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

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Anastasia

Frost Lily

Fluff:
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Ecology

Frost lilies are tangled masses of vines, tendrils and lily-like blossoms about the size of a dwarf. They are natural flora of the Crystal Reef Sea, having been created eons ago by an ice weird who specialized in plant breeding. Legends say that the ice weird, whose name has long since been lost to history, foresaw a future where the frost lilies are essential for the survival of Water.

A typical frost lily is a semi-intelligent creature that pursues a simple life of swimming and eating. They are at the bottom of the hierarchy of the Crystal Reef Sea, save for kelp and fish. While not incapable hunters, they are dwarfed by most other creatures that call the region home. This has instilled a basic caution to them as well as a preference to overwhelming ambushes when they must fight.

All frost lilies are carnivores. They subsist primarily on fish but enjoy the flesh of larger creatures. Warm blooded creatures are a particular treat. As a consequence of this, travelers that appear weak are often attacked by them.

Environment

There are no dens or homes for frost lilies. They drift about the Crystal Reef Sea, going about for several days until they have eaten their fill. They then find a large coral reef to attach to for a day of rest. They avoid artificial structures and instinctively stay away from the abodes of powerful creatures. Observant adventurers can divine the nearby presence of a mighty creature's lair by a sudden absence of frost lilies.

Typical Physical Characteristics

The size of frost lilies is fairly stable. They are about 4 feet tall and 2 feet wide. They are masses of vines, tendrils and lily blossoms. The blossoms decorate the outside of the plant while the inner core is a thick mass of vines and tendrils. The vines are pale green while the lilies are white, blue or purple. On rare occasions there are frost lilies with red lilies. These are rumored to be far more deadly than the norm. In reality, this is a mutation that is purely cosmetic.

Alignment

Frost lilies are usually neutral. Few have any interest in higher philosophical thought. The rare one that takes on another alignment is the result of an abnormally inquisitive lily or the interference of another creature.

Advancement

By racial hit dice. Older specimens reach no more than 12 hit dice. It takes outside influences or exceptional circumstances for a frost lily to advance beyond that.

Gestalt

The vast majority of frost lilies gestalt as commoners. They have no drive to be anything more. Most of the rest gestalt as warriors. An exceptional one or two have managed levels in fighter or rogue, but this is far above the norm.


Size/Type: Medium Plant (Aquatic, Cold)
Hit Dice: 9d8+45 (85 hp)
Initiative: +4
Speed: Swim 15ft
Armor Class: 22 (+4 dex, +8 natural)
Base Attack/CMB/CMD: +6/+11/25
Attack: Tendril+12 (1d6+5 plus poison)
Full Attack: 4 tendrils+12 (1d6+5 plus poison)
Space/Reach: 5ft/5ft
Special Attacks: Poison, pounce.
Special Qualities: Blindsight 60ft, immunity to cold, jet, low-light vision, plant traits, vulnerability to fire.
Saves: Fort +11, Ref +7, Will +3
Abilities: Str 21, Dex 19, Con 20, Int 5, Wis 11, Cha 10   
Skills: Hide+16, Listen+12, Move Silently+16
Feats: Weapon Focus(Tendril)(1), Skill Focus(Poison)(3), Reckless Charge(6), Powerful Charge(9)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Blindsight (Ex)

A frost lily's blindsight works by detecting the movement of water around it. Its blindsight does not work outside of water.

Jet (Ex)

The frost lily is capable of a sudden burst of movement when prey is detected, allowing it to make a swift charge. A frost lily may move up to four times its normal speed when it makes a charge (60ft total with its base speed).

Poison (Ex)

DC 23 contact; numbness for 1d4 hours primary and 2d10 points of frostburn damage secondary. Numbness inflicts a -4 penalty to all Strength, Dexterity and Constitution based checks and skills, as well as attack rolls. The save DC is Constitution based and includes a +2 racial bonus.

Pounce (Ex)

A frost lily may make a full attack at the end of a charge.


Frost Lily Pollen Poison: [spoiler]



   
   
PoisonTypeCraft DCInitial DamageSecondary DamagePrice
Frost Lily PollenContact DC 2327Numbness2d10 frostburn damage1200 gp

Frost Lily Pollen

The pale, snowy pollen of frost lilies. It is painfully cold to the touch and smells of flowers. Numbness inflicts a -4 penalty to all Strength, Dexterity and Constitution based checks and skills, as well as attack rolls. The secondary damage is frostburn damage.
<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

Gelugon, Patroller

Fluff:
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Gelugon patrollers are gelugons who have defected to the rogue aspect of Levistus. However, these devils have either been found wanting or Levistus was unable to resist devouring their minds. Once wiped, they are subjected to a long regime of reprogramming and physical alterations by Amea and Paluze, followed by Levistus again devouring their minds. This repeats until there is nothing left but thralls who serve Levistus without any other care.

Regardless, these gelugons serve as scouts and patrollers of the area around Blue Stilling. They ride crystal reef hunter sharks that have been properly domesticated for use. In truth, this role is far below a gelugon's dignity. These poor souls have ceased to care even about that. They have embraced an oblivion of the self, subsuming themselves in the desires of Levistus.

Gelugon patrollers fight as straightforward warriors. They charge, use cone of cold to damage and flash freeze opponents and always have unholy aura up before a battle begins. On sighting enemies but before any engagement (or during the first round in case of an ambush), the patrollers will use their quickened sending spell-like ability to alert Amea and Paluze of the situation. They generally ignore travelers that look harmless and will not cross close to Blue Stilling. If the travelers look like trouble or appear to be heading for Blue Stilling, they attempt to slay them then and there.


Gelugon 14//Fighter 14

Size/Type: Large Outsider (Aquatic, Evil, Lawful)
Hit Dice: 14d10+84+14 (175 hp)
Initiative: +5
Speed: 20ft, swim 40ft
Armor Class: 40 (-1 size, +5 dex, +18 natural, +8 armor)
Base Attack/CMB/CMD: +14/+21/36
Attack: Trident+25 (2d6+15)
Full Attack: Trident+25/+20/+15 (2d6+15) and bite+14 (2d6+3) and tail +14 (3d6+3 plus slow)
Space/Reach: 10ft/10ft (20ft with trident)
Special Attacks: Fear aura, slow, spell-like abilities
Special Qualities: Damage reduction 10/good, darkvision 60ft, immunity to cold, fire, mind affecting and poison, resistance to acid 10, regeneration 5, see in darkness, spell resistance 25, telepathy 100ft, touch of levistus.
Saves: Fort +15, Ref +14, Will +15
Abilities: Str 23, Dex 21, Con 23, Int 22, Wis 22, Cha 20   
Skills: Bluff+22, Concentration+23, Intimidate+22, Knowledge(Arcana)+23, Knowledge(Local:Water)+23, Knowledge(Planes)+23, Listen+23, Ride+25, Sense Motive+23, Spellcraft+23, Spot+23, Swim+33
Feats: Skill Focus(Ride)(1), Combat Reflexes(F1), Power Attack(F2), Mounted Combat(3), Ride By Attack(F4), Spirited Charge(6), Weapon Focus(Trident)(F6), Clever Opportunist(F8), Double Team(9), Weapon Specialization(Trident)(F10), Greater Weapon Focus(Trident)(12), Melee Weapon Mastery(Piercing)(F12), Toughness(F14)
Epic Feats: -
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Fear Aura (Su)

A patroller can radiate a 10ft radius fear aura as a free action. A creature in the area must succeed on a DC 22 Will save or be affected as though by a fear spell (caster level 14th). A creature that successfully saves cannot be affected again by the same patroller's aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma based.

Slow (Su)

A hit from an patroller's tail or trident induces numbing cold. The opponent must succeed on a DC 23 Fortitude save or be affected as though by a slow spell for 1d6 rounds. The save DC is Constitution based.

Spell-Like Abilities

At will-cone of cold, fly, ice storm, greater teleport (self plus 50 pounds of objects only), persistent image, unholy aura, wall of ice. 3/day-quickened sending. Caster level 13th. The save DCs are 15 + spell level.

Regeneration (Ex)

A patroller takes lethal damage from good-aligned weapons and from spells or effects with the good descriptor.

Touch of Levistus (Ex)

The gelugons assigned to patrol around Blue Stilling are little more than mind-wiped shells, subject to repeated application of devour mind. A rigorous re-education and physical alteration followed from Amea and Paluze, all to make perfect servants for Levistus. This comes with several benefits and drawbacks.

Patrollers gain the aquatic subtype and have a swim speed equal to double their land speed (said land speed is reduced to 20ft). Their minds have been conditioned to accept nothing but the words of Levistus. They are immune to mind-affecting abilities of all kinds, save for those that originate from Levistus or his favored servants, such as Amea or Paluze. Finally, the have accepted that every thought they have is the property of Levistus and eagerly pass them onto him. They may use sending up to three times per day as a swift action. These sendings are almost always sent to Levistus or his favored servants.

However, these improvements do not come without a price. A patroller does not gain a bonus to skill points from having a high Intelligence. It has lost too many memories and had its sense of self eroded away. It cannot summon devils, as those contacts have been long sundered and Levistus does not find them worthy of having this honor.


Gear:
Spoiler: ShowHide


Patrollers use cold iron tridents+2, aquatic and mithral breastplates+3, buoyant. Both of these are treated to be immune to rust and wear from the cold waters of the Crystal Reef Sea. They forgo a shield in favor of wielding their tridents with two hands.

In addition, their crystal reef hunter mounts wear saddles enchanted to function as a ring of invisibility that affect both rider and mount.
<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

#137
Maggezal, Kraken Spirit Glutton

Fluff:
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Maggezal was once a champion of the oceans in his Prime Material world. A paladin of tyranny without compare, he crushed all before him and turned the seas into one monstrous empire under his banner. The kua-toa, sahuagin, sea elves and mermen were all forced to kneel before his empire's might. During his ascension, he had paid well to consult with an ice weird known as Paluze. The same Paluze that later fell in the thrall of the rogue aspect of Levistus, and who desired to bring her love a powerful servant.

Maggezal was lured to Water under the guise of doing business. Here he was beset and betrayed by Paluze; while he would be a fair match for her in normal circumstances, the ice weird's ability to divine the future had lead to an unwinnable and inescapable battle. The great tyrant was defeated, chained and brought to Levistus. Here the rogue aspect devoured the kraken's mind and had him subjected to alterations and brutal retraining. The end result is a creature of greasy waters that leeches the life and memories from all he fights.

Now Maggezal serves as a powerful enforcer for Paluze and the rogue aspect. When not sating his horrid urges on the enemies of Levistus, he stays near Blue Stilling as a defender. He serves the will of Paluze and Levistus without fail. Yet, such a powerful entity does not succumb so easily. A small shard of the true, original Maggezal remains buried deep within, waiting for the chance to be restored. From that, revenge will follow.


Notes:
Spoiler: ShowHide


- Soul Eater is revised, see homebrew for that.

- Maggezal is a melee beast that rips the intelligence and life from his opponents. If you don't wall his attacks outright, you need to stop intelligence damage and negative levels or you'll end up in deep trouble anyway. While he does have some ranged options thanks to templates (including Levistus appropriate revisions), he's primarily a melee warrior. That's fine, as he's meant to be paired with Paluze or the rogue aspect of Levistus. He either serves as a formidable guardian or a powerful ally to pin an opponent between himself and Levistus.

- It's worth noting that Maggezal's original build was Kraken 27//Paladin of Tyranny 27. He has been extensively rebuilt and altered by Paluze and Levistus. This is also a statement about Levistus - he consumes all he gets his hands on, in the end. Maggezal was unlucky to come across his path, but that's the ultimate fate of every creature in Creation were Levistus to triumph. He's a mortal champion who got flat unlucky, nothing more and nothing less.  It happens.

- Maggezal's past patron as paladin of tyranny is left open. Whomever it is, it's highly doubtful they accept the loss of such a powerful servant lightly. Just because Levistus stole him doesn't mean he'll get away with it forever, either. Likewise, final hope shows that Maggezal has not totally submitted.



Kraken 20/Half-Fiend 4/Styx Corrupted 3//Paladin of Tyranny 5/Fighter 2/Soul Eater 10/Thayan Gladiator 10

Note: Soul eater's various stat and check bonuses are figured into the stat block, including the boost from soul radiance. Paluze ensures that Maggezal has a weak creature to properly slay each day.

Size/Type: Gargantuan Outsider (Aquatic)
Hit Dice: 7d10+10d8+10d12+432+27+54 (783 hp)
Initiative: +9
Speed: Swim 40ft
Armor Class: 57 (-4 size, +5 dex, +26 natural, +10 profane, +5 deflection, +5 armor)
Base Attack/CMB/CMD: +27/+50/80
Attack: Tentacle+49 (3d8+25 plus 1 vile plus vile wound plus 1 vile intelligence damage plus 1 negative level plus 2d6 unholy plus improved grab plus stunning critical (DC 34) 19-20 x3)
Full Attack: 2 tentacles+49/+49 (3d8+25 plus 1 vile plus vile wound plus 1 vile intelligence damage plus 1 negative level plus 2d6 unholy plus improved grab plus stunning critical (DC 34) 19-20 x3) and 6 arms+48 (1d6+15 plus 1 vile plus vile wound plus 1 vile intelligence damage plus 1 negative level plus improved grab) and bite+48 (4d6+15 plus 1 vile plus vile wound plus 1 vile intelligence damage plus 1 negative level)
Space/Reach: 20ft/20ft (30ft with arms, 60ft with tentacles)
Special Attacks: Improved grab, constrict 3d8+25 or 1d6+15(see above for details), smite good (racial) 1/day, erosion of the mind, smite good (paladin) 2/day, deadly touch(35 hp), turn living 10/day(1d6; DC 18), energy drain, soul blast 3/day (10d6, DC 27).
Special Qualities: Darkvision 60ft, ink cloud, jet, low-light vision, spell-like abilities, immunity to poison, resistance to cold 20, resistance to acid, electricity and fire 10, damage reduction 13/-, spell resistance 37, fast healing 13, styxian body, final hope, aura of evil, detect good, divine grace, aura of despair, divine health, charging smite, ravenous, soul strength, soul enhancement, soul endurance, soul radiance, soul subsistence, soul agility, soul slave, soul power, study opponent, stunning critical, silver strike, natural weapon focus, adamantine strike, savage strike, magic strike.
Saves: Fort +44, Ref +25, Will +25
Abilities: Str 48, Dex 20, Con 42, Int 25, Wis 20, Cha 24
Skills: Bluff+41, Concentration+50, Intimidate+41, Knowledge(Arcana)+41, Knowledge(Local:Water)+41, Knowledge(Planes)+41, Knowledge(Religion)+41, Move Silently+39, Listen+39, Search+41, Spot+39, Survival+39, Swim+61
Feats: Weapon Focus(Tentacles)(1), Power Attack(3), Divine Might(P4), Vile Natural Attack(6), Toughness(F1), Combat Reflexes(F2), Multiattack(9), Life Drain(12), Improved Multiattack(15), Stand Still(18), Improved Natural Attack(Tentacles)(TG1), Improved Critical(Tentacles)(TG3)
Epic Feats: Vile Wounds(21), Epic Toughness(24), Energy Resistance(Cold)(27)
Alignment: Axiomatic Vile

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

6/day-darkness, poison, unholy aura. 2/day-blasphemy, contagion, control weather, control winds, desecrate, dominate animal, horrid wilting, mindrape, resist energy, summon monster 9 (LE creatures only), unhallow, unholy blight. Caster level 27th. The save DCs are 17 + spell level.

Improved Grab (Ex)

To use this ability, Maggezal must hit with an arm or tentacle attack. HE can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict.

Constrict (Ex)

Maggezal deals automatic arm or tentacle damage with a successful grapple check.

Jet (Ex)

Maggezal can jet backward once per round as a full-round action, at a speed of 560ft. He must move in a straight line, but does not provoke attacks of opportunity while jetting.

Ink Cloud (Ex)

Maggezal can emit a cloud of jet black ink in an 80ft spread once per minute as a free action. The cloud provides total concealment, which Maggezal normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness. In addition, Maggezal's cloud is polluted by the power of the Styx. Creatures within the cloud take 1 point of vile Intelligence damage each round they are in the cloud. This damage is taken at the start of a creature's turn. Maggezal is immune to the Intelligence damage his ink cloud causes.

Wings (Ex)

Maggezal has adapted the wings his half-fiend blood gives him to help him underwater. Instead of a fly speed, he gains a +20ft bonus to his swim speed. In addition, the speed of his jet ability is doubled to 560ft.

Erosion of the Mind (Su)

The attacks of Maggezal dissolve the memories and identity of those they strike. Maggezal'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.

Styxian Body (Ex)

Maggezal is immune to the effects of the Styx.

Final Hope (Ex)

A glimmer of Maggezal's original mind and nature endure deep within the kraken's soul. This fragment waits for a chance to free himself and restore Maggezal to his previous freedom. Once per day on Maggezal's turn, the fragment may send a mental message to up to 5 creatures within 500ft. This message explains Maggezal's situation and that he cannot stop himself from attacking, unless he recovers his memories. This message promises that Maggezal will be a loyal ally to any who free him and recover his memories, as well as outlining that a wish or miracle spell has a chance of recovering them.

Should an attempt be made to recover Maggezal's memories with a wish or miracle spell, the caster gains a +10 circumstance bonus to the DC 48 caster level check (see devour mind in the rogue aspect of Levistus' statblock for more information). If Maggezal recovers his memories, he immediately stops attacking and will stay true to his word.

Maggezal is not aware of this fragment or what it promises, nor is anyone else. However, if Maggezal recovers his memories, he also becomes aware of what the fragment promised.

Skills

Maggezal has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided it swims in a straight line.


Paladin of Tyranny:
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Aura of Evil (Ex)

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

Detect Good (Sp)

At will, a paladin of tyranny can use detect good, as the spell.

Smite Good (Su)

Once per day, a paladin of tyranny may attempt to smite good with one normal melee attack. This ability is otherwise identical to the standard paladin's ability to smite evil, including increased daily uses as the paladin of tyranny gains class levels.

Divine Grace (Su)

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

Deadly Touch (Su)

Beginning at 2nd level, a paladin of tyranny can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level × her Charisma bonus. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 paladin level paladin's Cha modifier) to halve the damage dealt.

Alternatively, a paladin of tyranny can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin's lay on hands ability.

Aura of Despair (Su)

Beginning at 3rd level, a paladin of tyranny radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws. This ability otherwise functions identically to the paladin's aura of courage class feature.

Divine Health (Ex)

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

Rebuke Undead (Su)

A paladin of tyranny rebukes undead rather than turning undead.

Charging Smite (Su)

Beginning at 5th level, if you smite good on a charge attack, you deal an extra 2 points of damage per paladin of traynny level to any evil creature you hit (in addition to the normal bonus damage dealt by a smite). If the charge attack misses, the smite ability is not considered used. This is a supernatural ability.


Soul Eater powers:
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Energy Drain (Su)

A soul eater gains the ability to drain energy, bestowing negative levels upon its victims. Beginning at 1st level, the natural weapons of a soul eater bestows one negative level on its target. The Fortitude save DC to remove one of these negative levels is 10 + 1/2 your hit dice + your Charisma modifier.

A soul eater can't give itself negative levels with this ability.

Ravenous (Ex)

A soul eater is beholden to the forces of darkness and its own urges. If not satisfied, the soul eater's powers will turn on itself to sate itself. A soul eater must bestow a negative level on a living creature each day. If it does not, it suffers a negative level as its own soul satisfies the hunger within it. Negative levels gained in this way never result in permanent level loss. Multiple negative levels from failing to bestow a negative level result in stacking negative levels. If the soul eater gains negative levels equal to its current hit dice, it dies. Once the soul eater bestows a negative level on a living creature, all of the negative levels vanish.

Negative levels gained as a result of this ability cannot be prevented in any way, as the soul eater's own essence is devouring itself. Even creatures normally not subject to negative levels are affected by this.

Soul Strength (Su)

When a 2nd level soul eater uses its energy drain ability, it gains a +4 enhancement bonus to Strength for 24 hours.

Soul Blast (Su)

When a 3rd level soul eater uses its energy drain ability, it may project a 100ft ray of force as an immediate action. This ray deals 1d6 points of damage per soul eater level against one target. The target is allowed a Reflex saving throw to avoid the damage (DC 10 + soul eater's class level + soul eater's Cha bonus). This supernatural ability can be used once per day per three soul eater levels.

Soul Enhancement (Su)

When a 4th level soul eater uses its energy drain ability, it gains a +2 enhancement bonus on all saving throws, ability checks, and skill checks for 24 hours. This bonus stacks with any enhancement bonuses gained to ability scores that apply to saves or checks.

Soul Endurance (Su)

When a 5th level soul eater uses its energy drain ability, it gains +4 enhancement bonus to Constitution for 24 hours.

Soul Radiance (Su)

If a 6th level soul eater kills a creature by inflicting negative levels equal to its hit dice, its powers swell. The bonuses from soul strength, soul enhancement and soul endurance rise by 2. When the soul eater gains the soul agility and soul power abilities, they likewise gain a 2 point bonus from this ability.

Soul Subsistence (Su)

When a 7th level soul eater uses its energy drain ability, it does not need to eat, drink or sleep for 24 hours. This satiates the soul eater and removes any previous thirst, hunger or fatigue.

Soul Agility (Su)

When an 8th level soul eater uses its energy drain ability, it gains a +4 enhancement bonus to Dexterity for 24 hours.

Soul Slave (Su)

If a 9th level soul eater completely drains a creature of energy, the victim becomes a wight under the command of the soul eater. It may command as many wights as it has levels in soul eater. Any excess wights are free-willed and are neutral towards the soul eater.

Soul Power (Su)

After a 10th level soul eater had drained energy, all spell-like and supernatural abilities gain a +2 profane bonus to their saving throw DC for 24 hours. Further, and and all spell-like or supernatural abilities the soul eater possesses may be used twice as often as normal during that 24-hour period. For example, if an aboleth soul eater drains energy, it may use its enslave power six times per day rather than three times per day.


Thayan Gladiator powers:
Spoiler: ShowHide


Improved Natural Attack

When you enter this class, choose one of your natural weapons to gain the benefits of the Improved Natural Attack feat. The natural weapon you choose is affected by the rest of the abilities you gain through advancing in this class.

Maggezal has chosen tentacles for his natural weapon.

Study Opponent (Ex)

You prefer to circle your opponents before engaging them in melee, searching them for weaknesses and noting the way their bodies move. You can study any opponent within 30 feet as a standard action for a number of rounds equal to your Wisdom modifier (minimum 1 round). For each round you study, you gain a +1 bonus on attack rolls and AC during the round that you first engage them in melee combat.

Stunning Critical (Ex)

Starting at 3rd level, any time you make a successful critical hit with your chosen natural weapon, your enemy must succeed on a Fortitude save (DC 15 + your Str modifier) or be stunned for 1 round.

Silver Strike (Ex)

At 3rd level, attacks from your chosen natural weapon overcome damage reduction as if they were silvered weapons.

Natural Weapon Focus (Ex)

At 4th level, you gain the ability to make an additional strike at a —5 penalty with your chosen natural weapon when you use a full attack action.

Imbue Natural Weapon (Su)

Thayan's tentacles have the ghost touch and unholy properties.

Adamantine Strike (Ex)

At 6th level, attacks from your chosen natural weapon overcome damage reduction as if they were adamantine weapons.

Savage Strike (Ex)

At 7th level, the critical multiplier for your chosen natural weapon increases by one. Thus, if you had a critical multiplier of ×2, it would become ×3; if it was already ×3, it becomes ×4.

Natural Weapon Mastery (Ex)

Starting at 8th level, the extra attack you gain from natural weapon focus is at your highest base attack bonus.

Magic Strike (Ex)

At 9th level and higher, attacks from your chosen natural weapon overcome damage reduction as if they were magic weapons.


Gear: [spoiler]

As the result of the profane rituals that imbued the blood of fiends and the taint of the Styx within him, Maggezal has a +6 enhancement bonus to his natural weapons. In addition, his inner arms are decorated with black rings that grant a +10 profane bonus to armor class. His inner body has been fitted with a special suit of riverine banded armor that grants a +5 deflection bonus to armor class and a +5 armor bonus to armor class, but does not impede or slow him in any way.
<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

#138
Empress Sulia

Fluff:
Spoiler: ShowHide


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

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

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

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

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

History/Relationships

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

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

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

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

Dogma

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

Temples and Clergy

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


Notes:
Spoiler: ShowHide


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

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

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



Favored Soul 34//Noble 34

Size/Type: Medium Outsider (Chaotic, Good)
Divine Rank: 2
Hit Dice: 34d8+340+34+68 (714 hp)
Initiative: +11
Speed: 60ft, fly 290ft (perfect)
Armor Class: 67 (+11 dex, +2 divine, +19 natural, +13 deflection, +2 sacred, +10 armor)
Base Attack/CMB/CMD: +25/+35/73
Attack: Sacred Sacrifice+57 (1d6+26 plus 2d6 holy)
Full Attack: Sacred Sacrifice+57/+52/+47/+42 (1d6+26 plus 2d6 holy)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, channel energy 16/day (17d6; DC 40)
Special Qualities: Damage reduction 20/epic, evil and cold iron, immunity to acid and electricity, resistance to fire and sonic 30, resistance to cold 20, spell resistance 49, divine traits, favor+8, inspire confidence 9/day, coordinate+8, inspire greatness (8 allies)
Saves: Fort +41, Ref +42, Will +43
Abilities: Str 30, Dex 33, Con 30, Int 35, Wis 34, Cha 36
Skills: Appraise+51, Bluff+52, Concentration+49, Diplomacy+52, Gather Information+52, Heal+51, Intimidate+52, Knowledge(Arcana)+51, Knowledge(Geography)+51, Knowledge(History)+51, Knowledge(Nature)+51, Knowledge(N&R)+51, Knowledge(Planes)+51, Knowledge(Religion)+51, Listen+51, Perform(Dance)+52, Perform(Oratory)+52, Perform(Wind Instruments)+52, Sense Motive+51, Spellcraft+51, Spot+51
Feats: Toughness(1), Power Attack(H), Combat Reflexes(3), Weapon Focus(Quarterstaff)(FS3), Divine Might(6), Empower Spell(9), Extend Spell(12), Weapon Specialization(Quarterstaff)(FS12), Melee Weapon Mastery(Bludgeoning)(15), Extra Spell(18), Jaela's Gambit(21), Quicken Spell-Like Ability(Holy Word)(24)
Epic Feats: Epic Spell Capacity(FS23), Inspire Nobility(N24), Aligned Damage Reduction(Evil)(FS26), Epic Toughness(27), Noble's Ego(N28), Armor of Faith(FS29), Epic Divine Might(30), Armor Skin(FS32), Improved Favor(N32), Persistent Divine Might(33)
Salient Divine Abilities: Bonus Domain(Charity), Bonus Domain(Suffering), Divine Shield, Eldritch Knowledge, Gift of Life, Mother of Martyrdom
Alignment: Chaotic Good

Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-aid, animate objects, bane, bear's endurance, bestow curse, blade barrier, chaos hammer, cloak of chaos, create food and water, demand, discern lies, dispel evil, dispel law, divine favor, energy drain, enervation, enthrall, feeblemind, geas/quest, goodberry, greater command, greater teleport, harm, heroes feast, holy aura, holy smite, holy word, horrid wilting, imbue with spell ability, magic circle against evil, magic circle against law, magic vestment, magnificent mansion, mass cure light wounds, mass heal, protection from evil, protection from law, refuge, shatter, storm of vengeance, summon monster 9 (chaotic good creatures only), waves of exhaustion, word of chaos. Caster level 34th. The save DCs are 35 + spell level.

Alter Reality (Su)

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

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

Divine Aura (Ex)

The save DC against Empress Sulia's divine aura is 25 and the radius is 20ft.

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

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

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

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

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

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

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


Favored Soul powers:
Spoiler: ShowHide


Empress Sulia casts as a 34th level favored soul (caster level 35th for spells with the good or chaotic descriptor). The save DCs are 23 + spell level. Empress Sulia's metamagic options are Extend Spell (+1) and Empower Spell (+2). Her Eldritch Knowledge salient divine ability grants her double the normal number of spells known per level.

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

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



Gear:
Spoiler: ShowHide


Sacred Sacrifice

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

Bracers of The Martyr

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


Custom Material: [spoiler]

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Anastasia

#139
Sayuel, Throne Archon

Fluff:
Spoiler: ShowHide


Sayuel: An incalculably old archon who oversees marriage and monogamy. Her blade is her unbroken faith, her shield is as diamond and her armor is that of the eldest wyrm.

- An excerpt from A List of Archonic Personalities, by an unknown author.

It was impossible. She did nothing, but the magic happened. No finger-wiggling, no chanting, nothing! Spells wove around her while she was facing down the flame demon in hand to hand combat! She was trading blows with him evenly and casting magic. To this day, I don't know how she did it. when I asked, she said she never fights alone.

- Arkalen Silbrook, mercenary wizard.

Exceptional by most standards and passable for a dwarf. She is wise, enduring and patient. Her blood is the blood of stone and the secrets of the earth.

- Moradin, the Soul-Forger to Sealtiel, the Defender, when asked about Sayuel.

She is also soft when needs must be. As a dwarven mother to her children, Sayuel nurtures those who follow her example. Are there never stones that melt down and become soft?

- Sealtiel, the Defender, to Moradin, the Soul-Forger. Notable for being one of the longer known exchanges between the two.

Oh. Her. Dear Sayu is such a work in progress! A flawed masterpiece, beautiful but misguided. Aaaaaah, if only she'd listen more, she'd find the true purpose of love. But there's the problem, she's stubborn as a rock. It's really a pity.

- Sapha, Guardian of Love.

Not yet. Not until the final day.

- Xerona, Guardian of the Bridge of Al-Sihal, to Sayuel. This statement is considered apocryphal by many scholars.



Notes:
Spoiler: ShowHide


- Sayuel is a big block of defense. She's meant to keep her enemies occupied while hacking them up, so that Kulia can fry them with her magic. It's a classic combination.

- It should be understood that Sayuel's stats are only the baseline. Any encounter with her, barring abnormal circumstances, will have Kulia involved. Two as one allows for a great deal of shared spells between them, so Sayuel is routinely buffed up for any combat. Conversely, Sayuel's end of it helps ensure Kulia's defenses get a nice boost.

- As an old archon, Sayuel's gear references many of her past deeds and adventures. They're left to the imagination, but an entity as ancient and powerful as her has more adventures than can be easily reckoned.

- While Sayuel isn't one of the Authorities of Celestia, there's no shame in that. While she's powerful enough to be one, the circumstances have never been right. Maybe it will one day, maybe it won't. No matter what, she'll follow the path Celestia lays out for her.

- Sayuel happens to be a lesbian, it's not considered relevant to her duties. Considering powerful archons can change shape and outsiders sometimes change gender when promoted, these things are considered unimportant. To be completely honest, I don't comment on it beyond that. Homosexuality is a current issue of some disagreement, so I prefer just to let it lie. No matter what position you take, you'll piss off someone.

- Sayuel's mentioned in other flavor blocks. I leave it to those to expand her further.



Throne Archon 30//Knight 10/Defender 20

Size/Type: Large Outsider (Archon, Good, Lawful)
Hit Dice: 30d12+390+30+60 (680 hp)
Initiative: +10
Speed: 40ft, fly 80ft (good)
Armor Class: 61 (-1 size, +15 natural, +3 dex, +15 armor, +11 shield, +8 dodge)
Base Attack/CMB/CMD: +30/+45/84
Attack: Tomorrow's Requiem+50 (3d6+28 plus 2d6 holy plus 2d6 axiomatic 15-20 x2)
Full Attack: Tomorrow's Requiem+50 (3d6+28 plus 2d6 holy plus 2d6 axiomatic 15-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Penitentiary gaze, spell-like abilities, knight's challenge 15/day (fighting challenge+2, test of mettle, call to battle), defensive stance 10/day.
Special Qualities: Aura of menace, damage reduction 20/epic, evil and silver, damage reduction 12/-, darkvision 120ft, immunity to electricity and petrification, low-light vision, magic circle against evil, spell resistance 42, teleport, tongues, two as one, knight's code, shield block+1, bulwark of defense, armor mastery, vigilant defender, shield ally, improved uncanny dodge, trap sense+5, mobile defense.
Saves: Fort +33, Ref +30, Will +27 (+4 vs poison)
Abilities: Str 38, Dex 30, Con 37, Int 24, Wis 25, Cha 30
Skills: Climb+47, Concentration+46, Craft(Armorsmithing)+40, Diplomacy+43, Gather Information+43, Handle Animal+43, Heal+40, Intimidate+51, Knowledge(Arcana)+40, Knowledge(N&R)+40, Knowledge(Planes)+40, Knowledge(Religion)+40, Listen+40, Profession(Judge)+40, Ride+43, Sense Motive+48, Spellcraft+40, Spot+40, Swim+47
Feats: Words of Creation(B), Exotic Weapon Proficiency(Jovar)(1), Mounted Combat(K2), Dodge(3), Endurance(K5), Toughness(6), Improved Critical(Jovar)(9), Power Attack(K10), Shield Specialization(12), Shield Ward(15), Constant Guardian(18), Dutiful Guardian(21), Combat Expertise(24), Allied Defense(27), Improved Combat Expertise(30)
Epic Feats: Bulwark of Defense(D25), Epic Toughness(D30)
Alignment: Lawful Good

Racial powers:
Spoiler: ShowHide


Spell-like abilities

Always active-discern lies, see invisibility. At will-atonement, break enchantment, bless weapon, blessed sight, cure critical wounds, detect chaos, detect evil, greater dispel magic, hallow, mark of justice, neutralize poison, restoration, sending, vision of heaven. 3/day-banishment, death ward, dictum, divine favor, find the path, greater restoration, heal, heroes feast, holy aura, holy sword, resurrection, righteous smite, shield of the archons, true seeing. 1/day-miracle. Caster level 30th. The save DCs 20 + spell level.

Aura of Menace (Su)

A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.

The save DC for a Sayuel's Aura of Menace is 37.

Penitentiary Gaze (Su)

Any non-lawful good creature within 30 feet of a throne archon that meets the creature's glowing blue eyes must succeed on a Will saving throw (DC 32) or suffer the following effects. The effects last until the creature succeeds on a Will save, it may attempt one each round.

Law-Chaos

Neutral: The creature is fatigued.

Chaotic: The creature is exhausted.

Good-Evil

Neutral: The creature takes 15 damage.

Evil: The creature takes 30 damage.

Two as One (Su)

Sayuel and Kulia are linked by a bond that transcends time and space. They are one half of the other and complete each other in ways incalculable to other beings. This allows them to share certain abilities. This ability works regardless of distance, but only so long as the two are on the same plane.

When Sayuel uses her defensive stance, Kulia gains the benefits of it so long as Sayuel maintains it. She does not suffer the -2 penalty to Strength when the stance ends, however. Further, when Sayuel uses the combat expertise feat, Kulia gains a matching dodge bonus to armor class until the beginning of Sayuel's next turn. Kulia does not suffer the penalty to attack rolls.

Whenever Kulia casts a spell or spell-like ability that targets herself, she may choose for Sayuel to be affected as well. This is treated as a separate casting of the spell that targets only Sayuel. Spells not able to be shared normally, such as spells with a range of personal and a target of you, are able to be shared. Kulia does not need line of sight or line of effect for this.

In addition, Sayuel and Kulia gain the benefit of a telepathic bond spell (CL 30th) at all times. The bond cannot be dispelled, though antimagic field or similar measures can suppress it.

Skills

Throne archons have a +8 racial bonus to Intimidate and Sense Motive checks.


Knight powers:
Spoiler: ShowHide


Knight's Challenge

Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence, or issue a general challenge that strikes fear into weak opponents and compels strong opponents to seek you out for personal combat. By playing on your enemies' ego, you can manipulate your foes.

You can use this ability a number of times per day equal to 1/2 your class level + your Charisma bonus (minimum once per day). As you gain levels, you gain a number of options that you can use in conjunction with this ability.

Even if you and your foes lack a shared language, you can still effectively communicate through body language, tone, and certain oaths and challenges you learn from a variety of different tongues.

Fighting Challenge (Ex)

As a swift action, you can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater than or equal to your character level minus 2. If it does not meet these requirements, a use of this ability is expended without effect.

If the target does meet the conditions given above, you gain a +1 morale bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. You fight with renewed vigor and energy by placing your honor and reputation on the line. If your chosen foe reduces you to 0 or fewer hit points, you lose two uses of your knight's challenge ability for the day because of the blow to your ego and confidence from this defeat.

The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus (if any).

If you are capable of issuing a knight's challenge more than once per day, you can use this ability more than once in a single encounter. If your first chosen foe is defeated or flees the area, you can issue a new challenge to a different foe. You cannot switch foes if your original target is still active.

At 7th level, the bonus you gain from this ability increases to +2. At 13th level, it rises to +3. At 19th level, it increases to +4.

Test of Mettle (Ex)

Starting at 4th level, you can shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. You must have line of sight and line of effect to the targets of this ability.

As a swift action, you can expend one use of your knight's challenge ability to cause all your enemies within 100 feet with a CR greater than or equal to your character level minus 2 to make Will saves (DC 10 + 1/2 your class level + your Cha modifier). Creatures that fail this save are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect's area.

An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target.

If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your knight's challenge ability for that day. This additional use comes from increased confidence and the knowledge that you have proved your mettle as a knight against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have not used it by the start of the next day. You can only gain one additional use of your knight's challenge ability in this manner per day.

The effect of a test of mettle lasts for a number of rounds equal to 5 + your Charisma bonus (if any). Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day.

Call to Battle (Ex)

Starting at 8th level, you become an inspiring figure on the battlefield. When all seems lost, you are a beacon of hope who continues to fight on despite the odds. No cause is yet lost when a knight still battles on its name.

As a swift action, you can expend one use of your knight's challenge ability to grant an ally another save against a fear effect. The target gains a bonus on this save equal to your Charisma bonus (if any). If the target succeeds on this save, he gains the benefit for a successful save against the attack or spell. This ability reflects your talent to inspire your allies in the face of a daunting foe.

Bulwark of Defense (Ex)

When you reach 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.

Armor Mastery (Ex)

Starting at 4th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, you ignore the speed reduction imposed by heavy armor as well.

Vigilant Defender (Ex)

Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by an amount equal to your class level.

Shield Ally (Ex)

Starting at 6th level, as an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.


Defender powers:
Spoiler: ShowHide


Defensive Stance (Ex)

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

Uncanny Dodge (Ex)

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

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

Trap Sense (Ex)

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

Improved Uncanny Dodge (Ex)

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

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

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

Mobile Defense (Ex)

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


Gear: [spoiler]

Tomorrow's Requiem

It is said that Sayuel once waited seven centuries for her love to return home, never straying and never losing hope. Such was her devotion that Sealtiel was moved and ordered this weapon made once Kulia returned to Sayuel. It is a representation of Sayuel and Kulia's devotion to one another, the absolute faith that they will never be eternally parted.

Tomorrow's Requiem is a jovar+7, axiomatic, holy and keen. Sayuel is never alone when she wields it, for Kulia helps bear the burden of the blade. She can wield this sword one handed without penalty. Further, it is treated as if she was wielding it two handed. A ghostly image of Kulia's hand can be seen with Sayuel's hand when she wields it.

Today's Love

This shield is carved from a single massive diamond from deep within Dwarfhome. It was a gift from the defenders there for saving the dwarves of a Prime Material from a genocidal lich. Since then, the shield has been greatly enhanced by Kulia's magic.

Today's Love is a heavy steel shield+7 that grants Sayuel a +8 enhancement bonus to Constitution. It grants the wielder damage reduction 10/-, which overlaps with Sayuel's existing damage reduction. Due to being made of magically enhanced diamond, the shield has a hardness of 70 and 210 hit points.

Yesterday's Memories

This armor is the armor granted to all throne archons, personally enhanced by Kulia's magic. It does not look different than such armor, as all the improvements are magical rather than physical.

Yesterday's Memories is mithral full plate+7.The interior is lined with the freely given scales of a gold dragon, which are enchanted to grant a +6 enhancement bonus to Strength. A gem embedded in one of the scales grants a +5 luck bonus to all of Sayuel's saving throws.

Sayuel also carries several glass vials. These vials release various arcane spells with a caster level of 30th. The spells are treated in all ways as if Kulia cast them, as she designed them and makes them. As a high ranking throne archon, Sayuel also has access to a great deal of treasure and equipment should she so need it.
<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

#140
Zaaman Rul, Prince of Good Fire Creatures

Fluff:
Spoiler: ShowHide


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


Notes:
Spoiler: ShowHide


- The changes to Zaaman Rul's flavor are extremely minimal from canon. He's the son of Imix and Bristis Pel, lost a grand battle on the Plain of Burnt Dreams and so forth.

- Like planar lords, archomentals use divine rank instead of a separate template. As they're essentially the deities of the elementals, this makes sense.

- Zaaman Rul is based on an elder fire elemental. Most archomentals come from that stock, with a few outliers originating from the ranks of elemental monoliths instead.

- As a pious templar, Zaaman Rul considers all of Fire his temple. It must be purified of evil and Zaaman Rul is the elemental who plans to do it. As evil is dominant in Fire, he has a long task ahead of him. Even if he defeats Imix, he still has to contend with the efreet and many other powerful evils that call Fire home.

- Elemental Might allows Zaaman Rul to ignore resistance and immunity to fire. This means all his fire damage is hitting home rather than sliding off resistance and immunity. This is a fairly standard ability to take for deities with an elemental domain.


Fire Elemental 36//Fighter 20/Pious Templar 16

Size/Type: Large Elemental (Fire, Good)
Divine Rank: 3
Hit Dice: 36d10+396+36+360+72 (1224 hp)
Initiative: +23
Speed: 80ft, fly 240ft (perfect)
Armor Class: 80 (+16 dex, +3 divine, +10 deflection, +18 natural, +1 ws, +1 dodge, +11 shield, +10 armor)
Base Attack/CMB/CMD: +36/+49/101
Attack: Courageous+75 (3d12+40 plus 2d8 fire 19-20 x2)
Full Attack: Courageous+75/+70/+65/+60 (3d12+40 plus 2d8 fire 19-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Burn, spell-like abilities, smite 4/day, spells, channel fire energy 13/day(9d6; DC 29).
Special Qualities: Damage reduction 17/-, spell resistance 51, immunity to fire and electricity, vulnerability to cold, darkvision 120ft, divine traits, mettle, armor of God+11, resolute+18, fast healing 23, heatsense 30ft.
Saves: Fort +35, Ref +46, Will +34  (+5 vs cold based abilities)
Abilities: Str 35, Dex 42, Con 32, Int 30, Wis 31, Cha 31     
Skills: Balance+58, Climb+54, Concentration+53, Diplomacy+52, Intimidate+52, Knowledge(Arcana)+52, Knowledge(Local:Fire)+52, Knowledge(Nature)+52, Knowledge(Planes)+52, Knowledge(Religion)+52, Listen+52, Ride+58, Sense Motive+52, Spellcraft+52, Spot+52, Tumble+58
Feats: Improved Initiative(B), Weapon Finesse(B), True Believer(1), Weapon Focus(Longsword)(F1), Power Attack(F2), Shield Specialization(3), Shield Ward(F4), Weapon Specialization(Longsword)(6), Toughness(F6), Melee Weapon Mastery(Slashing)(F8), Ability Focus(Burn)(9), Greater Weapon Focus(Longsword)(F10), Combat Expertise(12), Greater Weapon Specialization(Longsword)(F12), Slashing Flurry(15), Maximize Spell-Like Ability(Fire Storm)(18), Weapon Supremacy(Longsword)(F18), Combat Reflexes(F20), Dodge(PT3), Mobility(PT4), Quicken Spell-Like Ability(Fire Storm)(27), Spring Attack(PT8)
Epic Feats: Epic Weapon Focus(Longsword)(21), Epic Weapon Specialization(Longsword)(24), Epic Quicken Spell-Like Ability(Fire Storm)(30), Epic Maximize Spell-Like Ability(Fire Storm)(33), Damage Reduction(PT13), Improved Weapon Finesse(36), Epic Toughness(PT16)
Salient Divine Abilities: Divine Fast Healing, Divine Fire Mastery, Divine Weapon Focus(Longsword), Divine Weapon Mastery, Divine Weapon Specialization(Longsword), Elemental Might(Fire), Resilient Ember
Alignment: Neutral Exalted

Racial powers:
Spoiler: ShowHide


Burn (Ex)

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


Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-aid, blade barrier, burning hands, castigate, dance of the unicorn, deific vengeance, dispel evil, elemental swarm(fire only), fire seeds, fire shield, fire storm, fires of purity, greater teleport, greater visage of the deity, holy aura, holy smite, holy word, incendiary storm, magic circle against evil, nimbus of light, produce flame, protection from evil, recitation, resist energy(fire or cold only), righteous wrath of the faithful, sunburst, summon monster 9(good creatures only), wall of fire. Caster level 36th. The save DCs are 33 + spell level.

Alter Reality (Su)

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

Domain powers:

Good: +1 bonus to the caster level of good spells.
Fire: Channel fire energy.
Purification +1 bonus to the caster level of all abjuration spells.

Divine Aura (Ex)

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

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

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

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

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

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

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

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



Fighter powers:
Spoiler: ShowHide


Armor of God (Su)

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

Resolute (Su)

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



Pious Templar powers:
Spoiler: ShowHide


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

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

Mettle (Ex)

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

Smite (Su)

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

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


Gear:
Spoiler: ShowHide


Courageous

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

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

Everflame

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

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

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


Custom Material:
Spoiler: ShowHide


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

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

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

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

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

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

Anastasia

Umbral Blot (Blackball)

These are mostly just an upgrade and tweak of umbral blots. There's a more deadly version known as the Eyes of Shar. More information will be in that stat block.

Size/Type: Medium Construct
Hit Dice: 35d10+35+210 (595 hp)
Initiative: +18
Speed: Fly 100ft (perfect)
Armor Class: 40 (+10 dex, +20 natural) (50% miss chance)
Base Attack/CMB/CMD: +26/+26/46
Attack: Disintegrating Touch+36 (70d6 or 10d6, see below)
Full Attack: Disintegrating Touch+36 (70d6 or 10d6, see below)
Space/Reach: 5ft/5ft
Special Attacks: Disintegration, vortex.
Special Qualities: Damage reduction 15/adamantine and epic, immunity to disintegration, resistance to acid, cold, electricity, fire and sonic 30, fast healing 30, blindsight 300ft, reality distortion, constructed toughness, planar travel, planar interference, construct traits.
Saves: Fort +13, Ref +23, Will +17
Abilities: Str 10, Dex 30, Con -, Int 17, Wis 19, Cha 19
Skills: Concentration+38, Hide+48, Knowledge(Arcana)+41, Knowledge(Nature)+41, Knowledge(Planes)+41, Listen+42, Move Silently+48, Spot+42, Tumble+48
Feats: Toughness(B), Ability Focus(Disintegration)(1), Ability Focus(Vortex)(3), Weapon Finesse(6), Improved Initiative(9), Great Fortitude(12), Iron Will(15), Lightning Reflexes(18)
Epic Feats: Epic Toughness(B), Epic Ability Focus(Disintegration)(21), Epic Ability Focus(Vortex)(24), Superior Initiative(27), Epic Toughness(30), Epic Toughness(33)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Reality Distortion (Ex)

The area immediately around an umbral plot is hopelessly distorted due to dimensional tempest around it. All attacks against it, including area attacks not focused directly on the umbral blot, suffer a 50% miss chance against the umbral blot.

Disintegration (Su)

Any creature or object that comes in contact with an umbral blot is disintegrated and suffers 70d6 points of damage. Weapons used to strike the umbral blot take this damage, while natural attacks or unarmed strikes result in the attacking creature suffering disintegration. A successful DC 53 Fortitude save reduces this to 10d6 points of damage instead. Due to the transdimensional nature of the umbral blot, ethereal creatures are able to be affected by the blackball's touch.

The touch of a blackball is treated as a disintegrate spell cast at a level equal to the blackball's hit dice for the purposes of interacting with spells and effects, such as wall of force.

The save DC is Dexterity based and includes a +10 racial bonus.

Vortex (Su)

Normally an umbral blot insulates itself from the air around it, lest it be eternally surrounded by a raging windstorm. As a standard action, it may lower this protection and allow everything nearby to be sucked towards it. All creatures within 60ft in all directions must make a DC 53 Reflex save or be sucked into the same square as the umbral blot. This results in contact with the blackball and disintegration. Creatures that survive the contact are knocked back to an adjacent square, or the nearest open square if no adjacent squares are open. The Reflex save must be repeated at the beginning of each of the blackball's turns.

The area within 60ft of the umbral blot is affected by tornado force winds. Unlike a normal tornado, these winds are completely silent and do not impede Listen checks. The blackball is not negatively affected by its winds. It may restore its insulation as a standard action.

The save DC is Dexterity based and includes a +10 racial bonus.

Constructed Toughness (Ex)

An umbral blot gains toughness and epic toughness as bonus feats. It gets maximum hit points per hit die.

Planar Travel (Ex)

A blackball can fold space at will, which allows him to mimic the effects of a dimension door, ethereal jaunt, greater teleport or greater plane shift spell.

Planar Interference (Ex)

An umbral blot's dimensional interference disrupts teleportation attempts around it. Any teleportation ability, including planar travel, fails within 1000ft of the blackball. If the blackball's insulation (see vortex) is lowered, the range of this increases to 1 mile. This ability does not interfere with the blackball's own planar travel ability, or the planar travel of other blackballs.


Gear: [spoiler]

Blackballs destroy everything they touch. As such, they have no treasure and do not collect any.
<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

#142
Eyes of Shar

Fluff:
Spoiler: ShowHide


Ecology

Eyes of Shar are umbral blots that Shar has taken a personal interest in. She fills them with unholy fervor to destroy and bring nothingness to all they touch. They become vile things that revel in the rise of entropy, for everything they destroy brings Creation one step closer to oblivion. Any previous interests are enveloped by this all consuming desire.

A typical eye of Shar only interacts with a creature to destroy it. They care nothing for companionship and are most comfortable when all is silent. Other creatures tend to view it with fear, and those that know what it is with great wariness. Immortals in particular usually sense that this creature is capable of ending them forever and react appropriately.

The eyes of Shar are not part of any natural order. They only destroy and add nothing to anything.

Environment

Eyes of Shar are native to the Plane of Shadow. However, they routinely wander Creation to slay creatures, for that is Shar's will and Shar's will is supreme to them. Generally, the area an eye of Shar travels through is completely devastated.

Typical Physical Characteristics

An eye of Shar is approximately four feet in diameter and four feet tall. It is perfectly black and absorbs nearby light. When being worshiped by Sharrans, under stress or damaged, the eye of Shar's outer border glows purple. It is said that when this happens, Shar herself is watching through the eye.

Alignment

All the eyes of Shar are consumed with the same nihilistic desire for oblivion that fills Shar. As such, they are all neutral evil. Most are neutral vile, though this is not uniform. Due to being directly touched by Shar, eyes of Shar cannot change alignment.

Advancement

Eyes of Shar advance by racial hit dice. Most do not gain more hit dice, though many gain the half fiend, dark or similar templates over time. An eye of Shar is able to gain templates that their construct type would normally disqualify them from, as Shar herself is often behind any templates they gain. No matter what templates they take, their type does not change from construct.

Gestalt

Most eyes of Shar prefer rogue, scout or similar classes, as they are able to use sneak attack or skirmish damage when they make a disintegrating touch attack (but not when a creature comes into contact with the eye of Shar otherwise and risks disintegration). Some are known to take levels in cleric, favored soul or similar classes. In this case, the eye of Shar itself counts as an unholy symbol for its various spells and class abilities.



Notes:
Spoiler: ShowHide


- Eyes of Shar are mildly upgraded umbral blots. They're nastier but the basic creature isn't greatly changed. To be honest, umbral blots fit Shar to a T so this is a slam dunk. Besides, the image of Sharrans worshiping one of the eyes strikes me as a strong image, you know? It's something I can easily see.

- Worshiping an eye of Shar is tempting for any Sharran. However, the eye is free to destroy any it does not like, save for those who are strongly in Shar's favor. Many lesser Sharrans have joined oblivion while trying to pay homage to the Lady of Loss in this manner.

- To fight an umbral blot or an eye of Shar in melee, you need to be wielding an artifact or using unarmed strikes/natural attacks and be immune to disintegration. Doing so largely shuts down the danger of one of them, though most gestalt with something to provide them options in that case. They're generally aware that they're one trick ponies and learn accordingly.



Size/Type: Medium Construct (Evil)
Hit Dice: 35d10+35+210 (595 hp)
Initiative: +18
Speed: Fly 100ft (perfect)
Armor Class: 40 (+10 dex, +20 natural) (50% miss chance)
Base Attack/CMB/CMD: +26/+26/46
Attack: Disintegrating Touch+36 (70d6 or 10d6, see below)
Full Attack: Disintegrating Touch+36 (70d6 or 10d6, see below)
Space/Reach: 5ft/5ft
Special Attacks: Disintegration, vortex.
Special Qualities: Damage reduction 15/adamantine, epic and good, immunity to disintegration, resistance to acid, cold, electricity, fire and sonic 30, fast healing 30, blindsight 300ft, reality distortion, constructed toughness, planar travel, planar interference, construct traits, eye of Shar, entropy's altar.
Saves: Fort +13, Ref +23, Will +17
Abilities: Str 10, Dex 30, Con -, Int 17, Wis 19, Cha 19
Skills: Concentration+38, Hide+48, Knowledge(Arcana)+41, Knowledge(Nature)+41, Knowledge(Planes)+41, Listen+42, Move Silently+48, Spot+42, Tumble+48
Feats: Toughness(B), Ability Focus(Disintegration)(1), Ability Focus(Vortex)(3), Weapon Finesse(6), Improved Initiative(9), Great Fortitude(12), Iron Will(15), Lightning Reflexes(18)
Epic Feats: Epic Toughness(B), Epic Ability Focus(Disintegration)(21), Epic Ability Focus(Vortex)(24), Superior Initiative(27), Epic Toughness(30), Epic Toughness(33)
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Reality Distortion (Ex)

The area immediately around an eye of Shar is hopelessly distorted due to dimensional tempest around it. All attacks against it, including area attacks not focused directly on the eye of Shar, suffer a 50% miss chance against it.

Disintegration (Su)

Any creature or object that comes in contact with an eye of Shar is disintegrated and suffers 70d6 points of damage. Weapons used to strike it take this damage, while natural attacks or unarmed strikes result in the attacking creature suffering disintegration. A successful DC 53 Fortitude save reduces this to 10d6 points of damage instead. Due to the transdimensional nature of the eye of Shar, ethereal creatures are able to be affected by its touch.

The touch of an eye of Shar is treated as a disintegrate spell cast at a level equal to its hit dice for the purposes of interacting with spells and effects, such as wall of force.

The save DC is Dexterity based and includes a +10 racial bonus.

Vortex (Su)

Normally an eye of Shar insulates itself from the air around it, lest it be eternally surrounded by a raging windstorm. As a standard action, it may lower this protection and allow everything nearby to be sucked towards it. All creatures within 60ft in all directions must make a DC 53 Reflex save or be sucked into the same square as the eye of Shar. This results in contact with it and disintegration. Creatures that survive the contact are knocked back to an adjacent square, or the nearest open square if no adjacent squares are open. The Reflex save must be repeated at the beginning of each of the eye of Shar's turns.

The area within 60ft of the eye of Shar is affected by tornado force winds. Unlike a normal tornado, these winds are completely silent and do not impede Listen checks. The eye of Shar is not negatively affected by its winds. It may restore its insulation as a standard action.

The save DC is Dexterity based and includes a +10 racial bonus.

Constructed Toughness (Ex)

An eye of Shar gains toughness and epic toughness as bonus feats. It gets maximum hit points per hit die.

Planar Travel (Ex)

An eye of Shar can fold space at will, which allows him to mimic the effects of a dimension door, ethereal jaunt, greater teleport or greater plane shift spell.

Planar Interference (Ex)

An eye of Shar's dimensional interference disrupts teleportation attempts around it. Any teleportation ability, including planar travel, fails within 1000ft of it. If the eye of Shar's insulation (see vortex) is lowered, the range of this increases to 1 mile. This ability does not interfere with the eye of Shar's own planar travel ability, or the planar travel of other eyes of Shar (or umbral blots).

Eye of Shar (Su)

An eye of Shar is designed to destroy life wherever it is and bring about oblivion instead. Any object disintegrated by the eye of Shar is forever destroyed and lost beyond all repair. A creature disintegrated by the eye of Shar cannot be resurrected by any means. Outsiders and other creatures that normally reform when slain are instead slain for good, except for deities.

An object destroyed by an eye of Shar can be recovered by a deity using alter reality, though they must succeed on an opposed rank check against Shar. A creature slain by an eye of Shar can only be resurrected by a deity with the gift of life salient divine ability, and they must succeed on an opposed rank check against Shar.

Entropy's Altar (Su)

Eyes of Shar are treated as altars to Shar. They radiate both desecrate and unhallow effects with a radius emanation of 1 mile. Any Sharran that spends 10 minutes paying homage to Shar in before an eye of Shar gains a +2 profane bonus to all ability scores for 24 hours.



Gear: [spoiler]

Eyes of Shar eagerly destroy treasure rather than accumulate it. They carry no treasure.
<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

#143
Beyond Subtype

Creatures of this subtype are from the Far Realm or places further removed from Creation. They are beings of madness and incomprehensible.

Traits

- Chaotic evil alignment. Creatures with the Beyond subtype lack an alignment altogether, but Creation imposes one on them. As they are destructive and anathema to Creation, chaotic evil is assigned.
- Outsider type with the chaotic and evil subtypes.
- Darkvision out to sixty feet and low light vision.
- Immunity to mind affecting effects.
- Blindsight out to sixty feet.
- Incomprehensible Mind (Ex): The mind of this creature is beyond mortal comprehension. Any beings who attempt to read its mind, telepathically communicate with it or otherwise come in contact with its intellect are devastated, needing to pass a Will save (DC 10 + 1/2 hit dice + Charisma modifier of the creature) or be confused for five rounds. No matter the result, the attempt to gain information always fails. Creatures with the Beyond subtype are immune to this ability.
- Regeneration, with the exact amount and ways to bypass it varying from creature to creature.
- Beyond creatures do not need to eat, sleep or breathe.
<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

#144
Pseudonatural Creature

The Far Realm is not entirely forgotten by reality. In rare cases its potency leaks into the multiverse, often infecting creatures and twisting them into mockeries of themselves. These creatures are harbingers of madness, yet pale in power to true denizens of the Far Realm.

Creating a Pseudonatural Creature

"Pseudonatural" is an acquired template that can be added to any creature (referred to hereafter as the base creature).

Size and Type

The creature's type changes to outsider and it gains the chaotic, evil and beyond subtype. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Armor Class

The base creature's natural armor bonus increases by +4. The base creature also gains a bonus to armor class, see insane insights below.

Attack/Full Attack

A psudeonatural creature substitutes tentacle rake attacks for its melee attacks while in pseudonatural form. These tentacle rakes always use the creature's full attack bonus. It also gains additional tentacle rakes as noted on the table below.

Damage

Tentacle rakes from a pseudonatural creature deal damage equal to to its tentacle damage (See the table below) plus its Strength modifier.

Special Attacks

A pseudonatural creature retains all the special attacks of the base creature and also gains the following:

Insane Insights (Ex)

A pseudonatural creature gains a bonus to armor class, attack rolls, damage rolls and saving throws equal to its hit dice divided by 5 with a minimum of 1.

Improved Grab (Ex)

If the pseudonatural creature hits an opponent smaller than it with a tentacle, it deals normal damage and may attempt to start a grapple as a free action that does not provoke an attack of opportunity.

Mindcrushing Constriction (Ex)

Once the pseudonatural creature has a hold of an opponent, it deals 1d8 points of Wisdom damage each round it holds it. This damage is applied at the end of the psudeonatural creature's turn. The pseudonatural creature gains 5 temporary hit points per point of Wisdom damage.

Spell-Like Abilities

At will-dimension door, confusion. 3/day-insanity, maddening scream. The save DCs are Charisma based.

Special Qualities

- Electricity and acid resistance of a varying amount related to its hit dice (See table). If the creature already possesses such resistance, use whichever is better.

- Damage reduction of a varying amount related to its hit dice (See table). If the creature already possesses damage reduction, use whichever is better. If the creature's existing damage reduction is better, add the magic or epic qualifier to it if it lacks it. If the new damage reduction is better, add the pre-existing traits to its new damage reduction. For example, a creature with damage reduction 5/silver and 10/magic from the pseudonatural template would have damage reduction 10/magic and silver.

- A pseudonatural creature's natural weapons are treated as magic and/or epic for the purpose of overcoming damage reduction (See the table below).

- Regeneration equal to its hit dice divided by 3. Damage that overcomes its damage reduction deals lethal damage to a pseudonatural creature, as do spells and spell like abilities with the good descriptor.

Abhorrent Motion (Ex)

A pseudonatural creature's movements violate the laws of physics. They may travel through air at its normal movement. They may move through liquids at one half of its normal movement rate, ignoring any penalties to fighting underwater. Further, they may move through solid matter at one fourth of their normal movement rate, but they cannot attack while within solid matter.

Alternate Form (Su)

At will, a pseudonatural creature can take the form of a grotesque, tentacled mass or another appropriately gruesome form. The majority of it's abilities remain the same, except those noted. Changing shape is a standard action.

Visage of Horror (Ex)

Any creature that sees the alternate form of a pseudonatural creature must make a Will save (DC 10 + 1/2 hit dice + Charisma modifier) or be stunned with horror for one round. Creatures that fail the Will save suffer additional effects. Those of 6 or less hit dice are rendered insane, as the spell. Creatures of 7 or more hit dice suffer from nightmares as described below.

Nightmares (Ex)

Any creature fails a Will save from visage of horror and is not driven insane suffers from crippling nightmares. They must make a Will save (same DC as visage of horror) or suffer 1 point of Wisdom drain each night from the visions. No matter if the save is successful or a failure, the victim takes 1d10 points of damage and is fatigued, unable to recover spells that day. This damage and fatigue may be healed normally. The nightmares end with six successful Will saves in a row or by limited wish, wish or miracle spell. The Wisdom lost from these nightmares may be recovered as normal.

Weavebreak (Su)

All natural systems recoil from the psudeonatural creature, including Mystra's Weave. Any spell or spell like ability that effects the psudeonatural creature has a chance of being warped. Treat this as a wild magic zone, with a successful casting DC equal to 10 + 1/2 hit dice + Charisma modifier of the pseudonatural creature. Any wild magic surges this ability causes are always grotesque and terrifying, even if beneficial.

Spurn Divinity (Ex)

All creatures touched by the Far Realm defy divine power. Pseudonatural creatures gain their Charisma modifier as a bonus to saving throws against divine magic or the spells, spell like abilities and supernatural abilities of outsiders. Pseudonatural creatures are immune to divine damage, such as half of the damage from a flame strike.

Any creature with a religious or spiritual code of conduct, such as a priest or a paladin, is automatically considered in violation of it as long as they possess this ability.

Table:

Hit DiceElectricity/acid resistanceDamage reductionTentacle rakesNatural weapons count as
1-5105/magic1Magic
6-101510/magic2Magic
11-152015/magic3Magic
16-202520/magic4Magic
21-253020/epic5Epic
26-303525/epic6Epic
31-35Immunity30/epic7Epic
36-40Immunity35/epic8Epic


This table continues indefinitely.

Table:

SizeTentacle rake damage
Fine1d2
Diminutive1d3
Tiny1d4
Small1d6
Medium1d8
Large2d8
Huge4d8
Gargantuan6d8
Colossal8d8

Abilities

Increase the base creature's abilities by the following: Strength+10, Dexterity+6, Constitution+6, Charisma+6.

Alignment

Always chaotic evil. The multiverse cannot process Beyond creatures; they are treated like demons, the next closest thing.

Level Adjustment

+10
<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

Q'pa, Space Destroyer

Fluff and notes:
Spoiler: ShowHide


- Q'pa take the form of impossible geometry. They represent the perversion and irrelevance of normal spatial relations and matter in the Far Realm.

- Far Realm creatures often break various rules or do unusual things with game mechanics. The Q'pa only does this mildly while others are far more aggressive about it.

- Q'pa, and Far Realm creatures in general, don't gestalt. They simply don't have the same frame of references, so normal classes are completely irrelevant to them.

- A typical Q'pa fight is about enduring the madness and damage. The Q'pa fights by passing through creatures and leaving warped space behind. Likewise, it will creature 'burrows' of warped space to protect itself from creatures getting in close.



Size/Type: Large Outsider (Beyond, Chaotic, Evil)
Hit Dice: 25d8+250+25+50 (545 hp)
Initiative: +15
Speed: 40ft, fly 100ft (perfect)
Armor Class: 61 (-1 size, +11 dex, +40 natural, +1 dodge)
Base Attack/CMB/CMD: +25/+31/53
Attack: -
Full Attack: -
Space/Reach: 10ft/10ft
Special Attacks: Spatial warping.
Special Qualities: Damage reduction 50/adamantine, cold iron, epic and silver, spell resistance 37, regeneration 25, immunity to transmutation and mind-affecting, darkvision 120ft, low-light vision, incomprehensible mind, matter irrelevance, twisted reality, spurn divinity.
Saves: Fort +23, Ref +24, Will +23 (+6 vs divine spells and the abilities of outsiders)
Abilities: Str 20, Dex 33, Con 31, Int 19, Wis 20, Cha 23   
Skills: Listen+43, Spot+43
Feats: Improved Initiative(1), Toughness(3), Ability Focus(Spatial Warping)(6), Dodge(9), Mobility(12), Endurance(15), Steadfast Determination(18)
Epic Feats: Epic Ability Focus(Spatial Warping)(21), Epic Toughness(24)
Alignment: Chaotic Evil

Racial powers:
Spoiler: ShowHide


Spatial Warping (Ex)

The passing of a Q'pa shatters the bonds of reality. Any ground or space the Q'pa passes through is twisted into an insanity of maddening shapes and mind-destroying nonsense. Any creature within 100ft of any space the Q'pa has passed through and that sees it must immediately make a Will save (DC 44). Success means the creature is merely shaken until they leave the presence of the warped space and the Q'pa.

Failure renders them fascinated with the shapes, unable to look away. Unlike normal fascination, this fascination is only broken by direct physical harm to the subject. Each round they stare they must repeat the Will save, failure indicates the creature's mind has crumbled into helpless insanity. They are treated as being afflicted by a feeblemind and insanity spell. The victim screams broken, disjointed rants about impossible space while afflicted.

Immunity to mind-affecting abilities protects against this aspect of spatial warping, but not the damage below.

A creature unfortunate enough to be within or come in contact with warped space suffers 20d6 points of damage per round (no save) from being distorted. Any creature who is within a Q'pa when its movement ends suffers an additional 10d6 points of damage.

Space mutated by the Q'pa stays that way indefinitely and continues to damage creatures that go within it. A wish or miracle spell can reverse up to 600ft of warped space per casting. Divinities generally send agents to reverse such damage as soon as possible. If left alone, this space has a 6% chance per day of becoming a full breach to the Far Realm.

Those rendered insane by the Q'pa can be restored by a properly worded wish or the direct personal intervention of at least a lesser deity. A miracle spell has no effect on this state. As the ability is extraordinary, anti magic or dead magic zones do not negate the insanity and feeblemind effects.

The save DC is Constitution and Charisma based, the Q'pa adds both ability modifiers to the DC calculation.

Twisted Reality (Ex)

Due to the destruction of space around the Q'pa, all forms of attack against the Q'pa suffer a 50% miss chance. True seeing does not overcome this, but weapons and abilities that can damage incorporeal creatures reduce the miss chance to 20%. If an attack misses due to this ability, it affects a warped square or a creature within a warped square within 100ft of the Q'pa. The Q'pa can choose which square or creature is affected. If there are no valid targets within 100ft, the spell misses.

Matter Irrelevance (Ex)

Q'pa can pass through solid matter and living beings without penalty or being slowed down. It ignores walls of force, though a prismatic wall or sphere holds it at bay. It's touch and warping extends to the Ethereal Plane.

Damage Reduction (Ex)

Only an epic weapon made of cold iron, adamantine and silver can deal full damage to the Q'pa. It is speculated that the true material to damage a Q'pa does not exist in Creation, but this combination suffices.

Regeneration (Ex)

Weapons that defeat the Q'pa's damage reduction or spells with the good descriptor deal lethal damage to the Q'pa.

Spurn Divinity (Ex)

Q'pa are immune to all divine magic of 6th level or lower. They gain their Charisma modifier as a bonus to any saving throws against divine spells. This also applies to the spells, spell like abilities and supernatural abilities of outsiders. Q'pa are immune to divine typed damage, such as half the damage from a flame strike.

Skills

Q'pa have zero ranks in all skills, except for Listen and Spot, which they have the maximum ranks possible. Q'pa also have a +10 racial bonus to Listen and Spot checks.


Gear: [spoiler]

Q'pa care nothing for treasure. There is only one reward for slaying one: A Creation free of the madness of the Far Realm, whole and intact.
<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

#146
Zquujaj, Knight of the Pale Mother

Fluff:
Spoiler: ShowHide


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

Zquujaj was once a pit fiend of great power, destined for great things within Hell's hierarchy. This advancement came to a stop in the war against the Gnomish God-King, when the gnomes turned him into a living magic source for one of their underground cities. He was forgotten after the fall of the gnomes and left to stew in hopeless imprisonment for thousands of years. This drove him quite mad, and on gaining his freedom thanks to the actions of the Crimson Guard, he vowed revenge against Hell.

Through means unknown and perhaps unknowable, Zquujaj gained the patronage of Pale Night. The Pale Mother empowered him so that he could gain his revenge. Flush with the power of both Baator's cold reason and the primal fury of the Abyss, Zquujaj raised a grand army of demons to lay siege to Avernus.

He succeeded.

His efforts pushed Bel to the brink and threatened the order of Hell. The early days of the attack were unprecedented setbacks for the Lord of the First, for Zquujaj was a foe who understood Hell's tactics. He was able to coordinate the uncoordinatable nature of the demonic hordes and counter Bel's gambits, all while using the same fury of chaos to smash through Hell's defenders. For a time it looked as if Avernus would fall, and perhaps Hell had made a fatal miscalculation.

Only the full force of Hell's might was able to drive away The Knight of the Pale Mother, with each layer finally contributing enough to break Zquujaj's army and force them to retreat from Avernus. This defeat did not slow Zquujaj or earn him the ire of his patron. Instead he was gifted the realm of Androlynne, as Pale Night's scheme to hold captive eladrin children there for sport had recently been defeated by the Crimson Guard. Since then, Zquujaj has focused on consolidating his power and to prepare for another crusade against Hell.

Pale Night's entry into the Blood War concerns both Hell and the greater cosmos. She has never shown an interest in that conflict before now, and her first entry came closer to victory than any other. It is known that Bel's position has become shaky since that fiasco (as well as with continuing difficulties in the conquest of Lifasa, an unrelated operation that lead to the downfall of Duke Abigor) and that change may be inevitable. Should Hell fall to the Abyss, all of Creation could come into mortal peril.

It is suspected that Mechanus may intervene should matters reach this point, and perhaps even elements of Celestia may do so. But this risks turning the Blood War into a general planar conflict, which would usher in a new age of instability for Creation. The wisest worry that this may well be Pale Night's goal, that she wishes not to overthrow Hell, but to plunge all of reality into war. Such a war would dwarf the conflicts in Androlynne exponentially and could easily grow to encompass all of the outer planes.



Notes:
Spoiler: ShowHide


- Zquujaj was freed in the course of Balmuria 1. The PCs really had no idea that Zquujaj would go so far - or that they'd be the ones to free the eladrin children from Androlynne. Sometimes the smallest of pebbles starts an avalanche. Speaking of, Zquujaj's attack is what prompted Antenora to strike out from Hell and lead her to meeting Alicia. It's interesting how even pure evil can have knock on effects that are...well, I hesitate to say good, but not bad at least.

- Anyway, Zquujaj only cares about killing his former kin. He is consumed with a desire to destroy Hell and every devil therein. He is not so far gone that he cannot plan and prepare, nor does he need to achieve his goal immediately. He has both the rage of the Abyss and the cold calculations of Hell.

- Zquujaj rather strongly resembles Bel's build. This is intentional, as in many ways he's meant to be a corrupted copy of Bel.  Well, 'corrupted', anyway. Bel still has the advantage for now, but if Zquujaj gains more power and influence, his divine ranks will rise to match Bel's. As Zquujaj is new to cosmic power, he only has a single divine rank right now. He's clearly powerful enough to rise much higher.

- Beyond that, he's a powerful melee leader. The demons he fights with fall into murderous rages and are guided with a marshal's precision. It's a horrifying combination.



Pit Fiend 50//Barbarian 25/Marshal 25

Size/Type: Large Outsider (Chaotic, Evil)
Divine Rank: 1
Hit Dice: 25d12+25d8+750+50+100 (1400 hp)
Initiative: +15
Speed: 90ft, fly 240ft (average)
Armor Class: 80 (-1 size, +14 dex, +25 natural, +1 divine, +13 deflection, +18 armor)
Base Attack/CMB/CMD: +50/+73/109
Attack: Claw+77 (2d8+36 plus +6/+6d6 and 6 negative levels (DC 56) vs devils)
Full Attack: 2 claws+77/+72/+67/+62 (2d8+36 plus +6/+6d6 and 6 negative levels vs devils) and 2 wings+76 (2d6+26 plus +6/+6d6 and 6 negative levels vs devils) and bite+76 (4d6+26 plus poison plus disease plus +6/+6d6 and 6 negative levels vs devils) and tail slap+76 (2d8+26 plus improved grab plus +6/+6d6 and 6 negative levels vs devils)
Space/Reach: 10ft/30ft
Special Attacks: Constrict 2d8+50, improved grab, spell-like abilities, summon demon, epic rage 7/day, auras, grant move action 6/day.
Special Qualities: Damage reduction 25/cold iron, epic and good, darkvision 120ft, see in darkness, immunity to fire, electricity and poison, resistance to acid and cold 40, regeneration 13, spell resistance 65, telepathy 300ft, divine traits, fast movement, improved uncanny dodge, trap sense+8, devil's luck, tireless rage.
Saves: Fort +51, Ref +50, Will +55 (+4 vs enchantment, +6 vs lawful magic)
Abilities: Str 50, Dex 38, Con 41, Int 41, Wis 37, Cha 37 
Skills: Balance+68, Bluff+67, Climb+74, Concentration+69, Diplomacy+67, Disguise+67, Hide+64, Intimidate+70, Jump+98, Knowledge(Arcana)+69, Knowledge(Local: Androlynne)+69, Knowledge(Local: Avernus)+69, Knowledge(Nature)+69, Knowledge(Nobility and Royalty)+69, Knowledge(Planes)+69, Knowledge(Religion)+69, Listen+67, Move Silently+68, Search+67, Sense Motive+67, Spellcraft+69, Spot+67, Survival+67, Swim+74, Tumble+68, Use Magic Device+68, Use Rope+68
Feats: Weapon Focus(Claw)(B), Dark Speech(B), Multiattack(1), Improved Multiattack(3), Power Attack(6), Instantaneous Rage(9), Iron Will(12), Rapid Strike(Claws)(15), Improved Rapid Strike(Claws)(18), Skill Focus(Intimidate)(M1), Toughness(39)
Epic Feats: Great Strength(21), Pulverize(24), Incite Rage(B24), Blinding Speed(27), Epic Rage(30), Epic Will(33), Embrace of the Pale Mother(36), Epic Toughness(42), Lasting Aura(45), Widen Aura(48), Multiaura(M23)
Salient Divine Abilities: Banestrike(Lawful Outsiders), Devil Genocide, Extra Domain(Hatred), Knight of the Pale Mother, Wound Enemy.
Alignment: Anarchic Vile

Racial powers:
Spoiler: ShowHide


Constrict (Ex)

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

Disease (Su)

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

Improved Grab (Ex)

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

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

Poison (Ex)

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

Summon Demons (Ex)

Six times per day Zquujaj may summon up to 50 hit dice of demons. This may be any combination that equals fifty hit dice, but no one monster may have more than 30 hit dice. Zquujaj prefers balors and obyriths when he summons.

Regeneration (Ex)

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


Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

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

Alter Reality (Su)

Zquujaj exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. This warping of reality manifested in a number of ways. Zquujaj can use limited wish when doing so could help him promote the destruction of devils, genocide or acts of grand hatred. Note that in the situation where Zquujaj and another deity both try to alter reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Domain powers:

Chaos: +1 bonus to the caster level of chaotic spells.
Evil: +1 bonus to the caster level of evil spells.
Hatred: Choose one opponent. Against that opponent you gain a +2 profane bonus on attack rolls, saving throws, and Armor Class for 1 minute. This supernatural ability is usable once per day as a free action.
War: Free Martial Weapon Proficiency with deity's favored weapon (if necessary) and Weapon Focus with the deity's favored weapon.

Divine Aura (Ex)

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

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

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

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

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

Remote Communication: As a standard action, Zquujaj can speak to any of his own worshipers, and to anyone within one mile per rank away from a site dedicated to him, or within one mile per rank away from a statue or other likeness of him. The creature being contacted can receive a telepathic message that only it can hear. Alternately, his voice can be heard from the cracking bone and tearing flesh of a devil being butchered. In this case, anyone within earshot of the sound can hear it.

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

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


Barbarian powers:
Spoiler: ShowHide


Fast Movement (Ex)

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

Rage (Ex)

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

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

Uncanny Dodge (Ex)

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

Trap Sense (Ex)

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

Improved Uncanny Dodge (Ex)

At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Devil's Luck (Ex)

You apply the number of points of damage reduction you would otherwise gain as a luck bonus on all saving throws.

Greater Rage (Ex)

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

Indomitable Will (Ex)

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

Tireless Rage (Ex)

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

Mighty Rage (Ex)

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


Marshal powers:
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Auras (Ex)

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

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

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

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

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

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

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

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

Grant Move Action (Ex)

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

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

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


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

Baatorian Mail

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

Circlet

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

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

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


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

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

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

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

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

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

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

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

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

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

DEVIL GENOCIDE
Prerequisite: Banestrike(Lawful Outsiders)
Benefit: Such is Zquujaj's fury that he cares nothing but for the extermination of devils. His banestrike ability no longer effects non-devil lawful outsiders, such as archons. The bonus to hit against devils from banestrike increases to +6 and the extra damage dice increase to +6d6. In addition, the devil must make a Fortitude saving throw (DC 10 + 1/2 hit dice + Strength modifier + divine rank; DC 56) or suffer 6 negative levels. Unlike normal negative levels, these negative levels are immediately permanent. No secondary saving throw is allowed to remove them.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#147
Villisa, Guardian of Love

Fluff:
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Background

Villisa and her two sisters are solars created from the tears of Sune, Goddess of Love. They are tasked to oversee love, lovers and happy relationships. Villisa prefers to focus on protecting traditional love while her sisters Debonah and Sapha see to relations between homosexual men and women, respectively. The three sisters are members of the Stronghearted, an order of celestials (primarily solars) who see to the protection of love. They are a blade for Sune when battle must be joined, though none of the three sisters relish combat.

Appearance

Villisa stands ten feet tall and is a woman of breathtaking beauty. She does not wear armor, for she instead favors a wedding gown of white silk. She has blonde hair with a faint metallic glint in the light. A long length of silken red cord is always around her right wrist. She goes barefoot but rarely touches the ground, as she prefers to hover a few inches off of it.

To mortals and other mundane creatures, Villisa seems hyper-real. Her mere presence is captivating and drowns out everything else nearby. They lose themselves in her beauty, yet details escape them due to being overwhelmed by her presence. Creatures afflicted by this tend to quickly fall in love with her. Due to this, she rarely uses her true form when dealing with mortals, as this is seldom the love she wishes to kindle. Powerful mortals and outsiders are able to handle her without this difficulty.

Personality

Villisa is a cheerful, vivacious woman who embraces life. She is slow to anger, quick to love and even quicker to forgive. She has a marked dislike of violence, though she sees it as prudent to stay trained so that she may deal with violence as effectively as possible. She excels in social situations, naturally making herself the center of attention. She will often engage in a frenzy of matchmaking and beneficial intrigue once she has become the focus of events. She often claims that she'll be here until all the weddings she sets up are done - and somehow they always work out.

Relations

Villisa, Debonah and Sapha are close sisters, holding no secrets from one another. They love each other with unreserved joy. It is a purely platonic love and woe to any who dare to suggest otherwise, as all three sisters find that suggestion highly offensive. This is one of the few things that can stir them to a fight that can otherwise be avoided, as they find the thought of polluting the pure and sisterly love they share repulsive.

Beyond her sisters, Villisa has good relations with the rest of the Stronghearted. In particular, she has close ties (and semi-frequent romantic relationships) with Esan, a gallant solar who oversees chivalry and related romantic concepts. She also has many ties in Brightwater, mostly in the quarters of Sune and Sharess. Her ties in the quarters of Lliira and Empress Sulia are looser. This is purely on account of her focus rather than any antipathy to them. Conversely, her relations in Waukeen's quarter are few and far between due to philosophical differences with Waukeenites.

Villisa's relations outside of Brightwater are relatively cooler and she has few close friends there. However, she is known to be welcome in the court of Chan, Princess of Elemental Good in Air. Villisa did a great service for Chan ages ago, a fact that results in her always being welcome in the Archomental's court. She visits at least once a century, these visits result in her weaving tangles of romantic relationships amid Chan's court. The Archomental seems to enjoy this intrigue and even encourage it.

Romantic entanglements are common for Villisa. She takes lovers whenever she desires but her relationships seldom last long. Her most common lover is Esan, a recurring series of relationships that flare up and fade every few centuries. Esan forever seeks to woo his perfect princess, yet Villisa cannot find it in her nature to fully commit to him. She cares for him deeply, yet some part of her yearns for something else. Villisa believes it is her own chaotic nature sabotaging her, while her sisters believe she hasn't met the right man yet. This is something the lines of love support, a fact that Villisa can't or won't see.

The situation with Esan troubles Villisa, who routinely compensates by finding new relationships and new loves. She hopes to find her special person and soulmate, though thus far she has not found a relationship that can truly endure. However, these relationships have resulted in a few children, the most notable being the solar Cresiel. Cresiel's father is the solar Romiel of Mount Celestia, whom he takes after rather than Villisa. This results in mother and son being rather distant. In truth, Romiel and Villisa did not work due to poor chemistry, as their short relationship was a product of circumstance. Both solars consider the relationship a mistake borne of those circumstances, and as Cresiel favors his father, mother and son are not close. The fact that Cresiel travels Creation as a holy crusader exasperates this, for he seldom rests in the Heavens.

Of enemies, Villisa does not get along well with Waukeenites. Several times various servants of the Merchant's Friend have seen the opportunity for great profit in her powers. This mightily offends Villisa, as she feels her powers are for a higher purpose than making filthy lucre. The Waukeenites would argue that making money for a good cause is a higher purpose, but Villisa does not agree with that. As such, Villisa generally goes out of her way to avoid Waukeen's faithful whenever possible.

Villisa has clashed several times with Sharrans. Shar's doctrine of bitterness is incompatible with the love Villisa represents. The solar feels inevitably drawn to oppose Shar whenever her path crosses with Shar's slaves. Many great battles have resulted from this enmity, yet Shar's machinations are not Villisa's primary concern.

It is Lovitar that Villisa holds a special grudge for. She will stop everything she is doing to foil one of the Maiden of Agony's plans, even if it disrupts efforts centuries in the making. With steely resolve that startles those that know her, Villisa will neutralize Loviatar's worship down to the last of the corrupted laity. The roots of this grudge go back countless eons.

It came to pass that Villisa was tricked and captured by Ryxis, a powerful cleric of Loviatar. He took her to the Maiden of Agony's court, where Villisa was subject to soul-shattering torments for a decade. Villisa's mind and will were broken and she would have become a Fallen had Loviatar cared to shorten her misery. Yet Loviatar's passion for pain saved Villisa, as it gave her sisters time to find her location and mount a daring rescue.

Villisa has since recovered and has accepted what happened to her. In the care of her loving friends and Sune she healed her body, mind and soul; yet Villisa did not forget what happened to her. She has taken a vow to oppose Loviatar whenever she can. She has had considerable success at this and has attracted the ire of the Maiden of Agony. Loviatar has grown annoyed with her efforts, but in spite of that, she feels a growing anticipation. When she gets her hands on Villisa again, the pain needed to shatter her will be sublime and supremely satisfying. So far, Loviatar's efforts to capture Villisa and bring about this chance have failed.

As a reward for capturing Villisa (and her escape had nothing to do with him, as Loviatar assigned him elsewhere), Ryxis was transformed into a unique fiend. Villisa has not managed to catch him outside of The Barrens of Doom and Despair, though doubtless that his skills at trickery have allowed him to slip past her several times. Should they ever meet, Villisa plans to subdue him and bring him to Sune, where Lady Firehair can personally express her displeasure at his treatment of one of her favored solars.



Notes:
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- Villisa's spell selection is intentionally diverse. She prefers to prepare for various contingencies rather than focus on spells she likes. Likewise, she avoids metamagic so she doesn't rehash the same spells. The fact that she has a feat crunch doesn't help that, either.

- 25th level paladin spellcasting is nothing to sneeze at. However, as Villisa has cleric casting, it's largely redundant. She originally had battle blessing to let her paladin spells serve as a swift action reserve, but her feat shortage made holy warrior too attractive to pass up. Holy warrior's one of those ACFs that really suits the celestials I design. As a majority of top tier celestials have innate clerical spellcasting, paladin casting doesn't bring a lot to the table. 1-4 feats can be more useful under those circumstances.

- In a related tangent, I'm of the opinion that adding a second spell set to a full caster is a waste. While it does diversify your breadth of abilities, you still only have so many actions and chances to cast spells in a typical day. Yeah, having a second set of casting is nice to fall back on, but most of the time I feel it's not really useful. Personally, I'd rather diversify with non-spell abilities instead. Anyway, that's just my opinion and something that reflects in my design work.

- Compared to her sisters, Villisa is the holy warrior of the trio. That's somewhat relative when dealing with solars, but Debonah is a natural with psionics and Sapha prefers the factotum's arts. This isn't really relevant to their duties as much as an expression of natural talent and circumstances forging them. Villisa's choice of paladin and heartwarder is a result of her nature plus what happened to her at Loviatar's hands.



Solar 35//Paladin of Freedom 25 (Ruby Rose Knight)/Heartwarder 10

Size/Type: Large Outsider (Angel, Chaotic, Good)
Hit Dice: 25d10+10d8+490 (820 hp)
Initiative: +14
Speed: 50ft, fly 150ft (good)
Armor Class: 57 (-1 size, +14 dex, +21 natural, +12 armor, +1 dodge)
Base Attack/CMB/CMD: +35/+48/73
Attack: Villisa's Silk+53 (1d3+19 plus 2d6 holy plus entangle)
Full Attack: Villisa's Silk+53/+48/+43/+38 (1d3+19 plus 2d6 holy plus entangle)
Space/Reach: 10ft/10ft (20ft with Villisa's Silk)
Special Attacks: Spell-like abilities, inspire love, spells, smite evil 9/day, turn undead 23/day (DC 37; 11d6)
Special Qualities: Damage reduction 25/cold iron, epic and evil, darkvision 120ft, low light vision, immunity to acid, cold and petrification, regeneration 20, resistance to electricity and fire 20, spell resistance 48, tongues, protective aura, lines of love, aura of good, detect evil, lay on hands(400 hp), divine grace, aura of resolve, enduring personality, domain paladin(seduction), heroism 5/week, heroic rapture, heart of passion, lips of rapture, voice of a siren, tears of evergold.
Saves: Fort +47, Ref +47, Will +48 (+4 vs poison, +4 resistance vs evil)
Abilities: Str 34, Dex 38, Con 38, Int 34, Wis 40, Cha 43
Skills: Bluff+56, Concentration+52, Craft(Alchemy)+50, Craft(Stonemasonry)+50, Diplomacy+69, Gather Information+56, Handle Animal+56, Heal+53, Knowledge(Arcana)+50, Knowledge(Nature)+50, Knowledge(N&R)+50, Knowledge(Planes)+50, Knowledge(Religion)+50, Listen+53, Perform(Keyboard Instruments)+56, Perform(Song)+56, Profession(Wedding Planner)+53, Ride+52, Sense Motive+63, Spellcraft+50, Spot+53
Feats: Words of Creation(B), Dodge(1), Mobility(3), Power Attack(P4), Spell Focus(Enchantment)(6), Extra Smiting(P8), Exotic Weapon Proficiency(Whip)(9), Divine Justice(P11), Combat Reflexes(12), Extra Turning(P14), Skill Focus(Diplomacy)(15), Divine Might(18)
Epic Feats: Epic Spell Capacity(21), Great Smiting(P23), Epic Skill Focus(Sense Motive)(24), Spectral Strike(27), Holy Strike(30), Epic Skill Focus(Diplomacy)(33)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

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

Spells

Villisa casts as a 32nd level cleric (caster level 33rd for spells with the chaotic or good descriptor) with access to the Chaos, Charm, Good, Protection, Pleasure and Seduction domains. The save DCs are 25 + spell level (DC 26 for enchantment spells, DC 27 for enchantment spells that have a verbal component).

[6/day]0: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Virtue
[9+1/day]1: (Charm Person), Bless Water, Command, Cure Light Wounds, Detect Undead, Divine Favor, Remove Fear, Sanctuary, Shield of Faith, Summon Monster 1
[9+1/day]2: (Calm Emotions), Augury, Consecrate, Hold Person, Make Whole, Resist Energy, Shatter, Shield Other, Spiritual Weapon, Status
[9+1/day]3: (Heart's EaseBoED), Continual Flame, Cure Serious Wounds, Invisibility Purge, Locate Object, Prayer, Remove Disease, Speak with Dead, Summon Monster 3, Water Breathing
[8+1/day]4: (Remove FatigueBoED), Control Water, Cure Critical Wounds, Death Ward, Dimensional Anchor, Divination, Freedom of Movement, Sending, Spell Immunity
[8+1/day]5: (Charm Monster), Atonement, Break Enchantment, Commune, Mass Cure Light Wounds, Plane Shift, Righteous Might, Scrying, Wall of Stone
[7+1/day]6: (Animate Objects), Antilife Shell, Banishment, Heal, Mass Bear's Endurance, Mass Eagle's Splendor, Summon Monster 6, Wind Walk
[7+1/day]7: (Mass Charm Monster), Control Weather, Greater Restoration, Greater Scrying, Holy Word, Regenerate, Repulsion, Word of Chaos
[6+1/day]8: (Spread of ContentmentBoED), Antimagic Field, Dimensional Lock, Earthquake, Fire Storm, Mass Cure Critical Wounds, Summon Monster 8,
[6+1/day]9: (Sublime RevelryBoED, Etherealness, Gate, Mass Heal, Miracle, Storm of Vengeance, Summon Monster 9
[6+1/day]10: (Celestial ValorHome), Curse of InadequacyHome, Energy ImmunityHome, Mass Freedom of MovementHome, Miracle of HealthHome, Miracle of UncursingHome, Summon Monster XHome
[6+1/day]11: (Celestial Valor), Lunar HealingHome, Martyr's KissHome, Mass RegenerateHome, Moonlight RevelationHome, Summon PlanetarHome, Superb DispellingHome
[5+1/day]12: (Celestial Valor), Beauty TriumphantHome, Burst of GloryHome, Legion's GatesHome, Sensual BlessingHome, Wrath of the HeavensHome
[4+1/day]13: (Celestial Valor), Instant RegenerationHome, Mass Energy ImmunityHome, Morwel's BlessingHome, Wall of Superb DispellingHome

Regeneration (Ex)

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

Change Shape (Su)

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

Lines of Love (Su)

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

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

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

This sight is fully effective against all creatures, save for those protected by mind blank and greater magic that foils divinations. Villisa uses the lines of love on anyone she meets reflexively, as she finds the connections fascinating.

Inspire Love (Su)

As one of the Guardians of Love, Villisa can inspire pure, true love in any creature she sees. As a standard action, Villisa may attempt to inspire love in up to ten creatures. She chooses the type of love she wishes to bestow from the types in lines of love (romantic, familial, close friends, raw attraction and other) and each target must make a DC 47 Will save or immediately feel that love to all other creatures targeted. They are aware they are in love but not that they have been enchanted, unless Villisa chooses to allow them to be aware. A creature that already feels that type of love to another of the targeted creatures is unaffected by that part of Inspire Love, save that they are now aware of that love if they were not previously so. The duration of Inspire Love can be 1 hour, 1 day or permanent at Villisa's discretion.

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

Villisa can target any creature she sees with this ability, but they must be on the same plane. Further, she must see them with her own eyes. Extra sensory or magical means of perception are not sufficient.

Villisa usually uses the 1 day duration of this ability and allows the creatures involved to know they have been affected. Afterwards she explains that this is a taste of what could be. As a defender of freedom, she is loathe to use the permanent duration unless dire and exceptional circumstances call for it.

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



Paladin of Freedom powers:
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Aura of Good (Ex)

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

Detect Evil (Sp)

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

Smite Evil (Su)

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

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

Divine Grace (Su)

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

Lay on Hands (Su)

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

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

Aura of Resolve (Su)

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

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

Enduring Personality (Su)

A 3rd-level Ruby Rose Knight is immune to any effect that would deal Charisma damage or Charisma drain. This benefit replaces the standard paladin's divine health class feature.

Turn Undead (Su)

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

Heroism (Sp)

At 6th level, a Ruby Rose Knight can use a heroism effect once per week, using her class level as her caster level. She can't use this spell-like ability on herself, only on another creature.

This benefit replaces the remove disease class feature gained by a standard paladin. If she would later gain extra weekly uses of remove disease, a Ruby Rose Knight instead gains extra weekly uses of heroism.



Heartwarder powers:
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Heart of Passion (Ex)

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

Lips of Rapture (Su)

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

Voice of a Siren (Su)

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

Tears of Evergold (Su)

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



Gear: [spoiler]

Villisa's Silk

This silken cord is usually seen wrapped around Villisa's right wrist, resembling nothing more than a red bracelet. As a free action Villisa may cause it to unfurl, forming a whip with 70ft of reach. Unlike normal whips, this whip may deal lethal damage and deal damage to enemies with a natural armor bonus of +3 or greater, or an armor bonus of +1 or greater. Further, this whip doesn't provoke attacks of opportunity when used. While it may make attacks of opportunity as well, the long length is difficult to control. As a result, Villisa's Silk only threatens to a range of 20ft.

Villisa's Silk is a whip+7, mighty smiting. On a successful attack with Villisa's Silk, red silken strands and bonds appear over the target, covering them. The target must make a DC 41 Reflex save or be entangled for 7 rounds. A creature entangled can escape by a DC 41 Escape Artist check or a DC 31 Strength check.

Bridal Gown

This beautiful white gown is enchanted to protect Villisa, granting her a +12 armor bonus to armor class and a +6 enhancement bonus to ability scores. The gown is also enchanted to stay pristine, no matter the circumstances or condition Villisa finds herself in. 
<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

#148
Debonah, Guardian of Love

Fluff:
Spoiler: ShowHide


Background

Debonah and her two sisters are solars created from the tears of Sune, Goddess of Love. They are tasked to oversee love, lovers and happy relationships. Debonah prefers to focus on protecting love between homosexual men while her sisters Villisa and Sapha see to relations between men/women and women, respectively. The three sisters are members of the Stronghearted, an order of celestials (primarily solars) who see to the protection of love. They are a blade for Sune when battle must be joined, though none of the three sisters relish combat.

Appearance

Debonah stands nine and a half feet tall, a statuesque beauty that resembles a classical statue given flesh. She prefers practical clothes that fit what she is doing and prefers pants over skirts, but otherwise has no standard outfit. Her hair is dark brown with a single streak of silver down the center-back. When she is in disguise, she prefers a male version of herself with roughly the same features and a well muscled body. Regardless of form, she carries a heart motif bow and arrow with her at all times.

Unlike her sisters, Debonah's presence does ont provoke natural love or burning desire. Instead, most mortals see her with something close to awe. They grow calm and captivated around her, as if studying a wonderful piece of art. Immortals fare better, though any with an eye for beauty or art agree she is a remarkable specimen.

Personality

Debonah is confident, composed and together. She does not have the natural air of command that many of her caste enjoy, but instead a calmness that suggests everything is taken care of. Due to her sphere of duties and spending the large majority of her time in the form of a man, she has a tendency to revert to masculine habits. This goes so far as to sometimes slip into calling herself 'he' in her natural form, which invites a chance for her sisters to tease her. She prefers to work in the background and arrange events without anyone being the wiser.

Relations

Villisa, Debonah and Sapha are close sisters, holding no secrets from one another. They love each other with unreserved joy. It is a purely platonic love and woe to any who dare to suggest otherwise, as all three sisters find that suggestion highly offensive. This is one of the few things that can stir them to a fight that can otherwise be avoided, as they find the thought of polluting the pure and sisterly love they share repulsive.

Debonah's relations with the rest of the Stronghearted, as well as other servants of Sune, are cordial but distant. She prefers to make friends outside of 'work' and expand her horizons, while keeping her duties separate. Debonah is close friends with Herensugalam, a brass dragon that owns The Five Leaf Clover gaming hall in Tymora's quarter of Brightwater. Debonah has no passion for gambling, but she finds Herensugalam's natural tidal wave of warm humor endearing.

Past Brightwater, Debonah is on good terms with many higher ranking divine servants in Arvandor, Ysgard and Elysium. However, she avoids Celestia. Debonah likes to style her work as the hand of destiny, but she finds Celestia's interpretation of destiny disagreeable. She sees herself as an agent that makes important changes to allow life to flow to a better place, a small set of actions akin to throwing a stone in a stream of water. Compared to that, she sees Celestia's focus on destiny and order to be like taking that river and erecting a dam to stop and still the waters. Debonah concedes some mild hypocrisy on her part, which tends to inflame her own pique towards Celestia.

The sole exception to her dislike of Celestia is Pistis Sophia. The Ascetic takes special pains to maintain good relations with powerful manifesters across the Heavens. This results Debonah paying occasional visits to Solania to talk shop with Pistis Sophia. The two don't see to eye to eye on many things, but they have forged a firm friendship over their shared psionic abilities.

Debonah finds romance fairly often. Her duties result in her taking a man's body for a large majority of the time. As a result of this and some hands-on work in love, she has come to strongly prefer making love with men as a man. She routinely has passing affairs with mortals that blossom in to long relationships. While not all of them last the length of the mortal's life, it is rare when one does not last for at least several years. When a love does last to the end of a mortal's life, she ensures that his soul moves onto the afterlife safely.

None of her loves have been blessed to retain their mortal memory, so Debonah instead moves on. This is no great tragedy, as she takes pains to ensure that her lover's soul incarnates in a place he can find maximum happiness. Further, she believes immortal beings should not be bound to eternal relationships. On the occasions where she has a relationship with another spirit or immortal, Debonah ensures that it is understood early in the relationship.

As far as enemies go, Debonah does not get along with servants of Lathander. Her sphere of protection is incompatible with creating newborn life (barring magical intervention), something which brings them into natural conflict. This conflict is the form of vigorous debates rather than violence, a debate that's all but guaranteed when she comes across one of Lathander's flock. Debonah does not mind the arguments, even if they end up being the same arguments on both sides that change no one's opinion.

Like many solars, Debonah considers all of evil her enemy. Yet while she holds Loviatar in special disdain for her abduction of Villisa, her main antagonist is not evil at all. She has come into conflict with Chourst, the slaad lord of randomness, several times. Something about Debonah consistently (as much as Chourst can be consistent about anything) raises his ire, which results in spirited combat. Debonah has come to oppose Chourst and his occasional, insane cultists whenever she comes across them.

Chourst feels the same way, whenever the thought happens to cross his ever-changing mind. This has lead to several difficult battles for Debonah, but so far she has proven her mettle against his machinations. Debonah tries quite hard to forget the image of half a dozen death slaad giving into frenzied lust with each other, no matter how it allowed her to triumph against impossible odds.



Notes:
Spoiler: ShowHide


- Debonah gets full PW manifesting progression. She traded full casting for PW manifesting, so that felt fair. Anyway, the fact that she's a manifester is just one of those things that happens occasionally. Blame chaos.

- Epic rapidshot is meant to compete with improved manyshot. Improved manyshot has no cap at all, but the penalty to attack rolls keeps going up. They're really two different styles in epic - one's for most archers and the other's primarily for swift hunters.

- Debonah's custom epic powers are sketched in. Epic manifesting still doesn't have a lot of work done in it, so those may get changed later. By the way, she learned heavenly glory from Pistis Sophia. Just one of those interesting little footnotes.

- Chaos monk is purely so that she can add her wisdom to her armor class. Well, that and her duties (and honestly that of all her sisters) requires working hands on and naked sometimes. Debonah has had the bad luck to need to defend herself sans gear more than once, which is reflected in chaos monk as well as her magical items. Pistis Sophia may have had a minor influence on this as well, though it would be secondary at best. Anyway, having an unarmed attack helps. While solars do have slams should they need it, this allows her to full attack should she desire to.



Solar 35//Chaos Monk 1/Fighter 34

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

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

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

Powers

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

Power Points: 742

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

A - Power can be augmented.

Regeneration (Ex)

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

Change Shape (Su)

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

Lines of Love (Su)

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

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

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

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

Inspire Love (Su)

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

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

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

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


Gear:
Spoiler: ShowHide


Cupid's Arrow

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

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

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

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


Custom Material: [spoiler]

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

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

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

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

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

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

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

Augment

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

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

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

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

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

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

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

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

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

This power can only be selected by an outsider with the good subtype. If this power is somehow manifested by a creature without the good subtype, the power fails with no effect.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#149
Paluze, Devoted to Levistus

Fluff:
Spoiler: ShowHide


Ice weirds are alien creatures, elementals who see the future and are obsessed with the battles of law and chaos. They care only to prevent themselves from melting, for they fear the caress of fire reducing them to a puddle. Paluze was once one such creature. She sought the deepest secrets of law and chaos so ensure she would be safe, so that she would never melt. It was these studies that were her downfall, that took her away from her coven and to the numbing embrace of Stygia.

Paluze's research lead her to cross paths with the renegade aspect of Levistus. She was seduced by his charm and enthralled with his promises of order. His poisonous words promised answers if she forsook chaos for pure law, means to ensure her icy state would never waver, for only law's unchanging nature could provide her with that. Yet all the order the renegade aspect taught her was tinged with evil, just as much as his touch was.

Paluze has grown dark and doomed her soul all at the behest of Levistus. She has shattered her coven, sacrificed countless innocents and wholly taken up the banner of everything Levistus stands for. She is hopelessly in love with the renegade aspect, obsessed with him as he holds the answers she craves. She has given him everything, all to secure her place at his side. She has worked hard to ensure that the futures she sees are futures that benefit Levistus.

Little does she know that the Traitor of Stygia is capable of deceiving even a weird's potent prescience. In truth, Levistus has many concubines elsewhere and grows bored of Paluze. She is a useful tool - and will be far more useful once he devours her mind and turns her into an unthinking, unquestioning thrall.

Paluze sees herself as the one and only princess for Levistus, while Levistus and his closest servants see her as little more than a disposable tool near the end of its usefulness. Amea in particular has barely hidden contempt for Paluze. He has dealt with many such as Paluze - useful tools enthralled by the Traitor's charisma, allowed to grow haughty with pride and delusions before consumed by Levistus. She is just another meaningless face not yet broken of the disgusting folly of free will.

For now, Paluze oversees Blue Stilling, a hidden fortress of the renegade aspect of Levistus. She coordinates its defenses with Amea and tends to Maggezal, a powerful kraken soul eater she turned into a thrall of Levistus. She watches the future and takes action should any threats to Blue Stilling or the renegade aspect be detected.


Notes:
Spoiler: ShowHide


- Paluze is a rather pitiable figure. All evil in the end tends to be such, but her case is a particularly sad one. Like any ice weird, she only wanted to make sure she'd be safe from melting. To come on the renegade aspect of Levistus is bad luck, as is her inability to see through his lies and her unwillingness to turn away from his beguiling nature.

- In combat, Paluze is a difficult opponent who is designed to get AoOs and use them to avoid attacks altogether. You trigger one and she gets a free move action. Monk's movement bonus goes well with this. She shuts down most melee threats on account of this. Her goal is to freeze her enemies solid and slaughter them, while minions keep enemies capable of harming her busy.

- Icedawn's armor is great for creatures vulnerable to fire. It's -5 AC compared to epic mage armor, but immunity to fire and an hour/level duration makes up for it.


Ice Weird 26//Monk 10/Frost Mage 16

Size/Type: Large Elemental (Cold, Evil, Lawful, Water)
Hit Dice: 26d8+182 (390 hp)
Initiative: +13
Speed: 80ft, swim 80ft
Armor Class: 64 (-1 size, +5 dex, +14 natural, +8 insight, +10 wis, +3 monk, +15 armor)
Base Attack/CMB/CMD: +19/+29/65
Attack: Aylesolia+41 (2d6+18 plus 1d6 cold plus 3d6 cold (9d6 on crit) 19-20 x3) or unarmed strike+35 (2d8+8)
Full Attack: Aylesolia+41/+36/+31/+26 (2d6+18 plus 1d6 cold plus 3d6 cold (9d6 on crit) 19-20 x3) or flurry of blows+35/+35/+30/+25/+20 (2d8+8)
Space/Reach: 10ft/10ft (20ft with ranseur)
Special Attacks: Chill, elemental command, spells, summon elementals, stunning fist 14/day(DC 33), ki strike(magic and lawful).
Special Qualities: Damage reduction 20/epic and good, immunity to cold and fire, regeneration 17, spell resistance 36, vulnerability to fire(overriden by icedawn's armor), darkvision 60ft, elemental ice pool, elemental traits, heat sense, ice mastery, prescience, searching gaze, improved evasion, purity of body, wholeness of body(20 hp), slow fall 50ft, paluze's insight, touch of levistus.
Saves: Fort +35, Ref +27, Will +32 (+2 vs enchantments)
Abilities: Str 28, Dex 20, Con 24, Int 26, Wis 30, Cha 28 
Skills: Concentration+36, Diplomacy+38, Intimidate+38, Knowledge(Arcana)+37, Knowledge(Planes)+37, Listen+39, Sense Motive+39, Spellcraft+37, Spot+39, Swim+46, Use Magic Device+38
Feats: Snowcasting(1), Improved Unarmed Strike(M1), Stunning Fist(M1), Combat Reflexes(M2), Frozen Magic(3), Cold Spell Specialization(6), Improved Disarm(M6), Cold Focus(9), Greater Cold Focus(12), Piercing Cold(FM4), Empower Spell(15), Supernatural Instincts(18)
Epic Feats: Epic Cold Focus(21), Improved Metamagic(24), Epic Spell Capacity(FM14)
Alignment: Axiomatic Vile

Racial powers:
Spoiler: ShowHide


Spells

Paluze casts as a 26th level sorcerer (caster level 28th for spells with the cold or water descriptors) with access to the Cold, Evil and Law domains. The save DCs are 19 + spell level (23 + spell level for spells with the cold descriptor). In areas of cold, Paluze casts spells with the cold descriptor at +1 caster level and +1 point of damage per die. In areas of extreme cold, those bonuses rise to +2 and +2 points of damage per die. Her metamagic options are Empower Spell (+1) and Piercing Cold (+1). 

The following spells are cast every day (or when the duration expires, if longer) and are factored into the stat block above: Icedawn's Armor, Superior Resistance.

[6/day]0: Acid Splash, Arcane Mark, Daze, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Ray of Frost
[9/day]1: Chill Touch, Conjure Ice Beast 1Frost, Magic Missile, Protection from Good, SnowdriftFrost, Unseen Servant
[8/day]2: Calm Emotions, Conjure Ice Beast 2Frost, Desecrate, False Life, Web, Zone of Glacial ColdFrost
[8/day]3: Arctic HazeFrost, Conjure Ice Beast 3Frost, Crack IceFrost, Haste, Lightning Bolt
[8/day]4: Conjure Ice Beast 4Frost, MindfrostFrost, Order's Wrath, Unholy Blight, Wall of Ice
[8/day]5: Cone of Cold, Ice ShapeFrost, Sending, Wall of Force
[7/day]6: Animate SnowFrost, Freezing GlanceFrost, Greater Heroism, Superior ResistanceSC
[7/day]7: Blasphemy, Control Weather, Greater Teleport
[7/day]8: FimbulwinterFrost, Polar Ray, Shield of Law
[7/day]9: FrostfellFrost, Gate, Obedient AvalancheFrost, Wish
[6/day]10: Energy ImmunityHome, Telay's Ice HorrorHome, Telay's Ice ServantHome
[4/day]11: Dire WinterHome, Icedawn's ArmorHome, Superb DispellingHome

Chill (Ex)

Paluze deals an extra 1d6 points of cold damage with her melee attacks.

Elemental Command (Su)

DC 32, 100ft range, total control over the target elemental. Any elemental with the cold or water subtype is vulnerable to being controlled. This control lasts until Paluze dies, the elemental dies or Paluze dismisses it.

Summon Elemental (Sp)

Three times per day, Paluze may summon elementals as if by a summon monster 9 spell (caster level 26th). Unlike lesser weirds, she does not need access to her pool to do so.

Heat Sense (Su)

Paluze automatically detects heat sources within 60ft, as if by detect fire. As a standard action, she can determine the number and location of heat auras and the strength of each.

Regeneration

Paluze takes lethal damage from fire and from good and cold iron weapons.

Prescience (Sp)

At will and as as free action, Paluze can duplicate the effects of any of the following divinations: clairaudience/clairvoyance, contact other plane, detect thoughts, find the path, foresight, greater scrying, legend lore, locate creature, probe thoughts, tongues, vision. Caster level 26th.

Touch of Levistus (Ex)

The corruption of Levistus has wholly consumed Paluze's spirit. She gains the evil and lawful subtypes and is immune to the effects of the River Styx.

Paluze's Insight (Su)

Paluze constantly sees the immediate future around her, living several seconds ahead of others. She acts before others act and sometimes before they even think to act. This grants her an insight bonus to initiative, saving throws, attack rolls and armor class equal to her Intelligence modifier. Whenever a target's action would provoke an attack of opportunity from her, she may instead choose to take a move action. This move action does not count against her normal actions and counts as one of her attacks of opportunity for the round. Movement in this way never provokes attacks of opportunity, as Paluze can see the right path and the openings as they appear. She routinely uses this ability to avoid charging creatures or to move out of the radius of effects.

Creatures under the effect of mind blank or epic spells that stop divinations nullify much of this ability. Paluze loses her insight bonus to armor class and saving throws against them, as well as her insight bonus to attack rolls. Likewise, when these creatures provoke attacks of opportunity from her, she may not take a move action.


Monk powers:
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Flurry of Blows (Ex)

When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2 or x 1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can't use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Evasion (Ex)

At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex)

At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Ki Strike (Su)

At 4th level, a monk's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Slow Fall (Ex)

At 4th level or higher, a monk within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Purity of Body (Ex)

At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.

Wholeness of Body (Su)

At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.

Improved Evasion (Ex)

At 9th level, a monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.


Gear:
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Aylesolia

On first glance, this weapon appears to be a mere icicle. When wielded by Paluze, the tip becomes razor sharp and veins of black water can be seen moving within. This weapon was created at the cost of Paluze's eternal soul, for she gathered 9 mortals dedicated to learning and held them down as the renegade aspect of Levistus devoured their minds, then executed them by freezing them alive. The bloodless slush left behind was formed into a weapon by the renegade aspect and was his first present to Paluze.

Aylesolia is a ranseur+6, keen, icy blast and mindfeeder. Paluze is automatically proficient with it and the weapon ignores any penalties for fighting underwater. Note that the mindfeeder weapon property is wasted on Paluze, it is simply the nature of Levistus given form.

In addition, Paluze wears a silver and pearl amulet that grants her a +6 enhancement bonus to ability scores, a sapphire ring that grants her a +2 bonus to the caster level of spells with the cold or water descriptor and a pair of soft shoes that allows her to treat her monk level as five higher for her unarmed speed bonus and armor class.
<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?