimensional Anchor, Freedom of Movementx2, Neutralize Poisonx2, Spell Immunity
[8+1/day]5: (Wall of Iron), Break Enchantment, Dispel Chaosx4, Greater Commandx2, Spell Resistance
[7+1/day]6: (Invisible Wall of Iron), Antilife Shellx2, Blade Barrierx2, Healx3
[7+1/day]7: (Invisible Blade Barrier), Greater Restorationx2, Regeneratex2, Invisible Blade Barrierx3
[6+1/day]8: (Iron Body), Antimagic Fieldx2, Earthquakex2, Fire Stormx2
[6+1/day]9: (Repel Metal or Stone), Invisible Fire Stormx2, Mass Healx2, Miraclex2
[6+1/day]10: (Invisible Wall of Iron), Energy ImmunityHomex6
[6+1/day]11: (Invisible Wall of Iron), Superb Dispellingx3Home, Tyr's Sensesx3Home
[2+1/day]12: (Invisible Wall of Iron), Burst of GloryHomex2

Home - Homebrew

Regeneration (Ex)

Yemimah takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor.

Change Shape (Su)

Yemimah can assume the form of any small or medium humanoid.

Banish Chaos (Su)

Dispater and Yemimah have little common ground. What common ground they do share revolves around a mutual disdain for demons. They have spent long hours talking and studying the secrets for law to abjure chaos. Dispater has reaped a harvest in spells to defeat chaos while Yemimah has learned how to fully apply her power to banishing demons. She gains Improved Banishment as a bonus feat. She may add her Wisdom modifier in addition to her Charisma modifier to the save DC of Censure Demons. Finally, any demon censured by Yemimah is stunned for 3 rounds instead of 1 round if they fail the first Will save.

Social Insight (Ex)

Throughout her long tenure as Dispater's prisoner, Yemimah has been surrounded by nine brachina that only utter the sweetest lies and the most earnest entreaties. These honeyed words are only leavened by her discussions with Dispater, one of Creation's smoothest liars. She has learned how to spot lies from experience against the best and is able to pick apart lesser lies with ease. Yemimiah gains a +20 bonus to sense motive checks. This same bonus also applies to bluff; unlike most angels, Yemimah is skilled at weaving false words and may count bluff as a class skill for her racial hit dice.

Loosened Morals (Ex)

Despite being born a paladin and striving to live up to those ideals, Yemimah has come to accept revisions to her paladin's code. She may lie without violating her code. In essence, her code does not include telling the truth. In addition, she need not seek atonement for violating her code nor is she at risk of losing her class powers. As long as she remains lawful good this ability stays in effect. If she willingly becomes any other alignment, she falls as normal for a paladin and loses her paladin powers.


Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-detect evil, detect snares and pits, discern lies, see invisibility, true seeing. At will-aid, bear's endurance, blade barrier, calm emotions, confusion, dictum, disguise self, dispel chaos, dispel evil, endure elements, false vision, globe of invulnerability, greater teleport, heat metal, hold monster, holy aura, holy smite, holy word, invisibility, iron body, irresistible dance, keen edge, magic circle against chaos, magic circle against evil, magic weapon, mass bear's endurance, mislead, nondetection, order's wrath, protection from chaos, protection from evil, refreshment, repel metal or stone, rusting grasp, screen, shield of law, spell turning, stoneskin, summon monster 9 (lawful good only), sustain, time stop, transmute metal to wood, wall of iron. Caster level 30th. The save DCs are 38 + spell level.

Alter Reality (Su)

Yemimah exerts a considerable measure of control over reality itself, and her presence can command the very essence of the world around her. This warping of reality manifests in a number of ways. Yemimah can use limited wish when doing so can help her promote endurance, trickery and patience. Note that in the situation where Yemimah 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:
Endurance: +7 enhancement to con for 1 minute per day. Overlaps and worthless with her base enhancement bonus.
Good: +1 caster level to good spells.
Law: +1 caster level to lawful spells.
Metal: Weapon Focus(Warhammer) as a bonus feat.
Trickery: Add bluff, disguise and hide to cleric class skills.

Divine Aura (Ex)

The save DC against Yemimah's divine aura is 28 and the radius is 10ft.

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

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

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

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

Create Items: Yemimah can create any wondrous item with power related to iron or endurance; the maximum is 4,500 gold.

Portfolio Sense: Yemimah is aware of any act of endurance or trickery that involves 1,000 or more people.


Paladin powers:
Spoiler: ShowHide


Aura of Good (Ex)

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

Detect Evil (Sp)

At will, Yemimah can use detect evil, as the spell.

Smite Evil (Su)

Seven times per day, Yemimah may attempt to smite evil with one normal melee attack. She gains a +17 bonus to her attack roll and deals 10 extra points of damage. If she accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for the day.

Divine Grace (Su)

Yemimah gains a +17 bonus on all saving throws.

Lay on Hands (Su)

Yemimah can heal wounds (her own or those of others) by touch. Each day she can heal 170 hit points. She 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, Yemimah 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. Yemimah decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su)

Yemimah 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 Yemimah is conscious, but not if she is unconscious or dead.

Divine Health (Ex)

Yemimah is immune to all diseases, including supernatural and magical diseases.

Turn Undead (Su):

Yemimah has the supernatural ability to turn undead. She may use this ability 20 times per day. She turns undead as a 7th level cleric would.

Special Mount (Sp)

This ability is currently sealed, as Yemimah cannot summon anything within her prison. Should this change, she has the mount of a 10th level paladin.

Remove Disease (Sp)

Yemimah can produce a remove disease effect, as the spell, twice per week.


Knight of the Chalice powers:
Spoiler: ShowHide


Yemimah casts as a 20th level Knight of the Chalice. The save DCs are 25 + spell level. All of Yemimah's spells are automatically deceptive. Yemimah's metamagic option is Invisible Spell (+0).

[6/day]1: Bless Weaponx2, Detect Chaos, Divine Favorx3
[6/day]2: Resist Elementsx2, Sound Burstx2, Summon Monster 2x2
[6/day]3: Invisibility Purgex2, Searing Lightx2, Shoutx2
[5/day]4: Dimensional Anchorx2, Greater Magic Weapon, Lesser Planar Allyx2
[5/day]5: Atonement, Break Enchantment, Flame Strike, Valiant Furyx2SC
[5/day]6: Banishment, Forbiddance, Greater Shout, Righteous Mightx2
[4/day]7: Dimensional Lock, Fire Storm, Lion's RoarSC, Repulsion

SC - Spell Compendium

Fiendslaying (Ex)

Yemimah gains a number of special benefits in combat with evil outsiders. She gains a +7 competence bonus on attack rolls against evil outsiders. On a successful attack, she deals an extra 7d6 points of damage due to her expertise in combating these creatures. She also gains a +7 competence bonus to Intimidate, Listen, Sense Motive and Spot checks when she uses these skills against evil outsiders. Finally, she gets the same bonus on Will saving throws against attacks from evil outsiders, and on opposed ability checks she makes against evil outsiders.

Censure Demons (Su)

Yemimah can censure demons, much as clerics turn undead. Rather than channeling positive energy, she channels energy from the celestial planes of lawful good.

When Yemimah uses this ability, any demon within 30 feet must succeed on a Will save (DC 47) or be censured.

A censured demon is stunned for 1 round and must succeed on a second Will save (DC 47) or be sent back to its home plane as if it had been the subject of a dismissal spell. Yemimah may banish any number of demons in this way, so long as they all fail the Will saves.

Yemimah may attempt to censure demons ten times per day.

Courage of Heaven (Su)

Yemimah is immune to to the following effects cast or created by evil outsiders: enchantment (including charms and suggestions) and fear. These immunities extend to all allies within 100ft of Yemimah.

Consecrated Casting (Ex)

Yemimah's spells are more difficult to resist by evil outsiders. When Yemimah casts a spell that targets an evil outsider, add +2 to her caster level check to overcome the target's spell resistance and +2 to the DC of any saving throw the spell allows.

Holy Aura (Su)

Yemimah has the ability to create a holy aura once per day that affects herself only. The aura's effect is as the spell cast by a 20th level cleric, but it wards Yemimah against the attacks, spells, and mental influence of evil outsiders only, and only evil outsiders can be blinded if they strike her.


Gear:
Spoiler: ShowHide


Salim-Etal

This greatsword was a gift from Dispater on the 999th year of Yemimah's captivity. It is a copy of the holy sword given to her by Torm, which currently rests in the House of the Triad. While this sword is not evil, it is not filled with the holy magic that the original is. In spite of that, it is in all other ways a perfect replica of the true Salim-Etal. The sword is a tapered edge that starts thick and tapers off to an ethereally thin end. The middle of the blade is inlaid with gold and veins of cold mercury flow within.

Salim-Etal is a cold iron greatsword+7, axiomatic power. This blade is enchanted to deal no damage to Dispater or servants of the Lord of the Second.

Ferrum's Strength

These steel gray bracers were a gift from Dispater on Yemimah's 99th birthday. At will as an immediate action, they conjure full plate armor to protect her. Treat this armor as full plate+5, heavy fortification. In addition, Yemimah's natural agility becomes pure endurance when worn. For every point of her dexterity bonus to armor class that is over the maximum dexterity cap of Ferrum's Strength, the armor bonus of Ferrum's Strength rises by 1.

The armor bonus of Ferrum's Strength is ineffective against Dispater or his servants. She loses the armor bonus to armor class from Ferrum's Strength against them.

Yemimah has a selection of enchanted dresses, iron armors and jewelry that has been given to her by Dispater. All of these are potent, but enchanted so to fail against Dispater or his minions.
<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

Guardians of the Iron Tower

Fluff and notes:
Spoiler: ShowHide


Dispater has many powerful defenses woven into the Iron Tower. Guardians of the Iron Tower are one such defense. They are powerful brutes designed to defend vital points while being impervious to spellcasting opponents. They are kept unintelligent on purpose, despite that intelligence would make them stronger yet. These golems are somewhat akin to iron colossi from the ELH, albeit redesigned with far fewer hit dice.

A mid/high epic level warrior-type with decent AC should be able to tank and destroy one of these without great difficulty. The nasty trick they have is 3.0 golem magic immunity, which doesn't slow warriors down. In a straight fight without magic, they can be managed.

Working on Yemimah and Dispater had me consider the Iron Tower's fortifications. It's interesting to ponder how much Dispater has invested into it, albeit ultimately irrelevant. Dispater's forces are impressive on paper, but his own paranoia makes them wasted. The Iron Tower is already intensely protected, anything powerful enough to challenge it and in such a way to make the golems matter is going to dispatch the golems with ease. These multi-million gold golems are little more than another futile security blanket for the Lord of the Second. In his mind, he'll never truly be safe of people seeking to overthrow him. It doesn't matter how strongly he secures his own position.

Really, that's how I tend to run Hell for its rulers. Hell's misery isn't about eternally burning in torment, but an utter mental, spiritual and psychological misery instead. For all someone like Dispater is impressive and puts out a strong front, he's ultimately stuck in a despair too deep to comprehend.


Size/Type: Huge Construct
Hit Dice: 40d10+40+80+40+80 (640 hp)
Initiative: -2
Speed: 30ft, fly 60ft (perfect)
Armor Class: 54 (-2 size, -2 dex, +44 natural, +4 deflection)
Base Attack/CMB/CMD: +30/+50/62
Attack: Slam+55 (8d10+27)
Full Attack: 2 slams+55 (8d10+27)
Space/Reach: 15ft/15ft
Special Attacks: Breath weapon, iron fists, spell-like abilities.
Special Qualities: Damage reduction 35/adamantine, construct traits, darkvision 120ft, immunity to magic, fast healing 20, living iron, constructed toughness, bound.
Saves: Fort +16, Ref +14, Will +16
Abilities: Str 47, Dex 7, Con 0, Int 0, Wis 11, Cha 1
Skills: -
Feats: Toughness(B)
Epic Feats: Epic Toughness(B)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-shield of law, true seeing, unholy aura. Caster level 40th. These abilities are not disrupted by the Guardian's immunity to magic. These abilities may be dispelled, but they automatically reactivate as a free action at the start of the Guardian of the Iron Tower's turn.

Breath Weapon (Su)

20ft cube, cloud of poisonous gas lasting 1 round, free action once every round; initial damage 1d6 Con, secondary damage 3d6 Con, Fortitude DC 48 negates. The save DC is Constitution based and includes a +18 racial bonus.

Magic Immunity (Ex)

Guardians of the Iron Tower are immune to all magical and supernatural effects, except as follows. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 points of damage for every point of damage the attack would otherwise deal. Any excess hit points over the golem's maximum hit points are gained as temporary hit points. The various mechanisms of the Iron Tower can affect them when it is to their advantage or by Dispater's will. Dispater's spells and abilities may affect the golem normally.

Iron Fists (Ex)

The slam attacks of the Guardians of the Iron Tower are terribly destructive. They are treated as being from a colossal sized creature, dealing a base damage of 8d10 damage. Its slam attacks have a +9 enhancement bonus to attack and damage rolls. Finally, its slam attacks count as adamantine and cold iron to overcome damage reduction.

Living Iron (Ex)

Guardians of the Iron Tower are made of living iron, granting them +2 hit points per hit die.

Constructed Toughness (Ex)

Guardians of the Iron Tower have maximum hit points per hit die. They gain Toughness and Epic Toughness as bonus feats.

Bound (Ex)

Guardians of the Iron Tower are bound to the Iron Tower. If they leave it, they become non-functional. Should a golem be outside of the Iron Tower for 24 hours, it self-destructs and melts down into a puddle of twitching iron goo.


Gear: [spoiler]

Guardians of the Iron Tower do not possess any equipment or gear. If slain, the golem leaves behind 2d12 pounds of usable living iron. The rest is ruined by the creature's demise. If the Guardian melts down as a result of being removed from the Iron Tower, this does not apply and the goo that remains is worthless.

A pound of living iron is worth 32,000 gold.
<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

#125
Gwynharwyf
The Whirling Fury, Lady of the Cleansing Wind, Champion of Queen Morwel
Consort to Queen Morwel
Symbol: A golden-yellow whirlwind on a white background
Home Plane: Court of Stars
Alignment: Chaotic Exalted
Portfolio: Rage, restraint, eladrins, holy war, windstorms
Worshipers: Good-aligned barbarians, champions of Gwynharwyf, bralani eladrin, avengers, dervishes
Cleric Alignments: CG, NG
Domains: Celestial, Chaos, Courage, Good, Strength, War, Windstorm, Wrath(BoED)
Favored Weapon: Rage and Righteousness (Scimitars)

Fluff and notes:
Spoiler: ShowHide


- Gywnharwyf's flavor is about the same as her BoED incarnation, so no flavor block here.

- You'll notice right away that Gwynharwyf's official rank is 'Consort to Queen Morwel'. It's a further nod towards the fact that power in the Court of the Stars originates from Queen Morwel.

- There's only three eladrin lords versus seven of the Hebdomad and an unclear number of leaders of the 77+7 archangels. As a result of this, each one of the three is more powerful than they'd normally be due to this concentrated power. Gwynharwyf's a little weaker than Faerinaal, and both are considerably weaker than Queen Morwel.

- Gwynharwyf has no default domains in the BoED, so I had to work from scratch. Chaos and Good are automatic. Celestial fits in her role as a paragon and as being deeply revered by the bralani eladrin. Courage, Strength and War fit into her role as being Morwel's designated ass kicker, as does wrath. Windstorm's a nod to her alternate form. They're all fairly straightforward. It's worth noting that Celestial also grants Gwynharwyf the ability to smite evil, which fits since her prestige class gives smites.

- The few clerics or favored souls Gwynharwyf accepts have to be good aligned. She's willing to work with NG but CN's right out. As the vast majority of her clerics are bralani eladrin, this rarely comes up. Gwynharwyf is the greatest bralani eladrin in the history of Arborea and is seen as their personal patron.

- Morwel and her lovers racial hit dice grant customized powers, progressions or whatever Morwel pleases. In Gwynharwyf's case it grants her barbarian abilities from her mortal life. In addition, each of the three gain bardic music abilities. Gwynharwyf doesn't greatly develop hers, but they're available should she need it. Words of Creation gives them a further boost.

- Dervish is a no brainer for Gwynharwyf. She's one in all but name in her BoED writeup, in the same way that FC2 Levistus is a duelist. It doesn't seamlessly mesh with rage but that's okay. She can fight in more than one way. Incidentally, she used to have an SDA that let her combine bardic music, dervish dance and rage. It got removed for being too good by deity standards. That's a hell of a lot of broken.

- Gwynharwyf is all about the offense. She has several ways to overwhelm opponents and relatively light defensive abilities. Queen Morwel gave her a tiara to help with this, but she's still not that hard a kill for an intermediate power. Of course, the trick is surviving long enough.

- Gwynharwyf has developed several fighting styles based around her powers. They are detailed under combat.


Bralani Eladrin 55//Fighter 10/Dervish 45

Size/Type: Medium Outsider (Chaotic, Eladrin, Good)
Divine Rank: 12
Hit Dice: 55d10+1110+55+110 (1825 hp)
Initiative: +32
Speed: 135ft, fly 275ft (perfect)
Armor Class: 114 (+18 dex, +12 divine, +27 natural, +21 deflection, +12 dervish, +4 dodge, +10 armor)(33% miss chance)
Base Attack/CMB/CMD: +55/+88/153
Attack: Rage+104 (1d8+47 plus 2d6 holy plus 3d6 anarchic and 1 negative level (6d6 anarchic and 2 negative levels on crit) plus 2d6 wound enemy 15-20 x2) or Righteousness+104 (1d8+47 plus 2d6 holy plus 3d6 holy and 1 negative level (6d6 holy and 2 negative levels on crit) plus 2d6 wound enemy 15-20 x2) or slam+89 (3d6+42 plus 2d6 holy)
Full Attack: Rage+102/+102/+97/+92/+87 (1d8+47 plus 2d6 holy plus 3d6 anarchic and 1 negative level (6d6 anarchic and 2 negative levels on crit) plus 2d6 wound enemy 15-20 x2) plus Righteousness+102/+97/+92/+87 (1d8+47 plus 2d6 holy plus 3d6 holy and 1 negative level (6d6 holy and 2 negative levels on crit) plus 2d6 wound enemy 15-20 x2) plus possible two weapon rend (7d6+63 plus 3d6 holy and 1 negative level plus 3d6 anarchic and 1 negative level) or 2 slams+89 (3d6+42 plus 2d6 holy)
Space/Reach: 5ft/5ft
Special Attacks: Whirlwind blast, rage 14/day, smite evil 12/day, dervish dance 23/day(+23 hit/damage), thousand cuts 5/day, divine blast 24/day(33d12).
Special Qualities: Damage reduction 25/-, immunity to acid, cold, electricity and petrification, spell resistance 90, protective aura, divine traits, tongues, holy barbarian, alternate form, whirlwind's haste, darkvision 120ft, greater rage, tireless rage, mighty rage, battlesense, bardic music 55/day, countersong, fascinate, inspire courage+9, inspire competence, mass suggestion, inspire greatness, song of freedom, inspire heroics, movement mastery, slashing blades, dance of death, improved reaction, elaborate parry, tireless dance.
Saves: Fort +76, Ref +75, Will +71
Abilities: Str 52, Dex 47, Con 50, Int 40, Wis 41, Cha 53 
Skills: Balance+88, Climb+91, Concentration+90, Diplomacy+91, Escape Artist+88, Gather Information+91, Handle Animal+91, Intimidate+91, Knowledge(All)+85, Listen+85, Perform(Dance)+91, Perform(Song)+91, Sense Motive+85, Spot+85, Survival+85, Swim+91, Tumble+88, Use Rope+88 
Feats: Weapon Focus(Scimitar)(B), Words of Creation(B), Two-Weapon Fighting(1), Combat Expertise(F1), Dodge(F2), Righteous Wrath(3), Mobility(F4), Improved Two-Weapon Fighting(6), Toughness(F6), Weapon Specialization(Scimitar)(F8), Reckless Rage(9), Melee Weapon Mastery(Slashing)(F10), Greater Two-Weapon Fighting(12), Spring Attack(D3), Two-Weapon Rend(15), Power Attack(18), Bounding Assault(21), Rapid Blitz(24)
Epic Feats: Perfect Two-Weapon Fighting(D14), Epic Toughness(27), Endless Cuts(D18), Damage Reduction(30), Final Blitz(D22), Epic Rage(33), Great Strength(36), Perfect Parry(D26), Pulverize(39), Epic Dodge(D30), Terrifying Rage(42), Untouchable(D34), Incite Rage(45), Damage Reduction(48), Penetrate Damage Reduction(Silver)(D38), Holy Strike(51), Penetrate Damage Reduction(Cold Iron)(D42), Endless Cuts(54)
Salient Divine Abilities: Alter Form, Alter Size, Battlesense, Divine Blast, Divine Blessing(Strength), Divine Celerity, Extra Domain(Celestial), Extra Domain(Courage), Extra Domain(War), Extra Energy Immunity(Cold), Free Move, Increased Spell Resistance, Indomitable Strength, Mass Divine Blast, Possess Mortal, Sunder and Disjoin, Wave of Chaos, Wound Enemy.
Alignment: Chaotic Exalted

Racial powers:
Spoiler: ShowHide


Holy Barbarian (Ex)

Gwynharwyf is the perfect exemplar of a barbarian's wrath guided by the wisdom of the Heavens. She gains the rage (including greater rage, tireless rage and mighty rage), uncanny dodge, improved uncanny dodge and damage reduction of a 55th level barbarian.

The root of these powers is Gwynharwyf's mortal life, which she learned to recall long ago.

Bardic Music (Su)

Gwynharwyf can use bardic music equal to a 55th level bard She can use and maintain one bardic music per round as a free action, needing no other instrument than her unearthly voice. For the sake of prerequisites, Gwynharwyf counts as an 55th level bard.

Alternate Form (Su)

Gwynharwyf can shift between her humanoid and whirlwind forms as a free action at any time, but no more than twice per round. In humanoid form, she cannot make slam attacks or use her whirlwind blast and whirlwind's haste, but she can use her other abilities. In whirlwind form, she cannot attack with her scimitars, but she can use her slam attacks and can use her other abilities.

Gwynharwyf remains in one form until she chooses to assume a new one. A change in form cannot be dispelled, nor does Gwynharwyf revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.

Whirlwind Blast (Su)

When in whirlwind form, Gwynharwyf can attack with a scouring blast of wind, dealing 55d6 points of damage in a 200ft line or a 100ft radius centered on herself. A Reflex save (DC 10 + 1/2 hit dice + Constitution modifier + divine rank; DC 69) halves the damage.

Whirlwind's Haste (Su)

When in whirlwind form, Gwynharwyf's fly speed increases to 550ft. She is treated as having improved evasion in this form and gains a +7 bonus to Reflex saves.


Divine powers:
Spoiler: ShowHide


Always active-detect evil, detect law, magic circle against evil. At will-affliction, aid, animate objects, arc of lightning, blade barrier, blessed sight, binding winds, bull's strength, call faithful servants, call lighting, chaos hammer, clenched fist, cloak of bravery, cloak of chaos, cloudwalkers, consecrate, control weather, crushing hand, dispel evil, dispel law, divine power, doom, earthquake, energize potion, enlarge person, flame strike, foresight, gate, grasping hand, greater cloak of chaos, greater heroism, greater plane shift, greater teleport, greater whirlwind, heavenly lighting, heavenly lightning storm, heroes' feast, heroism, holy aura, holy smite, holy word, ice storm, lesser planar ally, lion's roar, magic circle against law, magic vestment, magic weapon, obscuring mists, power word blind, power word stun, protection from evil, protection from law, radiant shield, remove fear, righteous might, righteous smite, shatter, spell immunity, spiritual weapon, stoneskin, summon monster 9(chaotic good only), storm of vengeance, valiant fury, vengeance halo, vision of heaven, whirlwind, word of chaos. Caster level 55th. The save DCs are 53 + spell level.

Alter Reality (Su)

Gwynharwyf exerts a considerable measure of control over reality itself, and her presence can command the very essence of the world around her. This warping of reality manifests in a number of ways. Gwynharwyf can use wish when doing so can help her promote rage, restraint, wind, holy war and holy wrath. Note that in the situation where Gwynharwyf 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.

Cure Wounds (Su)

Gwynharwyf may cast any cure wounds spell as a standard action. She may apply any metamagics to this that she pleases. The spell cannot be higher than ninth level.

Domain powers:

Celestial: Smite evil 12/day, +4 to hit and +27 to damage.
Chaos: +1 caster level to chaotic spells.
Courage: 10ft aura of courage, grants self+allies +4 morale vs fear.
Good: +1 caster level to good spells.
Strength: 12/day gain a +27 enhancement bonus to str. Net +5.
War: Weapon Focus(Scimitar) as a bonus feat.
Windstorm: Rain/snow doesn't penalize spot/search checks, move through ice and snow at normal movement, one size larger for wind effects.
Wrath: 12/day make AoO against enemy that damages you with melee attack.

Divine Aura (Ex)

The save DC against Gwynharwyf's divine aura is 43 and the radius is 12000ft.

Immunities: Gwynharwyf 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. In addition to these, Gwynharwyf is immune to effects that imprison or banish her. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

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

Gwynharwyf does not automatically fail on a natural attack roll or saving throw roll of 1. She automatically receives a 20 on any check she makes.

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

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

Create Items: Gwynharwyf can create any wondrous item with power related to war or courage; the maximum is 200,000 gold.

Portfolio Sense: Gwynharwyf is aware of any act of war, courage or wrath.


Dervish powers:
Spoiler: ShowHide


AC Bonus (Ex)

Gwynharwyf gains a +12 bonus to Armor Class as long as she is wearing no armor or light armor and not carrying a shield. This bonus to AC applies even against touch attacks or when Gwynharwyf is flat-footed. She loses this bonus when she is immobilized or helpless, when she wears any armor heavier than light, when she carries a shield, or when she carries a medium or heavy load.

Dervish Dance (Ex)

Gwynharwyf can become a whirling dancer of death a certain number of times per day. While in this dervish dance, she can take a full attack action (for melee attacks only) and still move up to her speed. However, she must move a minimum of 5 feet between each attack when using this ability, and she cannot return to a square she just exited (though she may return to that square later during her full attack). Gwynharwyf is subject to attacks of opportunity while dancing, but may tumble normally as part of her move. If she is prevented from completing her move, she is also prevented from finishing her full attack.

If Gwynharwyf wields a slashing weapon while in a dervish dance, she gains a bonus on her attack and damage rolls. This bonus is +23.

Gwynharwyf may only perform a dervish dance while wielding a slashing weapon (she may use a double weapon, or multiple weapons, only if both ends of the weapon or all weapons are of the slashing type). She cannot perform a dervish dance in any armor heavier than light or if she is using a shield. While dancing, she cannot use skills or abilities that involve concentration or require her to remain still, such as Move Silently, Hide, or Search.  She can, however, sing while she dances, and she can also use the Combat Expertise feat while in a dance. Gwynharwyf cannot perform a dervish dance while under the effect of a rage or frenzy ability.

Gwynharwyf can perform a dervish dance only once per encounter. A dervish dance lasts for 29 rounds.

Movement Mastery (Ex)

Gwynharwyf is so certain of her movements that she is unaffected by adverse conditions. When making a Jump, Perform (dance), or Tumble check, she may take 10 even if stress and distraction would normally prevent her from doing so.

Slashing Blades (Ex)

Gwynharwyf may treat the scimitar as a light weapon (rather than a one-handed weapon) for all purposes, including fighting with two weapons. She may choose not to if she uses to use the Power Attack feat or fights with a scimitar held in both hands.

Dance of Death (Ex)

Gwynharwyf gains the benefit of the Cleave feat while performing a dervish dance, even if she does not meet the prerequisites for the feat. She does not have to move 5 feet before making the extra attack granted by this ability.

Improved Reaction (Ex)

Gwynharwyf gains a +2 bonus on initiative rolls.

Elaborate Parry (Ex)

Gwynharwyf gains an extra +4 bonus to Armor Class when she chooses to fight defensively or use all-out defense in melee combat.

A Thousand Cuts (Ex)

Once per day Gwynharwyf may double the number of melee attacks she makes while performing a full attack action (whether in a dervish dance or not). If she uses this ability in conjunction with her dervish dance, she can make up to two attacks between moves.

Gwynharwyf also gains the benefit of the Great Cleave feat with slashing weapons while performing a thousand cuts, even if she does not meet the prerequisites. She does not have to move 5 feet before making any extra attacks granted by this ability.

Gwynharwyf can receive an extra attack from the haste spell, but the bonuses provided by the spell do not stack with the bonuses granted by the class.


Gear:
Spoiler: ShowHide


Rage and Righteousness

Rage and Righteousness are a pair of semi-transparent scimitars. The exact design varies with Gwynharwyf's mood and is never quite the same. These scimitars are Gwynharwyf's favored weapons and a gift from Queen Morwel. They are made from starlight and dreams, ethereal things given material form by the Lady of the Lake's wishes. Queen Morwel infused them with her power to transform them into worthy weapons for her consort. They serve Gwynharwyf without fail, for it is the wish of their maker.

Rage is a scimitar+12, anarchic power and keen. Righteousness is a scimitar+12, holy power and keen. When used with the two-weapon rend feat, the damage inflicted rises to 7d6 + (Strength modifier * 3) damage. In addition, both anarchic power and holy power applies to this damage. Rage and Righteousness cannot be disarmed or taken from Gwynharwyf by any means except by her willingly giving them to another. She cannot be injured by Rage and Righteousness, even if another wields them against her.

Once per minute as an immediate action, Gwynharwyf may call on the endless dream imbued within the blades. She replaces reality with the perfection of dreams. This allows her to ignore any one effect, attack or injury. An ignored attack deals no damage, while an ignored effect ceases to exist for Gwynharwyf. For example, if she chose to ignore a wall of force, she could pass through it as if it wasn't there. An ignored effect is forever unable to effect Gwynharwyf. Note that an ignored effect only applies to the single effect. If Gwynharwyf chose to ignore a fireball, the same mage casting another fireball could affect her normally.

Effects, attacks and injuries from a deity require an opposed rank check to ignore. A friendly deity may willingly fail this check.

Consort's Tiara

Gwynharwyf wears a golden tiara set with a large blue gemstone over her brow. This tiara marks her as Queen Morwel's lover and as a princess of the eladrin.

It grants her a +20 circumstance bonus to Bluff, Diplomacy, Gather information and Intimidation checks involving eladrins and other residents of Arborea, though this is not the true power of the tiara. The tiara wraps Gwynharwyf in protective magics forged by Queen Morwel, blurring the line between fantasy and reality. It grants her a +10 armor bonus to armor class and a 33% miss chance against all attacks, including area attacks. Attacks that miss dissolve into images of dreams, becoming part of Queen Morwel's dreams.

Gywnharwyf otherwise prefers to dress lightly and not to rely on magic items. Few can last long against her attacks and she has gotten in the habit of not bothering with magic items, viewing them as trinkets for mortals. Should she desire something, she creates it herself or one of her two lovers do.


Combat:
Spoiler: ShowHide


Lady Gwynharwyf has several styles of combat. They are described below.

Listen to the Wind

Gwynharwyf's voice echos as she sings and dances, combining her dervish dance and bardic music together. In this style, she focused on a high number of hits, successful hits and full attacks. She dances about the battlefield like a tempest, only staying still long enough to shred opponents beneath her scimitars. This style is incompatible with rage and she rarely uses her smite evil ability with it. Likewise, she will use the combat expertise feat but not power attack. She will pepper spell-like and supernatural abilities as needed.

Storm's Howl

This style represents the raw fury of a windstorm, one that rips away evil through overwhelming force. In this style, she uses rage and smite evil combined with power attack for massive strikes. She relies on spring attack to strike four times after moving and will sheathe one scimitar to two-hand the other. This style is incompatible with dervish dance and she does not use combat expertise in it. While Gwynharwyf does retain the clarity of mind to draw on alter reality while in a rage, she will not do so unless absolutely needed.

Whirlwind's Dance

The style of Gwynharwyf's tornado form, Whirlwind's Dance relies on whirlwind blast, spell-like abilities and alter reality to defeat her opponents. She relies on distance, defense and endurance to defeat foes with this style. She augments her defenses with inspire heroics and refrains from using rage or smite evil.
<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

#126
Marianne

Fluff and notes:
Spoiler: ShowHide


Long ago, a queen tapped into a tremendously destructive power in a struggle for the crown. This power transformed her into one of the greatest destroyers known, the Tarrasque. With the mind of a wise queen, supernatural powers and the abiliites of a Tarrasque, she became a nightmare that extinguished life and civilization over an entire sub-continent.

Thousands of years later, she was finally defeated by the Crimson Guard, who came from the east to confront the entity only known as the Destroyer. Yet the battle was not done, for the fear she had collected over the long years caused a metamorphosis. She was reborn as a quasi-power, a near-deity that sought to recreate her kingdom in a bloody, twisted mockery. Again the Crimson Guard went forth and challenged her. Ultimately they defeated her not by strength of arms, but by exposing her misery and ultimately her own emptiness.

In compassion to the defeated queen and as a compromise to dispel the nightmare kingdom she had created, Alicia Reynes and Seira Aryn called on their own sparks of quasi-divinity to allow her to reincarnate into a new life as a blank slate. Thus was Marianne born in the Border City of Balmuria, alongside a new golden age.

Marianne has chosen the life of a mercenary with her friend (and reincarnated servant) Lyris. In recent times she fell in with Whimsical Sweets, a problem solving group who provided the two with friends and family.

--

Marianne's from Balmuria 2. She's a quasi-gish that relies on typical duskblade arcane channeling+arcane strike tactics in melee and various spells otherwise. Her personal preference are cold descriptor spells, but she's not inflexible about it. She merely prefers ice spells, rather than someone like Simmer who is all about fire. Anyway, a few notes follow.

- Her end of B2 build was duskblade 7//sorcerer 6/frost mage 1. This continues that and tacks on elemental savant for a few other goodies.

- I chose level 20 out of personal preference. Generally, I see about 18-20 as a soft cap on most prime material mortals. It's not an ironclad barrier as much as many mortals getting away from adventuring and advancing by then, as well as attrition, planar attention and other factors. If nothing else, reaching level 20 can easily be a lifetime's work for a character. PCs are atypical in how fast they level up.

- I assume frostfell just deals frostburn damage rather than inflicting ice based ID. It's a bonus spell from frost mage and I didn't feel like subbing it out over one easily houseruled clause.

- Marianne finally shifted from N(NE tendencies) to full neutral. She's not a good or a nice person, but having a group of close friends has helped ground her. Considering how her last life worked out, this is a good thing.

- Marianne's items aren't that remarkable. Her gear's powerful but still in the realm of normal magical items. She's not swinging around artifacts like epic characters or deities.


Duskblade 20//Sorcerer 6/Frost Mage 10/Elemental Savant 4

Size/Type: Medium Humanoid (Cold, Human)
Hit Dice: 20d8+120+20 (230 hp)
Initiative: +2
Speed: 30ft, fly 60ft (perfect)
Armor Class: 25 (+2 dex, +4 natural, +6 armor, +3 corset)
Base Attack/CMB/CMD: +20/+21/36
Attack: Numb Caress+26 (1d6+6 plus 1 con 15-20 x2)
Full Attack: Numb Caress+26/+21/+16/+11 (1d6+6 plus 1 con 15-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spells, metamagic specialist 10/day, arcane channeling(full attack).
Special Qualities: Terror, immunity to cold and sleep, vulnerability to fire, arcane attunement, armored mage(medium and heavy shields), quick cast 4/day, spell power+5, gain knowledge, one with cold, elemental specialty, elemental penetration+2.
Saves: Fort +23, Ref +13, Will +17
Abilities: Str 12, Dex 15, Con 22, Int 24, Wis 11, Cha 26
Skills: Bluff+31, Concentration+29, Intimidate+41, Knowledge(Arcana)+30, Knowledge(A&E)+30, Knowledge(Geography)+30, Knowledge(Local:Balmuria)+30, Knowledge(Planes)+30, Sense Motive+23, Spellcraft+30, Swim+21
Feats: Empower Spell(H), Snowcasting(1), Eschew Materials(S1), Combat Casting(D2), Frozen Magic(3), Non-Lethal Substitution(Cold)(S5), Arcane Strike(6), Cold Focus(9), Piercing Cold(FM4), Toughness(12), Energy Substitution(Cold)(15), Energy Admixture(Cold)(18)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Terror (Ex)

A fragment of Marianne's old powers have returned to her. A mastery of fear as the Destroyer grants her Intimidate as a class skill at all times, as well as a +10 racial bonus on intimidate checks. Further, she gains a fly speed of 60ft (perfect), as gravity is still intimidated by the Destroyer.


Duskblade powers:
Spoiler: ShowHide


Marianne casts as a 20th level duskblade(caster level 21st in cold areas, caster level 22nd in areas of extreme cold or colder). The save DCs are 17 + spell level(DC 18 + spell level for spells with the cold descriptor). Her metamagic options are Non-Lethal Substitution (+0), Piercing Cold (+1), Empower Spell (+2) and Energy Admixture (+4). All spells Marianne casts that deal energy damage are converted to cold damage. Spells with an asterisk can be used by arcane channeling.

[6/day]0: Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue*
[12/day]1: Chill Touch*, Ray of Enfeeblement, Resist Energy, Shocking Grasp*, Swift Expeditious RetreatPHB2, True Strike
[12/day]2: Bear's Endurance, DeflectPHB2, See Invisibility, Touch of Idiocy*
[12/day]3: Dispelling TouchPHB2*, Ray of Exhaustion, RegroupPHB2, Vampiric Touch*
[9/day]4: Channeled PyroburstPHB2, Dimension Door, Fire Shield, Toxic WeaponPHB2
[7/day]5: Chain Lightning, Hold Monster, Slashing DispelPHB2, Sonic ShieldPHB2

PHB2 - Player's Handbook 2.

Arcane Attunement (Sp)

You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day.

Armored Mage (Ex)

Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. A duskblade's limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.

At 4th level, you learn to use medium armor with no chance of arcane spell failure.

At 7th level, you learn to use a heavy shield with no chance of arcane spell failure.

Arcane Channeling (Su)

Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.

Quick Cast (Ex)

Beginning at 5th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less.

You can use this ability twice per day at 10th level, three times per day at 15th level, and four times per day at 20th level.

Spell Power (Ex)

Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level.


Sorcerer powers:
Spoiler: ShowHide


Marianne casts as a 20th level sorcerer(caster level 21st in cold areas, caster level 22nd in areas of extreme cold or colder, +2 to caster level to overcome spell resistance with cold descriptor spells). The save DCs are 17 + spell level(DC 18 + spell level for spells with the cold descriptor). Her metamagic options are Non-Lethal Substitution (+0), Piercing Cold (+1), Empower Spell (+2) and Energy Admixture (+4). All spells Marianne casts that deal energy damage are converted to cold damage. Spells with an asterisk can be used by arcane channeling.

[6/day]0: Acid Splash, Detect Poison, Detect Magic, Ghost Sound, Morning AidHome, Open/Close, Prestidigitation, Resistance, Soothe HangoverHome
[6/day]1: Conjure Ice Beast 1Frost, Ice DaggerSC, Lesser Orb of ColdSC, NerveskitterSC, Shield, True CastingCM.
[6/day]2: Alter Self, Conjure Ice Beast 2Frost, False Life, Mindless RageSC, Mirror Image, Veil of ShadowSC
[6/day]3: Bands of SteelSC, Conjure Ice Beast 3Frost, Dolorous BlowSC, Greater Mage ArmorSC, Ice LanceSC
[6/day]4: Conjure Ice Beast 4Frost, Dimensional Anchor, Fear, Force MissilesSC, Orb of ColdSC
[6/day]5: Blight*, Greater BlinkSC, Passwall, Spirit WallSC
[6/day]6: Animate SnowFrost, Greater Anticipate TeleportSC, Greater Heroism, Ruby Ray of ReversalSC
[6/day]7: Banishment, Greater Teleport, Frigid Touch*Home
[6/day]8: Greater Bestow Curse*SC, Greater Plane ShiftSC, Mind Blank
[6/day]9: FrostfellFrost, Reaving DispelSC, Visage of the TarrasqueHome, Wish

Frost - Frostburn
Home - Homebrew
SC - Spell Compendium

Metamagic Specialist (Ex)

You can apply metamagic feats that you know to sorcerer spells without increasing the casting time. This benefit even lets you quicken your sorcerer spells with the Quicken Spell feat.

You can use this class feature a number of times per day equal to 3 + your Int modifier (minimum 1). This is an extraordinary ability.


Frost Mage powers:
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Natural Armor Increase (Ex)

At 1st, 4th, 7th, and 10th level, a frost mage's body becomes more like the ice he venerates. His skin turns whiter and colder to the touch as the permanent layer of frost grows deeper. This provides an increase to the character's existing natural armor, as indicated on Table 3—5 (the numbers represent the total increase gained to that point) and he takes no damage from cold environments. In warm temperatures, the frost continually evaporates and replenishes itself, enshrouding the frost mage in a wispy vapor.

Resistance to Cold (Ex)

Starting at 2nd level, the frost mage's icy skin grants him resistance to cold 10.

One with Cold (Ex)

At 10th level, the frost mage's body has become perfectly adapted to cold energy. He gains the cold subtype, granting him immunity to cold. His oneness with cold, however, makes him more susceptible to flame. Just like any other creature with the cold subtype, he gains vulnerability to fire, which means he takes half again as much (+50%) damage as normal from fire, regardless of whether or not a saving throw is allowed, or if the save is a success or a failure.


Elemental Savant powers:
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Elemental Specialty (Ex)

The first step toward transcending mortal form requires an elemental savant to choose her elemental specialty. Upon entering the class, she must select an element and its associated energy type (air = electricity, earth = acid, fire = fire, or water = cold). This choice must match the Energy Substitution feat that the savant selected to gain entry to the prestige class. When the savant casts a spell that normally deals energy damage, its energy descriptor changes to the savant's chosen energy type, and it deals damage of that energy type instead of its normal energy type. For example, an elemental savant choosing to specialize in fire could still cast meld into stone, and its descriptor would not change because it does not deal energy damage. However, if she casts Melf's acid arrow, the spell would deal fire damage and have the fire descriptor instead of dealing acid damage and having the acid descriptor.

Resistance to Energy (Ex)

As an elemental savant gains levels in this prestige class, she becomes more resistant to the type of energy allied with her chosen element. At 1st level, she gains resistance 5 against this energy type. This resistance rises to 10 at 4th level and 20 at 7th level.

Immunity to Sleep (Ex)

At 2nd level, as an elemental savant continues to transcend her mortal form, she gains immunity to sleep effects.

Energy Penetration (Ex)

Beginning at 3rd level, an elemental savant further refines her ability to wield energy associated with her chosen element. When she casts a spell using that type of energy, she gains a +2 competence bonus on caster level checks (1d20 + caster level) to overcome a creature's spell resistance. At 8th level, this bonus increases to +4. These bonuses stack with those granted by the Spell Penetration and Greater Spell Penetration feats.


Gear:
Spoiler: ShowHide


[Weapon]Numb Caress: Rapier+5, keen and wounding.

[Head]Diadem of the Wisewoman: +6 enhancement bonus to Intelligence.
[Neck]Amulet of Health+6: +6 enhancement bonus to Constitution.
[Shoulders]Cloak of Charisma+6: +6 enhancement bonus to Charisma.
[Waist]Iron Corset: Grants a +5 resistance bonus to saving throws and a +3 bonus to armor class.
[Feet]Boots of Haste


Custom Material: [spoiler]

Morning Aid
Transmutation
Level: Sor/Wiz 0
Components: S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: Articles of clothing, jewelry or other accessories
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell causes any selected items to be magically put on your body. This spell cannot affect things in another creature's possession or outside of your line of sight, such as in a locked drawer. This spell can also remove the clothes you are currently wearing and cause them to fall to the ground. It can do both if the caster wishes, with clothing being removed first. This spell cannot remove or put on armor, nor can it remove cursed items or items designed not to be removed, such as manacles.

Soothe Hangover
Enchantment [Mind-Affecting]
Level: Sor/Wiz 0
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

The creature touched is freed of hangovers from the result of drinking too much. The affects of the hangover are not healed, but the creature is instead enchanted to believe they are not hungover. This spell is mainly used to take away the worst of a hangover and give the victim a respite.

Visage of the Tarrasque
Transmutation
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Will partial; see text
Spell Resistance: No

Your body swells and takes on a horrifying, muscled form that inspires terror in any that see you. You gain a +18 enhancement bonus to Strength, a +10 enhancement bonus to Constitution and a +9 enhancement bonus to natural armor. When you charge or attack, the target of your attack must make a Will save or be shaken. This persists for as long as the creature stays within 60ft of you.

Frigid Touch
Evocation [Cold]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Up to one creature/level touched
Duration: Instantaneous; see text
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

Your hand freezes solid with bitter cold, dealing 13d6 points of cold damage with a successful melee touch attack. Touched creatures are also stunned for 1 round by the numbing pain unless they make a successful Fortitude saving throw. You can use this melee touch attack up to once per caster level. If you do not use the touches from this spell within one hour per caster level, they are lost.
<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

#127
Grandchildren of Jormugandr

Fluff and notes:
Spoiler: ShowHide


Grandchildren of Jormugandr are the grandsons of the world serpent, the ouroboros that forever eats its own tail. They are created when powerful children of Jormugandr bleed excessively and the blood congeals at Ysgard's dawn. This requires the blood of at least two children of Jormugandr.

Grandchildren of Jormugandr pursue their own interests, aid their parents and occasionally clash with Ysgard's brave heroes. They enjoy battle but do not seek it out, but battles have a way of finding inhabitants of Ysgard.

Alicia, Latha and Antenora faced one in Ysgard during Strength of Light's trials. They ultimately overcame it and eventually it became the guardian of the Felic Gate of Sylica.



Size/Type: Huge Outsider (Chaotic, Good)
Hit Dice: 17d8+170 (306 hp)
Initiative: +5
Speed: 30ft, burrow 20ft, fly 120ft (average)
Armor Class: 31 (-2 size, +5 dex, +18 natural)
Base Attack/CMB/CMD: +17/+33/48
Attack: Bite+29 (3d8+21 plus poison)
Full Attack: Bite+29/+24 (3d8+21 plus poison)
Space/Reach: 15ft/15ft
Special Attacks: Breath weapon, poison.
Special Qualities: Damage reduction 15/cold iron, immunity to poison, resistance to cold and fire 10, darkvision 60ft, world serpent's blood.
Saves: Fort +20, Ref +15, Will +12
Abilities: Str 38, Dex 20, Con 30, Int 15, Wis 15, Cha 12
Skills: Climb+34, Heal+22, Hide+25, Intimidate+21, Jump+34, Knowledge(Arcana)+22, Knowledge(Local: Ysgard)+22, Knowledge(Nature)+22, Knowledge(Religion)+22, Listen+22, Move Silently+25, Spot+22, Survival+22, Swim+34
Feats: Awesome Blow(B), Power Attack(1), Ability Focus(Poison)(3), Rapidstrike(6), Quicken Breath(9), Virulent Poison(12), Deadly Poison(15)
Epic Feats: -
Alignment: Chaotic Good

Racial powers: [spoiler]

Breath Weapon (Ex)

DC 32 Fortitude negates, 1d6/4d6 Constitution damage, 1d4 interval. 60ft cloud of poison gas. The save DC is Constitution based.

Poison (Ex)

Injury(Bite), DC 32 Fortitude negates, 1d6/4d6 Constitution damage. This ability is inactive while it recharges its breath weapon. The save DC is Constitution based.

World Serpent's Blood (Ex)

Grandchildren of Jormugandr have traces of their legendary grandfather's blood within them. They have maximum hit points per hit die.
<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

Children of Jormugandr

Fluff:
Spoiler: ShowHide


Ecology

Children of Jormugandr are the spawn of the Ouroboros. Each dawn Jormugandr goes into a tail-eating frenzy as all the fallen of Ysgard are resurrected. He withholds his poison and instead offers up his blood, a sacrifice that enables the resurrections of Ysgard. On occasion, particularly potent pools of blood congeal with the essence of Ysgard and become a new creature, a child of Jormugandr.

A child of Jormugandr loosely serves the Ouroboros while pursuing their own interests. Each child has a different personality, though almost all enjoy and relish a good battle. As most encounters with the children of Jormugandr are Ysgardian glory-seekers hoping to slay it, the personality of each child seldom has a chance to show. As a result, most will parley out of the sheer novelty of not being attacked. Unless the child desires a battle or is faced with an unacceptable request, they will generally be amenable to negotiations.

As the children of Jormugandr don't need to eat or drink, they have no part in Ysgard's natural order. Nonetheless, many function as apex predators for the joy of the hunt and eating. They prefer to hunt worthy prey whenever possible.

Environment

The children of Jormugandr prefer isolated dens, usually in terrain that is dangerous for others to cross. They lair all across the layers of Ysgard.

Typical Physical Characteristics

Each child of Jormugandr is a massive grey-brown serpent that is hundreds of feet long. They are covered in thick, dull scales of varying sizes. These scales tend to have slightly different thicknesses, giving the child an uneven appearance.

Alignment

All of the children of Jormugandr are chaotic good. They are tied to the essence of Ysgard and are thus always chaotic good.

Advancement

Children of Jormugandr advance by racial hit dice. Most rise to 32 to 35 hit dice within a century of being born, but advancement past that routinely slows to a crawl. Few children make it to 40 hit dice.

Gestalt

Classes that favor Strength or physical ability are preferred by the children of Jormugandr. They often take levels in more than one base class or prestige class, especially prestige classes that integrate their base classes in new ways. Each child spends some time figuring out what classes best suit them.

Popular class options include barbarian, ranger, paladin of freedom and war hulk.


Notes:
Spoiler: ShowHide


- The children of Jormugandr are nasty opponents. This is mostly due to epic poison being legitimately painful to deal with. They're capable in melee, but really, it's about the poison. Get around that and you've won half the battle right there.

- While the children of Jormugandr have some options, they all revolve around physical force. While whatever they gestalt with may provide some options, they're fundamentally wired for offense. Some of this is Ysgard's nature and some is their father's nature.

- Children of Jormugandr don't leave Ysgard much, with the exception of nearby divine realms, such as the Gates of the Moon, Sylica and Warrior's Rest. Ysgard suits them well and they rarely have any wanderlust. The ones that do are usually paladins of freedom (or other divine classes) on a holy mission.



Size/Type: Gargantuan Outsider (Chaotic, Good)
Hit Dice: 30d8+360+30+60 (690 hp)
Initiative: +6
Speed: 50ft, burrow 30ft, fly 180ft (average)
Armor Class: 56 (-4 size, +6 dex, +44 natural)
Base Attack/CMB/CMD: +30/+52/68
Attack: Bite+44 (4d8+27 plus poison plus improved grab)
Full Attack: Bite+44/+39/+34/+29 (4d8+27 plus poison plus improved grab)
Space/Reach: 20ft/20ft
Special Attacks: Breath weapon, poison, improved grab, swallow whole.
Special Qualities: Damage reduction 30/axiomatic, cold iron and epic, immunity to cold, fire and poison, resistance to acid and electricity 30, world serpent's blood, consume the tail, darkvision 120ft, blindsight 400ft, fast healing 30.
Saves: Fort +27, Ref +21, Will +18
Abilities: Str 47, Dex 23, Con 35, Int 17, Wis 17, Cha 16
Skills: Climb+50, Heal+36, Hide+39, Intimidate+36, Jump+58, Knowledge(Arcana)+36, Knowledge(Dungeoneering)+36, Knowledge(Local:Ysgard)+36, Knowledge(Nature)+36, Knowledge(Religion)+36, Listen+36, Move Silently+39, Spot+36, Survival+36, Swim+50
Feats: Awesome Blow(B), Toughness(B), Power Attack(1), Ability Focus(Poison)(3), Rapidstrike(6), Quicken Breath(9), Virulent Poison(12), Deadly Poison(15), Improved Rapidstrike(18)
Epic Feats: Epic Toughness(B), Epic Ability Focus(Poison)(21), Relentless Poison(24), Blinding Speed(27), Fast Poison(30)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Breath Weapon (Ex)

DC 49 Fortitude negates, 1d8/4d8 Constitution damage, 1d4 interval. 120ft cloud of poison gas. The secondary damage occurs in one round rather than one minute. If the secondary save is failed, it repeats until it is passed or the target dies. The save DC is Constitution based and includes a +4 racial bonus. This is an epic poison.

Poison (Ex)

Injury(Bite), DC 49 Fortitude negates, 1d8/4d8 Constitution damage. The secondary damage occurs in one round rather than one minute. If the secondary save is failed, it repeats until it is passed or the target dies. The save DC is Constitution based and includes a +4 racial bonus. This is an epic poison.

Improved Grab (Ex)

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

Swallow Whole (Ex)

A child of Jormugandr can try to swallow a grabbed opponent of a smaller size than itself by making a successful CMB check. Once inside, the swallowed creature takes 4d8+25 points of damage a round, as well as 27 points of acid damage from the child of Jormugandr's gizzard. In addition, the creature must save each round versus the child of Jormugandr's poison. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 40 points of damage to the gizzard (AC 32). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan child of Jormugandr's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

World Serpent's Blood (Ex)

Children of Jormugandr have the blood of their legendary father within them. This grants them several benefits as described below.

- Maximum hit points per hit die.
- Toughness and epic toughness as bonus feats.
- Immunity to fire and cold.
- Treated as divine rank zero for the sake of effects. They do not have any actual divine rank.

Consume the Tail (Su)

Jormugandr represents infinity and eternity, including Ysgard's cycle of eternal resurrection. His children represent a lesser form of this immortality and are almost impossible to truly slay. A child of Jormugandr that is slain on Ysgard resurrects in 1 minute instead of at the next dawn. If a child of Jormugandr is slain outside of Ysgard, it resurrects at the next dawn (or at Ysgard's next dawn if the plane does not have a dawn) as if it were on Ysgard.

A child of Jormugandr can be slain in one of two ways. A creature with divine rank can slay a child of Jormugandr. If slain by such a creature and the creature wills it, the child is truly dead and does not resurrect. Otherwise, it may be permanently slain by cutting off the creature's tail and head and successfully disintegrating them, as by the spell disintegrate or similar methods. Doing so prevents the child of Jormugandr from resurrecting, even if on Ysgard.


Gear: [spoiler]

Children of Jormugandr collect random bits of treasure that catch their eye. They generally lack the covetousness of dragons and have little interest in material wealth. Whatever treasure one holds is treasure that appeals to their personal aesthetics. Most of this treasure comes from defeated Ysgardian heroes who challenge them.

A rare few use magical items that are compatible with their massive forms, but this is the exception rather than the norm.
<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

#129
Jormugandr, the World Serpent

Fluff:
Spoiler: ShowHide


Jormugandr is the world serpent, a mythical figure that represents life and death together. It is the focus of Ysgard's endless resurrections, a serpent that spreads inevitable death and then brings life renewed. It is the root of the symbolic Ouroboros. It is a creature created by Ysgard and one of its most powerful entities, able to spread poisonous death far and wide, yet then able to bring restoration. It is a symbol of cycles, eternity and completion.

Each dawn Jormugandr falls into a terrible frenzy, biting its own tail as it spreads life to all that fell over Ysgard. He is the channel for Ysgard's resurrections and ensures that the cycle of life and death continues. So long as Jormugandr is not destroyed for all time, Ysgard's cycle of life and death will continue.

Jormugandr is not evil and is in fact good. He is often mistaken for other serpents, the vast majority of which are evil. He is mentioned as a god-slayer in some worlds, which tends to cast him in a further negative light. In truth he is a child of Ysgard, who trivializes the terror of death and replaces it with eternal life.

The World Serpent lairs in a demiplane attached to Ysgard. This realm consists of endless burrow tunnels large enough to march armies through. It is inhabited by the greatest of Jormugandr's children and ancient celestials, all of which who see to ensuring Ysgard's cycle of resurrections continues flawlessly. It is said entrances to this realm are hidden all across Ysgard, or that are only a few that move in a manner similar to the Court of the Stars. Both are true - there are many entrances around Ysgard, and every so often a location will move.

Unlike most powerful entities, Jormugandr has few ties to others. While he is generally familiar with the local powers of Ysgard and divine realms that touch on it, he has little interest in such things.


Notes:
Spoiler: ShowHide


- Jormugandr's abilities are scaled like a greater deity's. They're all meant to be tremendous game breakers - even above intermediate deities, Jormugandr's expanding radius poisoning is scaled to that sort of insanity. Anyway, notes as follows.

- Barbarian should an obvious class choice based on Jormugandr's frenzies. It also fits Ysgard neatly.

- Jormugandr's land speed is 10ft higher than it should be thanks to fast movement. It only applies to land speed, hence it looking off compared to his other modes of movement.

- Jormugandr's main threat is his poison. It's one hell of a threat. There's really no way around it with all the ways he beats immunity (epic poison + divine immunity penetration + counting as a ravage vs evil + death poison feat), so if you want to have a chance to beat him, you need a jacked up Fortitude save. This is doable for something in his level range but it shuts down most lower level threats, minions and the like.

- Unlike most entities of this power level, Jormugandr can be sniped with things like mind control with a high enough DC. Granted, having it stick with the help Jormugandr has around is a feat, but it's a viable strategy.

- I believe the Immortal's Handbook has a system for sizes bigger than Colossal. I don't normally think it's terribly needed, but this is a case where those rules would be handy. Oh well.


Jormugandr 61//Barbarian 61

Size/Type: Colossal Outsider (Chaotic, Good)
Hit Dice: 61d12+1220+61+244 (2257 hp)
Initiative: +28
Speed: 210ft, burrow 100ft, swim 200ft, fly 400ft (perfect)
Armor Class: 114 (-8 size, +8 dex, +70 natural, +20 con, +14 deflection)(+20 dodge bonus vs AoOs when charging)
Base Attack/CMB/CMD: +61/+97/149
Attack: Bite+95 (12d8+56 plus poison plus improved grab)
Full Attack: Bite+95/+90/+85/+80 (12d8+56 plus poison plus improved grab)
Space/Reach: 30ft/30ft
Special Attacks: Breath weapon, poison, improved grab, swallow whole, epic rage 16/day.
Special Qualities: Damage reduction 50/axiomatic, cold iron, evil and epic, damage reduction 27/-, immunity to cold, fire and poison, resistance to acid and electricity 50, spell resistance 81, world serpent, bite the tail, darkvision 120ft, blindsight 1000ft, fast healing 500, improved uncanny dodge, dashing step, indomitable will, tireless rage.
Saves: Fort +79, Ref +67, Will +66
Abilities: Str 67, Dex 27, Con 50, Int 23, Wis 25, Cha 22
Skills: Balance+72, Climb+92, Heal+71, Hide+72, Intimidate+70, Jump+160, Knowledge(Arcana)+70, Knowledge(Dungeoneering)+70, Knowledge(Local:Ysgard)+70, Knowledge(Nature)+70, Knowledge(Planes)+70, Knowledge(Religion)+70, Listen+71, Move Silently+72, Sense Motive+71, Spot+71, Survival+71, Swim+92, Tumble+72
Feats: Awesome Blow(B), Toughness(B), Power Attack(1), Ability Focus(Poison)(3), Rapidstrike(6), Quicken Breath(9), Virulent Poison(12), Deadly Poison(15), Improved Rapidstrike(18), Improved Natural Attack(Bite)(36), Improved Sunder(39), Combat Reflexes(42), Large and in Charge(45), Improved Overrun(48)
Epic Feats: Epic Toughness(B), Epic Ability Focus(Poison)(21), Relentless Poison(24), Chaotic Rage(B24), Blinding Speed(27), Dire Charge(B28), Fast Poison(30), Epic Rage(B32), Death Poison(33), Terrifying Rage(B36), Ruinous Rage(B40), Thundering Rage(B44), Epic Sunder(B48), Epic Overrun(51), Epic Toughness(B52), Jormugandr's Charge(54), Armor Skin(B56), Improved Combat Reflexes(57), Spellcasting Harrier(60), Damage Reduction(B60)
Alignment: Anarchic Good

Racial powers:
Spoiler: ShowHide


Breath Weapon (Ex)

DC 75 Fortitude negates, 1d10/4d10 Constitution damage, at will, 210ft cloud of poison gas. The secondary damage occurs in one round rather than one minute. If the secondary save is failed, it repeats until it is passed or the target dies. Creatures that can be affected by the poison but that lack a Constitution score take Strength damage instead (or another ability score of the DM's choice if it lacks a Strength score as well). The save DC is Constitution based and includes a +7 racial bonus. This is an epic poison.

Jormugandr's poison automatically overcomes the immunities and protections of deities. Indeed, several myths say that his poison can lay a mighty deity low. Deities do not count their divine bonus to saving throws against this poison. Greater deities do not automatically receive a result of 20 on the saving throw and must roll it instead. Any deity that rolls a 1 on the saving throw automatically fails the saving throw, this is an exception to the rule that deities of rank 1 or higher do not automatically fail saving throws on a natural 1.

In addition, this poison counts as a ravage to overcome the poison immunity of evil creatures, but this does not prevent it from affecting non-evil creatures.

Alternately, Jormugandr may choose to poison the land and sky with a massive torrent of venom. As a full round action, Jormugandr can breathe poison all about. This functions as his breath weapon, except it as a radius of 20 miles and is centered on Jormugandr. The World Serpent may choose to maintain this breath weapon as a full round action each round. Should he do so, creatures within the radius must save against the poison each round.  Further, the radius of the breath weapon doubles each round he maintains it (40 miles in round 2, 80 miles in round 3, 160 miles in round 4 and so forth). Once Jormugandr ceases to maintain his breath weapon, the effect ends.

Poison (Ex)

Injury(Bite), DC 75 Fortitude negates, 1d10/4d10 Constitution damage. This poison is identical to Jormugandr's breath weapon otherwise.

Bite the Tail (Su)

Jormugandr is Ysgard's symbol of eternal life and death, the great Ouroboros that brings death and grants life ever renewed. Each dawn in Ysgard, Jormugandr falls into a frenzy as he devours his own tail, only for it to eternally regenerate. This act is the mechanism through which Ysgard resurrects all that die on the plane. This is not the limit of Jormugandr's power and he may resurrect the dead in great quantity.

Jormugandr may bite his tail as a full round action. Doing so functions as a resurrection spell, except as noted here. The range of the spell is 20 miles, the targets are up to 61 dead creatures, the targets automatically succeed on any resurrection chance roll and there is no chance of a resurrection mishap.

If Jormugandr is slain, these same energies resurrect him in one round. This is automatic and requires no effort on Jormugandr's part. This can only be prevented by cutting off Jormugandr's tail and head, then successfully disintegrating them, as by the spell disintegrate or similar methods. Doing so prevents Jormugandr's resurrection until the next dawn, when he automatically resurrects. If the plane Jormugandr is slain on does not have a dawn, he instead resurrects at Ysgard's next dawn. Means to prevent resurrection, such as trapping his soul, fail when the dawn comes.

The means to put Jormugandr down for good are not known. It is suspected that weakening Ysgard would be essential to this, that a greater deity may need to be involved or a specific artifact is required.

Improved Grab (Ex)

To use this ability, Jormugandr must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the CMB check, it immediately swallows the creature whole.

Swallow Whole (Ex)

Jormugandr can swallow a bitten opponent of a smaller size than itself by its improved grab ability. Once inside, the swallowed creature takes 12d8+56 points of damage a round, as well as 56 points of acid damage from Jormugandr's gizzard. In addition, the creature must save each round versus Jormugandr's poison. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 80 points of damage to the gizzard (AC 45). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Jormugandr's interior can hold 20 Colossal, 80 Gargantuan, 320 Huge, 1280 Large or 5120 Medium or smaller opponents.

World Serpent (Ex)

Jormugandr is a primal manifestation of Ysgard and has powers far beyond that of lesser creatures. This grants him several benefits. He is treated as a greater power for the sake of effects. Jormugandr does not have any actual divine rank. He has maximum hit points per hit die. He adds his Constitution modifier as a bonus to initiative, saving throws and armor class, these are the result of Ysgard's direct empowerment.


Barbarian powers:
Spoiler: ShowHide


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.

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.


Gear:
Spoiler: ShowHide


Jormugandr does not bother with equipment or magical items. However, ages of conflict have left him with several benefits. His natural attacks have a +14 enhancement bonus. He also has a +14 resistance bonus to saving throws and a +14 deflection bonus to armor class.


Custom Material: [spoiler]

Epic Overrun [Epic]
Prerequisite: Improved Overrun, str 23
Benefit: You gain a +6 bonus on the CMB check to overrun a creature, as well as a +6 bonus to CMD to resist being overrun. This stacks with the bonus from Improved Overrun. You may overrun as many creatures as you like during your move, as long as you do not fail a CMB check to overrun a creature.

Jormugandr's Charge [Epic]
Prerequisites: Combat Reflexes, Dire Charge, Epic Overrun, str 31
Benefit: You may overrun opponents as part of a charge. These overrun attempts are free actions as part of your charge. In addition, you may choose to make a melee attack against any creature you successfully overrun in this manner. Make the attack at your highest base attack bonus. Each attack you make in this fashion counts as one of your attacks of opportunity for the round.
<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

Grinning Zephyr, Air Elemental Fairy

Fluff:
Spoiler: ShowHide


Grinning Zephyr was a normal air elemental before a botched spell transported it to the realms of the fey. It was stranded there and took to wandering, before falling in with a large group of fairies. Over several centuries Grinning Zephyr was changed by a lifestyle of pranks and fairy fun. It became a she, a pixie in mind and outlook as fey power mixed with the raw essence of Air.

Eventually events conspired to send Grinning Zephyr back to to Air. She now wanders Air, a mass of feminine-shaped air that wears a smiling jester's mask and flies on butterfly wings. She spreads pixie pranks far and wide, looking to liven up her boring kin. This does not go over well with the natives of Air and has resulted in more than one battle. Grinning Zephyr has begun to recruit a motley crew of fey-styled natives of Air, creating a moving circus across the elemental plane.

Grinning Zephyr loves to perform and make creatures laugh. She prefers to get others to laugh, but will settle for her own amusement when all else fails. This tends to be the root of her problems with most of the denizens of Air, as normal elementals lack anything like a sense of humor.


Greater Air Elemental 21//Half-Fey 2/Jester 19

Size/Type: Huge Elemental (Air)
Hit Dice: 21d8+126 (221 hp)
Initiative: +15
Speed: Fly 100ft (perfect)
Armor Class: 38 (-2 size, +11 dex, +8 natural, +5 dodge, +6 armor)
Base Attack/CMB/CMD: +15/+22/48
Attack: Piercing Retort+24 (2d8+11 18-20 x2)
Full Attack: Piercing Retort+24/+24 (2d8+11 18-20 x2)
Space/Reach: 15ft/15ft
Special Attacks: Air mastery, whirlwind, spell-like abilities, spells, jester's performance 19/day(all).
Special Qualities: Damage reduction 10/-, darkvision 60ft, low-light vision, immunity to enchantment, piercing retort, elemental traits, jester's audacity+4, bone rattler.
Saves: Fort +12, Ref +23, Will +12
Abilities: Str 20, Dex 32, Con 22, Int 8, Wis 13, Cha 22
Skills: Hide+35, Knowledge(Local:Air)+23, Knowledge(Nature)+23, Listen+25, Move Silently+35, Perform(Comedy)+48, Perform(Wind Instruments)+30, Spot+25, Survival+25
Feats: Improved Initiative(B), Weapon Finesse(B), Flyby Attack(1), Deflect Arrows(J2), Combat Reflexes(3), Skill Focus(Perform:Comedy)(6), Dodge(9), Snatch Arrows(J9), Mobility(12), Improved Flyby Attack(15), Spell Focus(Enchantment)(18)
Epic Feats: Improved Weapon Finesse(21)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-charm person. 3/day-detect law, protection from law. 1/day-confusion, geas/quest, glitterdust, hideous laughter, hold monster, insanity, irresistible dance, lesser geas, mass invisibility, sleep. Caster level 21st. The save DCs are Charisma based.

Piercing Retort (Ex)

Grinning Zephyr has learned to adapt her slam attack into a thin needle of air, all to mimic the jaunty rapiers pixie fops favor. This causes her natural attack to deal piercing damage instead of bludgeoning damage. Her slam attack threatens a critical hit on a roll of 18 to 20 and deals double damage.

Air Mastery (Ex)

Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.

Whirlwind (Su)

The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental's movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature's space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see table for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size (see the table). The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.

Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.


Jester powers:
Spoiler: ShowHide


Grinning Zephyr casts as a 19th level jester. The save DCs are 16 + spell level (17 + spell level for enchantments).

[4/day]0: Dancing Lights, Daze, Detect Magic, Flare, Mage Hand, Prestidigitation
[5/day]1: Color Spray, Command, Hideous Laughter, Obscuring Mist, Shocking Grasp
[5/day]2: Blur, Eagle's Splendor, Enthrall, Scare, Touch of Idiocy
[5/day]3: Crushing Despair, Haste, Slow, Suggestion, Tongues
[4/day]4: Charm Monster, Dimension Door, Fear, Greater Invisibility, Rainbow Pattern
[4/day]5: Feeblemind, Greater Command, Mind Fog, Persistent Image
[3/day]6: Animate Objects, Ethereal Jaunt, Insanity, Mislead

Jester's Performance

The jester is the master of the verbal put down, the hilarious joke, or the savage verbal lashing. His words can inspire dread and outrage in his enemies or confidence and comfort in his friends. Once per day per jester level, the jester can use his wit to produce magical effects in those around him. The jester must have at least 1 rank in Perform (comedy) to use these abilities, and many of them rely on the use of that skill to establish their save DCs and other effects. The jester must share a language and be able to speak to the target or targets of his performance abilities unless otherwise noted in the specific ability's description.

Starting a jester's performance ability is a standard action, and the jester can maintain the performance (either as a free action or move action, depending on the specific performance used). The jester cannot use spells, activate magic items by spell completion, or activate magic items by word while using his jester's performance ability. The jester must keep up a steady stream of puns, insults, or jokes to maintain the performance's effect.

A deaf jester has a 20% failure chance when attempting to use his performance ability. If he fails, the attempt still counts against his daily number of jester's performances.

Fascinate (Sp)

A jester with 3 or more ranks in Perform (comedy) can create a running stream of jokes, gags, and acrobatic stunts to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the jester, and able to pay attention to him. The jester must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a jester attains beyond 1st, he can target one additional creature with a single use of this ability.

An affected creature gets to make a Will save (DC 10 + 1/2 jester's level + jester's Cha modifier). If a creature succeeds at this saving throw the jester cannot attempt to fascinate that creature again for 24 hours. Creatures that fail this save sit quietly and listen to the jester's performance, taking no other actions for as long as the jester continues to perform (up to a maximum of 1 round per jester level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the jester to make another Perform (comedy) check and allows the creature a new saving throw against a DC equal to the new check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), language-dependant, mind-affecting ability.

Inspiring Quip (Su)

A jester with 3 or more ranks in Perform (comedy) can boost his allies' morale with a joke that breaks their tension and invigorates their spirits, As an immediate action when an opponent misses an attack, the jester makes a wisecrack denigrating the foe's fighting ability. The jester must be able to see the unsuccessful attack. All allies within 30 feet of the jester gain a +2 morale bonus on all attacks against that foe for the rest of the encounter. The jester can use this ability more than once during an encounter to grant a morale bonus against multiple foes.

Taunt (Su)

A jester with 3 or more ranks in Perform (comedy) can attempt to hurl such stinging insults against a foe that his opponent loses his temper in an explosive display. The jester targets one creature within 60 feet that shares a language with him. The target must be able to hear the jester for this ability to have an effect. The target can make a Will save (DC 10 + 1/2 jester's level + jester's Cha modifier). If he fails, the target gains a +1 morale bonus on attack rolls but takes a -2 penalty to Armor Class. On its next turn the affected target takes the most direct route possible (charging if able) toward the jester that avoids any obviously dangerous terrain, such as a pit of bubbling lava. The target may stop if an opponent blocks its path and can move around its foes in such a way as to avoid provoking attacks of opportunity (unless able to charge). If the target does provoke an attack of opportunity due to this movement, it immediately gets to make another Will save, this time with a +2 bonus. The jester must use a free action to continue to taunt his opponent each round, and if he cannot complete this act the taunt's effects immediately end. This is a mind-affecting, language-dependant ability.

Calming Performance (Su)

A jester of 6th level and with 9 or more ranks in Perform (comedy) can diffuse the tension, anger, and simmering violence in a confrontation. He can cause all creatures currently affected by his fascinate ability to adopt a friendly attitude toward himself his allies, and all other creatures currently affected by the jester's fascinate ability. This effect lasts for 10 minutes per jester level. Calming performance is a mind-affecting, language-dependent ability.

Buffoonery (Su)

A 9th-level jester with 12 or more ranks in Perform (comedy) can caper and dance to distract his opponents in battle. The jester's outrageous actions distract his foe, leaving it unable to effectively defend itself. The jester can choose a single target within 30 feet to whom he has line of sight. The target must be able to see and hear the jester, and gets a Will save (DC 10 + 1/2 jester's level + jester's Cha modifier). If the target misses this save, it loses its Dexterity bonus (if any) to its Armor Class. The target gains a new save each round the jester maintains buffoonery (a free action). If the target makes a successful Will save the effect ends and the target becomes immune to that particular jester's buffoonery for 24 hours.

Vicious Lampoon (Su)

A 12th-level jester with 15 or more ranks in Perform (comedy) can mock his opponents with such vicious, cutting humor that they lose confidence in their fighting ability. Every opponent within 60 feet of the jester who can hear and understand him must make a Will save (DC 10 + 1/2 jester's level + jester's Cha modifier). Creatures that fail this save suffer a -2 penalty on attack rolls, skill and ability checks, and saving throws for as long as the jester continues to perform (as a move action), up to a maximum number of rounds equal to the jester's level. This is a mind-affecting, language-dependant effect.

Vexing Dialogue (Su)

A 15th-level jester with 18 or more ranks in Perform (comedy) can create a running series of jokes, observations, and insults that breaks a single target's ability to concentrate. When the jester uses this ability, his target must make a Concentration check opposed by the jester's Perform (comedy) check to cast a spell, use a supernatural ability, or otherwise perform an act that would require a Concentration check to complete if the target suffered damage while attempting it. This effect lasts for 1 round. The jester can use this ability against a given target once per encounter. This is a mind-affecting, language-dependent effect.

Scathing Wit (Su)

An 18th-level jester with 21 or more ranks in Perform (comedy) can leave his target a dispirited, demoralized shell with a few choice, cutting remarks. The target can make a Will save (DC 10 + 1/2 jester's level + jester's Cha modifier). If the save fails, the target suffers a penalty equal to the jester's Charisma bonus on attack rolls and saving throws. This penalty lasts for as long as the jester performs (a move action), for a maximum number of rounds equal to half the jester's level. This is a mind-affecting, language-dependent effect. The target must be able to see and clearly hear the jester.

Bone Rattler (Ex)

At 10th level, the jester's antics are so vexing that even the normally implacable undead fall victim to them. The jester's mind-affecting jester's performance abilities function as normal against undead that possess intelligence scores, although undead creatures gain a +2 bonus on their saves against such abilities. Undead creatures that lack intelligence scores and other types of creatures immune to mind-affecting effects remain immune to the jester's talents.


Gear:
Spoiler: ShowHide


[Armor]Bracers of Armor+6

[Head]Jester's Mask of Enduring Comedy: A white mask of a jester, eternally smiling. Grants the skill to make most laugh and endure those who just don't have a sense of humor. Gives a +6 enhancement bonus to Charisma and Constitution as well as a +15 competence bonus to perform(comedy) checks. Whenever the wearer uses a jester's performance ability or casts a jester spell, the mask instantly casts the following spells on the wearer at caster level 20th: cure critical wounds, protection from energy(wearer chooses the energy resisted) and protection from law.
[Ring 1]Ring of Three Wishes (1 wish left)
<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

#131
Lucial, Blade of the General

Fluff:
Spoiler: ShowHide


Lucial was once a powerful ultroloth in the service of Anthraxus. Unfortunately for him, his dread master found him wanting and accursed him to be a valeoloth. He was banished to the fringes of the Blood War, expected to die a horrible death against impossible odds. Only an unexpected summoning saved him from this fate. He found himself in the presence of a pitch-black fiend who claimed to be the General of Gehenna. It bestowed Tamabaril onto him and possessed the power to command Lucial.

Since that day, Lucial has followed every order of this fiend. He been ground beneath the will of his benefactor, his pride and hopes for recovery destroyed to the last. He has become an unthinking machine of war, caring only to be ordered. He has long since lost any emotions into a void of cold despair. He is used to assassinate troublesome fiends in the Blood War - but never ones too smart or too capable, as his benefactor routinely points out. He is a sword and nothing but a sword.

Were Lucial willing and capable of analyzing his situation, he would suspect that his benefactor is not the General of Gehenna at all. No, the figure does not match what little Lucial once knew about the First Fiend. The emptiness within him instead matches another, yet this same bottomless despair prevents him from coming to the truth. Instead he fights on, claiming to kill his foes in the name of the General of Gehenna.


Notes:
Spoiler: ShowHide


- With Lucial's fluff, it's important to remember that yugoloths are all about the lies. It's possible that his benefactor is the General of Gehenna working an angle, or that it's Shar as suggested, or even that it's another entity impersonating both. It's impossible to say; there's a good reason why ultroloths are often depicted as faceless. Feel free to draw whatever conclusion you wish.

- War hulk's a problematic class in gestalt. I chose it only because it fits his total defeat and submission to the valeoloth role. Taking war hulk on top of it doubles down on abject humiliation. Anyway, war hulk's as written for this, save for toughness giving toughness at level 8 and +3 HP at levels 9/10. Seems like the fairest way to resolve that. If I ever use war hulk in an ongoing game, I'll probably rejigger the class some more. +20 str plus gestalt creates obvious problems. Hell, +20 str alone creates problems.

- Lucial fights directly and with little strategy. He's long since ceased to care about his own life. Only the core of self-absorption that defines yugoloths prevents him from committing suicide. He fights to the death solely because he's failed to fear oblivion for a long time now.


Valeoloth 33//Fighter 23/War Hulk 10

Size/Type: Large Outsider (Evil)
Hit Dice: 23d10+10d12+462+33+6 (851 hp)
Initiative: +19
Speed: 60ft, fly 150ft (good)
Armor Class: 75 (-1 size, +35 natural, +11 dex, +1 dodge, +1 ws, +12 armor, +6 deflection)
Base Attack/CMB/CMD: +33/+61/90
Attack: Tamabaril+67 (3d6+62 12-20 x3) or bladewing+71 (2d10+54 plus 6d6 on crit 15-20 x4)
Full Attack: Tamabaril+67/+62/+57/+52 (3d6+62 12-20 x3) and 4 bladewings+71 (2d10+54 plus 6d6 on crit 15-20 x4)
Space/Reach: 10ft/10ft (20ft with bladewings)
Special Attacks: Bladewings, improved grab, blade's wrath, augmented critical, spell-like abilities, massive swing, mighty rock throwing, massive sweeping boulder.
Special Qualities: Damage reduction 25/epic and good, immunity to bladed weapons, immunity to poison, resistance to fire, cold, electricity and acid 30, spell resistance 43, telepathy 200ft, darkvision 120ft, slayer.
Saves: Fort +36, Ref +33, Will +28
Abilities: Str 65, Dex 33, Con 39, Int 8, Wis 23, Cha 23 
Skills: Balance+42, Climb+63, Concentration+50, Escape Artist+42, Hide+42, Intimidate+42, Jump+75, Listen+14, Move Silently+42, Spot+14, Swim+63, Tumble+42, Use Rope+42
Feats: Combat Reflexes(1), Weapon Focus(Bladewing)(F1), Improved Initiative(F2), Mindsight(3), Weapon Specialization(Bladewing)(F4), Hold the Line(6), Cleave(F6), Melee Weapon Mastery(Slashing)(F8), Supernatural Instincts(9), Improved Critical(Bladewing)(F10), Great Cleave(12), Dodge(F12), Greater Weapon Focus(Bladewing)(F14), Power Attack(15), Greater Weapon Specialization(F16), Improved Natural Attack(Bladewing)(18), Power Critical(Bladewing)(F18), Weapon Supremacy(Bladewing)(F20), Toughness(WH8)
Epic Feats: Superior Initiative(21), Spellcasting Harrier(F22), Overwhelming Critical(Bladewing)(24), Devastating Critical(Bladewing)(27), Great Strength(30), Pulverize(33)
Alignment: Neutral Vile

Racial powers:
Spoiler: ShowHide


Lucial is proficient in all simple weapons and any bladed weapon, including exotic bladed weapons.

Spell-Like Abilities

Always active-detect good, see invisibility, true seeing. At will-blade barrier, greater teleport. 1/day-black blade of disaster. Caster level 33rd. The save DCs are 16 + spell level.

Bladewings (Ex)

The four blades that form wings for Lucial are flexible and capable of serving as weapons. These blades have a 20ft reach and deal 1d12 points of slashing damage per strike. The bladewings may be used in a full attack without the normal -5 penalty for secondary natural attacks, and in addition add Lucial's full Strength modifier to damage rolls.

Improved Grab (Ex)

To use this ability, Lucial must hit with a bladewing. 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 grapples the target, but is not considered to be grappling otherwise. Lucial can hold up to four targets this way, one on each bladewing. For each target grappled, he loses one bladewing attack. If two or more targets are grappled, he cannot fly.

Blade's Wrath (Su)

Any weapon held by Lucial, as well as his bladewings, are affected as if by a greater magic weapon spell. Unlike a normal greater magic weapon spell, the maximum enhancement bonus granted may exceed +5. The caster level of this ability is equal to Lucial's hit dice.

Augmented Critical (Ex)

Lucial's bladewings threaten a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.

Immunity to Bladed Weapons (Su)

Lucial cannot be harmed by bladed weapons. In effect, he has damage reduction infinity/- against bladed weapons. For the sake of this ability, a bladed weapon is a weapon that uses a blade or cutting edge to deal slashing or piercing damage. This protects against secondary sources of damage from bladed weapons, such as a rogue's sneak attack deal with a dagger or a paladin's smite evil with a longsword. Energy damage, such as from a flaming or frost weapon, still deals damage(though it must still overcome Lucial's energy resistance).

Slayer (Ex)

Lucial is a master of inflicting grievous harm. He may inflict critical hits on creatures normally immune to them, including those protected by magic or armor with the various fortification properties.


War Hulk powers:
Spoiler: ShowHide


No Time to Think (Ex)

A character with levels in the war hulk prestige class is considered to have 0 ranks in all Intelligence-, Wisdom-, and Charisma-based skills (whether or not he has bought ranks in them previously). The only exception is the Intimidate skill, which works normally.

Great Swing (Ex)

Starting at 2nd level, a war hulk is able to make a great, sweeping swing with a melee weapon. As a full-round action, the war hulk can choose three squares adjacent to one another (he must threaten all of them). His attack applies to all creatures in those squares. Make one attack roll and apply that roll as an attack against each defender. If the war hulk uses a special attack (such as disarm, trip, or sunder), this special attack affects only the first target; the other creatures are attacked normally.

Walls and similar obstacles can block a great swing. Start with one square that the war hulk threatens. Each successive square chosen must be adjacent to the previous square and have line of effect from that square. Two squares separated by a wall, for instance, can't be chosen as adjacent squares for a great swing. The war hulk may skip creatures, attacking only those he wants to. For example, if there are three creatures in a row—an enemy, an ally, and another enemy—the war hulk can choose those three squares for the great swing but strike only the two enemies. If a war hulk drops one of his foes with a great swing, he may make a cleave attack normally. However, he may do so only once for every time he swings, even if he drops more than one foe.

Mighty Rock Throwing (Ex)

Starting at 3rd level, a war hulk gains a powerful rock throwing ability. The character can throw rocks that deal 2d8 points of damage with a range increment of 50 feet. (Like all thrown weapons, they have a maximum range of five range increments.) The war hulk uses his Strength modifier instead of his Dexterity modifier on the attack roll. The rock must weigh approximately 50 pounds.

Mighty Swing (Ex)

Starting at 4th level, a war hulk can make a mighty swing. A mighty swing is like a great swing, except that it is an attack rather than a full-round action. Thus, the character can move and make a mighty swing or (if he can make multiple attacks) make multiple mighty swings in a single round.

Sweeping Boulder (Ex)

Starting at 6th level, a war hulk is able to throw his rocks with such force that they affect two adjacent squares. (The second square must be farther away from the war hulk than the first—they cannot be equidistant from him.) Make one attack roll and apply the result to each target. As with great swing, the war hulk must have line of effect from one square to the next.

Toughness

At 8th level, the war hulk gains toughness as a bonus feat. At level 9 and 10, he gains a bonus +3 hit points. These hit points stack with the toughness feat.

Massive Sweeping Boulder (Ex)

Starting at 8th level, a war hulk is able to throw his rocks with such force that they affect four squares in a line. (Each successive square chosen must be farther away from the character.) Only the first creature can be subject to damage from a critical hit or a sneak attack.

As with great swing, the war hulk must have line of effect from one square to the next.

Massive Swing (Ex)

A 10th-level war hulk can lash out all around himself with a single attack. Massive swing works like mighty swing, except that its effect is not limited to three squares. The war hulk's swing affects all squares he threatens.


Gear: [spoiler]

Tamabaril

This sword is said to be a gift from the General of Gehenna. At the least, it was given to Lucial by the daemon that summoned him and has been his weapon for eons. This blade is a fuzzy black, causing it to blend into shadows and make it difficult to see where the blade ends. A viewer who succeeds on a DC 62 Spot check (or a creature with true seeing or the see in darkness special quality) can see that the sword's exact boundaries are in flux.

Tamabaril is a large great falchion+6(+8 with blade's wrath), keen. It has double the normal critical threat range of a great falchion; this stacks with keen for a total threat range of 12-20. It also counts as one size larger than it is to determine damage.

At the end of the wielder's turn, if Tamabaril has successfully dealt damage to a creature, the wielder may invoke a black blade of disaster as an immediate action. This blade appears and strikes a single creature of the wielder's choice within 300ft. This requires a ranged touch attack roll by the wielder. The blade ignores physical barriers and any magical or supernatural barriers, such as a wall of force or prismatic sphere. The only exceptions are the works of a deity or 10th level and higher magic, which are sufficient to stop the black blade. On a successful hit, the target must make a DC 62 Fortitude save or be disintegrated, suffering 360 points of damage. A creature that succeeds on the Fortitude save suffers only 60 points of damage. Once the single attack is resolved, the black blade of disaster vanishes.

Any creature besides Lucial that holds Tamabaril takes 20d6 damage per round. There is no saving throw against this damage.

Tamabaril counts as an artifact.

Lucial also wears leather and adamantine bindings that grant a +12 armor bonus to armor class, a ring of protection and resistance+6 and boots that grant a +10 enhancement bonus to Dexterity.
<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

Wavera, Unhidden Spy

Fluff:
Spoiler: ShowHide


Quote from: The statblock of LevistusIstishia does know of Levistus; when Levistus first set up a lair within Water, a primal water elemental came to greet him and serve at Istishia's behest. It is an unhidden spy protected from Levistus's devour mind, yet Levistus can do nothing about it. To dismiss or slay it would be an insult to the Water Lord, one he can ill afford.

Note: Istishia's gender and even possessing one is as fluid as water. It is customary to use varying pronouns when writing about the Water Lord.

Wavera is a spy openly planted into the court of the renegade aspect of Levistus. When Levistus first came to Water, Istishia detected his coming, as all of Water is his domain. She sent a powerful servant to observe the aspect. Istishia has no need for stealth within Water and chose to offer up a useful servant and spy as one. The primal elemental is too valuable and protected for Levistus to discard, yet he knows all that Wavera sees heads to the master of Water. It is thus the balance of a tightrope, between need, politics and secret-keeping.

For its part, Wavera merely serves without a second thought and without question. Its loyalties forever lie with Istishia, but serving another of Water at its command is acceptable. Wavera has no love for Levistus or his underlings. This is but one of an endless array of tasks that Wavera will accomplish and nothing more.


Notes:
Spoiler: ShowHide


- It's worth noting that Levistus is not aware of Wavera's ability to hear telepathic conversation.

- Wavera enjoys a modified proxy template. It isn't quite the full power of a proxy, but rather something unique Istishia worked out for the situation.

- Wavera fights without a lot of creativity. Elementals have that weakness, even primal elementals. Wavera does have primal magic, so it isn't inflexible and can use various water spells to its advantage. Wavera's Parry is one such spell.


Primal Water Elemental 40//Scout 40

Size/Type: Colossal Elemental (Water)
Hit Dice: 40d8+440+40+240 (1040 hp)
Initiative: +18
Speed: 40ft, swim 620ft
Armor Class: 52 (-8 dize, +9 dex, +40 natural, +1 dodge)
Base Attack/CMB/CMD: +30/+53/73
Attack: Slam+37 (8d6+15 plus 11d6 skirmish)
Full Attack: 2 slams+37 (8d6+15 plus 11d6 skirmish)
Space/Reach: 30ft/30ft
Special Attacks: Drench, primal magic, vortex, water mastery, skirmish(+11d6/+10 AC(+13d6/+12 AC if move 20ft)).
Special Qualities: Damage reduction 25/-, spell resistance 48, darkvision 120ft, improved mettle, elemental traits, trapfinding, battle fortitude+5, uncanny dodge, aquatic scout+50ft, trackless step, evasion, flawless stride, camouflage, blindsight 90ft, hide in plain sight, free movement, istishia's protection, istishia's wisdom, istishia's watch.
Saves: Fort +38, Ref +23, Will +29
Abilities: Str 40, Dex 28, Con 33, Int 14, Wis 19, Cha 27
Skills: Diplomacy+51, Escape Artist+52, Intimidate+51, Jump+62, Knowledge(N&R)+45, Knowledge(Planes)+75, Listen+77, Move Silently+52, Sense Motive+87, Spot+77, Swim+66
Feats: Combat Reflexes(1), Iron Will(3), Dodge(S4), Power Attack(6), Improved Initiative(S8), Endurance(9), Steadfast Determination(12), Lightning Reflexes(S12), Improved Natural Attack(Slam)(15), Improved Skirmish(S16), Toughness(18), Combat Expertise(S20), Rapid Swimming(21), Swimby Attack(24)
Epic Feats: Epic Skill Focus(Sense Motive)(S23), Superior Rapid Swimming(S26), Epic Toughness(27), Epic Blindsight(S29), Epic Will(30), Epic Skirmish(S32), Epic Fortitude(33), Epic Blindsight(S35), Epic Toughness(36), Armor Skin(S38), Epic Toughness(39)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Drench (Ex)

The primal elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Gargantuan size or smaller. The creature can dispel magical fire it touches as greater dispel magic (dispel modifier+40).

Primal Magic (Sp)

As a swift action, a primal elemental can cast any spell of 13th level or lower that has a descriptor that matches the elemental's affinity. That is, a primal fire elemental can cast spells with the fire descriptor while a primal earth, wind and water elementals can cast spells with the earth, air or water descriptors, respectively. Spells cast in this way have a DC equal to 10 + 1/2 the primal elemental's hit dice + Charisma modifier and a caster level equal to their hit dice. Casting a spell with this ability never provokes an attack of opportunity, as it is a primal display of elemental mastery rather than a proper spell that creates openings.

Vortex (Su)

A primal water elemental may take the form of a swirling vortex like its lesser kin, but more powerful than what they manifest. It has the following changes:

The size of the vortex may be up to 15ft at its base, 90ft at its top and 150ft wide.

The vortex deals 6d8 points of damage to creatures and requires a DC 45 Reflex save to avoid the damage, being held suspended in the vortex or to escape. The save DC is Strength based.

The concentration check to cast within the vortex is 45 + spell level. The penalty to Dexterity is -8 and the penalty to attack rolls is -4.

Improved Mettle (Ex)

If a primal water elemental succeeds on a Fortitude or Will save that allows a reduced effect on a successful save, it takes no effect at all. If it fails the save, it takes the reduced effect, as if it had passed the save normally.

Istishia's Protection (Su)

Wavera has been personally warded with Istishia's power to better accomplish its mission. Wavera enjoys a constant mind blank effect (CL 67th) and is immune to cold damage. This protection extends to Levistus's devour mind, which cannot affect it. These protections can only be overcome by a divine rank check against Istishia, who is a rank 18 greater power. Levistus cannot succeed on this check as a rank 0 quasi-power. For the sake of effects, Wavera is treated as being divine rank 0. It does not possess any actual divine rank.

Istishia's Wisdom (Su)

In addition to her protection, Wavera has been granted Istishia's wisdom. Wavera benefits from a +30 competence bonus to knowledge(planes), listen, sense motive and spot checks. Likewise, Wavera's memory is perfect and it recalls everything it has seen and heard to the smallest detail. Finally, Wavera can hear telepathic conversation within 1000ft as if it was spoken conversation.

Istishia's Watch (Su)

Istishia is immediately aware of any harm that comes to Wavera, including negative conditions and situations. This ability functions anywhere except divine realms (save for those within Water or Ice).


Scout powers:
Spoiler: ShowHide


Skirmish (Ex)

A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks made after the scout has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).

The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Trapfinding (Ex)

A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature.

Battle Fortitude (Ex)

At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Uncanny Dodge (Ex)

Starting at 2nd level, a scout cannot be caught fat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature.

Trackless Step (Ex)

Beginning at 3rd level, a scout cannot be tracked in natural surroundings. See the druid class feature.

Evasion (Ex)

Beginning at 5th level, a scout can avoid damage from certain attacks with a successful Refex save. See the monk class feature.

Flawless Stride (Ex)

Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.

This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.

A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Camouflage (Ex)

Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain. See the ranger class feature. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Blindsense (Ex)

At 10th level, a scout gains the blindsense ability out to 30 feet.

Hide in Plain Sight (Ex)

Beginning at 14th level, a scout can use the Hide skill in natural terrain even while being observed. See the ranger class feature. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Free Movement (Ex)

At 18th level and higher, a scout can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Blindsight (Ex)

A 20th-level scout gains the blindsight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to discern it.


Gear:
Spoiler: ShowHide


Wavera does not bother with equipment. However, it uses its primal magic ability to cast nixie's grace and Wavera's parry on itself. It refreshes the spells as needed. The bonuses from the spells have been factored into the stat block above.


Custom Material: [spoiler]

Wavera's Parry
Transmutation [Water]
Level: Drd 5, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal; see text
Target: You
Duration: 10 min/level

This spell allows you to control the waters in a 20ft sphere around you. This zone of control automatically protects you from harm in several ways.

Firstly, any creature attempting to move into or through the controlled area must succeed on a Swim check. The DC is your caster level + 10. Creatures that succeed on this check may continue as normal while creatures that fail are stopped and swept out of the range of the sphere of control. This check must be repeated each round you are in the sphere of control, as well as each time you enter the sphere. Freedom of movement or similar magics allow free movement within the the sphere.

Secondly, the waters actively repel attacks from you. Melee attacks suffer a -6 penalty against you while ranged attacks are automatically deflected. Freedom of movement and similar magics overcomes this effect on melee attacks. It does not on ranged attacks, unless the effect applies to the creature's ranged attacks.

Finally, the sphere of control pushes out and filters liquids that would damage or otherwise harm you, such as poisonous liquids or acids. These substances float just outside of the range of the sphere.

This spell only functions underwater. If cast on dry ground or if the caster leaves the water, the spell instantly ends.

Material Component

A drop of water from a water elemental.
<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

Dire Shark, Crystal Reef Hunter

Fluff:
Spoiler: ShowHide


Near the area where Water brushes against the border of Ice, there is a sea of free floating ice, kelp, frozen coral and sub zero waters. Known as the Crystal Reef Sea, this region is avoided by both water and ice elementals. It is too cold for the fluid bodies of water elementals and too wet for the hardened body of ice elementals.  It is an area rife with creatures adapted to the terrain, as well as many secluded hideaways for those who wish not to be disturbed.

The crystal reef hunter is a strain of dire shark adapted to this region. They are vicious hunters who have learned to use the terrain to enable devastating stealth tactics. They are noted for swimming out from cover, biting and grappling a foe, then vanishing behind cover before anyone can react.


Size/Type: Huge Animal (Aquatic, Cold)
Hit Dice: 20d8+80+20 (200 hp)
Initiative: +2
Speed: Swim 60ft
Armor Class: 18 (-2 size, +2 dex, +7 natural, +1 dodge)
Base Attack/CMB/CMD: +15/+24/36
Attack: Bite+21 (2d8+10 plus improved grab)
Full Attack: Bite+21 (2d8+10 plus improved grab)
Space/Reach: 15ft/15ft
Special Attacks: Improved grab, swallow whole
Special Qualities: Ice hunter, immunity to cold, keen scent, vulnerability to fire
Saves: Fort +18, Ref +16, Will +13
Abilities: Str 24, Dex 15, Con 18, Int 2, Wis 12, Cha 10
Skills: Hide+36, Spot+24, Swim+15   
Feats: Swimby Attack(B), Toughness(1), Weapon Focus(Bite)(3), Skill Focus(Hide)(6), Improved Natural Attack(Bite)(9), Dodge(12), Lightning Reflexes(15), Great Fortitude(18)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Improved Grab (Ex)

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

Swallow Whole (Ex)

A crystal reef hunter can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+7 points of bludgeoning damage plus 1d8+4 points of acid damage per round from the shark's digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the shark's digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge crystal reef hunter's gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.

Keen Scent (Ex)

A crystal reef hunter can notice creatures by scent in a 180-foot radius and can detect blood in the water at a range of up to 1 mile.

Ice Hunter (Ex)

Crystal reef hunters have adapted to the local terrain to become fearsome hunters. At the end a move where it uses swimby attack, a crystal reef hunter may attempt to hide as a free action, even if being observed. The hunter must have some sort of cover within 10ft, such as kelp, coral or ice.

This ability only functions in the Crystal Reef Sea or similar areas.

Skills

A crystal reef hunter has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.

A crystal reef hunter also has a +16 racial bonus to hide checks in the crystal reef sea or similar locations.
<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

White Pudding, Coral Eater

Fluff:
Spoiler: ShowHide


Coral eaters are herbivores that subsist on the plants and kelp of the Crystal Reef Sea, and in particular the coral that grows there. They are peaceful creatures unless disturbed. Unlike most oozes, they have no interest in living creatures. When threatened, they spit coral on their foes and try to constrict them.

Enterprising inhabitants are known to capture coral eaters and use them for various things, such as traps. The essence of these creature is also a mild poison. Said enterprising inhabitants generally harvest that as well. The statistics for this poison are included below.


Size/Type: Large Ooze (Aquatic)
Hit Dice: 14d10+70 (151 hp)
Initiative: -4
Speed: Swim 40ft
Armor Class: 5 (-1 size, -4 dex)
Base Attack/CMB/CMD: +10/+15/21
Attack: Slam+13 (2d4+4 plus 3d4 acid)
Full Attack: Slam+13 (2d4+4 plus 3d4 acid)
Space/Reach: 10ft/10ft
Special Attacks: Acid, constrict (2d4+4 plus 3d4 acid), coral spit, improved grab.
Special Qualities: Blindsight 60ft, resistance to cold 30, ooze traits, split.
Saves: Fort +10, Ref +0, Will -1
Abilities: Str 19, Dex 2, Con 22, Int -, Wis 1, Cha 1
Skills: Swim+12
Feats: -
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Acid (Ex)

A coral eater secrets a digestive acid that dissolves organic material quickly, but does not affect stone or metal. Any melee hit or constrict attack deals acid damage, and the opponent's armor (if not metal or stone) and clothing dissolves and becomes immediately useless unless it succeeds on a DC 23 Reflex saving throw. A non stone or metal weapon is likewise endangered and must make the same saving throw. The save DC is Constitution based.

The pudding's touch deals 24 damage per round to wooden, leather, coral or other organic objects, but the ooze must stay in contact with it for one full round to deal this damage.

A coral eater's ooze is able to dissolve the partially ice-based coral of the Crystal Reef Sea. This is in fact the coral eater's primary source of food.

Constrict (Ex)

A coral eater deals automatic slam and acid damage with a successful grapple. The opponents clothes and armor suffer a -4 penalty to the Reflex save against this acid.

Coral Spit (Ex)

A coral eater can spew out the coral that it is digesting in a rain of acidic shards. This is a breath weapon that deals 10d6 points of slashing damage and 6d4 points of acid damage. The range of the breath weapon is a 30ft cone and the DC of the Reflex saving throw is 23. A typical coral eater can use this ability only once before needing to eat again. Well fed ones or hungry coral eaters may be able to use this ability more than once or not at all. Coral spit is a standard action. The save DC is Constitution based.

Coral eaters use this ability when threatened by predators or other creatures that attempt to harm it.

Improved Grab (Ex)

To use this ability, the coral eater must hit with its slam attack. It then can attempt to start a grapple as a free action without provoking attacks of opportunity. If it succeeds in overcoming the target's CMD, it establishes a hold and can constrict its prey.

Split (Ex)

Slashing and piercing weapons deal no damage to a coral eater. Instead the creature splits into two identical puddings, each with half the original pudding's hit points (round down). A coral eater with 10 or less hit points cannot be further split and dies if it reaches 0 hit points.


Coral Eater Essence Poison: [spoiler]



   
   
PoisonTypeCraft DCInitial DamageSecondary DamagePrice
Coral Eater EssenceInjury DC 15181d3 Dex plus 1 acid damage1d3 Dex plus 1d4 acid damage200 gp

Coral Eater Essence

Coral eater essence is a pasty white sludge harvested from the leavings of coral eater white puddings. The poison is cold to the touch and otherwise unremarkable, with no notable taste or scent to it. In addition to Dexterity damage, this poison inflicts minor acid damage as it races through the victim's bloodstream. This poison does not dissolve in water and is effective even underwater.

This poison may also be used to slowly dissolve organic materials. When used this way, it dissolves approximately one inch of organic material over 24 hours before losing all potency.
<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?